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Societies

From MassiveCraft Wiki

Societies are Lore-canonized groups with many NPC members that reflect different occupations or interest groups. Each one has a Lore origin, a goal, and grants a single Mechanic. Knights cannot join Societies. Spirits, Homunculi, Automata, and Undead cannot join Societies. You can only be in one Society at a time, but can join or leave a Society at any time, though we encourage that you take this seriously. If a Society is called a Guild, that means it has explicit legal sanction and Regalian government support. Not all Societies without the word Guild are illegal, but some are explicitly treasonous or have enemies in the Government. Read the lore for details. Joining and leaving Societies must be filed in the Roleplay Discord Ticket Bot. including a link to your character's app and your Account Name. If you join a Society and do things that are against the Society's goals or ethos, you can and will get kicked out. A list of all registered Society members can be found here. The membership list for any Society can only be checked by members of that Society, and not in an ongoing Roleplay scene.

Guilds

Woodsman's Guild

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The Woodsman's Guild is a group of people who live in the countryside around Regalia, in the Gloomrot or near the Badlands, who have banded together to preserve their rights as local residents and keep the insanity of the City out of their backyards. While also woodsy, Selvath do not join this group, since it would require them to care about a forest outside of their own.

In general, Woodsman's Guild members can organize hunts of dangerous Badlands beast getting too close and threatening civilization, or hold operations to try to run hostile groups out of the Gloomrot. They can also favor more innocuous activities like harvest festivals in the village of Morgenwend, for example. The Woodsman's Guild as a whole is composed of very normal everyman people who are just trying to make sure that their homes do not become the center of international proxy wars between foreign agents or Demon summoners trying to clear a minimum ring from urban civilization before beginning combat. It is encouraged that Guild members set up conflict with outsider Characters to give the Guild something to do.

Woodsman Mechanic

Woodsman
Spirit
You have Selvath Heritage Trait 4, Capitalism Free. This is represented not as a total rejection of money and trade, but as the countryside looking out for each other, and not shopping in the City for things they grow and make themselves.

Hoterie Guild

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The Hoterie guild is a culture guild originally founded in heartland Ithania, but has since spread across the Regalian Empire, and is especially prominent in its richest cities. The Hoterie Guild is split up into many sororities, with the three largest being the Sororité d’Royale, Sororité d’Artiste, and Sororité d’État. Together, these three sororities run the Hoterie Guild.

The Hoterie Guild specializes in the arts of seduction with both body and mind, using otherwise unmentionable or unintimidating occupations like entertainers, courtesans, bar-tenders and serving staff, to get into the good graces of those who wield power. Although seduction is a main throughfare through the guild, as its founder was a courtesan in Ithania's royal courts, it is not the sole focus of the guild; many Hoterie join the guild to be schooled in hospitality, diplomacy, design, and courtly interaction. The Hoterie Guild is for socialites of all shapes and sorts; from the haughtiest of royalty to the common tavern-keep, the guild’s members are united across class and wealth for the good of the guild.

Hoterie Mechanic

Honeyed
Words
Hoterie Guild Members gain a +1 Bonus for every Persuasion /Dice roll, which is added to the final result. This Mechanic does nothing, if the Character already receives a +1, from for example Slizzar Heritage Mechanics.

Commerce Guild

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The Commerce Guild is in reality a mixture of many other merchant’s guilds, companies, and corporations into a single economic entity with one all-consuming goal; get disgustingly rich. From the Sihai to the east to the Suvial in the west, the Commerce Guild has its gold-greased fingers in almost every economy in the world.

The Commerce Guild is a relatively new entity, being only a few years old, and engorging itself on merchant companies and guilds every year. Incidentally, this includes the now-dissolved Augur guild, which was bought out by its younger competitor in December of 312AC. The Commerce Guild was initially founded in Calderliga, and has its largest base of operation there, but the Guild has set its sights on Regalia, with negotiations in play to buy out one of regalia’s ports and construct a large guild house just offshore. Commerce guild members can range from honest merchants to swindlers, and all should strive to make money through the guild - be it through successful business, trade deals, or the occasional laundering of money.

Commerce Mechanic

Greased
Palms
Members of the Commerce Guild can make trades of resources (Divinium, Artifactsparks and Wealth Tokens) non-publicly, or can facilitate a trade between two people to make it non-public, done through a ticket rather than through public channels.

Societies

Dissolution Society

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The Dissolution Society is a group of people who, for either autonomist, anti-Imperialist, separatist or anti-colonialist reasons, believe that the Regalian Empire has gotten much too big and powerful, and must be smaller. This is explicitly considered treason against the Empire. While they might not like each other, members of this Society go hand in hand for their common goal.

Anti-Regalian activities committed by members of this Society can range from passive resistance like misinforming Knights about criminals, sabotaging political agreements to make sure that no real work comes out, or stoking conflict between opposing Regalians by removing opportunities for them to reconcile, to active resistance like running agents of the Law out of part of the city for a short period of time as a show of strength. All members are aware that numbers are not on their side and death is likely if they are caught without deniability, so they tend to favor self-preservation over achieving drastic goals, pacing themselves carefully, offering 'helpful' 'advice' to their enemies in the hopes that they spike themselves on their own ambitions.

Dissolution Mechanic

Watertight
Alibi
Two times per month, you can abuse a network of sympathizers to get out of Greygate scot free for any crime except Treason. Your arresters still know what you did, they just can't do anything about it through the Metropolitan. They can still attack you.

Watchway Society

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The Watchway Society is a group of people who have come together around the idea of Calamity prevention, or the belief that it is mortals, not Gods, who will forestall the next apocalypse, just as much as it is also mortals who will bring it about. Different societies who follow this thought process have arisen across history in different places, but the Watchway unifies them all.

Watchway Society members have a strong vigilante bent, going after servants of the Dark Gods, pursuing Mages who hoard much power and try to discover the dark secrets of the past, and other, similar activities. The Watchway doesn't necessarily cooperate with Law groups like the Knight Orders, because they see themselves as the true heroes willing to get their hands dirty, and do not balk at a few law breaks to achieve what they see as the ultimate salvation. Different regional Watchway groups, especially the Elven branch the Senleya, also focus on tasks of political salvation like making sure that the Allorn Empire will never successfully reconstitute, or the Dread Empire will never take over Daen. Watchway members hold regular Conclaves to set their priorities.

Watchway Mechanic

Calamity
Archives
You have access to the Calamity Archives, which may contain deep-lore or other useful information to ongoing Society activities. To consult the Archives, you can open a Ticket in the Ticket Bot. Please only open one Ticket per issue.

Artisans’ Society

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The Artisans’ Society comprises an international loose group of technological experts and tradespersons, and any who make their living by way of the hand. While many outsiders tend to mistakenly consider it a place of learning and apprenticeship, the focus of the Artisans’ Society is much more on connecting and bringing together craftspeople from all walks of life, for an exchange of ideas and skills rather than the proper fostering of new tradespeople. Despite the international connection amongst the members, some tensions do still exist and cultural disputes do often occur between members.

The most regular and well known event of the Artisans’ Society has always been The Great Polish, an event that can be hosted by any member of the Society in which people can display how perfectly they have honed their craft, and share knowledge with fellow journeymen. However very often the Great Polish is seen as a form of challenge, rather than being a stamp of authenticity, it invites competition from other craftspeople, extending an invitation for any to find fault with their creation. Naturally, the members of the Artisans’ Society have an inherent pride in their craft, and will often take the extra step to help perfect their own work.

Artisans' Mechanic

Artisans'
Wealth
You have a support network of patrons backing up your work. Once per Eventline, when a problem requires a Wealth Token to solve, you can count as the source of that Wealth Token as long as you declare it on the spot.

Thieves’ Society

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The Thieves’ Society is a group of thieves and vagabonds who abstain from society’s regular morals. These thieves, usually poor in status or title, resort to taking from the upper echelons in order to fill their own pockets. Some thieves steal from the poor, too. There are only two laws to abide by. No murder, and no terrorism of any volume.

Fair activities committed by members of this Society can look like performing a heist on an aristocrat’s manor, stealing products to be sold by a popular business, or securing an important relic that can be ransomed off to the highest bidder. A thief can choose their own deal of poison, but will be hunted down by the rest of this Society if they take a step too far. Most thieves hide their bases in the sewers of Regalia, but some are daring enough to operate up in the city. A majority of thieves will steer clear from each other, in the interest of keeping eyes off of the targets they choose to embezzle. All thieves, however, will protect each other from law enforcement.

Thieves' Mechanic

Thieves'
Cant
You can leave messages written on signs (1 Minecraft Sign only, must be actually written) that only other Thieves' Society members can understand. This is to use on public Noticeboards to issue warnings, not for active communication. This may come up in Events.

Voyagers' Society

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Across Regalia and the wider world, there has been a growing concern in recent years over a lack of proper cultural understanding. While many consider Regalia to be a cultural center, but one with friction and infighting. For that reason, a group of dedicated individuals pushed forward to create a group dedicated to properly observing and witnessing the merits of these cultures and their history outside Regalia, to better help at home.

One of the most important parts of being a member of the Voyagers' Society is having a desire to understand others. While this may normally include a surface level observation and comparison of traditions between those within and outside of Regalia, for some it also includes the collection of ancient relics, or other more active choices. Some members of the Voyagers are viewed distastefully, as many tend to join for the prestige of membership, yet there remain a small few who take a deep and impassioned pride in being part of the Society, wishing to remain as true anthropologists and students of the greater world and its people.

Voyagers' Mechanic

Man of
Culture
You can speak the language of any Event's theme, having learned it in the weeks before. For example, at an Elven ball, your Character can speak flawless Altalar. They understand all relevant gestures and cultural habits. After the Event ends, they immediately forget it.

Blacksigil Society

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The Blacksigil Society consists of brilliant minds that are devoted to the fine art of science. While a member can be mundane or Occult, they will both share the same drive to experiment with all laws of reality. The Blacksigil Society encourages ‘humane’ experiments, but some members get carried away with more bad than good.

Humane activities committed by members of this Society can look like studying blood samples of mutated monsters, researching genos modifications that can be applied to willing subjects, and protecting citizens from dangers that can be expected by ‘mad scientists gone too far’. The Blacksigil Society is not too communal, only ever sharing information with each other through publications of recent breakthroughs. Even with this common seclusion, members can expect to find camaraderie with each other. Labs are often built inside a member’s home. If the experimenter likes danger, then they will instead utilize abandoned structures assumed to be of no importance.

Blacksigil Mechanic

Backup
Plan
You can transfer your consciousness into a Vatgrown Homunculus. This can only be done for a few hours at a time, is obviously you, and shares your Proficiencies and Mechanics. You can only make one new one per 2 OOC Months if it dies, and can only have one at a time.

Arcanist Society

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The Arcanist Society is a loose gathering of mages and scholars who have united with a singular goal; loosen Regalia’s occult laws. The Arcanist Society is not necessarily concerned with being a ‘good’ or ‘just’ mage; they just want to loosen laws so they can use magic more.

The Arcanist Society, unlike the Aelrrigans, does not believe in magic policing; quite pointedly, many members of the Arcanist Society believe the Aelrrigans shouldn’t be policing magical laws, and often do not wish to work with Aelrrigans or find themselves directly opposed to them. The Arcanist society often meets in their towers to discuss magical theory, politics, implementation, and are usually the ones pushing hardest for laxer and laxer magical laws, because they believe in magical supremacy over technological supremacy. A member of the Arcanist Society will advocate for magic accessibility to the wider public, despite the dangers, because they love magic.

Arcanist Mechanic

Dimensional
Tower
Members of the Arcanist Society have access to a Mage Tower in the Regalian City. Only members of this society may enter the tower, as it’s protected with arcane wards that deny entry to anybody else. Members of this society can temporarily invite non-members in.



Accreditation
WritersOkaDoka, F0llower, ellereller, Lizmun, birdsfoot_violet
Last EditorBirdsfoot violet on 12/31/2024.

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