New Societies?

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Granitore
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New Societies?

Post by Granitore »

So i read a bit through the FAQ and about Societies, as far as i understand there are 2 different forms of them:

Guilds and Associations

as far as my understanding goes:

Associations are groups of like-minded magi, you can join as many Associations as you want,
currently there are 2 and seem to specialize in preserving / creating new creatures:

one specializes in creating artificial creatures and the other specializes in prehistoric creatures.

(i must say, reading some creature descriptions like the ones from the ferrofluid, plushie, porcelain and marinevra crystalwing made me wonder: even if we are members, we are not allowed to "create" these creatures...since they retire and we cant "make/create" more, guess the other members dont want us to know)

ehh, anyway and then there are Guilds, you only can join 1, but that makes sense since they seem to focus on the types of magic in this world and currently there are only 3:

one is focused on plant/healing magic, the second is focused on dark/shadow magic (maybe even death magic?) and the third is focused on water magic (but it does not look like they focus on ice magic...at least looking at the creatures in the bestiary makes me think they only focus on the liquid form of water).

but one sentence in the FAQ made me curious:
(this sentence: More societies are always in the works.)

will there be more guilds / associations in the future? when was the last time one got added?

i know plant based creatures seem to be the herbalists speciality (the dandylions are their newest invention it seems, even if they are retired now and were not in their shop).

but what about food based creatures? i know there was some sort of bread creature from a former april fools day, would that not be a cool new Association? Or maybe even 2, one resolves around cooking and one around backing / making dessert based creatures!

Since we can only join 1 guild i hesitate a bit because if i join one and they release another i like more, it will cost to change...

there is still room for fire, wind, lightning, ice, light and earth magic based guilds...(maybe even balance, because balance hydra?...but that would maybe be shadow vs light guilds...)

also: with the dark naja added to the dark based guild, i wonder if the guild get regularly new creatures, or even on certain events, event based creatures added to their shops...

so what do you think would be the most likely Societies to be added to the magistream page?
(and wich ones would you like to see?)
<3

would you like it if every guild gets 1 new creature at the same time so trading is more likely to happen, or is it better to get only 1 at a time (to sell them to non guild members for gold)?
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GeistStorm
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Re: New Societies?

Post by GeistStorm »

interesting. and very well written.

i honestly don't know when the last anything was added. it seems like it's been quite some time to me though.
as to if/when more might be added... given how slow the activity on the site has seemed to be... i think it was written when things were a bit less hectic irl and there was seemingly more interest among the site members.
i'm not sure who would be the best one to ask either.

i would agree that the food related creatures could very well as their own association. i know i would love something like that.

i hope you get more answers... i'm curious about this stuff too.

~hopefully, my reply didn't just kill your thread... >>;;~
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Granitore
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Re: New Societies?

Post by Granitore »

aww, no i dont think your reply killed my thread, it gave me a reason to think others are thinking about those things too!

(i also hope we get some answers, but even if not, i needed to write down these thoughts, they spooked in my mind for so long <3 )
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-- <3 I love crystalwings <3 --
<3 Thank you all so much for the gifts! <3

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Re: New Societies?

Post by Exxthus »

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Mercantile groups based around either gaining gold or trade & barter may be interesting; many quests already have this as a build-in mechanic, so making generalized trades wouldn't be too hard with some permanent and a few that swap out. Exploration and path-forging was already explored with the map expansion in the macro sense, so a smaller version with a guild for exploring existing places more thoroughly, or ones that are out of the way, could yield interesting finds or little mini areas with stories/lore/little text quests for even just an item or a badge. Archeology is a ripe field for both exploring old ruins for creatures AND possibly old spells and artifacts, expanding site actions or getting access to more items/item types; the Etain Desert in particular has a lot of interesting old places and rich cultural heritage sites that are full of all sorts of cool stuff. There's a focus on the lithosphere and the hydrosphere, so seeing a group focused around the stratosphere might be cool; like, flying creatures, spells dealing with flight and transport, meteorology and weather-affecting magic, stuff like that. Astronomy is ever tied with scholarship and the magical types that deal in that sort with settings like this, thus I see no reason why we couldn't get an astronomy-based guild or club going for the study of the stars and their connection to the arcane.

There's a lot of ideas for this topic, I'll have to think about it more.
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Re: New Societies?

Post by Xenomorph »

While I am not going to say too much about this topic...
I will least confirm that more guild ideas have been plotted over and more will come along later down the road.
Can't say how soon these ideas will come to reality, as not even I know that--but I will say please do not hold your breath for it. xD;


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Re: New Societies?

Post by Celestronach »

Exxthus wrote:Image

Mercantile groups based around either gaining gold or trade & barter may be interesting; many quests already have this as a build-in mechanic, so making generalized trades wouldn't be too hard with some permanent and a few that swap out. Exploration and path-forging was already explored with the map expansion in the macro sense, so a smaller version with a guild for exploring existing places more thoroughly, or ones that are out of the way, could yield interesting finds or little mini areas with stories/lore/little text quests for even just an item or a badge. Archeology is a ripe field for both exploring old ruins for creatures AND possibly old spells and artifacts, expanding site actions or getting access to more items/item types; the Etain Desert in particular has a lot of interesting old places and rich cultural heritage sites that are full of all sorts of cool stuff. There's a focus on the lithosphere and the hydrosphere, so seeing a group focused around the stratosphere might be cool; like, flying creatures, spells dealing with flight and transport, meteorology and weather-affecting magic, stuff like that. Astronomy is ever tied with scholarship and the magical types that deal in that sort with settings like this, thus I see no reason why we couldn't get an astronomy-based guild or club going for the study of the stars and their connection to the arcane.

There's a lot of ideas for this topic, I'll have to think about it more.
I especially like the sound of an astronomy guild/club/society.
I mean, I like all of this, but I've always had a soft spot for space.
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