Regalian Keeps

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Regalian Keeps are a set of unique properties spread across the Regalian City that have a number of unique Roleplay Rules associated with them that make them fun and easy roleplay sources, without too much system overhead that complicates interacting with them. Keeps can be found scattered around the city (listed below as well), and they are usually defensive buildings with an inner courtyard, some walls, some defensive structures, and a front gate. The idea of Regalian Keeps, is that nobody really owns them. Historically they belong to a bygone Era in Regalia and have lost purpose, but the state just never demolished them, so organizations and groups keep squatting in them. The State Metropolitan doesn't dedicate any resources to clearing them out, and the citizens are generally allowed to just fight over ownership of Regalian Keeps without the arm of the law interfering with ongoings. The majority of the Regalian Keeps are in Old Town, with a few in the Boroughs, New Town, and Sewers also (released over time).

Regalian Keep Rules

In order to make Keeps fun to engage with, they have as little rules as possible. This list of rules is more-so a clean setup so players know what to expect, but day to day activities around a Regalian Keep are entirely up to the players. Staff also provide very little service or upkeep, that means to say that Keeps are provided with a fairly generic interior like a clinic, dining hall, armory etc, and that it is up to the players to give function to these areas in whatever way they like.

  • Regalian Keeps are immune to Metropolitan interference. Metropolitan members can join groups out of uniform, but the state law apparatus should not get involved with trying to clear out a Regalian Keep.
  • Knights, Noble Houses, Organizations of any kind, all can equally compete over ownership and squatting rights. Whoever has the most guys inside and the means to kick others out, owns the building.
  • Regalian Keeps cannot be Raided in accordance to Raid rules. Ownership can only change if the previous owner(s) were successfully CRP-gooned out of the building or voluntarily left it.
  • There is a general courtesy understanding not to attack the Keep very late at night to ensure few defenders are online. If you do this, you should expect it to be done to you too.
  • There is no OOC enforced ownership. If you lost it because some guys ran in and claimed it while you were all offline, you can just summon your goons tomorrow and take it back.
  • The purpose of these buildings is to elicit quick and low-entry level rp by guaranteeing some kind of conflict at the front gate. Please use Common Sense and remain pro-rp.
  • Each Regalian Keep comes equipped with a standard issue full access gate that anyone can close. Please use common sense when operating the gate controls. It can also be broken by Gatesmash-like Abilities.
  • Why groups would want to own such a Regalian Keep for periods of time is entirely up to them. A Crime organization might want to use it to project their power over the area, for example.

Experimental Combat Rules

In order to receive accurate and personalized feedback from players regarding the Optional Combat System and other experimental ability rules, the Regalian Keeps have certain experimental changes made to combat roleplay housed within them. These changes are primarily experimental, meaning these rules are more often subject to change than other roleplay rules, and players are expected to provide feedback to Lore Staff through the Roleplay Community Discord about their feelings on these changes. The current list of Experimental changes will be constantly updated below, with this list being empty when there are no changes being actively considered.

  • There are no ongoing experiments at the moment.

List of Regalian Keeps

Name Description

The Mercenary Keep Merckeep.jpg

The Mercenary Keep is a very old building that even predates the founding of the Regalian Empire. It was an old armory for the Regalian Kingdom and was also the scene of a battle to take the city between the Five Family Rebellion forces and their Solvaan and Breizh allies, and the Regalian Kingdom's army. Since then, it was renamed the Mercenary Keep, and has interchangeably been owned by various Mercenary Charters, and saw some very intense fighting over ownership rights in the latter few years. Finally, the building was owned by the Alms Ministry before its dissolution, being used as a safe keep in case of an invasion of Regalia proper, from the which the Alms Ministry could dispense services and help to nearby citizens. Recently, the Isldar District has been erected around the building, but the building itself was not demolished because the Palace declared it a historical property, though nobody has claimed it, nor has it been granted by anyone, so the state has turned a blind eye to groups squatting in it, as it is in a part of the city where the Metropolitan rarely goes. The Mercenary Keep can be found in the Isldar District, a direct left when walking down the main street toowards Crookback, turning left before reaching the Crookback Checkpoint, and following that road.

The Watchman's Tower Watchmans tower.png

The Watchman's Tower, originally known as the Gloombright Holdfast, is an older construction that dates from the early third century AC that can be found just north of the isolated Finalond District of Regalia. Constructed for oversight in the Gloomrot region of the Crown Isle, the Tower was manned by a small but skilled garrison of Regalian commandos who upheld order in and around the Lion's Repose and Morgenwend Village, combating the many groups of criminals in the swamp, Occult or otherwise. Despite their effectiveness, Morgenwend and its surrounding area were considered to be of low priority to Regalian lawmakers due to its relative lack of output compared to other more embattled regions with greater potential than the Gloomrot peat bogs. The garrison was gradually whittled down over time by Regalian administrators until roughly 220AC, when the Tower was finally only inhabited by a single watchman-- hence its name in 311AC. By 230AC, the Tower was in a state of major disrepair due to age and local conditions, prompting local administrators to withdraw any kind of military presence at all from it. Although the State did not formally relinquish control over the Tower at all, the cost of its repair was deemed too expensive for its worth and all documentation was soon buried in a bureaucratic quagmire from which it has never surfaced. In the current day, the Watchman's Tower is a ruin, some say haunted, overlooked by its original owners and open to any hands that might seek to control it-- bloodily or not.