https://wiki.massivecraft.com/api.php?action=feedcontributions&user=Jared4242&feedformat=atomMassiveCraft Wiki - User contributions [en]2024-03-29T10:05:08ZUser contributionsMediaWiki 1.38.1https://wiki.massivecraft.com/index.php?title=Materials/Format&diff=32829Materials/Format2021-06-01T19:16:31Z<p>Jared4242: </p>
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<div>{{Info materials<br />
|image = img.png (Delete this line if there's no image)<br />
|officialname = Official name (no period)<br />
|nicknames = Common Nicknames.<br />
|proficiency = State the required points in the Proficient of Smithing (If not a metal, delete).<br />
|origin = Where it came from, and where it's found.<br />
|uses = What is the material used for?<br />
|rarity = How common/uncommon is it?<br />
|accessibility = Commoner or Nobility<br />
|}}<br />
<br />
The intro is a solid, five sentence paragraph designed to summarize the article and hook the reader into the page as a whole. As a general guide, include the following in an intro paragraph:<br />
*Hook sentence<br />
*Describe the subject of the article<br />
*Offer a little historical context about the subject<br />
*Give a detail about the subject unrelated to the history<br />
*State what impact the subject has made, why it is important, or its present day state.<br />
<br />
==History==<br />
Where was it found, who discovered it, what is it used for, where is it found today? Is there any cultural/religious significance? How obtainable is it?)<br />
<br />
==Characteristics==<br />
===Appearance===<br />
What does it look like? Patterns, etc? Can the appearance vary in any way?<br />
<br />
===General Uses===<br />
What is it practical for it, how is it used? Weapons, armor, decoration?<br />
<br />
===Abilities===<br />
What does it do, secondary effects? What is it's purpose in roleplay?<br />
<br />
==Trivia==<br />
*Trivia 1<br />
*Trivia 2<br />
*Trivia 3<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = HydraLana<br />
}}<br />
[[category:formats]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Metals/Format&diff=32828Metals/Format2021-06-01T19:16:13Z<p>Jared4242: </p>
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<div>{{Info materials<br />
|image = img.png (Delete this line if there's no image)<br />
|officialname = Official name (no period)<br />
|nicknames = Common Nicknames.<br />
|proficiency = State the required points in the Proficient of Smithing (If not a metal, delete).<br />
|origin = Where it came from, and where it's found.<br />
|uses = What is the material used for?<br />
|rarity = How common/uncommon is it?<br />
|accessibility = Commoner or Nobility<br />
|}}<br />
<br />
The intro is a solid, five sentence paragraph designed to summarize the article and hook the reader into the page as a whole. As a general guide, include the following in an intro paragraph:<br />
*Hook sentence<br />
*Describe the subject of the article<br />
*Offer a little historical context about the subject<br />
*Give a detail about the subject unrelated to the history<br />
*State what impact the subject has made, why it is important, or its present day state.<br />
<br />
==History==<br />
Where was it found, who discovered it, what is it used for, where is it found today? Is there any cultural/religious significance? How obtainable is it?)<br />
<br />
==Characteristics==<br />
===Appearance===<br />
What does it look like? Patterns, etc? Can the appearance vary in any way?<br />
<br />
===General Uses===<br />
What is it practical for it, how is it used? Weapons, armor, decoration?<br />
<br />
===Abilities===<br />
What does it do, secondary effects? What is it's purpose in roleplay?<br />
<br />
==Trivia==<br />
*Trivia 1<br />
*Trivia 2<br />
*Trivia 3<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = HydraLana<br />
}}<br />
[[category:formats]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Regalian_Law&diff=30739Regalian Law2021-02-17T23:41:31Z<p>Jared4242: /* Alms Ministry Privilige */</p>
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<div>Regalian Law is a set of so-called Law Books with a penal code designed to keep the Regalian public in line, both within the confines of a peaceful and stable society, but also for a clean and pious mind. These Laws don't always have a strict outcome punishment, and punishments may vary between Guards and Organizations in Regalia. Furthermore, most of these laws are changeable by the respective authorities. <br />
<br />
==Citizen Rights==<br />
Citizen Rights dictate the individual rights per race. While Race Rights are different for each Race, they can usually be categorized: First Rank Citizens have all rights bestowed to them, Second Rank Citizens have usually one or two rights revoked, while Third Rank Citizens have considerable rights revoked from them. Each right revoked is mentioned below.<br />
===First Rank Citizen===<br />
*Ailor, Half-Ailor, Sihai, Allar, Dwarves, Qadir, Orcs, Songaskians, Altalar, Cielothar, Asha, Yanar, Avanthar are First Rank Citizens. Any other Half-Races that are not half-Ailor (as long as one parent is Second or Third Rank), apply to those Citizen classifications, if they are Half-Ailor, they always apply to First Rank, even if their other parent is Third Rank.<br />
<br />
===Second Rank Citizen===<br />
* Sihndar have the following rights revoked:<br />
** Performing the Northern Taint on any person without permit, is illegal.<br />
* Url have the following rights revoked:<br />
** Performing Symbiosis of any kind on any person without permit, is illegal.<br />
* Manathar have the following rights revoked:<br />
** Performing Manathar Communion on any person without permit, is illegal.<br />
* Isldar have the following rights revoked:<br />
** Isldar are barred from being a member of the Regalian Military or holding State Offices.<br />
* Maraya have the following rights revoked:<br />
** Contact without State supervision of the Maraya Home Swarm, is illegal.<br />
===Third Rank Citizen===<br />
* Slizzar have the following rights revoked:<br />
** Slizzar do not have the right to Court procedure and have a presumption of guilt.<br />
** Slizzar are not permitted to hold State Office, or be a member of the Regalian Military.<br />
** Slizzar are not permitted to serve in the Imperial Family’s Household.<br />
** Slizzar do not have the right to marry or reproduce with Unionist Ailor.<br />
* Kathar have the following rights revoked:<br />
** Kathar do not have the right to Court procedure and have a presumption of guilt.<br />
** Kathar are not permitted to hold State Office, or be a member of the Regalian Military.<br />
** Kathar are not permitted to serve in the Imperial Family’s Household.<br />
** Kathar do not have the right to marry or reproduce with Unionist Ailor.<br />
<br />
==State Laws==<br />
State laws are active in all lands controlled by the Regalian Empire, unless local legislation contradicts them. These laws can be freely changed by the Assembly and Chancellor.<br />
===Regalian Petty Law===<br />
Regalian Petty Laws require no Court intervention, and can usually be punished with a fine, public humiliation, or very short prison sentence, or community service. No records are made for violations of Petty Law of any kind, however it may be included in bigger violations on the same report.<br />
# Bearing false witness, or resisting arrest, or hindering a Guard investigation is illegal.<br />
# Bearing weapons or armor outside of permit clearance is illegal.<br />
# Vigilantism without the proper permit or clearance, is illegal.<br />
# Trespassing on any private property or residence is illegal. <br />
# Mugging or stealing or cheating at games or property destruction, is illegal.<br />
# Adultery and conceiving out of wedlock is illegal without legal consent forms.<br />
# To insult another person without established truth to accusation, is illegal.<br />
# For a family member to resist the will of their family head, is illegal.<br />
<br />
===Regalian Low Law===<br />
Regalian Low Laws require no Court intervention, and can be punished with prison sentencing and/or public humiliation. Simple recordings such as Name, Crime, and Punishment given are recorded, nothing more. <br />
# Inflicting harm against another or one’s unless self-defense demands itself is illegal.<br />
# To abduct or imprison or enslave another without legal permit is illegal.<br />
# Possession or use of Contraband and Illegal Items is illegal.<br />
# Non-consented Marriage or failing to provide for one’s spouse, is illegal.<br />
# Subjecting another Unwilling to Mutations or Magic induced aesthetic-only changes is illegal.<br />
# Using Aberrant Powers outside the home without permission is illegal.<br />
# To create, recruit, be a member of, or cooperate with Crime Groups, is illegal.<br />
# To sabotage, undermine, or be negligent in State Official Duty, is illegal.<br />
# To falsify evidence, seals, stamps or other approval, is illegal.<br />
# It is illegal to infect anyone with any form of Occultism or Aberrancy.<br />
# It is illegal to be infected with any Non-Legal Code Approved Occultism or Aberrancy.<br />
# To repeatedly avoid paying one's legal taxes to the Regalian Crown, State, or Military, is illegal.<br />
<br />
===Regalian High Law===<br />
Regalian High Law usually requires the Lord Commander or Court to get involved with sentencing. Punishments tend to be severe imprisonment and maiming. Data recording includes Name, Crime, and Punishment, as well as a more detailed report of the incident. <br />
# To violate the purity of, or indecently disrobe another, is illegal.<br />
# To attempt to break out of prison, or liberate another prisoner, is illegal<br />
# To rob the life of another person, whether born or unborn, is illegal.<br />
# Vast or major destruction of property or vandalism (such as arson), is illegal.<br />
<br />
===Regalian Capital Law===<br />
Regalian Capital Law must require a Lord Commander and Chancellor approval for the final verdict, but will always include at the very least a maim, leading up to execution. Every worthwhile detail involving the crime, leading up to, and including the aftermath, is recorded in an extensive report. <br />
# To perform active rebellion against the Regalian state or harbor Jacobinism, is illegal<br />
# To conspire to harm the Emperor or Chancellor or Assembly, is illegal.<br />
# To conspire to usurp or harm the state through military means, is illegal.<br />
# To commit mass-murder or cause mass-death intentional or not, is illegal.<br />
# To assist foreign entities in their harmful intent towards Regalia, is illegal.<br />
<br />
==Imperial Crown Law==<br />
Imperial Crown Law cannot be changed by the Chancellor or Assembly, and is prosecuted by the Imperial Inquestors. State Guards should still arrest, but deliver the criminal to an Imperial Guard. Crown Law violations can lead up to execution. Every worthwhile detail involving the crime, leading up to, and including the aftermath, is recorded in an extensive report. <br />
# The Imperial Guard are immune to State Law, and owe authority only to Imperial Royal Blood.<br />
# To spill blood on Holy Ground such as Cathedrals, Churches and Palaces, is illegal.<br />
# To denounce the Emperor’s Authority over all the world, is illegal.<br />
# Marriage between two title holding families must be brokered by the Emperor.<br />
# The Assembly and Chancellor each represent the Emperor in authority and duty.<br />
# The Chancellor has a Veto right against any Assembly proposal, except impeachment.<br />
# Impeachment proceedings count for 60%+1 of the present voters or representatives.<br />
# Other legislation may pass with 50%+1 of the present voters or representatives.<br />
# Two Noble Houses may call for an Assembly at any time, with Chancellor presence.<br />
# An Assembly may not proceed without a present Chancellor, except for Impeachment.<br />
# Indecency or undue disturbance during an Assembly is considered an insult to the Crown.<br />
# It is illegal for City Guards to enter a Noble Estate without a permit from the Emperor.<br />
# Contracts between Noble Families with Imperial Assent are enforced by the State. <br />
<br />
==Regalian Knight Laws==<br />
Knights operate somewhat differently than regular citizens, and as such have certain rights that transcend laws in Regalian State Law. Assume that if a Knight Law contradicts State Law, that Knight Law is always superior. Knight Law can only be changed by the Emperor.<br />
# Any and all Knights are permitted to bear any armor, as long as Order identity is visible.<br />
# Any and all Knights are permitted public open carry of weapons, but must conceal indoors.<br />
# Any and all Knights may engage in Honor Duels with harm in designated arenas.<br />
# Only Knights with Imperial Respect may enforce the Code of Honor on their fellow members.<br />
# Only Knights with Imperial Respect must be called Ser if male, or Dame if female.<br />
# Any citizen with knowledge of a Knight violating their Code, must report this to the Chancellor.<br />
<br />
==Empire wide Ordinances==<br />
Empire Wide Ordinances are adopted by the Assembly or Chancellor that do not directly affect the main city, but are still relevant to know for politics. These are generally considered indefinite, and revoking Ordinances is considered not kosher, but legal for the Chancellor only.<br />
# All lands with a majority Altalar, and with all parties consenting, may enforce the Altalar Judicial system instead of the Regalian Judicial system.<br />
# All airships under the direct supervision of Duke Ryker Lampero of Vultaro-Montania has free access to all airspace above all regalian Archipelago states and sovereignties. <br />
# Ownership of Puretek Weapons without a permit from any Belliard Representative (Dietrich von Drachenburg in Regalia) will result in jail time, and weapon confiscation.<br />
# Magical Mutations and Magic assisted aesthetic-only changes may be applied in Government approved Shops and Businesses only, managed by the Arcane Ministry.<br />
<br />
==List of Contraband and Illegal Items==<br />
* Any Artifact that is identified as originating from the Void Occult is contraband.<br />
* Any Artifact identified as a Draconic Soul-Core active or inactive is contraband.<br />
* Narcotics not stamped and shipped by the Anahera Cabal is contraband.<br />
* Siege weapons and Gunpowder not stamped and shipped by Howlester Trade is contraband.<br />
* Grains of any kind not stamped and shipped by the Kade house of Trade is contraband.<br />
* Muskete weaponry not produced and granted by the Belliard Guild is contraband.<br />
<br />
==Legal Codes==<br />
Legal Codes are lengthier pieces of legislation that cannot be easily summarized into a bullet pointed law book, and as such must be written out in full. They usually concern one particular topic, and explain that topic expansively. Legal Codes are usually also expansions upon State Law, to add more context to them or to expand their scope into more detail.<br />
<br />
===Legally Approved Occultism===<br />
<br />
<br />
===Regalian Weapon and Armor Permits===<br />
It is illegal for any person in Regalia to wear any armor that is not purely decorative (armor that covers less than 25% of the body is considered decorative) without the necessary permits. Armor permits cannot be granted. Armor may only be worn by institutions that have the right to bear armor, such as the Regalian Mercenary Order, The Regalian Guard Order, Regalian Noble House Guards and Imperial Guards. Furthermore, it is illegal for any person in Regalia who does not have a weapon permit to bear a weapon other than a Rechtshelm. A Rechtshelm is a thin blade, with a maximum of 12 inches by the hilt that must be concealed at all times. Weapon permits, unlike armor permits however, can be granted. After a permit is granted, public open carry is permitted. Orders and Institutions that were granted the right to bear arms may use any weapon in public open carry also. No weapons or armor may be brought into Imperial Property, or Churches and Cathedrals, or the Regalian Judicial Office, however. Titleholders have automatic armor and weapon permits. All other permits must be registered and maintained by the State’s Armament Commissioner. <br />
* The Armament Commissioner is appointed by the State Chancellor.<br />
<br />
===Occult Power Legislation and Usage===<br />
Occult or Aberrant Powers may only be used in the confines of one’s home. That being said, any owner or patriarch or matriarch of an establishment or building or estate may extend permission to use Occult Powers within those buildings. This includes any gardens or courtyards on the premises. Furthermore, Occult Powers as long as they do not inflict undue harm, may be used to aid in Law Enforcement. Finally, officially registered White Occult (or Court Mages, as Court Mages automatically become White Occult without registration, of which 2 per Title holding Family may exist), are permitted to use their Occult Power as defined in their registration. Court Mages may always use their Powers, as misuse responsibility falls onto the Noble Family, and they are expected to set boundaries for the Court Mages. All Court Mages and White Mages must be registered (or in the case of White Mages) submit for processing through the State’s Occult Commissioner. <br />
* The Occult Commissioner is appointed by the State Chancellor.<br />
<br />
===Noble Houseguard and Servants===<br />
Noble House Guards and Servants of any kind may wear any type of armor and weapon with public open carry. They must however clearly distinguish themselves as a House Servant, and they may not wear these while not on active duty with any member of the Family they serve. Additionally, House Servants may never draw weapons first, and must only act in a defensive or protective capacity. Any person involved in a crime against their Family must be transferred to the Regalian Guard, but may be kept for questioning for up to 48 hours inside the Family’s Estate if it is in the possession of adequate detainment. House Servants do not need to be registered, but official House Guards must always be registered with the State’s Lifeguard Commissioner. <br />
* The Lifeguard Commissioner is appointed by the State Chancellor.<br />
<br />
===Mercenary Rights and Laws===<br />
Mercenaries may wear up to half plate without a helmet, and may open carry any weapon, but only while actively fulfilling a contract. Mercenaries must adhere to all Regalian Law where applicable, and must step aside if Regalian Guards usurp the situation they are in. Mercenaries must obey commands given by the Regalian Guard Lord Commander, as well as the Chancellor. Mercenaries must at all times work towards legally sanctioned contracts, either sent by the Nobility or the Chancellor or Assembly or Emperor. If a Contract is illegal, the Mercenary shall hold no blame for enforcing it, and instead, the Contract maker will be found guilty of all Laws violated by the Mercenaries. While on Contract, a mercenary or their contractor may keep the guilty party on their premise or at the Mercenary Keep for up to 48 hours as long as they have capable detainment rooms for questioning and beating, before they must be handed over to the City Guard. All Mercenaries must always be registered with the State’s Mercenary Commissioner. <br />
* The Mercenary Commissioner is appointed by the State Chancellor.<br />
<br />
===Blueblood Court Privilege===<br />
Nobles and Titleholders in particular have certain rights bestowed on them for being the better class of people by the Emperor. These may only be changed by the Emperor. Crimes against all Nobles warrant higher sentences, and if a Noble is found guilty of a crime, they are expected to be treated fairly, well, and without much public display if it can be avoided so as to avoid embarrassment. Nobility are always immune to checkpoint restrictions, and may not be hindered from visiting prisoners, unless they are in the maximum security section of the Prison, or solitary isolation. Nobility may strike, or order the striking of another person for any words that caused offence against them. When visiting establishments and public places of service, nobles are expected to be given preferential treatment and with respect. All Nobles also have the right to command City Guards to protect them, an event, or enforce the Law as they see fit. That being said, violation of State Law, or incorrect enforcement of State Law falls upon the Noble in question. Furthermore, City Guards are expected to turn a blind eye to Nobility committing crimes under Petty Law, unless these crimes become recurring and dangerous to the people or the reputation of the Noble Family. Finally, Nobles are immune to City-wide curfew, but must contract a City Guard to escort them while they roam the streets during a curfew. Violations of Blueblood Court Privilege must be reported to the Regalian Guard’s City Reeve’s Office.<br />
* The Reeve's Office is appointed by the Emperor with additional clerks appointed by the Chancellor.<br />
<br />
===Blueblood Court Honneurs===<br />
The Nobility are expected to behave a certain way, and enforcing this code of behavior is up to the Master of Conduces of the Imperial Court. It is primarily a duty of the Nobility to always refer to each other with the correct title, even when one is lower, or when one wishes to insult. A good way to provide insult, is to add unnecessary adjectives or expletives to the title address. Commoners do not have a duty to use proper address, but can be found guilty of insult law when they do not at least try. The Imperial Family and other Royal Blood are immune from having to use the correct title address. With regards to Physical honneurs, it is forbidden for a man to touch bare skin of a woman that is not his wife, except through a linen glove. Offenders may be struck by the Master of Conduces with an 18 inch horse riding crop whip, on the offending body part. Within Nobility (if it does not already concern Knights) nobility may not inflict violence on each other with punishment of horse riding crop whip striking the offending part by the Master of Conduces. The Master of Conduces may however approve a non-lethal duel between Nobility at designated arenas. Nobility may also not engage in employment that is otherwise for commoners, such as tending bars, tending livestock, or manning a stall. Exceptions are made for businesses that handle high value items exceeding 5,000 Regals in price, and establishments with high-society relevance, such as noble-only tea houses. Offenders may be struck with a 18 inch horse riding crop whip by the Master of Condeuces until they cease. In any and all cases, Honneurs may only be changed by the Emperor, and may only be enforced by the Master of Condeuces of the Imperial Court. Abuse of power on the part of the Master of Condeuces must be reported to the Master of Letters, to communicate to the Emperor.<br />
* The Master of Condeuces is appointed by the Court's Master of Ceremonies.<br />
<br />
===Military Court Privilege===<br />
The Military Court is designated as the Military Generals, Admirals, and Marshals. Any subject to them are state Soldiers, Sailors, Commanders, or any other private contractor involved in war on third parties in the name of Regalia. Disobeying the hierarchy is strictly illegal. Soldiers must always be treated with preference (though lower than Nobility) while at public establishments or services. Insulting the performance of other Military Court members, without being a Military Court member, is illegal, and any publications to that effect must be confiscated. Reporting on failure or setbacks at the military front, is illegal. It is forbidden to wear outfits of, or pretend membership of, the military without the necessary permits or permissions. Any and all individuals violating Court Privilege are subject to Court Martial, regardless of whether they are civilian or military, with the Emperor of Imperial Court Marshal choosing two Generals or Admirals to act as presiding judges, who must rule unanimously. Punishments may include short prison sentences or public humiliation or ban from the military, with only simple Name, Crime, Punishment records held by the Military Commissioner. The State’s Military Commissioner is also responsible for receiving reports of Court Privilege violations and initiating the process of Court Martial through the relevant authorities.<br />
* The Military Commissioner is appointed by the Imperial Court Marshal.<br />
<br />
===Alms Ministry Privilige===<br />
The Alms Ministry is a permanent Ministry with a Minister appointed by the Chancellor, that oversees the City Sanctity. The Alms Ministry maintains two separate headquarters, the Alms Garrison, and the Alms Sanctuary. The Alms Sanctuary has the right of Sanctuary. This means that any person who arrives in the Alms Sanctuary and asks for Sanctuary from the Alms Ministry, may remain within the Alms Sanctuary, immune from Guard Arrest, or any Family legal Authority demanding their return, without the express approval from the Alms Minister. Additionally, the Alms Ministry has, permitting budget allocations by the Finance Minister, the right to charter any street to construct a Safety Bunker for use during city-wide calamities, without approval from the State Government. Finally, the Alms Ministry may maintain its own armed forces with rights to bear arms and armor, independent from the Guard or Mercenary forces, for the protection of Alms properties.<br />
* The Alms Minister is appointed by the Lord Chancellor.</div>Jared4242https://wiki.massivecraft.com/index.php?title=Dwarf&diff=30731Dwarf2021-02-17T22:35:07Z<p>Jared4242: </p>
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<div>{{Info races<br />
|image = Dwarf.png<br />
|pronunciation = Dwoh-rf<br />
|classification = [[Dwarves]]<br />
|subraces = Aldor, Ruin-Khuur, Dredgers, Saendr, Greborrin.<br />
|nicknames = Stout Folk, Fallen Folk, Forge Fathers. <br />
|languages = [[Common]], [[Dwarven]]<br />
|naming = Scandinavian, and very loosely Tolkien-Fantasy Dwarven names.<br />
<br />
<br />
|distinction = Stout, mountain-dwelling folk who show unerring skill with finecrafting, jewelcraft, smithing, cooperative fighting, woodworking, and engineering, with a unique familiarity and skill in [[metallurgy]] and weapon crafting.<br />
|maxage = 200 years<br />
|height = 4'2"-4'11"<br />
|weight = 130-220 Pounds<br />
|eye = In order of rarity: brown, grey, black, emerald, and piercing blue.<br />
|hair = Blond, brown, black, blue, red, and (when older) grey or white. <br />
|skin = Pinkish Pale, Ruddy Brown, and Light Grey. <br />
|}}<br />
The Masters of Stone, keepers of ancient treasures, creators of momentous artifacts of power, the Deep Folk, the Fallen People, and the Stout Kin; the Dwarves of [[Aloria]] are known by all these names and many more. The Dwarves have a history officially dating back to the founding of their First Hold, Olovomm. From this Hold the Dwarves would grow to found many others, some to fall quickly, some to suffer a long decline, and some to last until the present day. In the mountains of [[Ellador]] one will find little obvious evidence of the Dwarves. Their strongholds and smaller settlements are often disguised using the local terrain, expertly carved stone staircases leading up a mountain path, or clever doors that do not come open to those who do not know the proper means of entry. Much like finding their homes, understanding a Dwarf well enough to befriend them is a trial few can bear to suffer, for Dwarves can be a judgemental, harsh, bitter, and greedy lot. But the Dwarves are also known to be a loyal, fiercely protective, and merry people, dearer to their friends than any of the other Races, and as well the mightiest craftsmen, second perhaps only to the [[Altalar]]. Their success as a people comes in far shorter bursts than they, and no true golden age has ever existed for very long amongst the Dwarves. Rather, for every great height and victory the Dwarven people achieve, they often make a fatal error in greed, hubris, or plain old bad luck that leads to yet another downfall. The Dwarves are a people permanently wronged by their own actions and the terrors of the world, but soldier on in pursuit of returning to a time no living Dwarf may recall, but all feel deep within their heart. A time of shared prosperity, of bountiful merriment, and of a truly peaceful age.<br />
<br />
==Physical Characteristics==<br />
Dwarves are a stout and stocky people. Standing from 4’2” to 4’11” in height, they typically have ruddy faces, with short, stout limbs that are usually knotted with muscles. A Dwarf’s face seems to pop out of their head ever so slightly, with exaggerated noses, brows, and mouths. Beards are common on any male Dwarf over the age of 20, and these can be braided, tied, and dyed in a variety of colors and styles. Female Dwarves have more soft features, with a tendency to braid their hair, though both male and female Dwarves will often be found wearing jewelry, especially necklaces. Dwarves tend to weigh nearly the same as humans, carrying a heavy, bulky build. Dwarven men also tend to be a little taller than their female counterparts. About half of male Dwarves tend to bald in their 70’s, with the rest following around their 120’s. All Dwarves have hearty stomachs and the appetite to back it up. It will usually take twice the amount of alcohol to inebriate a Dwarf when compared to most [[Ailor]], and poisoning a Dwarf is even more challenging. Even the more Ailor-looking Dwarves tend to be hardier than most. It is also worth noting that all Dwarves tend to have slightly pointed ears, though not to the extent of most Nelfin. Offshoots from this general description of Dwarfkind are many, affecting anything from height to body build and more. With that said, most Dwarves tend to have brown, black, or fiery ginger hair. Brown, hazel, black, emerald, and silvery-blue are, in descending order of rarity, the eye colors of the Dwarves, though there are also a scant few Dwarves that seem to be born with a faint purple eye color, seemingly occurring naturally. Lastly, the body hair of a Dwarf seems to depend largely on the Dwarf in question, though even the most Ailor-like Dwarves sport a little more body hair than normal, especially on the tops of their toes and feet.<br />
<br />
==Mental Characteristics==<br />
“If given the choice to befriend a Dwarf or lift a giant boulder, at least find one with smooth edges.” So goes the Dwarven proverb, and with good reason; Dwarves are a bitter, jealous bunch by nature, and severely mistrustful of outsiders of any sort. The failure of the Altalar to come to their aid when most needed and their unending wars with the [[Isldar]] have made them wary of [[Elves]] of any kind. This is not to suggest a Dwarf is murdersome or violent against any particular people, even their dreaded Isldarrin enemies. A Dwarf will always keep their manners and their wits about them, right up until a fight is unavoidable. Dogmatic in their ideals of honor, hard work, and loyalty, a Dwarf can be the finest and most reliable of friends, if you can convince them you are not going to plant yet another knife in their back. This isn’t to suggest Dwarves are an altruistic sort. Their greed and lust for power makes them capable of terrible acts, and they have a particular disgust for the bestial [[Races]], rooting from their conflicts with the [[Dakkar]]. [[Dragons]] are as well a sworn enemy to Dwarfkind, and Dwarves have slain and used the corpses of Dragons in horrifying displays of pragmatic cruelty. To a Dwarf, there is always another beast or betrayer around the road to be confronted, and so friendship with the unknown is a business best left to the foolish. Dwarves have a mental fortitude that matches their physical constitution, but it is built up and supported by an ever present stubbornness. A Dwarf admitting fault is a rare sight, but a bit of quiet bluster and an eye to the ground is a common way of saying “I am truly sorry” from one of the stout folk. They are decent enough company, if you don’t come to expect too much of them.<br />
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===Dwarf Sub Races and Culture===<br />
Dwarf types are fairly homogeneous by height, but differ in body build, origin, culture, and integration into other peoples. Generally speaking, a Dwarf has a subrace and also a Hold of origin which affects their profession or outlook. Aldor have diverged the farthest from the Dwarven standard, with Saendr being the next most different, and the other three types of Dwarves being nigh impossible to visually distinguish from one another, to non-Dwarves at least. A Dwarf generally always retains the ability to tell who is from where. When two Dwarven parents of different subraces have a child, the child is either one or the other.<br />
==Aldor==<br />
The Aldor are the Dwarves who have integrated the best and the most into Ailor society, even adapting portions of their bloodline to make themselves more aesthetically similar to their host cultures. Often confused with [[Fennh Lineage]] halflings, they are short and thin in stature, not as stocky or durable as their brother races, and typically resemble smaller Ailor with a softer, more appealing version of Dwarven facial features. These features were generally moderated according to Ailor standards, creating a middle look which comes off as neither truly Dwarven nor completely Ailor. That said, they fit rather well into the Ailor lands they journey to, especially in the Regalian Archipelago, where there are a large number of Aldor. The price the Aldor pay for this ease of integration is that they are strongly disliked by other Dwarves, especially the Ruin-Khuur and Greborrin, whose traditional mindsets clash severely with what they perceive as a selling-out of their national heritage and total abandonment of their homeland.<br />
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Life for the Aldor is a philosophy of easy-going living. Mistaken by other peoples for laziness, this concept is in fact to the Aldor more of an acute understanding of engaging in frequent stress ruining one’s life. They are some of the most laid-back people in Aloria, because rather than worry over specific issues, they always seem to effortlessly dance around them and find a method to continue on their way with their lives. There is no such thing as a worried Aldor. In turn, this makes them the polar opposite of other Dwarves in that they have no uniting concept of a Grudge, and their society has little to no family-based cohesion. Aldor are unconcerned party people at heart, easy to speak to, and easy to befriend. Their clean severance from the rest of their Race means that they are not caught up in their messy and fatalistic politics, and can enjoy themselves free of responsibility and duty.<br />
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==Ruin-Khuur==<br />
Ruin-Khuur are very mercantile in their behaviour, often making excellent traders and craftsmen. It was a Ruin-Khuur who first invented modern Dwarven airships and gunpowder techniques. Despite being narrowly focused on finance and business, Ruin-Khuur are among the most pious and religious Dwarves, often taking sustained time away from their business to pray and give worship to their Founder God. The Ruin-Khuur are traditionally stocky and muscled Dwarves, but they are also possessed of uniquely stern expressions. The facial muscles of Ruin-Khuur Dwarves are arranged in such a way that their lips always seem to be pressed into a dour and unfeeling expression. When they smile, it comes off as more of a leer, with the flash of their teeth imparting hostile intent even if there was none to begin with. Ruin-Khuur Dwarves can, like the Aldor, be found scattered all across Aloria and even within the Regalian Archipelago in significant numbers. The difference is that the Ruin-Khuur are blunt, uncompromising, and mean, and do not give up on what (to them) makes them Dwarves to settle in other lands. Because of this, they are often compared to the Solvaan Altalar, with whom they actually get along decently. At the cost of missing out on proper integration into Ailor society, the Ruin-Khuur are still welcome back in Ellador as the brains and pockets of their home Holds.<br />
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Life for the Ruin-Khuur can be summed up with “What has been done, What are the others doing, What can I do?”. They are a very sternly minded people, with little patience for the games of the Aldor or the excessive hatred of the Greborrin. A Ruin-Khuur Dwarf is concerned with the little things he can do in the immediate moment to advance the lot of himself or his peers. This means that many of them are vendors, merchants or craftsmen, who take their profits and send them back in packets to their families or liege-lords in Ellador. Despite this commercial tendency, the Ruin-Khuur are far from silver-tongued, and are where the Ailor stereotype of the rude and arrogant Dwarven shopkeep comes from. They tend to arbitrarily refuse business to people whose character they do not trust, outright not speak to those disliked by the local Dwarven community, and are in general a very tricky sort to work with. That said, the magnificence and beauty of their crafts and reliable nature as tradesmen keeps their business partners coming back to them for a relationship they know will never cheat or fool them.<br />
==Dredgers==<br />
Dredgers are sea-travelling Dwarves, especially skilled with steam and coal technology. Along the coasts of Ellador they sail massive coal-powered barges and land vehicles that strip mine the coastal caverns of minerals, stone, and most importantly fuel to continue their journey. In this way, they exist in a continuous cycle of raiding and refueling, by which to maintain such a large fleet in the uncertain seas of the North they are forced to pillage new materials to burn. The Dredgers are a patient people who live by the saying “dry a mine before you strike a new one”, especially repeated among those who come to Regalia. Those who live in the Holy City tend to be content remaining there without engaging in their usual nomadism, as long as they can find new things to keep themselves interested and busy. That said, they do retain a tendency to rotate between fields that still use the expertises they possess. What this means is that a Dredger who is very skilled in the art of smithing and who has produced sets of armor for fifty years might suddenly decide that he is done with armor, and start making buckets instead. The main skills of a Dredger are often very cross-disciplinary for this reason, so that they can retain the ability to change on a whim and find something novel and exciting to do.<br />
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Life for the Dredgers is generally an experience of searching for purpose and meaning in a continuously changing world. Ever since the destruction of their origin Hold and the beginning of their endless wandering, there has never been a period of more than a few years during which the context of their existence has remained completely the same. Perhaps another ship is built, or one has to be scuttled and crews have to be re-organized. This constant changing of circumstances <br />
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The Dredger people are societally afflicted by wanderlust. Ever since the destruction of their original hold many years ago, they have lost the ability to stay in one place. It is said by many that they will be this way until the day comes when they can reconstruct their ancestral home once again, although as time passes, that seems more and more unlikely. What sets Dredgers apart from other Dwarves is that they are much more informal, and abandon the stiff language and accents of their brethren for a simple and calmer tongue which loses its harshest affectations. Dredgers are good shipmates, trusty for banter and cheer. A notable diaspora of them exists through the coastal cities of [[Anglia]], where they make their homes next to the superheavy [[Anglian]] shipyards and assist the local Ailor in devising new maritime designs.<br />
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==Saendr==<br />
Saendr are easily recognizable with a bronzed skin and their darker hair colors. Breaking away from the traditional Dwarves, Saendr can often be found reading or writing. Craftsmen are relatively few among the Saendr, with record-keeping and intellectual discourse being the more common trades among the Saendr peoples. Saendr (often referred to as the “Soul-kissed”) have a particular affinity for Soul Magic, and have a similar affinity that the Qadir have, and thus get on with little discrimination in Qadir society.<br />
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The Saendr are, as a people, scientific. From their relatively comfortable and secure positions existing in a symbiotic relationship beneath the Qadir pearl-cities of Farah’deen, they have evolved from dour and reclusive Dwarves into something more open and debative. While they still retain the affinity for the creation of constructs and feats of mechanical engineering, the works of the Saendr are always meant for science and discovery. They struggle to output anything meant to kill or function as part of the military. For this reason, most of the other Dwarves like to call them ‘useless’, and they in their academic mindset prefer to associate with the Qadir instead.<br />
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==Greborrin==<br />
Greborrin are a traditionally militaristic lot, with ill tempers and quicker swings of their weapons. Greborrins are among the most numerous Dwarves on the Ellador mainland, and hold a special hatred and resentment towards both the Isldar and Regalian Government, the Isldar for their ancient Grudge, the Regalian Government for always failing to come to their aid. Ailor politics are in another world to the Grebor, as they share a sense of common purpose and loyalty, approaching their problems in a straightforward, honest manner. Lying is a rarity among Greborrin, far preferring to threaten or fight their way past any problem in their path.<br />
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The Greborrin Dwarves are consumed by all the Grudges and enmities that their people bear. They tend to be unable to ignore these enmities, even for a but a moment, and will never cease to pursue their resolution. This means that the Greborrin Dwarves end up living like the enforcing arm of Dwarven society, incessantly punching at its foes. While it is the calm and stoic Ruin-Khuur who go about indicating the enemies of Dwarfkind, it is the Greborrin who more often than not punish them by ganging up together and setting out with vengeful intent. The famous Tehl-Humm Hold was for most of its history entirely Greborrin, and their militant streak shows in its consistent production of dedicated and fervent warriors.<br />
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==History==<br />
===Age of Creation===<br />
Recorded Dwarven history begins with the founding of the Olovomm Hold, settled in the northern center mountain-chain of Ellador, a few miles south of the icy tundra. Under the widest of the mountain-tops, a small stone door was cut away, and down the tunnel of that door lay Olovomm proper, an gargantuan hall of stone and iron. Many tunnels shot off up and down the mountain range, leading to smaller cities and openings at the bottom of the mountain sides. This is all laid out in a series of Stone Singing-laden tablets, from which much of early Dwarven history was recorded. By 500 BC the Dwarves began taking detailed records with ink and parchment, constructing a written language of runes and markings that is still used today. No written history is noted before the founding of Olovomm in 700 BC. King Tharain Blackhammer was stated to have settled Olovomm, and his son King Throm would begin the detailed record keeping of every weapon, armor, or jewelry forged from Olovomm, as well as where they were traded to. These so called “Olovomm Records” are highly valued as collector’s items to this day, and by adventurers searching for long-lost treasures. Records would indicate the Dwarves were unaware of the presence of the Isldar at the time of their arrival in Ellador in 450 BC (at the time known as the [[Cult of Drogon]] Altalar, but they shall hereon be called Isldar to avoid confusion), instead prioritizing mining and expansion operations from the interior of Olovomm.<br />
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Soon after, the Dwarves began to strike out. Issuing forth from their ancestral hold of Olovomm, Dwarfkind proverbially spread its wings across much of the nearby surroundings. Small parties of expeditionary travellers often led by quasi-legendary figureheads established new Holds to carry the weight of the burgeoning Dwarven population. It was so that the Skorr, Ostrey, Tehl-Humm, and Aethramm holds were founded around the year 400 BC. But just as operations began to expand- a task which the newly expanded classes of miners and craftsmen took to with much gusto- a diplomatic party from a far-off land arrived with a disturbing message. [[Allorn Empire]] dignitaries informed the leaders of each hold that large bands of separatists from their own nation had migrated to the Dwarven continent, establishing immense spire cities aboveground and bringing with them a great number of [[Wyverns]] and [[Violet Night Dragons]], to which they paid worship. This foreign presence in Ellador disturbed the Dwarves, and no doubt encouraged by their surprisingly pleased Allorn attachés, they immediately began to prepare a military campaign with the aim of driving them out. Some Dwarves argued against this, given that tradition had always dictated that their holdings were always underground and anything outside their Holds was technically free real estate, but they were drowned out by the clamor of vengeful voices.<br />
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===Age of Strife===<br />
This began the First Dragon War. The great Holds of Olovomm and Skorr, together with an immense Allorn army sailing from Daen, engaged the Isldar with the intent of subduing their populace and defeating their armies. Beginning in 346 BC, this war would last for four years, during which Isldar guerilla tactics would prove difficult if not impossible for the much larger Altalar-Dwarf forces to defend against. Using the wilds to their advantage, Isldar scouts and bowmen cropped up in the forests and hills as their enemies were on the march, whittling away at their perimeter guards and often undertaking successful assassination attempts on the Archmage generals and Dwarven clan elders present. By its end, the overstretched coalition army was wracked with attrition, and moreover the civil disorder had worsened so substantially in Daen that the Altalar had to, for a time, retreat to shore up their Empire. The retreat undertaken was consensual, one of the few times the proud Dwarves ever actually agreed to walk away from a fight. The truth was, they were strategically and experientially overmatched. The Isldar had been fighting against the Allorn military in Daen for decades at this point, and their surviving forces were mostly composed of hardened veterans, while the Holds’ hosts were fresh and had not seen war before. This served as an immense Isldar victory, with their ability to drive off their enemies with so few losses cementing their legitimacy and increasing their pride.<br />
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Then, after a brief period of rebuilding, came the Second Dragon War in 312 BC. The Altalar returned with a zealous fury, deploying mass incendiary weapons in the Elladorian countryside in a concerted effort to drive the Isldar from their hiding spots and force them into an open battle. When the Dwarves caught word of the renewed Allorn offensive, many holds- Olovomm, Skorr, Ostrey, and Tehl-Humm- threw their lot in with the vengeful Elves, marching from their iron doors to fight the Isldar once again. But this was not nearly so large as the former war, and no armies clashed in any sort of decisive confrontation. The Dwarves refuse to acknowledge the Second Dragon War as a formal war to this day, because they never actually engaged the Drogon cultists. Both sides deployed in limited numbers and skirmished, but did not come to any meaningful results. After some years of this, the warfare fizzled out and drew to a close, with most combatting parties retiring first to their camps and then home. Tired at this point of the constant tumultuous arrival and withdrawal of impossibly large Elven armies that never actually resulted in anything good for Dwarfkind, the Dwarves spent a while behind locked doors, developing internally and paying no heed to the outside world even though their hated enemies remained. In 300 BC, the Skorr Hold split into the holds of Brollo and Fummd due to a dispute in rulership between the two sons of a king, Bathador and Khazain Ironhand. The youngest of the two, Khazain, settled the dispute by departing Skorr with a caravan to create his own hold elsewhere, Fummd, at which point Skorr was formally renamed to Brollo. <br />
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For a while after this, the Dwarves enjoyed peace in a period they now call the Khazukâl Kåram, roughly understood in Common as ‘the Age of the Holds’. Of course, Dwarven Holds existed before this time period, and they would continue to exist after. However, the phrasing was always meant to implicatorily indicate that these were the only years in which things were as they should have been, and serve as a golden time for Dwarfkind to always look back to with fondness. It is true that many of the great works of the Dwarven people were created during this Age. Once they had recovered from their larger wars with the Isldar and were able to finally begin delving further underground once again, around 290 BC, even the Hold-Kings themselves were astonished by the sheer amounts of mineral wealth which they managed to dredge up from the depths of Ellador. [[Gold]], gemstones, [[Silver]], [[Iron]]; it all came flowing in quantities previously thought impossible. This fueled a great amount of technological advancement on the part of the Dwarves as well, and their newfound riches combined with discoveries in the field of Stonesoul Sorcery led to the creation of many of the Dwarven artifacts which drift around Ellador today. Through an increase in trade with other nations, the Dwarves were also exposed to foreign goods and luxuries for the first time, such as tea, [[Kaffee]], and chocolate. After a century of good fortune and economic success, the Tehl-Humm Hold, famous keep of the warriors, was so overfull that it permitted a caravan to depart and found the new hold of Frannam a short distance away. But in the experiment of Frannam, one of the fatal flaws of Dwarven society reared its ugly head.<br />
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A Grudge-squabble broke out among the founding crews of Frannam, and soon devolved into an all-out civil war within the nascent hold. This crisis would only be resolved with significant outside mediation from Olovomm, and by the time it was complete, the Frannam Hold had split into the two neighboring holds of Hammum and [[Grebor]]. This marked the year 150 BC, where Dwarven prosperity was at its greatest height. The buildup of economic strength and military force continued until the Dwarves became proud enough of themselves to consider fighting the Drogon cultists nestled in their countryside once again, not from simply sheer malice, but because their consistent raids on Dwarven caravans and debauched displays of cruelty on captured Dwarven merchants had become too much to bear. But when the Altalar envoys were summoned, each one danced around the question of their aid, until eventually a Prince was called from Daen to give an explanation to the assembled Dwarven Hold-Kings. This Prince definitively told the Dwarves that no help from the Allorn Empire would be coming anytime soon, because the Allorn bureaucracy was on the verge of collapse and the nation had destroyed itself with infighting. The Kings were then presented with two options: either wait for the Altalar to recover their footing, or make the choice to begin the war without them. A stormy mood took them, and they gathered up the Prince and ejected him from Ellador to cries of traitorship and betrayal while mustering their armies to engage the Isldar alone. This is the origin point of the great Grudge between Dwarves and Elves, for while Dwarven enmity is limited to the Isldar alone, their disdain for all other Nelfin races springs from this hot-blooded disagreement with the Altalar over who was in the right.<br />
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===Age of Tragedy===<br />
After further preparations, the Dwarves deemed themselves ready. They unleashed a new generation of technology and siege machinery on the Isldar, using immense trebuchets to flatten the walls of their strongholds and automated drills to bore into their Wyvern nests and slaughter the inhabitants. This Third Dragon War began in 114 BC with coordinated Dwarven attacks all across Ellador on the locations of known Isldar strongholds. For an unknown reason, this early offensive seems to have taken the Isldar by surprise. Archaeological remnants of the battle sites from this time period mostly tend to indicate a prepared army engaging partially armed civilians, with Nelfin bodies littered around the detritus of half-rotted crossbow bolts and snapped axe handles. Now it was the Dwarves’ turn for cruelty, the angered hold-soldiers using the bodies of Isldar and Wyverns alike in malignant displays of justafixion and mockery. Indeed, they even attempted to build flying machines out of the carcasses of slain Wyverns in what some have said were the precursor designs to modern [[Airships]], though there is very little similarity. By five years into the war, nearly all Wyverns on Ellador had been killed, and the war turned to a land war. This, the Dwarves excelled at. Step by step, Spire City by Spire City, their inventions, machinery, and superior infantry pushed the Isldar back across the Elladorian landscape, rolling them further north and away from the Dwarven population centers. But having overextended, they inadvertently provided the Isldar an opportunity to regroup, which was eagerly taken. By 100 BC, much like the Second Dragon War, this engagement had fallen into a stalemate. But it was not to be. Maneuvering by the chief of the Hold-Kings, the ruler of Olovomm, had brought several of the Dwarven armies together and slipped them past the harassing Isldar skirmishes who obstructed their supply lines. With this large a host, he could make a meaningful march on their largest remaining Spire City at Assalya. But an Isldarrin army blocked his path, and at a mountain called Udillin’s Foot, they met.<br />
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The Battle of Udillin’s Foot was a cataclysmic event for the Dwarves. At the beginning, the Dwarven artillery was so effective that it massacred everything the Violet Night Dragons sent against them at an outright alarming rate. The Drogonite forces would see entire formations lost in a matter of seconds when a Dwarven explosive barrage tore through them, a pivotal charge vanished in half a minute to the cacophonous thunder of shells meeting their mark. Even the Dragons themselves began to fall to the Dwarven artifice, special hide-piercing rounds and Allorn-advised harpoons ripping through the fragile underbellies of the flying Elders. Although Frisit herself entered the battle on the side of the Isldar, it was too late to save them. As she flew back and forth, destroying cannons and catapults, her brethren fell one by one. The triumphant Hold armies continued to advance further and further, and it looked to all in command that the field was about to be won for the greatest victory in the history of the Dwarven people. They were about to begin to celebrate, when Frisit, as the last Violet Night Dragon left alive, cast an immense spell. This spell worked in not only what power she had left in her, but the Soul Essence of the other Dragons slain during the battle, combining everything into one final bid to cast off the enemies of her Nelfin protectors and subjects. And cast them off, it did. Dwarven logistic reports indicate that the around 100,000 man strong Dwarven army present at Udillin’s foot was slaughtered to a man by the cold snap generated from Frisit’s spell, and not a single survivor limped home to tell the tale. Moreover, the once fertile and green Ellador was now bathed in snow and ice, its temperature having dropped so dramatically that it was impossible to grow food aboveground. So the Dwarves, noting that their great enemy seemed to be vanquished but reeling from the loss of what was practically their entire military population, retreated into their Holds and slammed the doors again, allowing the Isldar to be created and set up their initial fortifications without any obstacles. <br />
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In the 20 years following Udillin’s Foot, the Frannam Hold colonized the [[Aldruin]] Hold, further spreading the Dwarven populace. The Dwarves were not idle in these 20 years, nor the 20 years that followed, starting to construct means of transport and mining entirely underground, fearing a future surface-attack by the Isldar. This sort of comes to pass, as in 53 BC Isldar Mages cast a catastrophic spell that drops the temperature in the Olovomm Hold to minus two hundred degrees, wiping out nearly the entire hold populace in minutes. This has been interpreted as the Isldarrin response to eradicating their peoples and mocking Wyvern remains in their earlier conflicts. The surviving Dwarves were shocked and initiated a full lockdown, burying their Holds and the entrances in the mountains. A few clever Dwarven craftsmen begin constructing secretive passages only revealed under certain conditions in the mountains above their holds, and as such, few Dwarves are seen on the surface leading into the [[Cataclysm]]. It is worth noting that some Olovomm families survived these chaotic few decades, thanks to being on visit to other Holds, and with them were carried some information and relics from Olovomm, but these were few and far between. <br />
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===Age of Travel===<br />
The Cataclysm, while hugely important to Aloria as a whole, is not noted so heavily by the Dwarves. It was not until 26 AC that the Skorr, digging deep and blissfully unaware of the Cataclysm above, dug into the Dakkar Under-Caverns. The Dakkar would soon unleash a crusade upon the Dwarves, and Skorr as a Hold was destroyed within the year. A few Skorri families fled to other Holds, and live on to this day, remembering the loss of their home, and dreaming of recovering the ruins of Skorr. A year later, in 27 AC, Fummd Hold lost contact with Skorr, destroyed by the Dakkar as well, but not before giving out a desperate warning to all other Dwarven Holds. Very, very few Fummd families survive into the present day, being absorbed into the Brollo population. Ostrey Hold fell in 76 AC to the Dakkar, a magmatic expanse flooding the upper and lower levels alike. However, the Ostrey population would escape and survive due to the construction of a great flotilla of steam-powered barges, coming to be known as the “Dredgefleet” and spawning the Dredger culture. This culture still sails and roves along the seas and coastlines of Ellador and the North, illegally stripmining as it goes.<br />
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For roughly a hundred years, the Dwarven people slowly dwindled down in population as they kept the Dakkar at bay, with those few Dwarves who departed the traditional Holds finding some small success. In 176 AC, Aethramm Hold was destroyed. Most of the population made its way to Ailor-settled lands in [[Hedryll]] and [[Kausis]], which forms the very first Human-Dwarven contact. The Ailor welcome the stout folk, but moreso out of a need to compensate for their lost manpower following the [[Vampire Wars]] than anything else. Two years later, Brollo Hold was destroyed by the Dakkar, though this time much of the population successfully escaped and builds a mighty fleet to sail south of Ellador. Bad maritime skills and plain old bad luck caused them to blow far off course from their intended target of [[Silbrae]], and land in [[Farah’deen]]. The entire Brollo population was quickly enslaved by the [[Songaskians]]. In 180 AC, the Tehl-Humm Hold, the legendary home of the most warlike clans, suddenly silenced all contact with the other Dwarven Holds. All the underground passages to Tehl-Humm were closed, and no contact from Tehl-Humm is heard of again. Assumed lost to the Dakkar, the other Holds carried on with their long war with the Dakkar, but none discovered the truth of this sudden silence. A few scant Tehl-Humm families are seen in Frannamar during the time of the disappearance and survive into the present day. In 190 AC, the Dwarves developed ground-powder technology, which severely hampered the efforts of the Dakkar. Ground-powder technology consists of depth charges designed to tunnel a certain distance and then explode, which became a great boon to possess when one’s primary enemy comes from below.An unknown Dwarven craftsman developed this technology and quickly disappeared from the Holds, but his work led to the Great Fiery Peace from 200-270 AC. The Dakkar ceased their crusades during this time, and an uneasy absent-peace followed that allowed the Dwarves to recover as a people. In 216 AC, during this peace, the Brollo families (as well as the surviving Skorr and Fummd peoples who fled their own destructions) were liberated by [[Qadir]] raiders. In several major Pearl Cities, high-profile raids on slave houses resulted in an agreement in Al-Alus and Mooriye. All underground works and land was given to the recently liberated Dwarves, in exchange for minerals and ore to be used in their clockwork studies, for free. While the Brollo, Skorr, and Fummd families that remained were hesitant, they ultimately agreed to the proposal, and founded the first Hold outside of Ellador; Konrak-Al, just under the surface of Al-Alus. These peoples would shift to become the Saendr Dwarves, but uphold Skorr, Brollo, and Fummd names as a means to pay homage to their lost holds. Within this Hold, the Dwarves know relative peace, though are halted from any growth or expansion by their commitments to the Qadir above them.<br />
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In 271 AC, the Hammum were suddenly struck by an underground volcanic eruption. Much of the Hold City was destroyed, but a few families flee to Aldruin and Grebor. This is the last Dwarven Hold that is destroyed, with Aldruin, Grebor, and Konrak-Al remaining more or less whole. About a decade later in 280 AC, the Aldruin Hold, being the weakest and least militarized of the Dwarven Holds, has internal strife and panic. A sizable portion of the Aldruin Dwarves, known thereafter as the “Leavers” to all other Dwarves, eventually become the Aldor Dwarves (mixed with Ailor) who live in Ailor societies and adopt Ailor cultures. Those few that remain in Aldruin are the Ruin-Khuur, who open the doors of Aldruin and become a major trade hub in the area between the Dwarves, [[Humans]], and other [[North Belt]] kingdoms. Humans would come to settle in their Hold as well, being the first known Humans to do so, but the Ruin-Khuur remain genealogically separate through strict anti-racial mixing laws. Still, these Ruin-Khuur resin relatively open minded and progressive Dwarves, with the “Leavers” or “Aldor”, becoming far more similar to tiny Ailor. The panic in Aldruin turns out to be unwarranted, as Grebor would come to take the brunt of the Dakkar assault. <br />
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In 290 AC, Grebor successfully deployed a Deep-Set-Siege tactic, wherein they end up blowing open massive caverns around their hold. This was done to both clear causeways of magma from which Dakkar attacks could be seen hundreds of yards away, but also to become a more easily defensible Hold. Grebor would become the final stand of the Dwarves, and they successfully repelled a final assault from the Dakkar in early 291 AC, in what would be known as the “Battle of the Khaldor-Bridge”, so called for the final defense of the Khaldor Bridge, which saw King Regorn of Grebor Hold slay 20 Dakkar single handedly, causing the eventual collapse of the Dakkar forces. The Dwarves of Grebor feared a counter-attack, but a sudden disease spread among the Dakkar that solidified the Dakkar to stone on the surface. King Regorn would allow a few [[Allar]] chemists into his hold to use the disease on the Dakkar armies, which was staggeringly successful. The Dakkar were ultimately decimated and retreated deep down, never to be seen again. The Greborrin peoples became less racist and unwelcoming after this victory, but were still highly suspicious of all outsiders. They remain war-like and have a particular hatred for Isldar, ever fearing another attack from the north.<br />
<br />
In 305 AC, that fear was realized as the Isldar of the North declared open war on the Dwarves and laid siege to Grebor. They declared that Ellador belonged to them alone, and the Dwarves responded quickly and harshly. In contrast to the defensive war they fought against the Dakkar, they threw themselves upon the Isldar in a desperate attempt to not lose what few Holds they had left. The Dwarven population lost nearly half of their fighting force in the war, many dragged off to the Spire Cities of their old foes in chains. Grebor maintains contact with Aldruin through a silver-spun bridge across the magma caverns deep below Ellador’s surface, allowing some Greborrin to leave the Hold and reach out to the world. Many such Dwarves made for the [[Regalian Empire]], attempting to petition for aid against the Isldar. More recently, the Isldar have begun to occupy the Human colonies in Ellador, but there has been little lasting interest from [[Regalia]] to aid the Greborrin or the Human colonies. The Greborrin have since reluctantly settled in Regalia along with the Aldor and the Ruin-Khuur traders that already live there, in the hopes of eventually convincing the [[Regalian Government]] to help Grebor. This effort has seen little success over the past few years, but hope remains that the Empire will step in to lift the siege of Grebor and return some semblance of peace to the Dwarven peoples.<br />
<br />
==Society==<br />
Dwarves model their societies and personal identities in three forms. The Family is the primary form for a Dwarf, and what they base all other decisions and duties upon. Sometimes referred to as Clans, a Dwarven Family operates as a tightly knit unit, with each member taking on specific duties under the guidance of the Patriarch, and all families reside primarily in a Hold that carries their namesake. Older families (usually those dating back to the founding of a Hold) may stylize their Patriarchs as “Kings” of their Clan, but this is rarely done nowadays out of respect for the general turmoil and struggle the peoples have been going through. Beneath the Patriarch, Dwarven society is split based upon working occupation and skill more than anything else, nearly functioning off a well-behaved meritocracy. The most skilled of the Blacksmiths is recognized by the Family, with very few disputes of who is more fit to lead a particular Family or occupation. Dwarves are a practical lot, and that is reflected in how they effortlessly organize themselves based on what will be best for their family. It is worth noting that Dwarves greatly value all blood relations, treating a Cousin with as much loyalty and service as they would a sibling. The secondary form of a Dwarf’s identity is his Hold. A Dwarven Family may have ties to the Frannamar Family, but may reside primarily in Aldor or Greborrin. They acknowledge their home hold in this way, and so the idea of Hold and Family can be both distinct and one in the same for a Dwarven family, depending on where they find themselves. Finally comes the Dwarves’ tertiary form, that of the Culture. This is more greatly expanded upon in the Culture section, but in brief each Dwarf has particular mental and physical attributes that are molded by their Culture, and to a lesser extent their Family and Hold history. <br />
===Grudges===<br />
Perhaps the most important single concept espoused by Dwarven society is the concept of a Grudge. This concept can be boiled down to: when someone wrongs me, I will write it down, and avenge it later. Grudges have led to entire families dying out from infighting, and are oftentimes the phenomenon responsible for a reality wherein lineages of Dwarves die out fighting the Isldar because a Drogonite bowman threw an ice shard at their grandfather. Different Dwarven societies have different interpretations of how one holds a proper Grudge and records it, but the idea is shared between all of them except, notably, the Aldor. Dwarven Kings and lords like to make a show of keeping a book of all the grudges of all their subjects, but this is physically impossible and mostly for flair and posturing. However, each Dwarf does tend to keep somewhere in a pocketbook on him, scrawled in pencil, the names of the people who have duped or insulted them and how they are to be served their just desserts. Grudges can be held on the individual level, but also on the communal or racial level. At present, the only Races the Dwarves hold a Grudge against are the Isldar, and to a lesser extent, the Altalar. The Isldar for their status as their hated enemies, to be denied refuge and treated with hostility at every turn, and the Altalar as partially responsible for their demise, to be mocked and debated on the qualities of their ancestors (a concept the equally lineage-obsessed Altalar take very seriously) without end. The Grudge against the Isldar is called the Zarak Khazal, the Lieless Oath, and is one that can never be resolved under any circumstances.<br />
<br />
Grudging is a phenomenon which stretches beyond the individual. When a Dwarf has a Grudge, he will seek out other, like-minded Dwarves to fulfill that Grudge with him. There is nothing more stubborn, churlish, and resolute in Aloria than a band of Dwarves seeking to resolve a common Grudge. Most of the time, this takes the form of a band of short men on the warpath smashing up a Dragon Temple or beating a stray Isldar, but those who trifle with the livelihood of one of the Stout Folk would do well to tread with caution. For next they know fifteen of them might show up at their door, clubs in hand and scowls on their faces. Unfortunately, serious Grudges tend to end with the death of the Dwarf in question, because pursuing a Grudge is not a business which can be resolved with a monetary or verbal apology. Those who have gotten on the bad side of the Dwarves tend to pay with their blood, but not everyone lies down and just takes it. Just as many Dwarves have died over petty insults and squabbles as non-Dwarves have, a fact which a Greborrin on a rampage would be more than unlikely to admit. Despite being a destructive force which inherently handicaps the advancement of Dwarven society at its base, Grudging is also an unparalleled driving power which allows Dwarves to commit themselves to a goal with absolute certainty and have no doubt in the faith and conviction of their comrades.<br />
<br />
===Slang===<br />
Another fact shared between Dwarves is their tendency to use Hold Slang in place of Common words when it suits them, they want to be particularly obtuse, or they are in the company of other Dwarves in the know. What this means is that they enjoy randomly inserting words from the Dwarven language to replace proper nouns and basic concepts where they feel they should be replaced. Oftentimes, this means that when a Dwarf spins off into a list of insults, it sounds something like ‘’Tarûkhal a-mâruhad kårar ûkhnelgi!” and is frequently unintelligible to those who are not intimately familiar with their linguistic tradition. Of course, the intent remains perfectly discernible even if the words are obscured, because a shouting Dwarf with a red-colored face and one raised fist can mean only one thing: that a fight is surely on the doorstep. Players are free to make up their own Dwarven slang as long as it does not excessively conflict with the lore, and as long as it does not replace an obnoxious number of words. The occasional substitution here or there is fine, but please do not go overboard.<br />
<br />
===Economy===<br />
Dwarves have always had a particular affinity for blacksmithing, craftsmanship, and stonework. Even the lowest Dwarf is capable of using a hammer and pick, with the most revered of Dwarven craftsman being able of metal and stonework that rivals the finest Altalarrin works. Dwarven artifacts and treasures are eagerly sought after by adventurous sorts, and the metal-work creations of a Dwarf fetch a high price anywhere. Stonework is their more common primary export, as are ores, gems, and jewels from their expansive mining systems. Dwarves tend to prefer to set up mining operations in large expansive caves, and begin tunneling excavations at a downward slant, ensuring any Dwarven community has a bountiful access to coal, copper, iron, and other basic materials, as well as more rare treasures beneath Aloria. As expansive and glorious as their underground systems may be, the Dwarves are no slouches when it concerns surface-business. Above ground, Dwarves are skilled in woodworking and forestry, and sawmills are a common sight near their Strongholds. In more recent times, the Dwarves have traded more than ever before in a bid to keep their food stores stocked in Grebor, and to gain allies in the fight against the Isldar. With that said, it is worth noting the Dwarves have a long tradition of avoiding selling their goods to other races, believing that any Dwarf-made treasure falling into another’s hands, without the character of the buyer being assured, is a shameful and risky business. Still, Dwarves tend to be skilled in bartering when their greed and pride is kept in check, and are quick to strike up trade agreements and deals in their favor. When dealing with a people who can seemingly craft the finest of treasures and shape the course of Aloria itself with their hands, it is difficult to turn them down. <br />
<br />
===Combat and Warfare===<br />
A Dwarf rarely fights alone. Their combat techniques and strategies all revolve around the idea of a group battle, as to be caught without allies is to be caught off guard, and a Dwarf is never off guard. Their synergy in combat is matched only by the most elite [[Tenpenny]] regiments, but their individual striking maneuvers are judged by the other peoples of Aloria as being very simplistic and predictable in nature. There is a simple parable which dictates Dwarven fighting styles: “The hammer is for the front of the knee, the axe is for the back.” They prefer to form large shieldwalls and attack the lower bodies of their often far taller and lankier opponents rather than separate and try to fight alone. As well, the height of a Dwarf is deceptive when it comes to their strength: they have the muscle mass of an Ailor despite being rather short, and pack quite a bit of heft behind their blows.<br />
<br />
All Dwarves who serve in the militaries of the Holds are trained in the usage of a shield, oftentimes a large round shield with a bossed center. Besides this, there is the choice of a main weapon, oftentimes either a halberd or other kind of polearm for longer-range combat or an axe for shorter-range combat. The favored weapon of Dwarven self-styled heroes and generals is, however, a warhammer. Not all Dwarves are trained in the wielding of this culturally significant and extremely heavy weapon, and when one encounters a Dwarven army in the field, it is a bristling wall of spears that is to be expected, backed up by the latest in a line of increasingly complicated steam-powered innovations. Technology thus also plays a critical role in Dwarven warfare. The Dwarven armies of Ellador are famous not necessarily for their infantry, which is not half bad either, but for their sappers. Frequent use of field fortifications, tunneling, and rudimentary explosives with airship scouting capabilities means that the combat effectiveness of Dwarven forces tends to be far higher than their often low numbers might suggest. It is technology which has always been their critical edge against their numerous foes, and when innovation lags in the holds, it is said to be bad news for the fate of Dwarfkind. But having invented [[Airships]] and being at the forefront of steam technology, it does not look like progress will be lagging again anytime soon.<br />
<br />
===Religion and Holds===<br />
Within each Hold, there is a sort of “Founder God”, along with their associated Artifact, that is credited with giving the Dwarves of said hold their resilience and power. Olovomm is looked upon as the Great Founder, and as such is revered more so than the others, but each Dwarven God has a specific set of strengths and duties on behalf of the Dwarven peoples, and as such all of the Pantheon is known to the Dwarves. They do not revere their Gods or pray very often, turning instead to the practical use of each God’s Dogma, which is usually recited verbally as a Dwarf calls upon their God. While the verbal component is actually completely unnecessary, a Dwarf will call upon their own Soul when accessing their respective powers, and use that concentration to defend, attack, craft, or otherwise serve as their God’s Dogma demands. These Souls are based on the Hold a Dwarf primarily calls Home. Each Hold also has a particular Artifact or treasure that their God was known to carry in their mortal years, and they are highly sought after by the more adventurous Dwarves, even though records of their existence are very scant. <br />
<br />
Further Dwarven abilities are determined by their culture. Abilities are determined by Hold and Culture and allows for mixing with different end results. A Culture Ability is determined at birth, and is dependent on the family’s culture (An Olovomm survivor family would start with their Olovom Culture ability, and then choose a Hold Ability depending on where they settle). This factors in for Dwarven Families being so dispersed that you could, for example, find Olovomm survivor families and Skorri in both Aldruin and Qadir lands. An Olovomm survivor family would retain their Olovomm Culture Ability (Soulwarding Shield), but if they settled in Aldruin or grew close to Aldruin dwarves, their Hold ability may change to the Aldruin Hold Ability (Zeal by Adoption). Dwarves start with a Culture Ability that is set and cannot be changed from birth, while the Hold Ability can be changed, at most, once per month.<br />
<br />
{| class="wikitable" <br />
|- style="font-weight:bold; text-align:center; background-color:#efefef;"<br />
| Hold Abilities<br />
| Type<br />
| Range<br />
| Description<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Soulwarding Shield (Olovomm Culture)<br />
| Mobile Channel<br />
| Self<br />
| The Dwarf, if standing on solid stone, may summon a small dome shield formed around them and two other people within a 1 block radius of them that makes them completely immune to physical mundane Melee Attacks and Default Arrow Attacks from outside of the shield. Any of these attacks bounce of the shield. The Dwarf can maintain this defensive shield indefinitely as long as they can keep their hands pressed to the stone, and cannot utilize any other Abilities or take any other actions. Anyone can enter or leave the shield, and it will not protect them from the inside.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Arcane Enmity (Olovomm Hold)<br />
| Racial Spell<br />
| Emote Distance<br />
| The Dwarf may target one person per day as their Skaal. When within Emote Distance of the Skaal, the Dwarf may Transmute any Sorcery Spell or Magic Spell cast on that person to themselves. The Skaal will be unharmed, and any effects of the Spell will harm the Dwarf instead. Any physically damaging effects of the Spells are halved on the Dwarf, while any other aspects function as-is. This has no effect on Area of Effect Abilities.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Peerless Pathfinding (Skorr Culture)<br />
| Racial Spell<br />
| Self<br />
| May always retain their sense of direction while underground or in a building, having a perpetual sense of the quickest way to the exit, even if they were blindfolded in it. They can also determine where they are in Regalia at all times. <br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Rock Companion (Skorr Hold)<br />
| Racial Spell<br />
| Self<br />
| Followers of Skorr have a pet rock familiar, being a small, non-flying creature made of pebbles and rocks. The familiar can be collapsed into dust and given basic directions on verbal command and reformed if destroyed, though the reformation process takes a day. The familiar can only follow extremely simple verbal instructions, and cannot harm or interfere with others in an aggressive or combative function<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Iron Roots (Ostrey Culture)<br />
| Racial Passive<br />
| Self<br />
| The Dwarf is Immune to Knock-Down, Knock-Back, or any Displacement Abilities that would shove or push them away.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Grand Lifting (Ostrey Hold)<br />
| Racial Spell<br />
| Direct Touch<br />
| The Dwarf can lift any object, even up to 2 tons in a vertical motion, but cannot throw them. This could be anything from holding up a collapsing mine-tunnel or lifting a bar from a person who was pinned underneath one. <br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Draconic Enmity (Tehl-Humm Culture)<br />
| Racial Spell<br />
| Emote Distance<br />
| When a Primal Power is cast within in Emote distance of the Dwarf, once per day, they can choose to Cancel it and prevent that power from being cast again for 1 minute.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Grand Resilience (Tehl-Humm Hold)<br />
| Racial Passive<br />
| Self<br />
| The Dwarf is Immune to Control Powers and Target Curses (cannot even perceive them).<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Sparklight Torch (Aethramm Culture)<br />
| Racial Spell<br />
| Direct Touch<br />
| The Dwarf can conjure torch sparks in their hand which shines through Mundane and Ability-Created Darkness. These sparks additionally sooth painful wounds when held near them, but not heal them.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Guiding Light (Aethramm Hold)<br />
| Racial Spell<br />
| Emote Distance<br />
| The Dwarf is incapable of contracting or being infected or changing into any type of Affliction (including but not limited to Vampirism, Werebeastism, Witchblood, Dragon Wardens etc.). Additionally, the Dwarf can temporarily restore the Mentality of a person within Emote Distance if that Person is afflicted with a Mind-Altering Affliction (Such as Vampirism, Werebeastism, Etc.) This only lasts for as long as the Dwarf is within Emote Distance of the Person, and is telegraphed by a faint glowing light around the Dwarf and the Target.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Stonesoul (Aldruin Culture)<br />
| Racial Passive<br />
| Self<br />
| The Dwarf gains a Ghostly-Bird Companion, which can be a Falcon, Hawk or Eagle of their choice (though possibly any reasonably and similarly sized predator bird). This Bird appears to be made of translucent ghostly substance, with stone-etched glowing runes on it. This Bird cannot be harmed or captured, and if at risk, will flee the scene and return to the Dwarf when it is safe. The Bird is capable of minor aesthetics for the Dwarf, such as sitting in their hand when feeding or playing. The Bird must always remain within the same street of its owner. Through the usage of their bird, the Dwarf gains +5 Perception through their bird communicating things to them. (The bird's communication is purely aesthetic, the character cannot perceive things only the bird can see).<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Stoneblooded (Brollo Hold)<br />
| Racial Passive<br />
| Self<br />
| The Dwarf can learn up to 1 Sorcery Level (or 3 Whimsy Spells) for free. These do not cost Proficiency Points, but do obey limitations on Sorcery Caps and Sorcery Schools. If the Dwarf is also a Ritualist, Sorcery Levels gained from this Racial do not count for the normal limitations on Ritualism when combined with Sorcery. (Any further Sorcery Levels gained will remove this, however.) For example, if some Mutation or Affliction does not allow Sorcery learning, this Racial Passive is disabled.<br />
|- <br />
| style="background-color:#dcd5f2; width:10%;" | Grand Sensory (Fummd Culture)<br />
| Racial Spell<br />
| Direct Touch<br />
| The Dwarf can Smell any metal for instant accurate identification. Additionally, the Dwarf has an exceptional eye for Metal Armor, and can know where to strike at its weak points. Once per day, the Dwarf can strike at a single piece of armor (for example an arm-guard or bracer, or a helmet, or cuirass) and render it useless. It remains attached to the body in a broken state, but no longer provides protection against further attacks. This Ability does not work on Artifacts, but can work on Ability Armor. If such Ability Armor has some form of “disappears after 3 hits”, or some similar conditional durability, it is instead instantly destroyed, if it does not have conditional durability, it responds like normal armor.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Grand Metalworks (Fummd Hold)<br />
| Racial Spell<br />
| Emote Distance<br />
| The Dwarf can assist someone else in a Metallurgy Science related creation, giving them +5 Proficiency while creating the object, which can exceed the Proficiency Cap. This Ability can only be used once for any singular creation, even with Multiple Dwarves.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Workshine (Frannam Culture)<br />
| Racial Spell<br />
| Direct Touch<br />
| Can rub metal dustings on crafted objects like furniture or woodwork, which then turns that rubbed metal dustings to gold flake, silver flake or patina flake for decorative purposes. They can also put these metal dustings on weapons or armor for aesthetics, but this carries no functional value. <br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Stonevoice (Frannam Hold)<br />
| Racial Spell<br />
| Direct Touch<br />
| The Dwarf an Stone-Sing to any hand-held stone, infusing it with messages just like written letters, requiring them to be held in hand to playback in one’s mind. The Dwarf can create an infinite number of stones this way, but the Stone cannot contain more than a "page's" worth of information (or three full In-Game Emotes).<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Implacable Constitution (Grebor Culture)<br />
| Racial Passive<br />
| Self<br />
| The Dwarf is unaffected by gasses or other noxious aerial substances including alchemy and smoke.<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Brotherly Arms (Grebor Hold)<br />
| Racial Passive<br />
| Direct Touch<br />
| The Dwarf gains +5 Shielding while standing shoulder to shoulder with another Grebor and holding up a shield (they must also be holding up a shield). Stacks indefinitely up to a cap of 30 Shielding (including native Shielding Stat).<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Call to Arms (Hammum Culture)<br />
| Racial Spell<br />
| Announce Emote Distance<br />
| The Dwarf can blow the Hammum Horn, an Announce Emote Distance (60 blocks) sounding horn that calls the Dwarves to battle to where the Hammum has blown the horn. Only Dwarves can interpret where the sound came from. <br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Grand Instrumentalism (Hammum Hold)<br />
| Racial Spell<br />
| Direct Touch<br />
| The Dwarf can craft Steam-powered Play-boxes that make music, or play a specific instrument, and then play an orchestra or a band as a solo performer with play-boxes. The quality of the sound is determined by the Dwarf's Proficiency from any [[Muscial Skill Category]], but the proficiencies are interchangeable with the Play-Boxes. (For Example, if a Dwarf with 10 Proficency in Woodwind Instrument makes a Play-Box with Brass Instrument, that Brass Instrument Box will play with 10 Proficiency.)<br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Fool’s Gold (Aldruin Culture)<br />
| Object Illusion<br />
| Direct Touch<br />
| The Dwarf can touch a pebble and cast this Object Illusion onto it, making the pebble appear as a Gold Coin or Regal. They can only create a handful of these at a time, but hold up to even physical inspection. This illusion lasts for a day before fading. <br />
|-<br />
| style="background-color:#dcd5f2; width:10%;" | Zeal by Adoption (Aldruin Hold)<br />
| Racial Passive<br />
| Self<br />
| If the Dwarf is staunchly Unionist, they gainaccess to the Primal Sorcery School of [[Union Blessings]]. The Dwarf gains additional Constant Passives from Union Blessings, even if they do not spend Proficiency to acquire Spells. Aldruin Hold Dwarves with this Ability are exclusively Unionist in belief, and believe wholeheartedly in the Spirit and the Creeds. They cannot be swayed from their faith or be converted, and will hold onto their belief in the Spirit and the Emperor until their dying breath.<br />
|}<br />
<br />
==Trivia==<br />
*Dwarven [[Artifacts]] are highly sought after by both adventurers of other races, and the Dwarves themselves. Many bloody conflicts have come between greedy adventurers and proud Dwarven families, over the long lost relics of the past.<br />
*Some Dwarves have considered Grudging the Regalian Government on a level similar to the Altalar, for the exact same reason. While this movement does not have the societal approval to take hold, it enjoys a worrying popularity among the Greborrin, and may soon become a reality.<br />
*Ancient carvings and scattered records found deep within the Olovomm Hold indicate the existence of other Dwarven subraces lost to time. Only one name survives into the present day. The Smiluanr are depicted on ancient tablature as being a dwarf rising high above the mountain. No other knowledge or references to the Smiluanr have been discovered. <br />
*Dwarves are susceptible to the same Afflictions as Ailor. It is noted that any Affliction in a Dwarf means complete and total societal rejection by all Dwarves, even the more accepting Aldor and Ruin-Khuur.<br />
{{Races}}<br />
{{Accreditation<br />
|Writers = MonMarty, LumosJared, Okadoka<br />
|Processors = FireFan96, Hydralana<br />
}}</div>Jared4242https://wiki.massivecraft.com/index.php?title=Regalian_Law&diff=29886Regalian Law2021-01-04T22:20:41Z<p>Jared4242: /* Regalian Low Law */</p>
<hr />
<div>Regalian Law is a set of so-called Law Books with a penal code designed to keep the Regalian public in line, both within the confines of a peaceful and stable society, but also for a clean and pious mind. These Laws don't always have a strict outcome punishment, and punishments may vary between Guards and Organizations in Regalia. Furthermore, most of these laws are changeable by the respective authorities. <br />
<br />
==Citizen Rights==<br />
Citizen Rights dictate the individual rights per race. While Race Rights are different for each Race, they can usually be categorized: First Rank Citizens have all rights bestowed to them, Second Rank Citizens have usually one or two rights revoked, while Third Rank Citizens have considerable rights revoked from them. Each right revoked is mentioned below.<br />
===First Rank Citizen===<br />
* Ailor, Half-Ailor, Sihai, Allar, Dwarves, Qadir, Orcs, Songaskians, Altalar, Cielothar, Varran, Yanar, Avanthar are First Rank Citizens. Any other Half-Races that are not half-Ailor (as long as one parent is Second or Third Rank), apply to those Citizen classifications, if they are Half-Ailor, they always apply to First Rank, even if their other parent is Third Rank. <br />
===Second Rank Citizen===<br />
* Sihndar have the following rights revoked:<br />
** Performing the Northern Taint on any person without permit, is illegal.<br />
* Url have the following rights revoked:<br />
** Performing Symbiosis of any kind on any person without permit, is illegal.<br />
* Manathar have the following rights revoked:<br />
** Performing Manathar Communion on any person without permit, is illegal.<br />
* Isldar have the following rights revoked:<br />
** Isldar are barred from being a member of the Regalian Military or holding State Offices.<br />
* Maraya have the following rights revoked:<br />
** Contact without State supervision of the Maraya Home Swarm, is illegal.<br />
===Third Rank Citizen===<br />
* Slizzar have the following rights revoked:<br />
** Slizzar do not have the right to Court procedure and have a presumption of guilt.<br />
** Slizzar are not permitted to hold State Office, or be a member of the Regalian Military.<br />
** Slizzar are not permitted to serve in the Imperial Family’s Household.<br />
** Slizzar do not have the right to marry or reproduce with Unionist Ailor.<br />
* Kathar have the following rights revoked:<br />
** Kathar do not have the right to Court procedure and have a presumption of guilt.<br />
** Kathar are not permitted to hold State Office, or be a member of the Regalian Military.<br />
** Kathar are not permitted to serve in the Imperial Family’s Household.<br />
** Kathar do not have the right to marry or reproduce with Unionist Ailor.<br />
<br />
==State Laws==<br />
State laws are active in all lands controlled by the Regalian Empire, unless local legislation contradicts them. These laws can be freely changed by the Assembly and Chancellor.<br />
===Regalian Petty Law===<br />
Regalian Petty Laws require no Court intervention, and can usually be punished with a fine, public humiliation, or very short prison sentence, or community service. No records are made for violations of Petty Law of any kind, however it may be included in bigger violations on the same report.<br />
# Bearing false witness, or resisting arrest, or hindering a Guard investigation is illegal.<br />
# Bearing weapons or armor outside of permit clearance is illegal.<br />
# Vigilantism without the proper permit or clearance, is illegal.<br />
# Trespassing on any private property or residence is illegal. <br />
# Mugging or stealing or cheating at games or property destruction, is illegal.<br />
# Adultery and conceiving out of wedlock is illegal without legal consent forms.<br />
# To insult another person without established truth to accusation, is illegal.<br />
# For a family member to resist the will of their family head, is illegal.<br />
<br />
===Regalian Low Law===<br />
Regalian Low Laws require no Court intervention, and can be punished with prison sentencing and/or public humiliation. Simple recordings such as Name, Crime, and Punishment given are recorded, nothing more. <br />
# Inflicting harm against another or one’s unless self-defense demands itself is illegal.<br />
# To abduct or imprison or enslave another without legal permit is illegal.<br />
# Possession or use of Contraband and Illegal Items is illegal.<br />
# Non-consented Marriage or failing to provide for one’s spouse, is illegal.<br />
# Subjecting another to Mutations or Aberrancy is illegal.<br />
# Using Aberrant Powers outside the home without permission is illegal.<br />
# To create, recruit, be a member of, or cooperate with Crime Groups, is illegal.<br />
# To sabotage, undermine, or be negligent in State Official Duty, is illegal.<br />
# To falsify evidence, seals, stamps or other approval, is illegal.<br />
# It is illegal to be infected with any form of Affliction, save for Northern Taint.<br />
# To repeatedly avoid paying one's legal taxes to the Regalian Crown, State, or Military, is illegal.<br />
<br />
===Regalian High Law===<br />
Regalian High Law usually requires the Lord Commander or Court to get involved with sentencing. Punishments tend to be severe imprisonment and maiming. Data recording includes Name, Crime, and Punishment, as well as a more detailed report of the incident. <br />
# To violate the purity of, or indecently disrobe another, is illegal.<br />
# To attempt to break out of prison, or liberate another prisoner, is illegal<br />
# To rob the life of another person, whether born or unborn, is illegal.<br />
# Vast or major destruction of property or vandalism (such as arson), is illegal.<br />
<br />
===Regalian Capital Law===<br />
Regalian Capital Law must require a Lord Commander and Chancellor approval for the final verdict, but will always include at the very least a maim, leading up to execution. Every worthwhile detail involving the crime, leading up to, and including the aftermath, is recorded in an extensive report. <br />
# To perform active rebellion against the Regalian state or harbor Jacobinism, is illegal<br />
# To conspire to harm the Emperor or Chancellor or Assembly, is illegal.<br />
# To conspire to usurp or harm the state through military means, is illegal.<br />
# To commit mass-murder or cause mass-death intentional or not, is illegal.<br />
# To assist foreign entities in their harmful intent towards Regalia, is illegal.<br />
<br />
==Imperial Crown Law==<br />
Imperial Crown Law cannot be changed by the Chancellor or Assembly, and is prosecuted by the Imperial Inquestors. State Guards should still arrest, but deliver the criminal to an Imperial Guard. Crown Law violations can lead up to execution. Every worthwhile detail involving the crime, leading up to, and including the aftermath, is recorded in an extensive report. <br />
# The Imperial Guard are immune to State Law, and owe authority only to Imperial Royal Blood.<br />
# To spill blood on Holy Ground such as Cathedrals, Churches and Palaces, is illegal.<br />
# To denounce the Emperor’s Authority over all the world, is illegal.<br />
# Marriage between two title holding families must be brokered by the Emperor.<br />
# The Assembly and Chancellor each represent the Emperor in authority and duty.<br />
# The Chancellor has a Veto right against any Assembly proposal, except impeachment.<br />
# Impeachment proceedings count for 60%+1 of the present voters or representatives.<br />
# Other legislation may pass with 50%+1 of the present voters or representatives.<br />
# Two Noble Houses may call for an Assembly at any time, with Chancellor presence.<br />
# An Assembly may not proceed without a present Chancellor, except for Impeachment.<br />
# Indecency or undue disturbance during an Assembly is considered an insult to the Crown.<br />
# It is illegal for City Guards to enter a Noble Estate without a permit from the Emperor.<br />
# Contracts between Noble Families with Imperial Assent are enforced by the State. <br />
<br />
==Regalian Knight Laws==<br />
Knights operate somewhat differently than regular citizens, and as such have certain rights that transcend laws in Regalian State Law. Assume that if a Knight Law contradicts State Law, that Knight Law is always superior. Knight Law can only be changed by the Emperor.<br />
# Any and all Knights are permitted to bear any armor, as long as Order identity is visible.<br />
# Any and all Knights are permitted public open carry of weapons, but must conceal indoors.<br />
# Any and all Knights may engage in Honor Duels with harm in designated arenas.<br />
# Only Knights with Imperial Respect may enforce the Code of Honor on their fellow members.<br />
# Only Knights with Imperial Respect must be called Ser if male, or Dame if female.<br />
# Any citizen with knowledge of a Knight violating their Code, must report this to the Chancellor.<br />
<br />
==Empire wide Ordinances==<br />
Empire Wide Ordinances are adopted by the Assembly or Chancellor that do not directly affect the main city, but are still relevant to know for politics. These are generally considered indefinite, and revoking Ordinances is considered not kosher, but legal for the Chancellor only.<br />
# All lands with a majority Altalar, and with all parties consenting, may enforce the Altalar Judicial system instead of the Regalian Judicial system.<br />
# All airships under the direct supervision of Duke Ryker Lampero of Vultaro-Montania has free access to all airspace above all regalian Archipelago states and sovereignties. <br />
# Ownership of Puretek Weapons without a permit from any Belliard Representative (Dietrich von Drachenburg in Regalia) will result in jail time, and weapon confiscation.<br />
<br />
==List of Contraband and Illegal Items==<br />
* Any Artifact that is identified as originating from the Void Occult is contraband.<br />
* Any Artifact identified as a Draconic Soul-Core active or inactive is contraband.<br />
* Narcotics not stamped and shipped by the Anahera Cabal is contraband.<br />
* Siege weapons and Gunpowder not stamped and shipped by Howlester Trade is contraband.<br />
* Grains of any kind not stamped and shipped by the Kade house of Trade is contraband.<br />
* Muskete weaponry not produced and granted by the Belliard Guild is contraband.<br />
<br />
==Legal Codes==<br />
Legal Codes are lengthier pieces of legislation that cannot be easily summarized into a bullet pointed law book, and as such must be written out in full. They usually concern one particular topic, and explain that topic expansively. Legal Codes are usually also expansions upon State Law, to add more context to them or to expand their scope into more detail.<br />
<br />
===Regalian Weapon and Armor Permits===<br />
It is illegal for any person in Regalia to wear any armor that is not purely decorative (armor that covers less than 25% of the body is considered decorative) without the necessary permits. Armor permits cannot be granted. Armor may only be worn by institutions that have the right to bear armor, such as the Regalian Mercenary Order, The Regalian Guard Order, Regalian Noble House Guards and Imperial Guards. Furthermore, it is illegal for any person in Regalia who does not have a weapon permit to bear a weapon other than a Rechtshelm. A Rechtshelm is a thin blade, with a maximum of 12 inches by the hilt that must be concealed at all times. Weapon permits, unlike armor permits however, can be granted. After a permit is granted, public open carry is permitted. Orders and Institutions that were granted the right to bear arms may use any weapon in public open carry also. No weapons or armor may be brought into Imperial Property, or Churches and Cathedrals, or the Regalian Judicial Office, however. Titleholders have automatic armor and weapon permits. All other permits must be registered and maintained by the State’s Armament Commissioner. <br />
* The Armament Commissioner is appointed by the State Chancellor.<br />
<br />
===Occult Power Legislation and Usage===<br />
Occult or Aberrant Powers may only be used in the confines of one’s home. That being said, any owner or patriarch or matriarch of an establishment or building or estate may extend permission to use Occult Powers within those buildings. This includes any gardens or courtyards on the premises. Furthermore, Occult Powers as long as they do not inflict undue harm, may be used to aid in Law Enforcement. Finally, officially registered White Occult (or Court Mages, as Court Mages automatically become White Occult without registration, of which 2 per Title holding Family may exist), are permitted to use their Occult Power as defined in their registration. Court Mages may always use their Powers, as misuse responsibility falls onto the Noble Family, and they are expected to set boundaries for the Court Mages. All Court Mages and White Mages must be registered (or in the case of White Mages) submit for processing through the State’s Occult Commissioner. <br />
* The Occult Commissioner is appointed by the State Chancellor.<br />
<br />
===Noble Houseguard and Servants===<br />
Noble House Guards and Servants of any kind may wear any type of armor and weapon with public open carry. They must however clearly distinguish themselves as a House Servant, and they may not wear these while not on active duty with any member of the Family they serve. Additionally, House Servants may never draw weapons first, and must only act in a defensive or protective capacity. Any person involved in a crime against their Family must be transferred to the Regalian Guard, but may be kept for questioning for up to 48 hours inside the Family’s Estate if it is in the possession of adequate detainment. House Servants do not need to be registered, but official House Guards must always be registered with the State’s Lifeguard Commissioner. <br />
* The Lifeguard Commissioner is appointed by the State Chancellor.<br />
<br />
===Mercenary Rights and Laws===<br />
Mercenaries may wear up to half plate without a helmet, and may open carry any weapon, but only while actively fulfilling a contract. Mercenaries must adhere to all Regalian Law where applicable, and must step aside if Regalian Guards usurp the situation they are in. Mercenaries must obey commands given by the Regalian Guard Lord Commander, as well as the Chancellor. Mercenaries must at all times work towards legally sanctioned contracts, either sent by the Nobility or the Chancellor or Assembly or Emperor. If a Contract is illegal, the Mercenary shall hold no blame for enforcing it, and instead, the Contract maker will be found guilty of all Laws violated by the Mercenaries. While on Contract, a mercenary or their contractor may keep the guilty party on their premise or at the Mercenary Keep for up to 48 hours as long as they have capable detainment rooms for questioning and beating, before they must be handed over to the City Guard. All Mercenaries must always be registered with the State’s Mercenary Commissioner. <br />
* The Mercenary Commissioner is appointed by the State Chancellor.<br />
<br />
===Blueblood Court Privilege===<br />
Nobles and Titleholders in particular have certain rights bestowed on them for being the better class of people by the Emperor. These may only be changed by the Emperor. Crimes against all Nobles warrant higher sentences, and if a Noble is found guilty of a crime, they are expected to be treated fairly, well, and without much public display if it can be avoided so as to avoid embarrassment. Nobility are always immune to checkpoint restrictions, and may not be hindered from visiting prisoners, unless they are in the maximum security section of the Prison, or solitary isolation. Nobility may strike, or order the striking of another person for any words that caused offence against them. When visiting establishments and public places of service, nobles are expected to be given preferential treatment and with respect. All Nobles also have the right to command City Guards to protect them, an event, or enforce the Law as they see fit. That being said, violation of State Law, or incorrect enforcement of State Law falls upon the Noble in question. Furthermore, City Guards are expected to turn a blind eye to Nobility committing crimes under Petty Law, unless these crimes become recurring and dangerous to the people or the reputation of the Noble Family. Finally, Nobles are immune to City-wide curfew, but must contract a City Guard to escort them while they roam the streets during a curfew. Violations of Blueblood Court Privilege must be reported to the Regalian Guard’s City Reeve’s Office.<br />
* The Reeve's Office is appointed by the Emperor with additional clerks appointed by the Chancellor.<br />
<br />
===Blueblood Court Honneurs===<br />
The Nobility are expected to behave a certain way, and enforcing this code of behavior is up to the Master of Conduces of the Imperial Court. It is primarily a duty of the Nobility to always refer to each other with the correct title, even when one is lower, or when one wishes to insult. A good way to provide insult, is to add unnecessary adjectives or expletives to the title address. Commoners do not have a duty to use proper address, but can be found guilty of insult law when they do not at least try. The Imperial Family and other Royal Blood are immune from having to use the correct title address. With regards to Physical honneurs, it is forbidden for a man to touch bare skin of a woman that is not his wife, except through a linen glove. Offenders may be struck by the Master of Conduces with an 18 inch horse riding crop whip, on the offending body part. Within Nobility (if it does not already concern Knights) nobility may not inflict violence on each other with punishment of horse riding crop whip striking the offending part by the Master of Conduces. The Master of Conduces may however approve a non-lethal duel between Nobility at designated arenas. Nobility may also not engage in employment that is otherwise for commoners, such as tending bars, tending livestock, or manning a stall. Exceptions are made for businesses that handle high value items exceeding 5,000 Regals in price, and establishments with high-society relevance, such as noble-only tea houses. Offenders may be struck with a 18 inch horse riding crop whip by the Master of Condeuces until they cease. In any and all cases, Honneurs may only be changed by the Emperor, and may only be enforced by the Master of Condeuces of the Imperial Court. Abuse of power on the part of the Master of Condeuces must be reported to the Master of Letters, to communicate to the Emperor.<br />
* The Master of Condeuces is appointed by the Court's Master of Ceremonies.<br />
<br />
===Military Court Privilege===<br />
The Military Court is designated as the Military Generals, Admirals, and Marshals. Any subject to them are state Soldiers, Sailors, Commanders, or any other private contractor involved in war on third parties in the name of Regalia. Disobeying the hierarchy is strictly illegal. Soldiers must always be treated with preference (though lower than Nobility) while at public establishments or services. Insulting the performance of other Military Court members, without being a Military Court member, is illegal, and any publications to that effect must be confiscated. Reporting on failure or setbacks at the military front, is illegal. It is forbidden to wear outfits of, or pretend membership of, the military without the necessary permits or permissions. Any and all individuals violating Court Privilege are subject to Court Martial, regardless of whether they are civilian or military, with the Emperor of Imperial Court Marshal choosing two Generals or Admirals to act as presiding judges, who must rule unanimously. Punishments may include short prison sentences or public humiliation or ban from the military, with only simple Name, Crime, Punishment records held by the Military Commissioner. The State’s Military Commissioner is also responsible for receiving reports of Court Privilege violations and initiating the process of Court Martial through the relevant authorities.<br />
* The Military Commissioner is appointed by the Imperial Court Marshal.</div>Jared4242https://wiki.massivecraft.com/index.php?title=TestFire&diff=29882TestFire2021-01-04T21:08:29Z<p>Jared4242: </p>
<hr />
<div>((This Page is a WIP and only being used for Testing Purposes))<br />
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Courts; the Crown, the State (including both Ministries and Agencies), the Imperial Court, and the Regalian Military. These Courts have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government. <br />
<br />
==The Crown==<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The Crown is the central body of the Regalian Empire and the Imperial Seat. Most positions inside the Crown s are not attainable for anyone but the Royal Family of Regalia, though some favorite positions are open to those who are able to climb the ranks of the Emperor's close favorites. These positions are generally described as some of the most prestigious positions in the entire Empire, because they are certainly the closest to the Crown's favor.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Emperor of Regalia'''<br />
<br />
His Imperial Holiness Alexander I<br />
| <br />
The Crown is the undisputed head of the Regalian Empire and of the Unionist faith. The Crown must always be a descendant of Emperor Theomar the first, and must always be male. Due to the elective inheritance act of 304 AC, the heir must also be chosen by the previous Emperor through an election process called the Tahn which involves a theological debate between the Crown and the Supreme Reverend on the matter of necessity.<br />
|- style="background:white;" <br />
| <br />
*Has full authority over the Regalian Empire.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Lord Chancellor'''<br />
<br />
Jared Bancroft<br />
| <br />
The Lord Chancellor by Crown consent, as with the Assembly, represents the Emperor in authority and Duty and where necessary, be granted executive power to rule parts of the Empire in the Crown’s stead. This position is currently elective via Noble Assembly and appointed directly by the Emperor, and rules the State Government, along with partial authority in Military matters.<br />
|- style="background:white;" <br />
| <br />
*Dictates Regalian State Law in the Empire, being able to change any and all Regalian State Laws.<br />
*Dictates the creation of Charters.<br />
*Dictates the declaration of war on foreign states and can force the Marshalry to focus on a specific front.<br />
*Dictates the summoning of foreign dignitaries to Court for an event (think Iron Duke, Ithanian Prince Sovereign, King of Nordskag etc).<br />
|}<br />
<br />
<br />
==The Imperial Court==<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Steward2.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
Imperial Court positions are IC jobs available mostly to Nobility (but with good exception, also commoners) which allow one to garner prestige by working at the Imperial Palace, but also engage with the nobility at large through these occupations. They all factor into the Noble Prestige and title progressions, but are jobs in that they do require a modicum of investment to pay off. All positions are accountable, meaning they can be fired and dismissed without warning if Court politics go a certain way, including the Mistress or Master of Ceremonies who can be complained about through the Master or Mistress of Letters to the Emperor directly.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Mistress of Ceremonies'''<br />
<br />
Countess Amelina Peirgarten<br />
| <br />
The Mistress of Ceremonies (or Master of Ceremonies) Is in control of the entire Imperial Court’s hiring apparatus, while also acting as a Mistress or Master of Celebrations. The Mistress is in personal contact with the Emperor, passing along hiring as well recommendations for dismissal from service for those who do not perform well in the Imperial Court. The Mistress has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Review applications for Court officials, and hire them appropriately by interview.<br />
*Review performance of officials, and pass recommendations for removal to the Emperor.<br />
*Host Social events, similarly to the Mistress of Celebrations, as secondary duty.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Finances'''<br />
<br />
Grand Duke Markus Delmotte<br />
| <br />
The Master or Mistress of Finances manages the financial intake and spendage of the Court. Primarily is their duty to convince the peerage to send part of their finances to the Court finances, and then to divvy out the Finances to the relevant Court and Kade parties. The Master of Finances has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Convince nobles and other wealthy groups to donate to the court and pay homage.<br />
*Divide stipends to the Kades and Court Servants for their work.<br />
*Purchase Court-owned objects for the Mistress of Ceremonies to reward to favorites.<br />
*Ensure the Court does not go bankrupt, or to recover from bankruptcies.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Letters'''<br />
<br />
Haeddi Harhold<br />
| <br />
The Master or Mistress of Letters manages to communicate to and from the Emperor. The Emperor does not communicate to anyone without using the Master of Letters as an in-between, and the Emperor cannot be contacted by anyone without the Master of Letters filtering what reaches the Emperor, and how it reaches the Emperor (and potentially modifying what reaches the Emperor). The Mastere of Letters has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Receive letters and communication to the Emperor, filter, modify, pass it along.<br />
*Receive requests for visitations and meetings with the Emperor and manage agenda.*<br />
*Send communication from the Emperor to the individuals he wants to talk to.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Cuisines'''<br />
<br />
Mosmo Duviri<br />
| <br />
The Master of Cuisines has the job to select the drinks and foods to cater to events. This means that for each event hosted by the Celebrations or Ceremonies, the Master of Cuisines (or Mistress) must provide a list of adequately versatile and varied drinks and foods with rich descriptions and themes. The Master or Mistress of Cuisines must also decide every month what types of food are “in fashion” in the Imperial Court, and which are recommended for consumption by the nobility.<br />
|- style="background:white;" <br />
| <br />
*Cater every event with unique drinks and foods, even while not present at them.<br />
*Set Court dining and drinking style for the month with relevant themes.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Occults'''<br />
<br />
Dame Valerie Howlester<br />
| <br />
The Master of Occults is the Imperial Investigator of all things related Occult, when something like that has been reported to the Imperial Court itself. The Master of Occults has an Imperial Warrant, meaning they can investigate any property, any ledger, and any account, as long as the Emperor has decreed it for an Occult investigation (relating to afflictions, magic, etc.). The Master (of Mistress) of Occults eventually proceeds to report about the situation to the Emperor, who may modify Empire-wide law on the matter depending the outcome. The Master of Mistress of Occults has the following functions:<br />
|- style="background:white;" <br />
| <br />
*Investigate specific Occult matters and reach a report conclusion for the Emperor.<br />
*Advise the Emperor on unknown Occult matters that are not yet recorded.<br />
*Give permits for Occult individuals to enter the Imperial Palace without guards.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Inquests'''<br />
<br />
Imperial Lord Vhilomir Kade<br />
<br />
Countess Kaya Sorenvik<br />
<br />
Cinna Eledhwen<br />
| <br />
The Master of Inquests is somewhat a callback to the Inquisition, but far less religion oriented. The Master (or Mistress) of Inquests must be observant at all times, scouting for potential Imperial Family disloyal nobles, or nobles who speak out or commit thought crimes against the Feudal Contract and the duty of nobility (for example, by engaging in Jacobinist thoughts). The Emperor sends the Inquestors on missions to contact the Imperial Guard to apprehend suspects, and investigate them humanely in the Imperial Palace dungeon to figure out where their true loyalties lie. The Master of Inquests is not a thug organization like the Inquisition was in the past, it is a dignified investigative force without any militant or torture practices. The Master or Mistress of Inquests has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Be vigilant against anti-Imperial sentiment and anti-noble sentiment among Nobles.<br />
*Conduct investigations against anti-Imperial and anti-noble things among Nobles.<br />
*Work with the Imperial Guard to apprehend suspects for investigation.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Hotiers'''<br />
<br />
Countess Milena Cadieux<br />
| <br />
The Master of Hotiers decides the standards for Court permitted clothing. That is to say, while the Honneurs code of behavior prescribes a certain set of clothing as permissible in public life, the Hotiers code of clothing dictates the freedom of clothing in the Imperial Court. While for example the Honneurs permits a woman to have bare shoulders, the Hotiers may ban bared shoulders at the Imperial Court, and as such expel anyone breaking the rules. The Master or Mistress of Hotiers also sets the court style every month, the “high fashion” of what is in at the Palace, and as such recommended for nobility, while also dragging nobles who insist on wearing family colors as clothing all the time. The Master or Mistress of Hotiers has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Set the Hotiers Code of clothing at the Imperial Court, the high class society dress code.<br />
*Set the monthly high fashion styles at the Imperial court for noble recommendations.<br />
*Criticize nobles who have a lacking fashion sense and self-styling that degrades them.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Conduces'''<br />
<br />
Duke Augustin Reinard<br />
| <br />
The Master of Conduces produces the actual Honneurs Code of Behavior for the nobles, how they should interact with each other, how they should talk to each other, what subtextual behavior is permitted, and what kinds of actions and gestures are permitted in public and in private. The Master or Mistress of Conduces produces the primary Honneurs Code and is able to modify it, while also producing the Calemberg Honneurs (specifically aimed at Conservatives) and the Souvereine Honneurs (specifically aimed at Liberals), while then also dictating which family is expected to follow which code, whether it be core, liberal, or conservative. The Master of Conduces must also strictly enforce these rules. The Master or Mistress of Conduces has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Set the Honneurs Code of behavior and interactions for the nobles (core).<br />
*Set the Calemberg Code of behavior and interactions for the conservative nobles.<br />
*Set the Souvereine Code of behavior and interactions for the liberal nobles.<br />
*Enforce all of these codes, while also dictating codes to various families.<br />
*Be of the most upstanding protocol and behavior themselves.<br />
<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Master of Celebrations'''<br />
<br />
Baron Garth Viduggla<br />
Count Merdoc Slumberwood<br />
Imperial Lady Rowena Kade<br />
| colspan="2" style="background-color:white;" | The Master or Mistress of Celebrations is simplest put, an event hoster for the Imperial Court, both big public displays, as well as social gatherings at the Palace for a limited crowd.Additionally, the Masters of Celebrations may also come together and issue a Court Favor Competition (for example, best gift to the Emperor, or best donation to the court celebrating the military) which challenge all the Nobility to perform at their best in the eyes of the Court. This is all the Mistresses and Masters of Celebrations do, but they are very involved and busy tasks.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Master of Hunts'''<br />
<br />
Count-Consort Rodrigo Peirgarten<br />
| colspan="2" style="background-color:white;" | The Master or Mistress of Hunts is similar to the Mistresses and Masters of Celebrations, but more unique in that they specifically host events outside near horse racing arenas, the Imperial hunting grounds and the outlying forests. It is their task to host hunts and outdoor activities, as well as the less social and more rambunctious events that the nobility might want to be spectator to, as well as viably contact ongoing commoner events, and arrange for a reserved noble spectator stand or booth away from the commoners for the nobles to watch the commoners go about their business. This is all the Master or Mistress of the Hunts does, but they are involved and busy tasks.<br />
|}<br />
<br />
==The Government Ministers==<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Finance Minister'''<br />
<br />
Baroness Madelyn de Azcoissia<br />
| <br />
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to allocate government finances on behalf of the State<br />
*The right to set taxation levels for the State<br />
*The right to maintain the State budget<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create and manage non-Imperial, non-Velheim related funds.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Logistics Minister'''<br />
<br />
Sir Ardige Viduggla<br />
| <br />
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*Dictates the forced conscription of soldiers within the Regalian Archipelago.<br />
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.<br />
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.<br />
**As an example, this would record an Allar with knowledge of Hadar's geography.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Foreign Minister'''<br />
<br />
Lithuandir Telarel <br />
| <br />
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government<br />
*The right to negotiate with foreign nations on behalf of the Regalian State<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create ad hoc committees focused on a specific diplomatic mission<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Arcane Minister'''<br />
<br />
Countess Vivana Avalorn<br />
| <br />
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.<br />
|- style="background:white;" <br />
| <br />
*The right to investigate Occult events on the Crown Isle on behalf of the State<br />
*The right to safely secure Occult objects on behalf of the State<br />
*The right to register all Noble Court Mages<br />
*The right to grant White Status permits to Occult Persona on the Crown Isle.<br />
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.<br />
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Whip Minister'''<br />
<br />
Baron Klaus Typhonus<br />
| <br />
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.<br />
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.<br />
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.<br />
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.<br />
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Alms Minister'''<br />
<br />
Countess-Consort Sivrid Sorenvik<br />
| <br />
The Minister of Alms is meant to not only reach out to the impoverished, but mainly to assist those who wish to rise from poverty or reintegrate with society, and serves as an information network to the Violet Order. A list of the Minister of Alms's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*Hold fundraising events in city spaces, and pay no taxes on the money collected.<br />
*Offer tax breaks (with Financial Minister approval) for businesses who agree to donate food and supplies.<br />
*Offer tax breaks (with Financial Minister approval) to businesses and craftspeople who agree to a mentorship program for unskilled/youth/displaced workers.<br />
*Shall be permitted to dole out and oversee work and community service punishments to released prisoners and cured sanguine and werebeasts.<br />
*Shall be permitted to carry weapons, when in proximity to released prisoners.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Privy Minister'''<br />
<br />
Claire d’Agennes<br />
| <br />
The Privy Minister is an office which aims to provide a more complete "Commons Ministry" which is answerable to the Lord Chancellor and foreign Minister. A list of the Privy Minister's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to be informed about of and assist in guard investigations and meetings when related to the security of the Empire and potential threats.<br />
*The right to receive Lord Chancellor approval on investigative tactics.<br />
*The right to draft operating procedures detailing how to respond to crisis events.<br />
|}<br />
<br />
==The Government Agencies==<br />
{| class="wikitable" <br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
|- style="text-align:center;"<br />
! style="background-color:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]<br />
! colspan="2" style="background-color:#C9D8CC;" | Government Agencies are different from Government Ministers in the sense that their roles are focused on one specific duty or topic. Government Agencies can be created by the Chancellor and the Assembly, but some positions are created strictly by the [[Legal Codes]] of [[Regalian Law]]. In general, Government Agencies only have a singular person appointed to them, but some offices may have additional clerks where necessary.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Belliard Representative'''<br />
<br />
Duke Dietrich von Drachenburg<br />
| colspan="2" style="background-color:white;" | The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise, and their sole duty is to issue Puretek permits to individuals.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Armament Commissioner'''<br />
<br />
Erwin Braunschweiger<br />
| colspan="2" style="background-color:white;" | The Armament Commissioner is a Chancellor-appointed Agency which handles the registration and maintenance of the State's weapon permits on the Crown Isle, as detailed in the [[Regalian Weapon and Armor Permits]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Occult Commissioner'''<br />
<br />
Count Leufred du Triege<br />
| colspan="2" style="background-color:white;" | The Occult Commissioner is a Chancellor-appointed Agency which handles the registration and processing of the State's White Occult and Court Mages on the Crown Isle, as detailed in the [[Occult Power Legislation and Usage]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Lifeguard Commissioner'''<br />
<br />
Dame Stephanie Kreiburg<br />
| colspan="2" style="background-color:white;" | The Lifeguard Commissioner is a Chancellor-appointed Agency which handles the registration of official Noble House Guards on the Crown Isle, as detailed in the [[Noble Houseguard and Servants]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Mercenary Commissioner'''<br />
<br />
Baron Theopold Kreiburg<br />
| colspan="2" style="background-color:white;" | The Mercenary Commissioner is a Chancellor-appointed Agency which handles the registration of Mercenaries on the Crown Isle, as detailed in the [[Mercenary Rights and Laws]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Reeves Office'''<br />
<br />
Tirioc Mionther<br />
| colspan="2" style="background-color:white;" | The Reeve's Office is an Emperor-appointed (with 2 Clerks appointed by the Chancellor) Agency which handles conflict resolving with the City Guard, as well as violations of [[Blueblood Court Privileges]], as defined both in Legal Codes and the [https://forums.massivecraft.com/threads/regalian-city-guard-applications.89349/ | Regalian City Guard thread]<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Crookback Representative'''<br />
<br />
Countess Valarosta Ino-Femmun<br />
| colspan="2" style="background-color:white;" | The Crookback Representative is a Chancellor-appointed Government Agency which serves as a communication point between the Regalian State and the Crookback Council.<br />
|-<br />
|}<br />
==The Regalian Military==<br />
<br />
{| class="wikitable" <br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
|- style="text-align:center;"<br />
! style="background-color:#C9D8CC; width:170px;" | [[File:Ostmark.png|100px]]<br />
! colspan="2" style="background-color:#C9D8CC;" | The Regalian Military, comprising both the Imperial Navy and the Imperial Army, is the collective of the Regalian Armed Forces functioning directly under the authority of the Regalian high command. The Regalian Military is the sole military body responsible for the safety of the Regalian Empire, deploying troops during wartimes, and merchant fleet protection when violence is not rampant. The military itself extends the Emperor’s protection across the various suzerain states that are subject to the Regalian Commonwealth, and is also used as a means to intimidate or influence independent states. The Regalian Military is one of the largest military forces on Aloria which still retains a very structured organization, making it a formidable adversary to any state that finds itself on the opposite side of a military conflict.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Prince Marshal'''<br />
<br />
Cedromar Kade<br />
| colspan="2" style="background-color:white;" | The Prince Marshal is an honorary position given to an Imperial Prince who serves in the Regalian Military. The current and only Prince Marshal is Cedromar Kade, who previously held the position before his ascension to the Imperial Throne.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Imperial Court Marshal'''<br />
<br />
William Howlester<br />
| colspan="2" style="background-color:white;" | The Imperial Court Marshal is another honorary position which indicates the Emperor’s favorite General or Admiral, and also serves as the Master of Medals at award ceremonies. The current Imperial Court Marshal is William Howlester, who is one of the most decorated generals in recent history.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Grand Marshal'''<br />
<br />
Reimar Typhonus<br />
| colspan="2" style="background-color:white;" | The Grand Marshal is the overseer of the Imperial Marshal Cabinet and can veto any decision made by the Cabinet. This position can be appointed (and removed) by a majority vote of the Cabinet.<br />
|-<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Army Commanders'''<br />
| <br />
Army Commanders include both the Field Marshals of the Regalian Army, as well as the Field Generals beneath them.<br />
|- style="background:white;" <br />
| <br />
*Field Marshal Rodrigo Peirgarten<br />
*Field Marshal Valarosta Ino-Femunn<br />
*Field General Markus Delmotte<br />
*Field General Theopold Kreiburg<br />
*Field General Pelle di Caitagna<br />
*Field General Cinna Eledhwen<br />
*Field General Natharia Mac Conall<br />
*Field General Eddair Mac Connall<br />
*Field General Hans Nowotny<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Navy Commanders'''<br />
| <br />
Navy Commanders include both the Division Admirals of the Regalian Navy, as well as the Wing Admirals beneath them.<br />
|- style="background:white;" <br />
| <br />
*Division Admiral Valeninto Solisti<br />
*Wing Admiral Eddair Black<br />
*Wing Admiral Abelhard Latimer<br />
*Wing Admiral Tehrathel Avalorn<br />
*Wing Admiral Maxence Kreiburg<br />
<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Military Commissioner'''<br />
<br />
Theopold Kreiburg<br />
| colspan="2" style="background-color:white;" | The Military Commissioner is a position appointed by the Imperial Court Marshal that handles the maintaining of records for breaches of Military Court Privilege, as well as initiating the process of Court Martial for the Regalian Military and (when applicable) the City Guard.<br />
|}</div>Jared4242https://wiki.massivecraft.com/index.php?title=TestFire&diff=29793TestFire2020-12-29T23:59:34Z<p>Jared4242: </p>
<hr />
<div>((This Page is a WIP and only being used for Testing Purposes))<br />
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Courts; the Crown, the State (including both Ministries and Agencies), the Imperial Court, and the Regalian Military. These Courts have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government. <br />
<br />
==The Crown==<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The Crown is the central body of the Regalian Empire and the Imperial Seat. Most positions inside the Crown s are not attainable for anyone but the Royal Family of Regalia, though some favorite positions are open to those who are able to climb the ranks of the Emperor's close favorites. These positions are generally described as some of the most prestigious positions in the entire Empire, because they are certainly the closest to the Crown's favor.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Emperor of Regalia'''<br />
<br />
His Imperial Holiness Alexander I<br />
| <br />
The Crown is the undisputed head of the Regalian Empire and of the Unionist faith. The Crown must always be a descendant of Emperor Theomar the first, and must always be male. Due to the elective inheritance act of 304 AC, the heir must also be chosen by the previous Emperor through an election process called the Tahn which involves a theological debate between the Crown and the Supreme Reverend on the matter of necessity.<br />
|- style="background:white;" <br />
| <br />
*Has full authority over the Regalian Empire.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Lord Chancellor'''<br />
<br />
Jared Bancroft<br />
| <br />
The Lord Chancellor by Crown consent, as with the Assembly, represents the Emperor in authority and Duty and where necessary, be granted executive power to rule parts of the Empire in the Crown’s stead. This position is currently elective via Noble Assembly and appointed directly by the Emperor, and rules the State Government, along with partial authority in Military matters.<br />
|- style="background:white;" <br />
| <br />
*Dictates Regalian State Law in the Empire, being able to change any and all Regalian State Laws.<br />
*Dictates the creation of Charters.<br />
*Dictates the declaration of war on foreign states and can force the Marshalry to focus on a specific front.<br />
*Dictates the summoning of foreign dignitaries to Court for an event (think Iron Duke, Ithanian Prince Sovereign, King of Nordskag etc).<br />
|}<br />
<br />
<br />
==The Imperial Court==<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Steward2.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
Imperial Court positions are IC jobs available mostly to Nobility (but with good exception, also commoners) which allow one to garner prestige by working at the Imperial Palace, but also engage with the nobility at large through these occupations. They all factor into the Noble Prestige and title progressions, but are jobs in that they do require a modicum of investment to pay off. All positions are accountable, meaning they can be fired and dismissed without warning if Court politics go a certain way, including the Mistress or Master of Ceremonies who can be complained about through the Master or Mistress of Letters to the Emperor directly.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Mistress of Ceremonies'''<br />
<br />
Countess Amelina Peirgarten<br />
| <br />
The Mistress of Ceremonies (or Master of Ceremonies) Is in control of the entire Imperial Court’s hiring apparatus, while also acting as a Mistress or Master of Celebrations. The Mistress is in personal contact with the Emperor, passing along hiring as well recommendations for dismissal from service for those who do not perform well in the Imperial Court. The Mistress has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Review applications for Court officials, and hire them appropriately by interview.<br />
*Review performance of officials, and pass recommendations for removal to the Emperor.<br />
*Host Social events, similarly to the Mistress of Celebrations, as secondary duty.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Finances'''<br />
<br />
Grand Duke Markus Delmotte<br />
| <br />
The Master or Mistress of Finances manages the financial intake and spendage of the Court. Primarily is their duty to convince the peerage to send part of their finances to the Court finances, and then to divvy out the Finances to the relevant Court and Kade parties. The Master of Finances has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Convince nobles and other wealthy groups to donate to the court and pay homage.<br />
*Divide stipends to the Kades and Court Servants for their work.<br />
*Purchase Court-owned objects for the Mistress of Ceremonies to reward to favorites.<br />
*Ensure the Court does not go bankrupt, or to recover from bankruptcies.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Letters'''<br />
<br />
Haeddi Harhold<br />
| <br />
The Master or Mistress of Letters manages to communicate to and from the Emperor. The Emperor does not communicate to anyone without using the Master of Letters as an in-between, and the Emperor cannot be contacted by anyone without the Master of Letters filtering what reaches the Emperor, and how it reaches the Emperor (and potentially modifying what reaches the Emperor). The Mastere of Letters has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Receive letters and communication to the Emperor, filter, modify, pass it along.<br />
*Receive requests for visitations and meetings with the Emperor and manage agenda.*<br />
*Send communication from the Emperor to the individuals he wants to talk to.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Cuisines'''<br />
<br />
Mosmo Duviri<br />
| <br />
The Master of Cuisines has the job to select the drinks and foods to cater to events. This means that for each event hosted by the Celebrations or Ceremonies, the Master of Cuisines (or Mistress) must provide a list of adequately versatile and varied drinks and foods with rich descriptions and themes. The Master or Mistress of Cuisines must also decide every month what types of food are “in fashion” in the Imperial Court, and which are recommended for consumption by the nobility.<br />
|- style="background:white;" <br />
| <br />
*Cater every event with unique drinks and foods, even while not present at them.<br />
*Set Court dining and drinking style for the month with relevant themes.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Occults'''<br />
<br />
Dame Valerie Howlester<br />
| <br />
The Master of Occults is the Imperial Investigator of all things related Occult, when something like that has been reported to the Imperial Court itself. The Master of Occults has an Imperial Warrant, meaning they can investigate any property, any ledger, and any account, as long as the Emperor has decreed it for an Occult investigation (relating to afflictions, magic, etc.). The Master (of Mistress) of Occults eventually proceeds to report about the situation to the Emperor, who may modify Empire-wide law on the matter depending the outcome. The Master of Mistress of Occults has the following functions:<br />
|- style="background:white;" <br />
| <br />
*Investigate specific Occult matters and reach a report conclusion for the Emperor.<br />
*Advise the Emperor on unknown Occult matters that are not yet recorded.<br />
*Give permits for Occult individuals to enter the Imperial Palace without guards.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Inquests'''<br />
<br />
Imperial Lord Vhilomir Kade<br />
<br />
Countess Kaya Sorenvik<br />
<br />
Cinna Eledhwen<br />
| <br />
The Master of Inquests is somewhat a callback to the Inquisition, but far less religion oriented. The Master (or Mistress) of Inquests must be observant at all times, scouting for potential Imperial Family disloyal nobles, or nobles who speak out or commit thought crimes against the Feudal Contract and the duty of nobility (for example, by engaging in Jacobinist thoughts). The Emperor sends the Inquestors on missions to contact the Imperial Guard to apprehend suspects, and investigate them humanely in the Imperial Palace dungeon to figure out where their true loyalties lie. The Master of Inquests is not a thug organization like the Inquisition was in the past, it is a dignified investigative force without any militant or torture practices. The Master or Mistress of Inquests has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Be vigilant against anti-Imperial sentiment and anti-noble sentiment among Nobles.<br />
*Conduct investigations against anti-Imperial and anti-noble things among Nobles.<br />
*Work with the Imperial Guard to apprehend suspects for investigation.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Hotiers'''<br />
<br />
Countess Milena Cadieux<br />
| <br />
The Master of Hotiers decides the standards for Court permitted clothing. That is to say, while the Honneurs code of behavior prescribes a certain set of clothing as permissible in public life, the Hotiers code of clothing dictates the freedom of clothing in the Imperial Court. While for example the Honneurs permits a woman to have bare shoulders, the Hotiers may ban bared shoulders at the Imperial Court, and as such expel anyone breaking the rules. The Master or Mistress of Hotiers also sets the court style every month, the “high fashion” of what is in at the Palace, and as such recommended for nobility, while also dragging nobles who insist on wearing family colors as clothing all the time. The Master or Mistress of Hotiers has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Set the Hotiers Code of clothing at the Imperial Court, the high class society dress code.<br />
*Set the monthly high fashion styles at the Imperial court for noble recommendations.<br />
*Criticize nobles who have a lacking fashion sense and self-styling that degrades them.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Conduces'''<br />
<br />
Duke Augustin Reinard<br />
| <br />
The Master of Conduces produces the actual Honneurs Code of Behavior for the nobles, how they should interact with each other, how they should talk to each other, what subtextual behavior is permitted, and what kinds of actions and gestures are permitted in public and in private. The Master or Mistress of Conduces produces the primary Honneurs Code and is able to modify it, while also producing the Calemberg Honneurs (specifically aimed at Conservatives) and the Souvereine Honneurs (specifically aimed at Liberals), while then also dictating which family is expected to follow which code, whether it be core, liberal, or conservative. The Master of Conduces must also strictly enforce these rules. The Master or Mistress of Conduces has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Set the Honneurs Code of behavior and interactions for the nobles (core).<br />
*Set the Calemberg Code of behavior and interactions for the conservative nobles.<br />
*Set the Souvereine Code of behavior and interactions for the liberal nobles.<br />
*Enforce all of these codes, while also dictating codes to various families.<br />
*Be of the most upstanding protocol and behavior themselves.<br />
<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Master of Celebrations'''<br />
<br />
Baron Garth Viduggla<br />
Count Merdoc Slumberwood<br />
Imperial Lady Rowena Kade<br />
| colspan="2" style="background-color:white;" | The Master or Mistress of Celebrations is simplest put, an event hoster for the Imperial Court, both big public displays, as well as social gatherings at the Palace for a limited crowd.Additionally, the Masters of Celebrations may also come together and issue a Court Favor Competition (for example, best gift to the Emperor, or best donation to the court celebrating the military) which challenge all the Nobility to perform at their best in the eyes of the Court. This is all the Mistresses and Masters of Celebrations do, but they are very involved and busy tasks.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Master of Hunts'''<br />
<br />
Count-Consort Rodrigo Peirgarten<br />
| colspan="2" style="background-color:white;" | The Master or Mistress of Hunts is similar to the Mistresses and Masters of Celebrations, but more unique in that they specifically host events outside near horse racing arenas, the Imperial hunting grounds and the outlying forests. It is their task to host hunts and outdoor activities, as well as the less social and more rambunctious events that the nobility might want to be spectator to, as well as viably contact ongoing commoner events, and arrange for a reserved noble spectator stand or booth away from the commoners for the nobles to watch the commoners go about their business. This is all the Master or Mistress of the Hunts does, but they are involved and busy tasks.<br />
|}<br />
<br />
==The Government Ministers==<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Finance Minister'''<br />
<br />
Baroness Madelyn de Azcoissia<br />
| <br />
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to allocate government finances on behalf of the State<br />
*The right to set taxation levels for the State<br />
*The right to maintain the State budget<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create and manage non-Imperial, non-Velheim related funds.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Logistics Minister'''<br />
<br />
Sir Ardige Viduggla<br />
| <br />
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*Dictates the forced conscription of soldiers within the Regalian Archipelago.<br />
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.<br />
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.<br />
**As an example, this would record an Allar with knowledge of Hadar's geography.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Foreign Minister'''<br />
<br />
Lithuandir Telarel <br />
| <br />
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government<br />
*The right to negotiate with foreign nations on behalf of the Regalian State<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create ad hoc committees focused on a specific diplomatic mission<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Arcane Minister'''<br />
<br />
Countess Vivana Avalorn<br />
| <br />
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.<br />
|- style="background:white;" <br />
| <br />
*The right to investigate Occult events on the Crown Isle on behalf of the State<br />
*The right to safely secure Occult objects on behalf of the State<br />
*The right to register all Noble Court Mages<br />
*The right to grant White Status permits to Occult Persona on the Crown Isle.<br />
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.<br />
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Whip Minister'''<br />
<br />
Baron Klaus Typhonus<br />
| <br />
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.<br />
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.<br />
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.<br />
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.<br />
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Alms Minister'''<br />
<br />
Countess-Consort Sivrid Sorenvik<br />
| <br />
The Minister of Alms is meant to not only reach out to the impoverished, but mainly to assist those who wish to rise from poverty or reintegrate with society, and serves as an information network to the Violet Order. A list of the Minister of Alms's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*Hold fundraising events in city spaces, and pay no taxes on the money collected.<br />
*Offer tax breaks (with Financial Minister approval) for businesses who agree to donate food and supplies.<br />
*Offer tax breaks (with Financial Minister approval) to businesses and craftspeople who agree to a mentorship program for unskilled/youth/displaced workers.<br />
*Shall be permitted to dole out and oversee work and community service punishments to released prisoners and cured sanguine and werebeasts.<br />
*Shall be permitted to carry weapons, when in proximity to released prisoners.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Privy Minister'''<br />
<br />
Claire d’Agennes<br />
| <br />
The Privy Minister is an office which aims to provide a more complete "Commons Ministry" which is answerable to the Lord Chancellor and foreign Minister. A list of the Privy Minister's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to be informed about of and assist in guard investigations and meetings when related to the security of the Empire and potential threats.<br />
*The right to receive Lord Chancellor approval on investigative tactics.<br />
*The right to draft operating procedures detailing how to respond to crisis events.<br />
|}<br />
<br />
==The Government Agencies==<br />
{| class="wikitable" <br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
|- style="text-align:center;"<br />
! style="background-color:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]<br />
! colspan="2" style="background-color:#C9D8CC;" | Government Agencies are different from Government Ministers in the sense that their roles are focused on one specific duty or topic. Government Agencies can be created by the Chancellor and the Assembly, but some positions are created strictly by the [[Legal Codes]] of [[Regalian Law]]. In general, Government Agencies only have a singular person appointed to them, but some offices may have additional clerks where necessary.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Belliard Representative'''<br />
<br />
Duke Dietrich von Drachenburg<br />
| colspan="2" style="background-color:white;" | The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise, and their sole duty is to issue Puretek permits to individuals.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Armament Commissioner'''<br />
<br />
Erwin Braunschweiger<br />
| colspan="2" style="background-color:white;" | The Armament Commissioner is a Chancellor-appointed Agency which handles the registration and maintenance of the State's weapon permits on the Crown Isle, as detailed in the [[Regalian Weapon and Armor Permits]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Occult Commissioner'''<br />
<br />
Count Leufred du Triege<br />
| colspan="2" style="background-color:white;" | The Occult Commissioner is a Chancellor-appointed Agency which handles the registration and processing of the State's White Occult and Court Mages on the Crown Isle, as detailed in the [[Occult Power Legislation and Usage]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Lifeguard Commissioner'''<br />
<br />
Dame Stephanie Kreiburg<br />
| colspan="2" style="background-color:white;" | The Lifeguard Commissioner is a Chancellor-appointed Agency which handles the registration of official Noble House Guards on the Crown Isle, as detailed in the [[Noble Houseguard and Servants]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Mercenary Commissioner'''<br />
<br />
Baron Theopold Kreiburg<br />
| colspan="2" style="background-color:white;" | The Mercenary Commissioner is a Chancellor-appointed Agency which handles the registration of Mercenaries on the Crown Isle, as detailed in the [[Mercenary Rights and Laws]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Reeves Office'''<br />
<br />
Tirioc Mionther<br />
| colspan="2" style="background-color:white;" | The Reeve's Office is an Emperor-appointed (with 2 Clerks appointed by the Chancellor) Agency which handles conflict resolving with the City Guard, as well as violations of [[Blueblood Court Privileges]], as defined both in Legal Codes and the [https://forums.massivecraft.com/threads/regalian-city-guard-applications.89349/ | Regalian City Guard thread]<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Crookback Representative'''<br />
<br />
Countess Valarosta Ino-Femmun<br />
| colspan="2" style="background-color:white;" | The Crookback Representative is a Chancellor-appointed Government Agency which serves as a communication point between the Regalian State and the Crookback Council.<br />
|-<br />
|}<br />
==The Regalian Military==<br />
<br />
{| class="wikitable" <br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
|- style="text-align:center;"<br />
! style="background-color:#C9D8CC; width:170px;" | [[File:Ostmark.png|100px]]<br />
! colspan="2" style="background-color:#C9D8CC;" | The Regalian Military, comprising both the Imperial Navy and the Imperial Army, is the collective of the Regalian Armed Forces functioning directly under the authority of the Regalian high command. The Regalian Military is the sole military body responsible for the safety of the Regalian Empire, deploying troops during wartimes, and merchant fleet protection when violence is not rampant. The military itself extends the Emperor’s protection across the various suzerain states that are subject to the Regalian Commonwealth, and is also used as a means to intimidate or influence independent states. The Regalian Military is one of the largest military forces on Aloria which still retains a very structured organization, making it a formidable adversary to any state that finds itself on the opposite side of a military conflict.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Prince Marshal'''<br />
<br />
Cedromar Kade<br />
| colspan="2" style="background-color:white;" | The Prince Marshal is an honorary position given to an Imperial Prince who serves in the Regalian Military. The current and only Prince Marshal is Cedromar Kade, who previously held the position before his ascension to the Imperial Throne.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Imperial Court Marshal'''<br />
<br />
William Howlester<br />
| colspan="2" style="background-color:white;" | The Imperial Court Marshal is another honorary position which indicates the Emperor’s favorite General or Admiral, and also serves as the Master of Medals at award ceremonies. The current Imperial Court Marshal is William Howlester, who is one of the most decorated generals in recent history.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Grand Marshal'''<br />
<br />
Reimar Typhonus<br />
| colspan="2" style="background-color:white;" | The Grand Marshal is the overseer of the Imperial Marshal Cabinet and can veto any decision made by the Cabinet. This position can be appointed (and removed) by a majority vote of the Cabinet.<br />
|-<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Army Commanders'''<br />
| <br />
Army Commanders include both the Field Marshals of the Regalian Army, as well as the Field Generals beneath them.<br />
|- style="background:white;" <br />
| <br />
*Field Marshal Rodrigo Peirgarten<br />
*Field Marshal Valarosta Ino-Femunn<br />
*Field General Markus Delmotte<br />
*Field General Theopold Kreiburg<br />
*Field General Pelle di Caitagna<br />
*Field General Cinna Eledhwen<br />
*Field General Natharia Mac Conall<br />
*Field General Eddair Mac Connall<br />
*Field General Hans Nowotny<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Navy Commanders'''<br />
| <br />
Navy Commanders include both the Division Admirals of the Regalian Navy, as well as the Wing Admirals beneath them.<br />
|- style="background:white;" <br />
| <br />
*Division Admiral Valeninto Solisti<br />
*Wing Admiral Eddair Black<br />
*Wing Admiral Abelhard Latimer<br />
*Wing Admiral Tehrathel Avalorn<br />
*Wing Admiral Maxence Kreiburg<br />
<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Military Commissioner'''<br />
<br />
Vacant<br />
| colspan="2" style="background-color:white;" | The Military Commissioner is a position appointed by the Imperial Court Marshal that handles the maintaining of records for breaches of Military Court Privilege, as well as initiating the process of Court Martial for the Regalian Military and (when applicable) the City Guard.<br />
|}</div>Jared4242https://wiki.massivecraft.com/index.php?title=TestFire&diff=29792TestFire2020-12-29T23:59:14Z<p>Jared4242: </p>
<hr />
<div>((This Page is a WIP and only being used for Testing Purposes))<br />
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Courts; the Crown, the State (including both Ministries and Agencies), the Imperial Court, and the Military. These Courts have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government. <br />
<br />
==The Crown==<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The Crown is the central body of the Regalian Empire and the Imperial Seat. Most positions inside the Crown s are not attainable for anyone but the Royal Family of Regalia, though some favorite positions are open to those who are able to climb the ranks of the Emperor's close favorites. These positions are generally described as some of the most prestigious positions in the entire Empire, because they are certainly the closest to the Crown's favor.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Emperor of Regalia'''<br />
<br />
His Imperial Holiness Alexander I<br />
| <br />
The Crown is the undisputed head of the Regalian Empire and of the Unionist faith. The Crown must always be a descendant of Emperor Theomar the first, and must always be male. Due to the elective inheritance act of 304 AC, the heir must also be chosen by the previous Emperor through an election process called the Tahn which involves a theological debate between the Crown and the Supreme Reverend on the matter of necessity.<br />
|- style="background:white;" <br />
| <br />
*Has full authority over the Regalian Empire.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Lord Chancellor'''<br />
<br />
Jared Bancroft<br />
| <br />
The Lord Chancellor by Crown consent, as with the Assembly, represents the Emperor in authority and Duty and where necessary, be granted executive power to rule parts of the Empire in the Crown’s stead. This position is currently elective via Noble Assembly and appointed directly by the Emperor, and rules the State Government, along with partial authority in Military matters.<br />
|- style="background:white;" <br />
| <br />
*Dictates Regalian State Law in the Empire, being able to change any and all Regalian State Laws.<br />
*Dictates the creation of Charters.<br />
*Dictates the declaration of war on foreign states and can force the Marshalry to focus on a specific front.<br />
*Dictates the summoning of foreign dignitaries to Court for an event (think Iron Duke, Ithanian Prince Sovereign, King of Nordskag etc).<br />
|}<br />
<br />
<br />
==The Imperial Court==<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Steward2.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
Imperial Court positions are IC jobs available mostly to Nobility (but with good exception, also commoners) which allow one to garner prestige by working at the Imperial Palace, but also engage with the nobility at large through these occupations. They all factor into the Noble Prestige and title progressions, but are jobs in that they do require a modicum of investment to pay off. All positions are accountable, meaning they can be fired and dismissed without warning if Court politics go a certain way, including the Mistress or Master of Ceremonies who can be complained about through the Master or Mistress of Letters to the Emperor directly.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Mistress of Ceremonies'''<br />
<br />
Countess Amelina Peirgarten<br />
| <br />
The Mistress of Ceremonies (or Master of Ceremonies) Is in control of the entire Imperial Court’s hiring apparatus, while also acting as a Mistress or Master of Celebrations. The Mistress is in personal contact with the Emperor, passing along hiring as well recommendations for dismissal from service for those who do not perform well in the Imperial Court. The Mistress has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Review applications for Court officials, and hire them appropriately by interview.<br />
*Review performance of officials, and pass recommendations for removal to the Emperor.<br />
*Host Social events, similarly to the Mistress of Celebrations, as secondary duty.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Finances'''<br />
<br />
Grand Duke Markus Delmotte<br />
| <br />
The Master or Mistress of Finances manages the financial intake and spendage of the Court. Primarily is their duty to convince the peerage to send part of their finances to the Court finances, and then to divvy out the Finances to the relevant Court and Kade parties. The Master of Finances has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Convince nobles and other wealthy groups to donate to the court and pay homage.<br />
*Divide stipends to the Kades and Court Servants for their work.<br />
*Purchase Court-owned objects for the Mistress of Ceremonies to reward to favorites.<br />
*Ensure the Court does not go bankrupt, or to recover from bankruptcies.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Letters'''<br />
<br />
Haeddi Harhold<br />
| <br />
The Master or Mistress of Letters manages to communicate to and from the Emperor. The Emperor does not communicate to anyone without using the Master of Letters as an in-between, and the Emperor cannot be contacted by anyone without the Master of Letters filtering what reaches the Emperor, and how it reaches the Emperor (and potentially modifying what reaches the Emperor). The Mastere of Letters has the following functions.<br />
|- style="background:white;" <br />
| <br />
*Receive letters and communication to the Emperor, filter, modify, pass it along.<br />
*Receive requests for visitations and meetings with the Emperor and manage agenda.*<br />
*Send communication from the Emperor to the individuals he wants to talk to.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Cuisines'''<br />
<br />
Mosmo Duviri<br />
| <br />
The Master of Cuisines has the job to select the drinks and foods to cater to events. This means that for each event hosted by the Celebrations or Ceremonies, the Master of Cuisines (or Mistress) must provide a list of adequately versatile and varied drinks and foods with rich descriptions and themes. The Master or Mistress of Cuisines must also decide every month what types of food are “in fashion” in the Imperial Court, and which are recommended for consumption by the nobility.<br />
|- style="background:white;" <br />
| <br />
*Cater every event with unique drinks and foods, even while not present at them.<br />
*Set Court dining and drinking style for the month with relevant themes.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Occults'''<br />
<br />
Dame Valerie Howlester<br />
| <br />
The Master of Occults is the Imperial Investigator of all things related Occult, when something like that has been reported to the Imperial Court itself. The Master of Occults has an Imperial Warrant, meaning they can investigate any property, any ledger, and any account, as long as the Emperor has decreed it for an Occult investigation (relating to afflictions, magic, etc.). The Master (of Mistress) of Occults eventually proceeds to report about the situation to the Emperor, who may modify Empire-wide law on the matter depending the outcome. The Master of Mistress of Occults has the following functions:<br />
|- style="background:white;" <br />
| <br />
*Investigate specific Occult matters and reach a report conclusion for the Emperor.<br />
*Advise the Emperor on unknown Occult matters that are not yet recorded.<br />
*Give permits for Occult individuals to enter the Imperial Palace without guards.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Inquests'''<br />
<br />
Imperial Lord Vhilomir Kade<br />
<br />
Countess Kaya Sorenvik<br />
<br />
Cinna Eledhwen<br />
| <br />
The Master of Inquests is somewhat a callback to the Inquisition, but far less religion oriented. The Master (or Mistress) of Inquests must be observant at all times, scouting for potential Imperial Family disloyal nobles, or nobles who speak out or commit thought crimes against the Feudal Contract and the duty of nobility (for example, by engaging in Jacobinist thoughts). The Emperor sends the Inquestors on missions to contact the Imperial Guard to apprehend suspects, and investigate them humanely in the Imperial Palace dungeon to figure out where their true loyalties lie. The Master of Inquests is not a thug organization like the Inquisition was in the past, it is a dignified investigative force without any militant or torture practices. The Master or Mistress of Inquests has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Be vigilant against anti-Imperial sentiment and anti-noble sentiment among Nobles.<br />
*Conduct investigations against anti-Imperial and anti-noble things among Nobles.<br />
*Work with the Imperial Guard to apprehend suspects for investigation.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Hotiers'''<br />
<br />
Countess Milena Cadieux<br />
| <br />
The Master of Hotiers decides the standards for Court permitted clothing. That is to say, while the Honneurs code of behavior prescribes a certain set of clothing as permissible in public life, the Hotiers code of clothing dictates the freedom of clothing in the Imperial Court. While for example the Honneurs permits a woman to have bare shoulders, the Hotiers may ban bared shoulders at the Imperial Court, and as such expel anyone breaking the rules. The Master or Mistress of Hotiers also sets the court style every month, the “high fashion” of what is in at the Palace, and as such recommended for nobility, while also dragging nobles who insist on wearing family colors as clothing all the time. The Master or Mistress of Hotiers has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Set the Hotiers Code of clothing at the Imperial Court, the high class society dress code.<br />
*Set the monthly high fashion styles at the Imperial court for noble recommendations.<br />
*Criticize nobles who have a lacking fashion sense and self-styling that degrades them.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Master of Conduces'''<br />
<br />
Duke Augustin Reinard<br />
| <br />
The Master of Conduces produces the actual Honneurs Code of Behavior for the nobles, how they should interact with each other, how they should talk to each other, what subtextual behavior is permitted, and what kinds of actions and gestures are permitted in public and in private. The Master or Mistress of Conduces produces the primary Honneurs Code and is able to modify it, while also producing the Calemberg Honneurs (specifically aimed at Conservatives) and the Souvereine Honneurs (specifically aimed at Liberals), while then also dictating which family is expected to follow which code, whether it be core, liberal, or conservative. The Master of Conduces must also strictly enforce these rules. The Master or Mistress of Conduces has the following tasks:<br />
|- style="background:white;" <br />
| <br />
*Set the Honneurs Code of behavior and interactions for the nobles (core).<br />
*Set the Calemberg Code of behavior and interactions for the conservative nobles.<br />
*Set the Souvereine Code of behavior and interactions for the liberal nobles.<br />
*Enforce all of these codes, while also dictating codes to various families.<br />
*Be of the most upstanding protocol and behavior themselves.<br />
<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Master of Celebrations'''<br />
<br />
Baron Garth Viduggla<br />
Count Merdoc Slumberwood<br />
Imperial Lady Rowena Kade<br />
| colspan="2" style="background-color:white;" | The Master or Mistress of Celebrations is simplest put, an event hoster for the Imperial Court, both big public displays, as well as social gatherings at the Palace for a limited crowd.Additionally, the Masters of Celebrations may also come together and issue a Court Favor Competition (for example, best gift to the Emperor, or best donation to the court celebrating the military) which challenge all the Nobility to perform at their best in the eyes of the Court. This is all the Mistresses and Masters of Celebrations do, but they are very involved and busy tasks.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Master of Hunts'''<br />
<br />
Count-Consort Rodrigo Peirgarten<br />
| colspan="2" style="background-color:white;" | The Master or Mistress of Hunts is similar to the Mistresses and Masters of Celebrations, but more unique in that they specifically host events outside near horse racing arenas, the Imperial hunting grounds and the outlying forests. It is their task to host hunts and outdoor activities, as well as the less social and more rambunctious events that the nobility might want to be spectator to, as well as viably contact ongoing commoner events, and arrange for a reserved noble spectator stand or booth away from the commoners for the nobles to watch the commoners go about their business. This is all the Master or Mistress of the Hunts does, but they are involved and busy tasks.<br />
|}<br />
<br />
==The Government Ministers==<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Finance Minister'''<br />
<br />
Baroness Madelyn de Azcoissia<br />
| <br />
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to allocate government finances on behalf of the State<br />
*The right to set taxation levels for the State<br />
*The right to maintain the State budget<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create and manage non-Imperial, non-Velheim related funds.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Logistics Minister'''<br />
<br />
Sir Ardige Viduggla<br />
| <br />
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*Dictates the forced conscription of soldiers within the Regalian Archipelago.<br />
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.<br />
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.<br />
**As an example, this would record an Allar with knowledge of Hadar's geography.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Foreign Minister'''<br />
<br />
Lithuandir Telarel <br />
| <br />
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government<br />
*The right to negotiate with foreign nations on behalf of the Regalian State<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create ad hoc committees focused on a specific diplomatic mission<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Arcane Minister'''<br />
<br />
Countess Vivana Avalorn<br />
| <br />
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.<br />
|- style="background:white;" <br />
| <br />
*The right to investigate Occult events on the Crown Isle on behalf of the State<br />
*The right to safely secure Occult objects on behalf of the State<br />
*The right to register all Noble Court Mages<br />
*The right to grant White Status permits to Occult Persona on the Crown Isle.<br />
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.<br />
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Whip Minister'''<br />
<br />
Baron Klaus Typhonus<br />
| <br />
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.<br />
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.<br />
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.<br />
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.<br />
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Alms Minister'''<br />
<br />
Countess-Consort Sivrid Sorenvik<br />
| <br />
The Minister of Alms is meant to not only reach out to the impoverished, but mainly to assist those who wish to rise from poverty or reintegrate with society, and serves as an information network to the Violet Order. A list of the Minister of Alms's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*Hold fundraising events in city spaces, and pay no taxes on the money collected.<br />
*Offer tax breaks (with Financial Minister approval) for businesses who agree to donate food and supplies.<br />
*Offer tax breaks (with Financial Minister approval) to businesses and craftspeople who agree to a mentorship program for unskilled/youth/displaced workers.<br />
*Shall be permitted to dole out and oversee work and community service punishments to released prisoners and cured sanguine and werebeasts.<br />
*Shall be permitted to carry weapons, when in proximity to released prisoners.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Privy Minister'''<br />
<br />
Claire d’Agennes<br />
| <br />
The Privy Minister is an office which aims to provide a more complete "Commons Ministry" which is answerable to the Lord Chancellor and foreign Minister. A list of the Privy Minister's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to be informed about of and assist in guard investigations and meetings when related to the security of the Empire and potential threats.<br />
*The right to receive Lord Chancellor approval on investigative tactics.<br />
*The right to draft operating procedures detailing how to respond to crisis events.<br />
|}<br />
<br />
==The Government Agencies==<br />
{| class="wikitable" <br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
|- style="text-align:center;"<br />
! style="background-color:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]<br />
! colspan="2" style="background-color:#C9D8CC;" | Government Agencies are different from Government Ministers in the sense that their roles are focused on one specific duty or topic. Government Agencies can be created by the Chancellor and the Assembly, but some positions are created strictly by the [[Legal Codes]] of [[Regalian Law]]. In general, Government Agencies only have a singular person appointed to them, but some offices may have additional clerks where necessary.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Belliard Representative'''<br />
<br />
Duke Dietrich von Drachenburg<br />
| colspan="2" style="background-color:white;" | The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise, and their sole duty is to issue Puretek permits to individuals.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Armament Commissioner'''<br />
<br />
Erwin Braunschweiger<br />
| colspan="2" style="background-color:white;" | The Armament Commissioner is a Chancellor-appointed Agency which handles the registration and maintenance of the State's weapon permits on the Crown Isle, as detailed in the [[Regalian Weapon and Armor Permits]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Occult Commissioner'''<br />
<br />
Count Leufred du Triege<br />
| colspan="2" style="background-color:white;" | The Occult Commissioner is a Chancellor-appointed Agency which handles the registration and processing of the State's White Occult and Court Mages on the Crown Isle, as detailed in the [[Occult Power Legislation and Usage]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Lifeguard Commissioner'''<br />
<br />
Dame Stephanie Kreiburg<br />
| colspan="2" style="background-color:white;" | The Lifeguard Commissioner is a Chancellor-appointed Agency which handles the registration of official Noble House Guards on the Crown Isle, as detailed in the [[Noble Houseguard and Servants]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Mercenary Commissioner'''<br />
<br />
Baron Theopold Kreiburg<br />
| colspan="2" style="background-color:white;" | The Mercenary Commissioner is a Chancellor-appointed Agency which handles the registration of Mercenaries on the Crown Isle, as detailed in the [[Mercenary Rights and Laws]] Legal Code.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Reeves Office'''<br />
<br />
Tirioc Mionther<br />
| colspan="2" style="background-color:white;" | The Reeve's Office is an Emperor-appointed (with 2 Clerks appointed by the Chancellor) Agency which handles conflict resolving with the City Guard, as well as violations of [[Blueblood Court Privileges]], as defined both in Legal Codes and the [https://forums.massivecraft.com/threads/regalian-city-guard-applications.89349/ | Regalian City Guard thread]<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Crookback Representative'''<br />
<br />
Countess Valarosta Ino-Femmun<br />
| colspan="2" style="background-color:white;" | The Crookback Representative is a Chancellor-appointed Government Agency which serves as a communication point between the Regalian State and the Crookback Council.<br />
|-<br />
|}<br />
==The Regalian Military==<br />
<br />
{| class="wikitable" <br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
|- style="text-align:center;"<br />
! style="background-color:#C9D8CC; width:170px;" | [[File:Ostmark.png|100px]]<br />
! colspan="2" style="background-color:#C9D8CC;" | The Regalian Military, comprising both the Imperial Navy and the Imperial Army, is the collective of the Regalian Armed Forces functioning directly under the authority of the Regalian high command. The Regalian Military is the sole military body responsible for the safety of the Regalian Empire, deploying troops during wartimes, and merchant fleet protection when violence is not rampant. The military itself extends the Emperor’s protection across the various suzerain states that are subject to the Regalian Commonwealth, and is also used as a means to intimidate or influence independent states. The Regalian Military is one of the largest military forces on Aloria which still retains a very structured organization, making it a formidable adversary to any state that finds itself on the opposite side of a military conflict.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Prince Marshal'''<br />
<br />
Cedromar Kade<br />
| colspan="2" style="background-color:white;" | The Prince Marshal is an honorary position given to an Imperial Prince who serves in the Regalian Military. The current and only Prince Marshal is Cedromar Kade, who previously held the position before his ascension to the Imperial Throne.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Imperial Court Marshal'''<br />
<br />
William Howlester<br />
| colspan="2" style="background-color:white;" | The Imperial Court Marshal is another honorary position which indicates the Emperor’s favorite General or Admiral, and also serves as the Master of Medals at award ceremonies. The current Imperial Court Marshal is William Howlester, who is one of the most decorated generals in recent history.<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Grand Marshal'''<br />
<br />
Reimar Typhonus<br />
| colspan="2" style="background-color:white;" | The Grand Marshal is the overseer of the Imperial Marshal Cabinet and can veto any decision made by the Cabinet. This position can be appointed (and removed) by a majority vote of the Cabinet.<br />
|-<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Army Commanders'''<br />
| <br />
Army Commanders include both the Field Marshals of the Regalian Army, as well as the Field Generals beneath them.<br />
|- style="background:white;" <br />
| <br />
*Field Marshal Rodrigo Peirgarten<br />
*Field Marshal Valarosta Ino-Femunn<br />
*Field General Markus Delmotte<br />
*Field General Theopold Kreiburg<br />
*Field General Pelle di Caitagna<br />
*Field General Cinna Eledhwen<br />
*Field General Natharia Mac Conall<br />
*Field General Eddair Mac Connall<br />
*Field General Hans Nowotny<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Navy Commanders'''<br />
| <br />
Navy Commanders include both the Division Admirals of the Regalian Navy, as well as the Wing Admirals beneath them.<br />
|- style="background:white;" <br />
| <br />
*Division Admiral Valeninto Solisti<br />
*Wing Admiral Eddair Black<br />
*Wing Admiral Abelhard Latimer<br />
*Wing Admiral Tehrathel Avalorn<br />
*Wing Admiral Maxence Kreiburg<br />
<br />
|-<br />
| style="text-align:center; width:15%; background-color:#efefef;" | <br />
'''Military Commissioner'''<br />
<br />
Vacant<br />
| colspan="2" style="background-color:white;" | The Military Commissioner is a position appointed by the Imperial Court Marshal that handles the maintaining of records for breaches of Military Court Privilege, as well as initiating the process of Court Martial for the Regalian Military and (when applicable) the City Guard.<br />
|}</div>Jared4242https://wiki.massivecraft.com/index.php?title=TestFire&diff=29711TestFire2020-12-13T22:07:23Z<p>Jared4242: </p>
<hr />
<div>((This Page is a WIP and only being used for Testing Purposes))<br />
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Curias, or Courts in Proto-Regalian. These Curias have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government. <br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The Crown is the central body of the Regalian Empire and the Imperial Seat. Most positions inside the Curia Cordis are not attainable for anyone but the Royal Family of Regalia, though some favorite positions are open to those who are able to climb the ranks of the Emperor's close favorites. These positions are generally described as some of the most prestigious positions in the entire Empire, because they are certainly the closest to the Crown's favor.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Emperor of Regalia'''<br />
<br />
His Imperial Holiness Alexander I<br />
| <br />
The Crown is the undisputed head of the Regalian Empire and of the Unionist faith. The Crown must always be a descendant of Emperor Theomar the first, and must always be male. Due to the elective inheritance act of 304 AC, the heir must also be chosen by the previous Emperor through an election process called the Tahn which involves a theological debate between the Crown and the Supreme Reverend on the matter of necessity.<br />
|- style="background:white;" <br />
| <br />
*Has full authority over the Regalian Empire.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Lord Chancellor'''<br />
<br />
Jared Bancroft<br />
| <br />
The Lord Chancellor by Crown consent, as with the Assembly, represents the Emperor in authority and Duty and where necessary, be granted executive power to rule parts of the Empire in the Crown’s stead. This position is currently elective via Noble Assembly and appointed directly by the Emperor, and rules the State Government, along with partial authority in Military matters.<br />
|- style="background:white;" <br />
| <br />
*Dictates Regalian State Law in the Empire, being able to change any and all Regalian State Laws.<br />
*Dictates the creation of Charters.<br />
*Dictates the declaration of war on foreign states and can force the Marshalry to focus on a specific front.<br />
*Dictates the summoning of foreign dignitaries to Court for an event (think Iron Duke, Ithanian Prince Sovereign, King of Nordskag etc).<br />
|}<br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]<br />
! colspan="2" style="background:#C9D8CC;" | <br />
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power.<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Finance Minister'''<br />
<br />
Baroness Madelyn de Azcoissia<br />
| <br />
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to allocate government finances on behalf of the State<br />
*The right to set taxation levels for the State<br />
*The right to maintain the State budget<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Logistics Minister'''<br />
<br />
Sir Ardige Viduggla<br />
| <br />
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*Dictates the forced conscription of soldiers within the Regalian Archipelago.<br />
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.<br />
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.<br />
**As an example, this would record an Allar with knowledge of Hadar's geography.<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Foreign Minister'''<br />
<br />
Amelina Peirgarten<br />
| <br />
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government<br />
*The right to negotiate with foreign nations on behalf of the Regalian State<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create ad hoc committees focused on a specific diplomatic mission<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Arcane Minister'''<br />
<br />
Countess Vivana Avalorn<br />
| <br />
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.<br />
|- style="background:white;" <br />
| <br />
*The right to investigate Occult events on the Crown Isle on behalf of the State<br />
*The right to safely secure Occult objects on behalf of the State<br />
*The right to register all Noble Court Mages<br />
*The right to grant White Status permits to Occult Persona on the Crown Isle.<br />
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.<br />
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Whip Minister'''<br />
<br />
Baron Klaus Typhonus<br />
| <br />
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.<br />
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.<br />
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.<br />
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.<br />
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.<br />
<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Belliard Representative'''<br />
<br />
Grand Duke Dietrich von Drachenburg<br />
| <br />
The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise. A list of the Belliard Representative's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to issue Puretek Permits on the Crown Isle<br />
*The right to keep a private registry of all registered Puretek users and owners<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to carry and use Puretek on the Crown Isle<br />
<br />
|}</div>Jared4242https://wiki.massivecraft.com/index.php?title=TestFire&diff=29662TestFire2020-12-12T01:37:04Z<p>Jared4242: </p>
<hr />
<div>((This Page is a WIP and only being used for Testing Purposes))<br />
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Curias, or Courts in Proto-Regalian. These Curias have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government. <br />
<br />
{| class="wikitable"<br />
{| style="background-color:#4A8757; width: 85%;" align="center" <br />
<br />
! colspan="3" style="background:#C9D8CC;" | <br />
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power. <br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Finance Minister'''<br />
<br />
Baroness Madelyn de Azcoissia<br />
| <br />
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to allocate government finances on behalf of the State<br />
*The right to set taxation levels for the State<br />
*The right to maintain the State budget<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Logistics Minister'''<br />
<br />
Sir Ardige Viduggla<br />
| <br />
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*Dictates the forced conscription of soldiers within the Regalian Archipelago.<br />
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.<br />
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.<br />
**As an example, this would record an Allar with knowledge of Hadar's geography.<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Foreign Minister'''<br />
<br />
Amelina Peirgarten<br />
| <br />
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government<br />
*The right to negotiate with foreign nations on behalf of the Regalian State<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to create ad hoc committees focused on a specific diplomatic mission<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Arcane Minister'''<br />
<br />
Countess Vivana Avalorn<br />
| <br />
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.<br />
|- style="background:white;" <br />
| <br />
*The right to investigate Occult events on the Crown Isle on behalf of the State<br />
*The right to safely secure Occult objects on behalf of the State<br />
*The right to register all Noble Court Mages<br />
*The right to grant White Status permits to Occult Persona on the Crown Isle.<br />
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.<br />
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Whip Minister'''<br />
<br />
Baron Klaus Typhonus<br />
| <br />
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.<br />
|- style="background:white;" <br />
| <br />
*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.<br />
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.<br />
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.<br />
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.<br />
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.<br />
<br />
<br />
<br />
|- style="background:#eee;"<br />
| rowspan="2" style="width: 15%; text-align:center;" |<br />
'''Belliard Representative'''<br />
<br />
Grand Duke Dietrich von Drachenburg<br />
| <br />
The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise. A list of the Belliard Representative's full rights and responsibilities are as follows:<br />
|- style="background:white;" <br />
| <br />
*The right to issue Puretek Permits on the Crown Isle<br />
*The right to keep a private registry of all registered Puretek users and owners<br />
*The right to carry a weapon for ceremonial and self-defense scenarios<br />
*The right to carry and use Puretek on the Crown Isle<br />
<br />
|}</div>Jared4242https://wiki.massivecraft.com/index.php?title=Regalian_Guard&diff=29657Regalian Guard2020-12-11T02:58:41Z<p>Jared4242: </p>
<hr />
<div>{{Info organizations<br />
|image = Regaliabbanner.png<br />
|leader = Vacant<br />
|headquarters = The Greygate<br />
|affiliation = Regalia.<br />
|}}<br />
The Regalian Guard, occasionally referred to as the Violet Order, is the rotating-duty organization(s) that is responsible for law enforcement in the Regalian Capital City, as well as the Aristocratic Realms beyond to a degree. The Regalian Guard contains large numbers of soldiers from the armies of Regalia, with various layers of authority. Formally speaking, the Regalian Guard is generally led by the City Guard Commander (Sometimes named Lord Commander) or a small group of Government Bureaucrats. This role both personally approves and ejects Guards for either misbehaving or breaking the law, but also has authority over the rank structure of the Regalian Guard. The Regalian Guard is collectively referred to as the Violet Order. The Violet Order is currently led by the Lord Commander(s).<br />
<br />
==Armaments==<br />
[[File:Armorbluesteel.png|300px|thumb|right|Regalian Guard Armaments, under the Bluesteel System]]<br />
While the exact armor a Regalian Guard uses will depend on their Guard Chapter and role within, the Regalian Guards generally agree on using the "Old Standard" of armor presentation for the majority of their ranks. The Regalian Guards, when in the Old Standard style, are armed in so-called semi-mail, a combination of half plates (usually localized to the chest, forearms, lower legs, and waist), supported with a scale armor shirt and coat. Helmets are not always mandatory, while the armor often uses some sort of colorful cloth to decorate it and make the guards visible in the street. While primarily called the Violet Order for their uniforms and duty in protecting the Crown, the Regalian Guard can take on many other colors to symbolize their loyalties and responsibilities. These weapons and armor don't belong to the individual soldiers, rather, they are returned to the barracks as soon as the Guard is fired or leaves duty. Guards can, in certain situations, also make use of a variety of military hardware when their City Guard Commander approves of it. This includes siege crossbows for the removal of dangerous creatures, handheld battering rams for doors and gates, anti-magical weapons and tools, and in some extreme cases, the Regalian Guards operate the siege engines that are on top of the city walls to defend the city. Members of the Regalian Guard must always wear their signature armor, otherwise, their actions are illegal if they violate state law (while on duty, Guards may be able to ignore some State laws in order to arrest or seize a criminal). Currently, the Violet Order uses a refined version of the Old Standard armor.<br />
<br />
==History==<br />
The Regalian Guard stretches back in history to the very founding of the Regalian Capital City, somewhere around 1 AC. The name has changed many times throughout the years, but often it was merely a loosely ran group of soldiers keeping order within the infant Empire. It was not until the end of Justinian II's rule, and the beginning of Alexander the I's in 302 AC that the City Guard became a more organized unit specifically used to benefit the Crown. Rechristened "The Violet Order", the first City Guard Commander was named and given a status that saw them directly interact with and influence Government affairs, an alien concept to the former city guard. <br />
<br />
In the middle of 304 AC, the Violet Order was taken Command of by the newly crowned Emperor, Cedromar Kade, who named himself the Grand Commander of the Imperial Seat, taking control of the Azure Order and most military branches in the same move. In the fall of that very same year, the Violet Order would be dismantled by the usurping Freya Lo and her dealing armies. It was some weeks into the Lo Occupation that the Great Castle Crash occurred, when upwards of 1000 civilians were killed in a great explosion of Greygate prison. With nearly the entirety of the Violet Order wiped out overnight, the order quickly began recruiting to fill their lost numbers the moment the Lo Occupation ended. The Violet Order fell due to this loss in numbers, with quarreling Guard Chapters and Mercenaries taking center stage, loosely supervised by Kade Court bureaucrats. In 306 AC, the Supreme Chancellor would reestablish the Violet Order with a "new" set of disciplines and standards, for all to follow, while allowing separate Guard Chapters to remain under the Violet Order. This was overhauled during the Bancroft Chancellory, wherein the Violet Order was re-established as a unified Guard Charter of elite guardsmen, with no distinction between Guard Chapters. <br />
<br />
There have been 17 Lord Commanders of the Violet Order to the current date. Gaps between reigns usually resulted from Occupations of the Holy City, Guard Reforms, or Government overhauls. Their title is akin to that of past Emperors, used to denote what their rule consisted of. <br />
<br />
*1st Lord Commander Joshua Kade. "The Inaugural"<br />
*2nd Lord Commander Thomas Kade. "The Violent"<br />
*3rd Lord Commander William Howlester "The Enduring"<br />
*4th Lord Commander Ulric Typhonus. "The Stable"<br />
*5th Lord Commander Gustavo Anahera. "The Betrayed"<br />
*6th Lord Commander Jared Silverhand. "The Swift"<br />
*7th Lord Commander Ulric Typhonus. "The Stable"<br />
*8th Lord Commander William Howlester. "The Enduring"<br />
*9th Lord Commander Hector Guiterrez. "The Usurping"<br />
*10th Lord Commander William Howlester. "The Enduring"<br />
*11th Lord Commander Cedromar Kade. "The Warrior"<br />
*12th Lord Commander Reynauld Typhonus. "The Sly"<br />
*13th Lord Commander Hengest Harhold. "The Lonely"<br />
*14th Lord Commander Jared Kade. "The Swift"<br />
*15th Lord Commander Ania Howlester. "The Valkyrie"<br />
*16th Lord Commander William Howlester. "The Enduring"<br />
*17th Lord Commander Bel-Gyarbrin Tibaerthus. "The Neutral"<br />
<br />
==OOC Notes==<br />
* When one is a Regalian Guard and has an alternative character which is a criminal that is actively being chased by the guard, the guard character will be forcibly ejected from the Guard force for conflicts of interest. This is only valid for criminals that are actively engaged in criminal conduct to the knowledge of the guard, as well as mass-criminals and mass-terrorists or ongoing crime plot lines. <br />
* Regalian Guard members must use their respective Guard Chapter skins. This unique skinned armor must be worn when they are on duty. Using MPM to adjust the skin is not permitted, it has to be visible to everyone.<br />
* All Guards need to be approved by forums application, which is processed by the Lore Staff. <br />
* Applications for the Regalian Guard are handled on the Forums or in-game for ease of reference. The thread is a sticky in the Roleplay Permissions section.<br />
* Those who have government ranks elsewhere in the Empire are generally not allowed to join a Regalian Guard Chapter, but exceptions can be made with State Council approval.<br />
<br />
==Trivia==<br />
* While the Regalian Guard, often known as the Violet Order has been through numerous reforms, many of those are refined returns to former systems under past emperors such as Justinian II and Alexander I. <br />
* The Current Lord Commander(s) of the Violet Order is Vacant. The Ranks within the Guard he oversees follow the pattern of Recruit, Guard, Oberst, Ensign, and a Captain to lead them all. Men and Women who possess martial skills are able to enlist within the Guard, though Women are expected to have a greater martial skill to justify their entry. <br />
{{Organizations}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = MonMarty, LumosJared<br />
}}<br />
[[category:Organizations]] [[category:Regalian Organizations]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Regalian_Guard&diff=29656Regalian Guard2020-12-11T02:55:05Z<p>Jared4242: /* History */</p>
<hr />
<div>{{Info organizations<br />
|image = Regaliabbanner.png<br />
|leader = Lord Commmander William Howlester<br />
|headquarters = The River Bastion<br />
|affiliation = Regalia.<br />
|}}<br />
The Regalian Guard, occasionally referred to as the Violet Order, is the rotating-duty organization(s) that is responsible for law enforcement in the Regalian Capital City, as well as the Aristocratic Realms beyond to a degree. The Regalian Guard contains large numbers of soldiers from the armies of Regalia, with various layers of authority. Formally speaking, the Regalian Guard is generally led by the City Guard Commander (Sometimes named Lord Commander) or a small group of Government Bureaucrats. This role both personally approves and ejects Guards for either misbehaving or breaking the law, but also has authority over the rank structure of the Regalian Guard. The Regalian Guard is collectively referred to as the Violet Order, with separate Guard Chapters underneath with slight variations of theme and discipline. The Violet Order is currently led by the Lord Commander(s).<br />
<br />
==Armaments==<br />
[[File:Armorbluesteel.png|300px|thumb|right|Regalian Guard Armaments, under the Bluesteel System]]<br />
While the exact armor a Regalian Guard uses will depend on their Guard Chapter and role within, the Regalian Guards generally agree on using the "Old Standard" of armor presentation for the majority of their ranks. The Regalian Guards, when in the Old Standard style, are armed in so-called semi-mail, a combination of half plates (usually localized to the chest, forearms, lower legs, and waist), supported with a scale armor shirt and coat. Helmets are not always mandatory, while the armor often uses some sort of colorful cloth to decorate it and make the guards visible in the street. While primarily called the Violet Order for their uniforms and duty in protecting the Crown, the Regalian Guard can take on many other colors to symbolize their loyalties and responsibilities. These weapons and armor don't belong to the individual soldiers, rather, they are returned to the barracks as soon as the Guard is fired or leaves duty. Guards can, in certain situations, also make use of a variety of military hardware when their City Guard Commander approves of it. This includes siege crossbows for the removal of dangerous creatures, handheld battering rams for doors and gates, anti-magical weapons and tools, and in some extreme cases, the Regalian Guards operate the siege engines that are on top of the city walls to defend the city. Members of the Regalian Guard, regardless of their particular Guard Chapter, must always wear their signature armor, otherwise, their actions are illegal if they violate state law (while on duty, Guards may be able to ignore some State laws in order to arrest or seize a criminal). Currently, the Violet Order uses a refined version of the Old Standard armor, with colored sashes indicating which Guard Chapter they bear loyalty to. <br />
<br />
==History==<br />
The Regalian Guard stretches back in history to the very founding of the Regalian Capital City, somewhere around 1 AC. The name has changed many times throughout the years, but often it was merely a loosely ran group of soldiers keeping order within the infant Empire. It was not until the end of Justinian II's rule, and the beginning of Alexander the I's in 302 AC that the City Guard became a more organized unit specifically used to benefit the Crown. Rechristened "The Violet Order", the first City Guard Commander was named and given a status that saw them directly interact with and influence Government affairs, an alien concept to the former city guard. <br />
<br />
In the middle of 304 AC, the Violet Order was taken Command of by the newly crowned Emperor, Cedromar Kade, who named himself the Grand Commander of the Imperial Seat, taking control of the Azure Order and most military branches in the same move. In the fall of that very same year, the Violet Order would be dismantled by the usurping Freya Lo and her dealing armies. It was some weeks into the Lo Occupation that the Great Castle Crash occurred, when upwards of 1000 civilians were killed in a great explosion of Greygate prison. With nearly the entirety of the Violet Order wiped out overnight, the order quickly began recruiting to fill their lost numbers the moment the Lo Occupation ended. The Violet Order fell due to this loss in numbers, with quarreling Guard Chapters and Mercenaries taking center stage, loosely supervised by Kade Court bureaucrats. In 306 AC, the Supreme Chancellor would reestablish the Violet Order with a "new" set of disciplines and standards, for all to follow, while allowing separate Guard Chapters to remain under the Violet Order. This was overhauled during the Bancroft Chancellory, wherein the Violet Order was re-established as a unified Guard Charter of elite guardsmen, with no distinction between Guard Chapters. <br />
<br />
There have been 17 Lord Commanders of the Violet Order to the current date. Gaps between reigns usually resulted from Occupations of the Holy City, Guard Reforms, or Government overhauls. Their title is akin to that of past Emperors, used to denote what their rule consisted of. <br />
<br />
*1st Lord Commander Joshua Kade. "The Inaugural"<br />
*2nd Lord Commander Thomas Kade. "The Violent"<br />
*3rd Lord Commander William Howlester "The Enduring"<br />
*4th Lord Commander Ulric Typhonus. "The Stable"<br />
*5th Lord Commander Gustavo Anahera. "The Betrayed"<br />
*6th Lord Commander Jared Silverhand. "The Swift"<br />
*7th Lord Commander Ulric Typhonus. "The Stable"<br />
*8th Lord Commander William Howlester. "The Enduring"<br />
*9th Lord Commander Hector Guiterrez. "The Usurping"<br />
*10th Lord Commander William Howlester. "The Enduring"<br />
*11th Lord Commander Cedromar Kade. "The Warrior"<br />
*12th Lord Commander Reynauld Typhonus. "The Sly"<br />
*13th Lord Commander Hengest Harhold. "The Lonely"<br />
*14th Lord Commander Jared Kade. "The Swift"<br />
*15th Lord Commander Ania Howlester. "The Valkyrie"<br />
*16th Lord Commander William Howlester. "The Enduring"<br />
*17th Lord Commander Bel-Gyarbrin Tibaerthus. "The Neutral"<br />
<br />
==OOC Notes==<br />
* When one is a Regalian Guard of any Guard Chapter and has an alternative character which is a criminal that is actively being chased by the guard, the guard character will be forcibly ejected from the Guard force for conflicts of interest. This is only valid for criminals that are actively engaged in criminal conduct to the knowledge of the guard, as well as mass-criminals and mass-terrorists or ongoing crime plot lines. <br />
* Regalian Guard members of any Guard Chapter must use their respective Guard Chapter skins. This unique skinned armor must be worn when they are on duty. Using MPM to adjust the skin is not permitted, it has to be visible to everyone.<br />
* All Guards need to be approved by their respective Commander within their Guard Chapter, or the Lord Commander(s). <br />
* Applications for the Regalian Guard Chapters are handled on the Forums or in-game for ease of reference. The thread is a sticky in the Roleplay Permissions section.<br />
* Those who have government ranks elsewhere in the Empire are generally not allowed to join a Regalian Guard Chapter, but exceptions can be made with State Council approval.<br />
<br />
==Trivia==<br />
* While the Regalian Guard, often known as the Violet Order has been through numerous reforms, many of those are refined returns to former systems under past emperors such as Justinian II and Alexander I. This current system is both a return to the Charter-based system of several years previous, and the higher standards of the Violet Order beforehand. <br />
* The Current Lord Commander(s) of the Violet Order is William Howlester. The Ranks within the Guard Chapters he oversees follow the pattern of Recruit, Guard, Oberst, Ensign, and a Captain to lead them all. Men and Women who possess martial skills are able to enlist within the Guard, though Women are expected to have a greater martial skill to justify their entry. <br />
{{Organizations}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = MonMarty, LumosJared<br />
}}<br />
[[category:Organizations]] [[category:Regalian Organizations]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Staff:Codex&diff=29166Staff:Codex2020-10-20T19:56:49Z<p>Jared4242: /* Rule Seven: Hierarchy and Direction */</p>
<hr />
<div>This codex exists for the sake of both the player base and the staff. Everything within helps to ensure that the players will find MassiveCraft's staff to be populated with honest, competent, and helpful individuals who work together to run a professional and fun server. As staff, and as players ourselves, we agree to adhere to these rules and guidelines for the betterment of the server.<br />
<br />
==Staff Expectations==<br />
The sections that follow offer not only a set of rules to follow; they present a set of positive goals. Other staff will make every effort to work with you to help improve conduct and performance. It is important for readers of this document, both players and staff, to recognize and realize that no individual is perfect, and that this Codex cannot be followed 100% to the letter at all times. Individuals within the MassiveCraft organization are Human and are allowed to make mistakes, and more importantly, the Codex is a positive goal to strive for, not an absolute book of law to maintain. As long as Staff members strive to improve their conduct as set out by the Codex, then Massive can be a learning experience, and we should always aim to moderate and improve and reform, as opposed to exclude and punish, where feasibly possible. Always ask a member of Direction Staff if you are concerned that you are not meeting the high standards expected of a MassiveCraft staff member.<br />
<br />
==Rule One: Staff Respect vs. Player Privilege==<br />
Staff Respect in Massive is not something that is demanded, but earned. In MassiveCraft we do not believe that players should be forced to respect a staff member by default, and that if that respect is finally earned, it will be far more rewarding than any respect automatically granted by authority. That being said, Players are expected to acknowledge the energy and time that is dedicated by a staff member on the server, especially when this is backed up by the Activity log. It is additionally important that while Respect is not demanded of players, Disrespect is absolutely not tolerated. <br />
<br />
The very basest form of acknowledging a Staff member’s dedication is to at the very least not disrespect them either to their face, or behind their backs. If such a case were to occur, the Staff member in question which was disrespected is allowed to suspend the work and privilege they have afforded the player in question. This does not mean the staff member may intentionally sabotage the player, but more-so means that the Staff member may choose not to work for the player’s entertainment if they can avoid it. Staff members should never be forced to work for players who utterly disregard them as human beings, or disregard their hard work as worthless, just because Staff members are restrained by a harsher moral code than players ever will be. Staff members will communicate to Direction Staff, which players they personally do not feel comfortable providing a service for.<br />
<br />
Other staff are encouraged to help staff who are suffering the aggression of players to allow them to avoid servicing these individuals by taking over their tasks, but they are also permitted to, out of principle, deny service to the player on grounds of their harassment, bullying, or trolling, if they feel it would conflict with their own moral code to continue service to such a player. In any and all cases, the player must still be protected from abuse by third parties, glitches, bugs and other such related problems with MassiveCraft’s services. They may however be denied ticket support or participation in staff-organized projects which are not part of the standard experience of Vanilla MassiveCraft when those projects are solely hinging on the work of the Staff member in question. <br />
<br />
*Staff members are allowed to ignore players who make their work harder. <br />
*Staff members are allowed to refuse to answer a ticket or question from a player who makes their work harder.<br />
*Staff members are allowed to exclude individuals from Special Projects for example The World System, Military System, or Game Staff Events, for harassing the managers.<br />
*Many services afforded by the Server are not rights, but privileges. Privileges are lost when players go out of their way to be harmful to the people providing these privileges<br />
<br />
==Rule Two: Voice Communication and Centralization==<br />
Being able to use Voice Chat is essential, in fact it is a requirement to even be allowed to apply for Staff. Voice Chat offers great advantages in a team based environment, including but not limited to actually making discussions far less aggressive and in your face, because you get instant vocal feedback, and also making it easier to personify a Staff member and put a voice to the name, thus humanize your team members. Voice Communication is so crucial, that it is required for every Staff member to participate in a Staff Meeting at least once per calendar month, unless special circumstances or specific permission due to time zones or working hours is given. <br />
<br />
Furthermore, we maintain a Discord system. It is as such crucial that any staff member have access to Discord, and log onto it at least once every 2 days unless circumstances make this difficult or impossible. Failing to take note of notifications issued to all staff through these mediums are no excuse to failing to comply, or making mistakes out of ignorance. <br />
<br />
Staff is also afforded several social Discords where communication between Staff members is strongly encouraged. Even if a Staff member is not in the same department as another, they are still encouraged to communicate with one another to avoid silo-forming in our organization, and to encourage cross-department communication which is essential to providing better implemented services to all players. For example, Lore benefits from having the backup of Game staff during event hosting so they can focus on the actual lore, while Quest benefits from World staff members building their quest locations to the highest quality possible for the best experience possible. <br />
*Staff members must be in possession of a microphone and be at least 16 years old. No other verification of age is required beyond a provision of a birthday.<br />
*Staff members must be able to communicate over voice on a moment’s notice, unless special circumstances get in the way of this.<br />
*Voice Chat is always superior to written chat. If a dispute becomes heated or cannot be expressed properly in text chat, Staff members should request each other on Voice Chat so the outcome may be more positive.<br />
<br />
==Rule Three: Player Communication and Interaction==<br />
Staff are not permitted to communicate any negative feelings towards the work of another staff member either privately or publicly, when this is framed with the intention of either gathering local popularity, or to just criticize without constructive support. For example, a staff member is allowed to say “I think Factions is a feature that works for a lot of people, but I don’t personally like it and I won’t play it”. Here, the staff member is respecting the feature, avoiding a label that could be carried on by other players, and still stating their personal opinion so they have freedom of speech. A staff member is not allowed to say: “I think CS_Birb did a bad job updating Factions, and the feature just sucks”. This sort of response offers no positive outcome, and will simply be carried by players to prove dissent and strife among staff, which is harmful to future cooperation and team spirit. <br />
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Even if players have the capacity to express their feelings about staff work or other projects in such an orderly and positive manner externally, it is heavily recommended not to do so. Instead, even if a staff member feels their opinion won’t sway the current standard, they are allowed to and encouraged to express their dissent internally, as long as this is done both with a productive outcome in mind, as well as a constructive dialogue. It is recommended that Staff members, should there be no real positive outcome come from drawing any form of criticism or disagreeing stance on the work of another Staff member, not to speak at all.<br />
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Furthermore, when Staff members witness something similar occuring in the direction of Staff members, the individual who in question is not present, they are required to encourage positive dialogue. Players are certainly allowed to express their feelings about staff projects, but Staff should be aware to ensure this does not take a toxic charge. When a player is criticizing a Staff member’s work, take note of their method of conveyance. If they say “I don’t like this project, it makes me feel anxious and that sucks”, this is fine. If however, they say “I don’t like this project, XYZ is just a shitty staff member”, or if the ridicule against a staff member becomes purely cyber-bullying in nature (for example attacking a staff member based on appearance, workload, sexuality, gender, or other such), then Staff members are expected to defend the honor of the Staff member in question and in the very least request that the players cease their degradation of the reputation of the Staff member. Further action can be taken to correct their views by arguing against their misconceptions, or to report the occurrence to Direction, though neither of these are legally required within Staff. <br />
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*You should do whatever you can to ensure Massive’s 60+ Staff members represent something of a united front, and not an internally divided group of people with their own ambitions and plans, even if this would be a reflection of reality.<br />
*Staff should sacrifice what liberties in full freedom of speech they have in public, and console themselves with the fact that they have endless access from the bottom to the top to argue their points with Staff, and to affect how the server is managed beyond what any normal player could. <br />
*A Staff member should never be in the situation where they hear that a Discord or Faction talked badly about them in your presence, and you just let it happen while sitting there silently. This is very hurtful.<br />
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==Rule Four: Staff Localization & Grouping==<br />
It is very important that Staff members remain consistent with their approachability and reachability for the playerbase. Staff members are usually initially recruited because they are players with a high profile among the player base, or a strong active voice therein. This presence in the community helps them to understand the needs, wants, ambitions, dislikes and likes of the players and the playerbase. It is as such crucial that the Staff member in question retains these links with the players, and that they continue to understand what is good for the community at large, as opposed to individual small sub-groups of the community. If Staff members should slowly sink away into small private cliques, this is not inherently against the Staff Codex, because we won’t force Staff to hang out with people they don’t want to hang out with, but we do require them to respect the fact that if they isolate themselves, they also isolate their capacity to know what is right for MassiveCraft. And when that isolation occurs, they should also respect the fact that other Staff members might notice, and put less weight on the value of their input. <br />
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Additionally, it is crucially important that a staff member does not develop an “us” versus “them” mentality. You might catch yourself in a passing conversation refer to the Staff members as “them” when it comes to implementing something. For example, while in your faction, you might comment on Game Staff implementing some sort of new rule, and say “Oh yeah, they implemented that last week”, instead of saying “Yes, we implemented that last week because xyz reason”. The former provides a very jarring lone wolf label for the staff member in question where their creation of “me” and “them” produces a greater divide between them and other Staff. It is important that, even if a Staff member did not personally get involved in the implementation of something, that they still represent the staff as “us”, a unified front, all working towards a common goal. Staff members who try to play a lone wolf and gain popularity among the playerbase for being “a Staff, but one of us”, become increasingly harder to work with as outsiders, and may very quickly also feel left out by other Staff like true outsiders.<br />
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Staff members who only argue from the perspective or cause of their friends or personal friends group are allowed to do so but should expect that, even if after assessment, it gets rejected. Staff members who argue on a project or implementation, only with the limited scope of their personal social group, should not aggressively push such an agenda, only make note of it once, and accept dismissal if it is rejected.<br />
If a Staff member feels they are becoming increasingly more isolated, it is recommended to contact HR or Direction. HR specifically knows well how to get back in touch with other Staff members and the playerbase, knows all the hot Discords of the here and now, and are willing to help Staff members who have disappeared and isolated themselves get re-integrated as a buddy and helper.<br />
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When other Staff members notice another Staff member engaging in the us-and-them mentality, it is important they report this to Direction so HR can make an assessment of the person’s personal investment. People who distance themselves from the Massive Team are more likely to lash out against it, thus early warnings are essential to productive solutions.<br />
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==Rule Five: Internal Staff Protocols==<br />
The most important internal rule for staff, is that while players have the luxury of not being required to respect Staff members, Staff are required to Respect other Staff members within the framework of their communal efforts to work on something everyone loves and wants to see grow. Staff members are allowed to dislike each other, they are allowed to have preferences among Staff members, but each Staff member must be conscientiously aware of the work put in by other Staff members, and respect and acknowledge them for the work that was done, especially when the amount of it outnumbers that of their own. This has some further consequences for internal work ethic outlined below, specifically related to internal communication, but also staff sabotage.<br />
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Sabotaging the work of another Staff member is seen as either intentionally or unintentionally undermining the implementation, completion or work of a Project, for whatever reason. The most likely reason is attempting to secure work load or to ensure a Project which is not in the tastes of the individual strands so that it cannot be completed. A good example of this is: “Hey, please don’t do that Project, I wanted to do that when I am done with Schoolwork”, or “Please reserve that for me, I wanted to do that”, without immediately doing any of it. On Massive, producing content here and now is more important than reserving content for the future, especially when another Staff member is available to deliver the same assured quality. Reserving tasks is only for very specific actions like world construction, or district allocation in Regalia, which require very specific skills not every Staff member has. <br />
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Additionally, unproductive and downright negative feedback towards projects can be very strong sabotage. Feedback among Staff should never become mean, sassy, back-talk, passive aggression or other forms of personal attacks. If you have feedback for someone else's’ project, be sure to have a solution ready that you think is optimal, for the problem you have suggested, and also a backup solution in case the person who is working on the project doesn’t like your optimal solution, or finds problems with that in return. It is important that you convince the person that your problem is legitimate, and that you have thought of a solution yourself, and then some, and don’t end up forcing another person who is doing work to halt their work to do problem solving that you could have done yourself. Implementing a half functional project is still better than implementing none at all, and any new content for the players is always good, as long as it has properly been considered. If you find yourself having a problem with what someone else is doing in Staff, Project wise, but you are unable to find a solution, at least mention it once to them. If you cannot find a solution yourself, this doesn’t mean you should suddenly silence yourself, but it does mean you should respect the fact that you couldn’t come up with a solution, so you shouldn’t expect the project worker to come up with one for you, and acknowledge that at the very least, they heard out your concerns. <br />
*It is important that the person who you are giving feedback to does not feel attacked or ganged upon. You should remain friendly, calm, and constructive in your feedback, and avoid overwhelming them with large numbers all echoing the same opinion.<br />
*Is it important that you always frame your feedback through the scope of which you are applying it. For example, if you are applying feedback on a Magic system because your friends play a Mage and have vented these feelings to you, mention this. It is also important for you to qualify the concerns. “I have heard” and “People say” are like swear words in the MassiveCraft Staff. Always quantify your source group. “14 people I polled”, or “2 of my close friends”. We must not use language deception to get our way in Staff discussions.<br />
*Direction Staff may label certain servers as “Communication Black-Holes”. Such servers are labeled as such because they are considered toxic to Massive. Elements in their staff or community may harbor harmful intent towards MassiveCraft, its staff or players. If such a faction is labeled, all staff are uniformly expected to avoid all forms of communication with the staff of said server, and avoid presenting themselves inside the community of such a server. All other rules will be subservient to this rule when it has been applied with good reasoning. Explanations for Black-Holes are always provided during meetings. This also extends to staff members of those respective servers coming to MassiveCraft, as they likely have harmful intentions towards a server that they spend a lot of time trash talking. <br />
*MassiveCraft Staff members must never under any circumstances maintain a staff position simultaneously on MassiveCraft and elsewhere. Discovery of such a position on another server leads to a 24 hour ultimatum to which the alternative is expulsion from staff. If one is uncertain whether a particular position on another server is in breach of Codex, it is always appropriate to ask a Direction member.<br />
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==Rule Six: In-Game and Staff Behavior==<br />
Staff are expected to obviously hold themselves to a higher moral code than is applied to players. Primarily, Staff members may never break the rules that are applied to players, and then some. Staff members who break rules on the Server or Forums can expect to be punished more severely with fewer warnings and potential dismissal from Staff also. It is also equally important thus, that Staff members maintain a professional standard of communication towards the players. Non-ironic usage of nya-speech, internet lingo, insider-speech, street language or other forms of non-traditional communication should not be engaged in when communicating to players in a formal or semi-formal capacity (but may still be used in banter). <br />
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If a Staff member witnesses another Staff member becoming toxic or engaging in flaming communication towards a player, or if a Staff notices themself slipping into this habit, it is crucial for either of them to contact HR or PR or Direction to take over the conversation. A player can never compel a Staff member to speak to them, and conversations and confrontations may always be deferred to other Staff members if the person in question does not feel comfortable, or feels they cannot uphold MassiveCraft’s standard of communication towards players. Stepping aside and letting someone else handle the situation is not weakness, but maturity, and shows the capacity for self-restraint. Pay attention during meetings to learn who are your HR and PR people to reach out to for help, and when they are available to help you. Some of our HR people exist purely to make the lives of MassiveCraft’s Staff easier, and are always willing to communicate to some person’s specific needs. <br />
*All confrontations with players (including in-game warnings and punishments) must be done in as clear and professional language as possible, while also not using any internet or social slang. Try to keep these based in fact and substantiated by server rules, and if you cannot, defer to the authority or decisions taken by superiors.<br />
*No one has a one-size-fits-all communication style. Some players need a harsher stern talking to, some need a softer more gentle touch, and some need a very robotic and simplistic answer. No person can master all of these communication styles, therefore it is important that Staff Members are always willing to seek help, and to trust HR individuals to codify their intent and message to a player in the way they need to hear it, for maximum efficiency. <br />
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==Rule Seven: Hierarchy and Direction==<br />
MassiveCraft Staff has a pyramid-shaped hierarchy that sometimes, when the situation calls for it, can function like a flat hierarchy structure. In most cases, MassiveCraft is ran from the top down by Direction Staff. Direction Staff is not really a functional department of its own, but more of a "collection department" that takes exceptional leaders from other departments. Unofficially, the server is centrally owned by MonMarty, but often more in practice, direct control is delegated among the Directors of MassiveCraft. MonMarty is Direction Rank3, followed by LumosJared and CS_Birb in Direction Rank 2. Derpadillo is Direction Rank 1 and TheComputerGeek is a Direction Aspirant. Within Direction, MonMarty and LumosJared have HR training and are the contacts for any related services. The owner does not take a direct CEO approach, but rather delegates tasks to different specialized departments, creating a flat hierarchy. Direction runs the server with a Hierarchical consensus where some department members have executive decision-making powers that exceed the owner’s on a local level. It is important for both players and Staff members to take note of this, because running to a different person when you don’t like the decision made by another doesn’t work on MassiveCraft. Furthermore, if you do not like the decision made by an Admin, running to the owner to get that decision overturned is going to be equally ineffective since the owner has voluntarily surrendered the right to object to some of the actions of his teammates. Only in special circumstances should a higher up be convinced that another team member did something out of the books, can action be taken by superiors. <br />
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On a local level, Aspirants, Rank1, Rank2, and Rank3 can all have equal arguing power within their departments, including leaders and even the owner(s). Within Staff, discussions are among equals when it concerns a healthy debate to create a better end product. At some point however, higher-ups may end a debate by stating that a consensus has been reached in their eyes, and that those who continue to argue it should accept it and move along. This is not them calling the rank card, but rather ensuring that the hierarchy remains functional and doesn’t get slowed down by endless debates as is likely to happen in a completely flat structure. Efficiency is crucial in a Meritocracy.<br />
*Disputes amongst Staff, as well as disputes between players and staff should be directly reported to Direction. A complaint section exists specifically for players to log longer complaints against Staff members for a slow review, but complaints can also be directly aired with anyone on Direction who is willing to listen, or defer to another Director.<br />
*Absence from Staff must be notified to Direction. Whatever message you give and how much you divulge is up to you. The only wrong way to do it, is to not say anything at all and just disappear.<br />
*Any Staff member discovering critical information or serious anti-staff sentiment from a player or group of players must report this to Direction. There is no inherent punishment for being anti-staff, as players are entitled to their opinions, but anti-staff sentiments do sometimes factor into staff decisions for example with ban-appeals. Having all the facts on the table helps Direction make more evaluated decisions. <br />
*Any Staff member engaged in an online romantic relationship with another staff member must report this to Direction. Other staff members aware of a relationship should also report it. Nobody gets punished for having a relationship, it is just necessary for Direction to be aware of any romance between Staff members so that in case things don’t work out, Direction is capable of deploying some sort of workable solution that removes any drama.<br />
*Any Staff member experiencing a dispute with another staff member must report this to Direction. Staff should attempt to not let a situation degrade to where a working relationship reaches a point of inactivity, even if the dispute has already been resolved. It is possible that a dispute may at some point flare up again and not result in a positive outcome, and it is helpful if HR and Direction is aware of the dispute ahead of time to handle it.<br />
*Any Staff member experiencing a dispute with another staff member must report this to Direction. Staff should attempt to not let a situation degrade to where a working relationship reaches a point of inactivity, even if the dispute has already been resolved. It is possible that a dispute may at some point flare up again and not result in a positive outcome, and it is helpful if HR and Direction is aware of the dispute ahead of time to handle it.<br />
*All communication to Direction, when specified, is 100% confidential and may only be discussed among Direction. Further confidentiality may be requested and granted on request. <br />
*For the sake of Central Authority. The highest owner of the Server always retains the capacity to act as the final say and decider in any and all matters when no clear conclusion can be made by team members, or when a person lower on the hierarchy is accused of misconduct, and is beyond reproach of their equals in rank.<br />
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==Rule Eight: Anti-Corruption Minimalism==<br />
These rules are set in place to insure the smooth running and support of both staff and our community.<br />
*Staff members must not use their rank as an advantage in-game. This is including but not limited to using one’s status as staff to support personal business or to gain special social standing.<br />
*In social situations, Staff members must not bring up their staff status in a way that goes beyond being proud of one’s accomplishments. A player should never be made to feel lesser than a staff member purely for being a player. *Gloating over any special permissions given, or knowledge not yet available to the player base is frowned upon.<br />
*Commands may not be used for personal gain or for the gain of close friends. This is including but not limited to using commands such as “/Kick” or “/tpo” for self-entertainment, or to be seen as “cool” or to have fun unless this is done in a safe environment where players cannot see it. If at any point a player, even a friend who was previously enjoying it, protests about such actions, they must immediately cease.<br />
*Staff members abusing each other with commands for the sake of entertainment of both parties is permitted within a certain social framework, as long as this is not done in front of players, and as long as both parties consent and cease when either party objects.<br />
*Staff members must recuse themselves in any and all situations where their close friends are involved in a rule enforcement or violation situation, or in any situation where a player accuses another player of something. They should also recuse themselves from situations where a friend is in a situation of reporting another player. Removing yourself from the situation ensures a fair outcome for all players involved, and maintenance of the staff member’s reputation. <br />
*Staff members must avoid catering to the issues of their friends, specifically by hyperlinking threads or bringing up friend’s bans in staff chats so that they receive more staff attention than non-friend players would. Staff chat channels are used primarily for work, and should remain free of unnecessary clutter.<br />
*Staff must avoid false glory events for themselves. This is including, but not limited to, staff-hosted birthday parties, public glorification of a personal staff event by means of staff commands, or drawing otherwise exceptional attention to the personal circumstances of a staff member by means not available to regular players.<br />
*Staff members are encouraged to search each other’s logs, even if they trust the individual. This does not mean every private conversation is no longer private, but occasional peeks are encouraged with keywords or commands.<br />
*Staff members must report suspicion of corruption violations to Direction. Additionally, Staff members must do everything within their capacity to halt or otherwise prevent another Staff member from engaging in corrupt behavior or undo any corrupt actions that a staff member has taken, by for example destroying spawned items.<br />
*Staff members must feel trusted and safe in Staff-only channels. Therefore, leaking any information or personal statements from any Staff channel (including but not limited to , Discord, Server Channels, and Forums) is grounds for immediate dismissal from Staff.This includes screenshots, copy/pasting, and repetition of any information shared within official channels.<br />
*Staff confidentiality also covers the private information of staff members and players, including but not limited to identities, protected status, IP addresses, emails, player reports, ban appeals, and more. Furthermore, hidden threads on the forum must never have their information spread among players.<br />
*In-Development matters must never be discussed with players unless the green light was given specifically by a department leader or Director. If in doubt, staff members must ask their department leaders.<br />
*Confidentiality covers both professional conversations, discussions, but also private social ones. If a staff member confides a personal matter to another staff member in a staff channel, this is covered by confidentiality.<br />
*There is no immediate confidentiality between staff members in a private conversation unless either of the parties invokes staff confidentiality for their discussion, but this must be specifically communicated to be applicable. *While it would not be a Codex violation to spread information without a confidentiality statement invoked, it is generally encouraged for staff members to not spread information without good reason.<br />
*Direction Staff may not share confidential information they have received in confidence with either players or staff unless it is cleared by a unanimous Direction Rank 3 discretion.<br />
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{{Staff}}<br />
[[category:Staff]] [[category:Staff Information]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Staff:Codex&diff=27719Staff:Codex2020-07-24T20:26:40Z<p>Jared4242: /* Rule Seven: Hierarchy and Direction */</p>
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<div>This codex exists for the sake of both the player base and the staff. Everything within helps to ensure that the players will find MassiveCraft's staff to be populated with honest, competent, and helpful individuals who work together to run a professional and fun server. As staff, and as players ourselves, we agree to adhere to these rules and guidelines for the betterment of the server.<br />
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==Staff Expectations==<br />
The sections that follow offer not only a set of rules to follow; they present a set of positive goals. Other staff will make every effort to work with you to help improve conduct and performance. It is important for readers of this document, both players and staff, to recognize and realize that no individual is perfect, and that this Codex cannot be followed 100% to the letter at all times. Individuals within the MassiveCraft organization are Human and are allowed to make mistakes, and more importantly, the Codex is a positive goal to strive for, not an absolute book of law to maintain. As long as Staff members strive to improve their conduct as set out by the Codex, then Massive can be a learning experience, and we should always aim to moderate and improve and reform, as opposed to exclude and punish, where feasibly possible. Always ask a member of Direction Staff if you are concerned that you are not meeting the high standards expected of a MassiveCraft staff member.<br />
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==Rule One: Staff Respect vs. Player Privilege==<br />
Staff Respect in Massive is not something that is demanded, but earned. In MassiveCraft we do not believe that players should be forced to respect a staff member by default, and that if that respect is finally earned, it will be far more rewarding than any respect automatically granted by authority. That being said, Players are expected to acknowledge the energy and time that is dedicated by a staff member on the server, especially when this is backed up by the Activity log. It is additionally important that while Respect is not demanded of players, Disrespect is absolutely not tolerated. <br />
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The very basest form of acknowledging a Staff member’s dedication is to at the very least not disrespect them either to their face, or behind their backs. If such a case were to occur, the Staff member in question which was disrespected is allowed to suspend the work and privilege they have afforded the player in question. This does not mean the staff member may intentionally sabotage the player, but more-so means that the Staff member may choose not to work for the player’s entertainment if they can avoid it. Staff members should never be forced to work for players who utterly disregard them as human beings, or disregard their hard work as worthless, just because Staff members are restrained by a harsher moral code than players ever will be. Staff members will communicate to Direction Staff, which players they personally do not feel comfortable providing a service for.<br />
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Other staff are encouraged to help staff who are suffering the aggression of players to allow them to avoid servicing these individuals by taking over their tasks, but they are also permitted to, out of principle, deny service to the player on grounds of their harassment, bullying, or trolling, if they feel it would conflict with their own moral code to continue service to such a player. In any and all cases, the player must still be protected from abuse by third parties, glitches, bugs and other such related problems with MassiveCraft’s services. They may however be denied ticket support or participation in staff-organized projects which are not part of the standard experience of Vanilla MassiveCraft when those projects are solely hinging on the work of the Staff member in question. <br />
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*Staff members are allowed to ignore players who make their work harder. <br />
*Staff members are allowed to refuse to answer a ticket or question from a player who makes their work harder.<br />
*Staff members are allowed to exclude individuals from Special Projects for example The World System, Military System, or Game Staff Events, for harassing the managers.<br />
*Many services afforded by the Server are not rights, but privileges. Privileges are lost when players go out of their way to be harmful to the people providing these privileges<br />
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==Rule Two: Voice Communication and Centralization==<br />
Being able to use Voice Chat is essential, in fact it is a requirement to even be allowed to apply for Staff. Voice Chat offers great advantages in a team based environment, including but not limited to actually making discussions far less aggressive and in your face, because you get instant vocal feedback, and also making it easier to personify a Staff member and put a voice to the name, thus humanize your team members. Voice Communication is so crucial, that it is required for every Staff member to participate in a Staff Meeting at least once per calendar month, unless special circumstances or specific permission due to time zones or working hours is given. <br />
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Furthermore, we maintain a Discord system. It is as such crucial that any staff member have access to Discord, and log onto it at least once every 2 days unless circumstances make this difficult or impossible. Failing to take note of notifications issued to all staff through these mediums are no excuse to failing to comply, or making mistakes out of ignorance. <br />
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Staff is also afforded several social Discords where communication between Staff members is strongly encouraged. Even if a Staff member is not in the same department as another, they are still encouraged to communicate with one another to avoid silo-forming in our organization, and to encourage cross-department communication which is essential to providing better implemented services to all players. For example, Lore benefits from having the backup of Game staff during event hosting so they can focus on the actual lore, while Quest benefits from World staff members building their quest locations to the highest quality possible for the best experience possible. <br />
*Staff members must be in possession of a microphone and be at least 16 years old. No other verification of age is required beyond a provision of a birthday.<br />
*Staff members must be able to communicate over voice on a moment’s notice, unless special circumstances get in the way of this.<br />
*Voice Chat is always superior to written chat. If a dispute becomes heated or cannot be expressed properly in text chat, Staff members should request each other on Voice Chat so the outcome may be more positive.<br />
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==Rule Three: Player Communication and Interaction==<br />
Staff are not permitted to communicate any negative feelings towards the work of another staff member either privately or publicly, when this is framed with the intention of either gathering local popularity, or to just criticize without constructive support. For example, a staff member is allowed to say “I think Factions is a feature that works for a lot of people, but I don’t personally like it and I won’t play it”. Here, the staff member is respecting the feature, avoiding a label that could be carried on by other players, and still stating their personal opinion so they have freedom of speech. A staff member is not allowed to say: “I think CS_Birb did a bad job updating Factions, and the feature just sucks”. This sort of response offers no positive outcome, and will simply be carried by players to prove dissent and strife among staff, which is harmful to future cooperation and team spirit. <br />
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Even if players have the capacity to express their feelings about staff work or other projects in such an orderly and positive manner externally, it is heavily recommended not to do so. Instead, even if a staff member feels their opinion won’t sway the current standard, they are allowed to and encouraged to express their dissent internally, as long as this is done both with a productive outcome in mind, as well as a constructive dialogue. It is recommended that Staff members, should there be no real positive outcome come from drawing any form of criticism or disagreeing stance on the work of another Staff member, not to speak at all.<br />
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Furthermore, when Staff members witness something similar occuring in the direction of Staff members, the individual who in question is not present, they are required to encourage positive dialogue. Players are certainly allowed to express their feelings about staff projects, but Staff should be aware to ensure this does not take a toxic charge. When a player is criticizing a Staff member’s work, take note of their method of conveyance. If they say “I don’t like this project, it makes me feel anxious and that sucks”, this is fine. If however, they say “I don’t like this project, XYZ is just a shitty staff member”, or if the ridicule against a staff member becomes purely cyber-bullying in nature (for example attacking a staff member based on appearance, workload, sexuality, gender, or other such), then Staff members are expected to defend the honor of the Staff member in question and in the very least request that the players cease their degradation of the reputation of the Staff member. Further action can be taken to correct their views by arguing against their misconceptions, or to report the occurrence to Direction, though neither of these are legally required within Staff. <br />
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*You should do whatever you can to ensure Massive’s 60+ Staff members represent something of a united front, and not an internally divided group of people with their own ambitions and plans, even if this would be a reflection of reality.<br />
*Staff should sacrifice what liberties in full freedom of speech they have in public, and console themselves with the fact that they have endless access from the bottom to the top to argue their points with Staff, and to affect how the server is managed beyond what any normal player could. <br />
*A Staff member should never be in the situation where they hear that a Discord or Faction talked badly about them in your presence, and you just let it happen while sitting there silently. This is very hurtful.<br />
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==Rule Four: Staff Localization & Grouping==<br />
It is very important that Staff members remain consistent with their approachability and reachability for the playerbase. Staff members are usually initially recruited because they are players with a high profile among the player base, or a strong active voice therein. This presence in the community helps them to understand the needs, wants, ambitions, dislikes and likes of the players and the playerbase. It is as such crucial that the Staff member in question retains these links with the players, and that they continue to understand what is good for the community at large, as opposed to individual small sub-groups of the community. If Staff members should slowly sink away into small private cliques, this is not inherently against the Staff Codex, because we won’t force Staff to hang out with people they don’t want to hang out with, but we do require them to respect the fact that if they isolate themselves, they also isolate their capacity to know what is right for MassiveCraft. And when that isolation occurs, they should also respect the fact that other Staff members might notice, and put less weight on the value of their input. <br />
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Additionally, it is crucially important that a staff member does not develop an “us” versus “them” mentality. You might catch yourself in a passing conversation refer to the Staff members as “them” when it comes to implementing something. For example, while in your faction, you might comment on Game Staff implementing some sort of new rule, and say “Oh yeah, they implemented that last week”, instead of saying “Yes, we implemented that last week because xyz reason”. The former provides a very jarring lone wolf label for the staff member in question where their creation of “me” and “them” produces a greater divide between them and other Staff. It is important that, even if a Staff member did not personally get involved in the implementation of something, that they still represent the staff as “us”, a unified front, all working towards a common goal. Staff members who try to play a lone wolf and gain popularity among the playerbase for being “a Staff, but one of us”, become increasingly harder to work with as outsiders, and may very quickly also feel left out by other Staff like true outsiders.<br />
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Staff members who only argue from the perspective or cause of their friends or personal friends group are allowed to do so but should expect that, even if after assessment, it gets rejected. Staff members who argue on a project or implementation, only with the limited scope of their personal social group, should not aggressively push such an agenda, only make note of it once, and accept dismissal if it is rejected.<br />
If a Staff member feels they are becoming increasingly more isolated, it is recommended to contact HR or Direction. HR specifically knows well how to get back in touch with other Staff members and the playerbase, knows all the hot Discords of the here and now, and are willing to help Staff members who have disappeared and isolated themselves get re-integrated as a buddy and helper.<br />
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When other Staff members notice another Staff member engaging in the us-and-them mentality, it is important they report this to Direction so HR can make an assessment of the person’s personal investment. People who distance themselves from the Massive Team are more likely to lash out against it, thus early warnings are essential to productive solutions.<br />
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==Rule Five: Internal Staff Protocols==<br />
The most important internal rule for staff, is that while players have the luxury of not being required to respect Staff members, Staff are required to Respect other Staff members within the framework of their communal efforts to work on something everyone loves and wants to see grow. Staff members are allowed to dislike each other, they are allowed to have preferences among Staff members, but each Staff member must be conscientiously aware of the work put in by other Staff members, and respect and acknowledge them for the work that was done, especially when the amount of it outnumbers that of their own. This has some further consequences for internal work ethic outlined below, specifically related to internal communication, but also staff sabotage.<br />
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Sabotaging the work of another Staff member is seen as either intentionally or unintentionally undermining the implementation, completion or work of a Project, for whatever reason. The most likely reason is attempting to secure work load or to ensure a Project which is not in the tastes of the individual strands so that it cannot be completed. A good example of this is: “Hey, please don’t do that Project, I wanted to do that when I am done with Schoolwork”, or “Please reserve that for me, I wanted to do that”, without immediately doing any of it. On Massive, producing content here and now is more important than reserving content for the future, especially when another Staff member is available to deliver the same assured quality. Reserving tasks is only for very specific actions like world construction, or district allocation in Regalia, which require very specific skills not every Staff member has. <br />
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Additionally, unproductive and downright negative feedback towards projects can be very strong sabotage. Feedback among Staff should never become mean, sassy, back-talk, passive aggression or other forms of personal attacks. If you have feedback for someone else's’ project, be sure to have a solution ready that you think is optimal, for the problem you have suggested, and also a backup solution in case the person who is working on the project doesn’t like your optimal solution, or finds problems with that in return. It is important that you convince the person that your problem is legitimate, and that you have thought of a solution yourself, and then some, and don’t end up forcing another person who is doing work to halt their work to do problem solving that you could have done yourself. Implementing a half functional project is still better than implementing none at all, and any new content for the players is always good, as long as it has properly been considered. If you find yourself having a problem with what someone else is doing in Staff, Project wise, but you are unable to find a solution, at least mention it once to them. If you cannot find a solution yourself, this doesn’t mean you should suddenly silence yourself, but it does mean you should respect the fact that you couldn’t come up with a solution, so you shouldn’t expect the project worker to come up with one for you, and acknowledge that at the very least, they heard out your concerns. <br />
*It is important that the person who you are giving feedback to does not feel attacked or ganged upon. You should remain friendly, calm, and constructive in your feedback, and avoid overwhelming them with large numbers all echoing the same opinion.<br />
*Is it important that you always frame your feedback through the scope of which you are applying it. For example, if you are applying feedback on a Magic system because your friends play a Mage and have vented these feelings to you, mention this. It is also important for you to qualify the concerns. “I have heard” and “People say” are like swear words in the MassiveCraft Staff. Always quantify your source group. “14 people I polled”, or “2 of my close friends”. We must not use language deception to get our way in Staff discussions.<br />
*Direction Staff may label certain servers as “Communication Black-Holes”. Such servers are labeled as such because they are considered toxic to Massive. Elements in their staff or community may harbor harmful intent towards MassiveCraft, its staff or players. If such a faction is labeled, all staff are uniformly expected to avoid all forms of communication with the staff of said server, and avoid presenting themselves inside the community of such a server. All other rules will be subservient to this rule when it has been applied with good reasoning. Explanations for Black-Holes are always provided during meetings. This also extends to staff members of those respective servers coming to MassiveCraft, as they likely have harmful intentions towards a server that they spend a lot of time trash talking. <br />
*MassiveCraft Staff members must never under any circumstances maintain a staff position simultaneously on MassiveCraft and elsewhere. Discovery of such a position on another server leads to a 24 hour ultimatum to which the alternative is expulsion from staff. If one is uncertain whether a particular position on another server is in breach of Codex, it is always appropriate to ask a Direction member.<br />
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==Rule Six: In-Game and Staff Behavior==<br />
Staff are expected to obviously hold themselves to a higher moral code than is applied to players. Primarily, Staff members may never break the rules that are applied to players, and then some. Staff members who break rules on the Server or Forums can expect to be punished more severely with fewer warnings and potential dismissal from Staff also. It is also equally important thus, that Staff members maintain a professional standard of communication towards the players. Non-ironic usage of nya-speech, internet lingo, insider-speech, street language or other forms of non-traditional communication should not be engaged in when communicating to players in a formal or semi-formal capacity (but may still be used in banter). <br />
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If a Staff member witnesses another Staff member becoming toxic or engaging in flaming communication towards a player, or if a Staff notices themself slipping into this habit, it is crucial for either of them to contact HR or PR or Direction to take over the conversation. A player can never compel a Staff member to speak to them, and conversations and confrontations may always be deferred to other Staff members if the person in question does not feel comfortable, or feels they cannot uphold MassiveCraft’s standard of communication towards players. Stepping aside and letting someone else handle the situation is not weakness, but maturity, and shows the capacity for self-restraint. Pay attention during meetings to learn who are your HR and PR people to reach out to for help, and when they are available to help you. Some of our HR people exist purely to make the lives of MassiveCraft’s Staff easier, and are always willing to communicate to some person’s specific needs. <br />
*All confrontations with players (including in-game warnings and punishments) must be done in as clear and professional language as possible, while also not using any internet or social slang. Try to keep these based in fact and substantiated by server rules, and if you cannot, defer to the authority or decisions taken by superiors.<br />
*No one has a one-size-fits-all communication style. Some players need a harsher stern talking to, some need a softer more gentle touch, and some need a very robotic and simplistic answer. No person can master all of these communication styles, therefore it is important that Staff Members are always willing to seek help, and to trust HR individuals to codify their intent and message to a player in the way they need to hear it, for maximum efficiency. <br />
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==Rule Seven: Hierarchy and Direction==<br />
MassiveCraft Staff has a pyramid-shaped hierarchy that sometimes, when the situation calls for it, can function like a flat hierarchy structure. In most cases, MassiveCraft is ran from the top down by Direction Staff. Direction Staff is not really a functional department of its own, but more of a "collection department" that takes exceptional leaders from other departments. Unofficially, the server is centrally owned by MonMarty, but often more in practice, direct control is delegated among the Directors of MassiveCraft. MonMarty is Direction Rank3, followed by LumosJared and CS_Birb in Direction Rank 2. Derpadillo and TheComputerGeek2 are Direction Rank 1. Within Direction, MonMarty and LumosJared have HR training and are the contacts for any related services. The owner does not take a direct CEO approach, but rather delegates tasks to different specialized departments, creating a flat hierarchy. Direction runs the server with a Hierarchical consensus where some department members have executive decision-making powers that exceed the owner’s on a local level. It is important for both players and Staff members to take note of this, because running to a different person when you don’t like the decision made by another doesn’t work on MassiveCraft. Furthermore, if you do not like the decision made by an Admin, running to the owner to get that decision overturned is going to be equally ineffective since the owner has voluntarily surrendered the right to object to some of the actions of his teammates. Only in special circumstances should a higher up be convinced that another team member did something out of the books, can action be taken by superiors. <br />
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On a local level, Aspirants, Rank1, Rank2, and Rank3 can all have equal arguing power within their departments, including leaders and even the owner(s). Within Staff, discussions are among equals when it concerns a healthy debate to create a better end product. At some point however, higher-ups may end a debate by stating that a consensus has been reached in their eyes, and that those who continue to argue it should accept it and move along. This is not them calling the rank card, but rather ensuring that the hierarchy remains functional and doesn’t get slowed down by endless debates as is likely to happen in a completely flat structure. Efficiency is crucial in a Meritocracy.<br />
*Disputes amongst Staff, as well as disputes between players and staff should be directly reported to Direction. A complaint section exists specifically for players to log longer complaints against Staff members for a slow review, but complaints can also be directly aired with anyone on Direction who is willing to listen, or defer to another Director.<br />
*Absence from Staff must be notified to Direction. Whatever message you give and how much you divulge is up to you. The only wrong way to do it, is to not say anything at all and just disappear.<br />
*Any Staff member discovering critical information or serious anti-staff sentiment from a player or group of players must report this to Direction. There is no inherent punishment for being anti-staff, as players are entitled to their opinions, but anti-staff sentiments do sometimes factor into staff decisions for example with ban-appeals. Having all the facts on the table helps Direction make more evaluated decisions. <br />
*Any Staff member engaged in an online romantic relationship with another staff member must report this to Direction. Other staff members aware of a relationship should also report it. Nobody gets punished for having a relationship, it is just necessary for Direction to be aware of any romance between Staff members so that in case things don’t work out, Direction is capable of deploying some sort of workable solution that removes any drama.<br />
*Any Staff member experiencing a dispute with another staff member must report this to Direction. Staff should attempt to not let a situation degrade to where a working relationship reaches a point of inactivity, even if the dispute has already been resolved. It is possible that a dispute may at some point flare up again and not result in a positive outcome, and it is helpful if HR and Direction is aware of the dispute ahead of time to handle it.<br />
*Any Staff member experiencing a dispute with another staff member must report this to Direction. Staff should attempt to not let a situation degrade to where a working relationship reaches a point of inactivity, even if the dispute has already been resolved. It is possible that a dispute may at some point flare up again and not result in a positive outcome, and it is helpful if HR and Direction is aware of the dispute ahead of time to handle it.<br />
*All communication to Direction, when specified, is 100% confidential and may only be discussed among Direction. Further confidentiality may be requested and granted on request. <br />
*For the sake of Central Authority. The highest owner of the Server always retains the capacity to act as the final say and decider in any and all matters when no clear conclusion can be made by team members, or when a person lower on the hierarchy is accused of misconduct, and is beyond reproach of their equals in rank.<br />
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==Rule Eight: Anti-Corruption Minimalism==<br />
These rules are set in place to insure the smooth running and support of both staff and our community.<br />
*Staff members must not use their rank as an advantage in-game. This is including but not limited to using one’s status as staff to support personal business or to gain special social standing.<br />
*In social situations, Staff members must not bring up their staff status in a way that goes beyond being proud of one’s accomplishments. A player should never be made to feel lesser than a staff member purely for being a player. *Gloating over any special permissions given, or knowledge not yet available to the player base is frowned upon.<br />
*Commands may not be used for personal gain or for the gain of close friends. This is including but not limited to using commands such as “/Kick” or “/tpo” for self-entertainment, or to be seen as “cool” or to have fun unless this is done in a safe environment where players cannot see it. If at any point a player, even a friend who was previously enjoying it, protests about such actions, they must immediately cease.<br />
*Staff members abusing each other with commands for the sake of entertainment of both parties is permitted within a certain social framework, as long as this is not done in front of players, and as long as both parties consent and cease when either party objects.<br />
*Staff members must recuse themselves in any and all situations where their close friends are involved in a rule enforcement or violation situation, or in any situation where a player accuses another player of something. They should also recuse themselves from situations where a friend is in a situation of reporting another player. Removing yourself from the situation ensures a fair outcome for all players involved, and maintenance of the staff member’s reputation. <br />
*Staff members must avoid catering to the issues of their friends, specifically by hyperlinking threads or bringing up friend’s bans in staff chats so that they receive more staff attention than non-friend players would. Staff chat channels are used primarily for work, and should remain free of unnecessary clutter.<br />
*Staff must avoid false glory events for themselves. This is including, but not limited to, staff-hosted birthday parties, public glorification of a personal staff event by means of staff commands, or drawing otherwise exceptional attention to the personal circumstances of a staff member by means not available to regular players.<br />
*Staff members are encouraged to search each other’s logs, even if they trust the individual. This does not mean every private conversation is no longer private, but occasional peeks are encouraged with keywords or commands.<br />
*Staff members must report suspicion of corruption violations to Direction. Additionally, Staff members must do everything within their capacity to halt or otherwise prevent another Staff member from engaging in corrupt behavior or undo any corrupt actions that a staff member has taken, by for example destroying spawned items.<br />
*Staff members must feel trusted and safe in Staff-only channels. Therefore, leaking any information or personal statements from any Staff channel (including but not limited to , Discord, Server Channels, and Forums) is grounds for immediate dismissal from Staff.This includes screenshots, copy/pasting, and repetition of any information shared within official channels.<br />
*Staff confidentiality also covers the private information of staff members and players, including but not limited to identities, protected status, IP addresses, emails, player reports, ban appeals, and more. Furthermore, hidden threads on the forum must never have their information spread among players.<br />
*In-Development matters must never be discussed with players unless the green light was given specifically by a department leader or Director. If in doubt, staff members must ask their department leaders.<br />
*Confidentiality covers both professional conversations, discussions, but also private social ones. If a staff member confides a personal matter to another staff member in a staff channel, this is covered by confidentiality.<br />
*There is no immediate confidentiality between staff members in a private conversation unless either of the parties invokes staff confidentiality for their discussion, but this must be specifically communicated to be applicable. *While it would not be a Codex violation to spread information without a confidentiality statement invoked, it is generally encouraged for staff members to not spread information without good reason.<br />
*Direction Staff may not share confidential information they have received in confidence with either players or staff unless it is cleared by a unanimous Direction Rank 3 discretion.<br />
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{{Staff}}<br />
[[category:Staff]] [[category:Staff Information]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Staff:Codex&diff=27718Staff:Codex2020-07-24T20:26:08Z<p>Jared4242: </p>
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<div>This codex exists for the sake of both the player base and the staff. Everything within helps to ensure that the players will find MassiveCraft's staff to be populated with honest, competent, and helpful individuals who work together to run a professional and fun server. As staff, and as players ourselves, we agree to adhere to these rules and guidelines for the betterment of the server.<br />
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==Staff Expectations==<br />
The sections that follow offer not only a set of rules to follow; they present a set of positive goals. Other staff will make every effort to work with you to help improve conduct and performance. It is important for readers of this document, both players and staff, to recognize and realize that no individual is perfect, and that this Codex cannot be followed 100% to the letter at all times. Individuals within the MassiveCraft organization are Human and are allowed to make mistakes, and more importantly, the Codex is a positive goal to strive for, not an absolute book of law to maintain. As long as Staff members strive to improve their conduct as set out by the Codex, then Massive can be a learning experience, and we should always aim to moderate and improve and reform, as opposed to exclude and punish, where feasibly possible. Always ask a member of Direction Staff if you are concerned that you are not meeting the high standards expected of a MassiveCraft staff member.<br />
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==Rule One: Staff Respect vs. Player Privilege==<br />
Staff Respect in Massive is not something that is demanded, but earned. In MassiveCraft we do not believe that players should be forced to respect a staff member by default, and that if that respect is finally earned, it will be far more rewarding than any respect automatically granted by authority. That being said, Players are expected to acknowledge the energy and time that is dedicated by a staff member on the server, especially when this is backed up by the Activity log. It is additionally important that while Respect is not demanded of players, Disrespect is absolutely not tolerated. <br />
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The very basest form of acknowledging a Staff member’s dedication is to at the very least not disrespect them either to their face, or behind their backs. If such a case were to occur, the Staff member in question which was disrespected is allowed to suspend the work and privilege they have afforded the player in question. This does not mean the staff member may intentionally sabotage the player, but more-so means that the Staff member may choose not to work for the player’s entertainment if they can avoid it. Staff members should never be forced to work for players who utterly disregard them as human beings, or disregard their hard work as worthless, just because Staff members are restrained by a harsher moral code than players ever will be. Staff members will communicate to Direction Staff, which players they personally do not feel comfortable providing a service for.<br />
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Other staff are encouraged to help staff who are suffering the aggression of players to allow them to avoid servicing these individuals by taking over their tasks, but they are also permitted to, out of principle, deny service to the player on grounds of their harassment, bullying, or trolling, if they feel it would conflict with their own moral code to continue service to such a player. In any and all cases, the player must still be protected from abuse by third parties, glitches, bugs and other such related problems with MassiveCraft’s services. They may however be denied ticket support or participation in staff-organized projects which are not part of the standard experience of Vanilla MassiveCraft when those projects are solely hinging on the work of the Staff member in question. <br />
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*Staff members are allowed to ignore players who make their work harder. <br />
*Staff members are allowed to refuse to answer a ticket or question from a player who makes their work harder.<br />
*Staff members are allowed to exclude individuals from Special Projects for example The World System, Military System, or Game Staff Events, for harassing the managers.<br />
*Many services afforded by the Server are not rights, but privileges. Privileges are lost when players go out of their way to be harmful to the people providing these privileges<br />
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==Rule Two: Voice Communication and Centralization==<br />
Being able to use Voice Chat is essential, in fact it is a requirement to even be allowed to apply for Staff. Voice Chat offers great advantages in a team based environment, including but not limited to actually making discussions far less aggressive and in your face, because you get instant vocal feedback, and also making it easier to personify a Staff member and put a voice to the name, thus humanize your team members. Voice Communication is so crucial, that it is required for every Staff member to participate in a Staff Meeting at least once per calendar month, unless special circumstances or specific permission due to time zones or working hours is given. <br />
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Furthermore, we maintain a Discord system. It is as such crucial that any staff member have access to Discord, and log onto it at least once every 2 days unless circumstances make this difficult or impossible. Failing to take note of notifications issued to all staff through these mediums are no excuse to failing to comply, or making mistakes out of ignorance. <br />
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Staff is also afforded several social Discords where communication between Staff members is strongly encouraged. Even if a Staff member is not in the same department as another, they are still encouraged to communicate with one another to avoid silo-forming in our organization, and to encourage cross-department communication which is essential to providing better implemented services to all players. For example, Lore benefits from having the backup of Game staff during event hosting so they can focus on the actual lore, while Quest benefits from World staff members building their quest locations to the highest quality possible for the best experience possible. <br />
*Staff members must be in possession of a microphone and be at least 16 years old. No other verification of age is required beyond a provision of a birthday.<br />
*Staff members must be able to communicate over voice on a moment’s notice, unless special circumstances get in the way of this.<br />
*Voice Chat is always superior to written chat. If a dispute becomes heated or cannot be expressed properly in text chat, Staff members should request each other on Voice Chat so the outcome may be more positive.<br />
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==Rule Three: Player Communication and Interaction==<br />
Staff are not permitted to communicate any negative feelings towards the work of another staff member either privately or publicly, when this is framed with the intention of either gathering local popularity, or to just criticize without constructive support. For example, a staff member is allowed to say “I think Factions is a feature that works for a lot of people, but I don’t personally like it and I won’t play it”. Here, the staff member is respecting the feature, avoiding a label that could be carried on by other players, and still stating their personal opinion so they have freedom of speech. A staff member is not allowed to say: “I think CS_Birb did a bad job updating Factions, and the feature just sucks”. This sort of response offers no positive outcome, and will simply be carried by players to prove dissent and strife among staff, which is harmful to future cooperation and team spirit. <br />
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Even if players have the capacity to express their feelings about staff work or other projects in such an orderly and positive manner externally, it is heavily recommended not to do so. Instead, even if a staff member feels their opinion won’t sway the current standard, they are allowed to and encouraged to express their dissent internally, as long as this is done both with a productive outcome in mind, as well as a constructive dialogue. It is recommended that Staff members, should there be no real positive outcome come from drawing any form of criticism or disagreeing stance on the work of another Staff member, not to speak at all.<br />
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Furthermore, when Staff members witness something similar occuring in the direction of Staff members, the individual who in question is not present, they are required to encourage positive dialogue. Players are certainly allowed to express their feelings about staff projects, but Staff should be aware to ensure this does not take a toxic charge. When a player is criticizing a Staff member’s work, take note of their method of conveyance. If they say “I don’t like this project, it makes me feel anxious and that sucks”, this is fine. If however, they say “I don’t like this project, XYZ is just a shitty staff member”, or if the ridicule against a staff member becomes purely cyber-bullying in nature (for example attacking a staff member based on appearance, workload, sexuality, gender, or other such), then Staff members are expected to defend the honor of the Staff member in question and in the very least request that the players cease their degradation of the reputation of the Staff member. Further action can be taken to correct their views by arguing against their misconceptions, or to report the occurrence to Direction, though neither of these are legally required within Staff. <br />
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*You should do whatever you can to ensure Massive’s 60+ Staff members represent something of a united front, and not an internally divided group of people with their own ambitions and plans, even if this would be a reflection of reality.<br />
*Staff should sacrifice what liberties in full freedom of speech they have in public, and console themselves with the fact that they have endless access from the bottom to the top to argue their points with Staff, and to affect how the server is managed beyond what any normal player could. <br />
*A Staff member should never be in the situation where they hear that a Discord or Faction talked badly about them in your presence, and you just let it happen while sitting there silently. This is very hurtful.<br />
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==Rule Four: Staff Localization & Grouping==<br />
It is very important that Staff members remain consistent with their approachability and reachability for the playerbase. Staff members are usually initially recruited because they are players with a high profile among the player base, or a strong active voice therein. This presence in the community helps them to understand the needs, wants, ambitions, dislikes and likes of the players and the playerbase. It is as such crucial that the Staff member in question retains these links with the players, and that they continue to understand what is good for the community at large, as opposed to individual small sub-groups of the community. If Staff members should slowly sink away into small private cliques, this is not inherently against the Staff Codex, because we won’t force Staff to hang out with people they don’t want to hang out with, but we do require them to respect the fact that if they isolate themselves, they also isolate their capacity to know what is right for MassiveCraft. And when that isolation occurs, they should also respect the fact that other Staff members might notice, and put less weight on the value of their input. <br />
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Additionally, it is crucially important that a staff member does not develop an “us” versus “them” mentality. You might catch yourself in a passing conversation refer to the Staff members as “them” when it comes to implementing something. For example, while in your faction, you might comment on Game Staff implementing some sort of new rule, and say “Oh yeah, they implemented that last week”, instead of saying “Yes, we implemented that last week because xyz reason”. The former provides a very jarring lone wolf label for the staff member in question where their creation of “me” and “them” produces a greater divide between them and other Staff. It is important that, even if a Staff member did not personally get involved in the implementation of something, that they still represent the staff as “us”, a unified front, all working towards a common goal. Staff members who try to play a lone wolf and gain popularity among the playerbase for being “a Staff, but one of us”, become increasingly harder to work with as outsiders, and may very quickly also feel left out by other Staff like true outsiders.<br />
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Staff members who only argue from the perspective or cause of their friends or personal friends group are allowed to do so but should expect that, even if after assessment, it gets rejected. Staff members who argue on a project or implementation, only with the limited scope of their personal social group, should not aggressively push such an agenda, only make note of it once, and accept dismissal if it is rejected.<br />
If a Staff member feels they are becoming increasingly more isolated, it is recommended to contact HR or Direction. HR specifically knows well how to get back in touch with other Staff members and the playerbase, knows all the hot Discords of the here and now, and are willing to help Staff members who have disappeared and isolated themselves get re-integrated as a buddy and helper.<br />
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When other Staff members notice another Staff member engaging in the us-and-them mentality, it is important they report this to Direction so HR can make an assessment of the person’s personal investment. People who distance themselves from the Massive Team are more likely to lash out against it, thus early warnings are essential to productive solutions.<br />
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==Rule Five: Internal Staff Protocols==<br />
The most important internal rule for staff, is that while players have the luxury of not being required to respect Staff members, Staff are required to Respect other Staff members within the framework of their communal efforts to work on something everyone loves and wants to see grow. Staff members are allowed to dislike each other, they are allowed to have preferences among Staff members, but each Staff member must be conscientiously aware of the work put in by other Staff members, and respect and acknowledge them for the work that was done, especially when the amount of it outnumbers that of their own. This has some further consequences for internal work ethic outlined below, specifically related to internal communication, but also staff sabotage.<br />
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Sabotaging the work of another Staff member is seen as either intentionally or unintentionally undermining the implementation, completion or work of a Project, for whatever reason. The most likely reason is attempting to secure work load or to ensure a Project which is not in the tastes of the individual strands so that it cannot be completed. A good example of this is: “Hey, please don’t do that Project, I wanted to do that when I am done with Schoolwork”, or “Please reserve that for me, I wanted to do that”, without immediately doing any of it. On Massive, producing content here and now is more important than reserving content for the future, especially when another Staff member is available to deliver the same assured quality. Reserving tasks is only for very specific actions like world construction, or district allocation in Regalia, which require very specific skills not every Staff member has. <br />
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Additionally, unproductive and downright negative feedback towards projects can be very strong sabotage. Feedback among Staff should never become mean, sassy, back-talk, passive aggression or other forms of personal attacks. If you have feedback for someone else's’ project, be sure to have a solution ready that you think is optimal, for the problem you have suggested, and also a backup solution in case the person who is working on the project doesn’t like your optimal solution, or finds problems with that in return. It is important that you convince the person that your problem is legitimate, and that you have thought of a solution yourself, and then some, and don’t end up forcing another person who is doing work to halt their work to do problem solving that you could have done yourself. Implementing a half functional project is still better than implementing none at all, and any new content for the players is always good, as long as it has properly been considered. If you find yourself having a problem with what someone else is doing in Staff, Project wise, but you are unable to find a solution, at least mention it once to them. If you cannot find a solution yourself, this doesn’t mean you should suddenly silence yourself, but it does mean you should respect the fact that you couldn’t come up with a solution, so you shouldn’t expect the project worker to come up with one for you, and acknowledge that at the very least, they heard out your concerns. <br />
*It is important that the person who you are giving feedback to does not feel attacked or ganged upon. You should remain friendly, calm, and constructive in your feedback, and avoid overwhelming them with large numbers all echoing the same opinion.<br />
*Is it important that you always frame your feedback through the scope of which you are applying it. For example, if you are applying feedback on a Magic system because your friends play a Mage and have vented these feelings to you, mention this. It is also important for you to qualify the concerns. “I have heard” and “People say” are like swear words in the MassiveCraft Staff. Always quantify your source group. “14 people I polled”, or “2 of my close friends”. We must not use language deception to get our way in Staff discussions.<br />
*Direction Staff may label certain servers as “Communication Black-Holes”. Such servers are labeled as such because they are considered toxic to Massive. Elements in their staff or community may harbor harmful intent towards MassiveCraft, its staff or players. If such a faction is labeled, all staff are uniformly expected to avoid all forms of communication with the staff of said server, and avoid presenting themselves inside the community of such a server. All other rules will be subservient to this rule when it has been applied with good reasoning. Explanations for Black-Holes are always provided during meetings. This also extends to staff members of those respective servers coming to MassiveCraft, as they likely have harmful intentions towards a server that they spend a lot of time trash talking. <br />
*MassiveCraft Staff members must never under any circumstances maintain a staff position simultaneously on MassiveCraft and elsewhere. Discovery of such a position on another server leads to a 24 hour ultimatum to which the alternative is expulsion from staff. If one is uncertain whether a particular position on another server is in breach of Codex, it is always appropriate to ask a Direction member.<br />
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==Rule Six: In-Game and Staff Behavior==<br />
Staff are expected to obviously hold themselves to a higher moral code than is applied to players. Primarily, Staff members may never break the rules that are applied to players, and then some. Staff members who break rules on the Server or Forums can expect to be punished more severely with fewer warnings and potential dismissal from Staff also. It is also equally important thus, that Staff members maintain a professional standard of communication towards the players. Non-ironic usage of nya-speech, internet lingo, insider-speech, street language or other forms of non-traditional communication should not be engaged in when communicating to players in a formal or semi-formal capacity (but may still be used in banter). <br />
<br />
If a Staff member witnesses another Staff member becoming toxic or engaging in flaming communication towards a player, or if a Staff notices themself slipping into this habit, it is crucial for either of them to contact HR or PR or Direction to take over the conversation. A player can never compel a Staff member to speak to them, and conversations and confrontations may always be deferred to other Staff members if the person in question does not feel comfortable, or feels they cannot uphold MassiveCraft’s standard of communication towards players. Stepping aside and letting someone else handle the situation is not weakness, but maturity, and shows the capacity for self-restraint. Pay attention during meetings to learn who are your HR and PR people to reach out to for help, and when they are available to help you. Some of our HR people exist purely to make the lives of MassiveCraft’s Staff easier, and are always willing to communicate to some person’s specific needs. <br />
*All confrontations with players (including in-game warnings and punishments) must be done in as clear and professional language as possible, while also not using any internet or social slang. Try to keep these based in fact and substantiated by server rules, and if you cannot, defer to the authority or decisions taken by superiors.<br />
*No one has a one-size-fits-all communication style. Some players need a harsher stern talking to, some need a softer more gentle touch, and some need a very robotic and simplistic answer. No person can master all of these communication styles, therefore it is important that Staff Members are always willing to seek help, and to trust HR individuals to codify their intent and message to a player in the way they need to hear it, for maximum efficiency. <br />
<br />
==Rule Seven: Hierarchy and Direction==<br />
MassiveCraft Staff has a pyramid shaped hierarchy that sometimes, when the situation calls for it, can function like a flat hierarchy structure. In most cases, MassiveCraft is ran from the top down by Direction Staff. Direction Staff is not really a functional department of its own, but more of a "collection department" that takes exceptional leaders from other departments. Unofficially, the server is centrally owned by MonMarty, but often more in practice, direct control is delegated among the Directors of MassiveCraft. MonMarty is Direction Rank3, followed by LumosJared and CS_Birb in Direction Rank 2. Delgadillo and TheComputerGeek2 are Direction Rank 1. Within Direction, MonMarty and LumosJared have HR training and are the contacts for any related services. The owner does not take a direct CEO approach, but rather delegates tasks to different specialized departments, creating a flat hierarchy. Direction runs the server with a Hierarchical consensus where some department members have executive decision-taking powers that exceed the owner’s on a local level. It is important for both players and Staff members to take note of this, because running to a different person when you don’t like the decision made by another doesn’t work on MassiveCraft. Furthermore, if you do not like the decision made by an Admin, running to the owner to get that decision overturned is going to be equally ineffective since the owner has voluntarily surrendered the right to object to some of the actions of his teammates. Only in special circumstances should a higher up be convinced that another team member did something out of the books, can action be taken by superiors. <br />
<br />
On a local level, Aspirants, Rank1, Rank2, and Rank3 can all have equal arguing power within their departments, including leaders and even the owner(s). Within Staff, discussions are among equals when it concerns a healthy debate to create a better end product. At some point however, higher-ups may end a debate by stating that a consensus has been reached in their eyes, and that those who continue to argue it should accept it and move along. This is not them calling the rank card, but rather ensuring that the hierarchy remains functional and doesn’t get slowed down by endless debates as is likely to happen in a completely flat structure. Efficiency is crucial in a Meritocracy.<br />
*Disputes amongst Staff, as well as disputes between players and staff should be directly reported to Direction. A complaint section exists specifically for players to log longer complaints against Staff members for a slow review, but complaints can also be directly aired with anyone on Direction who is willing to listen, or defer to another Director.<br />
*Absence from Staff must be notified to Direction. Whatever message you give and how much you divulge is up to you. The only wrong way to do it, is to not say anything at all and just disappear.<br />
*Any Staff member discovering critical information or serious anti-staff sentiment from a player or group of players must report this to Direction. There is no inherent punishment for being anti-staff, as players are entitled to their opinions, but anti-staff sentiments do sometimes factor into staff decisions for example with ban-appeals. Having all the facts on the table helps Direction make more evaluated decisions. <br />
*Any Staff member engaged in an online romantic relationship with another staff member must report this to Direction. Other staff members aware of a relationship should also report it. Nobody gets punished for having a relationship, it is just necessary for Direction to be aware of any romance between Staff members so that in case things don’t work out, Direction is capable of deploying some sort of workable solution that removes any drama.<br />
*Any Staff member experiencing a dispute with another staff member must report this to Direction. Staff should attempt to not let a situation degrade to where a working relationship reaches a point of inactivity, even if the dispute has already been resolved. It is possible that a dispute may at some point flare up again and not result in a positive outcome, and it is helpful if HR and Direction is aware of the dispute ahead of time to handle it.<br />
*Any Staff member experiencing a dispute with another staff member must report this to Direction. Staff should attempt to not let a situation degrade to where a working relationship reaches a point of inactivity, even if the dispute has already been resolved. It is possible that a dispute may at some point flare up again and not result in a positive outcome, and it is helpful if HR and Direction is aware of the dispute ahead of time to handle it.<br />
*All communication to Direction, when specified, is 100% confidential and may only be discussed among Direction. Further confidentiality may be requested and granted on request. <br />
*For the sake of Central Authority. The highest owner of the Server always retains the capacity to act as the final say and decider in any and all matters when no clear conclusion can be made by team members, or when a person lower on the hierarchy is accused of misconduct, and is beyond reproach of their equals in rank.<br />
<br />
==Rule Eight: Anti-Corruption Minimalism==<br />
These rules are set in place to insure the smooth running and support of both staff and our community.<br />
*Staff members must not use their rank as an advantage in-game. This is including but not limited to using one’s status as staff to support personal business or to gain special social standing.<br />
*In social situations, Staff members must not bring up their staff status in a way that goes beyond being proud of one’s accomplishments. A player should never be made to feel lesser than a staff member purely for being a player. *Gloating over any special permissions given, or knowledge not yet available to the player base is frowned upon.<br />
*Commands may not be used for personal gain or for the gain of close friends. This is including but not limited to using commands such as “/Kick” or “/tpo” for self-entertainment, or to be seen as “cool” or to have fun unless this is done in a safe environment where players cannot see it. If at any point a player, even a friend who was previously enjoying it, protests about such actions, they must immediately cease.<br />
*Staff members abusing each other with commands for the sake of entertainment of both parties is permitted within a certain social framework, as long as this is not done in front of players, and as long as both parties consent and cease when either party objects.<br />
*Staff members must recuse themselves in any and all situations where their close friends are involved in a rule enforcement or violation situation, or in any situation where a player accuses another player of something. They should also recuse themselves from situations where a friend is in a situation of reporting another player. Removing yourself from the situation ensures a fair outcome for all players involved, and maintenance of the staff member’s reputation. <br />
*Staff members must avoid catering to the issues of their friends, specifically by hyperlinking threads or bringing up friend’s bans in staff chats so that they receive more staff attention than non-friend players would. Staff chat channels are used primarily for work, and should remain free of unnecessary clutter.<br />
*Staff must avoid false glory events for themselves. This is including, but not limited to, staff-hosted birthday parties, public glorification of a personal staff event by means of staff commands, or drawing otherwise exceptional attention to the personal circumstances of a staff member by means not available to regular players.<br />
*Staff members are encouraged to search each other’s logs, even if they trust the individual. This does not mean every private conversation is no longer private, but occasional peeks are encouraged with keywords or commands.<br />
*Staff members must report suspicion of corruption violations to Direction. Additionally, Staff members must do everything within their capacity to halt or otherwise prevent another Staff member from engaging in corrupt behavior or undo any corrupt actions that a staff member has taken, by for example destroying spawned items.<br />
*Staff members must feel trusted and safe in Staff-only channels. Therefore, leaking any information or personal statements from any Staff channel (including but not limited to , Discord, Server Channels, and Forums) is grounds for immediate dismissal from Staff.This includes screenshots, copy/pasting, and repetition of any information shared within official channels.<br />
*Staff confidentiality also covers the private information of staff members and players, including but not limited to identities, protected status, IP addresses, emails, player reports, ban appeals, and more. Furthermore, hidden threads on the forum must never have their information spread among players.<br />
*In-Development matters must never be discussed with players unless the green light was given specifically by a department leader or Director. If in doubt, staff members must ask their department leaders.<br />
*Confidentiality covers both professional conversations, discussions, but also private social ones. If a staff member confides a personal matter to another staff member in a staff channel, this is covered by confidentiality.<br />
*There is no immediate confidentiality between staff members in a private conversation unless either of the parties invokes staff confidentiality for their discussion, but this must be specifically communicated to be applicable. *While it would not be a Codex violation to spread information without a confidentiality statement invoked, it is generally encouraged for staff members to not spread information without good reason.<br />
*Direction Staff may not share confidential information they have received in confidence with either players or staff unless it is cleared by a unanimous Direction Rank 3 discretion.<br />
<br />
{{Staff}}<br />
[[category:Staff]] [[category:Staff Information]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=26095Blacksteel2020-03-02T15:27:44Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = blacksteelsword.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 15 Metallurgy Arts, 20 for Folded Blacksteel<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Noble<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Orcish]] smiths, with a Regaliaon appropriation of the metal being created by the [[Ailor]] based on said Orcish forging methods. Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, but its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]], if not an improvement on those two metals due to its usability and relative ease of access. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Orcish and Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent public development in [[Aloria]], previously believed to have been developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. In fact, 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Orcs had been using Blacksteel since a few decades after the Cataclysm, but the metal had been kept within their borders and largely unknown to Aloria as a whole. This changed in roughly 280 AC, when, Witnessing Orcish techniques in smithing Blacksteel, Regalian forges sought to refine it, to reproduce a darkened alloy without the impurities of their own Steel. So it came to pass that several smiths simultaneously developed and refined ideas on the recreation of such an alloy, meaning that no single Ailor blacksmith can be credited with creating Blacksteel and spreading it outside of Orcish lands. One group within the Capital can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor, as well as the folded Blacksteel produced by Regalian smiths in the last few decades. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. Blacksteel weapons and armor often make good ancestral weapons, with a select few houses keeping Blacksteel-Starris alloy weapons.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. Folded Blacksteel as a variant appears to have a subtle ripple effect up and down the blade and makes any inscription work stand out with a gentle shine.<br />
<br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 10 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels in useability when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing Blacksteel is near impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. <br />
<br />
===Abilities===<br />
Blacksteel's forging process inherently creates a high carbon steel, and generally produces a weapon with increased the strength and durability compared to common Steel. Heavier armor forged with Blacsteel are almost always incapable of being pierced by Steel weapons, but it is relatively susceptible to breakage from heavy weapons. A rarer variant of Blacksteel is the so-called "Folded Blacksteel", which is a more refined method of creating Blacksteel refined by Ailor smiths around 30 years ago. Regular Blacksteel is folded once or twice until the smith believes that it is adequate but Folded Blacksteel is folded precisely 16 times. This process is believed to remove impurities and evens out the makeup of the metal, as well as enhance it with flexibility, durability, and toughness. The softer metal at the core of the weapon allows for more flexible weapons, making folded Blacksteel ideal for blades and lighter weaponry, whereas unfolded or "regular" Blacksteel is still best for heavier weapons and armor. Patterns or words etched onto Blacksteel weapons will carry a more pronounced shine, suggesting yet further qualities to Blacksteel that have yet to be discovered.<br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
*Blacksteel Weapons have become slightly more common in the Capital City, but this has only really resulted in a new black market based around mugging Nobility and careless Adventurers who carry Blacksteel openly. A criminal known on the streets as the "Blacksteel Bastard" has gained infamy over the years for amassing a collection of stolen weaponry.<br />
*Black Iron was a less refined metal used by the Orcs centuries ago, but their skill in smithing and rapid cultural progress quickly removed the need for it, giving rise to the usage of Bronze and Blacksteel as their primary metals. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = BillyTheScroofy<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=File:Blacksteelsword.png&diff=26094File:Blacksteelsword.png2020-03-02T15:27:29Z<p>Jared4242: </p>
<hr />
<div></div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=26093Blacksteel2020-03-02T15:26:31Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = blacksteelarmor.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 15 Metallurgy Arts, 20 for Folded Blacksteel<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Noble<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Orcish]] smiths, with a Regaliaon appropriation of the metal being created by the [[Ailor]] based on said Orcish forging methods. Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, but its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]], if not an improvement on those two metals due to its usability and relative ease of access. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Orcish and Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent public development in [[Aloria]], previously believed to have been developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. In fact, 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Orcs had been using Blacksteel since a few decades after the Cataclysm, but the metal had been kept within their borders and largely unknown to Aloria as a whole. This changed in roughly 280 AC, when, Witnessing Orcish techniques in smithing Blacksteel, Regalian forges sought to refine it, to reproduce a darkened alloy without the impurities of their own Steel. So it came to pass that several smiths simultaneously developed and refined ideas on the recreation of such an alloy, meaning that no single Ailor blacksmith can be credited with creating Blacksteel and spreading it outside of Orcish lands. One group within the Capital can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor, as well as the folded Blacksteel produced by Regalian smiths in the last few decades. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. Blacksteel weapons and armor often make good ancestral weapons, with a select few houses keeping Blacksteel-Starris alloy weapons.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. Folded Blacksteel as a variant appears to have a subtle ripple effect up and down the blade and makes any inscription work stand out with a gentle shine.<br />
<br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 10 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels in useability when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing Blacksteel is near impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. <br />
<br />
===Abilities===<br />
Blacksteel's forging process inherently creates a high carbon steel, and generally produces a weapon with increased the strength and durability compared to common Steel. Heavier armor forged with Blacsteel are almost always incapable of being pierced by Steel weapons, but it is relatively susceptible to breakage from heavy weapons. A rarer variant of Blacksteel is the so-called "Folded Blacksteel", which is a more refined method of creating Blacksteel refined by Ailor smiths around 30 years ago. Regular Blacksteel is folded once or twice until the smith believes that it is adequate but Folded Blacksteel is folded precisely 16 times. This process is believed to remove impurities and evens out the makeup of the metal, as well as enhance it with flexibility, durability, and toughness. The softer metal at the core of the weapon allows for more flexible weapons, making folded Blacksteel ideal for blades and lighter weaponry, whereas unfolded or "regular" Blacksteel is still best for heavier weapons and armor. Patterns or words etched onto Blacksteel weapons will carry a more pronounced shine, suggesting yet further qualities to Blacksteel that have yet to be discovered.<br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
*Blacksteel Weapons have become slightly more common in the Capital City, but this has only really resulted in a new black market based around mugging Nobility and careless Adventurers who carry Blacksteel openly. A criminal known on the streets as the "Blacksteel Bastard" has gained infamy over the years for amassing a collection of stolen weaponry.<br />
*Black Iron was a less refined metal used by the Orcs centuries ago, but their skill in smithing and rapid cultural progress quickly removed the need for it, giving rise to the usage of Bronze and Blacksteel as their primary metals. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = BillyTheScroofy<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=File:Blacksteelarmor.png&diff=26092File:Blacksteelarmor.png2020-03-02T15:26:06Z<p>Jared4242: </p>
<hr />
<div></div>Jared4242https://wiki.massivecraft.com/index.php?title=File:Jaredkade.png&diff=26078File:Jaredkade.png2020-03-02T00:05:43Z<p>Jared4242: </p>
<hr />
<div></div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=26048Blacksteel2020-02-27T21:25:06Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 15 Metallurgy Arts, 20 for Folded Blacksteel<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Noble<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Orcish]] smiths, with a Regaliaon appropriation of the metal being created by the [[Ailor]] based on said Orcish forging methods. Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, but its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]], if not an improvement on those two metals due to its usability and relative ease of access. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Orcish and Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent public development in [[Aloria]], previously believed to have been developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. In fact, 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Orcs had been using Blacksteel since a few decades after the Cataclysm, but the metal had been kept within their borders and largely unknown to Aloria as a whole. This changed in roughly 280 AC, when, Witnessing Orcish techniques in smithing Blacksteel, Regalian forges sought to refine it, to reproduce a darkened alloy without the impurities of their own Steel. So it came to pass that several smiths simultaneously developed and refined ideas on the recreation of such an alloy, meaning that no single Ailor blacksmith can be credited with creating Blacksteel and spreading it outside of Orcish lands. One group within the Capital can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor, as well as the folded Blacksteel produced by Regalian smiths in the last few decades. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. Blacksteel weapons and armor often make good ancestral weapons, with a select few houses keeping Blacksteel-Starris alloy weapons.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. Folded Blacksteel as a variant appears to have a subtle ripple effect up and down the blade and makes any inscription work stand out with a gentle shine.<br />
<br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 10 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels in useability when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing Blacksteel is near impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. <br />
<br />
===Abilities===<br />
Blacksteel's forging process inherently creates a high carbon steel, and generally produces a weapon with increased the strength and durability compared to common Steel. Heavier armor forged with Blacsteel are almost always incapable of being pierced by Steel weapons, but it is relatively susceptible to breakage from heavy weapons. A rarer variant of Blacksteel is the so-called "Folded Blacksteel", which is a more refined method of creating Blacksteel refined by Ailor smiths around 30 years ago. Regular Blacksteel is folded once or twice until the smith believes that it is adequate but Folded Blacksteel is folded precisely 16 times. This process is believed to remove impurities and evens out the makeup of the metal, as well as enhance it with flexibility, durability, and toughness. The softer metal at the core of the weapon allows for more flexible weapons, making folded Blacksteel ideal for blades and lighter weaponry, whereas unfolded or "regular" Blacksteel is still best for heavier weapons and armor. Patterns or words etched onto Blacksteel weapons will carry a more pronounced shine, suggesting yet further qualities to Blacksteel that have yet to be discovered.<br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
*Blacksteel Weapons have become slightly more common in the Capital City, but this has only really resulted in a new black market based around mugging Nobility and careless Adventurers who carry Blacksteel openly. A criminal known on the streets as the "Blacksteel Bastard" has gained infamy over the years for amassing a collection of stolen weaponry.<br />
*Black Iron was a less refined metal used by the Orcs centuries ago, but their skill in smithing and rapid cultural progress quickly removed the need for it, giving rise to the usage of Bronze and Blacksteel as their primary metals. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = BillyTheScroofy<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=26047Blacksteel2020-02-27T02:28:18Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 15 Metallurgy Arts, 20 for Folded Blacksteel<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Noble<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Regalian]] smiths based on ideas present in the [[Orcish]] forged metal of [[Black Iron]]. Instead of their more haphazard and sloppy forging, Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, but its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]], if not an improvement on those two metals due to its usability and relative ease of access. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent development in [[Aloria]], developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Witnessing Orcish techniques in smithing, Regalian forges sought to refine it, to produce a darkened alloy without the impurities they knew weakened and ultimately made Black Iron somewhat limited in use. So it came to pass that several smiths simultaneously developed and refined ideas on the creation of such an alloy, meaning that no single blacksmith can be credited with creating Blacksteel. One group can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. Blacksteel weapons and armor often make good ancestral weapons, with a select few houses keeping Blacksteel-Starris alloy weapons.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. Folded Blacksteel as a variant appears to have a subtle ripple effect up and down the blade and makes any inscription work stand out with a gentle shine.<br />
<br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 10 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels in useability when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing Blacksteel is near impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. Bronze is also used in weapons from time to time, but due to its inferiority to Blacksteel, Orcs prefer to use Blacksteel for actual warfare, while Bronze is used for ceremonial activities.<br />
<br />
Arak are known to produce some of the most beautiful ceremonial armor also, using horse hairs that are dyed in rich colors to produce fantastic outfits that both showcase the physical raw power of the person wearing it, as well as their wealth with a great polish and gold and silver finish. Orc armor smiths are considered on-par with Dwarven smiths, and Orc smiths actually work very well together with Dwarven smiths, having produced specialized siege equipment like the Dwarven powdered and Orc muscle pushed land-beetle, a completely metal-clad structure that is pushed and rolled around by Orcs inside of it, using black powder and explosives to do damage to the enemy.<br />
<br />
===Abilities===<br />
Blacksteel's forging process inherently creates a high carbon steel, and generally produces a weapon with increased the strength and durability compared to common Steel. Heavier armor forged with Blacsteel are almost always incapable of being pierced by Steel weapons, but it is relatively susceptible to breakage from heavy weapons. A rarer variant of Blacksteel is so-called "Folded Blacksteel", which is a more refined method of creating Blacksteel. Regular Blacksteel is folded once or twice until the smith believes that it is adequate, but Folded Blacksteel is folded precisely 16 times. This process is believed to remove impurities and evens out the makeup of the metal, as well as enhance it with flexibility, durability and toughness. The softer metal at the core of the weapon allows for more flexible weapons, making folded Blacksteel ideal for blades and lighter weaponry, whereas unfolded or "regular" Blacksteel is still best for heavier weapons and armor. Patterns or words etched onto Blacksteel weapons ...<br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
*Blacksteel Weapons have become slightly more common in the Capital City, but this has only really resulted in a new black market based around mugging Nobility and careless Adventurers who carry Blacksteel openly. A criminal known on the streets as the "Blacksteel Bastard" has gained infamy over the years for amassing a collection of stolen weaponry.<br />
*Imperial Guards solely use Blacksteel Armor, but the exact forging methods behind their particular suits of armor are unknown. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = BillyTheScroofy<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Nightsilver&diff=24126Nightsilver2019-09-27T15:35:07Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Nightsilver<br />
|nicknames = Starlight Ore, Sca’Elle Prej’sanirall (Sca’Elle Gift/Present)<br />
|proficiency = Requires 15 Points in [[Metallurgy Arts]] and Altalar dedicated to Sca’Elle<br />
|origin = [[Altalar]]<br />
|uses = Weapons, Armor<br />
|rarity = Rare<br />
|accessibility = Upper Class and IG acquiring of the substance<br />
|}}<br />
Nightsilver is a unique substance made out of magically blessed and chemically altered [[Steel]], only able to be created by those [[Altalar]] dedicated to [[Sca’Elle, Master of Magnificence]], and possessing his [[Ring of Power]]. Used for untold centuries by the Altalar people, first as a material of importance for its role on the battlefields against the ancient [[Varran]] and in the slaving operations carried out across [[Aloria]], it ultimately morphed into a status symbol of Altalar power and purity. In recent years, as the Altalar whirl from the collapse of the [[Northern Kingdoms]], the invasion of [[Regalia]] and most recently, an invasion by the [[Kathar]], Nightsilver has resulted to practical use once again and can be seen on many of the most important Altalar military commanders in the field of battle instead of just the halls of ancient houses or grand parties celebrating the magnificence of their Race.<br />
<br />
==History==<br />
Nightsilver has been part of Altalar history since the earliest known records of the Allorn Empire, with technique to forge Nightsilver as we know today took approximately two centuries to perfect and occurring during the Awakening. It was initially used in the creation of religious artifacts and decorative icons for the temples to the [[Altalar Pantheon]], particularly to the deity who helped the Altalar create it, Sca'Elle. Over time though, the Altalar learned of its ability to be transformed in beautiful, unique armor to protect themselves and took to it rapidly as their slaving vessels explored the wider world. Nightsilver quickly became a prestigious possession for Altalar nobility and warriors, and has remained so up until modern times, though many old and prestigious pieces were lost in the [[Wildering]]. In current times there are still remnants of the old movements that wish to see Nightsilver returned to their status as a purely sacred metal for shrines, temples and religious ornaments, with their numbers increasing as resources are growing scarce in the many principalities threatened by the [[Dread Empire]].<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Nightsilver is a beautiful substance and appears very different depending on what it is used for. It is created when an Altalar gifted with the Ring of Power of Sca'Elle forms Steel with the aid of Essence of Night, a mixture of clean water, a pinch of [[Silver]] flecks, dried [[Lady’s Shine]], and unknown [[Magic]] which comes from the Ring of Power an Altalar possesses as they form the metal. The Essence of Night is ideally the cooling liquid used in the smithing process, but it can also be poured on manually midway through the forging. In its raw state following its creation, Nightsilver looks much the same to Steel. The only difference is the glittering blue sheen that covers all parts of the material, but only Altalar dedicated to Sca'Elle and in possession of their Ring of Power would know the substance at first sight without the closer examination needed by other [[Races]] or Altalar devoted to other members of their Pantheon. <br />
<br />
When used to make the scale-styled mail uniquely known only to those bearing the Ring of Power of Sca'Elle, the substance is brilliantly shiny, like the finest polished Silver in Aloria. When used in the creation of weapons, most often the Altalar Glaive Sword or other blades used by the Altalar, these weapons have a dark blue color and appear almost crystalline. In addition, when swung and wielded in the open air, they leave behind a trail of gentle sparkles reminiscent of stars in the night sky, which is the main reason the substance bears its current name. The material is as strong as Steel when in the form of a weapon. Once the material is “destroyed” though, the substance immediately returns to normal Steel, a film of glittering blue peeling off and entering the air. Once it touches something, this thin film dissolves into a faint, twinkling blue dust that is easily blown away.<br />
<br />
===General Uses===<br />
Nightsilver is used exclusively by the Altalar to adorn themselves for battle, the substance offering extreme advantages when used as armor and moreso an extremely appealing aesthetic when used in weapons. When formed into Nightsilver scale-mail, the resulting armor is as light and flexible as silk but as tough as Steel. This allows Altalar warriors to avoid sacrificing the slightest bit of agility in combat, and instead be draped in the very best protection their deities can offer them. When used in swords and other bladed weapons, the aforementioned trail of sparkles occurs as the blade is bandied about. <br />
===Abilities===<br />
Nightsilver has the ability to alter its appearance based on the shape it has been morphed into. In its base and unforged form, it appears merely as blue-tinged shining Steel. When altered into traditional Altalar armor, it grows exceedingly bright and shiny, lacking any tints of blue at all. When it is formed into weapons though, the blue coloration returns as the blades created using it have an almost crystalline appearance in a deep shade of blue. It is also in this form that sparkles, appearing almost like starlight, emanate out from the weapon’s blade as it moves through the air at any time. Nightsilver weapons hold no outright benefit over simple steel, other than their aesthetic uses.<br />
<br />
==Trivia==<br />
*Nightsilver weapons and armor captured by the Regalian Empire are rare. In the [[Elven War of 302 AC]], while many pieces were taken from defeated officers and important guards, a few Altalar agents destroyed much of it through their touch though at the cost of their lives a mere hour later.<br />
*Nightsilver does not rust. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana, Jonificus<br />
|Processors = LumosJared<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Flowerite&diff=24125Flowerite2019-09-27T15:34:37Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Flowerite<br />
|nicknames = Femmerite<br />
|proficiency = Requires 10 points in [[Metallurgy Arts]]<br />
|origin = [[Ithania]]<br />
|uses = Decorative, Musical<br />
|rarity = Rare<br />
|accessibility = Upper Class<br />
|}}<br />
Flowerite is a relatively rare material that comes in a vibrant pink color; ranging from hot pink to mellow peach, with small swirls of black swirling throughout it. Flowerite has been popular in [[Ithania]] for centuries, going back to the time of the [[Varran Empire]]. In the modern day, the metal is often used in jewelry and as decorations on furniture. It is also seen as a very feminine material due to its coloration and relation to the musical arts as when hit with metal, it produces a ringing sound. It is also not uncommon for astrologists or eccentric professors to believe the rock is connected with the female gender. Within the last decade, there have been rumors of Flowerite deposits being found in [[Daendroc]], but for now, the metal remains rare and exclusive to Ithania.<br />
<br />
==History==<br />
In the times of old, the Varran Empire wielded a luxurious metal with jaw-dropping properties. Flowerite, as it was called, was discovered before the [[Cataclysm]] and used as an advanced parlor material for high-class entertainment and event showings. Few Pre-Cataclysm records written by the old [[Elven Empire]] have been recovered by various archaeologists. These records signify that the metal pre-Cataclysm wielded even more abilities and properties. Such abilities and properties since the Cataclysm have been lost for whatever unknown reason, but note what is transcribed as a larger mass of swirling particles of colors unable to be conceived by the mind. Though the use and abilities of Flowerite have taken a massive downgrade, the metal still acts as a jaw-dropping material and holds some of its original entertaining properties. Other details on the use of the material in these records confirm its admittance into Varran armor and weaponry as decoration. One notes that when laced along the edge of a blade and swung, the air directly reacts to the metal to create a large colorful particle effect. Though this has no combative advantage, it did confuse an opponent by feinting to wield magical properties or enchantments when in reality the weapon did not. This often forced opponents against a Flowerite laced weapon to overestimate an enemy. The use Post-Cataclysm in terms of weaponry is much more impractical. Though the metal still releases a colorful particle effect of fine dust and sparkle, it is at a decreased quantity, and hardly confuses an enemy. <br />
<br />
Following the Cataclysm, after Ithania freed itself from Imperial rule by the [[Altalar]], Flowerite’s popularity with the regional nobility extended to the [[Ailor]] who now also dominated politics. With the rise of the arts in Ithania, Flowerite’s natural ability to ring helped musicians greatly and came to be viewed as an important feminine symbol in the region. Today, this importance continues in Ithania and various Ithanian-influenced territories of the [[Regalian Empire]]. Some scholars have even gone on to call it the Woman’s Rock in the mineral and astrological worlds. Within the last decade, reports have come in of small deposits of the metal supposedly located within Daendroc, but in hostile terrain. Given how much [[Ithanians]] prize the material though, it is inevitable that someone will reach it, mine it, and sell it to the peaceful people of Ithania.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Flowerite appears in its raw state as an opaque but richly pink-colored stone. Whenever air brushes along the metal, it exhibits a combination between a dust cloud and sparkling wave of colors ranging from hot pink, red, violet purple, and mellow peach, with small swirls of black and yellow swirling throughout the formation. <br />
===General Uses===<br />
Post-Cataclysm, Flowerite has several uses, the first of which is functioning as a decorative feature in furniture. Its second use is in jewelry, particularly female jewelry, where it often appears carved into the shape of flowers. This also falls to decorative insignias and badges in exclusive armies such as the military orders of various Varran city-states as well as the Ithanian Guard. The most notable and popular use of Flowerite however, is its admittance in musical devices, ranging from tubular trumpets and flutes to metallic bells and the attention rod. The attention rod is a simple and common metallic cylinder that once struck, will manifest a small sparkle of colors along its range, and hues of dust which also sparkle through the air similar to popping gunpowder on a timid level. The ring the device exhibits serves as a calling to a Noble attendance, a “hear hear” at a dinner table, or even as a signal to a toast at a wedding. No matter the method, it usually works well to call the attention of a crowd. <br />
===Abilities===<br />
Flowerite has two unique abilities. The first popular use is to cast the metal into a bell or musical triangle. Once struck with another object, usually metal as well, it will release a particular ringing sound. The sound is often closest to middle C in the operatic system of vocal classification. Hitting it with anything else, such as wood or stone, will produce a weaker and sometimes warbled sound that has no comparison to metal striking it. If bone is used to strike a casted trinket of Flowerite, the sound will procure an eerie note designed to create dissonance and tension. This gives it an unpleasant shrill tone as it does not logically follow the sounds Flowerite instruments proceed it. There is one sound that mirrors this description well, normally compared to as a ‘scream’. This sudden outburst is described as chaotically stressing to the ears, however, this doesn’t necessarily create any magical effects or augmenting stress. It is simply described as such through natural manipulation of notes.<br />
<br />
In contrast to its eerie use, Flowerite is also popular amongst wind instruments used by bards such as the flute or trumpet. The notes are amplified in relation to the instrument being used, as well as producing the mentioned dust augments that sparkle around the instrument. This was seen to naturally motivate armies when used by battle bards in a regiment. The clouds are still typically softer than what the metal used to exhibit pre-Cataclysm, but still serve to create a deceitfully magic awe effect.<br />
<br />
==Trivia==<br />
*A Flowerite bell was carved in 200 AC and was said to represent the purity of the Ithanian people found around it. When a consort to the Princess of the Hivre was determined to be having an affair outside his own relationship with the Princess in 231 AC, the artist’s son cracked the bell to symbolize the broken purity. The Purity Bell is now a site of prayer for [[Unionist]] men and some women that their own purity may not be broken.<br />
*In contrast to the bell used in Ithania, another bell of Flowerite laced in casted bone decorations served as an aesthetically dreadful device used by the [[Kathar]] military during incursions, to plant unresolved tension in the ears of an opposing army., or to disrupt battle bards and drummers to demotivate an opposing army. This occured on a natural and unmagical level and how the Kathar obtained the metal on a decent scale, is unknown.<br />
*Some wonder if Flowerite shares any similarity with the [[Song Flower]] of [[Fendarfelle]], a crystalline flower which also produces tones and sounds.<br />
*Some believe that in addition to their advanced technology around machinery, the Varran Empire used Flowerite to produce powerful sound-based weapons Pre-Cataclysm, hinted at by the recovered recordings found by scholars and archaeologists. <br />
*When used in weaponry, the metal only wields an aesthetic effect of swirling colors and small minute dust clouds of sparkling lights, though its dust clouds don’t produce the light; they simply reflect light already in the area. One popular use is in the whips used in Ithania by female executors and torturers, serving as not only a lash to the body, but a colorful lash to the pride.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana, JarrettdaCarrot<br />
|Processors = WaterDruppel <br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Brass&diff=24124Brass2019-09-27T15:33:44Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Brass<br />
|nicknames = Sand [[Copper]], [[Qadir]] Metal<br />
|proficiency = Requires 2 points in [[Finecraft Arts]]<br />
|origin = [[Farah’deen]]<br />
|uses = Decoration, Utility, Musical<br />
|rarity = Common<br />
|accessibility = Commoner<br />
|}}<br />
Brass is an alloy made of [[Copper]] and [[Zinc]], first developed by the ancient [[Qadir]] of the [[Sariyd Empire]] for use in their [[Clockwork]] machines. Since that time, the knowledge of how to produce the alloy has reached other [[Races]] and [[Cultures]], but none use it as much as the Qadir do. The metal alloy is able to conduct electrical charges and exists in three different types, with certain visual traits and particular uses often given to each.<br />
<br />
==History==<br />
Brass has seemingly remained undiscovered for millennia in wider [[Aloria]]. The reasons for why are somewhat confusing, as all the needed elements to make the metal were around for centuries, but most believe that other regions simply confused Brass with some form of altered Copper or [[Bronze]]. This did not happen with the Qadir; perhaps because they worked so extensively to refine and craft as many metals as possible that could be used in their machines or perhaps because their ancient land possessed great quantities of Zinc. What is certain, is that the Qadir had access to Brass very early in the formation of their society and it became ingrained into the creation of their Clockwork devices. Coming in several varieties of various melting points, malleability and electric conductibility, the material was far more workable and suitable for the diverse components of a Qadir machine. Wider Aloria became more aware of Brass within the final few centuries before the [[Cataclysm]], as escaped Qadir slaves from the [[Allorn Empire]] took with them the knowledge of creating the metal while the lower classes of the Empire learned how to create Brass from what Qadir slaves remained in the slave population, using it largely for utility or musical objects. Since the Cataclysm, the metal has been known to multiple cultures, but sees the most use in Qadir machines, making the materials needed to smelt it or better yet, the alloy itself, an extremely valued and common trade good for numerous Hadrityas and Qadir groups across Aloria. This supply has rarely been interrupted, and thus Qadir mechanisms continue to be built, and innovation goes unstifled for this tanned Race. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Brass is an alloy of Copper and Zinc together, and has several appearances based on the content of those metals, in addition to sometimes also possessing [[Lead]]. Pure Brass has a bright shine to it, with a golden color, though it is only dimly reflective and possesses a higher amount of Copper in it. It can work at either hot or “cold” temperatures (cold referring to bending, carving and etc. that occurs when the metal is no longer warm). Bright Brass is the shiniest and least golden of the Brass types and can only be worked and shaped when it is hot. Once it sets, it is very durable and is often used in making casts. Leaded Brass is a type of Brass invented by [[Regalians]] with an extremely low Lead addition to the alloy that possesses extreme malleability but is also the dullest in appearance. Leaded Brass was often used in old city piping, especially in the [[City of Regalia]] and in the piping that led from the great aqueduct’s central water station that supplies the city water to this day. The substance has gradually been replaced with other materials over time. <br />
===General Uses===<br />
Brass has a wide range of applications. It can be used in decorative pieces such as statuettes and artistic embellishments; it can be used in the creation of horn instruments like trumpets, and it can be used in functional objects like piping or cookware. By far the most common use of Brass, however, is in Qadir Clockwork, as the metal often makes up well over 70% of an individual creation’s parts from struts to casings to gears.<br />
===Abilities===<br />
Brass has the ability to conduct electricity, though this is limited by the type and quality of the Brass used, with Pure Brass the most capable of doing so and Lead Brass the least capable. It has no further abilities. <br />
<br />
==Trivia==<br />
*A scholar published a treasy in 299 AC, blaming Lead poisoning in the Brass pipes of the City of Regalia for all the negative events of the [[Regalian Pessimism]], primarily focusing on how it likely poisoned the bodies and minds of the Regalian leadership for over a century. He was severely punished for such an absurd and insulting insinuation against Houses [[Kade]] and [[Ivrae]].<br />
*Qadir Clockwork’s second most used metal next to Brass is Copper, which is used to plate and decorate devices. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = TheVigilantWolf, WaterDruppel, AlphaInsomnia<br />
}}<br />
[[category:Materials]][[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Pyrignis&diff=24121Pyrignis2019-09-27T15:32:50Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Pyrignis<br />
|nicknames = Fool’s Gold, Poor Man’s Gold<br />
|proficiency = Requires 2 points in [[Metallurgy Arts]]<br />
|origin = [[Essalonia]]<br />
|uses = Military, Decoration, Utility, Entertainment<br />
|rarity = Common<br />
|accessibility = Commoner<br />
|}}<br />
Pyrignis is a common material found in [[Essalonia]] due to its wide variety of terrain and varying climate. The material isn’t very useful for weaponized applications as the only purpose it holds is for jewellery amongst commoners and poorer citizens who couldn’t afford actual [[Gold]]. Those with a mining occupation despise the resource as it regularly fools them into feigned discoveries of gold. For this reason, Pyrignis was once often discarded. When the [[Regalian Empire]] arrived, however, the mineral was then capable of use by their gunpowder artillery as the base materials to fire off weaponry. This assisted in the economic growth and rehabilitation of coastal colonies still recovering from the [[Bone Horror Crisis]]. A local holiday of festivities and celebration now exists in Essalonia colonies where Pyrignis is used as the main symbol. This local holiday is referred to as “Dandies Goldtag”, a celebrated holiday where “Sparklers” are used in street performances, plays and public celebrations are had, and fireworks are launched from naval vessels on the coasts.<br />
<br />
==History==<br />
The history of Pyrignis, it’s trade, extraction, and production within Essalonia is noted to be a strenuous one. Between the [[Cataclysm]], Bone Horror Crisis, and Regalian political affairs, products made with or by Pyrignis have faced growth, expansion through rapid extraction and production, and recessions due to local or worldwide conflicts. Pyrignis was initially discovered by the peoples of [[Arlora]] and neighboring [[Torse]]. In the past, Pyrignis was extracted or mined in regions outside of Essalonia such as the landmass of Dexai, the Regalian archipelago, and Anglia, though at a much more uncommon rate. Torse and Arlora, the two nations of Essalonia at the time didn’t take too much use to Pyrignis, becoming a despised resource due to the common misinterpretation of it being gold by miners. Attempts at using Pyrignis between either nation as a false currency is vaguely mentioned. Fake gold currency and goods were never successful due to the difference in Pyrignis and Gold as Pyrignis is a much harder metal than Gold. Instead Pyrignis became a sour method of criminal dealings between minor thugs and gang associations in Essalonia between the two nations. The material remained an unpopular mineral for nearly two centuries rarely being traded off of the continent. This was until the Regalian Empire reached the region after 240 AC.<br />
<br />
While original surveys conducted by officials did not examine geology too much, later colonists paid attention and found an abundance of the material in the [[New Ceardian Colonies]]. Despite the dismissive attitude Arlora and the other Essalonian nations conveyed to the Regalian Empire, the [[Iron Bulwark]] was not ready to dismiss the mineral. More interested in exploring its ability as fake gold, to trick enemies of the Empire, blacksmiths accidentally encountered the sparkling nature of the material when one or two apprentices got bored on the job. Engineers were called in during the time, and shortly the Bulwark unveiled new cannonry crafted to work with Pyrignis. The mineral has grown in popularity since, resulting in being commonly found in survival backpacks, entertaining fireworks, sparklers, commoner jewelry, and military facilities. It is unlikely that supplies of the material will run low due to its commonality. <br />
<br />
Over the next few years, in 300 AC, Pyrignis was massively mined by individual Essalonian nations, namely Torse and Arlora which resulted in a competitive trade conflict for Regalian merchant routes and companies. This growth immediately stalled as Essalonia erupted in chaos due to the effects of the Bone Horror Crisis. Mines in Arlora were completely eradicated and destroyed, pushing the infrastructure of the good decades back if not to a nadir. This event caused any trade routes with Torse and Arlora to be completely halted. It wasn’t until the crisis devolved and stabilized that Pyrignis was once more extracted thanks to coastal colonies sprouting in the area, but a much less steady rate due to the devastated populations and mines. In 306 AC, wealth from the minerals trade was advertised enough to kick Regalian trade companies into investing new operations to extract the mineral. Colonies benefitting from this trade have recently started their own Essalonian holiday over the past years, known as “Dandies Goldtag,” where commoners decorate themselves in Pyrignis jewellery, parade village roads to wave around sparklers, and even sit along the coasts to watch naval vessels shoot off fireworks sparked over the shores at the end of the night. This celebration and use of Pyrignis has brought about several goods and products. Some of which include the already mentioned sparklers, which are flammable hand-held sticks ignited to create an ongoing sparkle effect from its end, and ‘firecrackers’ which create a loud ‘crack’ and flash of sparkling light once thrown against a hard surface.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Pyrignis is a silver-yellow material that forms in a cluster of a certain shape (from cubes to dodecahedrons) attached to other minerals. The material weakly reflects light when polished and refined.<br />
===General Uses===<br />
Pyrignis has a variety of uses, but its primary use is in the military. It is used to ensure the ignition of a cannon or similar artillery due to its ability to produce sparks that light substances like gunpowder when reacting to flint or steel trigger or lever components in the artillery. This, of course, can be integrated to most detrimental alchemy as well, such as [[Maiden's Bane]] globes, [[Firebite]] vials, or any throwable concoction to create a controlled activation of the alchemical vessel within. Lesser uses for the material are in commoner jewellery, where the material is often raw or suspended on view for others to see in a necklace, though in more deceitful jewellers can incorporate it into rings and small items. In the case of the more overt uses of the metal, it can be used as an excellent firestarter to those camping or in frontier conditions. They usually page a piece of the material in their pack or attached to their body as a piece of functional jewellery. The final use of Pyrignis is one developed over the past few years by alchemists. Colonial alchemists are the reason many Dandies Goldtag festival goods exist, have placed tiny amounts of the material onto small puttied sticks creating “Sparklers,” or through the design of small paper “Firecrackers.” The rods force interaction between Pyrignis and Iron shavings to create sparkling when ignited, and the Firecrackers do very much the same in a more abrupt manner. These are often used in street performances or plays as a special effect, though some also use them as a tool of celebration during festivals.<br />
===Abilities===<br />
Pyrignis has the natural ability to create sparks when struck with a piece of iron or flint, a pop of light expected from even the smallest amounts making contact.<br />
<br />
==Trivia==<br />
*Pyrignis is only legally used for fireworks under the [[Regalian Government]]’s permission and supervision. This typically isn’t permitted aside from special holidays. <br />
*With the destruction of Arlora and Torse following the [[Battle of Curag Fields]] and the Bone Horror Crisis, some townships of the New Ceardian Colonies are working overtime to produce this material. These settlements are called “Fool’s Towns” for how many people focus on the Pyrignis trade, but these people often do not know the tidy if not small profit these towns produce for themselves.<br />
*Pyrignis never works with small, handheld firearms. The Iron Bulwark experimented just this potential, but hand-damaging explosions were so common that they ceased all experimentation and this has remained the case until today. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana, Papidacarrot<br />
|Processors = HydraLana, TheBioverse<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Silver&diff=24120Silver2019-09-27T15:32:39Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Silver<br />
|nicknames = Grey [[Gold]]<br />
|proficiency = Requires 5 points in [[Metallurgy Arts]] to smelt, requires 10 points in [[Finecraft Arts]] to properly shape<br />
|origin = [[Aloria]]<br />
|uses = Decorative, [[Alchemy]]<br />
|rarity = Rare<br />
|accessibility = Nobility<br />
|}}<br />
Silver is a relatively common material found largely in [[Essalonia]] and in scattered smaller deposits across [[Aloria]]. The nation of [[Silsaerimas]] once dominated Silver mining and trading, and the material was the base for [[Regalia’s]] coinage, making it highly valuable in addition to its uses as a decorative metal. Unfortunately, the [[Regalian Empire]] switched to the [[Gold]] standard which crashed the price of Silver on the market. Silsaerimas was devastated, and it took almost twenty years for the price to properly recover. Although most old [[Regalian]] coins of Silver have been melted down for alternative use, a few coins are still in circulation in scattered areas of Aloria. Despite the crash, Silver retained its decorative value as a jewelry metal and, additionally, as an ingredient in various alchemical mixtures. Today, the [[New Ceardian Colonies]] eagerly seek Silver to help fuel their own economy while others remain more cautious, as the economic downturn from their childhoods is still fresh in mind.<br />
<br />
==History==<br />
Silver has been a mineral highly sought after by various nations for centuries. The [[Allorn Empire]] hunted for Silver as much as it did [[Gold]], ultimately expending the large veins once found in [[Daen]] and [[Hadaria]]. The lack of raw Silver might have been a driving force in their attempt to colonize Essalonia, as the landmass was found to contain large quantities of Silver. This colony ultimately failed, and Silver became a scarce and highly valued commodity up until the [[Cataclysm]]. Following that event, a small group of haggard colonists reached Essalonia on some old Altalar slaving vessels, the group being made up of escaped slaves and lower-class [[Altalar]]. They had managed to learn of the old Essalonian colony and, seeking a new life, had tried to reach it. While they did miss the old site, they chose to rebuild their lives in the lands they found themselves in. By 70 AC, a small thriving nation began to form, and they gradually opened up the earth to reveal the treasured Silver underneath. The kingdom that formed from these people, and ultimately took part of its name from the material, and Silsaerimas became renowned for its Silver mines. In 201 AC, when the Regalian Empire made contact, they showed immediate interest in this mineral wealth. The smaller nation was more than happy to help provide the material for them and was eventually made a client state of the Regalian Empire. <br />
<br />
But in 264 AC, the broader [[Regalian Pessimism]] inflicted its first major economic casualty: the switch to the Gold standard caused a Silver crash followed shortly by several major Silver mines running dry in Silsaerimas. The nation was ruined virtually overnight and fell into chaos as the monarchy was forced to abdicate and fled the country as crime organizations moved in. At the same time, several settlements in the expanding New Ceardian Colonies in the north of the continent discovered Silver deposits of their own - however, they moved on and left them where they were. Following the [[Chrysant War]] and the re-empowerment of the Regalian Empire, Silver prices increased once more and the Colonies opened up their own Silver mines. Silsaerimas, however, was still devastated, only nominally recovering in 300 AC when their monarchy returned. Today, Silver is a significant luxury good traded out from Essalonia and smaller sites across Aloria and will likely remain stable as a commodity with a high price.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Silver is a bright grey metal that gleams even when unrefined and further shines when properly processed. It appears in pockets and veins alongside other materials but rarely appears in large veins, save in Essalonia. <br />
===General Uses===<br />
Silver serves a variety of purposes, from decorative to alchemical. It is used as a second rank jewelry material as it is gorgeous when paired with gems such as [[Sapphire]], [[Solacrox]], and [[Diamonds]]. It most often appears in necklaces and earrings. Silver is also used to decorate various weapons of the Regalian Nobility through plating and intricate carving. In [[Alchemy]], Silver is used in a smattering of expensive but useful concoctions.<br />
<br />
==Trivia==<br />
*Some Silver coinage is still out floating in economies of a few [[Minor Nations and States]]. As it does not have the same value as the Regal, some people instead seek to collect the coinage as memorabilia of the past.<br />
*Most mistakenly assume that Silsaerimas has no Silver left at all. They in fact do, but their monarchy is attempting to turn the state toward other economic pastimes, viewing the material as a reminder of the past and no good to any economy. <br />
*The New Ceardian Colonies have “Silver Rushes” every few years or so, as with Silver valuable again, when even the smallest bit is found, prospectors, miners, and merchants flock to the area to try to get a piece of the glittering pie. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = Athelois, WaterDruppel, Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Cinnochra&diff=24119Cinnochra2019-09-27T15:32:31Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Chinnochra<br />
|nicknames = Red [[Bronze]]<br />
|proficiency = Requires 2 point in [[Metallurgy Arts]]<br />
|origin = [[Fendarfelle]]<br />
|uses = Decorative<br />
|rarity = Rare<br />
|accessibility = Upper Class<br />
|}}<br />
Cinnochra is a deep red and pliable metal found all over [[Fendarfelle]]. It was once one of the most important materials extracted by the [[Regalian]] half of the [[Fendarfelle Colonies]]. However, the [[Bone Horror Crisis]] killed a large quantity of the miners responsible for obtaining Cinnochra, abruptly decreasing the mineral’s supply. Thus, in the years following the Bone Horrors, acquiring this metal has proven to be a challenge for those of lesser wealth. Due to its red coloration, when ground down into a fine powder, it serves as a strong and very powerful dye used to bring colour to noble garb and a selection of very powerfully coloured cosmetic products. Some artists even use the metal for their paints. Cinnochra is also used in the lacquer finishes of wood, as adding in the powder gives the planks a healthy reddish hue to them. One of the metal’s interesting properties, however, is its cinnamon-like taste - despite this, it is highly toxic and poisonous in large quantities. Overall, it is a highly diverse mineral and one of the main focuses of the [[Regalian Empire]] in their quest to civilize the jungle continent. <br />
<br />
==History==<br />
Cinnochra was a material commonly linked to the [[Drovv]] people that lived in what was northern Daen centuries before the [[Cataclysm]]. Similar to today, it was used in several industries by these people, who traded it to the [[Allorn Empire]] before and after the nation became their overlords. Unfortunately, the Cataclysm severed this trade link, as it destroyed the land bridge between [[Daen]] and Fendarfelle while also breaking up a large part of Drovv land. When [[Ithanians]] re-discovered the continent, they focused mainly on the fertile earth and kept much of the landscape intact. When the Regalian Empire arrived, however, they immediately saw value in industrializing the continent’s resources. Deforestation was prompt and swift, and mines were dug deep into the land, soon unearthing Cinnochra for the first time in over two centuries. Ithanian scholars eventually identified the material as the same used by the Drovv, giving it the official name of Cinnochra. While this mineral came to be a great boon to the Fendarfelle colonies, it did not last. When the Bone Horror Crisis struck, the Colonies were some of the worst hit, losing approximately 70% of their population. In the years since the disaster, the Fendarfelle Colonies have been slow to recover, with many mines now abandoned, some even holding aggressive fauna that seek to reclaim their lost hold on the southeastern shoreline. As a result, Cinnochra remains rare, as what few mines that operate are small and produce a tiny supply, driving prices for this red mineral sky-high.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Cinnochra is a deep red and brittle metal that cracks and breaks down when it is heated. In a refined state, it keeps its deep red hue.<br />
===General Uses===<br />
Cinnocra has multiple uses, generally serves a decorative purpose once it is ground down into a fine powder. For cloth makers, it serves as a strong and powerful dye used to bring rich reds to their fabrics, which are often used in high quality in upper class clothing. For cosmeticians, the powder can be used in high quality lip treatments and skin blushes. For artists, the powder can be used in their paints to provide a similarly vivid red as might appear in cloth. Cinnochra is also used in the lacquer finishes of wood; adding the powder to a wooden surface and then rubbing it down gives the wood a healthy reddish hue. <br />
===Abilities===<br />
Cinnochra has the interesting property of smelling and tasting like cinnamon. Unfortunately, it does not digest like cinnamon, as any amount will cause bowel issues and, in larger quantities, cause substantial pain in the lower body as well as unnatural sweating.<br />
<br />
==Trivia==<br />
*Cinnochra became, briefly, a favored method of revenge for scorned lovers in Ithanian. Making the ground metal into a baked good and delivering it as a, “It’s fine, I understand” present, was very popular from 281 to 285 AC before the Grand Sovereign’s nephew was poisoned, after which it became incredibly unfashionable.<br />
*There is some confusion on if the metal gets its name from the food item, or if it the other way around. They were introduced to the Elves at similar times so there is likely to never be a definitive answer.<br />
*The substance was briefly used by a desperate restaurant owner seeking to eliminate his rodent problem. He was successful as they ate small amounts of the substance, increasing their droppings and this allowed him to track them down to their nest which he promptly destroyed.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = AlphaInsomnia, Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Bronze&diff=24117Bronze2019-09-27T15:32:11Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Bronze<br />
|nicknames = Statue Metal<br />
|proficiency = Requires 5 points in [[Metallurgy Arts]]<br />
|origin = [[Aloria]]<br />
|uses = Decorative, Military<br />
|rarity = Common<br />
|accessibility = All Classes<br />
|}}<br />
Bronze is an alloy of [[Copper]] and [[Tin]] considered to be a more decorative metal than a functional one. The material has been known for centuries along with its ingredients and is often used in the statuary arts, jewelry business, and cannon casting. The alloy possess no notable abilities, though like any metal it can be polished to a pleasant shine - which, combined with its colouration, is often quite appealing. As the materials needed to make Bronze are plentiful, it is doubtful that this alloy will ever stop being produced and used by the people of Aloria.<br />
<br />
==History==<br />
Bronze has been independently discovered, forgotten, and rediscovered by countless groups over the centuries. The first after the [[Fourth Void Invasion]] were the [[Altalar]] of the early [[Allorn Empire]], followed by the [[Javarindar]] and the [[Sariyd Empire]]. While many other groups and Races came to use it, they largely learned of it from these initial three. In the context of Ailor history, the [[Regalian Kingdom]] discovered the existence of Bronze after studying items left behind by Altalar slavers, though it was some time later before they managed to produce the alloy themselves. They later duplicated and further refined their techniques a few decades before the Cataclysm, ironically becoming more skilled with Bronze than the Altalar were, albeit because the Allorn Empire focused on a variety of other, much higher quality, materials. In [[Farah’deen]], the Sariyd Empire had acquired to knowledge to make Bronze centuries prior to the Cataclysm, and when the [[Songaskia]] arrose, they took the knowledge for themselves. Today, Bronze is commonly used for a variety of purposes across Aloria. Several ancient examples of Bronze populate the museums and archives of Aloria, given various Races a glimpse at their earlier years, but also at their connections to said past through use of the metal in their everyday lives. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Bronze is a deep copper-brown metal alloy, created by a mix of Copper and Tin together. <br />
===General Uses===<br />
Bronze has a myriad of uses, but it is most commonly used in the statuary arts. The metal commonly appears in statuettes, busts, and full statutes. It is also commonly used in jewelry, usually in pendants. The metal can be used in primitive tools such as hammers or cutlery because it is easily sanded down. The mineral rarely ever appears in a sharp or hard-angular state as they are easily worn down by time and the elements. Before glass mirrors became more commonplace, flat sheets of Bronze with much higher Tin content were used instead. The alloy has also been utilized by those of musical inclination, cast into the shape of bells. Its final use is military: cannonball casts. The metal is easily molded into the two concave shapes required of many cannonballs. <br />
<br />
==Trivia==<br />
*Bronze bangles or single pendant pieces are often seen as “tribal” by Regalians as they are commonly worn by cultures such as the [[Velheim]] Ailor or the [[Avanthar]] of [[Daen]]. They are usually present in the hair and feature designs of nature on them.<br />
*A famous statuette of [[Heron Jacotin]] was left alone one evening in a [[Unionist]] Cathedral, only for priests to return to it the next day and find a large dent in the statuette’s head. While some blame a fumbling priest who picked up, dropped, and dented the hollow statuette, others called it a blow from the Heron’s hammer and it is now viewed to possess some pseudo-mythical properties.<br />
*Bronze swords were once common across the [[Regalian Archipelago]]. Some military-minded houses keep ceremonial Bronze blades in their estates to show their devotion to military history, while for others, it is a symbol of how long their house has survived for.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Galena&diff=24116Galena2019-09-27T15:32:05Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Galena<br />
|nicknames = Starlight Dust, Potter’s Dust<br />
|proficiency = Requires 2 points in [[Metallurgy Arts]]<br />
|origin = [[Sendrass]], [[Hadaria]]<br />
|uses = Artistic, Cosmetic<br />
|rarity = Common<br />
|accessibility = Middle and Upper Classes<br />
|}}<br />
Galena is found along the coastline of [[Sendrass]] and on many of the beaches that dot the nearby region of [[Hadaria]]. The substance has been sought after for centuries, first by the [[Altalar]] of the [[Allorn Empire]] and later, the [[Ailor]] and [[Songaskians]]. It is an incredibly soft metal with a [[Silver]]-like shine that is used in beauty products and pottery, but also works as a lemony-fresh insect repellent when applied directly on the wrists and neck. Since the fall of the [[Essa Empire]], [[Regalia]] holds a monopoly on the substance, but the [[Masaya of Farah’deen]] has discovered their own independent sources to feed their craving. Given how vast Sendrass is, even if supplies were to ever run out in Hadaria, the material is likely to remain used in [[Aloria]] for centuries to come.<br />
<br />
==History==<br />
Galena is an ancient substance sought after by many peoples, but the first were the Altalar of the Allorn Empire. When they reached Hadaria, they discovered Galena in pockets along the coastline. Once its beauty applications became known, they eagerly sought it out. The [[Slizzar]] themselves rarely used the substance as it clung to their scales in a discomforting way when in their [[Natural]] or [[Semi-Shifted]] state. After the withdrawal of the Altalar from the region, and then the [[Cataclysm]] that came a few centuries later, Galena became even more readily available. As the Chrysant Kingdoms formed on Hadar in the decades after the Cataclysm, Galena rapidly became one of their primary exports.<br />
<br />
Most of this product went to [[Farah’deen]], where upper-class Songaskians used it like the Altalar had, as cosmetics for their eyes and face. Eventually, Ailor regions like Ithania also came to prize the material. In 190 AC, [[Ithanian]] artists discovered that Galena also worked in making beautiful pottery glazes which only increased demand. With the collapse of the Essa Empire and the devastation brought by the [[Chrysant War]] to [[Hadar]], Hadarian states as a whole have stepped up their role in Galena mining and also have stepped in to help Regalian assets in the tropical region with their own similar mining endeavors. In late 301 AC, Songaskian vessels discovered the coastline of Sendrass also possessed Galena and so for the last several years, small mining operations have broken out along Sendrass’ coast in secret solely for the benefit of the Songaskian state. Considering the obsession of so many to make themselves look beautiful, protect themselves from insects in their harsh climates, and to make their pottery look lovely as well, Galena is likely to remain relevant to Aloria for years to come.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Galena is a soft Silver-like metal, often found in a natural, powdery state. It appears on beaches where it is usually combined with the sand, but in certain large deposits replaces the sand entirely. In this state, it twinkles lightly and often has a pale silvery coloration. Once it has been separated from the sand or collected together, the material has a darker Silver-coloration, but individual granules still twinkle. <br />
===General Uses===<br />
Galena has three major uses. The first is as a pottery glaze; the end product is similar to [[Lead]]-glazed earthenware methods. The only difference between the two pottery processes is in some minor temperature differences and that Galena-glazed pottery is known to sparkle “for a lifetime” as most artists say, lasting longer overall than Lead-glazed earthenwares. The second use is in cosmetics, specifically eyeliners, and blushes where the glittering quality of the substance makes it a popular inclusion in several formulas. The latter is often used by the Songaskian upper class, but some Ailor regions like Ithania have begun to use it as well. The third use is also on the person but is most commonly used by the [[Nelfin]] and Ailor of [[Daen]]. When applied to the wrists or neck, Galena produces a lemony scent that drives away insects and is often seen in use at tropical parties.<br />
===Abilities===<br />
Galena has the unique ability to smell like lemons and repel insects, but only when applied to the wrists or neck. It is unknown why this is. <br />
<br />
==Trivia==<br />
*Small groups of young women in Ithania are becoming known as “Starlit Herons” by young men, as they dress in dark clothing and wear Galena, causing them to appear like the twinkling night sky and as beautiful as Herons.<br />
*Galena production is chiefly handled by [[Walforth]] in [[Turmen]].<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = AlphaInsomnia, Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Tin&diff=24115Tin2019-09-27T15:31:43Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Tin<br />
|nicknames = Fool’s [[Silver]], Poor Man’s Silver<br />
|proficiency = Requires 2 points in [[Metallurgy Arts]]<br />
|origin = [[Aloria]]<br />
|uses = Various<br />
|rarity = Common<br />
|accessibility = All Classes<br />
|}}<br />
Tin is a simple metal found near [[Mercury]] deposits all over [[Aloria]], with large deposits recently discovered on [[Essalonia]] and [[Fendarfelle]]. Tin is commonly combined with [[Copper]] to produce [[Bronze]], a popular metal for casting. The most common use of tin, however, is in cheap tableware and other domestic items, as the metal is both abundant and easily worked. It is unlikely tin supplies will run out in the near future, and it will remain a simple part of the Alorian world.<br />
<br />
==History==<br />
Tin, along with copper, has been known for centuries by all civilizations of Aloria. A common metal easily pulled from the earth, various Cultures and groups learned of its properties over time. However, due to its malleability, it was seldom used for weapons or tools, instead being mostly found either in domestic items or being used to make bronze in a mixture with copper. Eventually, with the rise of poverty after the [[Cataclysm]], tin found a new use as the metal of choice for a host of purposes, its abundance making it a cheaper alternative to sturdier metals such as [[Ferr-Iron]] for many household foods like plates and cutlery. This has kept it a commonly available, if not particularly notable, metal in Aloria for decades and it will remain so for the foreseeable future. Tin on its own does have one other use in the art of the Varran people. As it was one of the few metals they had access to (being used in their food bowls, crude eating implements, etc.), Varran soon developed a unique artistic style by using their claws. This artwork helped the Varran maintain a cultural identity while in captivity and in the wake of the Cataclysm, their great city-states have large displays of such work for the public to view. Returning to the wider world, in the past decade, particularly large Tin deposits have been found in Fendarfelle and the [[New Ceardian Colonies]] of Essalonia, helping jump-start the economies of both regions.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Tin is a shiny, jagged, grey and vaguely crystalline mineral in its natural state. Once refined however, the metal takes on a darker colouration. It can be polished to a shine with a considerable effort which has led to its use in cheap (and often tacky) jewellery.<br />
===General Uses===<br />
Tin has an abundance of uses. The most notable of these is being alloyed with Copper to create Bronze, which is resilient enough to be used in numerous applications that neither of its constituent materials can perform. Beyond this, it is frequently used as a material for a whole host of cheap items such as cutlery, simple pots and pans, and child’s armor sets, though these are generally quite easily damaged and even broken.<br />
<br />
==Trivia==<br />
*Tin is often found near Mercury deposits. Common folklore holds that the two elements were once one, but after an argument, now cannot stand each other and have been slowly moving apart ever since.<br />
*Tin is notoriously easy to dent and even break, resulting in anything made from it needing frequent replacement. As a result, some people prefer more expensive items made from Bronze or Ferr-Iron, even when money is tight.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Copper&diff=24114Copper2019-09-27T15:31:34Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Copper<br />
|nicknames = Old [[Gold]]<br />
|proficiency = Requires 2 points in [[Finecraft Arts]]<br />
|origin = [[Aloria]]<br />
|uses = Various<br />
|rarity = Common<br />
|accessibility = All Classes<br />
|}}<br />
Copper is a common metal found all across [[Aloria]] in mineral deposits and throughout markets. The mineral is extremely common and has been used by the lower classes of all races for centuries. It is often seen in the hands of the [[Qadir]], as its ability to conduct heat and electricity makes it useful in various kinds of machinery. It is also used to create the alloy of [[Bronze]], another metal widely used for decoration. Given its bountiful presence across Aloria, it is unlikely that Copper will run out or go unused. <br />
<br />
==History==<br />
Copper has been used for centuries by early civilizations and the lower rung of society. The current oldest civilization known to make use of Copper were the early [[Altalar]] of the Darkening. While evidence is very limited, what few caves sites using [[Twi Languages]] either show evidence of Copper deposits being mined and unrefined fragments or their rusted remains of the metal hiding in the rocks. The Altalar quickly found new metals, many granted by their heavy use of [[Magic]], and so Copper became ignored by their society. After them, the two groups to make use of Copper most thoroughly were the [[Javarindar]] and, later, the Qadir of the [[Sariyd Empire]]. Records of the Javarindar are very limited, but evidence and tales of their machines points to copper playing an extensive role in their society until the collapse of their civilization at the hands of the [[Allorn Empire]]. Across the ocean in [[Farah’deen]], the Sariyd Empire mined Copper in vast quantities to use in their machines. In the modern day, the Qadir also rely on external sources of Copper (among other metals) to help fuel their technology creation. The Ailor also show signs of using Copper in their earliest tools, with scattered burial sites from [[The North Belt]] to [[Ceardia]] indicating as such. In the modern day, Copper is commonly seen as a poor man’s metal or one used by less refined peoples. It is used in many common items from pans to jewelry to coinage, and this looks to continue for a long time in the foreseeable future. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Copper is a brown-gold metal that appears in porous deposits across the world. When refined, the metal has a somewhat dull reflection and tends not to hold a polish for particularly long.<br />
===General Uses===<br />
Copper has many uses; jewelry is a major one, though often only the cheaper or lower class varieties. It also serves a purpose in the creation of cheap statues, of simple cooking implements or tools, and finds a use in currency creation. Most Regals have a Copper-base covered in a layer of [[Gold]]. The metal is also used in the internal mechanisms of Qadir devices, as it can conduct heat and electricity well. The mineral, when combined with [[Tin]], is able to create the alloy known as Bronze.<br />
===Abilities===<br />
Copper has the ability to conduct heat and electricity, but too much heat can start to melt it or more it pliant. <br />
<br />
==Trivia==<br />
*Copper is most commonly found in mountain ranges, but curiously, the largest deposit to date was discovered on a flat plain in Ithania.<br />
*Copper statues were once common across the early [[Regalian Empire]]. The only one remaining up for public display is an ancient statue in western [[Anglia]] known only as The Loner. The statue’s plaque is gone and time has rusted the statue into an almost unrecognizable state.<br />
*Copper jewelry is most common among the [[Velheim]] people of Aloria, even as other Cultures turn to “better” minerals like Bronze or Gold.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Gold&diff=24113Gold2019-09-27T15:31:22Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Gold<br />
|nicknames = Lustrum, Zazzllos<br />
|proficiency = Requires 5 points in [[Metallurgy Arts]] to smelt, requires 10 points in [[Finecraft Arts]] to properly shape<br />
|rarity = Rare<br />
|accessibility = Middle and Upper Class<br />
|origin = [[Aloria]]<br />
|uses = Decorative, [[Alchemy]]<br />
|rarity = Rare<br />
|accessibility = Commoner and Nobility<br />
|}}<br />
Gold, despite its majestic appearance, is rather common in several areas of [[Aloria]] such as [[Sendras]], [[Hadaria]], and [[Farah’deen]], but can still be found elsewhere. Used for untold millennia, Gold’s connotations of extravagance pre-date even the [[Allorn Empire]]. In the modern day, the material is used in the Regal, the currency of the [[Regalian Empire]], as well as in clothing of the wealthy, the arts of the creative, and in the concoctions of the inventive. Gold’s impressive malleability, which allows it to be shaped in an untold number of different ways, ensures that it has a secure place in a variety of different niches. With the many recent wars that have wracked Aloria, Gold has traded millions of hands and the world’s thirst for it has yet to cease.<br />
<br />
==History==<br />
All evidence of modern gold lust begins with the Allorn Empire, who encountered Gold in limited quantities in Hadaria, Sendras, and [[Ithania]]. Their great contemporary, the [[Sariyd Empire]], had their own natural pockets, though these were closer to home in various areas of Farah’deen. Both nations mined the substance extensively for decorative purposes in personal adornments, architecture, and art. The Sariyd Empire also used the substance in their machines, a practice believed to have existed in the [[Javarindar]] (the precursors to the [[Varran]]) before that civilization was wiped out by the [[Altalar]]. Even in distant Sendras, the Serass State pulled Gold from their rivers and used it in their potions but also in the decorations of their great alchemical laboratories and administrative centers. The devastation of the [[Cataclysm]] did not stem desire for the illustrious substance, instead having the opposite effect; Gold became all the more wanted as the world diversified. With the rise of [[Ailor]] kingdoms and states, Gold’s status as a highly-prized metal was carried on from their former Altalar masters. As for the Altalar, even after the Allorn Empire shattered, the wealthy nobility of the surviving states and principalities maintained their craving for the material wealth of Gold. Even the fledgling [[Songaskian]] people were not safe from the worldwide gold lust; not long after the [[Great Storm]], they voraciously emptied Farah’deen’s gold mines, using almost everything they had to build great reflective and beautiful temples in honor of the Sun. Over the last several decades, Gold has remained an important mineral on the world stage. It has been used in coinage, the arts, construction, and scholarly endeavors. In recent years, a great amount of that wealth has traded hands, mostly because of war, through looting, buying allies, or exchanges of technology. The fervor for Gold is likely to continue on for centuries - as so long as it shines and catches the eye, people will seek it.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Gold is a yellow metal with a deep shine to it once it has been refined. When raw, it can scale from the size of an ant-sized flake to hunks as large as a person when unmined.<br />
===General Uses===<br />
Gold has a myriad of uses to those seeking to make a profit. For artists, artisans, and clothing designers, Gold can offer a wide variety of uses from gold inlay in books to gold thread in clothing to gold jewelry. To chefs or alchemists, the mineral can be eaten as small shavings applied on top of fine food, which is consumed by the upper class of society, or as part of a potion. The final method of use is in technology as Gold, along with [[Copper]], can help carry electrical currents. Gold is occasionally used in [[Qadir]] commissioned works or other technological creations because of its beauty and malleability to create artistic, but still functional, devices. <br />
===Abilities===<br />
Gold has the ability to hold a minor electrical charge. The power retainment is barely enough to shock a person and, as a result, Gold is only used to help transfer power a short way to another destination.<br />
<br />
==Trivia==<br />
*One of the most valuable items ever made of Gold was the Exultant Titan statue in Farah’deen. A clockwork marvel, the large statue was said to manipulate a globe along its body throughout the course of a day and night in a simulation of a [[Qadir]] myth. It was lost during the Great Storm.<br />
*Gold is seen by many states to be the standard in currency and is a common material found in monetarily valuable coins in Aloria. The Regal is one such coin and is coated in a thin layer of the substance which hides the common metal underneath.<br />
*The lower classes rarely have access to Gold themselves, and are known to be fooled into buying [[Pyrignis]], a material that only looks like Gold.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = Athelois, WaterDruppel, Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Steel&diff=24112Steel2019-09-27T15:31:04Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = steel.png<br />
|officialname = Steel<br />
|nicknames = Man’s Metal, Old Faithful.<br />
|proficiency = Requires 10 points in [[Metallurgy Arts]]<br />
|origin = Ceardia, Other<br />
|uses = Weapons, Armor, Tools, Construction<br />
|rarity = Common<br />
|accessibility = Middle and Upper Class<br />
|}}<br />
<br />
Steel is an alloy metal made by combining [[Ferr-Iron]] with an extreme heat that generates carbon. Due to its durability and generally low cost, Steel is widely used for many purposes, mainly weaponry, armor, and durable appliances. The metal takes minimal effort to create from Ferr-Iron ore and varies greatly regarding quality and appearance. The metal is also greatly significant in the study of [[Alchemy]] and [[Metallurgy]], as specialized metals such as [[Blacksteel]] cannot be created without it. While Steel products can get increasingly expensive based on its specialization and quality, it is used by many, though the poorer citizens of the world only rarely get their hands on it.<br />
<br />
==History==<br />
Steel has a clear history of development and creation among the [[Ailor]] since it is a manufactured product. After Ferr-Iron was discovered in [[Ceardia]], local Warlords tried to gain a similar advantage to the infamous Warlord Ferrson by discovering or crafting a new metal for use in weapons. It took several decades, but in 40 AC, a local Warlord known as Alexric in the east of Ceardia began arming his men with fearsome Steel weapons and platemail. Scant records remain of this initial creation process, but it is suspected Steel was first created by Warlord Alexric’s own “corps of engineers”, an innovation of warfare for the times. His own fate turned sour within a year, as he was forced to abandon an armory of these Steel creations, spreading the new metal out to rival clans. For other [[Races]], Steel was recognized as an improvement to Ferr-Iron. In the present day, most high-quality Steel is made in crucible furnaces, large industrial contraptions that heat the ore to such high temperatures that impurities are melted away. Tradesmen and blacksmiths all agree that the best Steel is made in the famous Holy Forges of [[Basta]], a large monastery-factory where monks toil to create high purity Steel from elaborate and gigantic crucible forges. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Most Steel, especially low-quality or impure Steel, takes on a simple gray color with some amount of luster. Bad examples also have discolored marks where the slag wasn’t burned away well enough. As the quality of the metal improves, it takes on a lighter tone and shines more brilliantly. The highest quality Steel, made either from the Holy Forges of Basta or by skilled blacksmiths, take on a faint wave-like pattern that glimmers and ripples when shined upon. <br />
<br />
===General Uses===<br />
Steel is used for everything ranging from weapons to armor to appliances and instruments that require some measure of durability. It is an affordable material that can be melted and used in other ways, should reforging be necessary. Depending on the carbon content of the metal, Steel can be made very hard and almost brittle, lightweight and flexible. Intelligent blacksmiths combine these traits, using a mixture of both types of Steel to create a precise balance of good characteristics. Beyond military equipment, Steel can be used for more peaceful purposes such as cooking utensils, craftsman’s tools, and a whole manner of goods that could be improved upon from Ferr-Iron or wood.<br />
<br />
===Abilities===<br />
Steel has a good balance of durability and flexibility and serves as a standard middle-ground for metals. When compared to Ferr-Iron, it is slightly heavier but far more durable and can be sharpened with considerably less effort. A more skilled Smith can properly temper a Steel creation for better effectiveness in combat, and create decorative inlays in weapons, tools, and furniture.<br />
<br />
==Trivia==<br />
*Creating high purity Steel at the Holy Forges of Basta is considered a [[Unionist]] worship of the Imperial Spirit and Humanity. Currently, the [[Sancella of Union]] has a monopoly in the highest grade Steel, using it to supply the Helerian Guard and the [[School of Lancyon]].<br />
*There is a practice among blacksmiths in the capital city of [[Regalia]], where they melt down statues of important figures and reforge them into weapons or armor. These heirloom items are hugely popular to collectors and sentimental nobility, who pay good money for such items.<br />
*Steel is rumored to have greater blacksmithing qualities that have yet to be fully uncovered. Beyond being crucial in the creation of Blacksteel, Steel is often experimented on in the hopes of creating new forms of Steel for specific functions in combat. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
}}<br />
[[category:metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=24111Blacksteel2019-09-27T15:30:51Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 15 Metallurgy Arts<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Commoner<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Regalian]] smiths based on ideas present in the [[Orcish]] forged metal of [[Black Iron]]. Instead of their more haphazard and sloppy forging, Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, with its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]]. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent development in [[Aloria]], developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Witnessing Orcish techniques in smithing, Regalian forges sought to refine it, to produce a darkened alloy without the impurities they knew weakened and ultimately made Black Iron somewhat limited in use. So it came to pass that several smiths simultaneously developed and refined ideas on the creation of such an alloy, meaning that no single blacksmith can be credited with creating Blacksteel. One group can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. The upper nobility tend to persue Skysteel and foreign metals to house in their treasuries, but Blacksteel is the more desired metal for its usability and value.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. <br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 10 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing is downright impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. <br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = BillyTheScroofy<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Metalitra&diff=24109Metalitra2019-09-27T15:30:20Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|officialname = Metalitra<br />
|nicknames = Dwarven Steel<br />
|proficiency = Requires 15 points in [[Metallurgy Arts]]<br />
|origin = [[Ellador]]<br />
|uses = Weapons and Tools<br />
|rarity = Rare<br />
|accessibility = Player Orders<br />
|}}<br />
Metalitra is often synonymous with the [[Dwarven]] race of [[Aloria]]. Their mythology and culture claims it to have been the heart of the “Ancient Holds” and the reason their machines and tools were superior to that of neighboring civilizations and empires during the times of old, shortly after the cataclysm. When discovered, Metalitra was way ahead of its time, acting as a directly mined steel with a superior weight to strength ratio. It was later discovered in the more recent Holds such as Skorr, Aldruin and Grebor due to their vast and complicated mining networks. With the introduction of the [[Urdweld]], the metal served as a valuable trade export as Dwarves abandoned their years serving as isolationists and finally left the holds to explore. Metalitra appears as a silver metal with dark grey swirls in its raw state, before being formed as a lustrous grey ingot once refined. Despite some rumors, the metal is much lighter than expected, although not the lightest metal known to Aloria. This makes it a valuable candidate for heavy weaponry to the Dwarves and it is used to make some of the largest battle axes and warhammers known to their culture. <br />
<br />
==History==<br />
It is not known when Metalitra was initially discovered, however in Dwarven historical texts, it is mentioned several times as a valuable metal used widely in the “Ancient Holds”. Due to Dwarven isolation and xenophobia, the metal was hardly seen outside of a hold bar from stolen or looted armor, tools, or weaponry scavenged from conflicts with foreign civilizations and empires, such as the [[Isldar]] in 305 AC when they took the hold of Alduin and enslaved the populace. Even before, when [[Dakkar]] threatened the holds and pushed the Dwarves out, the metal left the location from emigrating Dwarves. Throughout these events, the metal was rumored to have been heavy and unwieldy, though this is largely untrue and likely a lie spread to deter foreigners from getting their hands on the metal. It wasn’t until 307 AC, when King Blackhammer retook Alduin, that Metalitra was exported as a trade good, and, although still rare in foreign markets such as Regalia, it was much more common. Especially with the arrival of the Urweld and their mercantile trade caravans, the metal was dramatically exported to mostly Regalia, though other smaller states and nations throughout Aloria partake in the market, such as [[Anglia]], [[Ithania]], and many others. This, among the other exported minerals and goods, has created a trade surplus notably for the Holds of Aldruin and Grebor in the most recent year, 307 AC. <br />
<br />
A weapon of Metalitra make is expensive due to the still growing market of the metal from recovering holds. The majority of this influx is because of transportation costs. Most Metalitra is only found within the borders of Dwarven territories, though it is very possible to be located in other regions outside this area. The reason it is exclusive to the Dwarven kingdoms however, is because of the mentioned vast mining networks in many of their holds. Recently, most Urweld are noted to sell the mineral at a large, but reasonable price. As such, commoners usually don’t handle a weapon of Metalitra make, though it is possible, as some commoners have recently traveled to the location to purchase the products at much lower prices.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Metalitra appears as a dark gold/bronzish ore covered in dark grey and black swirling lines throughout the deposit. Once the metal is refined and crafted into a product, it has a dark grey shine to it that cannot be matched by any other metal. In fact, the blade of the metal can be likened to the color of dark ash mixed with dulled gold.<br />
<br />
===General Usage===<br />
The metal is typically used in tools, or weaponry of blunt force. The weight of Metalitra, although much more forgiving than steel, still is overbearing and requires one to hold a reasonable amount of strength to wield. This is generally due to the form of the weapon, which is crafted to be larger than typical steel weaponry, and, is designed to be much larger with an increased surface area. For example, a steel warhammer is usually limited to the amount of weight it holds, whereas a warhammer of metalitra is much less limiting, making the weapons trade off of weight to size superior than that of steel or [[Ferr-Iron]]. One swing of a Metalitra Warhammer can cave in a Platemail breastplate. The metal is strong, but it is not godlike. When using large weapons of Metalitra, the owner of the metal must be equally strong and train themselves daily to the same effect as someone using a smaller weapon of steel. With the equal amount of weight, but near overbearing size, weapons crafted from the metal are especially known for the risks of imbalance when in use.<br />
<br />
It is extremely impractical to use Metalitra for armor because of its weight, but it was used by the Dwarves for mining tools quite frequently. Pickaxes of Metalitra are especially efficient because of the amount of force you can put behind the swing; huge chunks of rock will come away from the target upon impact. Dwarven carpenters used small portions of the metal as small hammers. Almost any tool that a person would normally use can contain Metalitra, except for small tools that are meant for precision.<br />
<br />
===Abilities===<br />
Metalitra has many of the characteristics of Ferr-Iron but improves upon them in almost every way. It’s perfectly re-castable. In fact, one of the most convenient ways to obtain a custom weapon of the material is to recast an already made weapon of Metalitra. It is also very durable and strong, though only slightly more durable than Iron. Its strength, however, far exceeds Iron, only slightly stronger than steel; Metalitra, in return for its superior light weight to strength ratio, is capable of delivering devastating blows to opponents, and as a result, it is usually used in Warhammers.<br />
<br />
==Trivia==<br />
*It is unclear whether Metalitra is the ore that gave metal its modern name in [[Common]] or if the Dwarves simply adapted the name to include the word Metal as a symbol of their culture and the “Ancient Holds” of old.<br />
*Metalitra is also possibly used by the Isldar but others believe these examples are simply Isldar wielding parts of ancient Metalira tools and weapons from when the Dwarves were at war with them.<br />
*Almost all traveling Urweld have a large supply of Metalitra ingots and products among other Dwarven exclusive materials for sale. This includes trinkets, some armor, weaponry and tools.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana, JarrettdaCarrot<br />
|Processors = HydraLana, Havsbris_, AlphaInsomnia, WaterDruppel<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Regalian_Law&diff=24072Regalian Law2019-09-21T23:35:42Z<p>Jared4242: /* Regalian Holy Law */</p>
<hr />
<div>Regalian Law is a set of so called Law Books with a penal code designed to keep the Regalian public in line, both within the confines of a peaceful and stable society, but also for a clean and pious mind. These Laws don't always have a strict outcome punishment, and punishments may vary between Guard Charters and Organizations in Regalia. Generally speaking however, Capital Punishment is reserved only for Capital Crimes, and serious repeat offence of some of the more serious crimes as defined by the Law Books. Furthermore, most of these laws are changeable by the respective authorities. The Ducal Cabinet may petition the Emperor to change any laws of the State. Synodical laws are reserved for the Synod only, and may be changed only by the Synod, though also don't have any civil prosecution status and usually relies on the inquisition to be enforced. Capital Law may only be added to or altered by the Emperor of Regalia.<br />
<br />
==Imperial Law==<br />
Imperial Laws are laws enforced onto the Empire by the Emperor or the Imperial Legate, purely because of their influence on the Judiciary and Empire at large. These laws can and will change frequently, and usually are put into effect without the intervention or involvement of any central state figure or legal authority. Imperial Laws usually only apply to organizations associated with the Imperial family, the Imperial Court and the Imperial Family members themselves. <br />
<br />
===Imperial Guard Law===<br />
# The Imperial Guard cannot be commanded by any force or organization in the city of Regalia. <br />
# Imperial Guards are permitted to assist law enforcement in their endeavors of any organization.<br />
# House Kade is permitted to inflict bodily punishment on guards for violating the Imperial Guard Rules. <br />
# The Imperial Guard obey only to the commands of Kade House members, and their Commanders. No outsiders may command Imperials.<br />
# Imperial Guard may wear weapons of any kind and armor of any kind in any public or private setting.<br />
# Imperial Guard movement may not be impeded upon. They may enter any area as long as they have an Imperial edict to back their action.<br />
# The Imperial Guard has the sole right to arrest anyone on Palace grounds.<br />
<br />
===Imperial Prince Law===<br />
# Imperial Princes may not be physically touched without invitation or direct consent. <br />
# Imperial Princes may not be arrested, only put under house arrest in comfortable quarters.<br />
<br />
===Imperial Palace Law===<br />
# No weapons of any kind are permitted within the Imperial Palace by non-Imperial Guards.<br />
# Nobility are permitted to bring their Palests to the Palace but they may not wear armor of any kind.<br />
# No aberrants of any kind are permitted on Palace grounds.<br />
# The City Law Enforcement is not permitted to come onto Palace grounds to arrest an offender or otherwise enter the palace in any circumstance. <br />
<br />
==State Law==<br />
State Law covers all lands which are considered directly controlled by the Empire, meaning all lands which are not vassal states. Many of the laws however also apply to the Vassal states though can have local moderation and alterations. State Laws can be freely changed by Emperor or the Lord Chancellor. State Laws usually don't lead to Inquisitions or Heresy trials, they simply fall under Civilian Prosecution and as such are merely dealt with as Civilian matters. Punishments can simply be handed out by Regalian Guard Charters, or by the Civilian Courts should such a matter come before the Land’s Justice.<br />
<br />
===Regalian Common Law===<br />
# Wearing a weapon in public without express permission from authorities to do so is illegal.<br />
# To hide one’s identity, or to impersonate another person, is illegal.<br />
# To harm in self defense is only legal when under self-risk of bodily harm.<br />
# To harm another citizen or non-citizen Regalian resident, is illegal.<br />
# To deprive another Regalian Citizen of their freedom, is illegal.<br />
# To express or support Jacobinist views or goals, is illegal.<br />
# To be non Unionist and hold public office in the State, is illegal.<br />
# To act with intention to conspire against the State, is illegal.<br />
# To enslave outside of the confines of Saffran Law, is illegal.<br />
# To harm one’s self in any mortal way or intention, is illegal.<br />
# To indecently disrobe another person in public, is illegal.<br />
# To expose private parts of intimate body parts in public, is illegal.<br />
# To engage in child birth in public or other such non medical places, is illegal.<br />
# To moor an airship within the Crown Isle city limits, without government approval, is illegal.<br />
# To bear false witness or lie to an on duty Regalian Law Enforcer when the lie has been proven, is illegal.<br />
# To falsify or otherwise forge your own death or the death of another, is illegal.<br />
# To resist arrest from Regalian Law Enforcement, is illegal.<br />
# To attempt to break out of prison, is illegal.<br />
<br />
===Regalian Property Law===<br />
# To trespass on private property of a Regalian Citizen, is illegal.<br />
# To drunkenly and disorderly disrupt the public peace, is illegal.<br />
# To steal or damage belongings of other Regalians, is illegal.<br />
# To rob or mug a Regalian Resident in the State, is illegal.<br />
# To harm or damage a slave property of another, is illegal.<br />
# To endeavor to create or possess false currency, is illegal.<br />
# To renounce a Lifeguard oath without permission, is illegal.<br />
# To force or otherwise falsify State or Family records, is illegal.<br />
# To possess items deemed illegal or contraband in the State, is illegal.<br />
# To harm or kill the animals or livestock of another, save for certain self defense scenarios, is illegal.<br />
<br />
===Regalian Marriage Law===<br />
# To engage in fornication before marriage while there is a patriarch of matriarch bar, is illegal.<br />
# To engage in adultery while actively married with a spouse without the Judicial consent forms, is illegal.<br />
# To neglect, ignore, or fail to provide for a married spouse, is illegal.<br />
# To neglect, ignore or fail to provide for a sired offspring, is illegal.<br />
# Marriage in the Regalian State is only legal between two consenting persons who are permitted by their respective family heads.<br />
# Upon death, unless inheritance bequeathed, possessions pass to next of kin.<br />
# To marry or engage in 1st degree incestuous relations within a family, is illegal.<br />
# To attempt to produce a miscarriage is illegal in any way or form or shape.<br />
# To conspire or engage in marriage under duress of any thread, is illegal.<br />
# Marriage is legal between any and all races, however marriage with a First Civil Status citizen does not bequeath Citizenship or First Civil Status.<br />
<br />
===Regalian City Ordinances===<br />
# Any Non-Civil Status, Outsider Status, Slaves, and Half-Races must carry an identification card on their person (or owner) within the Holy City. An identification card may be registered with a Violet Captain or above at New Greygate or either checkpoint upon the Old Town bridges. Caught not carrying your identification card will first lead to a fine of 25 regals, next strike a night in Greygate and a 25 regal fine, therein doubles in price each consecutive time afterwards.<br />
# Any person caught littering within the Cathedral district shall be fined, 40 regals.<br />
# Any person caught participating in a form of bounty hunting without a registered license with a Violet Captain or above shall be arrested, their equipment forfeit, and fined 40 regals.<br />
# Any person seeking to publicly advertise their business must register their advertisement through the Secretary of Trade, stamped with their seal. Any advertisement without this stamp shall be fined, 50 regals.<br />
<br />
===Regalian Political Law===<br />
Political Laws are legislation enacted to deal with offenders who intend to disrupt the functioning of the Regalian Government, the State and in some cases, harm the Emperor himself. These laws generally require long term incarceration outside of Regalia in a High Priority prisoner citadel.<br />
<br />
# To create a criminal organization and recruit members to its cause, is illegal.<br />
# To enter a criminal organization and work towards its cause, is illegal.<br />
# To support, aid, and associate with criminal organizations, is illegal.<br />
# To preach jacobinism and rebellion through propaganda, is illegal.<br />
# To rebel against the Government, and the Empire, is illegal.<br />
# The Chancellor of the Empire therefore deems it illegal to follow the ways of the Molotok Doctrine, as well as to follow any organization or collective that promotes the ideals of jacobinism and/or heresy.<br />
# To commit to enacting ones own perceived justice without the legal authority to do so, and to neglect the authority of the Regalian Law enforcement and interrupt them from their work, is illegal.<br />
# To act with the intent to incite public unrest against Nobility and State, and to promote anti-Government ideals through the means of propaganda, ill-motivational speech or manifesto, is illegal.<br />
# To commit to engaging in duplicity, deceit, or political subterfuge against the governors of State administration serving under and for the Emperor, is illegal.<br />
# To deny a member of nobility access to public properties and establishments, save for self-defense or public disruption scenarios, is illegal.<br />
<br />
===Regalian Civil Status===<br />
# Ailor, Sihai(Ch'Ien-Ji), Dwarf, Qadir, Url, Allar, Orc, Varran, Songaskia, Altalar, Avanthar, Cielothar and Sihndar First Civil Status Races.<br />
# Yanar are considered Protected Civil Status.<br />
# Isldar are considered Protected Civil Status (Isldar retain First Civil Status if they are guards)<br />
# Slizzar and Maraya are None Civil Status, thus they are not permitted to defend themselves in Court or marry with First Civil Status individuals. They will however still be protected from physical harm or brutalizing in public.<br />
# Kathar are Outsider Civil Status. Outsider Status have no rights or protections in Regalia.<br />
# Any individual who is not First Civil Status may be gain such a status by the Secretary of Heritage. <br />
# Most Half-Races are considered First Civil Status Races as long as both parents are First Civil Status. If they have only one First Civil Status parent, they shall become Protected Civil Status. If they have no First Civil Status parents, they shall be None Civil Status. <br />
<br />
===Regalian Holy Law===<br />
# To subject to afflictions of the body such as Vampirism, is illegal.<br />
# To subject to aberration such as learning Magic or Undeadism, is illegal.<br />
# To subject to vileness such as Demonism & Possession, is illegal.<br />
# To convert away from Unionism, is illegal.<br />
# To cause harm or spill blood in the Holy Ground of Union, is illegal.<br />
# To cause insult or harmful word in the Holy Ground of Union, is illegal.<br />
# To seize upon another person in the sanctity of a Temple of Union, is illegal.<br />
# To fornicate or copulate in the confines of Holy Ground of Union, is illegal.<br />
# To blaspheme against the Regalian Unionist faith & Spirit, is illegal.<br />
<br />
===Regalian Knight Law===<br />
# The following Knight Orders may open carry non-military grade weapons and Plate Armor:<br />
## The Viridian Order <br />
# Knights are permitted to enter the Imperial Palace without armor and weapons to engage with Nobility but can be expelled by Imperial Court Officials for poor behavior. <br />
# Knights may enforce Regalian Law when called upon the Violet Order to do so.<br />
# Knights may engage in honor duels within the Knights Quarter and other combat areas.<br />
<br />
===Regalian Insult Law===<br />
# Any person calling a woman a harlot, without proof, is fined 30 Regals.<br />
# Any person calling a man a coward, without proof, is fined 20 Regals.<br />
# Any person insulting the sanctity of a Reverend, is fined 20 Regals.<br />
# Any person offending the right of Nobility or Nobles, is fined 40 Regals.<br />
# Any person who commits to a false oath and violates it, is fined 100 Regals.<br />
<br />
===Regalian Noble Law===<br />
# To actively disrupt or compromise a public Government assembly after warnings, is illegal.<br />
# To deprive another Noble of a Ducal Cabinet vote in any way, is illegal.<br />
# To falsify Noble seals & stamps of other Noble Houses, is illegal.<br />
# When guilty of damage, both a Family House & Offender must compensate.<br />
# Marriages between a titled member of peerage to another of another Titled family, of either sex, which would result in the passing of a landed title from one family to the other, must be brokered and approved by the Imperial Court otherwise the title of the individual taking the name of the dominant family will expire and default back to the Emperor for redistribution. <br />
<br />
===Regalian Mercenary Law===<br />
# Mercenary Companies must be legally registered with the Mercenary Commander to operate in the Holy City.<br />
# Mercenaries may only wear up to half plate armor and may wear such off duty.<br />
# Mercenaries may only open carry non-Military grade weapons in Regalia when engaging in a work contract. <br />
# Mercenaries must obey all Regalian Law when contracted. <br />
# Mercenaries must obey Regalian Law Enforcement orders from ranks Captain and above. <br />
<br />
===Noble House Guard Law===<br />
# Nobility may have a House Guard utilizing half plate armor but no helmet and non-military grade weapons. <br />
# The House Guard must defend the lives and keep safe the nobles they serve from harm.<br />
# The House Guard may detain any attackers that attempt to harm the nobles they serve and transfer them to the Violet Order. <br />
# The House Guard must act to defend, not to attack others. They may not draw swords for any reason but for defense of their noble patron. <br />
<br />
==Regalian Honneurs Law==<br />
Honneurs Laws are a set of Laws dictating the behavior of nobles and others in respects to nobles. It is important to mention here that Honneurs laws work a little differently than State Laws, in that their actual enforcement is not strictly mandatory to the Regalian Guard. That is to say, formally the Guards should enforce these laws when asked to do so, however the Guards will not be disciplined for failing to act on these Laws should their sensibilities demand they do so. Regalian Guards must however respect the Laws which specifically dictate their actions, and may end up being suspended for failing to respect Noble Privilege. Regardless how the Regalian Guard responds to Law violations, any and all violations may still be tried to the Noble Court if the Guards fail to act on the Honneurs violations. For further reference, a list of all proper forms of address:<br />
* The Emperor is your Imperial Holiness (Alexander Kade)<br />
* The Princes(ses) are your Imperial Highness (Cedric, Florance, Valdis, Thaddeus Kade)<br />
* The Prince Sovereigns or Kings are your High Eminence (their relatives are just Ser/Sera/Madam/Madame)<br />
* The Prince Electors are your Eminence<br />
* The Lord Chancellor is your Eminence<br />
* Secretaries of the Government, if Noble, are referred to by their noble title, if untitled or a Commoner, refer to them as your Councilman/Councilwoman<br />
* The Dukes are your Grace<br />
* The Counts are your Lordship/Ladyship<br />
* The Barons are your Lord/Lady<br />
* Syndic Councilmen are Patrician<br />
* Untitled nobility are Ser/Sera/Madam/Madame<br />
* Reverends are your Holiness<br />
* Other employment related titles are not covered<br />
<br />
====Naming Honneurs====<br />
It is an affront to Honneurs to refer to those of Noble Blood by their first name, use nicknames, or otherwise bring shame on their noble house by treating them with a familiarity that is inappropriate outside of the confines of one’s own home through address. Offenders are to be fined, and repeat offences are to be imprisoned for offence to Nobility.<br />
<br />
====Title Honneurs====<br />
It is an affront to the Honneurs to refuse to acknowledge the title of a person, especially when higher in rank to the person offending, however there remains more flexibility in this law. Generally speaking, if a person is refusing to acknowledge a noble’s titleage in address (while still respecting the proper naming law) for political reasons, it is not an affront to Honneurs. If however a person habitually does not use proper title address for no clear political gain or principle, then it is an affront to Honneurs. Offenders are to be fined, and repeat offences are to be imprisoned for offence to Nobility. Furthermore, for those who lack the wit to fulfill the obligations of this law, but still wish to respect the right title address, they may use the address “your honorable eminence”, which is a title deference used to respect anyone between Baron and Duke, but not Princes or the Emperor who still require Imperial distinction. Using this form of address sends a clear message of one’s intellectual capacity in a negative sense however. <br />
<br />
====Physical Honneurs====<br />
It is an affront to Honneurs for a man to touch the bare skin of a woman that is not his wife without the separation of a silken handkerchief or a cloth linen glove. To touch a married woman, even with such acceptable barriers, is an affront to Honneurs, unless she has invited the person in question to do so with honorable intent and reason. Offenders are to be imprisoned for Noble Impropriety.<br />
<br />
====Marital Honneurs====<br />
It is an affront to Honneurs for nobles to refer to genitalia, the act of coitus or otherwise glorify their sexual prowess, sexual activities and other vulgar remarks to do with intimacy. Further expansion to this law sees the act of drinking or eating from the same serving or container as another person as vulgar. Offenders are to be fined, and repeat offences are to be imprisoned for Noble Impropriety.<br />
<br />
====Duelling Honneurs====<br />
It is an affront to Honneurs for nobles to engage in a violent confrontation without the proper rights observed. These rights can be acquired one of two ways: Either the Emperor has to grant consent to an honorable duel, or if both parties pertain Knights of any Knightly Order, then the Chapter Head may grant permission for the two Knights. Offenders are to be imprisoned for Noble Impropriety, on top of the State Law punishment for assault.<br />
<br />
====Enfranchisement Honneurs====<br />
It is an affront to Honneurs for nobles to engage in employment, tasks or otherwise activities that are normally considered the employment of the lower classes and the common folk. There are exceptions to these: nobles may engage in employment in their own establishments as long as these establishments carry societal relevance or importance, and any noble may serve in the Regalian Guard or Knightly Order or Medical institutions without offending the Honneurs. Offenders are to be fined for Noble Impropriety.<br />
<br />
====Sanctity Honneurs====<br />
It is an affront to Honneurs to blatantly and with literal language: threaten, coerce or use violent language as a means of intimidation or retaliation outside of the comfort of one’s home. For all intents and purposes, threats which include violence will be seen as confessing to have the intent to murder or violently assault another noble, and should be punished by State Law in accordance as if the act had already occured. <br />
<br />
====Household Honneurs====<br />
It is an affront to Honneurs for Guard to violate the authority of a noble household head over their household. This means that a noble household head, a person formally registered as the legal owner of an estate property, is permitted to deny entry to their estate on grounds of Honneurs without a warrant from the Emperor, or unless there is credible proof to the risk of loss of life, conspiracy against the State or Emperor, or Heresy. <br />
<br />
====Arresting Honneurs====<br />
It is an affront to Honneurs for Guards to chain or otherwise publicly humiliate nobles by shackling them, slapping them, using violence on them unless they are resisting, or otherwise draw obvious attention to a noble being escorted to prison. All guards should endeavor to draw as little attention as possible by proclaiming the arrest reason or even the use of the word arrest without subtlety and poise. Guards must, if asked for the reason for an arrest by any noble, inform them of the reasoning, but only in such a way that commoners cannot hear, and commoners should never ask Guards why a noble is being arrested. <br />
<br />
====Publication Honneurs====<br />
It is an affront to Honneurs for nobles to publish more than a single denunciation publication against another House within the timespan of 30 days. When public denunciations are made they must be signed and delivered to the Bureaucracy for publication and delivery to all the noble houses. Compiling more denunciations that the legally allowed limit will result in censorship as well as a fine. <br />
<br />
==Capital Law==<br />
Capital Law are the worst committed crimes in the State of Regalia which default to execution. Any and all Capital Law are based on first offence, unless specified otherwise, and if adequate proof is found of the crime, the guilty party is immediately executed. <br />
# To violate the Sanctity of any woman, or to seize upon a woman through fornication without consent, and with adequate presented proof, is punished with burning at the stake.<br />
# To violate the safety of the Regalian State, and to harbor intentions to seize with armed forces the civil government, and with adequate presented proof, is punished by quartering.<br />
# To commit to the murder of five individuals or more, and to harbor no guilt or conscience to these crimes, and with adequate presented proof, is punished with burning at the stake.<br />
# To commit to the murder of three individuals or more of ages below adulthood, and to harbor no guilt or conscience to these crimes, and with adequate presented proof, is punished with burning at the stake.<br />
# To commit to convert away from the Unionist Fate, and to resist attempts of corrective conversion, and to show no remorse of this religious crime, and with adequate presented proof, is punished with burning at the stake.<br />
# To commit to Jacobin ideals, to attempt to subvert the rights of Nobility by overthrowing, and with adequate presented proof, is punished by live flaying until death.<br />
# To commit treason against the Regalian State by assisting foreign nations or granting knowledge or assets of the Regalian Empire to other nations, and with adequate presented proof, is punished with whipping until death. <br />
<br />
==Special Ordinances==<br />
Special Ordinances are laws adopted in the past by Emperors that fulfill certain roles. These laws are not part of common state law, because they only address one specific point in society, but are still valid across the Empire.<br />
# All laws prescribed in [[Szabadok_Culture#Laws|Southland Laws]]<br />
<br />
==Military Law==<br />
Military Laws are laws that govern specifically how the Regalian Military and Navy forces operate and punish individuals serving as Generals, Admirals, Soldiers and any other retinues of war that fight on behalf of Regalia. These laws may be freely added to or altered by popular vote by the Imperial Marshal Cabinet and can be enforced by Military Tribunal, and where required, the City Guard. <br />
# Within the military Forces, hierarchy is strict. To disobey the hierarchy is to invite weakness to the Weapons of the Crown. A Military Tribunal trial will be enacted upon those who act with dishonor and ill conduct. Court Martials will be held by the Imperial Court Marshal and two Generals or Admirals chosen by the Imperial Court Marshal or the Emperor.<br />
# Soldiers of the Regalian Empire must always be treated with personal preference. Where applicable, businesses must show higher priority, and better care for their dealings with soldiers. Public establishments should endeavor to care for the well being of soldiers first.<br />
# It is forbidden to wear outfits from organizations to which one is not a member, and it is illegal to pretend to be a rank which one is not. Pretense in rank is strictly punished with expulsion and a Military Tribunal trial.<br />
# To undermine the Regalian Navy through sabotage or negligence is strictly punished with a Military Tribunal trial. Military Officers are expected to show competence while commanding troops, managing supplies and equipment, or acting on behalf of the Regalian Navy.</div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=24071Blacksteel2019-09-21T13:31:19Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 20 Metallurgy Arts<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Commoner<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Regalian]] smiths based on ideas present in the [[Orcish]] forged metal of [[Black Iron]]. Instead of their more haphazard and sloppy forging, Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, with its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]]. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent development in [[Aloria]], developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Witnessing Orcish techniques in smithing, Regalian forges sought to refine it, to produce a darkened alloy without the impurities they knew weakened and ultimately made Black Iron somewhat limited in use. So it came to pass that several smiths simultaneously developed and refined ideas on the creation of such an alloy, meaning that no single blacksmith can be credited with creating Blacksteel. One group can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. The upper nobility tend to persue Skysteel and foreign metals to house in their treasuries, but Blacksteel is the more desired metal for its usability and value.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. <br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 10 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing is downright impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. <br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
|Processors = BillyTheScroofy<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Dwarf&diff=23817Dwarf2019-09-07T03:25:15Z<p>Jared4242: /* Aldor */</p>
<hr />
<div>{{Info races<br />
|image = Dwarf.png<br />
|pronunciation = Dwoh-rf<br />
|classification = [[Human]]<br />
|subraces = Mithorrin, Aldor, and Urdweld<br />
|nicknames = Stout Folk, Mountain Men, Deep Folk<br />
|languages = [[Common]], [[Dwarven]]<br />
|naming = Scandinavian, and Fantasy Dwarven names.<br />
<br />
|distinction = Stout, compact humans with exaggerated facial features and incredibly effective mining, smithing, and battle techniques<br />
|maxage = 130 years<br />
|height = 4’0” - 4’11”<br />
|weight = Varies based on Subrace<br />
|eye = Varies based on Subrace<br />
|hair = Varies based on Subrace<br />
|skin = Varies based on Subrace<br />
|}}<br />
<br />
The Dwarves of [[Aloria]] are a people defined by adversity in the face of great tragedy. Dwarves are said to have originated from the very mountains themselves, and some scholars still debate just how far back the existence of the Race goes, a difficult task given the majority of their time has been spent living underground. Dwarven Kingdoms once occupied great and awe-inspiring caverns of stonework and glittering gemstones, and the mightiest of surface and subterranean fortresses whose ruins yet litter [[Ellador]]. A suspicious people, they have been forced to immigrate into Ailor society in order to survive deadly encounters with [[Dakkar]], [[Isldar]] and the greed of their own people. Up until a few short years ago, it seemed to many like their people risked dying entirely. But with newfound wealth and hope spawning from the depths of Ellador, the Dwarven people are beginning to find a real foothold in all corners of the world, spurred on by the uncovering of a third split of Dwarven society in the Urdweld. Along with the Aldor and Mithorrin, who are still greatly divided peoples within the same Race, the Dwarves are united by their adaptive personalities, hardy bodies, and shrewd tactical minds. They are a people defined by their Clans, their Kings, and their almost unilateral faith in Duindin and his teachings. <br />
<br />
==Physical Characteristics==<br />
Dwarves can generally be described as very short humanoids, though upon closer inspection their proportional differences become apparent. Dwarves are broader than their Ailor cousins by a considerable margin; though to make them have a comparable weight despite their lacking height. Dwarves do not grow above five feet in height, with the smallest of their folk coming in at four feet tall. Females tend to be a few inches shorter and a little less broad than the males, though they remain thicker and stickier than most other Human Races. A Dwarf’s lifespan is about 130 years, but earlier deaths are common. While Dwarves reach maturity at a comparable speed to [[Humans]], they will begin to show grey in their beards shortly after their one hundredth birthday, and will only begin to show dehabilitagine effects of aging one year prior to their death. Dwarves will usually sprout brown, red, and black hair, and very rarely golden hair. Dwarven eye colors tend to stay around black, brown, or grey. All Dwarves can very occasionally have blue eyes, and this is thought to be a child who has received a blessing from [[Duindin]]. <br />
<br />
All Dwarves have three interesting traits owed to their stocky bodies and the hardy lifestyle of their ancestors. Their respiratory systems are incredibly adaptive after evolving to suit the harsh conditions their ancestors endured. This means that Dwarves can extract oxygen from heavily contaminated or dirty air. They’re capable of breathing smoke (even [[Obscura]] smoke) with only minor discomfort, and poison gasses have dramatically reduced effects on them. For example, gas potent enough to knock out an Ailor will only make a Dwarf feel very fatigued. Dwarves are incredibly resistant to poisons entering their bodies through other means as well, taking roughly thrice the dosage of the other Races for any effects to begin to show. Dwarves have a curiously accelerated healing rate when compared to other Human Races. As a general rule, a Dwarf will spend half as much time in a healing house than an Ailor will with identical injuries, and their bones will be twice as unlikely to break. A Dwarf’s wounds will clot fairly quickly, blood forming into thick, protective scabs to shelter open injuries. Dwarves take in a very demanding diet to keep up with these abilities, needing twice as much food to feast upon as even the hardiest of humans. Famine is a constant concern for the Dwarven people, making them ideal trading partners for those lands with plenty of agricultural gains. Dwarves who live very average physical lifestyles will garner enough exercise to maintain a “chiseled” physique, resulting in the stout but powerful people. This varies a little when dealing with Urdweld who have a skinnier, slightly hunched build. Dwarves who do not engage themselves physically will earn a most impressive beer gut, and become more fat than stocky within a few short years. Dwarven magic users tend to suffer this most of all, as do scholars. Half-Dwarves will take on a Dwarven appearance over whatever the other parent was, though they do inherit the above quirks at lessened effectiveness. As a final note, a half-Dwarf will ''always'' age at the same speed as an Ailor, with an identical lifespan, regardless of parent Races. Aldor tend to have slightly tanned skin. Finally, female dwarves are technically capable of growing beards, but it takes dwarven women five years to grow a full beard. <br />
[[File:UrdweldDwarfSkin.png|200px|thumb|right|An example of an Urdweld Dwarf Minecraft Skin.]]<br />
===Mithorrin===<br />
Mithorrin can best be described as “traditional” Dwarves. Up until the year 26 AC, they were the only species of Dwarf known to exist. Mithorrin tend to have very pale skin. Their facial features are large and dramatic, if not a little bloated. Their brow, nose, ears, and jaw tend to stick out away from their face. Mithorrin will style themselves very aggressively to reflect their culture and personality, with braided or wildly-cut hair. Braids, mohawks, shaved heads, or grown out long hair are all very common among the Mithorrin, and males are also fond of growing out and styling their beards with equal dramatism. The more elaborate a beard the more potential for trouble however, as it is common all dwarven cultures for one dwarf to tug on another’s beard, usually as a sign of dominance or disrespect. Mithorrin lie on the more extreme end of the physical spectrum for Human species and are capable of carrying around twice their body weight on their backs. Males and females aren’t entirely similar, but they’re certainly not diverse, with universally broad, strong builds. With origins in the Elladorian Holds, their skin is always on the paler side and their hair is often light, with blondes, reds, and lighter browns as the vastly dominant colors. Black and darker hair colors aren't as common among the Mithorrin. Common eye colors are greys, blues, and occasional greens. Mithorrin Clans tend to be centered around Duindin and can be considered more traditional, and Dwarf-centric.<br />
===Aldor===<br />
Aldor have undergone centuries of inbreeding with Ailor cultures, and as a result look far more approachable and pleasant to the Ailor eye than their Mithorrin counterparts. They have very similar faces to the Ailor, but mostly maintain a stocky, Dwarven build (Though, naturally, they aren't as wide as the Mithorrin). Gender diversity has also been wildly enhanced by mixed genetics. Male Aldor tend to have broader, rather masculine frames, while female Aldor tend to have smaller (but still broad by Ailor standards), rather feminine frames. Physically, Aldor are less impressive than their cousins, and while they can hold more weight than an Ailor, they tend to lose out in shoving matches due to their short limbs. Perhaps the most notable trait of the Aldor is their diversity. Centuries of blending with Ailor culture has spread the Aldor far and wide. They can be found as far as [[Daendroc]] or [[Ithania]], and their skin, hair, and eye color vary as much as the natives of these lands. An Aldor from Daendroc can be darkly tanned with brown hair and eyes, for example. Aldor do not tend to identify themselves by Clans, being far more prone to ingratiate themselves in Ailor society. Aldor tend to be very adventurous, and when Dwarven remains are found within ruins, it is more often an adventurous Aldor than an elusive, unburied Mithorrin. Aldor tend to die young due to their adventurous and glory-driven lifestyle.<br />
<br />
Songaskia and Qadir have produced their own varients of Aldor, known as the Desert-Aldor and the Brown-Dwarves respectively. While their Proficiencies remain the same as "normal" Aldor, their cultural background tends to favor their particular background. Desert-Aldor are particularly known to be very self-aggrandizing, seeing themselves as bother protectors and inheritors of Dragon Culture, and in keeping with the Dwarven ideals of Duindin. They tend to be incredibly confident and at times lack the reverence seen from other Dwarves. Brown-Dwarves are known to be the most intelligent of the Dwarves, rivaling if not outright being more clever than even the Urdweld. They are also supremely skilled in goldsmithing and fine craft works, though Qadir Aldor, Brown-Dwarves, do tend to be very rare and almost always ostracized by both Dwarven and Qadir society.<br />
<br />
===Urdweld===<br />
Said to be so ugly that they sought gold to afford good looks, the Urdweld are considered eyesores among the Mithorrin and Aldor. This is cultural bias at its greatest, as the main difference between the Urdweld and their brethren kin is the large red noses and pronounced brow ridges that give off the impression of an eternally angry expression. They have a very similar physical size and build to the other splits of dwarfkin, but they are typically a few inches shorter and less muscular. A remarkable trait of the Urdweld is their hair, which grows an inch every week, six times as fast as any other Race. It is very common to find Urdweld Dwarves with hair sticking out almost every part of their skin. Not even their women are spared from this freakish growth, as they too are known to grow hair in every place a man could expect. Their skin ranges from a sickly pale to ashen grey and even darker shades of black, as hundreds of years with very little contact with the outside world has kept them away from the sun. The Urweld split enjoys a slighter longer lifespan of 150 years of age. Urdweld hair, of note, is near always black but appears in a bizarrely wide variety of styles, cuts, and textures. A dark blue hair color is a rarity among their people. Somewhat more common is a sickly dark blue eye color, though about half maintain the usual dwarven eye colors.<br />
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==Mental Characteristics==<br />
All Dwarves will have a unifying tactical, enduring, and intensely stubborn view of the world. Given the many tragedies inflicted on their people, all Dwarves possess a hardy mental fortitude to match their physical constitution. While capable of being “merry” with all sorts of folks, all Dwarves are also inherently distrustful of other Races, and thus are prone to intense loyalties and bitter grudges. Additionally, Dwarves of all sorts value competency and strength, though each of the Dwarven peoples has a different perspective on what it means to truly be strong in the face of adversity.<br />
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The Mithorrin, being the most traditional of the Dwarven species, greatly value loyalty and the honoring of their ancestors. Unity is a strong trait within these Dwarves; they will gather a close-knit circle of friends and neighbors whenever possible. Mithorrin consider the safety and advances of the Dwarven people paramount above all, and worship Duindin more intensely than their brothers. While this circle will usually remain among Dwarves, the Mithorrin will occasionally befriend a non-Dwarf. This is a great honor to Dwarven society, with these few friends of the Dwarven people being christened “Ørbrodir”, or “Brother of Stone“. Mithorrin will go out of their way to be “Merry” with all, using that word to differentiate between those they consider true friends and those they will drink and sing and do business with. Mithorrin have slow-burning tempers, but when they boil over they are capable of an intense display of fury. <br />
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Aldor, being the product of Ailor and Mithorrin relationships over several centuries, are greatly opposed to the traditionalistic practices of the Mithorrin. Like the Mithorrin they possess an intense mental fortitude, but they see this trait as proof Dwarves are meant to be free and act as individuals, rather than remain in the “stuffy” clans of the Mithorrin. Aldor are more suited to inventor and tinkerer work, with some preferring to study with other Races to advance their chosen technology. A Mithorrin Dwarf may see an obstacle as something to be endured and fought directly, but an Aldor is more likely to manipulate others to solve the problem at hand. Their thought process is immediate, bordering on the impulsive, a stark contrast from the usually patient Mithorrin. Aldor are not quite as disciplined as their Dwarven brothers and are more susceptible to addiction and vices. That said, they are usually very empathetic to non-Dwarves, and make for fine merchants and workers within Ailor societies. <br />
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When it comes to engineering and finance there is only one Race that stands without a rival, and those would be the Urdweld. As much as the Mithorrin and Aldor hate to admit it, it was the Urdweld who truly made the Dwarves masters of the mines, with their astute, calculative minds set on efficiency and hoarding. Urdweld have begin to typically wear jewelry from other races to flaunt their influence. The Urdweld’s greed is a point of contention among the Dwarves, it having driven hundreds of conflicts between both their people and outsiders. If there anyone who would sell their mother, it would be an Urdweld, and as it happens they are actually known to do so. Unhinged capitalism aside, the Urdweld are quite fond of spending their hard-earned wealth. The indulgent waste of Urdweld nobility can cause economic booms for entire cities in Aloria, and even the lowborn of Urdweld are able to throw away money that would make the average [[Regalian]] merchant sweat.<br />
===Dwarven Soul===<br />
Dwarven Soul is an ability inherent in all three splits of the Dwarven people. While the particular abilities of all three manifest in slightly different ways, all Dwarves are able to call upon a primal force within them to enhance their abilities and to manipulate the world around them and themselves. The exact source of this power is a closely guarded secret and is even unknown to the vast majority of the Dwarven people themselves. The common view of these abilities is that they are given by the Dwarven spirit Duindin and the only known ways for these abilities to be lost to a Dwarf is through particular afflictions such as [[Vampirism]], [[Phantasma]], etc. or through isolation from their kind for a period of more than a week. Dwarven Soul manifests in six particular “Souls”, with each soul granting a particular power, usually for the duration of a week. The names of each Soul come from Dwarven folk heroes who were said to be alive during Duindin’s initial lifespan and were his trusted companions and advisors. The Dwarven Soul is chosen when a Dwarf awakes in the morning on the day they are able to change to a new soul. The decision is based on whatever they most desire to accomplish, create, or manipulate in the world in that moment of waking. The choice can come from foreknowledge of that day’s work, but more often than not is the true desire of the Dwarf upon their first waking moments. Dwarven Soul cannot be interrupted, cancelled, or blocked by any other Power besides the Maraya Race-Weave. Once a Soul has been taken on by a Dwarf, they are unable to change it for a full week.<br />
{| class="wikitable"<br />
! style="font-weight:bold; background-color:#c0c0c0;" | The Dwarven Souls<br />
! style="font-weight:bold; background-color:#c0c0c0;" | Effect / Ability<br />
|-<br />
| Soul of Halsörn (Health)<br />
| The Soul of Halsörn allows a Dwarf to soldier through wounds that would fell most others. This ability allows a Dwarf to focus their willpower to such an extent that they are briefly, for 15 seconds, completely impervious to all pain. While still traditionally hardy, this does not make them immune to the physical harm that will follow, nor the pain from wounds that will be felt after the 15 seconds have gone by. In addition, after the 15 seconds have elapsed, the Dwarf will become unable to engage in further combat from exhaustion and requires a full night's sleep to fully recover.<br />
|-<br />
| Soul of Lågna (Calm)<br />
| The Soul of Lågna allows a Dwarf to channel their will to a complete desire for calm. They take on a stoic nature that does not allow for them to be emotionally compromised, maintaining a slightly welcoming, but largely stoic demeanor that cannot be broken by any emotional or physical abuse or temptation. This Soul is only useable by Urdweld, who desire complete control of their emotions so that the efficient accruement of wealth can be prioritized.<br />
|-<br />
| Soul of Hånfverk (Creation)<br />
| The Soul of Hånfverk allows a Dwarf to make a singular item of extraordinary value, their [[Metallurgy Arts]] [[Proficiency]] raising by 10 points for the purpose duration of the item creation. Through a long forging process that involves the sacrifice of their own blood and a full day spent forging that one singular item, they are able to create this extraordinary object. This process can only be done once every two weeks, as when the item has been created, the Dwarf loses the ability to take on a new Soul for a fortnight. The physical and emotional drain that comes when invoking the Soul of Hånfverk is said to take five years off a Dwarf’s lifespan and appearance, ensuring it is only used as the mightiest gift a Dwarf can bestow to another. Only Mithorrin can take this Soul.<br />
|-<br />
| Soul of Bråverk (Truth)<br />
| Those who believe in any of the [[Dragon]] related faiths are able to use the Will of Denial to create an area of effect in which [[Void]] or [[Exist]] based Magic simply does not work. This is done by crushing a bone-bangle on a traditional Dragon Worship armband (which may have up to 3 bone bangles on it at any given time for balance). When such a bone bangle is crushed, it quickly spreads out white [[Soul Essence]] dust in a radius of 10x10 blocks around the Dragon Worshiper, in which Magic cannot be cast from, or cast into for at least 10 minutes. However, it has no effect on already cast Magic or Magic that has already taken hold inside the area. The area also cannot move post-cast.<br />
|-<br />
| Soul of Torvakt (Protect)<br />
| The Soul of Torvakt, usually only used by Dwarves trained in shielding, allows an individual to enter a state of chillingly calm defense. They are able to hold their ground and deflect or parry a blow, and stop the attacker in their tracks. The attacker will be unable to pass by the dwarf or move out of melee range of the dwarf, and can only attack the dwarf before them. This can only be upheld for 30 seconds and can only be done to protect one particular individual, that the dwarf in question decided upon when they took the Soul, whether it be to allow them time to run or recover. It is broken if any other individual attempts to harm the attacker, or if the Dwarf in question attempts to harm the attacker.<br />
|-<br />
| Soul of Hämnd (Revenge)<br />
| The Soul of Hämnd is seen as something of a taboo in Dwarven society and is very rarely used as a result. The Soul of Hämnd allows a Dwarf to brand an enemy as a “Gravemarked”, which, upon physical contact, will mark the individual in the eyes of all Dwarves as such, resulting in a dark, smokey aura that can only be seen by other Dwarves, indicating the person is not to be trusted. This is only ever done against an individual who commits a grievous slight or atrocity against the Dwarven people and can only be lifted by the Dwarf who marked them, or if a full month has passed since the marking. If the Dwarf who marked them is to die, the Gravemark will be lifted. The Gravemarked will feel or perceive nothing at all. <br />
|}<br />
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==History==<br />
Dwarves are scarcely found in the texts of other Races due to their self-imposed xenophobia and isolation throughout most of their ancient history. Dwarves appeared to simply sprout up from the mountains, a myth the Dwarves seem more than happy to spread. In the days before the oldest written records of Ølovomm, the days the “Ancient Holds” were rumored to exist, but very few records of these exist into the present day. Rumors of such Ancient Holds existing as far north as Jorrhildr have spread into the current day, adding to the number of dead adventurers littering the frozen wastes of Jorrhildr. Rumors of ancient subterranean Holds connected to vast and fortunate cave systems keep adventurers coming to Ellador and Jorrhildr both. The first “modern” Dwarven Hold was the [[Ølovomm]] Hold, established somewhere around 700 BC by a group of a dozen or so Dwarven colonies who--in a rare moment of Mithorrin innovation--observed the changing world around them and sought to unite themselves in order to remain relevant and successful in the developing world. Each Hold’s Kings came together to form the Hold’s council, or “Mountain Council.” To this day, Holds operate on an Mountain Council of exactly seven Kings. Even though this was never intended to be a permanent system, the fierce traditionalism of the Mithorrin has set the method in stone for good.<br />
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Dwarven population skyrocketed due to Ølovomm’s success, and as the centuries went on, more Dwarves broke off from Ølovomm to form their own Holds in Ellador’s many mountain ranges. The Holds [[Skorr]], [[Østrey]], [[Tehl-Humm]], and [[Æthrammar]] were all born over the next few centuries and operated on a disturbingly identical system to their father-hold. In fact, every Hold functioned so similarly that a Dwarf could be placed in any of them and live their life with near-complete familiarity, minus that with the populous. Years of prosperity tempted fate, and eventually the Dwarves had their first hostile encounter with another Race. The Dwarves were not unfamiliar with the other Races of Aloria, but certainly treated them with distrust. The Dregodar had been long-time neighbors of the early Dwarves, but contact was sparse. Traditionally, the Dregodar constructed their temples atop the tallest mountains in the region, which often sat them right atop the Dwarven Holds. The Mithorrin only considered their lands to be subterranean, but somewhere around 170 BC, Altalar spies discovered a scheme devised by the Kings of the Hold of Østrey. The Mountain Council of this Hold had been secretly hoarding a mass of treasure for their own benefit, including a small but beyond valuable collection of [[Starris]]. To avoid a civil war, these Østrey Kings made a deal with the Nelfin agents, organizing an attack against the nearby Dregodar. The other Holds followed suit, and the Dregodar people were quickly massacred; their temples destroyed, their people slaughtered, their [[Dragons]] butchered and their remains hoarded by the Dwarves, quickly casting any hopes of an alliance to the winds. <br />
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By 56 BC, the fleeting alliance had dissolved due to the latter party’s growing distrust. Alone, the Dwarves continued their offense on the Dregodar and alone killed the last of the [[Black Scale Mountain Dragons]]. However, the beast's reincarnation as the [[Great Ice Dragon]] spelled disaster for the Dwarves. Hundreds, if not thousands of lives were lost to the Dragon’s magic. Though the Dregodar vanished from Aloria after this event, the Dwarves took this loss heavily as it was their first substantial loss of life in war. After this event the Østrey Kings moved their secretive treasury and departed the Hold with a small band of followers, retreating south. Dwarven history leveled for the next few decades, remaining steady and predictable just as its inhabitants demanded. Throughout and after the war with the Dregodar, Holds had continued to sprout up, with the famous Holds [[Brohl]], [[Grebor]], and [[Aldruin]] being formed around this time along with a few others. The Dwarves kept their doors sealed throughout the [[Cataclysm]], still fearful of interaction with the other Races. Despite their best efforts, doom eventually came from within to shake the Dwarven people.<br />
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The [[Dakkar]] were uncovered in 26 AC in the Hold of Skorr, which had grown famous for its bountiful and astronomically deep mines. The Dwarves of the Hold were treated to immediate hostilities, and after years without conflict and no specialized weapons, the Hold only held out against the Dakkar horde for three days before the populous was routed and slaughtered. The Hold of Skorr became the first of any Dwarven Hold to fall. A year later, a second Hold, Fummd, was overrun. Dwarven refugees became common in surrounding Ailor settlements. These would become the Aldor over the course of time, but in these early days, they were treated with the same distrust their ancestors had shown the Ailor. The Dwarves and the Dakkar remained locked in a subterranean war for centuries. The next Hold to fall was the first to rise, the Hold of Ølovomm, resulting in a massive crash in Dwarven morale.<br />
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In the years following, the two remaining Holds of Grebor and Aldruin would make many attempts to recover the strength of their people but fail as many Dwarves, particular the Aldor Clans, flocked to Regalia to assist them in the many wars following 300 AC. A brief alliance was made with Regalia, along with [[Orcish]] smiths, to construct the Great Dredge Fleet of 302 AC, a mobile force fueled by Regalian coal, Dwarven engineering and Orc explosives. This was a decisive alliance Regalia’s ultimate victory in the conflict. With the announcement of the 11th Creed, hope for a renewed Dwarven Empire was made possible, with many Dwarves attempting to create a lasting alliance with the Empire, but each ultimately failed. In 304 AC, with the assistance of Regalian Black Powder, the Dwarves were able to find a curious gas deep below their remaining Holds. With this technology, Airships were soon flying across Aloria, and the Regalian Empire paid the Dwarves considerably for this advancement in technology. This Loftoren Gas would make airships more readily available and became a crucial part of Dwarven metallurgy practices moving forward. Then, in 305 AC, an illness spread like wildfire across Aloria. The Dakkar were forced to retreat to the very lowest depths of Ellador, confined there and leaving the grand majority of the Dwarven Holds uninhabited. Tragically, the Dwarven people had suffered too many losses and simply did not have the numbers to retake all of their Holds. However, in the spring of 305 AC, after a little over a year of Isldar forces slowly advancing on the Dwarven Holds, the Isldar attacked and ultimately took Aldruin. Most of the populace was led off in chains, and with Grebor alone standing, ready to blow themselves up, the Dwarven people reached their lowest point.<br />
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A year later, the misery and woe of the Dwarven people were finally answered. Andinn Blackhammer, himself a minor King in the Hold of Grebor, set off into the depths of their Hold. He emerged many months later, along with a veritable army of Urdweld, a Dwarven split-species that had been removed from surface life for generations. With them they brought riches untold from the depths of the world, and Andinn himself with a one-handed Starris Warhammer, the likes of which the world had never seen. He rode out from Grebor within a week and charged the Isldar forces who had been besieging Aldruin. As luck would have it, the Isldar had already begun their retreat to centralize their hold on Ellador, but Aldruin met with a small band of Isldar and for the first time in their history, scored a resounding victory for the Dwarven people over the Isldar. In short order, he was named “Lord of the Dwarven Kingdoms”, with some whispering him to be the second coming of Duindin himself. Whatever the case, what was undeniable was the influx of Urdweld and Mithorrin into Human settlements. Many went sent by King Blackhammer himself to make lasting ties with the Regalian Empire and other world powers, as many Holds were left in ruin and unrecovered. With Grebor and Aldruin back under Dwarven control, and many Dwarves being sent out abroad to make lasting ties, the fate of the Dwarven people finally seemed to be looking up.<br />
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==Society==<br />
Aldor society does not formally exist, instead adapting to whatever society they are born into. Mithorrin society has a very strong, flat structure. A Clan of Dwarves tends to share the same surname, or similarly styled surname, being led by a King, recognized as the ruler of said Clan. Being centered around the idea that all within the Clan are equals (so long as they pull their weight), kindness and decency is expected among most Dwarves. Kings are chosen by bloodline by their respective Clans and while respected, their word is more suggestion than law. A King will generally pass on the title of King to their eldest son, but in times of great strife, it is best assumed that the most competent Dwarf will lead a Clan as their King. Chosen Kings have exactly the same rights as other Mithorrin, but are generally treated with more respect and gratitude. Mithorrin society is so strong that those who leave it generally struggle to identify superiors and inferiors. A fresh trainee may be given a newly-forged Warhammer, while a hardened veteran may content himself to a simple club. Mithorrin women, like Urdweld, tend to be more fierce and ambitious than women in many Ailor cultures, but the majority will focus this efficiency on “keeping the hearth strong”, which can range from cooking to metalworking to the defense of a Hold. Female Dwarves never become Kings, instead preferring to serve as engravers, homemakers, merchants, or Forge-Sisters (a priestess) of Duindin. Male Dwarves tend to be far more humbled. They’re happy to be smiths, soldiers, mining workers, and other less refined jobs. Urdweld will organize themselves by age, with the eldest having the final say in matters of business on behalf of the Urdweld within their Clans. Urdweld have a curious fascination with Duindin, and seem to think of him as more of a mighty and demanding god than a kind, just one, and this reflects in Urdweld’s high expectations of excellence and business savvy amongst each other. <br />
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===Politics===<br />
The Dwarven political system is a relatively simple one. Every Clan of Dwarves must have a King, running of a Monarchy system. Each King is seen as the nearest representation of Duindin among their people, that usually being the most battle hardened, wise, and hard working of their people. In each Hold, seven Kings form a “Mountain Council”, so named due to each Clan typically coming from a different section of mountainous caverns. Some Holds, such as the Battlehammer controlled Aldruin, prefer to let a prominent King take a leading position in the Hold, with an Duin Council acting beneath them. If a King is to die, they are replaced that very day by the Clan as a whole, typically coming down to a simple vote, and usually falling to the son of the former King, assuming they are of age and competent enough to handle the position. The Kings essentially serves as a ‘face’ for the Hold; they handle trade deals, immigration, negotiations, and inner-Hold disputes. With the recent ascension of the Blackhammer Clan, Kings are also expected to take constant leadership in military conflicts and expansion. Dwarven Holds are surprisingly huge, rivaling the size of Human Kingdoms. Clans and Kings may exist outside Dwarven Holds, with Andinn Blackhammer, in particular, professing a need for new Clans to be formed abroad, but they follow much the same political structure.<br />
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Aldor practically have no politics of their own, since they lack any sort of unity as a Race, other than their tendency to blend into Mithorrin Clans. Most are politically apathetic and carefree, with a fleeting, critical interest of politicians and their craft. Others may be straight up anarchistic, and work to disassemble or slander political movement simply because they disagree so vehemently with it. Urdweld, given their smaller numbers, are run by a small council of “Deep Ministers” that handle all matters of business and alliance brokering, and delegate particular tasks and “city-targeting” to smaller groups of Urdweld. Urdweld are encouraged to travel to Ailor and other such settlements to broker alliances, gather wealth and intelligence, and establish Clans.<br />
===Culture=== <br />
Aldor do not follow any particular culture at all, much like their societal and political practices. They are free spirits above all and will either assimilate into Mithrodin culture or Ailor depending on their birthplace.<br />
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Urdwelder Culture is a harsh way of life. Compassion and empathy are foreign concepts to the Urdweld. The closest thing one comes to sympathies in Urdwelder diasporas is to assist those whose downfall hurts their interests. It isn’t uncommon for Urdweld of the same blood to offer one another favors in times of need, so long as the debts can be repaid in due time.<br />
To be in the debt, for an Urdweld, is a great shame for themselves and their clan. The market decides everything after all, and if a Dwarf isn’t able to keep up then they had this coming. Debts are an awfully integral part of Urdweld culture, as clans are renowned to keep close accounting of every minute detail of every debt and grudge they possess. The grudges of the Urdweld have been the undoing for countless figures and societies throughout the eons they have dwelled under mountains or in the great cities of Aloria. While they may not possess empathy, they certainly respect the debts and grudges of their kinsmen, and will do everything in their power to strike a name out of their tomes, even generations after the death of the author.<br />
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Mithorrin Culture is incredibly pragmatic and rigid. Indecision is looked down upon, with a Mithorrin Dwarf generally being expected to take to a trade at maturity and stick with it for life. This culture-ingrained lifelong dedication makes the Mithorrin natural masters at their crafts, if not a little jaded or uninspired. Some Mithorrin will take to their craft with flying colors, while others will find it unfulfilling and exasperating. Both are expected to follow their choice to the grave. In Mithorrin culture, beauty is functionality, so only the most functional, critical, and integral items are embellished with the Dwarven Alphabet and script the people consider appealing. Cornerstones of bridges, for example, are often ornately decorated, as might be the central pillar of the King’s chamber. The Mithorrin also practice blocky, squared-off tattooing. Traditional Mithorrin tattoos always originate from the chest over the heart, as it’s seen as the integral piece of the Dwarf’s body. Proud or successful Dwarves may have their tattoos stretch to their fingertips or knees, but the design will always originate at the heart.<br />
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Pipe-smoking is of crucial importance to Dwarven life. A Dwarf crafts his own pipe when they reach adulthood, and carry it with them as a treasured possession. Typically this pipe is inscribed with the Dwarf's name and the names of their mother; a reminder that home is not far when the proper time is taken. The pipeweed used by Dwarves often are underground fungi and plants, with a particular strain, “Duindin’s Draft”, is rumored to have magical properties, but this is met with merry laughter from the Mithorrin, who proclaim it to simply be “the finest smoke one will find away from Duindin’s realm”. <br />
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===Religion===<br />
Most Aldor nowadays are [[Unionists]], [[Old Gods]] worshippers, or agnostic. Mithorrin, however, keep to their old ways as always, with continued worship to the [[Dogma of Duindin]]. This obscure religion is loosely comparable to ancestor worship, though the particular focus is on Duindin himself. Duindin was a Dwarf of great renown, who ruled over the Hold of Ølovomm as the one and only “Underking”. At this time, there were the Holds of Ølovomm in the Northern Mountains, the Skorr and Østrey to the East, the Tehl-Humm to the West and the hold of Æthrammar in the South. The only reason these Holds are known to exist is the above ground entrances or ruins each has. Many more are rumored to have secretive entrances dotting Ellador and Jorrhildr. In this age, Duindin was seen as a God walking among the early Dwarven Clans, capable of defeating any foe in combat with his magical, returning throwing hammer. Whether these tales are all hyperbole or based in some truth isn’t so important to his worshippers; the glory-filled stone tablets passed down through the Clans steel the resolves of many worshippers to this day. Priests and Priestesses of Duindin are referred to as the Forge-Brothers and Forge-Sisters, and tend to spread Duindin’s prime message to the Dwarven people. Duindin, as the father of all Dwarves and the only true creator and leader of their people, is to be honored by workmanship in smithing, stoneworking, fighting, and defending one’s clan. In the early days of Ølovomm, texts indicate followers of Duindin were capable of forging and bestowing magical boons, for both weapon and incantation alike. This age has long since past, whether true or not. Some theorize this is due to the loss of followers in Duindin’s faith. Duindin’s followers believe only by restoring the dwarven populace and those faithful to Duindin will such gifts be bestowed upon their people again. <br />
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Worship to Duindin is only done once a month when the moon is full. Clans will gather outside, typically among the peaks of their mountains, and set up a great outdoor smithy. Manipulating steam and mirror technology to capture the light of the moon, they will begin a 24-hour chant, smithing and creating all the while. The very greatest works of the Dwarven people are forged during this time, chanting and singing all the while. The Urdweld also proclaim to worship Duindin once a month, though their rituals are secretive and never done in the open, the Urdweld preferring to retreat in solitude, or among what few of their clansman they truly trust, and chant towards their deity in a loud and impassioned prayer. An Urdweld among the group may cut themselves and bleed onto a piece of worked metal, to be worked and forged into a glorious weapon. Rather than use it, however, Urdweld are more likely to sell it to continue amassing wealth, an all-important facet of their relationship with Duindin. To an Urdweld, Duindin was the most successful of any Dwarf and brought about an age of prosperity they hope to achieve again. <br />
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===Economy===<br />
The Hold of Grebor has fully abandoned its ways of old and thrives on foreign trade. The Mithorrin remaining in the Holds use the Regal to promote foreign trade. Grebor’s main economic deals come from their contracting of steam and airship technology to the Regalian Empire. The Hold of Aldruin, having only just been reconquered, works off of a similar system, and is more open to outsiders living there than Grebor. Both Holds have deep and expansive mine systems they are in the midst of reconquering after the Dakkar Invasions. [[Steel]], [[Ferr-Iron]], and very rarely their own metals such as [[Metalitra]] will be sold to foreign traders and nations, themselves eager to get their hands in the profitable, if dangerous, markets of Ellador. <br />
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Steam power was an invention of the Dwarven people. Their Holds were warmed using steam and thermal heat, and many of these systems are still functioning today in even the most damaged Holds, like Alum-Berghul. Stonework traps involving the usage of pressure plates dot many Dwarven Holds to ward off intruders and outsiders; a Dwarf will be able to feel the shift in the stone beneath their feet and walk through the traps when entering a Hold or important chamber. Cog-work is readily evident in Dwarven Holds, though of a slightly clunkier nature than the fine clockwork machnications of the Qadir.<br />
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===Combat and Warfare===<br />
Combat and conflict are as a part of Dwarven culture as their beards. Whether it’s splitting an opponent's kneecap into splinters, or resoundingly outmaneuvering a foe in business, every Dwarf is accustomed to and drawn to conflict and confrontation. In martial combat, shields are often used to bash and protect the Dwarves’ small frames. Axes and warhammers are of course favored by the Dwarven people, going along the matra of “A warhammer will shatter the kneecap, and the axe will shred the tendons behind it. Duindin may take care of the rest”. The Mithorrin’s compact size and furious strength makes them a true danger to any they can get their hands on. Generally, Aldor make up for their lack of combat ability by being great smooth-talkers, diplomats, or quick-thinkers. <br />
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With the arrival of the Urdweld came the arrival of the [[Urdthogg]], a subrace of Bathogg that is uniquely capable of riding into tunnel systems. With it’s sleeker, jet-black mane and forward protruding tusks, the Urdthogg is capable of speeding its bearer along tunnel systems. It’s abnormal hind length strength allows it to climb steep walls for short bursts, making it a dangerous beast underground. These Urdthogg are being trained to work on the surface, but they have not yet been used, with smaller horses and war-ponies remaining in use by the surface clans. Dwarven mages are a true rarity among the Races, with most serving the Mountain Council of their Hold directly. Urdweld tend to have slightly more mages among their clans, with each clan typically having one Mage, who doubles as a sort of Priest to Duindin.<br />
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==Trivia==<br />
*Dwarves are known by their most treasured creation, Metalitra, a heavy sort of metal that features dark swirls across whatever it is made of, ideally heavy weapons like axes, battle hammers, maces and rarely platemail. This is used by all Dwarves and is even used for walls and defenses in Dwarven Holds. The Metalitra Ore shines and twinkles in the ground beneath Ellador, and produces beautiful dark goldish/bronze appearing products. More expensive than even Blacksteel, Metalitra weapons of power exist into the present day. <br />
*Andinn Blackhammer has professed a desire to discover a ranged weapon capable of combating the [[Frost Wyverns]] of the Isldar. Despite the efforts of their best smiths, neither the forges of Aldruin or Grebor have succeeded, leading to hopes that the Clans moving abroad will innovate and craft such a weapon. <br />
*The Urdweld are rumored to have been hidden below the surface of Ellador, in the western tunnels, for centuries, hoarding a large mine of Mithrantine and potentially more. Whatever the exact wealth of the Urdweld, what can’t be denied is each Urdweld who leaves Ellador does so with a pocket full of coin and a checkbook ready to be filled. <br />
{{Races}}<br />
{{Accreditation<br />
|Writers = LumosJared, Jonificus<br />
|Processors = HydraLana, Dosier, Hobblinghobbit, Katiesc<br />
}}<br />
[[Category:Races]] [[Category:Human Races]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Brass&diff=23691Brass2019-08-15T01:10:41Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Brass<br />
|nicknames = Sand [[Copper]], [[Qadir]] Metal<br />
|proficiency = Requires 5 points in [[Finecraft Arts]]<br />
|origin = [[Farah’deen]]<br />
|uses = Decoration, Utility, Musical<br />
|rarity = Common<br />
|accessibility = Commoner<br />
|}}<br />
Brass is an alloy made of [[Copper]] and [[Zinc]], first developed by the ancient [[Qadir]] of the [[Sariyd Empire]] for use in their [[Clockwork]] machines. Since that time, the knowledge of how to produce the alloy has reached other [[Races]] and [[Cultures]], but none use it as much as the Qadir do. The metal alloy is able to conduct electrical charges and exists in three different types, with certain visual traits and particular uses often given to each.<br />
<br />
==History==<br />
Brass has seemingly remained undiscovered for millennia in wider [[Aloria]]. The reasons for why are somewhat confusing, as all the needed elements to make the metal were around for centuries, but most believe that other regions simply confused Brass with some form of altered Copper or [[Bronze]]. This did not happen with the Qadir; perhaps because they worked so extensively to refine and craft as many metals as possible that could be used in their machines or perhaps because their ancient land possessed great quantities of Zinc. What is certain, is that the Qadir had access to Brass very early in the formation of their society and it became ingrained into the creation of their Clockwork devices. Coming in several varieties of various melting points, malleability and electric conductibility, the material was far more workable and suitable for the diverse components of a Qadir machine. Wider Aloria became more aware of Brass within the final few centuries before the [[Cataclysm]], as escaped Qadir slaves from the [[Allorn Empire]] took with them the knowledge of creating the metal while the lower classes of the Empire learned how to create Brass from what Qadir slaves remained in the slave population, using it largely for utility or musical objects. Since the Cataclysm, the metal has been known to multiple cultures, but sees the most use in Qadir machines, making the materials needed to smelt it or better yet, the alloy itself, an extremely valued and common trade good for numerous Hadrityas and Qadir groups across Aloria. This supply has rarely been interrupted, and thus Qadir mechanisms continue to be built, and innovation goes unstifled for this tanned Race. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Brass is an alloy of Copper and Zinc together, and has several appearances based on the content of those metals, in addition to sometimes also possessing [[Lead]]. Pure Brass has a bright shine to it, with a golden color, though it is only dimly reflective and possesses a higher amount of Copper in it. It can work at either hot or “cold” temperatures (cold referring to bending, carving and etc. that occurs when the metal is no longer warm). Bright Brass is the shiniest and least golden of the Brass types and can only be worked and shaped when it is hot. Once it sets, it is very durable and is often used in making casts. Leaded Brass is a type of Brass invented by [[Regalians]] with an extremely low Lead addition to the alloy that possesses extreme malleability but is also the dullest in appearance. Leaded Brass was often used in old city piping, especially in the [[City of Regalia]] and in the piping that led from the great aqueduct’s central water station that supplies the city water to this day. The substance has gradually been replaced with other materials over time. <br />
===General Uses===<br />
Brass has a wide range of applications. It can be used in decorative pieces such as statuettes and artistic embellishments; it can be used in the creation of horn instruments like trumpets, and it can be used in functional objects like piping or cookware. By far the most common use of Brass, however, is in Qadir Clockwork, as the metal often makes up well over 70% of an individual creation’s parts from struts to casings to gears.<br />
===Abilities===<br />
Brass has the ability to conduct electricity, though this is limited by the type and quality of the Brass used, with Pure Brass the most capable of doing so and Lead Brass the least capable. It has no further abilities. <br />
<br />
==Trivia==<br />
*A scholar published a treasy in 299 AC, blaming Lead poisoning in the Brass pipes of the City of Regalia for all the negative events of the [[Regalian Pessimism]], primarily focusing on how it likely poisoned the bodies and minds of the Regalian leadership for over a century. He was severely punished for such an absurd and insulting insinuation against Houses [[Kade]] and [[Ivrae]].<br />
*Qadir Clockwork’s second most used metal next to Brass is Copper, which is used to plate and decorate devices. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = TheVigilantWolf, WaterDruppel, AlphaInsomnia<br />
}}<br />
[[category:Materials]][[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Copper&diff=23690Copper2019-08-15T01:10:40Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Copper<br />
|nicknames = Old [[Gold]]<br />
|proficiency = Requires 5 points in [[Finecraft Arts]]<br />
|origin = [[Aloria]]<br />
|uses = Various<br />
|rarity = Common<br />
|accessibility = All Classes<br />
|}}<br />
Copper is a common metal found all across [[Aloria]] in mineral deposits and throughout markets. The mineral is extremely common and has been used by the lower classes of all races for centuries. It is often seen in the hands of the [[Qadir]], as its ability to conduct heat and electricity makes it useful in various kinds of machinery. It is also used to create the alloy of [[Bronze]], another metal widely used for decoration. Given its bountiful presence across Aloria, it is unlikely that Copper will run out or go unused. <br />
<br />
==History==<br />
Copper has been used for centuries by early civilizations and the lower rung of society. The current oldest civilization known to make use of Copper were the early [[Altalar]] of the Darkening. While evidence is very limited, what few caves sites using [[Twi Languages]] either show evidence of Copper deposits being mined and unrefined fragments or their rusted remains of the metal hiding in the rocks. The Altalar quickly found new metals, many granted by their heavy use of [[Magic]], and so Copper became ignored by their society. After them, the two groups to make use of Copper most thoroughly were the [[Javarindar]] and, later, the Qadir of the [[Sariyd Empire]]. Records of the Javarindar are very limited, but evidence and tales of their machines points to copper playing an extensive role in their society until the collapse of their civilization at the hands of the [[Allorn Empire]]. Across the ocean in [[Farah’deen]], the Sariyd Empire mined Copper in vast quantities to use in their machines. In the modern day, the Qadir also rely on external sources of Copper (among other metals) to help fuel their technology creation. The Ailor also show signs of using Copper in their earliest tools, with scattered burial sites from [[The North Belt]] to [[Ceardia]] indicating as such. In the modern day, Copper is commonly seen as a poor man’s metal or one used by less refined peoples. It is used in many common items from pans to jewelry to coinage, and this looks to continue for a long time in the foreseeable future. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Copper is a brown-gold metal that appears in porous deposits across the world. When refined, the metal has a somewhat dull reflection and tends not to hold a polish for particularly long.<br />
===General Uses===<br />
Copper has many uses; jewelry is a major one, though often only the cheaper or lower class varieties. It also serves a purpose in the creation of cheap statues, of simple cooking implements or tools, and finds a use in currency creation. Most Regals have a Copper-base covered in a layer of [[Gold]]. The metal is also used in the internal mechanisms of Qadir devices, as it can conduct heat and electricity well. The mineral, when combined with [[Tin]], is able to create the alloy known as Bronze.<br />
===Abilities===<br />
Copper has the ability to conduct heat and electricity, but too much heat can start to melt it or more it pliant. <br />
<br />
==Trivia==<br />
*Copper is most commonly found in mountain ranges, but curiously, the largest deposit to date was discovered on a flat plain in Ithania.<br />
*Copper statues were once common across the early [[Regalian Empire]]. The only one remaining up for public display is an ancient statue in western [[Anglia]] known only as The Loner. The statue’s plaque is gone and time has rusted the statue into an almost unrecognizable state.<br />
*Copper jewelry is most common among the [[Velheim]] people of Aloria, even as other Cultures turn to “better” minerals like Bronze or Gold.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = Dosier<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Airship&diff=23674Airship2019-08-14T23:18:27Z<p>Jared4242: </p>
<hr />
<div>{{Info technology<br />
|inventor = Dwarves, Ailor<br />
|user = Dwarves, Ailor<br />
|commonuses = <br />
*Transportation of goods<br />
*Rarely military engagements<br />
|rarity = Rare.<br />
|proficiency = Requires 25 in Metallurgy to construct, unable to be flown in Regalia.<br />
|}}<br />
A pinnacle of modern Ailorian and Dwarven innovation, Airships are the literal sky-ships of Ellador and its surrounding lands. Able to bridge great, inhospitable tracts of land and sea alike, they quickly rose to the mundane in their homeland, but only recently has technology improved enough to allow these machines to travel over the seas to new environments. This has provoked a mixed response from Ailor, primarily, who still have a budding and uneasy trust for the machines. Dwarves, however, continue to innovate to this day, with wildly varied results. This innovation has undeniably caused a diversity in transportation, leaving an unsettling feeling in the hearts of the more conservative races. <br />
==History==<br />
With the short-lived alliance of Regalia, and Dwarves alike the infrastructure of the stout-folk innovated heavily, and their abilities stemmed from utilizing Regalian Black Powder which is how the first of Airships were created. With the help of this powder, and advanced Dwarven engineering primarily utilizing hot air-balloons that were before seen in the more basic mine-lifts in the great veins of Grebor the flying machines were born. To this day the inventor has not made themselves known, many believe that he sold his blueprints off to the Dwarven government for good coin, staying unknown. <br />
<br />
This new technology puts a shock in the population of Ellador, the flying machines rising high above cities and even some mountains offered some defense against the horrid Isldarian Wyvern's that have given the Frostlings an advantage by sky for ages. The Dwarven people, unlike most other races were proudful of their innovation, and make use of it they did. Not only in land-skirmishes, though transporting exports across seas, and whatever else was crucial for the Dwarven empire which led more Airships to be developed in 306 A.C to many varieties. <br />
<br />
Earlier airships, whether primarily by Dwarf or Ailor design, all had several key traits. Steam Power was absolutely necessary for them to function. These early airships used hot air to fill their balloons, and the raging fires to produce the steam doubled as a means to heat air, with the engine itself acting as a pump to keep the balloon filled, or to allow some air to escape in order to descend. Propulsion was achieved with side-mounted sails, which were fragile and struggled under strong winds, but could be retracted and extended independently to allow the craft to turn. All of these features improved as the years went by, and saw their peak at the transitional period around 299 AC.<br />
Around 296 AC, entirely steam-powered craft began to appear. These were infamous for their coal usage, but didn’t rely on the wind for propulsion. Instead, these crafts used large, cloth-spanned propellers to move, and were widely known for their loud, foreboding rumble and bulky profiles.<br />
Regardless of the type of ship, airships saw common use in Ellador as trade ships, and some even saw conversion into gunships, though these only saw effective use against other airships. Their improvement slowed to a crawl for a few years, with quiet, but constant improvements to design, airships began to have the range to cross the small seas that separated Ellador and Jorrhildr. From there, Ithania was only a short trip.<br />
Only in late 303 AC did another significant breakthrough come. Loftoren Gas, a gas of decent stability with properties lighter than air, was discovered by the Dwarves. This gas was quickly put to use in Dwarven airships, and by 304 AC, Ailor airships have adopted the gas as well. Steam power is still necessary to pump gas in or out of the balloon, but now the majority of an airship’s power can be diverted to their propellers. Modern airships are leagues faster and have better range than even those just a few years older than them.<br />
<br />
===Airship Technology===<br />
Airships are still a young and budding technology, and so far have only found manufacture at the hands of Ailor and Dwarves. Ailor-crafted ships were entirely Steam-and-Sail craft until the recent discovery of Loftoren gas. Since then, Ailor-made ships have begun to expand into new territories. This has proved frighteningly innovative by Ailor standards, but the ingenuity seems to have paid off, which some of the riches noble families purchasing decadent pleasurecraft to cause a stir. These ships and standard trade airships, however, make up the extent of the Ailor spectrum.<br />
Dwarven ships, on the other hand, continue to innovate to this day, with the same hit-and-miss results they received twenty years ago. Warships are constantly proposed, but prove to be only effective against other airships. New designs that barely resemble traditional ships have even begun to emerge, but so early and so unsteady in their development, they receive little to no attention.<br />
Outside of these communities, Airships are a foreign curiosity. With the limited range of Airships, they rarely fall into particularly foreign hands. The extent of their adoption by foreign races is usually the use of wreckages that land in Jorrhildr as shelters by its Url, Velheim Ailor and less intelligent inhabitants.<br />
<br />
==Procurement/Construction==<br />
Airships are strictly illegal to be flown in Regalia, not that they’d be easy to procure in the first place. Constructing an Airship costs enough that only a higher noble family could afford them, and then that would be near impossible due to the financial nightmare that Airships pose. It is estimated everytime an airship is flown for more than a few hours at a time, there is a one in every sixteen chance a mechanical failure occurs and it is forced to make a landing, often with damage to the internalized Steam Power engines. As a result, those skilled in [[Metallurgy Arts]] are a necessity aboard any vessel, and they cannot be flown over large cities without careful planning. <br />
<br />
==Characteristics==<br />
===Physical Characteristics===<br />
===Steam-And-Sail===<br />
The earliest airships are the aptly named “Steam-and-Sail” ships. Their design is simple, with only modest reliance on steam power. A small engine is still needed to fill the balloon and heat the air, but propulsion comes from sails. Fuel consumption is low for these ships, and these were the favoured vessels for Ellador merchants until the discovery of Loftoren Gas.<br />
===Steam Ships===<br />
In 296 AC came the ships powered solely by steam power. These were plainly named “Steam Ships”, and are known for their infamous, thundering rumble. These ships are often faster than Steam-and-Sail ships and have bulkier hulls, but consume fuel at a much, much faster rate. These ships were and still are popular for more urgent rolls, including combative needs.<br />
<br />
===Gas-And-Steam===<br />
The most common modern airship is the “Gas-and-Steam” ship, which use Loftoren Gas to produce lift, but rely on steam power for propulsion. These ships are the fastest of the lot, and sport a decent efficiency too. Gas-and-Steam ships can cross the sea from Ithania to Regalia, and are quickly phasing out plain steam ships, which are easily converted to support Loftoren Gas.<br />
<br />
===Gas and Sail===<br />
The final, and one of the rarest breeds of airship is the “Gas-and-Sail” ship. These are sometimes adopted by the boldest and most ambitious of traders. While not the fastest ships, Gas-and-Sail ships are eerily silent and incredibly fuel efficient. Steam power is still used to fill or empty the balloon, but in sustained flight, steam is barely used at all. With a sufficient payload of fuel, it is speculated that these ships could make the journey to Farah’deen, but no such journey has ever been attempted.<br />
<br />
==Application==<br />
In terms of crew, one or two pilots are always necessary, as are navigators, coal shovellers, and canoneers, if the ship is armed. Crews vary in size, but rarely reach above 40, unless the ship sails, in which case the number is around 60. Airship crews are famed for their specialization, but also their necessity to multitask. It’s not often that a gunner will know how to pilot the ship on which he’s stationed, for example. The bravest crew members are also expected to be “Patchers” if the need arises. This was a roll devised by Ailor, as Dwarves had trouble climbing their balloons. For this role, a crewman must climb a balloon’s rigging, and potentially onto the balloon itself to locate a rupture and patch it with a strip of airtight fabric and a needle and thread. For this reason, most airship crewmen are taught to sew.<br />
Maintenance wise, airships are fairly forgiving. With no sea to gnarl and chew at their hulls, their woodwork remains fairly untouched unless exposed to cannonfire. However, all airships require fuel in varying amounts, as well as clean water. The more steam power a ship utilizes, the more coal it will consume. Water is consumed more as well, but to a less exponential degree. Balloon fabric may also need to be replaced as time goes on. Patching is a viable temporary solution, but a fresh balloon holds air far more reliably that one sporting a dozen battle scars. Frequently replacing these can be expensive, however, and it’s not uncommon to see airships sporting heavily patched balloons. Airships are famed for their resilience to cold climates, which perpetuated their popularity in Ellador.<br />
<br />
==Custom Effects==<br />
Flyer’s Sickness effects most who fly for the first time. Glancing down at the ground from an Airship is known to give new flyers the shakes, and an intense round of vomiting. Along with repair tools, water, coal, and other supplies, empty wooden buckets are often kept on deck, though more often than not a sailor will simply wretch over the side of the ship, to the utter dismay of those below glancing up at the flying vessels. <br />
<br />
==Trivia==<br />
*Crew members who frequently work on steam-powered craft are famed in [[Ellador]] for their powerful voices. Due to the noise these craft generate, the crewmembers are often forced to yell to communicate, which helps develop a powerful set of lungs.<br />
*Airship production has been spurred on by the ascent of King Andinn Blackhammer in Ellador, with potential research into an Airship’s ability to combat winged creatures.<br />
<br />
{{Technology}}<br />
{{Accreditation<br />
|Writers = LumosJared, WrongChat<br />
}}<br />
<br />
[[category:technology]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Blacksteel&diff=23670Blacksteel2019-08-14T20:46:28Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Blacksteel<br />
|nicknames = Night Iron, Ailor-Metal<br />
|proficiency = 20 Metallurgy Arts<br />
|origin = Smiths in the [[City of Regalia]]<br />
|uses = Weapons, Tools, Armor<br />
|rarity = Uncommon<br />
|accessibility = Commoner<br />
|}}<br />
Blacksteel is a sophisticated alloy of [[Steel]] and recast [[Black Iron]] together created by [[Regalian]] smiths based on ideas present in the [[Orcish]] forged metal of [[Black Iron]]. Instead of their more haphazard and sloppy forging, Blacksteel is made through the continuous, slow application of a small amount of refined [[Black Iron]] to Steel being smelted and folded. The material is commonly used in weapons, both by the lower class and the upper class, due to its superior nature to Steel. Given the time and care that goes into edged Blacksteel weapons, many warriors and nobility who carry the metal form something of a bond with their weapons, so often do they need to repair and upkeep them. Blacksteel sits below Skysteel in overall value and effectiveness, with its benefits putting it in a similar category to the Dwarven [[Metalitra]] and the Altalarrin [[Nightsilver]]. Blacksteel is used in all sorts of weapons and armor and its versatility makes it ideal for the Ailor people.<br />
<br />
==History==<br />
Blacksteel is a recent development in [[Aloria]], developed within the last 30 years by smiths in the [[Regalian Empire’s]] capital city. 30 years ago marks the point when Orcs first started reaching [[Regalia]] in large numbers, largely thanks to the new alliance between them and the Regalian Empire. Witnessing Orcish techniques in smithing, Regalian forges sought to refine it, to produce a darkened alloy without the impurities they knew weakened and ultimately made Black Iron somewhat limited in use. So it came to pass that several smiths simultaneously developed and refined ideas on the creation of such an alloy, meaning that no single blacksmith can be credited with creating it. One group can, however, be pointed out with popularizing the metal: [[House Anahera]]. The material’s sleek black look piqued their interest and they took to giving swords made from the metal to their guards and some of their members also dueled with similar blades. Other nobles soon followed suit and while House Anahera itself soon abandoned the fad interest with such weapons, nobles today still make use of Blacksteel blades and occasionally armor. Commoners also make use of the metal, but in more simple objects like mallets and hammers, with a few fortunate families holding onto Blacksteel weapons as family heirlooms. The upper nobility tend to persue Skysteel and foreign metals to house in their treasuries, but Blacksteel is the more desired metal for its usability and value.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Blacksteel has a simple appearance, that being the appearance of a shining, black-colored Steel. It is rarely reflective without vigorous polishing, but when upkept the weapons carry a smooth, dark appearance. <br />
===General Uses===<br />
Blacksteel is commonly used in weapons for both the nobility and the common people. Blacksteel is far more durable than regular steel but does weigh more, making it only truly usable in weapons by those with at least 15 in the relevant Combat Proficiency. Sharpening Blacksteel can only be done with a specially carved whetstone, making it difficult to keep edged black steel weapons in useable shape. For this reason, Blacksteel excels when used in Warhammer, maces, and heavy plate mail armor. Metalitra is still superior when it comes to heavy weapons, but the availability of Blacksteel in comparison makes it far more desirable. Additionally, hammers, mallets, and other blunt pounding tools tend to be used by those commoners who can afford the dark metal. Blacksteel Armor is very expensive and only used by high-end mercenaries or major nobles, but is far more effective than Steel or plate mail. Piercing is downright impossible for Steel weapons, though a strong blunt weapon can dent and even break the armor. <br />
<br />
==Trivia==<br />
*Blacksteel piping is a recent development and is largely being used in the construction of dark-toned or gloomy architecture for groups like the Vladno.<br />
*The use of Blacksteel meat mallets were all the rage in the high-end culinary world ten years ago. This fell out of fashion when it was revealed that poorly made mallets would leave scraps of steel in the meat.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = LumosJared, TheVigilantWolf<br />
}}<br />
[[category:Materials]] [[category:Metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Steel&diff=23668Steel2019-08-14T20:30:21Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = steel.png<br />
|officialname = Steel<br />
|nicknames = Man’s Metal, Old Faithful.<br />
|proficiency = Requires 15 points in [[Metallurgy Arts]]<br />
|origin = Ceardia, Other<br />
|uses = Weapons, Armor, Tools, Construction<br />
|rarity = Common<br />
|accessibility = Middle and Upper Class<br />
|}}<br />
<br />
Steel is an alloy metal made by combining [[Ferr-Iron]] with an extreme heat that generates carbon. Due to its durability and generally low cost, Steel is widely used for many purposes, mainly weaponry, armor, and durable appliances. The metal takes minimal effort to create from Ferr-Iron ore and varies greatly regarding quality and appearance. The metal is also greatly significant in the study of [[Alchemy]] and [[Metallurgy]], as specialized metals such as [[Blacksteel]] cannot be created without it. While Steel products can get increasingly expensive based on its specialization and quality, it is used by many, though the poorer citizens of the world only rarely get their hands on it.<br />
<br />
==History==<br />
Steel has a clear history of development and creation among the [[Ailor]] since it is a manufactured product. After Ferr-Iron was discovered in [[Ceardia]], local Warlords tried to gain a similar advantage to the infamous Warlord Ferrson by discovering or crafting a new metal for use in weapons. It took several decades, but in 40 AC, a local Warlord known as Alexric in the east of Ceardia began arming his men with fearsome Steel weapons and platemail. Scant records remain of this initial creation process, but it is suspected Steel was first created by Warlord Alexric’s own “corps of engineers”, an innovation of warfare for the times. His own fate turned sour within a year, as he was forced to abandon an armory of these Steel creations, spreading the new metal out to rival clans. For other [[Races]], Steel was recognized as an improvement to Ferr-Iron. In the present day, most high-quality Steel is made in crucible furnaces, large industrial contraptions that heat the ore to such high temperatures that impurities are melted away. Tradesmen and blacksmiths all agree that the best Steel is made in the famous Holy Forges of [[Basta]], a large monastery-factory where monks toil to create high purity Steel from elaborate and gigantic crucible forges. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Most Steel, especially low-quality or impure Steel, takes on a simple gray color with some amount of luster. Bad examples also have discolored marks where the slag wasn’t burned away well enough. As the quality of the metal improves, it takes on a lighter tone and shines more brilliantly. The highest quality Steel, made either from the Holy Forges of Basta or by skilled blacksmiths, take on a faint wave-like pattern that glimmers and ripples when shined upon. <br />
<br />
===General Uses===<br />
Steel is used for everything ranging from weapons to armor to appliances and instruments that require some measure of durability. It is an affordable material that can be melted and used in other ways, should reforging be necessary. Depending on the carbon content of the metal, Steel can be made very hard and almost brittle, lightweight and flexible. Intelligent blacksmiths combine these traits, using a mixture of both types of Steel to create a precise balance of good characteristics. Beyond military equipment, Steel can be used for more peaceful purposes such as cooking utensils, craftsman’s tools, and a whole manner of goods that could be improved upon from Ferr-Iron or wood.<br />
<br />
===Abilities===<br />
Steel has a good balance of durability and flexibility and serves as a standard middle-ground for metals. When compared to Ferr-Iron, it is slightly heavier but far more durable and can be sharpened with considerably less effort. A more skilled Smith can properly temper a Steel creation for better effectiveness in combat, and create decorative inlays in weapons, tools, and furniture.<br />
<br />
==Trivia==<br />
*Creating high purity Steel at the Holy Forges of Basta is considered a [[Unionist]] worship of the Imperial Spirit and Humanity. Currently, the [[Sancella of Union]] has a monopoly in the highest grade Steel, using it to supply the Helerian Guard and the [[School of Lancyon]].<br />
*There is a practice among blacksmiths in the capital city of [[Regalia]], where they melt down statues of important figures and reforge them into weapons or armor. These heirloom items are hugely popular to collectors and sentimental nobility, who pay good money for such items.<br />
*Steel is rumored to have greater blacksmithing qualities that have yet to be fully uncovered. Beyond being crucial in the creation of Blacksteel, Steel is often experimented on in the hopes of creating new forms of Steel for specific functions in combat. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = LumosJared<br />
}}<br />
[[category:metals]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Kadite&diff=23665Kadite2019-08-14T20:24:00Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Kadite<br />
|nicknames = Blackstone, Angle-stone<br />
|origin = [[Regalian Archipelago]]<br />
|proficiency = Requires 15 points in [[Finecraft Arts]]<br />
|uses = Decorative<br />
|rarity = Uncommon<br />
|accessibility = Commoner<br />
|}}<br />
Kadite is a well known hard, black gemstone thanks to its name and for its supposed abilities to absorb and nullify [[Magic]]. The substance was identified before the ascendance of [[House Kade]], but following their rise, it was renamed in honor of their (and all [[Anglians]] like them) jet black hair. Today, while the material is uncommon, is worn by all who can get their hands on it to show their devotion either to the Imperial Family or to the [[Imperial Culture]] they created.<br />
<br />
==History==<br />
Kadite was discovered in 100 BC by [[Ailor]] living on the [[Crown Isle]], back when the island’s mountains were mined in the name of the [[Kingdom of Regalia]]. At the time it was uncovered, the substance was mistaken for [[Coal]] and so was unsuccessfully burned. By the time of the [[Cataclysm]], the substance had been identified as different and earned the name Blackstone, and was also located in different sites across the Regalian Archipelago. With the events of the [[Five Family Rebellion]], the substance’s black coloration was soon exalted and tied to House Kade. At the same time, for unknown reasons, folktales and myths about the material coalesced that claimed the substance possessed the ability to nullify and absorb Magic. This might have simply been because of its black color, or maybe some greater occurrence, but if so, such an event is lost to time. Today, Kadite remains popular as a material for a number of decorative items, from simple to complex accessories for all classes, though nobility are often the only group able to afford statuettes and sculptures carved from this dark substance. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Kadite is a pitch black mineral with a smooth and glossy surface, one of its key distinguishers from brittle and jagged Coal. Some have compared it to black glass, which is correct, but is only flawed in that Kadite doesn’t allow light into itself, merely reflecting off of its surface once it has been cut and polished. It most commonly appears in a smooth, ovular form in jewelry. <br />
===General Uses===<br />
Kadite is most commonly used for decoration, both on people through being included in a variety of accessories and in the space around them through short statuary work. <br />
<br />
==Trivia==<br />
*Despite their ties to it and their creation of the black-color focused Imperial Culture, House Kade has generally avoided using the substance. Perhaps time has made them feel its name and use by them would be cliche. <br />
*[[Heartland Ceardians]] commonly use the material when they are in mourning, especially if they are women and often wear jewelry.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = MantaRey, TheBioverse, LumosJared<br />
}}<br />
[[category:Materials]] [[category:Gemstones]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Ruby&diff=23664Ruby2019-08-14T20:23:15Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png<br />
|officialname = Ruby<br />
|nicknames = Red [[Sapphire]], Fire Gem<br />
|origin = Various<br />
|proficiency = Requires 10 points in [[Finecraft Arts]]<br />
|uses = Decoration<br />
|rarity = Rare<br />
|accessibility = Nobility<br />
|}}<br />
Rubies are rare gemstones currently mined in two opposite areas of [[Aloria]], [[Farah’deen]] and the [[Far West]], by two different parties. While the [[Kathar]] of the [[Dread Empire]] keep Rubies within their economic system, never trading them directly with outside forces, the [[Songaskians]] of Farah’deen are not as thrifty with the gemstone. The vast majority of Ruby available to wider Aloria thus comes from Farah’deen. The material is mainly used for jewelry, from which a number of valuable and creative pieces have emerged for the upper classes to decorate themselves with.<br />
<br />
==History==<br />
Rubies are a mineral long known to Aloria and have been prominent at several points throughout its history. In ancient times, the [[Allorn Empire]] sought the gemstone out along with other valuable materials to help adorn their aristocratic populace. Unfortunately, by the end of the Consolidation, all major Ruby veins in [[Daen]] had been exhausted. This issue seemed to be resolved soon after, when Rubies were discovered in the newly colonized and rapidly developing lands of the Far West. Unfortunately, as time went on, Rubies remained rare due to the fragmentation of [[Altalar]] provinces, but also because [[Void Worshiping]] Altalar hoarded the material to decorate themselves and their creations. These practices have remained largely intact since the [[Cataclysm]] and the Dread Empire formed from the ancient provinces of the Far West continue to possess and horde vast quantities of Ruby, largely for use in jewelry for their better off citizens. <br />
<br />
On the opposite spectrum to this are the experience of Rubies in Farah’deen. At the height of the [[Sariyd Empire]], they were commonly worn by the aristocracy and leadership of the various cities that made up the Empire, but also by the leaders of other independent Qadir cities or factions on the continent. This association with royalty and leadership made the gems heavily sought after by the Songaskian leadership in the wake of the [[Great Storm]]. Qadir jewelry featuring Rubies was heavily confiscated by the conquerors for their own personal adornment as the Ruby mines of the Sariyd Empire had almost all been buried under mountains of sand. Today, however, new mines have been opened while a few of the old ones have been rediscovered and restored to operation as well. The [[Songaskian Masaya]] monopolizes the trade on Rubies because of this fact and because the Kathar do not interact with the outside world in any capacity conducive to acquiring materials like Rubies from them. This fact is most annoying to aristocrats across Aloria; many [[Ailor]] are forced to interact with Songaskian or Qadir traders to get their hands on the gemstone, but the rewards are often well worth it for all involved. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Rubies are colorful gemstones, ranging in color from bright red to pink shades, purple being one of the rarest varieties. The mineral requires cutting to shine or reflect light well but will always be somewhat opaque inside. The shapes they are cut into are often ovular, but sharper shapes like squares and diamonds, particularly in Kathar jewelry, are also a welcome variety. <br />
===General Uses===<br />
Rubies only serve a decorative purpose, and even then it is only commonly used in jewelry such as earrings, necklaces and rings. The gemstone is most commonly paired with precious metals like [[Gold]] or [[Silver]]. <br />
<br />
==Trivia==<br />
*Rubies are occasionally viewed as being able to absorb sunlight in some areas of Farah’deen, which is why Songaskian leaders seek them; to possess and use that sun energy in everyday life.<br />
*Most Kathar scouts, particularly those among the [[Shenath]], pawn what Ruby jewelry they have to gain funds for their activities once they reach landfall in their target area.<br />
*[[Crimson Witch]] Kathar in particular love red Rubies as it matches the shocks of red in their hair. <br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = WaterDruppel, AlphaInsomnia, LumosJared<br />
}}<br />
[[category:Materials]][[category:Gemstones]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Sapphire&diff=23663Sapphire2019-08-14T20:22:53Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Sapphire<br />
|nicknames = Nessallsonssossos<br />
|origin = [[Hadaria]]<br />
|proficiency = Requires 15 points in [[Finecraft Arts]]<br />
|uses = Decorative, Religious<br />
|rarity = Rare<br />
|accessibility = Upper Class<br />
|}}<br />
Sapphires are rare, typically blue, translucent gems found across the lands of [[Hadaria]]. Before the [[Chrysant War]], the [[Essa Empire]] had a monopoly on the Sapphire trade. The [[Slizzar]] saw them as holy objects, called “Snake God Eyes,” which all true believers of the faith should possess. After the War and the repair of many mines, [[Regalia]] now holds the monopoly on the trade of Sapphires. The blue gems are used in the jewelry of the upper class, especially in [[Ithania]] and Regalia where they are commonly paired with silver due to their sparkling properties. Today, Sapphire exports are targeted towards nobility and the upper class, who buy them for their beauty or ito serve the Slizzar pulling their strings. <br />
<br />
==History==<br />
The Sapphire has an ancient history dating all the way back to the [[Meraic]]. A common mineral at the height of their Empire, they mined it extensively and used it to adorn various objects and structures. After the [[Fourth Void Invasion]], the next [[Race]] to use Sapphires were the Slizzar, who viewed the gemstone as petrified “eyes” of their gods. The most influential and powerful Slizzar soon acquired jewelry studded with this stone. When the [[Allorn Empire]] reached Hadar, they too grew infatuated with the gem, and raw sapphires almost immediately became one of [[Daen]]’s primary trophies. To most Slizzar, this “theft” was a grave sin against their deities and was one of the chief reasons the Slizzar fueled warfare between the regional governors, seeking to recover as many Sapphires as possible. When the Altalar finally left Hadaria, the Slizzar turned the material into a common adornment among their Race in celebration of their victory and great power. It was said that their mines would never run dry.<br />
<br />
Unfortunately, the [[Cataclysm]] changed this. Sapphires became much harder to acquire, as some of the largest mines were destroyed by the volcanic activity triggered by the event. During this time, many Slizzar families started passed down their Sapphire jewelry through the generations as a way to preserve their faith, turning them into valuable symbolic heirlooms. The Allar ultimately helped rebuild Sapphire production, as they gradually came to admire the stones and helped the Slizzar by opening new mines across Hadaria around 100 AC. Until the Chrysant War, a steady stream of Sapphires poured forth from these mines and out to the wider world, where they soon became a highly desired item. Following the destruction caused by the conflict, one of the first tasks of the [[Regalian Military]] was to seize more of this luxury good, which they have steadily done through their trade deals with the regional Digmaans. Today, the stream of Sapphires is small, but still plentiful enough to supply the wealthy of the world with this deep blue gemstone. In recent times, this stream will possibly grow larger - in the last ten years, the easternmost states of [[Turmen]] have unveiled that their lands also hold the mineral. This has brought members of their society great wealth, and the gem remains a driving force of economic interest in the region.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Sapphires are deeply blue colored gemstones that have a similar structure to the [[Ruby]], a much rarer gemstone. Unlike the Ruby, which is only present is one shade (red), Sapphires have also been discovered in shades of yellow and purple; the purple color is the rarest Sapphire variety on earth and is incredibly valuable to any merchant, [[Nessrassian]] worshipper, or Slizzar. Impurities within these gems are quite rare, which only increases their desirability among consumers. Sapphires are often cut into the shape of teardrops or rounded squares.<br />
<br />
===General Uses===<br />
Sapphire has few uses, but it serves a dual function of self-decoration and religious iconography. For the upper echelon of numerous societies, Sapphires are beautiful minerals used in jewelry and is often paired with [[Silver]] to make such pieces. To those who follow Nessrassian beliefs, the gemstones have deep symbolic ties back to their great [[Deep Sea Serpent]] gods. Often times with these individuals, the stone also exists in jewelry but are sometimes kept in small decorative wooden cases rather than being worn or are inserts onto the masks used to commit acts in worship to their gods. <br />
<br />
==Trivia==<br />
*Ironically, no Nessrassian diety has blue eyes, and the color occurs in the eyes of the Deep Sea Serpents. This is why the other colors of Sapphires are so sought out by Slizzar, as yellow relates to the Serpent of Greed and the color purple to the Slizzar themselves.<br />
*The Slizzar of today often manipulate noble patrons or wealthy friends into acquiring Sapphires, as the Race’s need to hide themselves has prompted great care when acquiring rare goods. Luckily, because of how common it is for the upper class to get Sapphires, few people ever notice.<br />
*The [[Tohn Valeer]] (the network of tunnels that held the dormant Meraic that later became Circci) was once studded with various beautiful though small Sapphire flourishes. Unfortunately, time either broke the material or saw Slizzar steal them.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = AlphaInsomnia, Dosier, LumosJared<br />
}}<br />
[[category:Materials]] [[category:Gemstones]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Amberite&diff=23662Amberite2019-08-14T20:22:27Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Amberite<br />
|nicknames = Desert Blood<br />
|origin = [[Farah’deen]]<br />
|proficiency = Requires 5 points in [[Finecraft Arts]]<br />
|uses = Decorative<br />
|rarity = Uncommon<br />
|accessibility = Commoner<br />
|}}<br />
Amberite is a unique mineral found only beneath the sands of [[Farah’deen]]. Orange to orange-yellow in color, the [[Songaskia]] hail it as petrified sunlight while others point out its origin as likely being from plants that existed before the [[Great Storm]] rendered many lush areas barren. However, the Songaskia ignore this fact in favor of their own conclusions and so it is a common material in jewelry of the draconic [[Race]].<br />
<br />
==History==<br />
Amberite is a recent substance only discovered within the last century and a half. Its origin story comes from only one source and thus is still not clear. While Farah’deen has long been an arid and generally dry region, it was once more lush in several areas. Refreshing rivers emerging from their great mountain ranges helped to form fertile, albeit temperamental plains, small lakes and even examples of large-scale vegetation, particularly in valleys. These places were often inhabited by the [[Qadir]] in their ancient times, though as their cities expanded, oases in the surrounding deserts and coastal settlements grew in importance. Then, the Great Storm struck, and many of these lush regions were ripped barren. Scholars theorize that Amberite originated in these lush regions. They are thought to be a byproduct of unique regional plants long extinct that were blasted and buried under many tons of sand, turning them into the orange-yellow substance uncovered by the Songaskia shortly after their conquest of the ruined [[Sariyd Empire]]. Their evidence for this is that while the material is sturdy, it can be melted easily like some variety of wax. In addition to this, the substance also holds fragments of insects and plants, which can only be a result of a sudden creation in an organic environment. Ignoring such a complex background, the Songaskia have declared the substance to be solidified sunlight and there is a further insinuation that it was formed specifically from sunlight that the Qadir were somehow holding capture or containing, which is an affront against the natural world. For that reason, it is heavily revered in Songaskian society, used by individuals up and down the social ladder and rarely by a trader beyond the continent’s sandy shores. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Amberite is a smooth and blobbish orange to orange-yellow substance when found in its natural state. It is generally transparent, but some caches are known to be “impure”, either due to swirls of a beige color that deadens its translucency or due to the presence of petrified plants and small animals. Such impurities are often carved out of the clearest, most richly colored samples of Amberite and passed down to the lower classes. <br />
===General Uses===<br />
Amberite has only two real uses, the first being jewelry. Due to its connections to sunlight, Amberite is often seen as second to only [[Solacrox]] in terms of appealing gemstones. It is also not as rare as Solacrox, meaning that a wider part of the population can wear it, often in bangles and necklaces of the substance, though some will set it as a lesser stone around a piece of Solacrox. The other use of the material is as a form of incense, as when burned, or rather melted under constant but low heat, Amberite liquifies and lets off a musky aroma sometimes used by Songaskian men. The resulting oil is also taken and turned into expensive perfumes.<br />
<br />
==Trivia==<br />
*The largest piece of Amberite uncovered to date is a one foot by one foot “bubble” of the gemstone in which held a slightly curled Desert Mouse. It was not cut into and was instead taken by Songaskian scholars from the pearl city of Moptoii.<br />
*The perfumes made from Amberite were somewhat of a fad in the nobility of the [[Regalian Empire]] in the years prior to the [[First Songaskian War]] and [[Second Songaskian War]]. The foreign interest in such a substance has waned, but as has its production in the wake of both those conflicts.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = WaterDruppel, LumosJared<br />
}}<br />
[[category:Materials]] [[category:Gemstones]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Emerald&diff=23661Emerald2019-08-14T20:21:47Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Emerald<br />
|nicknames = Eri-Eyes<br />
|origin = Various<br />
|proficiency = Requires 5 points in [[Finecraft Arts]]<br />
|uses = Decorative<br />
|rarity = Rare<br />
|accessibility = Nobility<br />
|}}<br />
Emeralds are a mineral that has been sought-after for centuries across [[Aloria]], first by the [[Allorn Empire]] for its green color and later by [[Ailor]] nobility and upperclassmen for the prestige that could be brought from owning a piece. Emeralds are often paired with [[Silver]] in jewelry; more substantial pieces like statuettes made entirely out of Emeralds would be far too expensive to produce, save for those artisans of the [[Dread Empire]] in the Far West. In recent years, Emerald mines have gradually dried up in [[Daen]] and in [[Corontium]], the island of [[Eriu-Innis]] has also reported that their veins are beginning to become depleted. This has started a buying frenzy as well as plans being made to survey Eriu-Innis more extensively for Emeralds. Without any more Emerald mines, a significant source of revenue for the [[Regalian Empire]] will be lost and many wealthy individuals over the world will be without one of their most favorite gemstones.<br />
<br />
==History==<br />
Emeralds have a long history with Aloria since the rise of the Allorn Empire. Due to their worship of [[Estel]] and her [[Pantheon]], the green material was heavily prized in early [[Altalar]] society. Some have argued that this was partly the reason for the Altalar to invade the ancient [[Varran]] as Emeralds were known even in that old time to be found in [[Ithania]]. Thus, when their nation fell, many Varran were soon put to work mining the mineral. Unfortunately, these deposits proved quite limited and ran out before [[Empress Talea]] even passed away. During the Consolidation that followed her reign, other veins were uncovered and mined such as on [[Arvost]], but none were deeper and richer than those in the [[Far West]], which were extensively mined over the next two millennia. Sadly, by that time, the Far West went dark from the rest of the Empire as the future [[Kathar]] formed there and came to dominate the region utterly. When the [[Wildering]] rocked Daen most mines immediately collapsed, either from environmental factors such as the landmass changing or because of the mass revolt of slaves that followed the loss of [[Magic]] by their Altalar masters. In the wake of this event, Arvost and a scarce few other places in Daen were, for almost 200 years, the only places to acquire Emeralds as the Dread Empire maintained the monopoly on their sources, not trading them with outsiders. When Arvost ran out shortly before 200 AC, some thought that it was only a matter of time until the [[Void]] [[Elves]] were alone in possessing new pieces of the verdant gemstone.<br />
<br />
But that is when [[Ériu-Innis]] entered the scene. Isolated for centuries on the fringes of Corontium, a Regalian vessel landed on the islands to the shock and fear of the locals. This fear was soon quelled, and when the Regalian Empire made more official visits, they did not fail to notice the Emerald jewelry worn by their society’s elite. While it took time, eventually the Regalian Empire did gain access to the rich veins of Emerald located on the island. Over the next decade, they mined the material extensively, earning the Empire a very handsome profit from their sale abroad. But in the last few years, the veins have begun to peter out and so, extensive, and some would say invasive, surveys of the local terrain are underway by the Regalians to try and find new veins of Emerald. The local [[Ériunin]] themselves are split on the issue, largely because they feel seeking out more Emeralds will ruin the landscape. Meanwhile, to the east, the mines of Daen remain depleted and limited in number to the point that being an Emerald miner is a very well-paid, prestigious role in the community. As for the Dread Empire, they still horde the material, and so Emeralds will remain a rare and valuable gemstone in Aloria for the foreseeable future. <br />
<br />
==Characteristics==<br />
===Appearance===<br />
Emeralds appear as green and jagged pieces of gemstone when in its natural state. Once it has been refined, they are bright, deep green translucent gems.<br />
===General Uses===<br />
Emeralds serve as decoration, as their beautiful green surface is highly captivating. It is often paired with Silver, and the jewelry pieces that result from this range from the small and simple to the extravagant and expensive. Emeralds are not often carved in statuary items, though this practice is common in the Dread Empire as the material still hauled up from the deep mines of the region exists in large enough chunks to allow this.<br />
<br />
==Trivia==<br />
*Some believe that Emeralds hold the ability to make future offspring green-eyed since the Ériunin universally possess green eyes. As a result, some salesmen discreetly tell noble women the gemstone has this power, though in reality it is nothing more than an urban legend. <br />
*Some pieces of Emerald jewelry go back millennia. The oldest piece known to exist is “Estel’s Leaf”, a cloak clasp with a piece of Emerald carved in the shape of a three-pointed leaf held in a Silver frame. The piece has been meticulously guarded by the Ithanian Sovereignty for generations. <br />
*By comparison, rumors circulate of a very recent Emerald statuette carved by the impressive craftsmen of the Kathar in the Dread Empire. The carved gemstone is said to depict the Void Prefect of Control.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = WaterDruppel, LumosJared<br />
}}<br />
[[category:Materials]] [[category:Gemstones]]</div>Jared4242https://wiki.massivecraft.com/index.php?title=Topaz&diff=23660Topaz2019-08-14T20:21:20Z<p>Jared4242: </p>
<hr />
<div>{{Info materials<br />
|image = noimg.png <br />
|officialname = Topaz<br />
|nicknames = Poor Man’s Gem, Yellow Glass<br />
|origin = [[Daen]]<br />
|proficiency = Requires 5 points in [[Finecraft Arts]]<br />
|uses = Decorative<br />
|rarity = Common<br />
|accessibility = Commoner<br />
|}}<br />
Topaz has been a common mineral for centuries in the coastline areas of eastern [[Daen]] and after the fall of the [[Allorn Empire]], the mineral came to explode outward. Appearing in multiple colors along the warm side of the color spectrum, the gemstone has long been one used by commoner people and their jewelry. The mineral is found underground, but also at the bottom of rivers and other inland bodies of water; the shifting water wearing away the dirt around Topaz deposits to unveil them to those who know what to look for. Today, any number of lower and low middle-class members of society can be found wearing this gemstone in their everyday lives; it is a small bit of color in what is for many, a long and hard existence.<br />
<br />
==History==<br />
Topaz has been a common mineral known for countless centuries by various parties. It is thought by many that the [[Altalar]] were the first to discover it in their ancient past, as veins of the gemstone have long blanketed the eastern coastal regions of Daen. It is also possible that the ancient [[Varran]] also knew of the material, but on their discovery of the material, the records are expectantly silent. By the end of the Consolidation, the material had been proliferated throughout the whole Allorn Empire and was often seen as a material most benefiting those of lower status or lesser means. The material had also made its way to regions beyond Daen, traveling with runaway slaves who used the material to barter their passage or start their new lives. In the wake of the [[Cataclysm]] that eventually came to pass, Topaz flooded external markets as slaves made off with the wealth of those who had once enslaved them. In addition, [[Ithania]]’s relatively peaceful cleaving from the remains of the Altalar nation helped give them access to Topaz mines in the south-eastern regions. There was a lull after this time, for people had to recover from the mass destruction the Cataclysm had brought on, but by 90 AC, Topaz once again flowed from these mines and has not stopped since. [[Arvost]] ran out of the material several decades ago, only to be offset in new mines located on [[Talamoor]] in [[Corontium]]. The gemstone, due to this abundance but also due to surviving ideas of the Altalar, is still considered to be a stone for the lower classes.<br />
<br />
==Characteristics==<br />
===Appearance===<br />
Topaz has a wide range of colors, all existing on the warm side of the color spectrum, starting at wine red, going to bright yellow, and ending on light brown. It is also slightly transparent. The material naturally occurs as large prismatic columns close to the surface and can also be found bare in shallow water with such exposed clusters often leading to larger deposits. When cut, it is most commonly made into ovular or spherical shapes, though kites are also used.<br />
===General Uses===<br />
Topaz serves one purpose: to be part of the jewelry of the lower classes. It is commonly paired with [[Copper]], the two relatively cheap materials working well together aesthetically, though some truly poor souls tie raw pieces of the material around their neck once a hole has been cut in the gem.<br />
<br />
==Trivia==<br />
*Topaz has been known to be passed off as [[Rubies]] or other much more valuable gemstones by unscrupulous salesman. <br />
*Lusitians once diverted the entire Gostos River to get at a large deposit of Topaz, cementing the stereotype even further that Lusitians are obsessed with gems.<br />
*The largest Topaz column ever recovered from a mine was ten feet long.<br />
{{Materials}}<br />
{{Accreditation<br />
|Writers = HydraLana<br />
|Processors = WaterDruppel, LumosJared<br />
}}<br />
[[category:Materials]] [[category:Gemstones]]</div>Jared4242