https://wiki.massivecraft.com/api.php?action=feedcontributions&user=Scribbe&feedformat=atomMassiveCraft Wiki - User contributions [en]2024-03-29T15:06:25ZUser contributionsMediaWiki 1.38.1https://wiki.massivecraft.com/index.php?title=Archon&diff=49634Archon2024-03-11T19:55:26Z<p>Scribbe: </p>
<hr />
<div>Archon is an [[Aloria]]n based [[Affinity]] that recruits mortals of any [[Race]] to become frontline soldiers for the Dragons within the [[Draconism]] [[Religion]], fighting against what the Dragons see as Corruption of the world. For every civilization since the dawn of time, Races have contributed their mortals to the Immortal War, and countless Archon have laid down their lives to try and save the world from ultimate Magical destruction. Eventually the Immortal War came to an end, leaving the Archon aimless and in control of their own Fate. While Archon are an Affinity, it considered almost universally beneficial to those who are it, even if signs them up, potentially against their will, to be recruited into the war of Dragons. <br />
<br />
==History==<br />
Archon have existed since the dawn of time, or for as long as historical records go back. The earliest proven Archon were [[Meraic]] warriors empowered by Dragon [[Magic]] to fight the Demon horde as it was already invading their Empire, and since their fall, Archon have existed in the [[Allorn Empire]]'s greatness days, and the rise of the [[Regalian Empire]]. When Dragons committed the Denial of Immortality and ended the Immortal War in a draw, the Archon all collectively suddenly lost their purpose. The Dragons died or disappeared in the century leading up to [[Cataclysm]], and without any leaders to call out orders or send them to die on the front lines, the Archon were mostly left to their own devices. Some Archon forgot their historical purpose or actively rebelled against the Dragons that had left them. When the Dragons returned 300 years later, many Archon refused to return to the fold with the Dragons, while some cautiously rejoined the faithful in resurrecting the Draconism faith. To this day, Archon are seen as Draconic warriors and protectors of the world, though their method of protection is often very questionable. Some are apathetic and do not contribute to positive developments, while others engage in excessive violence and extrajudicial killing that leaves the Archon sometimes perceived with suspicion, as an unaccountable cult of know-it-all's. <br />
<br />
===Why play an Archon===<br />
Archon, similarly to Knights, are a quick and easy way to get involved in pre-existing groups and activities. It guarantees Roleplay (whether for good or bad) because opinions on Archon are very polarized, and there is always some kind of somewhat active group of Archon around [[Draconism]] worship that tries to get involved in a lot of things in Regalia. Archon is also the closest proximity to something like spiritual world-defenders, though it should be noted that this is not their exact role, many of them do a lot of questionable things and generally there is a lot of flexibility in how to play an Archon. It is even possible to play an Archon who rejects Draconism and works with non-Dragon forces, though there are some design limitations to Archon. <br />
<br />
===Becoming an Archon===<br />
To become Archon, one either has to be born one from an Archon Parent or be converted to one. Any Archon can convert any willing person to an Archon of their chosen Lineage at the Dragon Temple, though it's always fun to include any Draconism faith priests in case they are around. Dragons can also directly make people Archon if they are summoned with Divinium, and some Mechanics in Heritage Traits might cause a Character to become an Archon. It is important to note that as an Affinity, being an Archon is not curable. It is a permanent condition and prevents the Archon from becoming Afflicted or having another Affinity, though they can become [[Marken]]. Finally, Mages can also be cleansed into Archon, but any connection they have to any other Dimensions or Powers is cut off, meaning Archon can only ever have God Magic (Dragon). The only exception to this is Archon who have been touched by Ifrit, who can also have Void Magic, but only ever Void Magic. All Archon have purple irises, though the exact shade can range from light lavender to darker royal purple. They may also opt for additional Draconic aesthetics (scales, black sclera, claws, dragon tail, etc.). Finally, even if Archon Lineages seem hard coded to specific Dragons, they are not. Hunters can belong to Regulus, and Phantoms can belong to Severena, what matters is the context of how those powers are used.<br />
<br />
===Archon Mechanics===<br />
All Archon regardless of Lineage have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat ways. In essence, Mechanics just add aesthetic flair that invest in the Dragon Niche.<br />
* '''Mechanic 1:''' Archon can manifest Wings (of any design: Fairy, Draconic, or Mechanical), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight. <br />
* '''Mechanic 2:''' Archon can Point Buy [[Magic Point Buy]] Packs, re-classifying their Abilities to Dragon Magic. They cannot make use of the Sinistral Mechanic. <br />
* '''Mechanic 3:''' Archon can perform a Cleansing Ritual on a (willing) Character with Magic Point Buy that cannot become an Archon. Any Magic packs are refunded and can be re-spent.<br />
* '''Mechanic 4:''' Archon can perform a Cleansing Ritual that cleanses a (willing) Exist/Void/Ordial Mage of their Magic and makes them an Archon. Any Magic/Faith Point Buy Packs are refunded and can be re-spent.<br />
* '''Mechanic 5:''' Archon can perform a Cleansing Ritual that cleanses a (willing) Undead, to either pass onto the Afterlife, or become a Primal Revenant. Any Magic/Faith Point Buy Packs are refunded and can be re-spent.<br />
* '''Mechanic 6:''' Archon can see backwards in time (coordinate with other players to tell their past) or see glimpses of possible futures in multi-time thread theory (just make them up, there are thousands of possible futures).<br />
* '''Mechanic 7:''' Archon can live much longer than non-Archon, empowered by Dragon Magic, meaning they can live three times as long as their maximum. (Making an Archon 300+ years old may require ticket consultation).<br />
* '''Mechanic 8:''' Archon who convince a non-Archon to be cleansed of their infected Magic (Ordial, Void, Exist), and convert to Archon, gain 1 static Divinium when they succeed in convincing the convert to cleanse.<br />
<br />
==Lineages==<br />
Archon exist in six distinct Lineages (though special Lineages may exist for Custom Kits). All Archon serve a specific function in the Immortal War, and even though the Immortal War had passed, they continue to pass their Archonism down from generation to generation. All Children born from an Archon are also Archon (and if both parents are Archon, one random Lineage is chosen). It is possible to swap Lineage, but this costs 1 Divinium at the Dragon Temple unless a specific Mechanic allows this to be done for free. Each Lineage of Archon also has two specific Mechanics that apply only to their Lineage, that are supplemental to the common Mechanic list for all Archon. <br />
<br />
===Warden===<br />
[[File:Ssd.png|left|140px|caption]]<br />
Wardens are protectors and healers and scholars, not necessarily front-line soldiers. Wardens were historically sent by the Dragons to heal places where corruption had left the people in misery and damaged the world, or to investigate matters they could not see to themselves. Wardens primarily also act as protectors and administrators or support of the Draconism Holy Sites, a very last line of defense against the Infection from damaging the heart of the Draconic Cause. Wardens were popular among the followers of Regulus, Severena, and Aurora, but have become more wide spread over time as their support became appreciated by the frontliners. Wardens are particular popular in [[Anglia]] in the Regalian Archipelago, where they have banded together and called themselves Gray Witches or Anglian Witches, using herbs and tinctures to heal the people of ailments and generally warding off evil in the swamplands.<br />
* '''Warden Mechanic:''' Warden Archon can grant any person [[Adapt_Point_Buy#Shapeshift_Pack|Shapeshift Pack]] for free, but only for an Hour (or the duration of an Event), and with a 7 day Cooldown.<br />
* '''Warden Mechanic:''' Warden Archon are immune to all Mechanics from [[Arkenborn]] or [[Godborn]] insofar they are Mechanics that affect others, and aren't free Packs (not immune to Pack Abilities). <br />
===Aegis===<br />
[[File:Afa.png|left|140px|caption]]<br />
Aegis are the frontline warriors and shield-wall of the Draconic Forces, the bulk of the army of the Dragons, and the most numerous of the Archon. They are sent in large numbers to fight smaller Demons that Dragons would sneer to face, so that they can fight bigger entities and Gods. Aegis also function as the peacetime protectors of those Wardens who cannot fight themselves, such as the Draconic Scholars and Healers. Aegis are far from dispensable soldiers, and have historically had especially good relations with the Dragons Marik and Caius, the former commander among them and the latter general. Though, over time, as priorities shifted, Aegis Archon showed up in other Dragon Domains also. Aegis are particularly popular among the [[Songaskian]], called the Siiri Bulwark, who also act as foot soldiers in the Songaskian Masaya's army, commanded by Dragon Priests. <br />
* '''Aegis Mechanic:''' Aegis Archon gain a Draconic Transformation styled like [[Songaskia#Sofawaati_Form|Sofawaati Form]], the Aesthetics of which they can style after a Dragon of their choice. Counts as a Disguise.<br />
* '''Aegis Mechanic:''' Aegis Archon gain +1 Defence Stat (breaking cap up to 9) for each additional Archon present in a scene, and so long as they are fighting for a Draconism cause (even while not being faithful). <br />
===Hunter===<br />
[[File:Trw.png|left|140px|caption]]<br />
Hunters are the lone wolves or shock-troopers of the Draconic Forces, specifically tracking and hunting down notable Occult as specialized warriors. Hunters are sent out in small numbers to make use of hit and run tactics, as well as their ferocity to quickly overwhelm enemies before they even realize they are under attack. Hunters rarely act defensively on the home front, content to spend their entire time on the front lines of the Immortal War and the Draconic goals. Hunters have historically been especially favored by Caius, as they are capable of sharing his bouts of rage and combat ferocity when forced to fight alone against a tide of darkness. Hunters are particularly popular among the [[Maquixtl]], called the Red Hunters, who invoke the elements of the Fire Dragon and manifest Draconic aesthetics like red scale, red skin, a draconic tail, draconic horns, claws, and fire resistance.<br />
* '''Hunter Mechanic:''' Hunters have perfect night vision, capable of seeing clearly in the dark and low light environments without needing any external light or illumination.<br />
* '''Hunter Mechanic:''' Hunters gain +1 Main Attack Stat (breaks Cap up to 11) while they are inside Crookback City District, and become Revenants (Ghosts) if killed, revivable for 1 Divinium at the Dragon Temple.<br />
<br />
===Phantom===<br />
[[File:Weq.png|left|140px|caption]]<br />
Phantoms are the saboteurs, assassins, rogues and cutthroats of the Draconic Forces, specifically used to get dirty work done that other Archon balk at, or get their morals in a twist about. Phantoms were not historically part of the Immortal War, rather they came about through Triton and Nox's impatience with the other Dragons' slowness to act, and indecision when it came to more pivotal moments in history. The Phantoms often consider themselves separate from the other Lineages, and rage against their centrism or apathy. It should come as no surprise that Phantoms are traditionally favored to Triton, but have become more widespread, some even in nominally peaceful Severena Domain, as locals turn to more radical solutions. Phantoms are particularly popular among the Drakon Cult [[Kathar]], called Darkscales, who blend [[Vampirism|Vampiric]] culture with Archon Culture to produce a potent mixture in any fight. <br />
* '''Phantom Mechanic:''' Phantoms can Thrall (consenting) Afflicted, making them Legal in the eyes of Regalia, hiding their Affliction Traits, Disabling their Feeding, and forcing them to fight their own Kind. 2 Max.<br />
* '''Phantom Mechanic:''' Phantoms can use [[Vampirism#Design|Vampiric Form]] as described on the Vampire Page. Additionally when Persuasion Dice rolling against non-Mundane, they gain +2 to the final Dice Result.<br />
===Envoy===<br />
[[File:Untitlssssdadaed Artwork.png|left|140px|caption]]<br />
Envoy go in a completely different direction from the more combat-oriented Archon lineages existing elsewhere, focusing instead on the recruitment of allies from outside the Draconism and Draconic fold. Envoys seek to maintain relations with non-Dragon aligned and those who reject or don't believe in the actual mission of the Draconic Immortal War, to aid in their work regardless of this apathy. Envoys came about through Severena and Aurora's foresight, that those who worshiped the Dragons as Gods would not be sufficient to stem the tide of the Demonic and the infection in the world. Envoys tend to be more cooperative and compromising both within the Dragon Cult, seeking to get the Archon to work better together (especially the lone wolves like the Hunters and Phantoms), while also recruiting outsiders and making them feel at home in the cause, and including them in Draconism meetings. <br />
* '''Envoy Mechanic:''' Envoy Archon can duplicate Archon Mechanic 1, and 6 onto any non-Archon Ally that is with them in an active scene. Additionally, they extend Mechanic 7 onto their non-Archon Family and Significant Others.<br />
* '''Envoy Mechanic:''' Envoy Archon can break the limitations on [[Guilds]] in terms of membership, being able to become a member of 2 instead of 1 Guilds, but can only choose one set of Mechanics from either Guild.<br />
===Artisan===<br />
[[File:Untitle241d Artwork.png|left|140px|caption]]<br />
Artisan are similar to the Envoys, in that they fulfill a role somewhere in between being soldiers of the Immortal War, and more like supporting forces. The Leystone Network is vast, spanning the globe, and constantly under attack from small little incursions. Artisans both mend and strengthen the Leystone network from attacks, and use Leystone and Draconic Magic to fuel Technology and creations to aid in the Immortal War. The best way to regard the Artisan Archon, is as Engineer Archon, a function dreamed up by Daiana and Regulus to help with the ever increasing threats to the network upon which Dragon Sites are dependent. Artisan Archon are valued both within the Dragon Cult and outside, given that their unrivaled knowledge of Dragon Sites makes them one of the few venues through which Soul Cores can be used to the benefit of mortals, otherwise only available at the behest of the Dragons. <br />
* '''Artisan Mechanic:''' Artisan Archon can grant an Archon +1 Attack Stat (breaks cap up to 11) when fighting on a Dragon Site (Temple Incl). Additionally, they can dispel curses at the Temple as if they had 4 Points Invested in Magic.<br />
* '''Artisan Mechanic:''' Artisan Archon gain the Leytech Branch of Technology for free without any Point investment in Tech Point Buy, and this also does not count towards their max 2 Tech Branches chosen. <br />
==Trivia==<br />
* There was once Trivia here.<br />
{{Affinities}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = FireFan96<br />
}}<br />
[[category:Affinities]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Archon&diff=49505Archon2024-03-03T21:37:35Z<p>Scribbe: </p>
<hr />
<div>Archon is an [[Aloria]]n based [[Affinity]] that recruits mortals of any [[Race]] to become frontline soldiers for the Dragons within the [[Draconism]] [[Religion]], fighting against what the Dragons see as Corruption of the world. For every civilization since the dawn of time, Races have contributed their mortals to the Immortal War, and countless Archon have laid down their lives to try and save the world from ultimate Magical destruction. Eventually the Immortal War came to an end, leaving the Archon aimless and in control of their own Fate. While Archon are an Affinity, it considered almost universally beneficial to those who are it, even if signs them up, potentially against their will, to be recruited into the war of Dragons. <br />
<br />
==History==<br />
Archon have existed since the dawn of time, or for as long as historical records go back. The earliest proven Archon were [[Meraic]] warriors empowered by Dragon [[Magic]] to fight the Demon horde as it was already invading their Empire, and since their fall, Archon have existed in the [[Allorn Empire]]'s greatness days, and the rise of the [[Regalian Empire]]. When Dragons committed the Denial of Immortality and ended the Immortal War in a draw, the Archon all collectively suddenly lost their purpose. The Dragons died or disappeared in the century leading up to [[Cataclysm]], and without any leaders to call out orders or send them to die on the front lines, the Archon were mostly left to their own devices. Some Archon forgot their historical purpose or actively rebelled against the Dragons that had left them. When the Dragons returned 300 years later, many Archon refused to return to the fold with the Dragons, while some cautiously rejoined the faithful in resurrecting the Draconism faith. To this day, Archon are seen as Draconic warriors and protectors of the world, though their method of protection is often very questionable. Some are apathetic and do not contribute to positive developments, while others engage in excessive violence and extrajudicial killing that leaves the Archon sometimes perceived with suspicion, as an unaccountable cult of know-it-all's. <br />
<br />
===Why play an Archon===<br />
Archon, similarly to Knights, are a quick and easy way to get involved in pre-existing groups and activities. It guarantees Roleplay (whether for good or bad) because opinions on Archon are very polarized, and there is always some kind of somewhat active group of Archon around [[Draconism]] worship that tries to get involved in a lot of things in Regalia. Archon is also the closest proximity to something like spiritual world-defenders, though it should be noted that this is not their exact role, many of them do a lot of questionable things and generally there is a lot of flexibility in how to play an Archon. It is even possible to play an Archon who rejects Draconism and works with non-Dragon forces, though there are some design limitations to Archon. <br />
<br />
===Becoming an Archon===<br />
To become Archon, one either has to be born one from an Archon Parent or be converted to one. Any Archon can convert any willing person to an Archon of their chosen Lineage at the Dragon Temple, though it's always fun to include any Draconism faith priests in case they are around. Dragons can also directly make people Archon if they are summoned with Divinium, and some Mechanics in Heritage Traits might cause a Character to become an Archon. It is important to note that as an Affinity, being an Archon is not curable. It is a permanent condition and prevents the Archon from becoming Afflicted or having another Affinity, though they can become [[Marken]]. Finally, Mages can also be cleansed into Archon, but any connection they have to any other Dimensions or Powers is cut off, meaning Archon can only ever have God Magic (Dragon). The only exception to this is Archon who have been touched by Ifrit, who can also have Void Magic, but only ever Void Magic. All Archon have purple irises, though the exact shade can range from light lavender to darker royal purple. They may also opt for additional Draconic aesthetics (scales, black sclera, claws, dragon tail, etc.). Finally, even if Archon Lineages seem hard coded to specific Dragons, they are not. Hunters can belong to Regulus, and Phantoms can belong to Severena, what matters is the context of how those powers are used.<br />
<br />
===Archon Mechanics===<br />
All Archon regardless of Lineage have a set of Mechanics. Mechanics change the way an Affinity functions in Roleplay through subtle, and usually out-of-combat ways. In essence, Mechanics just add aesthetic flair that invest in the Dragon Niche.<br />
* '''Mechanic 1:''' Archon can manifest Wings (of any design: Fairy, Draconic, or Mechanical), which while not in Combat, allow (Elytra) flight (including the use of Rockets). Combat or Ability usage immediately disables flight. <br />
* '''Mechanic 2:''' Archon can Point Buy [[Magic Point Buy]] Packs, re-classifying their Abilities to Dragon Magic. They cannot make use of the Sinistral Mechanic. <br />
* '''Mechanic 3:''' Archon can perform a Cleansing Ritual on a (willing) Character with Magic Point Buy that cannot become an Archon. Any Magic packs are refunded and can be re-spent.<br />
* '''Mechanic 4:''' Archon can perform a Cleansing Ritual that cleanses a (willing) Exist/Void/Ordial Mage of their Magic and makes them an Archon. Any Magic/Faith Point Buy Packs are refunded and can be re-spent.<br />
* '''Mechanic 5:''' Archon can perform a Cleansing Ritual that cleanses a (willing) Undead, to either pass onto the Afterlife, or become a Primal Revenant. Any Magic/Faith Point Buy Packs are refunded and can be re-spent.<br />
* '''Mechanic 6:''' Archon can see backwards in time (coordinate with other players to tell their past) or see glimpses of possible futures in multi-time thread theory (just make them up, there are thousands of possible futures).<br />
* '''Mechanic 7:''' Archon can live much longer than non-Archon, empowered by Dragon Magic, meaning they can live three times as long as their maximum. (Making an Archon 300+ years old may require ticket consultation).<br />
* '''Mechanic 8:''' Archon who convince a non-Archon to be cleansed of their infected Magic (Ordial, Void, Exist), and convert to Archon, gain 1 tradeable Dragonspark when they succeed in convincing the convert to cleanse.<br />
<br />
==Lineages==<br />
Archon exist in six distinct Lineages (though special Lineages may exist for Custom Kits). All Archon serve a specific function in the Immortal War, and even though the Immortal War had passed, they continue to pass their Archonism down from generation to generation. All Children born from an Archon are also Archon (and if both parents are Archon, one random Lineage is chosen). It is possible to swap Lineage, but this costs 1 Divinium at the Dragon Temple unless a specific Mechanic allows this to be done for free. Each Lineage of Archon also has two specific Mechanics that apply only to their Lineage, that are supplemental to the common Mechanic list for all Archon. <br />
<br />
===Warden===<br />
[[File:Ssd.png|left|140px|caption]]<br />
Wardens are protectors and healers and scholars, not necessarily front-line soldiers. Wardens were historically sent by the Dragons to heal places where corruption had left the people in misery and damaged the world, or to investigate matters they could not see to themselves. Wardens primarily also act as protectors and administrators or support of the Draconism Holy Sites, a very last line of defense against the Infection from damaging the heart of the Draconic Cause. Wardens were popular among the followers of Regulus, Severena, and Aurora, but have become more wide spread over time as their support became appreciated by the frontliners. Wardens are particular popular in [[Anglia]] in the Regalian Archipelago, where they have banded together and called themselves Gray Witches or Anglian Witches, using herbs and tinctures to heal the people of ailments and generally warding off evil in the swamplands.<br />
* '''Warden Mechanic:''' Warden Archon can grant any person [[Adapt_Point_Buy#Shapeshift_Pack|Shapeshift Pack]] for free, but only for an Hour (or the duration of an Event), and with a 7 day Cooldown.<br />
* '''Warden Mechanic:''' Warden Archon are immune to all Mechanics from [[Arkenborn]] or [[Godborn]] insofar they are Mechanics that affect others, and aren't free Packs (not immune to Pack Abilities). <br />
===Aegis===<br />
[[File:Afa.png|left|140px|caption]]<br />
Aegis are the frontline warriors and shield-wall of the Draconic Forces, the bulk of the army of the Dragons, and the most numerous of the Archon. They are sent in large numbers to fight smaller Demons that Dragons would sneer to face, so that they can fight bigger entities and Gods. Aegis also function as the peacetime protectors of those Wardens who cannot fight themselves, such as the Draconic Scholars and Healers. Aegis are far from dispensable soldiers, and have historically had especially good relations with the Dragons Marik and Caius, the former commander among them and the latter general. Though, over time, as priorities shifted, Aegis Archon showed up in other Dragon Domains also. Aegis are particularly popular among the [[Songaskian]], called the Siiri Bulwark, who also act as foot soldiers in the Songaskian Masaya's army, commanded by Dragon Priests. <br />
* '''Aegis Mechanic:''' Aegis Archon gain a Draconic Transformation styled like [[Songaskia#Sofawaati_Form|Sofawaati Form]], the Aesthetics of which they can style after a Dragon of their choice. Counts as a Disguise.<br />
* '''Aegis Mechanic:''' Aegis Archon gain +1 Defence Stat (breaking cap up to 9) for each additional Archon present in a scene, and so long as they are fighting for a Draconism cause (even while not being faithful). <br />
===Hunter===<br />
[[File:Trw.png|left|140px|caption]]<br />
Hunters are the lone wolves or shock-troopers of the Draconic Forces, specifically tracking and hunting down notable Occult as specialized warriors. Hunters are sent out in small numbers to make use of hit and run tactics, as well as their ferocity to quickly overwhelm enemies before they even realize they are under attack. Hunters rarely act defensively on the home front, content to spend their entire time on the front lines of the Immortal War and the Draconic goals. Hunters have historically been especially favored by Caius, as they are capable of sharing his bouts of rage and combat ferocity when forced to fight alone against a tide of darkness. Hunters are particularly popular among the [[Maquixtl]], called the Red Hunters, who invoke the elements of the Fire Dragon and manifest Draconic aesthetics like red scale, red skin, a draconic tail, draconic horns, claws, and fire resistance.<br />
* '''Hunter Mechanic:''' Hunters have perfect night vision, capable of seeing clearly in the dark and low light environments without needing any external light or illumination.<br />
* '''Hunter Mechanic:''' Hunters gain +1 Main Attack Stat (breaks Cap up to 11) while they are inside Crookback City District, and become Revenants (Ghosts) if killed, revivable for 1 Divinium at the Dragon Temple.<br />
<br />
===Phantom===<br />
[[File:Weq.png|left|140px|caption]]<br />
Phantoms are the saboteurs, assassins, rogues and cutthroats of the Draconic Forces, specifically used to get dirty work done that other Archon balk at, or get their morals in a twist about. Phantoms were not historically part of the Immortal War, rather they came about through Triton and Nox's impatience with the other Dragons' slowness to act, and indecision when it came to more pivotal moments in history. The Phantoms often consider themselves separate from the other Lineages, and rage against their centrism or apathy. It should come as no surprise that Phantoms are traditionally favored to Triton, but have become more widespread, some even in nominally peaceful Severena Domain, as locals turn to more radical solutions. Phantoms are particularly popular among the Drakon Cult [[Kathar]], called Darkscales, who blend [[Vampirism|Vampiric]] culture with Archon Culture to produce a potent mixture in any fight. <br />
* '''Phantom Mechanic:''' Phantoms can Thrall (consenting) Afflicted, making them Legal in the eyes of Regalia, hiding their Affliction Traits, Disabling their Feeding, and forcing them to fight their own Kind. 2 Max.<br />
* '''Phantom Mechanic:''' Phantoms can use [[Vampirism#Design|Vampiric Form]] as described on the Vampire Page. Additionally when Persuasion Dice rolling against non-Mundane, they gain +2 to the final Dice Result.<br />
===Envoy===<br />
[[File:Untitlssssdadaed Artwork.png|left|140px|caption]]<br />
Envoy go in a completely different direction from the more combat-oriented Archon lineages existing elsewhere, focusing instead on the recruitment of allies from outside the Draconism and Draconic fold. Envoys seek to maintain relations with non-Dragon aligned and those who reject or don't believe in the actual mission of the Draconic Immortal War, to aid in their work regardless of this apathy. Envoys came about through Severena and Aurora's foresight, that those who worshiped the Dragons as Gods would not be sufficient to stem the tide of the Demonic and the infection in the world. Envoys tend to be more cooperative and compromising both within the Dragon Cult, seeking to get the Archon to work better together (especially the lone wolves like the Hunters and Phantoms), while also recruiting outsiders and making them feel at home in the cause, and including them in Draconism meetings. <br />
* '''Envoy Mechanic:''' Envoy Archon can duplicate Archon Mechanic 1, and 7 onto any non-Archon Ally that is with them in an active scene. Additionally, they extend Mechanic 8 onto their non-Archon Family and Significant Others.<br />
* '''Envoy Mechanic:''' Envoy Archon can break the limitations on [[Guilds]] in terms of membership, being able to become a member of 2 instead of 1 Guilds, but can only choose one set of Mechanics from either Guild.<br />
===Artisan===<br />
[[File:Untitle241d Artwork.png|left|140px|caption]]<br />
Artisan are similar to the Envoys, in that they fulfill a role somewhere in between being soldiers of the Immortal War, and more like supporting forces. The Leystone Network is vast, spanning the globe, and constantly under attack from small little incursions. Artisans both mend and strengthen the Leystone network from attacks, and use Leystone and Draconic Magic to fuel Technology and creations to aid in the Immortal War. The best way to regard the Artisan Archon, is as Engineer Archon, a function dreamed up by Daiana and Regulus to help with the ever increasing threats to the network upon which Dragon Sites are dependent. Artisan Archon are valued both within the Dragon Cult and outside, given that their unrivaled knowledge of Dragon Sites makes them one of the few venues through which Soul Cores can be used to the benefit of mortals, otherwise only available at the behest of the Dragons. <br />
* '''Artisan Mechanic:''' Artisan Archon generate 1 Dragonspark each month (which does not stack or pass over), which can be used to activate a Dragon Site for single-use of their function. This can also be given to others. <br />
* '''Artisan Mechanic:''' Artisan Archon gain the Leytech Branch of Technology for free without any Point investment in Tech Point Buy, and this also does not count towards their max 2 Tech Branches chosen. <br />
==Trivia==<br />
* There was once Trivia here.<br />
{{Affinities}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = FireFan96<br />
}}<br />
[[category:Affinities]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=49420Scribtest2024-02-25T22:09:35Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Combat Styles==<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
{|<br />
| width="30%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="32%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="30%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}<br />
<br />
{{Peoples}}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Template:Peoples&diff=49419Template:Peoples2024-02-25T22:06:57Z<p>Scribbe: </p>
<hr />
<div>{{Navbox<br />
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| liststyle = ; border: 0px; padding: 5px; background-color: #FFFFFF <br />
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| groupstyle = background: #C9D8CC; text-align: left; padding: 4px; width: 15%; background-color: #FFFFFF; border-right:solid 2px #C9D8CC;<br />
<br />
| title = Peoples of Aloria<br />
| below = • [[Character Creation Lore]] •<br />
<br />
| group1 = Central Peoples<br />
| list1 = • [[Ailor]] • [[Narim]] • [[Solvaan]] •<br />
<br />
| group2 = Northern Peoples<br />
| list2 = • [[Dwarves]] • [[Isldar]] • [[Sihndar]] • [[Urlan]] •<br />
<br />
| group3 = Eastern Peoples<br />
| list3 = • [[Qadir]] • [[Sihai]] • [[Songaskia]] •<br />
<br />
| group4 = Southern Peoples<br />
| list4 = • [[Allar]] • [[Bralona]] • [[Maraya]] • [[Slizzar]] •<br />
<br />
| group5 = Western Peoples<br />
| list5 = • [[Asha]] • [[Eronidas]] • [[Fin'ullen]] • [[Kathar]] • [[Lanlath]] • [[Maquixtl]] • [[Suvial]] • [[Yanar]] •<br />
}}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Template:Peoples&diff=49418Template:Peoples2024-02-25T22:06:21Z<p>Scribbe: </p>
<hr />
<div>{{Navbox<br />
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| liststyle = ; border: 0px; padding: 5px; background-color: #FFFFFF <br />
| belowstyle = background: #4A8757; padding: 5px; text-align: center; font-size: .8em; <br />
| groupstyle = background: #C9D8CC; text-align: left; padding: 4px; width: 15%; background-color: #FFFFFF; border-right:solid 2px #C9D8CC;<br />
<br />
| title = Peoples of Aloria<br />
| below = • [[Character Creation Lore]] •<br />
<br />
| group1 = Central Peoples<br />
| list1 = • [[Ailor]] • [[Solvaan]] • [[Narim]] •<br />
<br />
| group2 = Northern Peoples<br />
| list2 = • [[Dwarves]] • [[Isldar]] • [[Sihndar]] • [[Urlan]] •<br />
<br />
| group3 = Eastern Peoples<br />
| list3 = • [[Qadir]] • [[Songaskia]] • [[Sihai]] •<br />
<br />
| group4 = Southern Peoples<br />
| list4 = • [[Allar]] • [[Bralona]] • [[Maraya]] • [[Slizzar]] •<br />
<br />
| group5 = Western Peoples<br />
| list5 = • [[Asha]] • [[Eronidas]] • [[Fin'ullen]] • [[Kathar]] • [[Lanlath]] • [[Maquixtl]] • [[Suvial]] • [[Yanar]] •<br />
}}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Template:Peoples&diff=49417Template:Peoples2024-02-25T22:06:05Z<p>Scribbe: </p>
<hr />
<div>{{Navbox<br />
| navbar = off<br />
| bodystyle = width: 1000px; margin: auto; margin-top: 5px; margin-bottom: 5px; background-color: #C9D8CC<br />
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| liststyle = ; border: 0px; padding: 5px; background-color: #FFFFFF <br />
| belowstyle = background: #4A8757; padding: 5px; text-align: center; font-size: .8em; <br />
| groupstyle = background: #C9D8CC; text-align: left; padding: 4px; width: 15%; background-color: #FFFFFF; border-right:solid 2px #C9D8CC;<br />
<br />
| title = Peoples of Aloria<br />
| below = • [[Character Creation Lore]] •<br />
<br />
| group1 = Central Peoples<br />
| list1 = • [[Ailor]] • [[Solvaan]] • [[Narim]] •<br />
<br />
| group2 = Northern Peoples<br />
| list2 = • [[Dwarves]] • [[Isldar]] • [[Sihndar]] • [[Urlan]] •<br />
<br />
| group3 = Eastern Peoples<br />
| list3 = • [[Qadir]] • [[Songaskia]] • [[Sihai]] •<br />
<br />
| group4 = Southern Peoples<br />
| list4 = • [[Allar]] • [[Bralona]] • [[Maraya]] • [[Slizzar]] •<br />
<br />
| group5 = Western Peoples<br />
| list5 = • [[Asha]] • [[Eronidas]] • [[Fin'ullen]] • [[Kathar]] • [[Lanlath]] • [[Maquixtl]] • [[Suvial]] • [[Yanar]] •<br />
}}<br />
</div><br />
}}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Template:Peoples&diff=49416Template:Peoples2024-02-25T21:59:41Z<p>Scribbe: Created page with "{{Navbox | navbar = off | bodystyle = width: 1000px; margin: auto; margin-top: 5px; margin-bottom: 5px; background-color: #C9D8CC | titlestyle = background: #4A8757; width: 1000px; font-size: 1.3em | liststyle = ; border: 0px; padding: 5px; background-color: #FFFFFF | belowstyle = background: #4A8757; padding: 5px; text-align: center; font-size: .8em; | groupstyle = background: #C9D8CC; text-align: left; padding: 4px; width: 15%; background-color: #FFFFFF; border..."</p>
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<div>{{Navbox<br />
| navbar = off<br />
| bodystyle = width: 1000px; margin: auto; margin-top: 5px; margin-bottom: 5px; background-color: #C9D8CC<br />
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| liststyle = ; border: 0px; padding: 5px; background-color: #FFFFFF <br />
| belowstyle = background: #4A8757; padding: 5px; text-align: center; font-size: .8em; <br />
| groupstyle = background: #C9D8CC; text-align: left; padding: 4px; width: 15%; background-color: #FFFFFF; border-right:solid 2px #C9D8CC;<br />
<br />
| title = Peoples of Aloria<br />
| below = • [[Character Creation Lore]] • [[General Lore]] • [[World Lore]] • [[Items and Technology Lore]] •<br />
<br />
| list1 =<br />
<div class="mw-collapsed mw-collapsible mw-collapsible-content"><br />
{{Navbox<br />
| liststyle = border: 0px; padding: 5px;<br />
| groupstyle = background: #EEEEEE; text-align: left; padding: 5px; width: 15%;<br />
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-- ACTUAL CONTENT GOES HERE --<br />
------------------------------<br />
--><br />
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}}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=49414Scribtest2024-02-25T21:43:53Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Combat Styles==<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
{|<br />
| width="30%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="32%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="30%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Lanlath&diff=49413Lanlath2024-02-25T21:37:51Z<p>Scribbe: </p>
<hr />
<div>{{Info Lineage<br />
|name = Lanlath<br />
|test = Lathadaar (in Altalar)<br />
|test2 = [[File:Fsafasa.png|80px]] <br />
|test3 = '''Motto:''' "Cast from the world, Fates still bound."<br />
|image = Df48d0b6e4bc9478d945244941352413.png<br />
|state = Lathan Empire<br />
|ruler = Varied Princes and Princesses<br />
|suzerain = None<br />
|languages = [[Altalar]]<br />
|religion = [[Estelley]]<br />
|first_recorded = 15,000 BC<br />
|demonym = Lanlath<br />
|}}<br />
[[File:Dadadd.png|294px|thumb|right|This sheet shows the lore-compliant eye colors (and their differing shades) and skin-tones for the Lanlath people, along with an example skin. You may be able to find free skins on Planet Minecraft under search term "MassiveLooks".]]<br />
The Lanlath are the classical High Elves of [[Aloria]], skilled in [[Magic]], clever and thoughtful with their words, and with poise and grace that is difficult to rival by the other peoples of the world. The Lanlath are the Elves of the hidden valleys, a nation without boundaries that was once expelled from the ancient [[Allorn Empire]] for resisting conformity with the ever-expanding and brutalizing Elven dominion. Under the guidance of their secular and religious leaders, the Lanlath departed from the Allorn Empire, creating a realm of their own where the sentiments of justice, compassion and grace would temper the chaos and powerful allure of Magic. The Lanlath are best known across the world for their secretive Empire in the in-between lands, and their contributions to the creation of Radiant Magic, inventing for the first time in Alorian history the means to use Magic without damaging the world and the people in it. The Lanlath have two unique pupil colors (seen right), the Lanlath Midnight and Lanlath Sunrise. The Midnight variant is a dark-gray blue with glowing white specks that imitate the night sky, while Sunrise is ivory colored on the outside, and magenta colored on the inside with inner-heterochromia (two colors in each pupil). <br />
<br />
==Design==<br />
The Lanlath are Aloria's interpretation of the High Elf who is above it all, too detached from the world to care about the chaos in it, too enlightened to engage in the banal discussions that invoke family drama and romance conflict. The Lanlath come in two flavors: resting-bitch-face, and sees-right-through-you-face, where even if a Lanlath is kind-natured and has good intentions to others, much of that goodwill is undercut by how bored or "done" they look with the world. The Lanlath always invoke a floating and drifting mind, expressed with elegant and fluid poise and class, and an abhorrence of chaos, unruliness, and wildness. Lanlath don't all need to be thin spindly or frail-looking, just like the other Elves Lanlath are surely capable of packing on muscle and weight, though due to their high rates of vegetarianism and sometimes just forgetting to eat while musing their theories or playing the harp, these are more the exception than the norm. The Lanlath have a wide variety of visual traits, as seen in the sheet to the right. Most Lanlath veer on the tall side and frequently keep their hair long and well-maintained. Finally, Lanlath expressions of emotion and passion are extremely muted, or well hidden away from the public. Many Lanlath would consider holding hands very risqué, and think a hug is some form of intimate contact. <br />
<br />
===Lanlath in Regalia===<br />
Lanlath are certainly some the least numerous Elves in [[Regalia]] (bar for perhaps the [[Sihndar]]), due to the habit of the Lanlath to remain in Lathan, their homeland and Empire in the in-between lands. There is however a healthy exchange of people going between Lanath and Regalia, for a variety of reasons, that can all be used to explain why a Lanlath Character might be in Regalia:<br />
* Lanlath are naturally akin to therapists, diplomats, or problem solvers, who use their own ascended philosophies, to help guide others to peace and healing. <br />
* Lanlath despite being detached from the world of Aloria, are sometimes still concerned about the Chaos in it, and will help the other People of Aloria keep it safe.<br />
* Lanlath are natural musicians, poets, and lovers of art and beauty. Many of them travel to Regalia to learn from other musicians, or to share their art with the world. <br />
* Some Lanlath are Knights, being members of the [[Senleya Order]] and helping the Regalian Empire preserve peace and stability and giving final mercy to Spirits. <br />
* The Lanlath are often a cornerstone to "proper" Magic teaching by straying from Sinistral, and following their Radiant theories. They often teach Magic in Regalia. <br />
* Lanlath are often speakers for causes for the good of the world that the general public ignores, like the Sihndar struggle, the Dwarven extinction, the Isldar war etc.<br />
<br />
==Heritage Traits==<br />
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).<br />
===Free Packs===<br />
* Lanlath choose two Packs from [[Magic Point Buy]] for free.<br />
<br />
===Mechanics===<br />
* The two Free Magic Packs chosen from Heritage Traits, can be used as the Sinistral Variant, but will always be Radiant instead and cannot be forced Sinistral. <br />
* Lanlath cannot use God Magic. However, Lanlath can Dimension Align to Lathan Magic, which is extradimensional like Void/Exist/Ordial, and unique to the Lanlath. <br />
* Lanlath do not need to sleep, but can do so if they wish, or enter into a trancelike state of meditation that approximates sleep but leaves them watchful.<br />
* Lanlath can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use.<br />
* Lanlath are supremely difficult to inebriate with traditional alcohol, requiring a stupendous amount of liquor before they even begin to feel a mild buzz.<br />
<br />
===Lathan Essence===<br />
Lathan Essence is magical energy from the Lathan dimension, explained further below. Lathan is both a Dimension and a [[Magic#Dimensional_Alignment|Dimensional Alignment]], much like the Void, Exist, or Ordial Dimensions are, but it is distinctly different from them. Unlike these Dimensional Essences, Lathan Essence is completely incapable of corrupting Aloria by itself. Lathan Essence can still be used to generate Sinistral Magic, and it can still cause widespread destruction, but the passive existence of it does not twist and corrupt plant life like for example Ordial or Void Essence would. Lathan Essence is identified as sereneness, light-headedness, foggy-ness, feelings of floating, and feelings of weightlessness. It is generally ascribed good qualities, but this again does not mean it is exclusively good and other forms of transdimensional Essences purely bad. Lathan Essence has in part affected the Lanlath to a degree of detaching them from worry and involvement or a sense of responsibility over Aloria. This is also why some of its critics, call it the "Apathy Magic". Lathan Essence is technically a fifth Dimensional Alignment, but is not present on the Magic Page because it is only accessible to Lanlath. <br />
<br />
===Starbirth===<br />
Lanlath have a cultural tradition that each Lanlath goes through as they come of age, known as the Starbirth. Lanlath distinguish a difference between natural birth and Starbirth, in that the latter occurs during a coming of age ceremony in a Star Chamber, where the ambient magics reveal their personality and inclinations, then forming a Star in the ceiling of the room to indicate between the four Starsigns. The Lanlath acknowledge that some Dimensions are more suitable for certain personalities, while other personalities cause calamity if they come into contact with certain Dimensions. In a way, Starbirth is how the Lanlath find the most appropriate Dimensional Alignment for their people, so that they can best master the arts, and have as little risk as possible to be corrupted or possessed by a Spirit. Starbirth does not prevent a Lanlath from Aligning with multiple Dimensions in the future, but this considered a massive Taboo in Lanlath society, to defy the will of the Star Chamber, and reason enough to become pariah to Lanlath society, those individuals referred to as Starfallen. It is not possible to be Starborn to God Magic, as the Lanlath are unable to use God Magic due to their connection with the Dimension Lathan. Also, while Lanlath can be Mageborn, Lathan has a yet fully understood quality to it that prevents Lanlath from being born with a Dimensional Alignment, having non-descript Magic, until the time of their Starbirth. Note that the color distinctions of Void Gold-Red, Exist Blue-Silver, Ordial Black-Green, and Lathan Magenta-Ivory are purely aesthetic visuals. Nobody is forced to clothe themselves in colors they do not like, though it is always a fun little alignment indicator for people's styling. <br />
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'''Lanlath Starborn under the Star of Calmness''', are aligned from birth to the Void Dimension, making all of their Magic Void-based. The Star of Calmness aligns best with Lanlath who have calm personalities, are stoic and in restraint of their natural impulses. Void Magic tends to work on the worst vices and lack of self-restraint in a host, and so the calmest and most disciplined minds can resist the nefarious effects of the Void. Those Starborn under the Star of Calmness are equally suitable to deal with Spirits, as their minds are more sturdy against the corruptive and seducing influences that a Spirit would apply while trying to break into someone's mind. As such, those born under the Star of Calmness can reasonably capture and work with Spirits, albeit with a strong understanding that the Regalian Empire does not permit Spirits to exist, and that most of this work must be done in secret, as they attempt to find ways to help Revenants complete their task in the mortal world to help them pass on, or to find a way to make a Dimensional Spirit harmless to the people around it. Unlike the general Void-aligned ilk, Lanlath born under the Star of Calmness are the virtues of altruism and care of others. <br />
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'''Lanlath Starborn under the Star of Detachment''', are aligned from birth to the Exist Dimension, making all of their Magic Exist-based. The Star of Detachment aligns best with Lanlath who have ascetic and transcendent personality traits, meaning they have detached themselves more from earthly possessions and dependence on vanity and self-worth as beholden by others. Exist Magic tends to work on obsessive and perfectionist traits in a host, and so the most disinterested person in their legacy or fame, is best able to resist the compulsive tendencies of Exist Mages. Those born under the Star of Detachment are sometimes also called the Sages, as their studious qualities are perfectly suited to make these Lanlath poets, historians, scribes, archeologists, and magical theorists. These Lanlath always have a level head when considering any complicated or crisis-situated matter, not allowing the emotions of the moment overrule their judgement, and seeking to ensure purity in reason to enlighten both themselves and others. One thing that many Detachment Starborn engage in, is the radical democratization of information. They do not believe in secrets, or information that is too dangerous to be public. <br />
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'''Lanlath Starborn under the Star of Peace''', are aligned from birth to the Lathan Dimension, making all of their Magic Lathan-based. The Star of Peace aligns best with Lanlath who seek to be peacemakers, honorable judges of others, and arbitrators of justice without cruelty or fairness without personal bias. Lathan-based Magic is unique, in that it as a Dimensional Alignent is only available to Lanlath Elves. Lathan Essence is from another dimension, that being the Lanlath hidden valleys which exist in a different plane of reality altogether. Lathan Magic does not traditionally have any negative effects on the host, and there are also no Spirits that align with Lathan Essence, and yet, Lathan-aligned Lanlath Elves are exceptionally rare. The Star of Peace is considered a great omen of fortune for the Lanlath, and a prediction that they will bring some great contribution to their people, or the wider world, by solving conflict or aiming to heal historical or cultural traumas in others by making them see a different way. Lathan Starborn under the Star of Peace travel the world attempting not to be centrists, but to genuinely show and teach empathy to others, and reveal the hidden truths of historical conflicts for healing. <br />
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'''Lanlath born under the Star of Guardianship''', are aligned from birth to the Ordial Dimension, making all of their Magic Ordial-based. The Star of Guardianship aligns best with Lanlath who seek to be protectors, guardians, Knights, guards, and bodyguards, those that seek a charge in protecting others and especially protecting all that the Lanlath hold dear. Ordial Magic tends to exclusively be corruptive and destructive, so a person whose entire personality is wrapped around a desire to protect others can best resist the inclinations of Ordial Essence and the Death Gods. Nearly every Lanlath Knight is Starborn under the Star of Guardianship, and wields strong Ordial Magics to save lives instead of end them. It's important to note that while Ordial Magic as such is used, the Lanlath abhor the concept of Necromancy, even when it just creates Magical puppets out of bones and corpses. The Lanlath have a high degree of respect for the dead, and would not tolerate a Necromancer in their midst. Lanlath born under the Star of Guardianship with wings of flight are called Valcïria by other Elves, which loosely translates to "Wings of Death". A term of fear for those who would try to break into the Lathan without permission. <br />
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<br />
==Lathan==<br />
[[File:Sfafaf.png|center|1600px|caption]]<br />
To fully understand the Lanlath, Lathan must be known both as a cultural concept and what it is. Lathan, much like the Void, Exist, or Ordial, is a distinct Dimension separate from Aloria, however it is not quite the same as these very alien realities. How Lathan was originally found or created is unclear. There are prevailing theories that Lathan was created by the first Lanlath exiles from the Allorn Empire, while others claim that Lathan is the mind of a God, while others yet claim that Lathan was already in existence, but that it was devoid of life, and that the Lanlath cultivated it when the Estelley God Leyon opened the doors. Whatever the origins, Lathan is the Lanlath homeworld away from Aloria. They tried to create a land of their own, but would not conquer or take land from other cultures or people, and so manifested an Empire in the "in-between lands" as it is sometimes called. There are several entry points into Lathan, large gateways on the major continents that are guarded by the Lanlath on both sides, but the majority of them are concentrated in the island chain located to the west of Regalia, on Maartasil, Etosil, and Mirtasil, which was once the easternmost border of the Allorn Empire. Lathan is a magical realm where time does not seem to pass. The sky is permanently cast in a cloudless dark blue haze, while the sun shines a bright golden magenta glow over everything. The valleys are outlined with massive mountains going nowhere, rolling pine forests with no native creatures save for the [[Lathan Dove]], and rivers without native fish irrigating farms from which the Lanlath eat. Their cities are vast citadels of ivory stone, with golden domed roofs that reflect the permanently setting sunlight. Lathan appears as if it is in a permanent autumn sunset, fogs rolling along the periphery of the cities which are often hundreds of miles apart from one another with endless stretching abandoned wilderness in between, with only elemental gateways connecting them and allowing fast travel between them. Lathan is a peaceful realm, where the Gods of Aloria and other Dimensions cannot tread, and where those who have ill will towards the Lanlath are magically rebuked from entering the gateways to this tranquil place. The Lanlath protect Lathan with their lives, and are equally as fanatic in preserving its secrets. Only the most trusted non-Lanlath could ever dream of entering Lathan, to live with a loved one, or study under an Archmage of the Lanlath.<br />
<br />
==Language and Naming==<br />
Lanlath language has remarkably remained consistent with early Allorn [[Altalar]], and continued to develop along with the language spoken by the other Elves insofar it never developed a dialect. The Lanlath were keenly interested in remaining linguistically fluent with their Elven cousins from Aloria, and so took effort to record linguistic changes over the millennia to adopt themselves in Lathan. As a result, the Lanlath speak modern Altalar, and can speak this fluently with anyone who also speaks Allorn-taught or otherwise-taught Altalar. Altalar as a language is a fantasy language that borrows some verbage from modern day Spanish, but cannot be taken one to one. Altalar is meant to change much of the vocabulary by softening hard consonants, stressing vowels, and generally smoothing out the pronunciation. A good example might be the words "Adios, Gracias, and Hola" Altalar does not contain the consonants D, R, or H from these examples. To make these words sound more in-lore Altalar, Adios would become Alïos, Gracias would become Ce'lias, and Hola would become Äula. It is not recommended to try and translate whole sentences from Spanish, this is purely for the flair of some word usage in day-to-day roleplay. Lanlath naming principles follow the same rough rules, translating well from modern Spanish names in the examples listed below.<br />
* '''Example Male Lanlath Names:''' Ëasiel (Daniel), Lüsas (Lucas), Näul (Raul), Noveyn (Robert), Äuonshe (Jorge), Lavlo (Pablo), Mancel (Marcus), Sönsalo (Gonzalo), Na'ael (Rafael), A'losso (Alfonso).<br />
* '''Example Female Lanlath Names:''' Samila (Camilla), Isaveyl (Isabel), Sa'alia (Natalia), Siliana (Clara), Fisonia (Victoria), Savniella (Gabriella), Veani (Beatrix), Nassissa (Fransisca), Eyfa (Eva).<br />
* '''Example Unisex Lanlath Names:''' Sil (Gil), Aleycis (Alex), Ëasi (Dani), Eysmeynlea (Esmeralda), Äuiamey (Jaime), Monshaa (Morgan), Qüiem (Quim), Feyno (Vero), Savia (Gabi), Cimme (Kim). <br />
Furthermore, Elven naming can be complex if they use their full formal name. Their name starts with the first name, for example Noveyn, followed by a middle name Na'ael (for example being named after one's grandfather Na'ael), and finally a surname. This is then added to by the place where this Noveyn Na'ael Selven came from, being the Lathan City of Vashaäel by adding Bel- in front of it (so Bel-Vashaäel). Finally, Lanlath distinguish their current family loyalty at the end of their name as Elasis (Regalia), Alloneï (Allorn), or Lathai (Lanlath) So if this family was Regalia loyal, it would be in full: Noveyn Na'ael Selven Bel-Vashaäel Elasis, or just Noveyn Selven in short. If you need help with Elven naming, please make a Ticket on the Roleplay Discord so our more experienced linguists can help you. <br />
<br />
==Brief History==<br />
Lanlath History begins at the onset of the Allorn Empire's foundation. While the Allorn Empire was an ethnostate, to assume that every Elf always thought the same as the Empire's rulers, was a folly and the Allorn Empresses have been keenly aware of this all across history. Before the Lanlath existed as a distinct culture, their forerunners were considered conscientious objectors to several practices engaged in by the Allorn Empire. The first major objection these objectors had, was the usage of Magic to subjugate what they thought of at the time as the lesser peoples. To those early objectors, Magic was a tool of beauty, and engaging in violent or oppressive tactics with it, was besmirching its natural beauty. The rebellious sentiment among these conscientious objectors peaked during the aftermath of the Dewamenet War, where vast segments of Allorn Society revolted against the acts of genocide committed against the [[Asha]] by their rulers and military. These proto-Lanlath wished not to live in a state where the full dehumanizing slavery of their enemies of war was not only normal but an expected privilege, as Allorn supremacy started taking hold in the Elven psyche at the time. Due to the prevalence of Cemaan doctrine among the Elves, however, these objectors made no headway to change the Empire from within. Many revolts were brutally put down by the Allorn Princes, with their history mostly struck from Allorn records, only surviving in Lanlath libraries in Lathan. <br />
<br />
A watershed moment came with the destruction of the [[Extinct Races|Ïliamen]] people, of who very little exists in the historical record, even among the Lanlath. Supposedly the Ïliamen were butterfly-like humanoids who lived in suspended nests from the high trees in the southern forests, who had the misfortune of having their towns and villages built on top of mineral-wealthy soil. The Ïliamen had no military and were a pacifist people, but this did not stop Allorn leadership from committing genocide upon them and wiping this people from the records of history and Aloria itself. The brutality of this military campaign was so shocking to the conscientious objectors that tens of thousands of them descended upon Leyon Temples across the Empire, overwhelming the priesthood and even Leyon himself in attendance in one of his Temples. The outpour of grief and misery and powerlessness at the situation caused a lengthy debate between Cemaan and Leyon, which ended in Cemaan declaring the objectors weak, and Leyon finding no other solution that to spirit them away from the Allorn Empire. Leyon opened the gates to Lathan on the Silarian Isles, and started ferrying those who wished to leave the Allorn Empire through its gates into another world where they would not be in the way of Allorn expansion or paranoia. As much as these proto-Lanlath left with much derision of their Allorn cousins, it is important to stress that modern scholars don't necessarily morally absolve them of the crimes the Allorn Empire committed. By modern assessments, these Elves certainly had the means to stop or seriously hamper Allorn attempts to destroy cultures and people in the way of their expansion, but instead of acting, ran away to their own pocket realm. <br />
<br />
The Elves who arrived in this realm found it mostly sterile, a world in permanent twilight made of only rock. With Magic and tending, they grew the first forests, sprouted the first rivers, and brought in the first forest creatures besides the Lathan Dove, the only native species of this realm. These Elves called their homeland Lathan for the Elven word Grace, and subsequently called themselves the Lanlath, or those who were given grace. The Lanlath slowly expanded in their pocket realm by building city after city, and their population numbers steadily increased as conscientious objectors from the Allorn Empire continued to flow into Lathan for the following 10,000 years. While the Allorn Empire grew massive and powerful, projecting its control over the known world, the Lanlath also gained the formidable means to defend themselves, touched by the natural magics of Lathan and their more peaceful development of Radiant theory, in that Magic could be used without damaging the world by properly controlling the flow properties of the Essence back into the realm from which it came. Eventually, that very thing that Leyon predicted, Allorn paranoia, rose to the forefront as the Allorn Princes started suspecting a plot from the traitors within (meaning the Lanlath), and stopped all migration to and from Lathan. The gates not found on the Silarian Isles were shut down, and Lanlath were declared hostile to the Empire, beginning a period of complete isolation for the Lanlath.<br />
<br />
When the gates re-opened during Cataclysm, urged by Leyon to return to Aloria to help the Elves in their time of need, the Lanlath were shocked to the state that Allorn ideology had allowed both their people and the world around them to sink. They found damage everywhere they went, and while Lanlath expeditionary forces attempted to aid in the defense of the Allorn Empire, many balked at the idea of protecting a deeply rotten corpse of statecraft. They could not console the idea of protecting a city, knowing it was filled ten times with the population of bound Asha Slaves, the Lanlath having grown in their own Empire to hate the very idea of slavery. While attempts were made to save some peripheral areas from Demonic invasion, including a Lanlath fleet that blocked a Demon host from invading the Regalian Empire, they were inevitably unsuccessful in protecting the Allorn Empire from collapse. As much as the Lanlath were repulsed by Allorn society, they also feared the collapse of the Allorn Empire and the potential chaos that would ensue. Much to their surprise however, the Allorn Empire collapsed more with a whimper as societal melancholy set in, causing many of the Lanlath to return to Lathan for many centuries and continue their isolation.<br />
<br />
Around 200 AC, the Lanlath made formal contact with the [[Regalian Empire]], having taken almost 180 years to even decide if they wanted to make formal contact with anyone but the Elven successor states. Initial contact was difficult due to the tonal differences in diplomacy between the two, but the Regalians were remarkably affable to the Lanlath, particularly aided by [[Solvaan]] diplomats and advisors. There was an unspoken alliance between the Lanlath and Solvaan, due to both of them being separatist entities from the Allorn Empire, and the Solvaan quickly allowed for many Lanlath liberties in the Regalian Empire. A healthy exchange of magical teachers and reformers entered the Regalian Empire, who managed to use the protection of the Lathan Empire to continue operating even in the harshest of times of Magical repression in the Regalian Empire. In 250 AC, the Regalian Emperor even granted a charter for the Senleya Knights to operate in Regalia, and permitted them to become a secondary law-enforcing agency to aid in the stability of the Empire. It is here that the Lanlath adopted the policy of continuity rule, seeking to aid what it deemed ostensibly good-natured sovereign nations in continuing to exist, and perfecting their legal structure and justice systems. In doing so however, the Lanlath also drew the ire of the Regalian patriots, many of whom consider the Lanlath to have a messiah complex and haughty outsiders with too much influence over the Empire's internal systems, causing inevitable friction modern-day Lanlath would have to deal with.<br />
<br />
==Conflicts & Alliances==<br />
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Lanlath, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.<br />
* '''Allorn Elves:''' The Lanlath are considered traitors to the Allorn loyalists, and Lanlath consider Allorn Elves to be debauched and evil tyrants. The Lanlath are quick to attempt to cordon sanitaire any Allorn loyalist they see.<br />
* '''Life-Isldar, Sihndar:''' The Lanlath frequently aid the causes of these people who are often forgotten on the edges of the Regalian Empire, to remind people they protect the Empire from dangers outside of it, making fast allies. <br />
* '''Asha:''' Asha make somewhat uncomfortable allies. Even though some of the Asha might continue to believe the Lanlath should have done more to help the Dewamenet, it remains true that the Lanlath were the first rebels against Asha slavery. <br />
* '''Void Community:''' Lanlath society has peacefully integrated Void alignment and culture into their society. They are hostile towards any Void-Aligned murder-hobo who would make people think the Void always has to be about violence. <br />
* '''Solvaan, Suvial:''' The Lanlath, Solvaan, and Suvial, are like kindreds spirits of rebels against the Allorn Empire, and all have ideologies that somewhat align within the Regalian Empire, working together as a trifecta in the Senleya Knight Order. <br />
* '''Regalian Nationalists:''' Regalian patriots abhor the influence of the foreign-born Lanlath at the Imperial Court and the state Law-enforcement. They see this as foreign meddling, and declare the Lanlath pretentious savior-complex vigilantes. <br />
The Lanlath do not have many natural alliances or hostilities with other people across Aloria, mostly due to their isolationist habit. Whenever anyone would find them objectionable, it is mostly because they do not interact well with the very pensive, slow-acting, and emotionless approach Lanlath have to problems or crises. Many other cultures thrive in passionate expressions, but Lanlath always seem apathetic or above problems even when they are in the middle of trying to help, ergo those unfamiliar with the Lanlath, feel them come across as holier-than-thou, or better-than-thee. <br />
<br />
==Religions==<br />
* '''[[Estelley]]''': Estelley is the faith of choice for the vast-vast majority of the Lanlath. They have held onto the dogma in their isolation in Lathan, and continue to have very strong connections to Leyon, while rejecting most of Cemaan's Dogma. <br />
* '''[[Draconism]]''': A small-ish minority of Draconism Lanlath exist both inside Regalia and Lathan. Even though Lanlath cannot use God Magic (and subsequently Dragon Magic), Lanlath Archon are known to use Lathan Aligned Magic instead. <br />
* '''[[Unionism]]''': A very small minority of Unionist Lanlath exist in Regalia. These are usually descendants of early Lanlath settlers who stayed in Aloria following the Cataclysm and settled in the Regalian Empire early during its founding. <br />
* '''[[Baskarr]], [[Fornoss]], [[Evolism]]''': There are virtually no Lanlath who worship these religions. For Baskarr, the Lanlath think it's weirdly colonial to start worshiping a largely homogenous ethno-religion. Fornoss is equally very much a Velheim/Ceardian centric Religion where the only Elven representation is Arken that the Lanlath have conflict with. Lastly, Evolism represents everything that is wrong with the materially attached world to the Lanlath. To a point, the Lanlath might even consider Evolism worse than Death Cultism, because at least Death Cultists have simple beliefs that do not corrupt the good nature of people with seductive bargains and promises of power. The Lanlath obviously also detest all forms of Death Cultism, especially the Ordial variant. <br />
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==Culture==<br />
===Families and Romance===<br />
The Lanlath are incredibly formal about their sense of romance, with a long poetic culture stretching back thousands of years. Considering it in its own way sacred, they are very slow to fall into and out of it, with courting one becoming so complicated as to often be considered arcane or even impossible by outsiders. It is held that they treat their commitments with an uncommon seriousness, as they believe that what is difficult to create is just as difficult to break, thinking that a commitment made casually can be abandoned just as fast. It goes without saying that they are also a deeply monogamous culture. Acts of affection for the Lanlath are usually drawn-out and high-effort, with the amount of time put in communicating the amount of care laying behind. Gifts like calligraphy and paintings that pander to their sense of artistry are usually effective, with anything handmade by the partner being valued well above something purchased from someone else and gifted. Owing to their long lifespan, Lanlath families are incredibly hierarchical around the ruling patriarch or matriarch, whose word is law. Disobeying the head of one's family is considered immoral even if their requests are unreasonable or misplaced, a fact which has written quite a few dramatic poems over the centuries. The larger Lanlath families and especially the Noble houses like to stake a claim to direct lineage from the original council of Princes who dissented against Allorn rule and led to the movement that would become the Lanlath, keeping long and winding genealogies.<br />
===Clothing===<br />
Lanlath fashion is dignified and enrobed. While not necessarily always covering, the focus is more on the quality of the fabric and complexity of the jewelry and draped silhouette, rather than the person underneath. Gold, silver, and precious stones are all used in equal measure to complement the color of the cloth they are paired with, without a particular bias in any one direction. Moreover, the Lanlath do not recognize a distinction between male and female clothing, but do have masculine and feminine forms depending on the occupation of the wearer that may favor ease of movement over extravagance or vice versa. Motifs such as flowers, stars, the celestial bodies, Elven calligraphy, and all else commonly associated with the graceful and fair frequently find a place among their personal styling as pendants or embroidery. The four Lanlath figures in the Starbirth section make good examples of their sense of styling. Philosophically speaking, the Lanlath consider that clothing is supposed to communicate the intended presentation of the wearer: unlike stature or facial features, which are commonly not chosen, one's sense of dress is. Not just concerning itself with whether someone looks subjectively 'good' or 'bad,' Lanlath culture tends to over-read into the implications of a particular clothing selection. If someone dresses to attract like the gilded dresses of the Ithanians and flower-skirts of the Yanar, or intimidate like the tight militant vests of the Fin'ullen and the bare muscle of the Eronidas, this is always taken as an intentional choice made for a reason. As can be imagined, pickier Lanlath may enjoy asking just a few too many questions about others' outfits at parties over wine.<br />
===Art===<br />
Lanlath art has been described as the crossing point between dreamy and vivid, bright colors that nevertheless seem to meld together into a slumbering haze. Most of their cultural works are produced with the brush: calligraphy, poetry, paintings, frescoes, and other paint or ink-reliant mediums as opposed to the statues, etchings, or cast bronze favored by others. The Lanlath school holds that art is intended to permanently capture the emotions of a particular moment for later consumption by others. The character of that moment is irrelevant, whether glorious or tragic, blessed or not, as long as it is something that another could benefit from understand. Many of the Lanlath Archmages are known to have taken this concept one step further, favoring paintings as the anchors for their portals that literally draw one into another realm if understood correctly. Considerable artistry is poured into Lanlath metalwork as well, predominantly the fabled material Nightsilver and all the arms and armor produced thereof, purplish like the midnight sky and shimmering like speckled stars. Equal to the creations of the Eronidas and the Dwarves, Lanlath craft carries a timeless grace that seldom dulls with age or fades with overuse. They make for storied finecrafters and jewelers as well, working shimmering thread and thin chains into complex paired ensembles that tell a story together. As for their poetry, one should not accept an invitation to a Lanlath reading ceremony without expecting to set aside at least eight hours. It is considered a contender with the Isldar style for the finest of Elven production, with the Isldar having a larger output of short poetry and the Lanlath of verbose lays and sagas that span decades of heroics. <br />
===Cuisine===<br />
The Lanlath are predominantly vegetarian, brought on by the fact that their home realm of Lathan does not contain native wildlife save for the Lathan Dove, which they do not hunt. While there are many imported animals of various species, many Lanlath choose to remain vegetarian in Aloria proper, both out of habit and out of a Mana worship-motivated desire not to hurt animals unnecessarily. The Lanlath diet could be further described as sweet, tangy, and floral, with an unusual mixture of fantasy ingredients from different fruits and thick-petaled starchy blossoms that can be ground into meal and baked. Lacking the climate in Lathan to grow anything resembling sugar, they rely on honey or various extracts for sweetener. While usually spiceless, Lanlath cooking is not considered tasteless like the Northern Ailor diet of meat, potatoes, and cabbage, solely due to the creative ways they have devised to use the large range of fruit that grows in their realm. Tea is also considered a Lanlath staple, mostly black tea as opposed to the Sihai green, with different kinds of vanilla root flavors held in tradition: some sweetened, or muddled with bark. Since most Lanlath recipes produce nothing even slightly resembling muscle in those who keep to it, the soldiering and Knightly classes have devised an eclectic combination of gluten-based protein (seitan/mianjin), lentils, oats, and almonds ground into meal to use across a variety of dishes as a means of substitution. A common Lanlath joke goes that the conscription office is an oatmeal cookery that happens to be accidentally staffed by bureaucrats.<br />
<br />
===Architecture===<br />
Lanlath architecture is considered the pinnacle of elegance without the ostentatiousness of Allorn designs in Daen, eschewing thousands of clumped towers for more attention paid to each one. Since Lathan has never had to face a proper invasion, its glittering citadels lack any boundaries beyond nominal aesthetic walls, sprawling out through the valleys and over the rivers as a seeming part of the landscape itself. Silverspun bridges cross between the upper levels of Lanlath buildings, grand walkways that join the tallest towers, dominating the horizon. Due to the sheer continuity of Lanlath households, it is common for places of living to pass down descendant lines uninterrupted for thousands of years, with multiple generations living in different parts of the same home. It would be impossible for most Lanlath architecture to exist outside of Lathan, purely because of how it is intentionally designed to compliment the ringing mountains that frequently surround their cities. Still, there have been attempts to create Lanlath Quarters in some of the major trade centers of Aloria, keeping to the white marbled material and serene appearance but working around the lack of traditional surrounding aesthetics by obscuring the outer world from view within inner layered gardens. <br />
<br />
==Recommended Playstyle==<br />
The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.<br />
* '''True Mages''' are common among the arcanely inclined Lanlath, leading to a good character design with investment in [[Magic Point Buy]].<br />
* '''Lanlath Archers''' are held in high acclaim across the Alorian realms, leading to a good character design with investment in [[Ranger Point Buy]] or [[Deadeye Point Buy]].<br />
* '''Lanlath Nobles''' practice their skill with the saber as much as the pen, leading to a good character design with investment in [[Melee Point Buy]] and [[Adapt Point Buy]].<br />
* '''Lanlath Commanders''' are philosophers who chose to render their skill practical, leading to a good character design with investment in [[Command Point Buy]] and [[Chem Point Buy]].<br />
* '''Lanlath Knights''' frequently favor a glaive-and-shield approach, leading to a good character design with investment in [[Melee Point Buy]] and [[Shielding Point Buy]].<br />
* '''Lanlath Paladins''' are trained to put themselves in front of others, leading to a good character design with investment in [[Paladin Point Buy]] and [[Shielding Point Buy]].<br />
* '''Lanlath Healers''' are held among the most capable Magic tenders of wounds, leading a good character design with investment in [[Magic Point Buy]] and [[Medical Point Buy]].<br />
<br />
==Trivia==<br />
* When Lanlath speak Altalar, it sounds antiquated and old-timey to most Elven listeners, caught halfway to Middle Altalar. This sometimes but rarely extends to their use of Common.<br />
* The Lanlath are not always verbose, detached, and haughty. There is folk wisdom to beware one of their number if truly enraged, because given how difficult they are to snap, it is nigh impossible to calm them down.<br />
* Though distant, Lanlath are deeply perceptive people who are never clueless about evil creeping up around them or people with bad intentions. They are immensely difficult to outwit or mislead.<br />
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{{Races}}<br />
{{Accreditation<br />
|Artists = MonMarty<br />
|Writers = MonMarty, Okadoka<br />
|Processors = FireFan96<br />
}}<br />
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[[Category:People of Aloria]] [[category:races]] [[category:Magus Races]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Lanlath&diff=49412Lanlath2024-02-25T21:36:29Z<p>Scribbe: </p>
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<div>{{Info Lineage<br />
|name = Lanlath<br />
|test = Lathadaar (in Altalar)<br />
|test2 = [[File:Fsafasa.png|80px]] <br />
|test3 = '''Motto:''' "Cast from the world, Fates still bound."<br />
|image = Df48d0b6e4bc9478d945244941352413.png<br />
|state = Lathan Empire<br />
|ruler = Varied Princes and Princesses<br />
|suzerain = None<br />
|languages = [[Altalar]]<br />
|religion = [[Estelley]]<br />
|first_recorded = 15,000 BC<br />
|demonym = Lanlath<br />
|}}<br />
[[File:Dadadd.png|294px|thumb|right|This sheet shows the lore-compliant eye colors (and their differing shades) and skin-tones for the Lanlath people, along with an example skin. You may be able to find free skins on Planet Minecraft under search term "MassiveLooks".]]<br />
The Lanlath are the classical High Elves of [[Aloria]], skilled in [[Magic]], clever and thoughtful with their words, and with poise and grace that is difficult to rival by the other peoples of the world. The Lanlath are the Elves of the hidden valleys, a nation without boundaries that was once expelled from the ancient [[Allorn Empire]] for resisting conformity with the ever-expanding and brutalizing Elven dominion. Under the guidance of their secular and religious leaders, the Lanlath departed from the Allorn Empire, creating a realm of their own where the sentiments of justice, compassion and grace would temper the chaos and powerful allure of Magic. The Lanlath are best known across the world for their secretive Empire in the in-between lands, and their contributions to the creation of Radiant Magic, inventing for the first time in Alorian history the means to use Magic without damaging the world and the people in it. The Lanlath have two unique pupil colors (seen right), the Lanlath Midnight and Lanlath Sunrise. The Midnight variant is a dark-gray blue with glowing white specks that imitate the night sky, while Sunrise is ivory colored on the outside, and magenta colored on the inside with inner-heterochromia (two colors in each pupil). <br />
<br />
==Design==<br />
The Lanlath are Aloria's interpretation of the High Elf who is above it all, too detached from the world to care about the chaos in it, too enlightened to engage in the banal discussions that invoke family drama and romance conflict. The Lanlath come in two flavors: resting-bitch-face, and sees-right-through-you-face, where even if a Lanlath is kind-natured and has good intentions to others, much of that goodwill is undercut by how bored or "done" they look with the world. The Lanlath always invoke a floating and drifting mind, expressed with elegant and fluid poise and class, and an abhorrence of chaos, unruliness, and wildness. Lanlath don't all need to be thin spindly or frail-looking, just like the other Elves Lanlath are surely capable of packing on muscle and weight, though due to their high rates of vegetarianism and sometimes just forgetting to eat while musing their theories or playing the harp, these are more the exception than the norm. The Lanlath have a wide variety of visual traits, as seen in the sheet to the right. Most Lanlath veer on the tall side and frequently keep their hair long and well-maintained. Finally, Lanlath expressions of emotion and passion are extremely muted, or well hidden away from the public. Many Lanlath would consider holding hands very risqué, and think a hug is some form of intimate contact. <br />
<br />
===Lanlath in Regalia===<br />
Lanlath are certainly some the least numerous Elves in [[Regalia]] (bar for perhaps the [[Sihndar]]), due to the habit of the Lanlath to remain in Lathan, their homeland and Empire in the in-between lands. There is however a healthy exchange of people going between Lanath and Regalia, for a variety of reasons, that can all be used to explain why a Lanlath Character might be in Regalia:<br />
* Lanlath are naturally akin to therapists, diplomats, or problem solvers, who use their own ascended philosophies, to help guide others to peace and healing. <br />
* Lanlath despite being detached from the world of Aloria, are sometimes still concerned about the Chaos in it, and will help the other People of Aloria keep it safe.<br />
* Lanlath are natural musicians, poets, and lovers of art and beauty. Many of them travel to Regalia to learn from other musicians, or to share their art with the world. <br />
* Some Lanlath are Knights, being members of the [[Senleya Order]] and helping the Regalian Empire preserve peace and stability and giving final mercy to Spirits. <br />
* The Lanlath are often a cornerstone to "proper" Magic teaching by straying from Sinistral, and following their Radiant theories. They often teach Magic in Regalia. <br />
* Lanlath are often speakers for causes for the good of the world that the general public ignores, like the Sihndar struggle, the Dwarven extinction, the Isldar war etc.<br />
<br />
==Heritage Traits==<br />
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).<br />
===Free Packs===<br />
* Lanlath choose two Packs from [[Magic Point Buy]] for free.<br />
<br />
===Mechanics===<br />
* The two Free Magic Packs chosen from Heritage Traits, can be used as the Sinistral Variant, but will always be Radiant instead and cannot be forced Sinistral. <br />
* Lanlath cannot use God Magic. However, Lanlath can Dimension Align to Lathan Magic, which is extradimensional like Void/Exist/Ordial, and unique to the Lanlath. <br />
* Lanlath do not need to sleep, but can do so if they wish, or enter into a trancelike state of meditation that approximates sleep but leaves them watchful.<br />
* Lanlath can see things from incredibly far away if they focus, able to spot an eagle landing a kilometer away or a coin being flipped across a town. Ask DM for Event use.<br />
* Lanlath are supremely difficult to inebriate with traditional alcohol, requiring a stupendous amount of liquor before they even begin to feel a mild buzz.<br />
<br />
===Lathan Essence===<br />
Lathan Essence is magical energy from the Lathan dimension, explained further below. Lathan is both a Dimension and a [[Magic#Dimensional_Alignment|Dimensional Alignment]], much like the Void, Exist, or Ordial Dimensions are, but it is distinctly different from them. Unlike these Dimensional Essences, Lathan Essence is completely incapable of corrupting Aloria by itself. Lathan Essence can still be used to generate Sinistral Magic, and it can still cause widespread destruction, but the passive existence of it does not twist and corrupt plant life like for example Ordial or Void Essence would. Lathan Essence is identified as sereneness, light-headedness, foggy-ness, feelings of floating, and feelings of weightlessness. It is generally ascribed good qualities, but this again does not mean it is exclusively good and other forms of transdimensional Essences purely bad. Lathan Essence has in part affected the Lanlath to a degree of detaching them from worry and involvement or a sense of responsibility over Aloria. This is also why some of its critics, call it the "Apathy Magic". Lathan Essence is technically a fifth Dimensional Alignment, but is not present on the Magic Page because it is only accessible to Lanlath. <br />
<br />
===Starbirth===<br />
Lanlath have a cultural tradition that each Lanlath goes through as they come of age, known as the Starbirth. Lanlath distinguish a difference between natural birth and Starbirth, in that the latter occurs during a coming of age ceremony in a Star Chamber, where the ambient magics reveal their personality and inclinations, then forming a Star in the ceiling of the room to indicate between the four Starsigns. The Lanlath acknowledge that some Dimensions are more suitable for certain personalities, while other personalities cause calamity if they come into contact with certain Dimensions. In a way, Starbirth is how the Lanlath find the most appropriate Dimensional Alignment for their people, so that they can best master the arts, and have as little risk as possible to be corrupted or possessed by a Spirit. Starbirth does not prevent a Lanlath from Aligning with multiple Dimensions in the future, but this considered a massive Taboo in Lanlath society, to defy the will of the Star Chamber, and reason enough to become pariah to Lanlath society, those individuals referred to as Starfallen. It is not possible to be Starborn to God Magic, as the Lanlath are unable to use God Magic due to their connection with the Dimension Lathan. Also, while Lanlath can be Mageborn, Lathan has a yet fully understood quality to it that prevents Lanlath from being born with a Dimensional Alignment, having non-descript Magic, until the time of their Starbirth. Note that the color distinctions of Void Gold-Red, Exist Blue-Silver, Ordial Black-Green, and Lathan Magenta-Ivory are purely aesthetic visuals. Nobody is forced to clothe themselves in colors they do not like, though it is always a fun little alignment indicator for people's styling. <br />
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;"><br />
<span style="font-size:150%;><center></center></span><br />
{|<br />
[[File:5g43e.png|220px|caption|left]]<br />
|<br />
'''Lanlath Starborn under the Star of Calmness''', are aligned from birth to the Void Dimension, making all of their Magic Void-based. The Star of Calmness aligns best with Lanlath who have calm personalities, are stoic and in restraint of their natural impulses. Void Magic tends to work on the worst vices and lack of self-restraint in a host, and so the calmest and most disciplined minds can resist the nefarious effects of the Void. Those Starborn under the Star of Calmness are equally suitable to deal with Spirits, as their minds are more sturdy against the corruptive and seducing influences that a Spirit would apply while trying to break into someone's mind. As such, those born under the Star of Calmness can reasonably capture and work with Spirits, albeit with a strong understanding that the Regalian Empire does not permit Spirits to exist, and that most of this work must be done in secret, as they attempt to find ways to help Revenants complete their task in the mortal world to help them pass on, or to find a way to make a Dimensional Spirit harmless to the people around it. Unlike the general Void-aligned ilk, Lanlath born under the Star of Calmness are the virtues of altruism and care of others. <br />
|}<br />
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{|<br />
[[File:Safaa.png|220px|caption|left]]<br />
|<br />
'''Lanlath Starborn under the Star of Detachment''', are aligned from birth to the Exist Dimension, making all of their Magic Exist-based. The Star of Detachment aligns best with Lanlath who have ascetic and transcendent personality traits, meaning they have detached themselves more from earthly possessions and dependence on vanity and self-worth as beholden by others. Exist Magic tends to work on obsessive and perfectionist traits in a host, and so the most disinterested person in their legacy or fame, is best able to resist the compulsive tendencies of Exist Mages. Those born under the Star of Detachment are sometimes also called the Sages, as their studious qualities are perfectly suited to make these Lanlath poets, historians, scribes, archeologists, and magical theorists. These Lanlath always have a level head when considering any complicated or crisis-situated matter, not allowing the emotions of the moment overrule their judgement, and seeking to ensure purity in reason to enlighten both themselves and others. One thing that many Detachment Starborn engage in, is the radical democratization of information. They do not believe in secrets, or information that is too dangerous to be public. <br />
|}<br />
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</tr></table><br />
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{|<br />
[[File:3u4herf.png|220px|caption|left]]<br />
|<br />
'''Lanlath Starborn under the Star of Peace''', are aligned from birth to the Lathan Dimension, making all of their Magic Lathan-based. The Star of Peace aligns best with Lanlath who seek to be peacemakers, honorable judges of others, and arbitrators of justice without cruelty or fairness without personal bias. Lathan-based Magic is unique, in that it as a Dimensional Alignent is only available to Lanlath Elves. Lathan Essence is from another dimension, that being the Lanlath hidden valleys which exist in a different plane of reality altogether. Lathan Magic does not traditionally have any negative effects on the host, and there are also no Spirits that align with Lathan Essence, and yet, Lathan-aligned Lanlath Elves are exceptionally rare. The Star of Peace is considered a great omen of fortune for the Lanlath, and a prediction that they will bring some great contribution to their people, or the wider world, by solving conflict or aiming to heal historical or cultural traumas in others by making them see a different way. Lathan Starborn under the Star of Peace travel the world attempting not to be centrists, but to genuinely show and teach empathy to others, and reveal the hidden truths of historical conflicts for healing. <br />
|}<br />
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{|<br />
[[File:Untitled Artwsdadsaork.png|220px|caption|left]]<br />
|<br />
'''Lanlath born under the Star of Guardianship''', are aligned from birth to the Ordial Dimension, making all of their Magic Ordial-based. The Star of Guardianship aligns best with Lanlath who seek to be protectors, guardians, Knights, guards, and bodyguards, those that seek a charge in protecting others and especially protecting all that the Lanlath hold dear. Ordial Magic tends to exclusively be corruptive and destructive, so a person whose entire personality is wrapped around a desire to protect others can best resist the inclinations of Ordial Essence and the Death Gods. Nearly every Lanlath Knight is Starborn under the Star of Guardianship, and wields strong Ordial Magics to save lives instead of end them. It's important to note that while Ordial Magic as such is used, the Lanlath abhor the concept of Necromancy, even when it just creates Magical puppets out of bones and corpses. The Lanlath have a high degree of respect for the dead, and would not tolerate a Necromancer in their midst. Lanlath born under the Star of Guardianship with wings of flight are called Valcïria by other Elves, which loosely translates to "Wings of Death". A term of fear for those who would try to break into the Lathan without permission. <br />
|}<br />
</center><br />
</tr></table><br />
<br />
==Lathan==<br />
[[File:Sfafaf.png|center|1600px|caption]]<br />
To fully understand the Lanlath, Lathan must be known both as a cultural concept and what it is. Lathan, much like the Void, Exist, or Ordial, is a distinct Dimension separate from Aloria, however it is not quite the same as these very alien realities. How Lathan was originally found or created is unclear. There are prevailing theories that Lathan was created by the first Lanlath exiles from the Allorn Empire, while others claim that Lathan is the mind of a God, while others yet claim that Lathan was already in existence, but that it was devoid of life, and that the Lanlath cultivated it when the Estelley God Leyon opened the doors. Whatever the origins, Lathan is the Lanlath homeworld away from Aloria. They tried to create a land of their own, but would not conquer or take land from other cultures or people, and so manifested an Empire in the "in-between lands" as it is sometimes called. There are several entry points into Lathan, large gateways on the major continents that are guarded by the Lanlath on both sides, but the majority of them are concentrated in the island chain located to the west of Regalia, on Maartasil, Etosil, and Mirtasil, which was once the easternmost border of the Allorn Empire. Lathan is a magical realm where time does not seem to pass. The sky is permanently cast in a cloudless dark blue haze, while the sun shines a bright golden magenta glow over everything. The valleys are outlined with massive mountains going nowhere, rolling pine forests with no native creatures save for the [[Lathan Dove]], and rivers without native fish irrigating farms from which the Lanlath eat. Their cities are vast citadels of ivory stone, with golden domed roofs that reflect the permanently setting sunlight. Lathan appears as if it is in a permanent autumn sunset, fogs rolling along the periphery of the cities which are often hundreds of miles apart from one another with endless stretching abandoned wilderness in between, with only elemental gateways connecting them and allowing fast travel between them. Lathan is a peaceful realm, where the Gods of Aloria and other Dimensions cannot tread, and where those who have ill will towards the Lanlath are magically rebuked from entering the gateways to this tranquil place. The Lanlath protect Lathan with their lives, and are equally as fanatic in preserving its secrets. Only the most trusted non-Lanlath could ever dream of entering Lathan, to live with a loved one, or study under an Archmage of the Lanlath.<br />
<br />
==Language and Naming==<br />
Lanlath language has remarkably remained consistent with early Allorn [[Altalar]], and continued to develop along with the language spoken by the other Elves insofar it never developed a dialect. The Lanlath were keenly interested in remaining linguistically fluent with their Elven cousins from Aloria, and so took effort to record linguistic changes over the millennia to adopt themselves in Lathan. As a result, the Lanlath speak modern Altalar, and can speak this fluently with anyone who also speaks Allorn-taught or otherwise-taught Altalar. Altalar as a language is a fantasy language that borrows some verbage from modern day Spanish, but cannot be taken one to one. Altalar is meant to change much of the vocabulary by softening hard consonants, stressing vowels, and generally smoothing out the pronunciation. A good example might be the words "Adios, Gracias, and Hola" Altalar does not contain the consonants D, R, or H from these examples. To make these words sound more in-lore Altalar, Adios would become Alïos, Gracias would become Ce'lias, and Hola would become Äula. It is not recommended to try and translate whole sentences from Spanish, this is purely for the flair of some word usage in day-to-day roleplay. Lanlath naming principles follow the same rough rules, translating well from modern Spanish names in the examples listed below.<br />
* '''Example Male Lanlath Names:''' Ëasiel (Daniel), Lüsas (Lucas), Näul (Raul), Noveyn (Robert), Äuonshe (Jorge), Lavlo (Pablo), Mancel (Marcus), Sönsalo (Gonzalo), Na'ael (Rafael), A'losso (Alfonso).<br />
* '''Example Female Lanlath Names:''' Samila (Camilla), Isaveyl (Isabel), Sa'alia (Natalia), Siliana (Clara), Fisonia (Victoria), Savniella (Gabriella), Veani (Beatrix), Nassissa (Fransisca), Eyfa (Eva).<br />
* '''Example Unisex Lanlath Names:''' Sil (Gil), Aleycis (Alex), Ëasi (Dani), Eysmeynlea (Esmeralda), Äuiamey (Jaime), Monshaa (Morgan), Qüiem (Quim), Feyno (Vero), Savia (Gabi), Cimme (Kim). <br />
Furthermore, Elven naming can be complex if they use their full formal name. Their name starts with the first name, for example Noveyn, followed by a middle name Na'ael (for example being named after one's grandfather Na'ael), and finally a surname. This is then added to by the place where this Noveyn Na'ael Selven came from, being the Lathan City of Vashaäel by adding Bel- in front of it (so Bel-Vashaäel). Finally, Lanlath distinguish their current family loyalty at the end of their name as Elasis (Regalia), Alloneï (Allorn), or Lathai (Lanlath) So if this family was Regalia loyal, it would be in full: Noveyn Na'ael Selven Bel-Vashaäel Elasis, or just Noveyn Selven in short. If you need help with Elven naming, please make a Ticket on the Roleplay Discord so our more experienced linguists can help you. <br />
<br />
==Brief History==<br />
Lanlath History begins at the onset of the Allorn Empire's foundation. While the Allorn Empire was an ethnostate, to assume that every Elf always thought the same as the Empire's rulers, was a folly and the Allorn Empresses have been keenly aware of this all across history. Before the Lanlath existed as a distinct culture, their forerunners were considered conscientious objectors to several practices engaged in by the Allorn Empire. The first major objection these objectors had, was the usage of Magic to subjugate what they thought of at the time as the lesser peoples. To those early objectors, Magic was a tool of beauty, and engaging in violent or oppressive tactics with it, was besmirching its natural beauty. The rebellious sentiment among these conscientious objectors peaked during the aftermath of the Dewamenet War, where vast segments of Allorn Society revolted against the acts of genocide committed against the [[Asha]] by their rulers and military. These proto-Lanlath wished not to live in a state where the full dehumanizing slavery of their enemies of war was not only normal but an expected privilege, as Allorn supremacy started taking hold in the Elven psyche at the time. Due to the prevalence of Cemaan doctrine among the Elves, however, these objectors made no headway to change the Empire from within. Many revolts were brutally put down by the Allorn Princes, with their history mostly struck from Allorn records, only surviving in Lanlath libraries in Lathan. <br />
<br />
A watershed moment came with the destruction of the [[Extinct Races|Ïliamen]] people, of who very little exists in the historical record, even among the Lanlath. Supposedly the Ïliamen were butterfly-like humanoids who lived in suspended nests from the high trees in the southern forests, who had the misfortune of having their towns and villages built on top of mineral-wealthy soil. The Ïliamen had no military and were a pacifist people, but this did not stop Allorn leadership from committing genocide upon them and wiping this people from the records of history and Aloria itself. The brutality of this military campaign was so shocking to the conscientious objectors that tens of thousands of them descended upon Leyon Temples across the Empire, overwhelming the priesthood and even Leyon himself in attendance in one of his Temples. The outpour of grief and misery and powerlessness at the situation caused a lengthy debate between Cemaan and Leyon, which ended in Cemaan declaring the objectors weak, and Leyon finding no other solution that to spirit them away from the Allorn Empire. Leyon opened the gates to Lathan on the Silarian Isles, and started ferrying those who wished to leave the Allorn Empire through its gates into another world where they would not be in the way of Allorn expansion or paranoia. As much as these proto-Lanlath left with much derision of their Allorn cousins, it is important to stress that modern scholars don't necessarily morally absolve them of the crimes the Allorn Empire committed. By modern assessments, these Elves certainly had the means to stop or seriously hamper Allorn attempts to destroy cultures and people in the way of their expansion, but instead of acting, ran away to their own pocket realm. <br />
<br />
The Elves who arrived in this realm found it mostly sterile, a world in permanent twilight made of only rock. With Magic and tending, they grew the first forests, sprouted the first rivers, and brought in the first forest creatures besides the Lathan Dove, the only native species of this realm. These Elves called their homeland Lathan for the Elven word Grace, and subsequently called themselves the Lanlath, or those who were given grace. The Lanlath slowly expanded in their pocket realm by building city after city, and their population numbers steadily increased as conscientious objectors from the Allorn Empire continued to flow into Lathan for the following 10,000 years. While the Allorn Empire grew massive and powerful, projecting its control over the known world, the Lanlath also gained the formidable means to defend themselves, touched by the natural magics of Lathan and their more peaceful development of Radiant theory, in that Magic could be used without damaging the world by properly controlling the flow properties of the Essence back into the realm from which it came. Eventually, that very thing that Leyon predicted, Allorn paranoia, rose to the forefront as the Allorn Princes started suspecting a plot from the traitors within (meaning the Lanlath), and stopped all migration to and from Lathan. The gates not found on the Silarian Isles were shut down, and Lanlath were declared hostile to the Empire, beginning a period of complete isolation for the Lanlath.<br />
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When the gates re-opened during Cataclysm, urged by Leyon to return to Aloria to help the Elves in their time of need, the Lanlath were shocked to the state that Allorn ideology had allowed both their people and the world around them to sink. They found damage everywhere they went, and while Lanlath expeditionary forces attempted to aid in the defense of the Allorn Empire, many balked at the idea of protecting a deeply rotten corpse of statecraft. They could not console the idea of protecting a city, knowing it was filled ten times with the population of bound Asha Slaves, the Lanlath having grown in their own Empire to hate the very idea of slavery. While attempts were made to save some peripheral areas from Demonic invasion, including a Lanlath fleet that blocked a Demon host from invading the Regalian Empire, they were inevitably unsuccessful in protecting the Allorn Empire from collapse. As much as the Lanlath were repulsed by Allorn society, they also feared the collapse of the Allorn Empire and the potential chaos that would ensue. Much to their surprise however, the Allorn Empire collapsed more with a whimper as societal melancholy set in, causing many of the Lanlath to return to Lathan for many centuries and continue their isolation.<br />
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Around 200 AC, the Lanlath made formal contact with the [[Regalian Empire]], having taken almost 180 years to even decide if they wanted to make formal contact with anyone but the Elven successor states. Initial contact was difficult due to the tonal differences in diplomacy between the two, but the Regalians were remarkably affable to the Lanlath, particularly aided by [[Solvaan]] diplomats and advisors. There was an unspoken alliance between the Lanlath and Solvaan, due to both of them being separatist entities from the Allorn Empire, and the Solvaan quickly allowed for many Lanlath liberties in the Regalian Empire. A healthy exchange of magical teachers and reformers entered the Regalian Empire, who managed to use the protection of the Lathan Empire to continue operating even in the harshest of times of Magical repression in the Regalian Empire. In 250 AC, the Regalian Emperor even granted a charter for the Senleya Knights to operate in Regalia, and permitted them to become a secondary law-enforcing agency to aid in the stability of the Empire. It is here that the Lanlath adopted the policy of continuity rule, seeking to aid what it deemed ostensibly good-natured sovereign nations in continuing to exist, and perfecting their legal structure and justice systems. In doing so however, the Lanlath also drew the ire of the Regalian patriots, many of whom consider the Lanlath to have a messiah complex and haughty outsiders with too much influence over the Empire's internal systems, causing inevitable friction modern-day Lanlath would have to deal with.<br />
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==Conflicts & Alliances==<br />
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Lanlath, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.<br />
* '''Allorn Elves:''' The Lanlath are considered traitors to the Allorn loyalists, and Lanlath consider Allorn Elves to be debauched and evil tyrants. The Lanlath are quick to attempt to cordon sanitaire any Allorn loyalist they see.<br />
* '''Life-Isldar, Sihndar:''' The Lanlath frequently aid the causes of these people who are often forgotten on the edges of the Regalian Empire, to remind people they protect the Empire from dangers outside of it, making fast allies. <br />
* '''Asha:''' Asha make somewhat uncomfortable allies. Even though some of the Asha might continue to believe the Lanlath should have done more to help the Dewamenet, it remains true that the Lanlath were the first rebels against Asha slavery. <br />
* '''Void Community:''' Lanlath society has peacefully integrated Void alignment and culture into their society. They are hostile towards any Void-Aligned murder-hobo who would make people think the Void always has to be about violence. <br />
* '''Solvaan, Suvial:''' The Lanlath, Solvaan, and Suvial, are like kindreds spirits of rebels against the Allorn Empire, and all have ideologies that somewhat align within the Regalian Empire, working together as a trifecta in the Senleya Knight Order. <br />
* '''Regalian Nationalists:''' Regalian patriots abhor the influence of the foreign-born Lanlath at the Imperial Court and the state Law-enforcement. They see this as foreign meddling, and declare the Lanlath pretentious savior-complex vigilantes. <br />
The Lanlath do not have many natural alliances or hostilities with other people across Aloria, mostly due to their isolationist habit. Whenever anyone would find them objectionable, it is mostly because they do not interact well with the very pensive, slow-acting, and emotionless approach Lanlath have to problems or crises. Many other cultures thrive in passionate expressions, but Lanlath always seem apathetic or above problems even when they are in the middle of trying to help, ergo those unfamiliar with the Lanlath, feel them come across as holier-than-thou, or better-than-thee. <br />
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==Religions==<br />
* '''[[Estelley]]''': Estelley is the faith of choice for the vast-vast majority of the Lanlath. They have held onto the dogma in their isolation in Lathan, and continue to have very strong connections to Leyon, while rejecting most of Cemaan's Dogma. <br />
* '''[[Draconism]]''': A small-ish minority of Draconism Lanlath exist both inside Regalia and Lathan. Even though Lanlath cannot use God Magic (and subsequently Dragon Magic), Lanlath Archon are known to use Lathan Aligned Magic instead. <br />
* '''[[Unionism]]''': A very small minority of Unionist Lanlath exist in Regalia. These are usually descendants of early Lanlath settlers who stayed in Aloria following the Cataclysm and settled in the Regalian Empire early during its founding. <br />
* '''[[Baskarr]], [[Fornoss]], [[Evolism]]''': There are virtually no Lanlath who worship these religions. For Baskarr, the Lanlath think it's weirdly colonial to start worshiping a largely homogenous ethno-religion. Fornoss is equally very much a Velheim/Ceardian centric Religion where the only Elven representation is Arken that the Lanlath have conflict with. Lastly, Evolism represents everything that is wrong with the materially attached world to the Lanlath. To a point, the Lanlath might even consider Evolism worse than Death Cultism, because at least Death Cultists have simple beliefs that do not corrupt the good nature of people with seductive bargains and promises of power. The Lanlath obviously also detest all forms of Death Cultism, especially the Ordial variant. <br />
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==Culture==<br />
===Families and Romance===<br />
The Lanlath are incredibly formal about their sense of romance, with a long poetic culture stretching back thousands of years. Considering it in its own way sacred, they are very slow to fall into and out of it, with courting one becoming so complicated as to often be considered arcane or even impossible by outsiders. It is held that they treat their commitments with an uncommon seriousness, as they believe that what is difficult to create is just as difficult to break, thinking that a commitment made casually can be abandoned just as fast. It goes without saying that they are also a deeply monogamous culture. Acts of affection for the Lanlath are usually drawn-out and high-effort, with the amount of time put in communicating the amount of care laying behind. Gifts like calligraphy and paintings that pander to their sense of artistry are usually effective, with anything handmade by the partner being valued well above something purchased from someone else and gifted. Owing to their long lifespan, Lanlath families are incredibly hierarchical around the ruling patriarch or matriarch, whose word is law. Disobeying the head of one's family is considered immoral even if their requests are unreasonable or misplaced, a fact which has written quite a few dramatic poems over the centuries. The larger Lanlath families and especially the Noble houses like to stake a claim to direct lineage from the original council of Princes who dissented against Allorn rule and led to the movement that would become the Lanlath, keeping long and winding genealogies.<br />
===Clothing===<br />
Lanlath fashion is dignified and enrobed. While not necessarily always covering, the focus is more on the quality of the fabric and complexity of the jewelry and draped silhouette, rather than the person underneath. Gold, silver, and precious stones are all used in equal measure to complement the color of the cloth they are paired with, without a particular bias in any one direction. Moreover, the Lanlath do not recognize a distinction between male and female clothing, but do have masculine and feminine forms depending on the occupation of the wearer that may favor ease of movement over extravagance or vice versa. Motifs such as flowers, stars, the celestial bodies, Elven calligraphy, and all else commonly associated with the graceful and fair frequently find a place among their personal styling as pendants or embroidery. The four Lanlath figures in the Starbirth section make good examples of their sense of styling. Philosophically speaking, the Lanlath consider that clothing is supposed to communicate the intended presentation of the wearer: unlike stature or facial features, which are commonly not chosen, one's sense of dress is. Not just concerning itself with whether someone looks subjectively 'good' or 'bad,' Lanlath culture tends to over-read into the implications of a particular clothing selection. If someone dresses to attract like the gilded dresses of the Ithanians and flower-skirts of the Yanar, or intimidate like the tight militant vests of the Fin'ullen and the bare muscle of the Eronidas, this is always taken as an intentional choice made for a reason. As can be imagined, pickier Lanlath may enjoy asking just a few too many questions about others' outfits at parties over wine.<br />
===Art===<br />
Lanlath art has been described as the crossing point between dreamy and vivid, bright colors that nevertheless seem to meld together into a slumbering haze. Most of their cultural works are produced with the brush: calligraphy, poetry, paintings, frescoes, and other paint or ink-reliant mediums as opposed to the statues, etchings, or cast bronze favored by others. The Lanlath school holds that art is intended to permanently capture the emotions of a particular moment for later consumption by others. The character of that moment is irrelevant, whether glorious or tragic, blessed or not, as long as it is something that another could benefit from understand. Many of the Lanlath Archmages are known to have taken this concept one step further, favoring paintings as the anchors for their portals that literally draw one into another realm if understood correctly. Considerable artistry is poured into Lanlath metalwork as well, predominantly the fabled material Nightsilver and all the arms and armor produced thereof, purplish like the midnight sky and shimmering like speckled stars. Equal to the creations of the Eronidas and the Dwarves, Lanlath craft carries a timeless grace that seldom dulls with age or fades with overuse. They make for storied finecrafters and jewelers as well, working shimmering thread and thin chains into complex paired ensembles that tell a story together. As for their poetry, one should not accept an invitation to a Lanlath reading ceremony without expecting to set aside at least eight hours. It is considered a contender with the Isldar style for the finest of Elven production, with the Isldar having a larger output of short poetry and the Lanlath of verbose lays and sagas that span decades of heroics. <br />
===Cuisine===<br />
The Lanlath are predominantly vegetarian, brought on by the fact that their home realm of Lathan does not contain native wildlife save for the Lathan Dove, which they do not hunt. While there are many imported animals of various species, many Lanlath choose to remain vegetarian in Aloria proper, both out of habit and out of a Mana worship-motivated desire not to hurt animals unnecessarily. The Lanlath diet could be further described as sweet, tangy, and floral, with an unusual mixture of fantasy ingredients from different fruits and thick-petaled starchy blossoms that can be ground into meal and baked. Lacking the climate in Lathan to grow anything resembling sugar, they rely on honey or various extracts for sweetener. While usually spiceless, Lanlath cooking is not considered tasteless like the Northern Ailor diet of meat, potatoes, and cabbage, solely due to the creative ways they have devised to use the large range of fruit that grows in their realm. Tea is also considered a Lanlath staple, mostly black tea as opposed to the Sihai green, with different kinds of vanilla root flavors held in tradition: some sweetened, or muddled with bark. Since most Lanlath recipes produce nothing even slightly resembling muscle in those who keep to it, the soldiering and Knightly classes have devised an eclectic combination of gluten-based protein (seitan/mianjin), lentils, oats, and almonds ground into meal to use across a variety of dishes as a means of substitution. A common Lanlath joke goes that the conscription office is an oatmeal cookery that happens to be accidentally staffed by bureaucrats.<br />
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===Architecture===<br />
Lanlath architecture is considered the pinnacle of elegance without the ostentatiousness of Allorn designs in Daen, eschewing thousands of clumped towers for more attention paid to each one. Since Lathan has never had to face a proper invasion, its glittering citadels lack any boundaries beyond nominal aesthetic walls, sprawling out through the valleys and over the rivers as a seeming part of the landscape itself. Silverspun bridges cross between the upper levels of Lanlath buildings, grand walkways that join the tallest towers, dominating the horizon. Due to the sheer continuity of Lanlath households, it is common for places of living to pass down descendant lines uninterrupted for thousands of years, with multiple generations living in different parts of the same home. It would be impossible for most Lanlath architecture to exist outside of Lathan, purely because of how it is intentionally designed to compliment the ringing mountains that frequently surround their cities. Still, there have been attempts to create Lanlath Quarters in some of the major trade centers of Aloria, keeping to the white marbled material and serene appearance but working around the lack of traditional surrounding aesthetics by obscuring the outer world from view within inner layered gardens. <br />
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==Recommended Playstyle==<br />
The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.<br />
* '''True Mages''' are common among the arcanely inclined Lanlath, leading to a good character design with investment in [[Magic Point Buy]].<br />
* '''Lanlath Archers''' are held in high acclaim across the Alorian realms, leading to a good character design with investment in [[Ranger Point Buy]] or [[Deadeye Point Buy]].<br />
* '''Lanlath Nobles''' practice their skill with the saber as much as the pen, leading to a good character design with investment in [[Melee Point Buy]] and [[Adapt Point Buy]].<br />
* '''Lanlath Commanders''' are philosophers who chose to render their skill practical, leading to a good character design with investment in [[Command Point Buy]] and [[Chem Point Buy]].<br />
* '''Lanlath Knights''' frequently favor a glaive-and-shield approach, leading to a good character design with investment in [[Melee Point Buy]] and [[Shielding Point Buy]].<br />
* '''Lanlath Paladins''' are trained to put themselves in front of others, leading to a good character design with investment in [[Paladin Point Buy]] and [[Shielding Point Buy]].<br />
* '''Lanlath Healers''' are held among the most capable Magic tenders of wounds, leading a good character design with investment in [[Magic Point Buy]] and [[Medical Point Buy]].<br />
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==Trivia==<br />
* When Lanlath speak Altalar, it sounds antiquated and old-timey to most Elven listeners, caught halfway to Middle Altalar. This sometimes but rarely extends to their use of Common.<br />
* The Lanlath are not always verbose, detached, and haughty. There is folk wisdom to beware one of their number if truly enraged, because given how difficult they are to snap, it is nigh impossible to calm them down.<br />
* Though distant, Lanlath are deeply perceptive people who are never clueless about evil creeping up around them or people with bad intentions. They are immensely difficult to outwit or mislead.<br />
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{{Races}}<br />
{{Accreditation<br />
|Artists = MonMarty<br />
|Writers = MonMarty, Okadoka<br />
|Processors = FireFan96<br />
}}<br />
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[[Category:People of Aloria]] [[category:Magus Races]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Teledden&diff=49411Teledden2024-02-25T21:36:28Z<p>Scribbe: </p>
<hr />
<div>{{Info races<br />
|image = Altalook.png<br />
|pronunciation = Teled-enn<br />
|classification = [[Magus]]<br />
|nicknames = <br />
*Tower-Thumpers (derogatory)<br />
*Ancient Ones (praising)<br />
*Estallorn (Elven)<br />
|languages = [[Altalar]].<br />
|distinction = Careful, charismatic and wise high [[Elves]].<br />
|maxage = 500 <br />
|height = Tall<br />
|}}<br />
{{TOC right}}<br />
[[File:Manytalta.png|260px|thumb|right|Most Teledden have a near-permanent arrogant expression on their face, able to keep up this veneer even in times of stress.]]<br />
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The Teledden are the classical high [[Elves]]: skilled in magic and clever with their words, graceful and ancient. As the oldest Elven culture, they consider themselves the natural leaders of their people, and steep themselves in the history and politics necessary to do so. While many other Elven have specialized away from their Teledden roots, swearing oaths to gods or being changed by powers from beyond the [[Veil]], the Teledden are true to their original nature, the same in body and mind as those who walked the earth ten thousand years ago.<br />
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==Core Identity==<br />
===Crown of the World===<br />
Few peoples have a history as long as that of the Teledden. For millennia after they unified into the first Elven Empire, the Allorn Empire, they achieved a string of victories over their many opponents that defined their culture and that of all the Elves to come. Although their domain is not what it used to be, the Teledden truly believe that they are capable of recapturing the glory they have lost, and that they can and should take a leading role in world affairs - even if not all Teledden believe in the Allorn Empire itself. The Crown of the World, the legendary regalia of the Allorn Empresses, is a physical object: but also a metaphor for the Allorn Empire’s legacy, the legacy of the world that the Teledden built, and everyone else is just living in.<br />
===Magisterial===<br />
The Teledden are some of Aloria’s most capable [[Mage]]s. This is not due to any inherent racial strength, but due to millennia spent refining and utilizing the craft when it was at the height of its power. After all, [[Magic]] was far stronger before [[Cataclysm]], as any Teledden of sufficient age to remember those days would wistfully recall. While they have a strong bias towards Exist Magic due to their religion, the Teledden are not especially dogmatic about it, and see any and all kinds of Magic, even Primal Magic that wants to see other Magic erased, as a tool. Therefore it is only in the Teledden heartlands that records on all manner of arcane lore are freely kept and studied, and no information in pursuit of enlarging the art is taboo.<br />
===Estellian===<br />
There is a focus in the [[Estellon]] religion on achieving perfection and being the best and most skillful person one can be. As those with the longest history of observing Estellon, the Teledden have this notion baked into their culture in a way few others do. It is encouraged that Teledden players read the Estellon page, as there are concepts there relevant to playing a Teledden that are not double-stated on this page. Most important to understand is that the Teledden concept of ruling the world, the history of the Allorn Empire, and the Estellon religion are all tied together: in fact, the eldest of the Estellon gods, [[Estellon#Gods_and_Goddesses|Elleyon]], is considered the patron deity of the Allorn Empire, while the hunter god Ghilland enabled Allorn slavery by preaching that their actions were a benevolent civilizing mission.<br />
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==Origins==<br />
The Teledden first arose thirty thousand years ago, though their history does not truly begin until their first Empress, [[Talea]], created their Allorn Empire in 10000 BC. Records from this period are unclear, but it is known that Talea unified the divided kingdoms of the Teledden both as general and prophet of the goddess [[Estel]], a powerful magical deity with a pantheon of gods who are now synonymous with Teledden civilization. Destroying their rival civilization (the [[Asha]] [[Dewamenet Empire]] to the north) and reducing them to slavery, the Teledden would spend the next millennia leading their cousin-[[Races]] the [[Fin’ullen]], [[Suvial]], and [[Solvaan]] under the banner of the Allorn Empire. The reigns of legendary empresses are innumerable: the Teledden explored every continent there was to explore, met every people there was to meet, although the Fin’ullen did most of the sailing. But as the Empire grew old and swelled with new ideas, religions, and cultures, it destabilized. The ways of Talea’s days lost popularity as Cults arose under charismatic preachers and influential generals, each believing there was a different, better way for the Allorn Empire to move forward. And by 1000 BC, it was tearing itself apart. Magic was stronger in the days of the Teledden: their Mage-Wars saw casualties and destruction on a level unthinkable in the modern day, entire continents cracking and collapsing into the ocean.<br />
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By 100 BC, the Empress was little more than a figurehead, while powerful nobles ran the hopelessly decentralized country. The true death knell of the Empire was the [[Night of the Weeping Stars]], where those who had turned from Estel worship to the [[Void]] slaughtered the clergy and eliminated the final opposition to their rule. Other separatist groups, such as the Dragon-worshiping [[Isldar]], self-evolving [[Maquixtl]], and [[Demon]]-hating [[Sihndar]], had long left and been either pursued or battled by the Allorn Empire, even as it fell from the inside. The Cataclysm which followed, marking 0 AC, was something experienced by the world, but by the Teledden most of all. The power of Magic was ripped from the world, cities torn asunder, citizens warped and consumed by the landscape, and the gods nowhere to be seen. The sorrowful tales are many of the end of the final Empress in the charge against Demons and the collapse of Allorn civilization. But, not all was over yet: in the centuries since, through war with the ambitious [[Human]]-led [[Regalian Empire]] and the recent (309 AC) appearance of one who proclaims themselves Talea reborn (though some Teledden doubt their legitimacy), the Teledden fight on in the hopes that they might one day overcome their usurping rivals and retake the world.<br />
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The legacy of Teledden rule is incredibly complicated. Much of the western world was built by the Allorn Empire, including where Regalia is today. The arts, sciences, and technology progressed far faster than they do in the modern day, propelled by powerful Magic, and the average Allorn citizen enjoyed a standard of living free of famine, plague, poverty, and conflict. However, the Allorn Empire was sustained by a vast underclass of slavery and forced labor of non-citizens, who were many. Any non-Elves the Allorn state conquered (especially the Asha, whose own history was erased) were stripped of their rights and put to work for generations spanning millennia, giving rise to the Asha, [[Daendroque]], and other cultures as known in the modern day, as well as the Allorn-loving [[Ithanian]]s’ slaving habits. While it is impossible to deny the skill the Teledden had and the glory they achieved, it is also impossible to divorce their great accomplishments from the evils they committed, and a single conversation with any non-Elves whose family roots lie in the Allorn Empire is enough to show how little love is held for the Allorn past there.<br />
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==Design==<br />
===Subraces===<br />
The Teledden have a secondary subrace called the Minoor, who are mechanically and visually identical but represent a small group of Teledden who diverged due to isolation. The Minoor are discussed in the Worldview section under a separate subheader.<br />
===Mental Characteristics===<br />
The Teledden are regal and poised, having a certain way of carrying themselves that makes them stand out in any crowd. Debate and mental sharpness are prized in Teledden culture, making words a favored way of solving problems. They are also stereotyped as arrogant: but it is more accurate to say that all Teledden have a presence, which some of them wield as arrogance. Teledden society raises each and every person to be a professional and a paragon of something, and to never let themselves be a wallflower or let someone else speak for them without express and total agreement. They know their own worth: always careful to extract something in an agreement, the Teledden are incredibly difficult to take advantage of, and always shrewd in a deal. However, most important of all to remember when playing a Teledden is that the Teledden culture is the most dignified one in Aloria. No amount of seething hatred can make a Teledden break their public face or lose their cool unless they are truly pushed to their breaking point. Curses, slang, and immature behavior do not exist in the Teledden homeland, meaning that any Teledden who adopts these quirks would have done so abroad.<br />
===Physical Characteristics===<br />
Teledden are, visually, the baseline Elves: they can have any skin color that a real-world human can, but must have light hair (blond, brown, red, white, light blue, light green) and light eyes (blue, green, gray, hazel). They have angular features, high cheekbones, and long pointed tears. Their culture encourages longer hairstyles, both as a sign of prestige and because they find all the styling options more attractive. The Teledden have less gender dimorphism than other Races: especially facially, their men and women can look quite similar. While Teledden are typically Mages, the common misconception that they cannot be muscular is wrong. Famous Teledden warriors and champions have existed, though historically they have mostly relied on the Fin’ullen and Solvaan for this, leading to a smaller presence overall. Teledden are ageless: they look young forever, even into old age, but can choose to look older inside of adult age ranges. <br />
===Teledden in Regalia===<br />
Teledden in Regalia can often be found in the cosmopolitan cities which are accepting of Magic, either as remnants of the Allorn-era population or more recent immigrants looking to make a new name for themselves away from the old country where expectations and consequences are very high. Many find work as teachers, both in mundane academic subjects and in the Arcane field, and their perfect literacy rate and centuries of experience make them prized sages and intellectuals. Others become political advisors, taught well by the cutthroat world of Daen courts.<br />
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==Heritage Traits==<br />
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. <br />
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Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).<br />
===Free Packs===<br />
* Teledden choose two Packs from [[Magic Point Buy]] for free.<br />
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===Mechanics===<br />
* Teledden have the Voice of Command, meaning their voice itself sounds oppressive and hauntingly loud if they want it to. <br />
* Teledden can use telekinetic Magic without Magical Talent even, able to automate simple spells like autonomous cleaning/service.<br />
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==Language==<br />
[[File:Dsada.png|260px|thumb|right|Teledden are the proverbial royalty of decorative headpieces and hair jewelry.]]<br />
[[File:Magiccraft.png|260px|thumb|right|Teledden crafts are commonly seen as exclusive, expensive, and of high detail and intrinsic qualities.]]<br />
[[File:Lolanc.png|260px|thumb|right|The Teledden of ages past were magical crafters, creating magical artifacts like the Bracer of Lolanc-Athal.]]<br />
[[File:362687c4768457b63274038cc3e99a10.png|260px|thumb|right|The Minoor culture often defies Teledden visual expectations.]]<br />
[[File:Solvaan.png|260px|thumb|right|Teledden can grow beards. As it is out of style, seeing them with one can be very surprising.]]<br />
[[File:Laengoth.jpg|260px|thumb|right|Subtle Arcane sigils and sun-moon iconography are considered fashionable.]]<br />
The Teledden language is shared with the Fin’ullen and Solvaan (not the Suvial, who do have their own language), just called Altalar. Altalar is a modernized version of the Allorn Language that the Teledden once spoke too, but that language is essentially dead in the modern era save for some dialects that still survive in enclaves. While Ailor call the Teledden language just Altalar, its actual name is Ïsursa’ïos, or translated to ‘The God-Written Tongue’. The Altalar language is a fantasy language that has no real-life equivalent, and '''is specifically also not Tolkien Elven.''' It is graceful and melodic, sing-song without hard or unpleasant sounds. Teledden follow Allorn naming principles, the most formal of all Elven Races. It starts with a first name, followed by a family name and then a place of origin. Middle names are optional.<br />
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'''A list of Teledden male coded names:''' Astadhel, Astannel, Alonnel, Erhennen, Ilhannon, Lanassil, Telassel, Tessalai, Usalan, Coravaan, Menyavaan, Meryavaan, Ustannir, Leirannir, most male names end in -el, -en, -on, -il, -el, -an, -ir.<br />
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'''A list of Teledden female coded names:''' Ulsanna, Meirenna, Lihanira, Ullaera, Sallora, Follanna, Astaira, Menvaela, Inneia, Sinneia, Valona, Heraine, Yllaine, most female names end in -na, -ra, -la, -ia, -ne, -eia.<br />
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Family names sound relatively similar, while a place of origin is often Bel-[Town], for example Bel-Mandaar, Bel-Heraan, Bel-Vastail, Bel-Ulhaen. Some aristocratic names can be more complicated than this. If you would like to make a larger Teledden name, feel free to use the RP Community Discord Ticket Bot to ask for advice.<br />
==Religion==<br />
The majority of Teledden are [[Estellon]] worshipers, with minorities abroad converting to other religions. As the Teledden do not have any particular nuance to their Estellon worship and champion its most standard form, it is encouraged to read the page for more details.<br />
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==Families==<br />
===Childhood===<br />
Teledden children are hands-off very quickly, to an extent that other cultures might consider it unusual. Teledden parents have absolutely no problem leaving their child to discover the world on their own and grow for themselves, as due to the immense lifespan Teledden have, a little wasted time is not such a big issue as might be compared to someone else. However, despite this, there is some pressure and expectation that they will succeed. Very common is for Teledden children in the large cities where old infrastructure still remains to be sent off to the ancient Mage-Academies (which no longer teach only Magic, but the material and natural sciences as well) to gain a proper education. Whatever the case, Teledden childhood is short compared to their lifespan, as they are treated like adults rather early in life and expected to maturely realize their own decisions and wants.<br />
===Adulthood===<br />
Teledden adulthood is often spent in pursuit of a profession, and perfecting that profession. Once a Teledden has selected their trade, it is very rare that they stray from it at all, leading to many artisans who have spent centuries at their work and scholars who have spent decades lost in libraries. Transitioning disciplines is considered an almost traumatic thing in Teledden culture, as it is viewed as now needing to “catch up” to everyone who was already there. That said, most Teledden do move around once or twice before deciding where they will want to settle down. By the time a Teledden is around age 100, they are considered not just an adult, but an adult who is performing the trade that they will perform for the rest of their lives, and worthy of respect beyond the surface politeness granted to a younger person.<br />
===Romance & Gender Norms===<br />
Teledden romance is stereotyped as very stiff and formal, with gift exchanges between families and weeks of painstaking buildup to the slightest show of affection. This is mostly from an Ailor point of view; the truth is moreso that the way that Elves as a whole and in this case specifically Teledden express love, hate, and friendship are very different from how an Ailor might. Teledden feel deeply for their friends, and take an interest in them that would imply romantic attachment in most Ailor cultures, whereas in truth the situation is likely completely platonic. The reason that Teledden take so long to build to a relationship, therefore, is that it is far more difficult to discern what is just an expression of closeness and care, and what has a romantic implication, tending to assume the former until it is very literally spelled out right in front of them. Teledden do not have gender norms, as the Teledden see no functional distinction between the roles of different people based on birth.<br />
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==Fashion==<br />
Teledden fashion is what one thinks of when dreaming up the Allorn Empire. Flowing robes with gold trim, ornate and smooth clothes that make the wearer look graceful, carefully color-chosen and complimented. While Teledden enjoy opulence, they do not obligate themselves to look opulent all the time: but looking presentable is a must, and no Teledden would be caught dead in any public place looking out of order. The most stereotypically Teledden piece of dress is the Ylovlaë, or the shoulder-projects, large metal pauldrons that are a part of courtly wear. Large, elaborate, and difficult to maneuver, they are a Teledden’s sort of personal heraldry, often commissioned at important milestones in their lives and replete with Arcane sigils of power and personal significance. Coronets, headbands, and circlets are also very common, and in general Teledden love to maintain large and varied wardrobes and accessorize heavily with earrings, beads, and as much jewelry as makes sense without looking overly performative or tacky. Almost all Teledden wear their hair long, with the exception of soldiers who can get away with neck-length cuts, and anything else is seen as strange and barbaric.<br />
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==World View==<br />
World View is deeper content that helps give Teledden flavor and depth. <br />
===Minoor===<br />
The Minoor are a distinct and separate culture of Teledden, Cretan-inspired and usually found with green or blue hair, that were created from an isolated colony that was lost in the chaos and destruction of Cataclysm. Originally refugees from the Mage-Wars, the Minoor were forced to turn to the magic labyrinth called the Minolassar under their capital city to survive, and forced as well to emancipate the slaves they had brought with them, as a revolt would have been the end of them. Over time, the more inclusive culture this created eventually separated the Minoor from their mainland cousins, leaving them mostly unrecognizable.<br />
* Minoor society does not have any legislation or formal law code. There is a societal understanding that crime is bad, but crime is handled on a local level by either the palace scribes, or society itself. If someone feels slighted by someone else, the problem is proposed in a forum, usually at a town square. If the crowd jeers at the accuser, they don’t have a case and their matter is over. <br />
* The Minoor do not have a formal government, but rather have something called a Palace Economy. What this means is that the land is covered in Palace structures, many of which have been around for hundreds of years, which manage the land in a rough radius around them.<br />
* To the Minoor,<br />
** Currency is illegal. Capitalism is illegal, all financial business with other nations is arranged by public consensus through the palace scribes.<br />
** Foreign trade is illegal. All produce must come through the Palace economy, or it must be thrown into the ocean and perish.<br />
** Slavery is illegal. But Minoor are not permitted to interfere with other slave-owning populations or try to free any Slaves.<br />
** Royalty is illegal. But Minoor are not permitted to interfere with other royal systems, and if existing in one abroad must obey it.<br />
** Nobility is illegal. But palace scribes have consensual nobility by virtue of their hard work and merit, and foreign nobility must be respected.<br />
** Mages are not permitted to use their Magic in any part of their barter produce or work, unless that Magic in itself provides irreplaceable labor.<br />
** Consumption of meat or other dairy products is illegal. Pescetarianism is mandatory on the Minoor Isles and consuming the meat of cattle is a high crime.<br />
* Minoor architecture is often broad rather than tall, with deep vaults and expanses of maze-like corridors and columned garden-rooms to create a space that is difficult to navigate without getting lost.<br />
* The unique trait of Minoor hair is a confusion to most, as some believe it only occurred after the Cataclysm, while others claim it to be much older, by centuries if not millennia. This is not helped by the myriad mutations, corruptions and fashion styles which cycled through the Allorn Empire in its final millennia of life, giving enormous visual difference on a purely aesthetic level.<br />
* Staying true to Minoor Culture while outside of the Minoor Isle is very hard for Minoor Altalar. There is a general understanding among the Minoor that the world outside of their island is not as enlightened as them, and that this isn’t strictly their fault, because they did not go through the same tragedy and trauma as the early Minoor when it was life or death.<br />
===Magic===<br />
Teledden spent millennia perfecting and transmitting the use of Magic, and so have a formal culture centered around its wielding (and how to do so properly) that far outstrips that of any other nation. While Ailor might see Magic as a tool to get necessary work done, for a Teledden, it is a freedom as common and as necessary as literacy. Following is some pertinent information for Teledden Mages, but also for Teledden in general.<br />
* Teledden do recognize actual “schools” inside of Magic usage, formally defined by them. While other peoples usually practice a mixture of different spell types and learn whatever suits their needs in the moment, Teledden are usually a distinct type of Mage. For example, Teledden artillery Mages are feared across Daen for their ability to wield the destructive power of fire from kilometers away, and Teledden light Mages are known as some of the most effective (though snide) healers available in Aloria. Specialization is key, and to the Teledden, a jack of all trades is a master of none. A Mage who cannot boast of their proud lineage of masters who have been practicing the same type of Magic as them for millennia is no Mage at all, just an upjumped cutthroat who thinks they know a few party tricks.<br />
* The Teledden maintain a logographic script, not unlike the Sihai script, for the transmission of Magical information. While the letters used by the western world in the present day are their invention as well, the Teledden have always found that this logography is more effective for communicating in the idea-based realm of Magic, where it is useful to be able to acutely summarize principles. A spell component can be described as a character, while a more complex spell is a compound series of characters, usually taken to mean sentences like “long-distance fire-based destructive area spell.” <br />
* Teledden Magic schools exist to serve all parts of society, and usually even the poor ones are well-funded by Princes (not just altruistically, as it is an excellent way to launder money). That said, the most famous ones are the elite academies that cater to the children of the Allorn-era aristocracy and the Archmage lineages that still dominate Arcane doctrine. These schools tutor in both general magic and more advanced specialization at the graduate level, producing excellent students who are in control of their own spellcraft and know how to keep away opportunistic Demons from latching onto their souls.<br />
* Teledden Magic schools are notorious for their sororities. While it was far worse in the Allorn days, with actual halves of cities being destroyed in “pranks” and other competitions between groups that disliked each other, the tradition of young women with too much power running amok in the large cities is far from over. While in other parts of the world, irresponsible behavior is usually the responsibility of fraternities, it is the Teledden women who are far, far worse. Assuming wrongly about this has gotten gullible exchange students into much trouble over the centuries.<br />
* Older Teledden usually prefer the feeling of casting through conduits such as staves, wands, or books. While these do not actually make the spells any stronger, having a conduit to cast through gives a Mage some extra bodily stability, and the physical memory of standing a certain way to cast a certain spell can help make sure that results are accurate every time for a student who is still learning. Maintaining perfect form without any such conduits is considered a talent for a very high skill level.<br />
* Teledden are the inventors of the Allorn Power Ranking system, an objective rating of the strength of Mages worldwide of all types. A council of elders confers yearly in the old hallways of Ivaëlle to discuss any adjustments in the rankings and classifications, making sure to keep on top of who the most powerful people in the world are. More than just a vain game of speculation, Allorn Power Ranking is a quick mathematical way for a Mage to figure out if a threat is impossible for them to solve. Knowing names and statistics off of the top of their heads has saved many a Teledden from demise at the hands of a disguised [[Arken]], Demon, Archmage, or a Mage type whose skills counter their own, informing them on when to flee.<br />
* The Teledden game of Spell-Chess is considered the best way of comparing the skill of two powerful support Mages. Lining up a team of their friends, the Mages cooperate to create Arcane simulacrums of them and compel them to fight one another (divided into teams of “red,” the real people, and “blue,” the Magical hologram copies), with each Mage standing in the back line and attempting to influence the fight to their side without ever actually firing a shot. Red is usually considered to have a slight advantage, like White in regular chess.<br />
* Teledden are usually very interested in the spellcasting technique of greater entities, either Divine or Arken in nature. They believe that by analyzing them, they can improve their own skill set a little bit, even if they lack the raw power. For this reason, the prominent Elven Arken of history usually have influenced Teledden Magic culture somewhat just by having their techniques written down and intentionally copycatted. There is an entire brotherhood of Teledden Mages in the city of Essaëlle, for example, who dedicate themselves to continuing the recorded style of the last incarnation of the Pride Arken’s Magic as best they are able.<br />
* The Teledden patronizing attitude towards other Cultures and Races with shorter lifespans is in part based on Magic. The Allorn regime of eras past always considered Ailor Mages incredibly dangerous, because the short-lived Ailor are so aware of their own mortality that they are comparatively more likely to make explosive strides in power out of desperation to become masters before they die, make pacts with malign entities to the same end, or in general practice wild and unpredictable Magic. <br />
===The Allorn World===<br />
The Allorn world is an immense place, many times larger than even the [[Regalian Archipelago]]. This section outlines some interesting places that are now part of the reborn Allorn Empire (and one that isn’t) for potential use. Ivaëlle, the Allorn capital, has its own section below.<br />
* '''Llarana''', sometimes named “The Goldenmarch” for its wheat, is the main inland holdout of the Teledden cities. It is relatively quiet, lacking the splendor and grandeur of Ivaëlle, however two things make it unique. The first is that its proximity to the Ularen Plains has granted it a Xieloth [[Maquixtl]] minority who trade grain for protection. The second is that the population of Teledden here are unusually militaristic, and it is not unusual in the local culture for them to serve in the army. Elves from other regions joke that the moment they see a Teledden holding a weapon, they instantly know where they are from.<br />
* '''Loressë''', the second largest Teledden city in the east (after Ivaëlle), was taken over in a coup by a Fin’ullen general named Faan-Ïlhaal after the end of the Teledden war with the [[Kathar]] (307 AC) due to the depletion of Ivaëlle’s armies. Though he bent the knee to the returned Talea along with them, this Teledden city remains under Fin’ullen governance, resulting in a fusional culture between the two.<br />
* '''Aechir''' lies in the so-called Moon-Moth Forests. It is true that massive, dangerous beasts roam these forests, however the Teledden have avoided them by settling within Moon-Moth habitats, massive trees that form canopies over their cities. These trees have luminescent light-blue tree sap that glows at night and causes the foliage to radiate a gentle blue light, illuminating the night sky above these cities. These forests earn their name from being home to the Hortaal Moth, hand-sized moths that consume the tree sap, which causes their bodies to also glow in a blue light at night. Their large moth flocks roam through the streets amidst the Lesarra, giving the famous districts of Aes and Saal a dream-like quality.<br />
* '''Hyä-Ereya''' was sparsely populated, even before the collapse of the Allorn Empire and the Wildering. It suffered immense losses at the hands of the Eronidas, and never fully recovered. Its plains are home to the Faces of the Gods, massive stone carvings of the Pantheon deities’ faces, sunken halfway into the grasslands, where they stick out of the bellowing hills and are covered in flowers. These God Faces are frequently places of pilgrimage for Estel worshippers, as many have claimed that the statues spoke to them. Hyä-Ereya has only one settlement, named Hyä-Monh, which is built in the shadow of Elleyon’s statue head. As such, it is also frequently called the Sunless City, or Elleyon’s Spectre.<br />
* '''Fyror''', an isolated paradise. This state is nestled in the Fyror Mountains and has its cities constructed on large arches between these spire mountains, sitting high near the clouds, and often also obscured by them. It is relatively sparsely populated, and it is often also called the Land of Peace among the Teledden because it has never been invaded and has never invaded anyone. Even the Kathar avoided going through the area, largely because the ground level offered nothing of value, and the suspended cities in the clouds were quite difficult to attack if a full assault was planned.<br />
* '''Charossa''', recently ruined and teeming with the dead. It was once a bulwark against Kathar expansion, but suffered significant population decline in the Dread War. Charossa is best known for having the largest Elven necropolises, the most notable of which is called Char-Rammaël. The famous Elven Undead guardians, the Mora Daël, are created there and there only.<br />
* '''Talaïe,''' a forever misty land, hugging against Lake Talaï. Talaië is always covered in dense fog, all the way to the Talaië mountains that shield the north-western side of the country. This has given rise to many myths of the Talaië fogs, people getting lost within, ancient beings and Void Gods residing in the dusky silence, and strange lights dancing in the distance that herald danger or treasure. Talaië is also home to the Swamps of the Forgotten, which are boglands covered in corpses of people who became lost, were bogged down in the wetlands, and drowned in mud or shallow waters as they simply could not move. Many of their bodies became mummified in the peat, leading to many corpses re-surfacing that died thousands of years ago. This is a relative treasure trove to any would-be anthropologist who dares braving the deep brume and dangerous creatures within.<br />
* '''Thellassia''', formerly the most powerful of the so-called Northern Elven Kingdoms, a meshing of different principalities located on a western island off the coast of Westwynd. The largest and wealthiest of these states, they and several allied states like Medlem Talar sought to resist the Regalian Empire in what is now called the [[L'Elvellen War]]. Instead, they were crushed, and a vast portion of the region’s Teledden population were expelled. The nation of [[Westwynd|Elvenaam]] absorbed their territory, and now rules the entire island with [[Westwynd|Visois, and Andois]].<br />
* '''Amontaar''', perhaps the most important city in Daen, is not actually in the Allorn Empire. A Sollay (independent city-state) ruled by Teledden but populated by a mixed list of minorities, it is independent from all the major states of the region, and is the only safe road running along the east coast between the Regalian and Allorn Empires. Amontaar has become the frontline of intrigue and espionage between these two states and even foreign parties like the Suvial, with the local Sol (the ruler) playing every side to his advantage to become a very powerful diplomatic broker. Amontaar is known for its many promenades and long bridges, but also for its skilled diplomats, historical archives, and libraries.<br />
===The City of Ivaëlle===<br />
The Teledden have built countless cities, but the most important one is Ivaëlle, the capital of the Allorn Empire. Sundered during the Cataclysm, it is made up of marble spires laid on a series of cliffs, the ravines dividing them connected by bridges spun of white and gold, and further settlements set into their stone faces and descending downwards. It is the equal of Regalia and the Dread Empire capital of Paarthalaar in its own unique way, though not as large. Ivaëlle is so important to the Teledden because it is the Eternal City, to them the center of the eternal Elven civilization, the place where it all started, and the place where it is supposed to someday end. <br />
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Enriched by millennia of conquest, the Allorn Empire turned Ivaëlle into a gleaming metropolis with sprawling outer districts. Even Cataclysm did not destroy it all. Among the surviving buildings were the old Temples, the graveyards, and the Imperial Palace, around which the new town was built. Off of the bridges which connect the city’s divided builds, wooden shanty towns hang by Arcane suspension, rope, and a prayer, in which the large underclass necessary to run Elven society usually lives, as well as poorer Elves who are own on their luck or archaeologists who are looking to establish forward bases for reclaiming parts of the sunken city beneath. Indeed, there is a constant reclamation operation going on at the bottom of the ravines, where teams of miners toil in search of the lost halls of myth and legend.<br />
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Some unique districts of Ivaëlle include:<br />
*'''Miralond,''' the Anvil Dock, is the smithing seaside area usually populated by Fin’ullen. Unlike the other maritime parts of Ivaëlle which were created by Cataclysm flooding, Miralond was always a waterfront, on the side of the main river that fed the city. The famous Silverhelm forges that produced Allorn standard equipment still work hard in Miralond, seeing to the needs of the rapidly expanding Allorn army.<br />
*'''Leissalond,''' the Wisteria Dock, used to be the old West Gate of the City in the Allorn times before flooding came in and made it a coastal area. Vines cling to old marble towers in this low-set and canal-spanned district, which is famous for its high concentration of snooty and wealthy Mage and historical academies. With its gentle climate and picturesque views, it is not hard to see why it attracted the clientele it did.<br />
*'''Evalond,''' the Lotus Dock, is centered around the Temple of Sapphora, where the Goddess of Lust still lives. Nowadays an island, it is usually reached by traveling from the central city by gondola, following the canal streams until the shallow inland ocean is reached. An entertainment district has sprung up around the Temple: before the resurgent nationalism and the return of the Allorn Empire, the Teledden filled it with gambling halls and bars, exploiting it as a tourist trap to keep travelers out of the rest of the city.<br />
*'''Lonvaal,''' the Dawn Hill, is centered around the old Temple of Elleyon. Converted into a graveyard to hold all the dead that could be recovered from Cataclysm and Wildering, it is a place that pilgrims and the superstitious go to perform their prayers and beg for Elleyon’s wisdom. Notably, the Justice Arken has taken up residence in this place and claimed its oldest graveyard as her base of operations, which her followers keep manned and armed.<br />
*'''Mirvaal,''' the Peace Hill, is Daen’s largest garden. A fenced-off area of Wildering plant growth retained by the Teledden for its relative beauty, it is considered romantic and a place to run off with one’s partner to drink wine and write poetry (traditional Teledden flirting activities, after all). Mirvaal notably grows a magically influenced kind of rose with different-colored petals that glow in the dark, which to the Teledden symbolize the maturity and regrowth of the city after its destruction.<br />
*'''Milaye,''' the Main Road, is the center of the city. Connected by the single largest bridge that runs north to south and passes as a tunnel underneath the Imperial Palace above, it is framed with many sorts of shops and merchants hawking goods from around the Allorn sphere of influence, and usually where meetings and conversations are discreetly arranged, since it is difficult to spot anyone among the large crowds.<br />
*'''Solsanthëa,''' the General’s Watchpost, is a dull-looking rectangular marble complex that is the new barracks of the Allorn military and training ground for its cadet officers. Containing within it the Ellondarros, the most famous spear sparring hall of the Elven world, it is where Teledden, Fin’ullen, and sometimes even Kathar, Solvaan and Suvial when the world was more peaceful in the previous century, would go to train and hone their skills.<br />
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Players can make up whatever they would like, including more districts of their own design, as long as they fit in the general lore. A Teledden who is from Ivaëlle is never Bel-Ivaëlle, they always assign their place name to their district of birth, because Ivaëlle is so large that being from there can mean very different things.<br />
===Allorn Storytelling===<br />
The long history of the Allorn Empire has resulted in more tales than are possible to recount, but there are a few that the Teledden usually favor. <br />
* '''The Walking Tales''', sometimes the '''Walking Tales of the Empress''', are the story of Talea’s mortal life. Largely mythologized since it was so impossibly long ago, it tells the story of Talea’s conquest of Daen, accompanied by her pensive and peaceful brother Sanraan who would eventually turn his back on her ways and found the Suvial culture, her stoic and grating sister Alaïaam who cared for little but her legendary greatbow Aulaya, and her bookish and needling other brother Fenhellëy who is responsible for the Allorn road and highway network still in use, as well as the first comprehensible map of Daen, or so it is said.<br />
* The '''Shattering of Stars''' is the lay of the famous Silverlance cavalry’s final charge against the [[Eronidas]] invaders outside the fortress walls of Losaën, immediately post-Cataclysm. Though they were defeated, it was closely fought, and the Elves proudly remember the names of the many noble lineages who gave their lives for the defense of their country. This poem is so famous because it painstakingly lists the last names of every single defender, said in sets of ten between the verses, such that reciting it properly takes half a day.<br />
* '''Ënneia Breaks the Ground''' is a boastful chant about the power and feats of Ënneia, widely considered the most powerful Allorn Mage-Empress who could (supposedly) fight multiple Arken by herself and rearrange the landscape with a gesture of a hand when it displeased her. It is a soldier’s song, traditionally sung while dancing arm in arm and stomping the ground between every verse, as the main concept of the poem is moving mountains as a metaphor for changing the world.<br />
* '''Melvaëia Sheds a Tear''' is a tragic ballad about the death of the final Empress, widely seen as a good but weak-willed woman who was imprisoned in her Palace with her loyalists by Void-corrupted Princes and advisors, as it is understood among the Teledden that Talea’s lineage itself never fell to Void Worship. It contains a fictitious account of her final reflections upon hearing that the Void Invasion had begun, and her mustering of her courage to raise an army and go and face the Demons in the field, despite knowing it would be the end of her.<br />
* '''The Song of Khal''' is a very short poem that is supposed to be sung while in combat. With militant verses about the slaying of Kathar [[Arkenborn]] and the immortal martial prowess of the Allorn people, under which its scores of enemies will be crushed, it is very unlike the flowery metaphor that is common to Elven poetry. Even though they do not understand it, Ailor [[Knights]] who have warred with Teledden before are prone to growing anxious upon recognizing its cadence.<br />
Most Teledden stories are tragedies or epics, with metaphor and layered wording. Players are free to make up more with this in mind.<br />
===Political Situation===<br />
* The Allorn Empire collapsed upon Cataclysm, 0 AC, losing most of its territories, having its line of Empresses extinguished, and losing most of its population to slave revolts, Demons, or pure infighting. For the three centuries after that, it existed as a council of far weaker Principalities. In the late 3rd and early 4th century AC, the Teledden were almost conquered multiple times, until several years ago a figure claiming to be Talea reborn returned and reunified them into a new (but smaller) Allorn Empire. Teledden politics are now dominated by this new Talea, and abroad, by the argument over whether or not she is who she claims to be.<br />
** The formal name of the Allorn Empire, Sïenna saël Övelissa Talea (“Sacred Land of the Prophetess Talea”) hints at just how serious the legitimacy of Talea is to the Teledden.<br />
* Most Teledden support the return of the Allorn Empire, but there is always the nagging doubt that the returned Talea who has proclaimed it and the Gods in her wake are not legitimate, but just pretenders wearing their appearances for legitimacy. The absence of information flowing in and out of the Allorn Empire and the internal heavy policing makes ascertaining the truth very difficult, so most Teledden abroad support the idea of the Allorn Empire, but are not sure if the one in Daen in the modern day is a true iteration.<br />
* Teledden in Regalia are usually quite progressive on Occult issues. While they support Occult practice and legalizing it across the Empire, they recognize that the way it is taught is often subpar, and look to increase their own influence by opening licensed schools to teach it themselves. This does not make them necessarily progressive in other ways, though.<br />
* The Teledden have recently seen a large uptick in conflict. First there was the [[Ranger Crisis]] of the late 200s when they were pit against Daendroque loggers and Regalian Knights on their eastern border, then the L’Elvellen War of 302 when the Regalians subjugated the isolated principality of Thellassia and its neighbors, and then the [[Long Elven War]] of 305 to 307 when they were invaded by first the Regalians, and then by the Kathar, who they finally pushed out with the help of the Regalians. This is the reason, in large part, for the resurgent nationalism under the new Allorn state: the Regalians and Kathar both did not shy away from civilian massacres and terror campaigns, embittering the Teledden, who are very slow to forget. <br><br />
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===Other Information===<br />
====Etiquette====<br />
* The traditional greeting between Teledden is a slight bow, bent a small degree at the waist with the hand held slightly out and palm facing upwards.<br />
* The art of snide commentary hidden under a veneer of kindness is an art among the Teledden, and those who are good at it take pride to showcase their skill to others.<br />
* Teledden can sometimes be very petty with their dislike of others, particularly towards one’s wardrobe. An extended cape or robe that can conveniently be stood upon and torn is sometimes too much of an irresistible torment to inflict on those not liked.<br />
* The Teledden version of spitting on someone is the backhand-clap. The way this is done to hold one’s hand with the palm facing towards one’s own face stretched out in front of them, followed by the back of the other hand clapped firmly into the palm of the other, once.<br />
* The act of ritually brewing tea or Kaffee for another person is considered a sign of deference or respect, especially when it is brewed in a vessel sitting in a bowl of [[Eelt-Stone]]s, magical blue glowing pebbles that can become as warm as fire when heated. Most Teledden have a small supply of Eelt-Stones which they enjoy keeping in engraved boxes, given a special place near their kitchen entrances.<br />
* Fashion is often used to make subtle gestures. Political events may see cadres dressed in the same colors and fabrics to denote loyalties: jewelry and accessories may all have intentions behind them.<br />
<br />
====Leisure====<br />
* Teledden have a party game called Ëllenanla or just Nanla, where a party host pairs off guests and has them debate about things they are passionate about before rotating every set amount of minutes as a way to get to know one another.<br />
* Teledden love buying paintings of themselves doing something heroic, even if the action is completely fictional. Only ever one or two, but if a visitor looks hard enough in a Teledden home, it is almost guaranteed to exist somewhere.<br />
* Teledden are borderline vegetarian. Cuisine has many floral notes and exotic fantasy spices, though also mundane ones like saffron. Teledden have a dislike of salt, preferring a synthetic flower called [[Ullaline]].<br />
* The Teledden make a game of poetry, using the Altalar language’s archaic forms of grammar, tense, and structure to double-, triple-, or even quadruple-layer their verses with meaning. The greater the amount of implicit meanings, the more renown a poet earns among other Teledden.<br />
====Culture====<br />
* Teledden cavalry is noted as some of the most skilled in known history, with the Silverlances of the Allorn Empire having near-legendary status from their string of victories that was nigh unbroken until Cataclysm. Allorn martial history as a whole is littered with glorious heroes, army chapters and last-stands turned pyrrhic victories, the modern Allorn citizen drawing on endless chronicles to be inspired for their future military career.<br />
* The Teledden law system is based on “law by debate,” where if a guilty party is brought to court, they must debate with their accuser until the judge throws laurels at the one who has produced a rhetorically superior argument. Far from the slow, methodical process of later Regalian law, this method of Allorn Trial relies on the verbal sharpness of the participants to ensure that justice is served.<br />
* Because of the underclass being composed completely of slaves, the Teledden do not recognize class divides between themselves. There is a saying that every citizen is a noble in Allorn society, and every citizen is deserving of respect, as most have a great ancestor who did something noteworthy or gained the attention of an Empress. Powerful Allorn nobles do not have a hereditary or divine claim to this power, only the strength to take and keep it.<br />
* Since the Cataclysm, some Teledden have chosen to ‘watch over’ the bloodlines of some of their shorter-lived friends. Far from wholesome, more politically-minded Teledden have been known to pitch their late friends’ families together in the form of a high-stakes strategy game.<br />
*Observation of the heavens is a cornerstone of Teledden culture and their academic studies, regardless of the field. This is largely due to the long, predictable history the Allorn have had with the heavens, and their names for the various Celestial Bodies are commonly taught across Aloria.<br />
* Many forget today that the Teledden were the greatest craftsmen for millennia, weaving unique spells with forged, carved and built creations to stunning results. While many of the greatest examples of their skills are long lost, [[Materials]] such as [[Ephamaria]], [[Nightsilver]], [[Pattara]], and Savellani Shaping Substance are forever tied with their ancient creators or greatest users.<br />
* Teledden music sounds like a more ethereal and slow-pitched version of Daendroque music, which though the Daendroque refuse to admit it, is somewhat derivative of theirs. It is dominated by melancholic and harp-like echoing guitars, as well as flutes and other graceful instruments that let the focus rest on the voice. Indeed, Teledden accents in Common are also relatively Daendroque-sounding (Spanish-esque), due to sound similarities. <br />
* Allorn Tarot is an unusual fortune-telling method. Though the physical deck only has 32 cards, each card can magically manifest 64 different ways, creating 2048 cards total. Unlike the more direct Ailor Tarot, Allorn Tarot is full of millennia worth of esoteric symbols with their own lore, such as the Golden Mirror (with the face of the god Aseia staring at the viewer in its reflection) symbolizing vanity and obsession, the Eye of Naëssar (a silver iris ringed with blue) symbolizing the hunt for evil, and more. Allorn Tarot is usually Arcane and referential in nature, and a player can run it in any way that makes sense.<br />
====General====<br />
* Teledden are excellent tower-builders. Their cities look like a wall of bristling marble spears pointing up towards the skyline, all designed with lavish views and imposing structure in mind, not necessarily ease of use. Some older buildings have Magic elevators from the Allorn era.<br />
*Alongside being the greatest builders of towers in Aloria, tower-cleaners is another title they hold. Ciel'lapanna Cranes, slaves, and unique magical incantations are part of their arsenal of cleaning to help keep their structures looking pristine.<br />
* Teledden librarians are often also trained as analysts and intelligence officers at the Great Library of Ivaëlle, or the Lessariaton, which has given the colloquial name “Lesarra” to those who live within its walls and devote themselves to the study of knowledge. Many of them have thrown their lot in with the Blue Moon Society, the secret service of the new Allorn Empire.<br />
* In the province of Methenwÿaal, a cabal of powerful Teledden Mages refuse to bend the knee to the Allorn Empire. Even Allorn nationalists blanch at the tales of horror and arcane experimentation that come out of the forsaken land, but those permitted to study with them recount once returning home that they are far too powerful to be dealt with in any easy way.<br />
* Teledden have not adjusted their Elven perception of time to the Ailor-dominated modern era. Many of them can still hold grudges for something an Ailor family would see as generations ago, leading to situations where households have been ruined by a Teledden they do not even know for something that was never told to them by an ancestor.<br />
* There is an unusually large Teledden diaspora in Ithania, from the days when the Allorn Empire ruled there. They helped give rise to the Ithanian culture, and some of their elders still play a role in the management of the Kingdom.<br />
* Most urban centers in regions that tolerate the practice of Magic have a “Teledden Quarter”. It would not be surprising to find a Teledden in the streets even as far as distant [[Korbamakora]], the capital of the [[Songaskian Masaya]] two continents and half the world away.<br />
* The infighting of the later years of the initial Allorn Empire are an incredibly sore topic. Most Teledden are well aware of relatives that fought against the Empire in its waning days, or know that their family lost something in the collapse, or mourn the disappearance of Magic.<br />
* Some less composed Teledden make crass jokes. Common ones include that the Avantl have no concept of the wheel, that Sihndar are so corrupted that they do not decompose, and the Xieloth all live next to windmills. <br />
*[[Ellon-Wing]] kites are a common item seen flying high in the air during Teledden festivals, mimicking the appearance of the creature, and one of many creations taken and adapted from the distant [[Sihai]].<br />
*[[Ulaan-Shiraal]] antlers are just about the only bones accepted to be carved, worn or generally use. The most beautiful objects are Ulaan-Shiraal lyres, which use the natural curl of the horns to support their string structure in addition to beautiful wood and gold.<br />
*While many high-class Teledden disdain the presence of pets and small animals, they do commonly enjoy the keeping and training of birds like the Crowned Eflaln. There is just something about training them that speaks to core Teledden sensibilities.<br />
*The Sundered Lands, a region of southern Teledden territory which fell into the sea during the Cataclysm, are currently undergoing a gradual recovery process facilitated by some of the most advanced Magic the Teledden have at their disposal.<br />
<br />
==Trivia==<br />
* Why play a Teledden? Because you like Teledden. And winning. Teledden win a lot.<br />
* Some historians hold that ancient Teledden used to have longer ears.<br />
* Two Teledden families have been fighting over ownership rights to a pear tree for 4,000 years.<br />
<br />
{{Races}}<br />
{{Accreditation<br />
|Artists = MonMarty<br />
|Writers = OkaDoka, HydraLana<br />
|Processors = HydraLana<br />
}}<br />
[[category:races]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Eronidas&diff=49298Eronidas2024-02-12T01:01:21Z<p>Scribbe: </p>
<hr />
<div>{{Info Lineage<br />
|name = Eronidas<br />
|test = Eronidas (in Vasar), Enid (in Vaman)<br />
|test2 = [[File:Eronidasflag.png|80px]] <br />
|test3 = '''Motto:''' "No spear unbroken, no shield unturned, no warrior left behind."<br />
|image = 2eef97f4949d8bfa55f8ee790c439cb1.png<br />
|state = No singular representative State<br />
|ruler = Commonly City-State Confederations<br />
|suzerain = [[Regalian Empire]], Eronidas Realms<br />
|languages = [[Vasar]], [[Vaman]], Common, [[Anglisch]]<br />
|religion = [[Draconism]], [[Unionism]]<br />
|first_recorded = 15,000 BC<br />
|demonym = Eronidas<br />
|}}<br />
[[File:Racecolorpalette.png|294px|thumb|right|This sheet shows the lore-compliant eye colors (and their differing shades) and skin-tones for the Eronidas people, along with an example skin. You may be able to find free skins on Planet Minecraft under search term "MassiveLooks".]]<br />
[[File:New Canvaskhukjhhkjuhgfghfjthrhrhtssskgkjh.png|294px|thumb|right|Some Eronidas (particularly those from Anglia) have so much mixing with Ailor in their family, that some of them appear like differently proportioned and tusked Ailor.]]<br />
[[File:New Canvasjhlhjlujhgrgregeds.png|294px|thumb|right|Due to their raw size and strength, some Eronidas have thrived in the criminal circuit.]]<br />
[[File:New Canvasfhhfdh.png|294px|thumb|right|The most well known Regalian Noble Eronidas, is the Iron Duke of Vultaro, Riccaro Lampero.]]<br />
[[File:New Canvasrydshfd.png|294px|thumb|right|On the battlefield, despite their discipline, Eronidas are consider brutish, with their heavy Blacksteel Armor.]]<br />
[[File:New Canvaslhgkhjl.png|294px|thumb|right|Despite their tribal themed tattoos, harsh living and frontline fighting, Ahazu are not immune to vanity of appearance.]]<br />
[[File:New Canvashdtfhf.png|294px|thumb|right|The military crop, both in terms of clothing and hair, was popularized by the Eronidas in Regalia.]]<br />
[[File:New Canvasfgufr.png|294px|thumb|right|Neron Warriors and Death Shamans lead the fight against the Ordial menace in the oldest Eronidas City of Kur.]]<br />
[[File:New Canvasfdyhtdfrmfhdyglk.png|294px|thumb|right|Eronidas from Ashaven can have a gray skin tone, ranging from raven gray to light gray (not seen on the skin tone palettes).]]<br />
[[File:New Canvasuiytuyt.png|294px|thumb|right|Many expect Eronidas to walk around bare-chested, but Ailor clothing styles are also very popular, feeding into Eronidas vanity.]]<br />
[[File:New Canvas9i76tyk.png|294px|thumb|right|Not all Eronidas have to appear conventionally attractive, some can have more ogre-ish features, or brutish appearance traits.]]<br />
The Eronidas are a heritage of soldiers, gladiators, warrior-poets, and philosophers, with equally disciplined and wild societies that reflect them having no physical equal on the battlefield. The Eronidas are also an extremely widespread people of [[Aloria]], having large societies both in their sovereign states and as populations within other nations like the [[Regalian Empire]]. Their cultures are extremely varied due to their adaptability to their environment, seeking to establish a form of strength-based hegemony, but then also not pushing that hegemony into tyranny like the Empires of old, and being able to easily adapt to other forms of government, especially as one of the founding people of the Regalian Empire. There exists an [[Ailor]] saying: “Wherever an Ailor or Elf goes, whether for good or bad, an Eronidas follows”. This saying remains true, in that Eronidas can be friends for life that are hard to get rid of, or enemies that never surrender their relentless pursuit for honor and victory. As with anything on MassiveCraft Lore, this page contains all the crucial information required to play an Eronidas. Each section that contains strong references, or may refer to lore that is just fun to read, will have additional recommendation bullet points underneath it (indicated as Expanded Lore), linking to other Pages. Individual words will also be hyperlinked on the Page to help understand them. <br />
<br />
==Design==<br />
The Eronidas are Aloria’s interpretation of the typical fantasy Orc but with a much broader cultural approach. Broadly speaking, Eronidas can appear like the typical Orc with green skin, large tusks, and a brutish appearance, but there is far greater visual diversity. Some Eronidas can appear more ogre-like in their features and bodily proportions, while others can appear much closer to Ailor, with their only distinguishable features being their tusks. This section will explain the design themes of the various sub-groups of Eronidas, but it is important to stress that they are guidelines and not strict rules. Outliers to each design style exist, and experimentation with design is encouraged to fit something for you. While it is hard to properly categorize Eronidas society into exact sub-groups due to their varied societies, for ease of reference, there exist three dominant aesthetics, Kissut, Ahazu, and Zabar. Next to the text explanations are also a variety of images that explain aesthetics.<br />
===Kissut Eronidas===<br />
The Kissut Eronidas are most commonly found in Regalia, with a particular spread in the landmass of [[Anglia]] and Regalia itself. Kissut Eronidas are culturally the same as Regalian Ailor, they have inter-mingled with their society to such a degree that they dress, behave, and act the same way as the common population of the Empire, though not without bringing their own flair and style to [[Ailor Culture]]. Kissut Eronidas are predominantly [[Unionist]], with a smaller grouping in [[Draconism]]. They have a strong connection with the founding of the Regalian Empire, and the [[Anglian]] Ailor people who they share the land with. Kissut Eronidas can also be found in the unique nation of Ashaven, which has a large Eronidas population and a distinctly unique culture that is different from Anglian Eronidas.<br />
* ''For more on Anglian-Eronidas relations, read [[Eronidas-Anglian_Relations|this Expanded Lore]]''<br />
* ''For more on Eronidas role in Regalian History, read [[Regalian_Eronidas_History|this Expanded Lore]]''<br />
* ''For more on the Eronidas settlement of Ashaven, read [[Eronidas_Ashaven|this Expanded Lore]]''<br />
===Ahazu Eronidas===<br />
Ahazu Eronidas are less commonly found in Regalia, as they are mostly mountainous and freedom-seeking people who don’t function well under hierarchical authorities where they cannot compete over power with raw strength. The Ahazu are a hardy people with a more brutish and ogre-like appearance, who have adapted to near-constant warfare and harsh conditions of their independent mountain cities in North-West Daen. The Ahazu Eronidas are almost exclusively Draconism worshipers and were largely responsible for the intense conflicts with the Elves over the centuries. The Ahazu also man the last City of the Living in the Beyond Realm, fighting back against the Ordial monsters.<br />
* ''For more on Eronidas-Elven Wars, read [[Eronidas_Elven_Wars|this Expanded Lore]]''<br />
* ''For more on the Last City of the Living, read [[Last_City_of_the_Living|this Expanded Lore]]''<br />
===Zabar Eronidas===<br />
Zabar Eronidas sit somewhere in between the Kissut and Ahazu, predominantly having been a mass exodus from [[Guldar]] to [[Daen]] and lands beyond. The Zabar hold onto their old pre-exodus culture and are thus more bound to traditions and customs than the Regalian-adapted Kissut, or the Ahazu who have mostly shed their old culture to create a new one in the east. Zabar Eronidas build massive city-states, impressive multi-ringed cities where their warrior-poets ply equal trade in art and warfare, defending their independent states, or semi-autonomy in other countries. Zabar Eronidas are predominantly Draconism worshipers, though effectively every other Religion can be found among them. <br />
* ''For more on the Eronidas Exodus, read [[Eronidas_Exodus|this Expanded Lore]]''<br />
* ''For more on Eronidas City States, read [[Eronidas_City_States|this Expanded Lore]]''<br />
<br />
==Heritage Traits==<br />
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. <br />
<br />
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons).<br />
===Free Packs===<br />
* Eronidas can choose one Pack from either the [[Bruiser_Point_Buy|Bruiser]], or [[Training_Point_Buy|Training]] Point Buy Categories. <br />
* Eronidas can choose one Pack from either the [[Athletic_Point Buy|Athletic]], or [[Cleric_Point_Buy|Cleric]] Point Buy Categories.<br />
===Mechanics===<br />
* Eronidas can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.<br />
* Eronidas are barely affected by Alcohol that gets other people drunk, needing insanely high proof, and always being able to keep their drinks down. <br />
* Eronidas have hardy physical digestive systems, capable of eating raw and spoiled foods and drinks without any issues or risk of illness.<br />
* Eronidas have two independently beating hearts, meaning that even if one heart were to stop (damage/heart attack), the other would keep them alive. <br />
* Eronidas however, because of their two hearts, have a faster heartbeat, resulting in a quick temper, and their bleeding being more profound (this does make them die faster).<br />
<br />
==Languages and Naming==<br />
Eronidas language is a somewhat complex topic, because not all Eronidas have held onto their language from Guldar, Vasar. Vasar is exclusively spoken among the Ahazu and Zabar (though they also know Common as most modern people do), while the Kissut have adapted to a whole host of languages. Because Aloria is such a culturally interconnected world, monolingual people are extremely rare, and most Characters will know at least 2 if not 3 languages. Below are recommendations for Languages, but Players have freedom to alter what Languages their Character(s) know. Note, Kissut names are not exactly Anglo-Saxon names, they are based on Anglo-Saxon names while modifying certain syllables to sound harsher, for example combining the Sumerian “Az” with Anglo-Saxon “rulf” (wolf) to produce Azrulf, or the Anglo-Saxon “Eorl” (noble) with the fantasy orcish “tryth” to produce Eorlthryth. Ahazu names use Babylonian, while Zabar names use Sumerian. <br />
{| class="wikitable" <br />
|- style="font-weight:bold;"<br />
! Kissut Eronidas<br />
! Ahazu Eronidas<br />
! Zabar Eronidas<br />
|-<br />
| '''Predominant Languages:''' Vaman (Anglo-Saxon), Common (English), Anglian (Dutch) due to culture mixing with Anglian Ailor.<br />
| '''Predominant Languages:''' Vasar (Sumerian), Common (English), Altalar (Elven) due to Occupation of Elven lands and imprisonment.<br />
| '''Predominant Languages:''' Vasar (Sumerian), Common (English), Ibeth (Ancient Egyptian) due to Asha Corsairs alliance in Daen.<br />
|- style="font-size:11px;"<br />
| '''Male Names:''' Gorlstan, Borlwulf, Surnred, Azrulf, Cenric, Grishald, Ragthorn<br />'''Female Names:''' Thornwina, Ralkessa, Zorlinda, Eorlthryth, Beornhilda, Aethelfura<br />'''Unisex Names:''' Eldorshar, Wulfryn, Thorngrim, Wynnash, Azelthorn, Nushaelm<br />
| '''Male Names:''' Nabu, Nergal, Shamash, Belshazzar, Marduk, Nersi<br />'''Female Names:''' Ishtar, Ereshkigal, Shamhat, Nanshe, Ningal, Shala, Nabu-zer-kittu<br />'''Unisex Names:''' Sinu, Sharru, Zamama, Nanna, Ashur, Marti, Mashu<br />
| '''Male Names:''' Enlil, Nanna, Utu, Anu, Enki, Dumuzid, Lugal<br />'''Female Names:''' Nanlil, Inanna, Nanshe, Ningal, Sirtur, Nankasi, Nisaba<br />'''Unisex Names:''' Ensi, Ninmah, Shara, Zababa, Ziusudra, Lugalbanda, Ningizzida<br />
|}<br />
==Brief History==<br />
Eronidas history starts in the 5th Era, known as the Allorn Era (which is the Era before the current Era), during which the Eronidas first came to be on the continent of Guldar, a wild and jungle-like environment with rainforests and massive active volcanoes. Eronidas' existence for the first few thousand years was brutal and deadly, as they were the prey of a much larger Terror-Bird people called the [[Avarr]], who hunted them. The early Eronidas were feeble, often hiding under the low-hanging brush. At some point, through an event that has left few historical records, the godly Dragons ordained the extinction of the Avarr but preserved their Souls in canopic jars. With their predators out of the picture, the Eronidas were able to thrive and slowly changed to what one would recognize the Eronidas as today. <br />
<br />
The Eronidas embraced Dragon worship through Draconism, with particular favor towards the Dragons Caius and Daiana whom they call Gishurun and Kiarnuna respectively. Around 15,000 years before the modern day, the Eronidas created city-states referred to as Pol. Technologically speaking, the Eronidas never progressed beyond bronze casting, and Magic was completely absent in their society due to the proximity of the Dragons. Calamity struck around 1000 BC, however, when Guldar’s environments were suddenly corrupted and poisoned, forcing the Eronidas to flee. Their whole people were forced on a mass Exodus which they refer to as The Exile, sailing on massive fleets to the east, coming into contact with the dominant [[Allorn Empire]].<br />
<br />
From the moment they landed, the Eronidas had to fight for their survival, causing many of the fleets to opt to keep sailing further east, sailing around Daen through the Sendrassian Sea. In Ashaven and Anglia, the Eronidas made fast friends with the local Ailor eventually becoming the Kissut, while the Eronidas on the frontier of the Allorn Empire were forced into a near 900 year long conflict, with the frontliners becoming the hardy Ahazu. A watershed moment was the [[Void Invasion]] and subsequent [[Cataclysm]] which brought the Allorn Empire to its knees. The Ahazu Eronidas were instrumental in providing the death knell that finally cracked this 20,000 year old Empire, thus providing the safety the Zabar Eronidas needed to live in peace in the far western hills. Since these times, the Eronidas have grown both as a part of the Regalian Empire, and as their own autonomous people spread across the world, a lasting testament to The Exile. <br />
<br />
==Conflicts & Alliances==<br />
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict and alliance points for the Eronidas, while also attaching some nuance so that there is wiggle room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.<br />
* '''Allorn Elves:''' The Zabar and Ahazu Eronidas have had almost a millennia of conflict with the Elves in Daen ever since their arrival, a very bloody one, especially for the Eronidas who would end up enslaved if they lost. Unlike Asha revanchists, Eronidas do not consider the various other Elven people to be responsible for the Allorn Empire but do seek out conflict with those who praise the Allorn Empire or downplay its evils.<br />
* '''Maquixtl:''' The Eronidas have a long history of being hunted as prey by the Avarr, which has caused a societal fear of the concept of the Avarr. While the Eronidas have moved far past this legacy, the sight of an Avarr can still set Eronidas into fight or flight mode as if it is some kind of instinct of self-preservation. This does not make them hostile to the [[Maquixtl]] as a whole, just careful to trust them.<br />
* '''Asha:''' The Eronidas make extremely close allies of the [[Asha]], particularly the Corsair fleets and the wandering populations. When the Asha slave rebellions happened in the Allorn Empire, many of the Asha slaves freed themselves and their Eronidas brethren and were led by the Eronidas to the Kezzeret Eronidas states, thus merging with their society. Since then, the Eronidas have allowed free and open immigration of the Asha, who treat the Eronidas states as a second homeland, which also provides free access to the Corsair fleets to their harbors.<br />
* '''Ordial Community:''' The Eronidas are both users of Ordial Shamanism and great enemies of the Ordial Community. In many ways, the Eronidas have self-tasked with the duty of “keeping close the gates of the Beyond” in Aloria. Some of their spiritual leaders have embraced Ordial Powers to fight the Ordial corruption itself ([[Undead]], [[Geist]]s, [[Spirit]]s). The nuance of Ordial power in Eronidas society is explained further below. This also puts them in alliance with the [[Songaskian]]s who use Ordial powers to fight the Beyond and its entities.<br />
* '''Regalian Ailor:''' Eronidas and Ailor are almost like two peas in a pod, the history of the Eronidas and the Regalian Empire are intrinsically linked, and it could be argued that without the Eronidas, there would not have been a Regalian Empire. Some [[Regalian Emperors]] have even been Eronidas or Half-Eronidas, meaning the Eronidas can fully integrate into the Regalian ambition. <br />
* '''Dwarves:''' Eronidas and [[Dwarves]] are on the cutting edge of metallurgic developments. Even if the Eronidas were mostly chained to [[Bronze]] in Guldar, contact with the Ailor and Dwarves gave them the guidance to unleash the full potential of iron and steel working, allowing for the multitude of Eronidas inventions like [[Blacksteel]] and Black Powder. Eronidas and Dwarves have developed a healthy cooperative but also competitive relation over who makes the toughest steel.<br />
<br />
==Religions==<br />
The Eronidas people are not religious homogenous, meaning that a variety of religions can be found among the various subgroups. While each sub-group has a predominant Religion, each of the mentioned below Religions can be found in any of their societies, this section purely explains how it is pertinent to them:<br />
* '''[[Unionism]]:''' Unionism is the predominant Religion among the Kissut Eronidas, with large droves of them having converted to Unionism early on at the behest of Prophet Theomar. Unionism strongly represents the Eronidas through the God Allest, and the Eronidas have been strongly linked with the spread of Unionism and the defeat of its enemies, making them both the vanguard and frontline of the faith.<br />
* '''[[Draconism]]:''' Draconism is the predominant Religion among the Ahazu and Zabar Eronidas, being the original religion of their Guldar homeland. Some Kissut Eronidas also still hold onto this Religion, especially those living close to the Isldar and Ailor who also worship the Dragons in Anglia. Many Hunter Archon and Aegis Archon are among the Eronidas population, especially in service of Caius and Regulus. The Eronidas are also strongly represented by the Eronidas Dragon Gods Caius and Daiana.<br />
* '''[[Baskarr]]:''' While Baskarr is officially an ethno-religion (meaning it largely applies only to the Asha), some particularly pacifist Eronidas have found great peace and a spiritual connection with the concept of Karma as it is understood in the Asha Religion. While they aren’t physically represented by any Eronidas Gods in the Baskarr pantheon, the central tenets have still garnered some followers from the coastal regions, particularly those with heavy contact with the Asha. <br />
* '''[[Evolism]]:''' Evolism has found some footing, particularly among the Ahazu Eronidas, particularly in its central themes of evolution. The Eronidas already consider themselves the strongest people but always seek greater heights of power, and this is especially pronounced among the Ahazu. They would relish in dark powers to transform into beasts, or to become even larger in worship of the Dark Gods.<br />
* '''[[Estelley]]:''' Estelley worship is extremely rare among the Eronidas. Not only is Estelley an ethno-religion, it is also to many of them the Religion of the enemy. While not all Estelley worshipers are by default declared foe, an Eronidas who professes to believe in the Estelley faith, is quick to be turned into an outcast by even the most tolerant Eronidas.<br />
* '''[[Fornoss]]:''' Fornoss worship is somewhat rare among the Eronidas, particularly because they are not represented by any of the Gods, though not unheard of in the far northern lands and the Eronidas communities in Nordskag. Fornoss central themes connect well with Eronidas honor customs, and so Eronidas are particularly fond of the Eili Gods. <br />
<br />
===Daiana, the Earth Mother===<br />
Daiana, though technically a Dragon of Draconism, is still a figure of secular importance, even to those who do not worship the Dragons themselves. In Aloria, Gods of all Religions are real, but people tend to choose one Religion that best aligns with their spiritual beliefs. That means that Gods not belonging to their religion are generally still seen as Gods, just not for them, and that they fulfill the mechanical functions of the world. Daiana is one such mechanical function in that the Eronidas believe that she is the world itself, the very planet everyone lives on and that she is the mother spirit of the world. They believe that Daiana provides the world with its elemental magics and acts as the gateway between the living and the dead. She in particular creates a lot of [[Godborn]] (Dreamborn) that are Eronidas, more so than of any other culture. As such, Daiana often has a shrine in any Eronidas home, not for the sake of worship, but to feel strongly connected with the spirit of the world itself, and to perform secular meditation to ask for the world or ancestor’s guidance, if the Gods do not answer. <br />
<br />
==Guardians of the Gates==<br />
Despite being considered anathema to the Draconist faithful, those Eronidas that do worship the Dragons (and only Dragon worshiping Eronidas), have found a manner through which to weaponize Ordial Powers to the benefits of the fight against the corruption of the world by foreign Magics. This requires some nuanced understanding of the suffering of Caius, one of the two Patron Gods of the Eronidas (along with Daiana). As it is said in Draconism dogma, Caius is suffering from a slow and agonizing corruption death where the Magic in the world is corrupting him, and fighting against said corruption is a race against time. However, it is necessary to point out that Caius is being corrupted by Void essence, not Exist and Ordial. The Dragons consider Exist of the same vein a corrupting influence, but Ordial has a somewhat unique relationship with Aloria. The Dragons understand that Aloria and the Beyond (where Ordial power comes from) have a similar opposing realms link like Void and Exist do, and that they are somewhat related to each other because they represent mirror dimensions. It remains true that Ordial essence is alien to the world of Aloria and corrupts just the same as Void and Exist, but that Caius is not immediately suffering from Ordial Corruption like he is from Void and to a point Exist Corruption due to their relation.<br />
<br />
Coupled with the metaphysical manifestation of Daiana as both the world, and dreaming the veil between worlds, Daiana is capable of drawing onto Ordial powers that are granted to the Songaskian Death-Mages, and the Eronidas Death-Shamans and other anti-Ordial forces in their fight against the Beyond. To simplify it, Caius has sanctioned the use of specific Ordial powers (Magic, not Undeath/Geists/Shades) for the Eronidas in the fight both against the Beyond and the Void/Exist, while Daiana provides for the means of these powers to reach the faithful without them having to make bargains or dangerous contact with entities from the Beyond. It should be noted here that this does not make them casually acceptable within the norms of Eronidas society, many of the Death Shamans or Neros Warriors (fighters who use Ordial powers) do not live in society as much as they live on the edges to avoid unsettling the general populace with the inevitable effects of Ordial essence on their body and surroundings. Neros Warriors and Death Shamans can commonly be found among the Ahazu Eronidas and to a lesser degree among the Zabar Eronidas, while they are absent among the Kissim Eronidas, because the latter is either mostly Unionist to which this does not apply, or Regulus faithful Draconists who do not support the use of Death Magic. Many Ordial-powered Eronidas also spend months or years of their time manning the walls of Kur, the last city of the living among the dead in the Beyond. <br />
* ''For more on the Last City of the Living, read [[Last_City_of_the_Living|this Expanded Lore]]''<br />
<br />
==Black Crafts==<br />
Eronidas craftsmen are famed for their hallmark Blacksteel, a durable and heavy alloy that makes for some of Aloria’s finest plate armor and has been appreciated the world around as an expensive but reliable way to protect oneself. In general, Eronidas work follows this spirit of military utility first and refined aesthetics second, with strong clear shapes giving way to occasional inlays, but lacking the heavy gilding or detailing favored by some other cultures. While their smiths are generally considered reliable, Eronidas armorers are especially prized, even if their work requires a stronger-than-average person to bear without quickly tiring. Beyond simply smithing, the Eronidas also have a sizable engineering tradition that helped create the aqueduct that supplies water to the Regalian capital, and ensures that the cities they build across Daen and beyond are durable enough to stand the test of time. Eronidas machines are tied more to Black Powder, a sooty Alchemical substance with a violent and brilliant reaction to fire that has been well documented by many different people, but used the most by the Eronidas to create many different types of heavy, smog-belching systems that help make work and production much more efficient. From large drills to automated large-scale hammer-forges to battering rams, the Eronidas favor larger-scale engineering that has real industrial use, considering smaller pursuits frivolous. Both Blacksteel and Black Powder, together called the Black Crafts due to the shared color, have a legacy spanning back to the Eronidas arrival in Daen when they suddenly found that they had far more materials to work with than just Bronze, and quickly adapted with the rapidly following invention of these two hallmark creations. The few more creative Eronidas have even started using Black Powder as weapons in combat, either to scare opponents with loud explosions or to deal raw damage with their explosive reach when thrown into a crowd. While the invention of the Musket has been separate from Eronidas Black Powder, the two inventions (Gunpowder and Black Powder) do help improve development for each other.<br />
<br />
==Magic/Tech in Society==<br />
Eronidas society (even mixed with Anglian among the Kissim Eronidas) is not strictly anti-magic like some other anti-Magic societies. A person who possesses [[Magic]] is not considered anathema or evil or in need of purging, rather the Eronidas consider Magic more of a personal flaw than an inherent evil. Eronidas society is extremely physical-capacity focused and radically self-sufficient, to the point of being ableist against anyone who is not born able-bodied. The Eronidas have a similar bias against the concept of technology, believing that many technologies exist to make the body weaker for the sake of convenience or self-reliance. They believe that one day any of the Death Gods could come and render all Technology inoperable, or that Caius will finally rid the world of all Magic, and people who have become reliant on either, will functionally wither away. This means there is a level of disdain for anyone who uses convenience magic like telekinesis to make floors scrub themselves or open windows remotely, or tech to make a person more durable, but there is a nuance. Not all forms of Magic and technology are taboo, for example, alchemy (considered technology) to enhance the physical properties of the body is considered good, and Magic that heightens senses or enlarges the body is also good. Technological weapons that rely on precision aiming and skill of the throwing arm are good, but magic that just applies damage out of nothing and requires no aiming is bad. Even the use of these “bad” tech and magic techniques isn’t a reason to attack or expel Eronidas from society, but rather a means to see them as lesser, to deride them, and call out their lack of honor. Such Eronidas who rely on Magic or Tech to measure their strength, or casually in their daily lives, are considered “Lulu”, meaning a person of low social status, or an outsider. Neros Warriors and Death Shamans are an exception to all of this because the Draconist Eronidas accept that some indignity has to be taken at face value to aid in the restoration of Caius, and to keep away the forces of the dead.<br />
<br />
==Culture==<br />
===Families and Romance===<br />
As soldiering societies often are, the Eronidas are relatively lax about sexuality. They do not discriminate based on orientation or preferences, and generally speaking do not put pressure on people to behave in a certain way. That said, they do have a taboo on public affection, specifically among some of the more conservative Zabar and especially the Ahazu. There is a certain emphasis in all the Eronidas cultures on winning another's affection by way of martial prowess or physical strength, usually through feats meant to demonstrate that they are a worthy suitor. From simpler and more harmless rituals like breaking barrels at parties to the insane and inadvisable type like bareknuckle boxing wild animals, this common theme is shared, with the one to successfully perform the feat often seen as the leading partner. As for broader Eronidas family-rearing, it is helped along by the State due to the tendency of one or both parents to be semi-permanently either in or working for the military. With a large schooling system developed from daycares originally meant to mind the children of warriors off on campaign, the Eronidas boast a decent literacy rate and a generally decent education system.<br />
<br />
===Clothing===<br />
Eronidas clothing can do two things, either express their function in life (such as scholars wearing scholarly robes) or express their greatest physical attribute (their muscularity). Eronidas frequently bare large amounts of skin to expose others to their fitness, both as a means of prideful expression, and intimidation, though may also cover them up in tasteful cloth with rich colorful patterns on white or black to appear more modest and civil. However, to Eronidas, it is entirely vulgar and disgusting to expose one’s legs in public. Eronidas clothing has complex pattern-weaves, and the colors are very vibrant, often draped over the shoulder in a half cape. A firm belt ensures a set of pants is form-fitted onto their legs, completed with a form of cow-skin foot soles that wrap around the entire foot and expose no ankle-skin (they do not wear shoes). Eronidas traditionally wear no headgear, and will frequently also wear their armor even for leisurely activities. Most Eronidas armor is crafted to form-fit their appearance, and the act of making armor appear like the natural shapes of a muscular frame has been popularized among the Eronidas, and even adopted to an extent by other groups like the Imperial Guard and other Ailor organizations. Eronidas are frequently depicted as wearing tribal furs and ragged clothes with animal teeth, but this is demonstrably untrue, as the Polon-dwelling Eronidas utterly detest falling to uncivilized savagery. Some Eronidas have also started wearing Ailor clothing, particularly styles set forward by the nobility, which is completely acceptable to Eronidas society. [[Aetosian]] and [[Dressolini]] fashions have been received well by the Eronidas, however they look down on the promiscuity of [[Velheim]] and [[Daendroque]] fashions.<br />
<br />
===Art===<br />
Eronidas Art is primarily expressed in the metal that they love the most when it comes to artistic expression which is [[Bronze]]. Eronidas are expert Bronze casters and any Eronidas Polon is littered with Bronze statues of great Eronidas warriors and leaders, while many Eronidas wear Bronze jewelry. Bronze is also used in weapons from time to time, but due to its inferiority to [[Blacksteel]], Eronidas prefer to use Blacksteel for actual warfare, while Bronze is used for ceremonial activities. Eronidas statues are generally very similar to those from [[Regal Culture]], leading some to conclude Regal sculpting actually adopted Eronidas statue themes for itself. These themes are usually dominated by Eronidas in states of wrestling, fighting mythical and legendary creatures, or just generally victory posing on some fallen foe or rock. One of the most popular statues in the entertainment level is called “The Thinker” which commemorates their most well-known poet or philosopher in a pensive thinking position on a chair or rock or simply standing. More rigid and guard-like statues in Eronidas armor are also used to line streets, hold up lanterns, or decorate doorways of buildings that are important to the Eronidas. Each Polon usually has one massive statue called the Protkar, or the founder of the Polon that became some sort of legendary ancestor to all Polon members, even if they are still alive. Eronidas Art outside of the use of statues, however, is surprisingly nonexistent. While in some Eronidas homes weave patterns of their cloth separators could be considered art, they do not have any paintings, drawings, wood carvings, or tapestries. <br />
<br />
===Cuisine===<br />
It is a common misconception that Eronidas only eat meat. It is true that they adore meat, particularly a well-done piece of steak, but they frequently also consume vegetables, their preferences leaning more towards roasted vegetables with mushrooms. Eronidas however completely avoid poultry like the plague. In their beliefs, poultry is diseased meat that makes one weaker, and anyone who craves after poultry is a dirty and unclean person. Eronidas seasoning tends to be very strong, and there is a particular plant called a [[Stoor Root]] that is used to make food taste incredibly savory to Eronidas, but for some reason, the substance tastes extremely bitter to other Races, to the point of being inedible. Eronidas can however greatly appreciate fine dining as produced by Ailor, and it is not unusual for Eronidas to hire Ailor chefs in Regalia to produce fine dining for their banquets and feasts in their Estates. One thing that sets Eronidas cuisine apart from others is their fruit art, where in cooking they love to have their fruits and vegetables presented as carved flowers or animals. For example, a watermelon might be cut in half, and with a knife have scored cuts in it to cause it to resemble a lily flower. This is an odd contrast to the Eronidas’ actual dislike of actual flowers, though many have theorized that this is just because they dislike how most flowers aren’t edible and end up treating them like weeds. Edible types of roses are however permitted to be cultivated inside Polons.<br />
<br />
===Architecture===<br />
Eronidas Architecture is elegant and yet familiar to outsiders. This is largely because while Altalar crowned their achievements in building vast tall structures, the Eronidas invented the necessary load-bearing arches and dome structures used in Ailor cities in the modern era for temples. Many Ailor are not aware of this fact, but most of what the Ailor architects call Gothic architecture was only enabled by the inventions of the Eronidas and their complex weight distribution mathematics. For their own city-states, the Eronidas have adopted the pillar-based structures of Altalar temples and Aetosian buildings, but made it their own and developed it entirely independently from these other Cultures. Their long, temple-like structures are built in a rectangular shape on a raised slab of thick brick, which is called a Solon. There is no real staircase entry or even a slope, and to enter such a building one must climb on top of the slab, which is often six feet off the ground. The rectangle is surrounded by pillars which are often expertly carved in the image of either some wild creature, or an Eronidas holding up the roof. The roof itself is a beam support section without nails or fastening, an ingenious construction of interlocking wooden panels that are both flexible and yet retain their sturdiness. It is said that because of these wooden panels, Eronidas buildings are the only ones completely immune to earthquake and tremor damage, and because of their height, suffer little to no flooding damage either. They do not have any walls, windows or doors, rather, the various rooms are separated by dyed cloth suspended from metal wires spanning between the pillars. Each room has a specific color with a specific purpose. These Solon are used as public gathering places to have fun and meet new people in, or just to relax and consume opiates. While alcohol is strictly forbidden in public, being under the influence of relaxant opiates is not.<br />
<br />
===Lyceums===<br />
In the third level of the Polons also exist the Lyceums, or Stoles as they are called by the Eronidas. The Lyceums are uniquely schools for polymaths and philosophy among the Eronidas, schools which have no tuition costs and are even free to partake in foreigners (though foreigners, if not citizens of the Polon, are charged extortionary rates for room and board). These Lyceums are famous around the world for discussing and debating cutting edge self-critical ideology, one of the greatest philosophical schools among the Eronidas. They believe being self-critical is a very strong principle to strive for, and finding comfort in being hyper-aware of one’s own actions and principles is considered a virtue. The Eronidas practice publicly discussing their own flaws, or debating with others to expose their flaws and challenging them to rethink their approach to their problems. Many renowned champions also come to the Lyceums to use their studious air to perform War-Poetry, which involves the writing of death poems and finding beauty in the perils and fears of war and combat, so as to find greater peace of mind in battle. Some of the greatest death poems were created by the warrior poets of the Eronidas people, while many of them also contributed to the ethics and logic based discussions held in the Lyceums. It is often said that when a warrior walks into a Lyceum, all blood is washed away with reason, and even the strongest most brutish looking Eronidas with wild tusks can become soft-spoken, with wisdom passing their lips. <br />
<br />
==Recommended Playstyle==<br />
The Recommended Playstyle section explains some easy-to-enter niches that these people of Aloria function well in, or that fulfill their thematic niche. This is by no means an exhaustive list, and Players are encouraged to experiment, but this list should provide either inspiration or a great starting point from which to customize a character further. These Character Designs are guaranteed to provide lots of lore to work off of, and give players groups to interact with from the start.<br />
* '''Mercenaries''' are a common occupation taken up by the Eronidas, leading to a good character design with investment in [[Bruiser Point Buy]] or [[Tanking Point Buy]].<br />
* '''[[Archon]] Eronidas''' followers of Diana or Caius are commonly Hunter or Aegis Archon, leading to a good character design with investment in [[Melee Point Buy]] and [[Shielding Point Buy]].<br />
* '''Neron Warrior''' Eronidas use a combination of Ordial Magic and brute strength, leading to a good character design with investment in [[Magic Point Buy]] and [[Bruiser Point Buy]].<br />
* '''Death Shaman''' are trained in the City of Kur to ward off the dead, leading to a good character design with investment in [[Magic Point Buy]] and [[Cleric Point Buy]].<br />
* '''Blacksteel Engineers''' work to keep the massive industrial efforts running, leading to a good character design with investment in [[Tech Point Buy]] and [[Chem Point Buy]].<br />
* '''Black Powder Bombadiers''' are hired for their knowledge of destructive explosives, leading to a good character design with investment in [[Ranger Point Buy]], [[Deadeye Point Buy]] and [[Chem Point Buy]].<br />
* '''Polon Diplomats''' work to strengthen the relations of their home, leading to a good character design with investment in [[Command Point Buy]] and [[Roguery Point Buy]].<br />
<br />
==Trivia==<br />
* A common battle cry for Eronidas is the Vasar phrase "Anaku Sanaku", which is even sometimes used by those Eronidas who do not speak Vasar at all.<br />
* Eronidas don't have a concept of physically gendered society, because their bodies do not have gender dimorphism like some other people of Aloria do.<br />
* Eronidas are considered one of the founding cornerstone people of the Regalian Empire, along with Ailor and Solvaan, and while outnumbering the Solvaan, they are severely outnumbered by the Ailor.<br />
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{{Races}}<br />
{{Accreditation<br />
|Artists = MonMarty<br />
|Writers = MonMarty, birdsfoot_violet, Okanara<br />
|Processors = FireFan96<br />
}}<br />
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[[Category:People of Aloria]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Maquixtl&diff=49237Maquixtl2024-02-04T21:18:22Z<p>Scribbe: </p>
<hr />
<div>{{Info Lineage<br />
|name = Maquixtl<br />
|test = Maquixtl (in Nātl)<br />
|test2 = [[File:Huatlt.png|80px]] <br />
|test3 = '''Motto:''' "Break with the past, change the future."<br />
|image = Avanthyydue.png<br />
|state = Tlan Iuitletl (Chantli only)<br />
|ruler = Emperor Suel (Chantli only)<br />
|suzerain = Sovereign<br />
|languages = [[Nātl]], [[Altalar]]<br />
|religion = [[Estelley]], [[Dragon Worship]]<br />
|first_recorded = 50 BC<br />
|demonym = Maquixtl<br />
|}}<br />
The Maquixtl (pronounced Ma-kwee-still, sometimes called Maquis by the [[Ailor]]) are a [[Race]] of [[Elves]] that used the power of science to rid themselves of their [[Magic]] addiction and decadence during the fall of the [[Allorn Empire]], but then split on their attitudes on how to transform society afterwards. They are an incredibly versatile Elven Race that uses Life Magic and genetics to enhance themselves or their lifestyles, while spreading their views on world-balance, racial-tolerance, and religious diversity. In many ways, the Maquixtl represent those Elves that desire change, to let go of the past, and to learn from mistakes made to find a better way to live. Their societies are an equal mix of knowledge and science focus, cottage core aesthetics, and the traditional forest-elf design, depending on which community is interacted with. There exist vibrant communities of Maquixtl in [[Regalia]], with notable presence of [[Estelley]] priests, Maquixtl mercenaries, and [[Dragon Worship]]ers having come to the east to share in the lore of the [[Dragon]]s and stepping out of their isolated [[Guldar]] homeland. <br />
==Subgroups==<br />
The Maquixtl are sub-divided over three distinct groups, each following a different Prophet of the Cult of Genos. These leaders, once united in their desire to rid the Elves of their dependence on Magic, all turned to different paths after they broke free from the Allorn Empire, their individual ideologies no longer able to be kept in communion. Each Maquixtl is a member of one of these subgroups, but generally speaking all Maquixtl get along very well with each other. While there is ideological differences, their common unifying rejection of the Allorn heritage overrides any animosity that could be gotten from their conflicting ideals. While this section gives some general ideas for why a Maquixtl would want to come to Regalia when they have a world of their own in the West, the section further down referring to Allorn Relations, delves in greater detail why there is a large migration wave of Maquixtl from Guldar, [[Westwynd]] and [[Altaleï]] to the Regalian Empire. <br />
* '''The Chantli Maquixtl''' are Suel's followers, who traveled west to Guldar to create a Maquixtl state as an Empire, with Suel as Emperor, and their own nobility below that. The Chantli are urban Meso-American styled Elves who favor science and the natural forces of Aloria. Chantli Maquixtl that go to Regalia to seek knowledge, explore the world, or to be in a place where all Maquixtl can exist without Allorn repression.<br />
* '''The Xotik Maquixtl''' are Ramvaal's followers, who traveled south to form forest communes devoid of statehood, and most aggressively rejected nationhood, autocracy, or even any form of formal government structure. They live deep in nature in harmony with the [[Yanar]] without earthly connections, acting as forest protectors reminiscing of Wood-Elves. Xotik Maquixtl traveling to Regalia often seek to encourage environmentalism, or assistance against Allorn encroachment. <br />
* '''The Sentli Maquixtl''' are Ceylenn's followers, who stayed in the Plains, believing in a rejection of Suel's autocratic principles, but believing Ramvaal went too far by rejecting all heritage and culture in favor of the forest. The Sentli live in windswept plains, building communes around vast windmills and approaching elven cottage-core aesthetics while favoring strong democracy, abolitionism, and freedom for all. They often travel to Regalia to get away from Allorn encroachment.<br />
It should be noted that these societal splits aren't absolute. Despite having started out this way, people move around, and its entirely possible for a Sentli Maquixtl to have opened up a medical healing shop in Guldar among Chantli Maquixtl, or for a group of Chantli Maquixtl to travel to a Sentli commune to protect them from [[Eronidas]] raiders. People move around, these distinctions only describe visual vibes. <br />
<br />
==Design==<br />
The Maquixtl are an Elven Race, meaning they have a general humanoid appearance, with pointy ears. Unlike many of the other Elven Races however, most Maquixtl have more rough or rounded appearances than their gaunt or sharp featured Lanlath or Kathar cousins. The most notable distinction about the Maquixtl, is that they have a medium dark skin-tone, with a reddish or olive-like shade to it, refer to [[:File:Avantharskin2.png|THIS IMAGE]] for skin tone references. The Maquixtl have a wide range of hair colors available from a warm black to brown, blonde, and even graying with age. The most common hair color however is found within the reddish/red-brown range, most commonly mahogany-like. Eye colors can range from brown to blue and green, with a rare few showing gray. Unlike the other Elven Races, the Maquixtl don't lean physically one way or the other (lithe or big). Their Race has a great range of physical capabilities, because of their Gene-Editing culture and capability, allowing them to change their own body without the use of Magic. As such, Maquixtl can be large (as large as Eronidas!) or small and lithe. Maquixtl, like all other Elves, are long-lived, living to around 500 years old, and being able to physically control how old they look, thus staying young (or old) looking forever. <br />
<br />
===Why Maquixtl in Regalia===<br />
Why Maquixtl in Regalia is a section designed to give (new) Players some idea for why a Race might want to be in Regalia, as opposed to their homeland, as some Races are heavily homeland-coded and may need some contrivances to actually Roleplay in Regalia, where all the on-server activity takes place. While you can usually extrapolate other reasons from the Lore on this page, this section provides a few easy-access suggestions.<br />
* '''Center of Learning:''' As much of Maquixtl society is centered around the idea of learning both in the literal sense of knowledge, but also in self-exploration and better understanding of the self, Regalia affords a unique location in the world where information and diversity come together like nowhere else, while also all Genos Editing needs are answered by Regalian imports and zoos. <br />
* '''Escaping Allorn:''' Particularly the Xotik and Sentli suffer greatly from Allorn enrcroachment. Since the [[Teledden]] re-proclaimed the Allorn Empire, they have started burning Sentli villages and imprisoning Xotik Maquixtl as forest fanatics, driving some even into slavery. Regalia as an anti-slave state with open borders, allows the Maquixtl to live free from Allorn dangers. <br />
* '''Environmentalism:''' Many Sentli and Xotik are concerned about the industrial progress in Regalia, particularly how it seems to be going at the expense of nature and environmental preservation. These Maquixtl travel to Regalia to try and teach Regalians and other people living there respect for nature and harmony with resources in sustainability. <br />
* '''Personal opportunity:''' Whether due to the choking of Chantli aristocracy, or the lack of industrial and financial opportunities in Xotik and Sentli communities, Regalia is the world center of business and commerce. Maquixtl who care more for the personal pleasures of life leave the financial backwaters of Maquixtl societies, and travel to Regalia to make bang for buck. <br />
* '''Protecting Manaseia:''' There is some evidence that both of the Maquixtl patron gods interact a lot with Regalia, or more specifically the lands it owns, resulting in Mana and Aseia worshiping communities springing up all over the Regalian Empire, with migrants traveling in to add to these existing communities and fortify them to seek out the [[Arken]]. <br />
<br />
==Heritage Traits==<br />
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description. <br />
<br />
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Gene Editing is available to Mixed Heritage Characters who take the Maquixtl Free Packs.<br />
===Free Packs===<br />
* Maquixtl can choose one [[Athletic_Point_Buy|Athletic]], or [[Magic_Point_Buy| Magic]], or [[Chem_Point_Buy|Chem]] Pack for free, either as Mundane, Exist Magic, or Dragon Magic Alignment. <br />
* Maquixtl can choose another [[Athletic_Point_Buy|Athletic]], or [[Magic_Point_Buy| Magic]], or [[Chem_Point_Buy|Chem]] Pack for free, either as Mundane, Exist Magic, or Dragon Magic Alignment.<br />
<br />
===Mechanics===<br />
* Maquixtl can (with OOC consent) read emotions from other Characters, and suppress their own from being read. <br />
* Maquixtl pets live unnaturally long lives, with them being able to apply Gene Editing on their pets to modify them. <br />
* Maquixtl can analyze blood to understand the genetic make-up of something, or discover inherited genetic traits or faults.<br />
* Maquixtl have extremely sharp eyesight, capable of detecting the author of any written work, if they have read the author's writing before.<br />
* Maquixtl may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits as a form of personal Genos Editing.<br />
<br />
===Gene Editing===<br />
One major aspect of Maquixtl culture (predominantly Chantli, less so for Xotic and Sentli) is their ability to use a form of Life Magic to analyze and incorporate the genetic makeup of other creatures into their own genetic source, as a mechanic. As a result, Maquixtl can create mutations that aren't harmful (like Void or Exist mutations tend to be), and can incorporate various traits and functions of the bodies of these creatures onto themselves to make up for shortcomings in the Elven body, or just for aesthetic reasons. The list presented gives a general overview of all the individually available Genes. A person can choose to stay Default, incorporate only one type of Gene, or mix multiple Genes together. Additionally, Maquixtl can also perform Gene Splicing on other Races, taking on minute aspects of them. For example, a Maquixtl can incorporate Eronidas tusks, [[Isldar]] white hair, [[Qadir]] arm tattoos, [[Songaskia]]n Dragon horns, etc, but these must always be minor and never approach a Disguise, or radically make a character no longer recognizable as Maquixtl. Maquixtl can change all of these aspects on the fly, mid-combat, and retain them for as long or short as they like. None of the Genes grant Combat Functions, though some may grant some aesthetic flairs where expressed. <br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Baveavant.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Default Gene'''</center></span><br />
Default Gene are the basic default appearance of the Maquixtl. The image depicts a Chantli Maquixtl, on the more muscular side, though most Gene splicing results in proportional changes that do not make a Character bigger or smaller unless specifically indicated. In Maquixtl society, Default Gene is not weaker purely because it has no Gene splicing applied to it. Most Maquixtl live their entire life without ever Gene Splicing, and a greater sense of religious fulfillment or life fulfillment can still be gained only using Default Gene. <br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Catavanth.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Tlatzon Gene'''</center></span><br />
Tlatzon Gene incorporates traits of the Great Jungle Stalker, a large feline predator native to the Daen jungles which is considered the apex predator of this region. The Tlatzon gene affords the Maquixtl feline-like appearance traits, including but not limited to claws and fur, feline whiskers, cat-eyes, digitigrade legs, and a feline tail. Fur patterns occurring may follow the color theme of the Maquixtl's skin or their hair, but may also incorporate more wild variations and patterns, or the standard Jungle Stalker black. <br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Oniavanth.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Tetl Gene'''</center></span><br />
Tetl Gene incorporates traits of the [[Barroth]], a large swine-like beast with scales and fur and large tusks. The Barroth is traditionally used as a war-mount for the Eronidas, but the large beast is native to Guldar, where the Maquixtl have also domesticated them for agricultural uses. The Barrot are exceptionally durable, allowing traits including but not limited to scaled skin, aggressive fur or hair growth, tusks, cloven hooves and high resistance to ingested toxins such as alcohol or other narcotics. <br />
|}<br />
</center><br />
</tr></table><br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Birthavanth.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Cōzca Gene'''</center></span><br />
Cōzca Gene incorporates traits of the [[Paradise Bird|Guldar Paradise Bird]], a large bird that forages in the low canopies of the jungles of Guldar, but has beautifully vibrant feathers and a long feathered tail. The Cōzca gene affords the Maquixtl bird-like appearance traits, including but not limited to feathers, a more hawkish build, bird legs and arms with talons, and a long feathered tail reminiscing of a peacock. The Cōzca gene is favored due to the high alertness and sharp eye sight of the Cōzca which can see great detail.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Lekkuavanth.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Ātl Gene'''</center></span><br />
Ātl Gene incorporates traits of the [[Moloq]], a near-sentient aquatic creature that lives in small communities and preys on smaller fish with great waterborne speed and precision. The Ātl gene affords the Maquixtl fish-like appearance traits, including but not limited to gills, webbed feet and hands, fins, and notably the Moloq tendrils that replace their hair. Manifesting Moloq Gene Splicing causes the Maquixtl to be able to breathe underwater (but not gain Arcana Oceana equivalent mechanics otherwise).<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Dragonavanth.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Nāhuī Gene'''</center></span><br />
Nāhuī gene incorporates traits of the [[Fire-Salamander]] (called Nāhuī in Maquixtl language), a large salamander-like creature native to the volcanic caves of Guldar that can breathe fire. The Nāhuī gene affords the Maquixtl dragon or salamander-like traits, including but not limited to scaled or leathery skin, claws or webbed hands and feet, a draconic or salamander tail, horns, and the ability to breathe fire from their mouth (although not to such a degree that it can be used to harm people, unless used as combat aesthetic).<br />
|}<br />
</center><br />
</tr></table><br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Faunavant.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Mazatl Gene'''</center></span><br />
Mazatl gene incorporates traits of the [[Springbok]], a goat-like animal that is famous for its exceptional balance and capacity to jump up high ledges and scale steep mountains. The Mazatl gene affords the Maquixtl faun or deer-like appearance traits, including but not limited to antlers, fur, digitigrade legs with cloven hooves, a deer-like tail, and a more lithe appearance. The Springbok is favored because of their extreme sense of balance and reaction time, giving great sleight of hand capacity.<br />
|}<br />
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{|<br />
|[[File:Gorillamaquixtl.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Ichtli Gene'''</center></span><br />
Ichtli gene incorporates traits of the [[Broadback Gorilla]] (called Ichtli in Maquixtl language), a large and immensely powerful gorilla-like animal living in the Guldar forests and posing a risk to anyone encroaching on its territory. The Ichtli gene affords the Maquixtl gorilla or beast-like appearance traits, including but not limited to larger size and muscularity, larger proportional forearms used to support their frame, fur, and the optional blue fur color that the Ichtli have. <br />
|}<br />
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{|<br />
|[[File:Tantaquiklamx.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Tlohtli Gene'''</center></span><br />
Tlohtli gene incorporates traits of the [[Tlohtli Barnacle]] native to the swamps of Guldar. The Tlohtli is a mixture between a barnacle and an octopus, particularly noteworthy for its psychic abilities to project nightmare visions on anyone encroaching its territory. The Tlohtli gene affords the Maquixtl squid or octopus-like appearance traits wish a dash of deep-sea horror, including but not limited to tentacles for a face, sunken dark eyes, spikes and scales, and a haunting appearance.<br />
|}<br />
</center><br />
</tr></table><br />
<br />
===Avarr and Avarr Unity===<br />
[[File:Birdmodeavant2.png|260px|thumb|right|Avarr are colorful Terror Birds with a short beak, muscular large frame, and Urlan height.]]<br />
A final mechanical ability that the Maquixtl have, is to share their body with an additional soul. The [[Avarr]] were a Race of Terror-Bird-like (Phorusrhacidae, but with shorter beaks) humanoids that were killed some long time ago under mysterious circumstances. Despite the collapse of their civilization, many of the souls of the Avarr were preserved by the Dragon Caius who saw them as his favored champions in Soul Cairns. The Maquixtl (particularly the Chantli) who traveled to Guldar, in essence inhabited the ruins of their civilization (as the Eronidas seemingly lacked urban housing) and took up much of their old culture. Eventually, with the guidance of Caius, the Maquixtl learned how to commune with the Soul Cairns, and were able to house the souls of the dead Avarr in their own bodies as secondary passengers. This process is very similar to Spirit Remnants, but not exactly, because they aren't "dead", they are also unable to exist outside of a Soul Cairn or host. Avarr souls demand some explanation: Avarr culture itself was brutally warlike, violent, cruel, and chaotic. The Avarr as a result are often violent, know-it-all, and vain people. The Maquixtl accept these soul passengers even with potential turmoil in their own bodies for two reasons: they have absorbed much of Avarr culture, and part of a repayment to their influence, is to letting their cultural forebearers live a second life in a new host body, to see and experience the world through new eyes. The second reason is that not all Maquixtl are proud, strong willed, and confident, and a shy or meek Maquixtl's personality can sometimes be made more extrovert or bold by adding an Avarr. The choice is always entirely based on consent, and the Maquixtl travel to Guldar to absorb a Soul Cairn to house a second soul in their body. This has several consequences:<br />
* '''Avarr Control:''' Having a second Soul that has equal theoretical control, means that sometimes they can lose control to the Avarr soul altogether. This can also happen voluntarily, or they can both be active at the same time, or in some cases, a Maquixtl may earn the respect and cooperation of the Avarr and only take control when permitted.<br />
* '''Avarr Legality:''' Having only an Avarr soul is legal in Regalia due to a legal exception, though engaging in any other summoning of Spirits is not legally allowed for the Maquixtl. They are still responsible for any damage inflicted on people or buildings in case the Avarr takes control and goes on a rampage. <br />
* '''Avarr Stories:''' There are a great many narrative stories to tell with Avarr souls, from an enraged Avarr who disapproved of their new host, to an Avarr who forms a perfect harmony with their host. How these Avarr function, is entirely up to the player. <br />
* '''Avarr Memories:''' Avarr only remember their name, their personality, and vague memories of the past. We have hopes of writing out Avarr History in the future, so that this can be expanded upon, but for now, all Avarr entities suffer from complete amnesia.<br />
* '''Avarr Transformation''': Finally, having an Avarr soul, allows the Maquixtl to transform partially or wholly into the body of a full Avarr, either by letting the Avarr soul take over or doing it themselves. For reference what this would look like, see art on the right. This is not a disguise.<br />
<br />
==History==<br />
The Maquixtl descend from Allorn Teledden and [[Fin'ullen]] who rejected the decadence and corruption of Magic in the Allorn Empire, and joined forces with the Cult of Genos, an Elven Cult dedicated to research genetics and Life Magic. When the Allorn Empire fell, the Maquixtl underwent an event called The Siphoning, during which hundreds of thousands of Elves, researchers and their families who were members of the Cult of Genos, agreed to evolve to rid themselves of the Magical infection that had destroyed their Empire. The Cult of Genos was led by Suel, his wife Ceylenn, and their husband Ramvaal, all three immensely powerful Life Magic Mages (making them also exceedingly rare). The three leaders of the Cult of Genos used their considerable Magical powers to change the bodies of their followers, allowing them to focus more on their own capabilities than having to rely on Magic, while also siphoning much of their Magic away from them. While The Siphoning was a great success, the rapid decline and collapse of the Allorn Empire had rushed the plans of the three leaders of the Maquixtl, meaning they had not yet agreed on what to do after The Siphoning. The urgency of departing from the ruins of the Allorn Empire where civil war and barbarism was quickly becoming a daily occurrence, forced Suel on a quick departure west, where his followers would found the Maquixtl State on Guldar. <br />
<br />
His spouses Ceylenn and Ramvaal disagreed with Suel's intentions to maintain aristocracy and autocracy, believing Suel did not take The Siphoning far enough, and kept the same corrupt aristocratic systems of the old Empire alive, and thus they and their followers were left behind. Ceylenn and Ramvaal would initially work together, but the arrival of the Yanar complicated their relation as well. Ceylenn had in the meantime founded the Sentli Communes, small villages and townlets built around windmills that were centers of communal care and hospitality, bringing for the first time abolitionism and democracy to the Elves, but refusing to let go of Allorn history of culture beyond governance and Magic, and more importantly honesty and observance of all religious gods of Estelley. Ramvaal instead agreed with the Yanar that the only way to fully purge the rot of the Allorn Empire from themselves, was to leave all remnants of Allorn history behind, including all the art, the language, the traditions and customs, but most importantly, the lessons of Cemaan the Goddess of the Teledden. Ramvaal and his followers left the Sentli Communes, and traveled far south to the Lessarion forests on the border of the Selevaan nation, where they would build communes in the forest where they lived with the Yanar around Mana Trees, eventually attracting other Elves who abandoned their urban lifestyle to live in the forest in harmony with nature. This represents the present three-way split between the Maquixtl. While they are physically all the same, their cultures and thoughts on the world around them differ.<br />
<br />
==Language and Naming==<br />
The Maquixtl language is called Nātl, which is largely based off reverse engineered Avarr language, and as such completely detached from the Elven languages. That being said, all Maquixtl can still speak Altalar (the main Elven language), and many Xotik and Sentli villages in fact only speak Altalar because they have had very little interaction with the Chantli in Guldar. The Nātl language is absed off the real-world Nahuatl language, with names also being based off this language. Keep in mind that Minecraft font may not support complex accents of the Nahuatl language, so even if the correct way of spelling would include them, it is recommended to leave them be when referring to a Character's name on a Character Application or by using the in-game Nickname system. It is also recommended not to use excessively long names. Due to the way consonants flow in Nahuatl, long names tend to become unpronounceable for anyone who does not have a degree in Nahuatl studies. It should also be noted that not all Maquixtl have Nātl names, some still defer to Elven naming (general Elven fantasy naming, but avoiding Tolkien Elven). Many Maquixtl also have two names, their Nātl name used for family and friends, and their Altalar name used for public engagements and towards strangers until trust can be earned. <br />
<br />
==Conflicts==<br />
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict points for this Race, while also attaching some nuance, so that there is wiggle-room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.<br />
* '''Conflictfree:''' The Maquixtl are, surprisingly enough, completely devoid of conflict, save for their national animosity towards the Teledden who support the Allorn Empire's occupation of Maquixtl inhabited lands, or the vague testiness of Eronidas about their habitation in Guldar (which they cannot live in anymore because of the toxic fumes, but still have some historical claim to). Maquixtl as a Race are barely 400 years old, which in terms of Elven lifespans, is barely a single lifespan. Not enough time has passed for them to generate societal conflicts.<br />
<br />
==Religion==<br />
Maquixtl Society is split fairly evenly between Dragon Worship and Estelley worship, with a heavier lean towards Dragon Worship among the Chantli, and a heavier lean to Estelley among Sentli, and almost exclusive Estelley worship among the Xotik (there are so many Chantli that they make up the difference with the Xotik and Sentli). The Maquixtl have two patron deities in Estelley specifically for them: Aseia and Mana, who were once together Manaseia, but split in two different Gods when Maquixtl society broke on ideological lines. Maquixtl Dragon Worshipers often have a strong preference for Caius, who resides in Guldar with them, and also controls the majority of the Dragon Sites there. Many Maquixtl are Red Hunter Archon, though Maquixtl who worship other Dragons also exist, especially when they have been exposed to the outside world more and aren't strictly cooped up in Guldar exposed to constant reinforcement of their ideology. <br />
<br />
==Dragons in Guldar==<br />
Guldar is home to the Red Dragons, the most fanatical purist purging of Magic Dragons in existence, and yet, Mages exist in Maquixtl society in defiance of the extermination orders of Caius, the leader of the Red Dragons. This is because of a cultural notion called the "Red Truce". The Red Truce is a concept held by the Red Dragons (and by extension their Matron and worshipers and Archon), that while the Occult should generally be purged, that in some places or instances, going ton a purging rampage can actually be self harming. One such instance, is the existence of Magic in Maquixtl society. If the Maquixtl were to turn hostile to Mages overnight and start purging their own Mage populations, civil war would erupt, and the Dragons would have to contend with internal strife before even being able to strike out externally. As such, Maquixtl Archon and Dragon Worshipers never go after Maquixtl Mages, as they have been declared "Off-limits", by the Matron of the Red Dragon, who is a Maquixtl Chantli in Guldar. Some Red Hunters may still go after them, but Maquixtl Dragon Worshipers are generally encouraged to stop this from happening. The Red Truce can also be applied by Red Hunters in other instances, where attacking everyone on sight would be self-harming, and sabotage the divine mission they are on. All in all, Dragons exist in relative peace despite the existence of Magic in Maquixtl society. <br />
<br />
==Maquixtl Magic==<br />
The Maquixtl have a somewhat complicated relationship with Magic. It's not accurate to say that Maquixtl are outright anti-Magic despite them having been cleansed of all Magic nearly 400 years prior to the modern day. It is true that at one point in time they were "purist", however the Maquixtl have both made peace with and can celebrate the fact that, even if society is cleansed of all Magic, Mages will continue to be born in the future due to the random Mageborn seeding of souls that cannot be predicted or prevented. While Maquixtl society is strongly dominated by science and knowledge pursuits, Magic does exist, and it is not shunned. That being said, because of how little investment there exists in Magical training, Mages often have to rely on eccentric tutors if they are born with Magic, while extremely few Maquixtl go out of their way to actually learn Magic while not being born into it. This is also why many Maquixtl travel to Regalia, which has much better Magic schools, that aren't tainted with Teledden ideology from the west. <br />
<br />
==Fashion==<br />
Maquixtl fashion is born from a combination of Aztec and Maya traditional clothing from pre-Colombian times (adopting patterns, colors, and some invidual pieces) while adding high-fantasy Elven clothing or using said clothing as a base. A common feature could be for example a Tilmàtli (Tilma/Aztec cape), or Huipil (loose fitting tunic). However, because of climate acclimation, many Maquixtl also wear robes of silk or complex leather harness outfits that have a more tribal appearance. Maquixtl hair styles are very varied, with mohawks particularly common among the so-called Ullaren Maquixtl, who are nomadic and roam around on horseback. Literal Meso-American clothing is perhaps a little inappropriate for the clothing standards of Regalia, so creative combinations and synergies are encouraged. Jewelry carved out of jade is very commonly used by the Maquixtl, usually in the shapes of various animals from Guldar like the jungle giant boa, the flying water serpent, or the great apes. Much like their hair colors and skin-tones, ochre-dominated pigments are common, in combination with orange or yellow, though very colorful outfits including blue and green are also found. <br />
<br />
==World View==<br />
* It is a deep cultural taboo to ridicule a Genos state, or to insult another Maquixtl for their choice of Genos state, including Default Genos. Freedom to define one's own body and to have bodily autonomy is a very important aspect of Maquixtl culture.<br />
* The Chantli have famous warrior lodges, militant monastic orders that are comparable to Regalian knighthood in their scope. Naming themselves after the creatures of the jungle, these Brotherhoods are extensively well armed and trained, and a force to be feared.<br />
* Maquixtl have a very extensive education system, especially at the higher level, based on patronage. Master-student relationships are very strong, and the close friendships formed between teachers and their three to four acolytes goes an entire lifetime.<br />
* Maquixtl architecture and design is unlike anything else in the world. Combining Avarr pyramids, hanging gardens and open archways with an Elven sense of grandeur, chiseled carvings and statues, the great cities of Guldar are the topic of much mystique among Regalian so-called Occidentalist painters, who are an entire movement dedicated to the admiration of Elven works.<br />
* The Maquixtl are quite close with the Yanar, who they are able to bring to Guldar with them. Especially the Sentli and Xotik, who see in them kindred spirits, do the best they can to keep a few Yanar in their vicinity to hang around with since they are so close.<br />
* The Maquixtl love feasts as a social event. For Sentli, the act of cooking is a bonding experience and many communal kitchens are set both within Guldar and in plains colonies. Villages especially enjoy using feasts as a way to spread local gossip, or engage in scheming.<br />
* Maquixtl Archon consider it a necessary pilgrimage to summit the approaches of Mount Vestor, the volcanic home of Caius, at least once in their lifetimes. It is called “making the ash,” with a ritual at the end where the warrior dirties their forehead with the soot of Caius’ mountain and returns home without washing it off, to prove that they have stood where he stood.<br />
* Maquixtl alternate between using metal and sharpened obsidian weapons. The former for regular armed conflict, usually spear and shield but sometimes chopping sword or axe, the latter for more ceremonial purposes, usually clubs with sharpened pieces bound between wooden slats.<br />
* Maquixtl do not just compete by combat, and have a love for competitive sports between city-states and settlements. These are usually lifted from other cultures with some modifications to the rules to allow for complete use of Genos States, creating games that are as alien as they are explosive.<br />
* Many adventurers attempt to use masks or suits to enter Guldar, only to perish shortly after exposure to its toxic air that is actually not mundane but Magical in origin, not affecting Yanar and Maquixtl only. Maquixtl sometimes pick this fallen equipment off the shoreline as souvenirs.<br />
* Most Teledden look down their noses at the Maquixtl as strange, misguided Elves led off course by a radical. Despite this, their martial prowess rivals that of the Fin’ullen, and Maquixtl mercenaries performing services for Teledden and Fin’ullen nations were not unheard of prior to the return of the Allorn Empire.<br />
* The Maquixtl have not just altered the Genos of themselves and local animals in Guldar, but also certain plantlife, creating unique produce, and allowing existing crops to develop in unique ways oftentimes nearly doubling their productivity.<br />
* Maquixtl Gene Splicing also has a dark side. A Maquixtl who Gene Splices so much that they lose humanoid characteristics, eventually ends up of lesser-intelligence and may even lose sentience altogether, becoming merely a wild animal and no longer being able to turn back. <br />
<br />
==Trivia==<br />
* The Maquixtl have gone so far in their appropriation of Avarr culture that the Teledden like to deride them as Avarr role-players behind their backs, a sure-fire way to make other Teledden smile smugly, and to make a Chantli start sharpening their axe.<br />
* The Maquixtl are fond of animal iconography, using it to decorate their brightly colored cotton clothes and as inlays on their weapons. The serpent, the [[Mantavaar]] and the [[Silat Wolf]] as well as more fantastical creatures, are all common finds.<br />
* The Maquixtl state does not have a formal ambassador in Regalia. This is because the Maquixtl state is so far away and isolationist, that generally speaking it does not want or act in any way that impacts the wider world, thus not necessitating diplomatic contact. <br />
<br />
{{Races}}<br />
{{Accreditation<br />
|Artists = MonMarty<br />
|Writers = MonMarty, fantuinn, Okadoka<br />
|Processors = HydraLana<br />
}}<br />
[[category:races]] [[category:Magus Races]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Profiles&diff=49098Profiles2024-01-14T22:23:13Z<p>Scribbe: </p>
<hr />
<div>This Page will detail recurring Event Characters / Notable Individuals portrayed by Staff Members that have some relevance to the longer-running overarching story of MassiveCraft. Some of these characters may feel overwhelming to interact with, or arcane to understand, so this Page gives a couple of very simple do's and don'ts and hints on how to successfully approach them one way or another. Some of the Profiles created here are Gods, some are important people, but some may also just be regular nobodies. Still working with (or against) them may have some bearing on furthering Aloria's Story. Note, if a God is present on this page, it usually means this God may appear in Regalia without the use of Divinium, but only in rare circumstances.<br />
==Augustin the Furyborn==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Noimglong.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Augustin is a Furyborn mercenary warlord from La Frontierra commonly referred to as the "King of Hell," a complete opportunist with no scruples and disregard for the lives of his enemies.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Augustin is a quest-giver for anyone who is okay shedding a few principles if it means they can make quick cash. Working with him is as lucrative as it is uncomfortable, but he is an honest man.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Augustin is famous on the Daen-Allorn frontier as a glorious bastard bar none, but sometimes he appears in Regalia to source work or find new recruits for his army of no-good vagabonds.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Augustin's Persuasion Stat is 8 if Persuasion is specifically being used to calm him down from a fit of anger, something he has learned to take others' counsel on. Otherwise, it is 10.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Augustin will work with literally anyone who will work with him. From the harshest Lothar purists to the bloodiest Argentum, he has shaken just as many of their hands as he has cut them off.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Augustin hates Viridian Knights with a passion and will immediately turn hostile if one is brought into the scene. He dislikes other Knights too, but not so much that it cannot be worked around.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Augustin can be seen around Crookback sometimes when he is looking for people to offer bounties, or in the City if he would like to sell something to Nobles, or persuade them to sponsor him.<br />
|-<br />
| colspan="3" | '''Important Notes:''' Augustin is a planned important character for the Winter 2023 Progression & Ingame Story Arc. Interacting with him whether by taking his jobs or opposing him guarantees the interacting Character some degree of insight into what this Story Arc is going to be and where it is going to happen, as well as giving them advantages of both information and material when it occurs. Interacting with Augustin enough can also make his lieutenants begin appearing, especially as release date approaches.<br />
|}<br />
==The Iron Duke of Vultaro==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:GB9M1ZeW0AAUO3 .jpg|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| The Iron Duke is the half-Eronidas bastard of the previous Duke of Vultaro, Tristan Kade, and was placed on the Ducal throne of Vultaro by House Kade to whom he shows fanatic loyalty. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| The Iron Duke is the Emperor's attack dog, one of the few Dukes who is not an ineffective indulgent wastrel, who controls one of the largest levy armies of the Archieplago. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Being a Pride Arkenborn, the Iron Duke is already an unusual Duke, who rapidly unified much of Vultaro and Montania notably by killing many of the previous Counts and Governors and usurping their land. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| The Iron Duke is generally speaking a jar-head, and does not have much of a mind for intrigue. Some might even accuse him of being dimwitted despite his intimidation, setting his Persuasion Stat at 4. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| The Iron Duke is generally favorable to Arkenborn, Guided Unionists (he is a patron protector of their Cult), House Kade Loyalists, Eronidas and Half Eronidas, and any Mercenary Characters.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| The Iron Duke shows great hostility to what he considers wastrel Nobility, but also anti-monarchists/decentralists, selfish administrators, Ithanians (due to his slavery past), and unlawful Occult. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| The Iron Duke is rarely in the capital of Regalia, as his domain is in Vultaro. Occasionally, events may also be held in Vultaro, as there is an Event zone for one of the Ducal Palaces there.<br />
|-<br />
| colspan="3" | '''Important Notes:''' The Iron Duke is a complicated figure with a very short and recent history. Since the rebellions in Vultaro, this region has lacked a ruler, and in parts, it is commonly known that House Kade essentially propped up the Iron Duke as a puppet to retain dynastic control in this very chaotic region. The Iron Duke however excelled at pacifying both the population and the other Nobility far beyond the expectations of House Kade, and eventually even started playing the Game of Politics in his own right, albeit with a bloody fist. One of his most infamous acts, was to challenge the Duke of Montania to a friendly duel, only to kill him, and then all of his sons who raced onto the field to avenge their father, thus leaving Montania without a ruler, and usurping the land at the threat of exterminating more of the ruling families. The Iron Duke is by no means a nice person, he is described as wroth, cruel, rude, and offensive to Court Protocol and Conduces. Yet at the same time, his ruthless rule that elevated Arkenborn and Blackmark Mercenaries as both his Ducal guard and secret service borders on tyrannical, yet has created a peace for Vultaro and Montania that had not been seen for centuries. Yet for all these qualities, the large-framed Half-Eronidas always has a sense of humor, and appreciates this in other also, even through frowns and his signature growl when he is irritated. <br />
|}<br />
==Thirun the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Untitled_artwork_5.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Thirun is the Arken of Pride, but also the [[Fornoss]] God of Magic and Vanity. Thirun is generally seen as an Enemy of Regalia, because he has done many things to obstruct the Government and Peace.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Thirun is a chaos agent, who appears in Regalia to shake things up when appropriate, or drop a bombshell of information when inappropriate. Do not expect him to act in favor of anyone. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Thirun has a long list of notable appearances, most recently, being the catalyst for the Vampire Occupation, by spreading Vampiric Infection like wildfire in the population and making them incurable. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Thirun has the highest Persuasion Stat possible at 14 all the time. Even then, there may be times where a Persuasion Dice might fail due to the arbitrary Chaos-agent nature of Thirun. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Thirun's alliances are complicated because they exist in inherent contradictions. He is favorable to Pride/Fury Arkenborn and those who flatter him, but hates them if they should be incompetent or wastrels.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Thirun has no express enemies save for the Justice Arken, though is very liberal with his distaste for anyone who expresses self-deprecation, or other forms of self-doubt and insecurity in front of him.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Thirun is a very rare appearance, worst of all, he rarely appears as himself recognizably, but usually disguised as an Arkenborn or lesser Demon of some kind so as not to arouse concern or suspicion. <br />
|-<br />
| colspan="3" | '''Important Notes:''' Thirun is by all accounts considered extremely dangerous and should not be approached with indignance and callousness or apathy. Out of all Profiles present on this Page, he is the least accountable to norms and principles, and acts capricious even when summoned through Divinium, which can be used to call upon him as he is a Fornoss God. Extreme caution should be taken around him, not to appear hostile or irreverent, but also not to appear too reverent so as to appear weak and docile. <br />
|}<br />
==Erlend the Roadwatcher==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:AIjGtrg.jpg|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:'''<br />
| Erlend is a Roadwatcher in Gloomrot Forest, who tends the Lion's Repose, granting drinks to weary travelers and a safe haven from the dangers of the forest. Erlend is an older Arkenborn of Pride.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Erlend functions as a main-stay in Gloomrot to always provide a place to Roleplay. He also possesses a Magical Library full of deep hidden information which he may share for the right price and people. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Erlend has no notability. While his birth record and service record all check out, he is otherwise a historical nobody with no fame to his name, and a somewhat vague personal history from Calemberg.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Erlend's Persuasion Stat is 6, as Erlend is generally speaking a gregarious and affable individual. That being said, concerning his Library, he is fiercely defensive, and has a Persuasion Stat of 11. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Erlend is generally positively inclined towards everyone, but shows particular favor towards Arkenborn, more-so to the Void-sided, and particularly to Fury and Pride Arkenborn of good standing.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Erlend shows aggression and open hostility to Justice Arkenborn, and Spirits. While he will not outright attack Spirits, he has been known to mind-control Spirits who enter the Repose against their will.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Erlend is only ever seen in or around the Lion's Repose. He does not leave close proximity to the Library, but as he is around every week, it is hard to not catch him during the usual 21:00 EST Bar time. <br />
|-<br />
| colspan="3" | '''Important Notes:''' Erlend is a Country-Bum from the Opper Calem area. As such, his behavior is very country-side appropriate, and he may take offense to some of the city-people's grandstanding attitudes. He is known to not put much stock in the concept of Nobility, and finds disrespectful people intolerable to be around. Especially do not treat him like a charity case, apologize with money, or pay excessive amounts for simple services, as squandering money is considered offensive in the countryside. <br />
|}<br />
==Intan the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Noimglong.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Intan is the Arken of Avarice, a haughty but friendly Rama Allar and self-proclaimed Digmaan with a jovial attitude that conceals his fearsome nature.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Intan is very willing to bargain, and will make deals with literally anyone, because he is ruled by his greed. To his enjoyment but the fear of those who must engage with him, they are always to his benefit.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Intan is a Digmaan in Hadar, who rules a Kingdom thralled to believe he is not Magical at all. He appears around the world to spend his immense wealth and acquire or forge new Artifacts for his collection.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Intan’s Persuasion stat is 10. This can be lowered by gifting him Artifacts (-5) or flattering him (-2 in most cases, -4 if pledging loyalty to him).<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Intan aligns with anyone who aligns with him. He is fond of Savellon Worshipers, Dwarves, and Allar. Unlike most Arken, he is relatively Dimension blind, just not loyalty blind.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Intan is fearful of the Arken of Justice, hateful of the Arken of Compassion, and envious of the Arken of Pride and Power. He also never forgives anyone who has ever stolen from him.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Intan likes to act through his cultists, heralds, and Pacted. He can also be summoned or discussed with through his [[Coins of Greed]], and has appeared in Regalia in the past.<br />
|-<br />
| colspan="3" | '''Important Notes:''' Intan owns a pocket dimension called the Infinite Vault of Avarice, and a physical Kingdom in Hadar. While the Kingdom is not a player in the ongoing Civil War, the Infinite Vault of Avarice is said to hold enough wealth to buy out half a continent. Both are considered incredibly dangerous, but a heist of legend for the best thieves in history. Before he was an Allar, he was an Asha, and before that, a Dwarf. He has been an Allar for seventy years.<br />
|}<br />
==Artarel the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Untitled Artworksmol.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Artarel is the Arken of Justice, but also the [[Estelley]] Goddess of Judgment. Despite this holy status, Justice is not quite State-aligned, and more State-vigilante, doing what she thinks is right.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Artarel is a patron of the Estelley Faithful, who always appears helpful and protective of their desires, but is also an exacting and demanding master who asks for very inconvenient things.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Artarel has appeared in Regalia many times, but her appearances are rarely noteworthy unless they are done to save her worshipers from humiliation or destruction, or to somehow oppose the Pride Arken.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Persuasion does not work on Artarel, and attempts to use Persuasion on her will result in detection and hostility. She is the only written entity who can always immediately tell when Persuasion is being used.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Artarel aligns with anyone who backs her definition of justice: "as does the doer, unto them is done." Her work towards enforcing this "Old Law" makes her friends with Estelley zealots.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Artarel's nemesis is the Pride Arken, Thirun, who she is constantly preparing for her climactic battle with. She is hateful towards the liars, killers, and other people who land on her List of all Sinners.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Artarel is a regular sight at Floral Court, where there are rumors that some of the priests have earned her favor enough to summon her down. If she appears outside of this context, it is always trouble.<br />
|-<br />
| colspan="3" | '''Important Notes:''' Artarel is one of the most dangerous entities on Aloria because she is completely ignorant to all forms of context and mercy. If one of her own devoted cultists called her down after murdering someone out of turn, she would put them to the sword on the spot. Immense caution should be taken in summoning her to make sure that everyone in the summoning party has been keeping their act clean, and that no one is hiding any inconvenient truths, because Artarel can see through any mortal lie.<br />
|}<br />
==Prince Cedromar of Regalia==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Cedragoin.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Cedromar is the reincarnated [[Draconism]] God of Mediation, and younger brother to the Emperor of Regalia. Born Ailor, he also held Emperorship for 1 year before passing it to his brother Alexander again.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Cedromar acts as an enigmatic sage and mentor, though often delivering lessons that are as hard to live out as they are to understand. He acts with an invisible hand in the lives of most Dragon-Aligned.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Cedromar as the reincarnated soul of Regulus, has re-initiated the rebirth of Dragons, reviving them from the dead. Also as Regalian Emperor, he achieved fame for being a Soldier-Emperor with brutal efficiency.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Cedromar's Persuasion Stat is 8, as he is generally affable and gullible to the good intentions of others. That being said, some topics with regards to Dragons may result in an automatic Persuasion Failure.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Cedromar shows particular favor on Dragon-Aligned, but in general is not shy of being capable of making friends everywhere. Even Evolists or Argentum Knights may find him sociable if they aren't killers.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Cedromar is generally hostile to no-one, except those who violate his sanctity of life and Draconic Policies of the Radical right to Life. He never becomes outwardly hostile however, and is avoidant.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Cedromar appears when least expected, and generally does not appear when asked for. He can be summoned with Divinium, but may randomly appear anywhere in Regalia for no particular reason at all.<br />
|-<br />
| colspan="3" | '''Important Notes:''' While Cedromar has become very detached from public life and life as an Ailor in the Regalian Empire, it is still important to note he insists on Imperial Palace Protocol, and to not draw him into conversations that would be critical of the Regalian Empire which he is still a fervent supporter of. Cedromar's official title address is "Your Imperial Highness", and he has been known to find the name "Regulus" to be offensive, even if that is technically his true identity. <br />
|}<br />
==Ammalla the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Rejection.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Ammalla is the Arken of Rejection, as well as the Herald of Vyrë from Estelley. Despite this holy status, Rejection is explicitly not State-Aligned, and more State-Neutral, supporting those the state oppresses.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Ammalla is the patron of the rejected and oppressed, who appears to offer guidance and support to those struggling with rejection, and learn not to hate it, but accept it as a part of life. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Ammalla appears very frequently to mingle with people, she is, paradoxically, very social. However she very rarely imparts actual power or direction to her followers, instead giving vague life-advice.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Ammalla's Persuasion Stat is 4 for those she considers "Rejected," and 8 for anyone else. That being said, attempts to persuade her to harm the "Rejected" may result in an automatic Persuasion Failure.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Ammalla favors the "Rejected," most commonly Arkenborn, peoples ostracized by society, the poor, and so on. Notably, this excludes Vampires, and people who crave the power to oppress others.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Ammalla is generally hostile to no-one, even those who reject others, because she sees it as a part of life. However, she does not approve of excessive abuse and violence, and particularly loathes Vampires.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Ammalla appears almost exclusively in the Regalian Sewers, and will often show up when people are at their lowest in life. She will infrequently disguise herself, but usually appears as herself.<br />
|-<br />
| colspan="3" | '''Important Notes:''' While Ammalla is considered a non-violent Arken, it is important to note that she is still an Arken, and can be capricious with the guidance she gives: one day she will tell someone to just make peace with their rejection and move on, and another day she will encourage them to violently rage against those who denied them. She is most willing to give advice, but almost never actual powers or benefits, as she encourages one to accept what they have, and who they are.<br />
|}<br />
<br />
==Ixchel the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Compassion23.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Ixchel is the Arken of Compassion, as well as the Herald of Mana to the Estelley faithful.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Ixchel is a patron of the Estelley Faithful, but her attention is often spread, prioritizing helping those in need across Aloria.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Ixchel has appeared in Regalia at multiple points, but her appearances are often unannounced and unnoticed. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Persuasion nearly always works on Ixchel, her persuasion stat is 1. She is a bleeding heart who will hear out almost any request, so long as it does not require harming another being.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Ixchel is amicable to anyone and everyone, regardless of who or what they may be. She believes that anyone and everyone is capable of changing for the better and should be shown grace.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Ixchel has no one she would consider an enemy, but she does have some dislike for the Fury Arken and his unending pursuit of violence. <br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Ixchel often appears in Floralcourt or other nature heavy areas in Regalia, however she does occasionally take on different personas to help those who may be ill at ease with her presence.<br />
|-<br />
| colspan="3" | '''Important Notes:''' Ixchel never raises a hand in violence, regardless of if harm may come to herself because of it. As a result it is considered surprisingly easy to capture her, but where Ixchel goes, Artarel is often nearby and many unfortunate kidnappers do not take into account the presence of the other Arken. <br />
|}<br />
==Reitt the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Pridedemon.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Reitt is the Arken of Fury, and the twin brother of Thirun the Arken of Pride (who he is often mistaken for). Whilst he is not a Fornoss God like his brother, his immense strength allows him to rival many - often eager for a chance to prove such.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Reitt is a lone wolf, who only appears in Regalia when the opportunity for a good fight is apparent, rather uncaring for Gods and their schemes. He acts in no ones' interests but his own, often.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Reitt is not as notable as his brother, due to his selfish and simple minded goals, but the impact he leaves on battlefields he creates is just as noticeable. Many Velheimers have heard tales of Reitt butchering entire armies with an arm tied behind his back.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Reitt has a surprisingly low Persuasion Stat at 3, however, this comes at the caveat that you should be very careful with what you ask him to do. He may succeed and achieve whatever goal is given to him, but you may not like how he did it.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Reitt does not have alliances, as he needs no one but himself - anything else would be an admission of weakness. That being said, he still looks favourably upon physically strong Pride and Fury Arkenborn, as well as notable warriors who share his love for battle.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Reitt detests magic and sees it as nothing but weakness. The only good use of magic in his eyes is to make your muscles larger or your sword sharper. He also detests cowards, pacifists and those who are not physically capable.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Reitt often only shows up in response to other notable figures appearing within Regalia, in the hopes of forcing them to fight him. However, if a notable enough warrior or battle were to crop up, he may appear with piqued interest.<br />
|-<br />
| colspan="3" | '''Important Notes:''' Reitt is an extremely dangerous and powerful entity, most of which stems from his volatile and explosive personality. When one approaches him, one should be incredibly careful of the use of magic before him first and foremost. Reitt may expect player characters to fight him and encourage them to, the opposite of the norm: where players should not attack Gods and Arken for fear of death. It is more dangerous to disappoint the Fury Arken than to try and fight him even in the face of his overwhelming strength.<br />
|}<br />
==Carina the Arken==<br />
{| class="wikitable" style="width: 100%;<br />
|- style=""<br />
! rowspan="7" style="font-size:24px; width: 220px;" | [[File:Happiness_for_marty.png|220px|caption|center]]<br />
| style="background-color:#dcdcdc; width: 80px;" | '''Overview:''' <br />
| Carina is the Arken of Happiness, youngest-born of the six notable Exist Arken. She is known to the masses as the Songbird of Lampeporta, an actress and singer of great renown.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Function:'''<br />
| Carina’s objectives are often whimsical and confusing, asking favors to drive others towards some goal known only to her. At a surface-level, she claims to want to bring joy into everyone’s lives.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Notability:'''<br />
| Carina is better known as an actress, singer, and mage than she is as an Arken. Famous in Vultaro as the actress of ten-thousand faces, any who engage with theatre or opera are sure to have heard of her evocative performances.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Persuasion:'''<br />
| Carina’s persuasion stat varies by the day (on a set schedule) due to her fanciful nature. It is 1 at lowest, and 14 at highest. One should word what they’d ask of her very specifically, as she’s likely to twist the request to be more ‘fun’.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Alliances:'''<br />
| Carina is friendly with anyone who is friendly to her. However, she particularly favors those involved with theatre and music, as well as Happiness and Justice Arkenborn, the latter of whom might put her in good graces with their mother.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Animosity:'''<br />
| Carina has no real enemies, but will on occasion harangue those despised by her elder siblings, in the hopes of availing herself to them. In general, however, she loathes the miserable -- Lothar, and anyone who suffers.<br />
|-<br />
| style="background-color:#dcdcdc;" | '''Appearances:'''<br />
| Carina appears frequently around all areas of the city, though not always wearing her own face. If there is a party, it is highly likely that she’s skulking about.<br />
|-<br />
| colspan="3" | '''Important Notes:''' The worst mistake to make with any Arken -- Carina especially -- is to allow yourself to become lax. Despite her silly demeanor, she will only ever do what she deems fun, which has ended poorly for more poor sods than history can remember. More than the rest, she loves to play at being human, to walk in their shoes, to pretend she understands the plights of her lessers.<br />
|}<br />
==Prince Reynaud of Regalia==<br />
Soon:TM:<br />
==Prince Frederick of Regalia==<br />
Soon:TM:<br />
==Prince Raymond of Regalia==<br />
Soon:TM:<br />
==Duchess Aliandre of Regalia==<br />
Soon:TM:<br />
==Baroness Shelia-Manon of Regalia==<br />
Soon:TM:<br />
==Consul Constantine of Regalia==<br />
Soon:TM:</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=49005Scribtest2024-01-07T19:07:43Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Combat Styles==<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}<br />
<br />
==System Combat Rules==<br />
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.<br />
<br />
*During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.<br />
*Any armor worn by characters grants them a single Block Token that cannot be affected by Abilities and Mechanics. This can be assumed to be the armor protecting them.<br />
** When tracking health, any Block Tokens should be counted separately from a character’s HP.<br />
* Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.<br />
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.<br />
** Defense is rolled as 1d[10+the user’s Defense Stat], whether that be Wisdom, Constitution, or Faith.<br />
** Attack Stat is capped at a maximum of 7 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Defense Stat is capped at a maximum of 5 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.<br />
** For Abilities or Mechanics that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.<br />
*In combat, a character can move up to 10 Blocks horizontally or diagonally, but not through other characters. This is called a Move, and making a Move does not take up a character's Turn. A character may also make a Splitting Move, where the character uses part of their Move, makes their Action, and then uses the rest, in essence making their Action on the move.<br />
**A character may not Move in the same Turn as they used or were affected by a Movement Ability, regardless of the source.<br />
**When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of another character with the intention of moving around them, or 5 blocks if the Moving character is Mounted. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, out of Turn.</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=49004Scribtest2024-01-07T19:07:23Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
===Combat Styles===<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}<br />
<br />
==System Combat Rules==<br />
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.<br />
<br />
*During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.<br />
*Any armor worn by characters grants them a single Block Token that cannot be affected by Abilities and Mechanics. This can be assumed to be the armor protecting them.<br />
** When tracking health, any Block Tokens should be counted separately from a character’s HP.<br />
* Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.<br />
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.<br />
** Defense is rolled as 1d[10+the user’s Defense Stat], whether that be Wisdom, Constitution, or Faith.<br />
** Attack Stat is capped at a maximum of 7 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Defense Stat is capped at a maximum of 5 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.<br />
** For Abilities or Mechanics that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.<br />
*In combat, a character can move up to 10 Blocks horizontally or diagonally, but not through other characters. This is called a Move, and making a Move does not take up a character's Turn. A character may also make a Splitting Move, where the character uses part of their Move, makes their Action, and then uses the rest, in essence making their Action on the move.<br />
**A character may not Move in the same Turn as they used or were affected by a Movement Ability, regardless of the source.<br />
**When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of another character with the intention of moving around them, or 5 blocks if the Moving character is Mounted. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character, out of Turn.</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Adapt_Point_Buy&diff=48995Adapt Point Buy2024-01-06T00:26:21Z<p>Scribbe: </p>
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<div>{{ infobox<br />
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| header1 = The Ability and Proficiency System<br />
| data2 = <br />
This page involves the [[Abilities]] and [[Proficiency]] system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the [[Abilities]] page. To see a broader explanation of the Abilities and Rules used on this page, read the [[Proficiency]] Page. To see an indexed list of all Abilities, read the [[Ability List]] Page. <br />
}}<br />
Adapt Point Buy is part of the bigger [[Proficiency]] System. Please read the Proficiency Page first before reading this one. Adapt Point Buy provides by default Mundane ways to change fundamental design rules about a Character, think for example the usage of alchemy or tech to change a Character's appearance more radically than a disguise or some make-up could. Adapt Point Buy however also has a Magical interpretation, meaning that there is always a choice between using the Ability mundanely, or Magically, which usually improves its functions at the cost of purists aggressing on the Character. If you want to use Adapt Point Buy through Magic, please consult the [[Magic]] Page before Point Buying any Packs here, as some considerations have to be made with regard to Spell Morality, and Dimension Alignment that affect how other Characters respond to your Character. Please read the Adapt Point Buy Extra Rules before Point Buying any Packs here, as this Category is unique and has extra mechanics.<br />
<br />
==Adapt Point Buy Extra Rules==<br />
* By default, all Point Buy Packs in this Category are Mundane, meaning no Magic is involved. Each Pack will explain how to make these changes occur without Magic in Roleplay.<br />
* Each Pack has a Magic improved variant, which means it must 100% be powered by Magic, which can be a costly decision due to the Morality of Magic, and how other Characters react.<br />
* If a Magical variant is chosen, this must be outlined on Character Applications (such as: Shapeshift Pack (Adapt Point Buy) (Magical Variant) Mundane variant does not need to be clarified. <br />
* If a Magical variant is chosen, the Character is locked into always using the Magical Variant, and can no longer use the Mundane variant.<br />
* If a Magical variant is chosen, the player can choose to make the Proficiency investment in Intelligence count as an investment in Magic instead, or keep is as Intelligence.<br />
<br />
==Adapt Point Buy Packs==<br />
===Shapeshift Pack===<br />
The Shapeshift Pack allows a Character to change the fundamental genetic composition of their Character through for example the use of body-changing Alchemy or body-morphing technology like nanites. The Character can change their heritage (for example from Ailor to Eronidas or Solvaan, or even a combination of the two or three), including but not limited to taking visual aspects of individual peoples and combining them visually, though this never changes their Heritage Traits. Furthermore, they can change Gender Presentation, Biological Sex, Height, Hair, Facial Structure, Body Shape, Hair Color and texture, and even apply visual effects on their body like Tattoos, Mutations, and additional (non-combat) functional limbs or body parts. The Mundane version of this Pack does not count as a Disguise but is applied indefinitely, meaning the Shapeshifting does not break until an antidote or reversal is applied. Keep in mind that Shapeshifting should not be used in anti-RP ways to avoid consequences perpetually, while it can help with Crime RP or to keep one step ahead of one's enemies, making a character completely untouchable may result in Staff intervention. Also keep in mind that Shapeshifters have a bad reputation in the lore, your Character may receive hostility for openly Shapeshifting in front of other Characters. <br />
* '''Magical Variant:''' The Magical Variant of this Ability has all the same functions, except that the Shapeshifting does count as a Disguise, and can Hide Affinity Traits, but never Affliction Traits. Additionally, Magical Shapeshifters are capable of mimicking the appearance of another Character exactly while Mundane Shapeshifters cannot. Keep in mind that passing off convincingly as someone else, still requires a modicum of behavior mimicry as well, otherwise Characters may see through the ruse. Additionally, Magical Shapeshifting allows the user to exchange their Heritage Trait Mechanics for a different set, though they never change Free Packs. This can never result in auto-generated currencies (like Divinium), and cannot be used to gain Event-based Mechanics, nor can it be used to unlock Mechanics which rely on backstory or functions only accessible to a Heritage's specific circumstances not tied to biology. While Shapeshifting can be done as many times as the user wants, changing Heritage Trait Mechanics can only be done once a month (but changing back is always free). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.<br />
<br />
===Mindcontrol Pack===<br />
The Mind Control Pack allows a Character to establish a level of control or influence on other Characters through the use of Alchemical addiction, or pheromone serums, or mind-control chips and machines. This Pack has several functions, each of which is explained below. Keep in mind that Mind Control, to rob someone of their free will and agency, is one of the most heinous moral crimes in most cultures and Religions. You should expect Characters to react with extreme hostility if your Character is found to be using Mind Control. Some Characters may also be immune to Mind Control, but in such instances, these Mechanics simply don't work, they don't suddenly notice that someone tried to Mind Control them. Using any form of Mind Control is not telegraphed, meaning it cannot be seen when used by others (unless someone was there when it was applied). This means the only way to discover Mind Control of any kind, is with educated guesswork. <br />
* '''Persuasion Guidance:''' The Character can boost an Ally's Persuasion Roll while in Emote Range by +2 to the final Dice result. Only one Guidance can be active per Character, and it cannot be used on Self.<br />
* '''Persuasion Bonus:''' The Character gains +2 to the total /dice roll number before rolling, meaning 3 +Wisdom OR Intelligence +2, while also raising Persuasion Cap by +2, this does not increase the final dice result. <br />
* '''Persuasion Thralling:''' The Character can establish Mind Control over a Character with OOC consent (which can be revoked at any time). Mind Control can vary from the Target becoming completely unable to act and waiting for commands, or being mostly in control of themselves, but just not being able to reject commands from the user. Mind Control cannot be overwritten, and can be removed from any Knocked Out person (they will always violently resist being freed) by removing the device or substance that Mind Controls them. There is no upper limit to the amount of people Mind Controlled this way. Make sure to always communicate the level of (dis)comfort Players may have with Mind Control before engaging in it. <br />
* '''Magical Variant:''' The Magical variant of Persuasion Guidance and Persuasion Bonus is identical, where the changes mostly occur in Persuasion Thralling. Persuasion Thralling can no longer be removed by just Knocking someone Out, they have to be freed from Mind Control through the use of an Ability or Mechanic that functions as a form of Exorcism. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead. <br />
===Mimicry Pack===<br />
The Mimicry Pack allows a Character to copy the functional Abilities and Proficiencies of another Character, though only ever at the start of Combat. If a single of their own Abilities has been used, this Mechanic is no longer available until all Abilities are no longer on Cooldown. This can also not be used to Mimic Custom Kits, except in situations where it is used in a 1v1 against a Custom Kit user, who must also give express OOC consent for this to work. Some Custom Kits may also not be copied, due to deep lore functions of how their Custom Kits came about. The Mundane variant of this Ability uses a combination of Ability-mimicking machines and nanites or alchemical imitations. When Mimicry is used in Combat, it cannot be removed until Combat has ended, and if the effect is maintained beyond combat, it cannot be removed until the next Combat ends. <br />
* '''Magical Variant:''' The Magical Variant of Mimicry Pack also allows the user to mimic the appearance of the person which does count as a Disguise Pack (but only for people who entered late to the scene after activation). Additionally, the Magic Variant of this Ability can also be used outside of Combat, but it cannot Mimic the Mindcontrol Pack from Adapt Point Buy. If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.<br />
===Oceanic Pack===<br />
The Oceanic Pack allows a Character to function underwater as if it is above water. This means they gain normal movement speed, the ability to wear armor, the ability to breathe underwater, use weapons, use attack Emotes, use Abilities, and speak underwater through the use of biology-altering alchemy, or the use of underwater adaptation gear and equipment. Those with the Oceanic Pack essentially, can function and live underwater indefinitely, such as in the rivers, and the underwater sections of the Sewers and other roleplay Zones. This effect cannot be shared with others, except for the underwater breathing, which can be granted to up to two users, so long as they hold one hand each of the user. <br />
* '''Magical Variant:''' The Magical Variant of Oceanic Pack also allows the user to extend the full effects of Oceanic Pack to 2 additional Allies so long as they remain within 10 Blocks of the user (no longer needing to hold their hand). If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.<br />
===Safeguard Pack===<br />
The Safeguard Pack allows the user to become less affected by Afflictions, which has a couple of effects. Firstly, they are unaffected by Vampire Charm or Geist Charm. Secondly, while they can be infected with Afflictions, they are not affected by the mental changes and keep their conscience. Thirdly, while normally curing from Afflictions would cost Divinium, those with Safeguard Pack do not have this cost incurred, being curable by the same persons without a currency cost. Finally, they cannot be fed upon by Vampires or Geists, as their body becomes caustic to them. This can all be achieved through a combination of mind-guarding nanites or chips, or bloodstream alchemy. <br />
* '''Magical Variant:''' The Magical Variant of Safeguard Pack additionally grants the user the ability to use Exorcism on anyone (except themselves). Exorcism is useful in a variety of settings, for example, if a Character has had Mind Control established on them, or some other form of Curse where the description of the Mechanic specifies that it can be removed with an "Exorcism Ability, or Exorcism Mechanic". If the Magical variant is chosen, the Player may choose to make this Proficiency Point count as Magic instead.<br />
===Wardrobe Pack===<br />
The Wardrobe Pack allows a Character to remain prepared at all times without the need for armor or weapons on their person. The wearer is considered armored at all times, and is able to conceal a ranged or melee weapon that is considered Hidden until used. (Hidden may not apply in places like the Imperial Palace, or during certain events). Lastly, the user is able to conceal a life support system on their person, allowing them to take damage that would normally be fatal. If the user is killed, provided their head and neck are still intact, they are able to resuscitate themselves and seal any lethal wounds they may have taken after 10 minutes.<br />
* '''Magical Variant:''' The character has inlaid enchantments into their clothing, able to achieve the same effect. Additionally, they are able to pass this enchantment onto other items. While within emote range, the character can extend the benefits of this pack to another person to prevent them from dying. Finally, the user can create magical items with aesthetic benefits (or curses, removed with Exorcism or by a specific method per item, left up to player freedom) while out of combat, and pass them onto other characters.<br />
<br />
<br />
{{Proficiency}}<br />
[[category:Proficiency]] [[category:Intelligence Point Buy]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48975Scribtest2024-01-03T20:15:28Z<p>Scribbe: </p>
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<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
===Combat Styles===<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}<br />
<br />
==System Combat Rules==<br />
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.<br />
<br />
*During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.<br />
*Any armor worn by characters grants them a single Block Token that cannot be affected by Abilities and Mechanics. This can be assumed to be the armor protecting them.<br />
** When tracking health, any Block Tokens should be counted separately from a character’s HP.<br />
* Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.<br />
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.<br />
** Defense is rolled as 1d[10+the user’s Defense Stat], whether that be Wisdom, Constitution, or Faith.<br />
** Attack Stat is capped at a maximum of 7 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Defense Stat is capped at a maximum of 5 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.<br />
** For Abilities or Mechanics that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.<br />
*In combat, a character can move up to 10 Blocks horizontally or diagonally, but not through other characters. This is called a Move, and making a Move does not take up a character's Turn. A character may also make a Splitting Move, where the character uses part of their Move, makes their Action, and then uses the rest, in essence making their Action on the move.<br />
**A character may not Move in the same Turn as they used or were affected by a Movement Ability, regardless of the source.<br />
**When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of a stationary character, or 5 blocks if the Moving character is Mounted. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character out of Turn.</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48974Scribtest2024-01-03T20:12:22Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
===Combat Styles===<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must.<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}<br />
<br />
==System Combat Rules==<br />
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.<br />
<br />
*During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.<br />
*Any armor worn by characters grants them a single Block Token that cannot be affected by Abilities and Mechanics. This can be assumed to be the armor protecting them.<br />
** When tracking health, any Block Tokens should be counted separately from a character’s HP.<br />
* Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.<br />
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.<br />
** Defense is rolled as 1d[10+the user’s Defense Stat], whether that be Wisdom, Constitution, or Faith.<br />
** Attack Stat is capped at a maximum of 7 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Defense Stat is capped at a maximum of 5 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.<br />
** For Abilities or Mechanics that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.<br />
*In combat, a character can move up to 10 Blocks horizontally or diagonally, but not through other characters. This is called a Move, and making a Move does not take up a character's Turn. A character may also make a Splitting Move, where the character uses part of their Move, makes their Action, and then uses the rest, in essence making their Action on the move.<br />
**A character may not Move in the same Turn as they used or were affected by a Movement Ability, regardless of the source.<br />
**When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of a stationary character, or 5 blocks if the Moving character is Mounted. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character out of Turn.</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48973Scribtest2024-01-03T19:39:13Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
===Combat Styles===<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}<br />
<br />
==System Combat Rules==<br />
Combat Roleplay is common in the city of Regalia, and PvP can take a while. Because of this, players use these System Combat Rules to keep fights manageable.<br />
<br />
*During combat, each character has 10 base HP or Hit Points unless an ability specifies otherwise. For each damaging attack against the character that cannot be dodged or blocked, they lose 2 HP. When a character drops to 0HP, they are ‘downed’. This can mean unconscious, or simply unable to fight, move, or use abilities. Once combat ends, damage is more free-form, and HP resets to full once the character is healed.<br />
*Any armor worn by characters grants them a single Block Token that cannot be affected by Abilities and Mechanics. This can be assumed to be the armor protecting them.<br />
** When tracking health, any Block Tokens should be counted separately from a character’s HP.<br />
* Basic attacks are decided with in-game rolls. Each attack is decided with competing rolls using the /dice command, with the attacker using their current main combat stat to roll for basic attacks, and the defender using their current main defense stat to roll for defense against them. If the defender loses the roll and cannot block or stagger it, they lose 2 HP. If there is a tie, roll again.<br />
** Basic attacks are rolled as 1d[10+ the user’s Attack Stat], whether that be Strength, Magic, or Dexterity. Loading rules and ranges of certain weapons or attacks still apply.<br />
** Defense is rolled as 1d[10+the user’s Defense Stat], whether that be Wisdom, Constitution, or Faith.<br />
** Attack Stat is capped at a maximum of 7 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Defense Stat is capped at a maximum of 5 without Abilities and Mechanics. Stats gained from Proficiencies are never re-added mid combat when the Cap is raised, unless the Ability specifically says it does so.<br />
** Basic Attacks are always Melee Range (1-2 Blocks), unless the Character has an Ability that changes this.<br />
** For Abilities or Mechanics that state a character is proficient in a weapon without stat investment, their attack roll is set to a flat 1d14 that cannot be changed by further modifiers.<br />
*In combat, a character can move up to 10 Blocks horizontally or diagonally, but not through other characters. This is called a Move, and making a Move does not take up a character's Turn. A character may also make a Splitting Move, where the character uses part of their Move, makes their Action, and then uses the rest, in essence making their Action on the move.<br />
**A character may not Move in the same Turn as they used or were affected by a Movement Ability, regardless of the source.<br />
**When Moving, a character is susceptible to Move Reactions, sometimes called Opportunity Attacks. A Move Reaction occurs when a character making their Move passes within 2 blocks of a stationary character, or 5 blocks if the Moving character is Mounted. The stationary character is then allowed to make an Attack Emote (not an Ability) against the Moving character out of Turn.</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48972Scribtest2024-01-03T19:19:22Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
===Combat Styles===<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48971Scribtest2024-01-03T19:16:22Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
===Combat Styles===<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48970Scribtest2024-01-03T19:15:02Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Combat Styles==<br />
Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style. <br />
<br />
A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.<br />
<br />
Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the [[Magic_Point_Buy#Magic_Point_Buy_Extra_Rules|Magic Point Buy]] page.<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48969Scribtest2024-01-03T18:57:35Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="5"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Rogue || Dexterity || Constitution || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Spy || Dexterity || Wisdom || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Wizard || Magic || Intelligence || Never || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes || style="background-color:#EAEEF2| N/A<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes || N/A<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]] <br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Scout || Dexterity || Wisdom || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never || [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never || [[Chem Point Buy|Chem]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| Holy Mage || Magic || Faith || Never || [[Magic Point Buy|Magic]], [[Ranger Point Buy|Ranger]] or [[Deadeye Point Buy|Deadeye]]<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never || style="background-color:#EAEEF2| [[Magic Point Buy|Magic]]<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="5"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User !! Required Proficiency<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never || [[Command Point Buy|Command]]<br />
|-<br />
| Healer || N/A|| Wisdom || Never || [[Medical Point Buy|Medical]]<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48968Scribtest2024-01-03T18:45:11Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{|<br />
| width="35%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="4"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Ranger|| style="background-color:#EAEEF2| Dexterity|| style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Never<br />
|-<br />
| Scout || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Holy Shooter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Magic Archer || Dexterity || Magic || Never<br />
|-<br />
| style="background-color:#EAEEF2| Firearms Hunter || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembomber || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Holy Mage || Magic || Faith || Never<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
| width="35%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="4"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Tactician|| style="background-color:#EAEEF2| N/A|| style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Healer || N/A|| Wisdom || Never<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48967Scribtest2024-01-03T18:35:31Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{|<br />
| width="33%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
| width="33%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="4"|Ranged Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
| width="33%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="4"|Support Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48966Scribtest2024-01-03T18:29:11Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{|<br />
| width="50%" valign="top" |<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
| width="50%" valign="top" |<br />
<br />
{| {| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48965Scribtest2024-01-03T18:25:58Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
|}<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
!colspan="4"|Melee Combat Styles<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|-<br />
!colspan="4"|Ranged Combat Styles<br />
|-<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48964Scribtest2024-01-03T18:17:16Z<p>Scribbe: </p>
<hr />
<div>scribtest :) go away recent changes goblins there's nothing interesting here<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48963Scribtest2024-01-03T18:14:32Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, to a Spellblade who uses an axe made of arcane energy, to an Engineer who uses robotic claws to fight, as long as some sort of Melee Weapon is in use. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48962Scribtest2024-01-03T18:13:39Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always use a Melee Weapon in combat; this can vary from a Warrior who uses a classic sword and shield to fight, or a Spellblade who uses an axe made of arcane energy. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48961Scribtest2024-01-03T18:12:42Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
Melee Combat Styles always adhere to the rules of melee combat; this can vary from a Warrior who uses a classic sword and shield to fight, or a Spellblade who uses an axe made of arcane energy. Some Melee Styles are able to use Shields, while others cannot, although being able to use a Shield doesn't mean that the Character must use one in combat. Some Melee Styles, like True Mage, have special rules about their usage. Rules for True Mage can be found in [[Magic Point Buy]].<br />
<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48960Scribtest2024-01-03T18:07:30Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| style="background-color:#EAEEF2| Cultist || style="background-color:#EAEEF2| Dexterity || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Engineer || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| style="background-color:#EAEEF2| Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Holy Spellblade || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Faith || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| True Mage || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Magic || style="background-color:#EAEEF2| Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48959Scribtest2024-01-03T18:06:35Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#EAEEF2| Warrior || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Constitution || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#EAEEF2| Hunter || style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Wisdom || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#EAEEF2| Duellist|| style="background-color:#EAEEF2| Strength || style="background-color:#EAEEF2| Intelligence || style="background-color:#EAEEF2| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| Cultist || Dexterity || Faith || Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| Engineer|| Intelligence || Wisdom || Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| Spellblade || Magic || Constitution || Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| Holy Spellblade || Magic || Faith || Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| True Mage || Magic || Magic || Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48958Scribtest2024-01-03T18:05:30Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#E1E8EF| Warrior || style="background-color:#E1E8EF | Strength || style="background-color:#E1E8EF| Constitution || style="background-color:#E1E8EF| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| style="background-color:#E1E8EF| Hunter || style="background-color:#E1E8EF| Strength || style="background-color:#E1E8EF| Wisdom || style="background-color:#E1E8EF| Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| style="background-color:#E1E8EF| Duellist|| style="background-color:#E1E8EF| Strength || style="background-color:#E1E8EF| Intelligence || style="background-color:#E1E8EF| Sometimes<br />
|-<br />
| Spy || Dexterity || Wisdom || Never<br />
|-<br />
| Cultist || Dexterity || Faith || Never<br />
|-<br />
| Chembrawler || Intelligence || Constitution || Sometimes<br />
|-<br />
| Engineer|| Intelligence || Wisdom || Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| Spellblade || Magic || Constitution || Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| Holy Spellblade || Magic || Faith || Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| True Mage || Magic || Magic || Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48957Scribtest2024-01-03T18:03:18Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| style="background-color:#E1E8EF| Warrior || style="background-color:#E1E8EF | Strength || style="background-color:#E1E8EF| Constitution || style="background-color:#E1E8EF| Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| Hunter || Strength || Wisdom || Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| Duellist|| Strength || Intelligence || Sometimes<br />
|-<br />
| Spy || Example || Example || Never<br />
|-<br />
| Cultist || Example || Faith || Never<br />
|-<br />
| Chembrawler || Example || Constitution || Sometimes<br />
|-<br />
| Engineer|| Intelligence || Wisdom || Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| Spellblade || Magic || Constitution || Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| Holy Spellblade || Example || Faith || Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| True Mage || Magic || Magic || Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48956Scribtest2024-01-03T17:54:45Z<p>Scribbe: </p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].<br />
<br />
==Melee Combat Styles==<br />
{| class="wikitable"<br />
|-<br />
! Combat Style !! Attack Stat !! Defense Stat !! Shield User<br />
|-<br />
| Warrior || Strength || Constitution || Sometimes<br />
|-<br />
| Holy Warrior || Strength || Faith || Sometimes<br />
|-<br />
| Hunter || Strength || Wisdom || Sometimes<br />
|-<br />
| Rogue || Dexterity || Constitution || Never<br />
|-<br />
| Duellist|| Strength || Intelligence || Sometimes<br />
|-<br />
| Spy || Example || Example || Never<br />
|-<br />
| Cultist || Example || Faith || Never<br />
|-<br />
| Chembrawler || Example || Constitution || Sometimes<br />
|-<br />
| Engineer|| Intelligence || Wisdom || Never<br />
|-<br />
| Wizard || Magic || Intelligence || Never<br />
|-<br />
| Spellblade || Magic || Constitution || Sometimes<br />
|-<br />
| Magic Warrior|| Magic || Wisdom || Sometimes<br />
|-<br />
| Holy Spellblade || Example || Faith || Sometimes<br />
|-<br />
| Holy Warden || Faith || Constitution || Sometimes<br />
|-<br />
| True Mage || Magic || Magic || Never<br />
|}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribtest&diff=48955Scribtest2024-01-03T17:41:52Z<p>Scribbe: Created page with "scribtest :) ==Melee Combat Styles== * '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution. * '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith. * '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is..."</p>
<hr />
<div>scribtest :)<br />
<br />
==Melee Combat Styles==<br />
* '''Warrior:''' The Character uses a Melee Weapon, and sometimes a shield. The Character's Attack Stat is Strength, and Defense Stat is Constitution.<br />
* '''Holy Warrior:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Faith.<br />
* '''Hunter:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Wisdom.<br />
* '''Rogue:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Constitution.<br />
* '''Duelist:''' The Character uses a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Strength, and Defense Stat is Intelligence.<br />
* '''Spy:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Wisdom.<br />
* '''Cultist:''' The Character uses a Melee Weapon, but never a Shield. The Character's Attack Stat is Dexterity, and Defense Stat is Faith.<br />
* '''Chembrawler:''' The Character uses Alchemy and Technology to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Constitution.<br />
* '''Engineer:''' The Character uses Alchemy and Technology to emulate a Weapon, but never a Shield. The Character's Attack Stat is Intelligence, and Defense Stat is Wisdom.<br />
* '''Wizard:''' The Character uses Magic to emulate a Melee Weapon, but never a Shield. The Character's Attack Stat is Magic, and Defense Stat is Intelligence.<br />
* '''Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Constitution.<br />
* '''Magic Warrior:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Wisdom.<br />
* '''Holy Spellblade:''' The Character uses Magic to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Magic, and Defense Stat is Faith.<br />
* '''Holy Warden:''' The Character uses Faith to emulate a Melee Weapon, and sometimes a Shield. The Character's Attack Stat is Faith, and Defense Stat is Constitution.<br />
* '''True Mage:''' The Character only uses Magic. The Character's Attack Stat is Magic, and Defense Stat is Magic. This style requires special investment into [[Magic Point Buy]].</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Template:Proficiency&diff=48443Template:Proficiency2023-12-20T19:02:15Z<p>Scribbe: </p>
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<div>{{Navbox<br />
| navbar = off<br />
| bodystyle = width: 1000px; margin: auto; margin-top: 5px; margin-bottom: 5px; background-color: #C9D8CC<br />
| titlestyle = background: #4A8757; width: 1000px; font-size: 1.3em<br />
| liststyle = ; border: 0px; padding: 5px; background-color: #FFFFFF <br />
| belowstyle = background: #4A8757; padding: 5px; text-align: center; font-size: .8em; <br />
| groupstyle = background: #C9D8CC; text-align: left; padding: 4px; width: 15%; background-color: #FFFFFF; border-right:solid 2px #C9D8CC;<br />
<br />
| title = [[Proficiency]]<br />
| below = • [[Character Creation Lore]] • [[General Lore]] • [[World Lore]] • [[Items and Technology Lore]] •<br />
<br />
| group1 = Proficiency<br />
| list1 = • [[Ability List]] • [[Abilities]] • [[Proficiency#Optional_Combat_Roleplay_Rules|Optional Combat Rules]] •<br />
<br />
| group2 = Strength<br />
| list2 = • [[Melee Point Buy]] • [[Athletic Point Buy]] • [[Bruiser Point Buy]] •<br />
<br />
| group3 = Constitution<br />
| list3 = • [[Shielding Point Buy]] • [[Tanking Point Buy]] • [[Training Point Buy]] • [[Mounted Point Buy]] •<br />
<br />
| group4 = Intelligence<br />
| list4 = • [[Puretek Point Buy]] • [[Tech Point Buy]] • [[Adapt Point Buy]] •<br />
<br />
| group5 = Wisdom<br />
| list5 = • [[Medical Point Buy]] • [[Chem Point Buy]] • [[Command Point Buy]] •<br />
<br />
| group6 = Dexterity<br />
| list6 = • [[Ranger Point Buy]] • [[Deadeye Point Buy]] • [[Roguery Point Buy]] • [[Cutthroat Point Buy]] •<br />
<br />
| group7 = Faith<br />
| list7 = • [[Paladin Point Buy]] • [[Shaman Point Buy]] • [[Theurgy Point Buy]] • [[Cleric Point Buy]] • [[Prayer Point Buy]] •<br />
<br />
| group8 = Magic<br />
| list8 = • [[Magic Point Buy]] •<br />
}}</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Marken&diff=48168Marken2023-12-10T21:20:04Z<p>Scribbe: </p>
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<div>Marken, Soul Marked, God Marked or God Cursed, is an [[Aloria]]n-based [[Affinity]] that has plagued rare individuals and even some families for centuries. Marken and the God Cursed have for centuries been hunted down and killed due to a lack of understanding about their condition, and fear over the violence and killing that usually goes in their wake. Marken are normally very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into enlarged, more beast-like versions of themselves. The reason why Marken are often also called God Marked or God Cursed is because this Affinity frequently occurs at the hands of a divine entity or some sort of God belonging to a religion. In recent centuries, Marken were victims of the Darkwald, now [[Lothar Order]] in the [[Regalian Empire]]. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the God Cursed pose a constant, considerable, and incurable risk to society that often incarcerates them for life. After all, when Gods come to punish mortals, they don't just do that for any a reason that is easily dismissed. Sometimes the monster is not in fact the transformation. <br />
<br />
==Playing a Marken in Regalia==<br />
Marken are simply put monsters, and so many characters will react with disgust and potentially violence when seeing them. Though by nature illegal for most of history, a strenuous agreement in the [[Imperial Court]] has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player Marken should take care not to lose control or attack those around them for this reason.<br />
<br />
==Becoming a Marken==<br />
Marken are considered so dangerous, not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one caused infection to a high degree. The most obvious infection that can occur by a Marken, is to be bitten or scratched by one, and to survive an attack. Another method of being a Marken, is to be born to one, as Marken always pass their curse on to their children. Another method of being a Marken, is to be cursed into being one by a God, which is common for those who defile holy sites and Temples dedicated to specific gods. There are however also more benign infection methods, Marken may infect a willing person by choice, while some Gods may also grant Markenism as a blessing. Finally, Cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the Host, after which they are permanently and incurably a Marken. A Character that is [[Afflicted]] cannot become a Marken, and Marken also cannot become Afflicted. <br />
<br />
==Infection Changes==<br />
Markenism can cause physical changes in the Host even outside of Transformation. Hosts can become more muscular, broader, larger, hairier (or scales?), more aggressive, their hair color can change, their eye color can change, they might become more sensitive to loud sounds or bright lights, or lack concentration. Markenism also causes further mental changes in the host, depending on how much in control of the curse they are. Each person who is infected with Markenism always starts out completely out of control, they are beset with rage and violence and will attack even loved ones. The longer an Infection exists however (and the more the Host becomes in-tune and accepting of their Curse, perhaps even liking it), they gain control over the Curse, and become able to Transform at will, and retain in control entirely. Markenism in general however always worsens bad personality traits, while suppressing good ones. There is a wide range of ways people deal with Markenism, some embrace it, some are ashamed of it and try to minimize the damage, while others become emotionally crippled at the loss of memories and hurt they cause. <br />
<br />
==Marken Types==<br />
There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at their default design, but players have more creative freedom to tweak aspect of it is (more further down). Choosing one type of Marken is also not permanent, each Type is strongly attached to a particular personality trait or quality of a person, if their personality shifts greatly, or they experience major events in their life, the Type of Marken may also shift along with it. <br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Werewolfmakrne.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Howl Marken'''</center></span><br />
The Howl Marken are the most traditional kind of Werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the [[Fornoss]] religion, as well the [[Pagan_Faiths#The_Blood_Covenant|Blood Covenant]], making the Howl Marken a distinctly [[Ailor]] cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represent the personality traits of Pride and Vanity.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Scalemarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Drakken Marken'''</center></span><br />
The Drakken Marken are a very rare sighting, hailing originally from the province of [[Anglia]]. Folklore has it that the Drakken Marken Curse was brought about as Ailorkind tried to ascend to become Dragons, driving them mad and into a bloodrage. Some [[Draconism]] believers however consider them a kind of berserker warrior, those who fully give themselves to battle for the Dragons and their cause. Drakken Marken are often seen among Archon, who have found ways to master their formidable powers. Drakken Marken represent the personality traits of Dignity and Stoicism.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Snakemarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span><br />
The Strangle Marken are a quintessentially [[Allorn]] Curse. A prophecy of doom places on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the [[Estelley]] Gods cursed some the greediest tomb-robbers, turning them into venomous murderous snake-like beings. Over time however, some [[Elves]] have started to see the raw power that the Strangle Marken Curse gives as a blessing, establishing whole cults seeking to master becoming one. Strangle Marken represent the personality traits of Deceitfulness and Dishonesty. <br />
|}<br />
</center><br />
</tr></table><br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Tigermarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Claw Marken'''</center></span><br />
The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the Dragon Armina to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represent the personality traits of Revenge and Obsession.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Bearmarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Brawl Marken'''</center></span><br />
The Brawl Marken is often found among the [[Velheim]], but also [[Breizh]] from [[Kintyr]], cursed by the [[Unionist]] Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in an ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represent the personality traits of Disobedience to Gods and Stubbornness. <br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Nagamarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Scale Marken'''</center></span><br />
The Scale Marken were once thought to be a failed experiment among the [[Allar]], of biology changing alchemy gone horribly wrong, but were later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of in contrast to the Yellow Water Dragons. Scale Marken are the quintessential Werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represent the personality traits of Hatred and Jealousy. <br />
|}<br />
</center><br />
</tr></table><br />
<br />
==Marken Designs==<br />
As mentioned above, the art provides a "Default" Marken design. By default all Marken have a predominantly black-color scheme, with purple eye colors. However, there is a wide range of customization options:<br />
* '''Eye Colors:''' Eye Colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions.<br />
* '''Colorings:''' Fur or Scale Colors do not need to be Black. They can be based on natural hair-color, monochromatic white and black patterns, have stripes and spots and shapes, have inverted patterning, and even have other colors, though the colors should in general be somewhat muted and never become blaringly vibrant, nor can fur be glowing. <br />
* '''Aesthetics:''' Additional thematic Aesthetics may be added, for example: a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, a Velheim Marken can have rune tablet bone plates, there is a great deal of freedom here so long as the animal is recognizable. <br />
<br />
==Transformations==<br />
Marken have a number of Transformations, which may alter the way a Marken Character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can Transform into Quartermarken, then into Halfmarken, then into Fullmarken, but never "go back" any phase until the combat is concluded. Only one Transformation can be active at any time:<br />
* '''Quartermarken Form:''' Is when a person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self. <br />
* '''Halfmarken Form:''' is when a person who is a Marken has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise. <br />
* '''Fullmarken Form:''' Is when a person who is a Marken fully transforms into a more bestial Marken Form, becoming more monster like and hunched over, and becoming considerably larger. This is a Disguise. <br />
<br />
==Fullmarken Mechanics==<br />
Fullmarken Form is the only Transformation that has functionally different mechanics. Quartermarken and Halfmarken Forms can still make use of weapons like normal, and so do not function differently.<br />
* '''No Weapons:''' Firstly, Fullmarken Forms cannot make use of weapons or armor at all. They must use Unarmed, though their claws act like steel weapons, and they gain +2 Strength and +2 Constitution that breaks cap up to 11. Additionally, any Dexterity or Arcane Proficiency the user has is converted to Strength, capped at 7.<br />
* '''No Armor:''' Secondly, Fullmarken Forms break out of armor and clothes when they Transform. They are always without armor, but their hides are as durable as if they were wearing armor. <br />
* '''No Abilities:''' Thirdly, Fullmarken Forms cannot use any Abilities. However, they gain the Abilities [[Sinistral_Point_Buy#Sinistral_Leap_Pack| Sinistral Leap Pack]] and [[Sinistral_Point_Buy#Sinistral_Rage_Pack| Sinistral Rage Pack]] (Abilities found in the Packs) while Transformed, which they can use. These abilities are not classified as magic at all, but mundane expressions of the Marken's strength.<br />
* '''Fight Anywhere:''' Fourthly, Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always. <br />
* '''Marken speech:''' Lastly, Fullmarken Forms are unable to speak languages (they can still understand them). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.<br />
<br />
==Trivia==<br />
* Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet, and a bear-head. It remains Humanoid in every other way.<br />
* Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions.<br />
* Opiates and alcohol work as a depressant to a degree. Because many Marken involuntarily transform due to emotional distress or anger, opiates and alcohol are able to numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope.<br />
*One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian [[Arch Chancellor]] [[Morgann Kade]]. Killed after his master died, Narsil's boody was preserved, and a fang stolen, to create the [[Artifact]] [[Narselendis]].<br />
{{Affinities}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = Scribbe, FireFan96<br />
}}<br />
[[category:Affinities]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Marken&diff=48167Marken2023-12-10T21:19:05Z<p>Scribbe: </p>
<hr />
<div>Marken, Soul Marked, God Marked or God Cursed, is an [[Aloria]]n-based [[Affinity]] that has plagued rare individuals and even some families for centuries. Marken and the God Cursed have for centuries been hunted down and killed due to a lack of understanding about their condition, and fear over the violence and killing that usually goes in their wake. Marken are normally very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into enlarged, more beast-like versions of themselves. The reason why Marken are often also called God Marked or God Cursed is because this Affinity frequently occurs at the hands of a divine entity or some sort of God belonging to a religion. In recent centuries, Marken were victims of the Darkwald, now [[Lothar Order]] in the [[Regalian Empire]]. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the God Cursed pose a constant, considerable, and incurable risk to society that often incarcerates them for life. After all, when Gods come to punish mortals, they don't just do that for any a reason that is easily dismissed. Sometimes the monster is not in fact the transformation. <br />
<br />
==Playing a Marken in Regalia==<br />
Marken are simply put monsters, and so many characters will react with disgust and potentially violence when seeing them. Though by nature illegal for most of history, a strenuous agreement in the [[Imperial Court]] has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player Marken should take care not to lose control or attack those around them for this reason.<br />
<br />
==Becoming a Marken==<br />
Marken are considered so dangerous, not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one caused infection to a high degree. The most obvious infection that can occur by a Marken, is to be bitten or scratched by one, and to survive an attack. Another method of being a Marken, is to be born to one, as Marken always pass their curse on to their children. Another method of being a Marken, is to be cursed into being one by a God, which is common for those who defile holy sites and Temples dedicated to specific gods. There are however also more benign infection methods, Marken may infect a willing person by choice, while some Gods may also grant Markenism as a blessing. Finally, Cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the Host, after which they are permanently and incurably a Marken. A Character that is [[Afflicted]] cannot become a Marken, and Marken also cannot become Afflicted. <br />
<br />
==Infection Changes==<br />
Markenism can cause physical changes in the Host even outside of Transformation. Hosts can become more muscular, broader, larger, hairier (or scales?), more aggressive, their hair color can change, their eye color can change, they might become more sensitive to loud sounds or bright lights, or lack concentration. Markenism also causes further mental changes in the host, depending on how much in control of the curse they are. Each person who is infected with Markenism always starts out completely out of control, they are beset with rage and violence and will attack even loved ones. The longer an Infection exists however (and the more the Host becomes in-tune and accepting of their Curse, perhaps even liking it), they gain control over the Curse, and become able to Transform at will, and retain in control entirely. Markenism in general however always worsens bad personality traits, while suppressing good ones. There is a wide range of ways people deal with Markenism, some embrace it, some are ashamed of it and try to minimize the damage, while others become emotionally crippled at the loss of memories and hurt they cause. <br />
<br />
==Marken Types==<br />
There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at their default design, but players have more creative freedom to tweak aspect of it is (more further down). Choosing one type of Marken is also not permanent, each Type is strongly attached to a particular personality trait or quality of a person, if their personality shifts greatly, or they experience major events in their life, the Type of Marken may also shift along with it. <br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Werewolfmakrne.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Howl Marken'''</center></span><br />
The Howl Marken are the most traditional kind of Werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the [[Fornoss]] religion, as well the [[Pagan_Faiths#The_Blood_Covenant|Blood Covenant]], making the Howl Marken a distinctly [[Ailor]] cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represent the personality traits of Pride and Vanity.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Scalemarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Drakken Marken'''</center></span><br />
The Drakken Marken are a very rare sighting, hailing originally from the province of [[Anglia]]. Folklore has it that the Drakken Marken Curse was brought about as Ailorkind tried to ascend to become Dragons, driving them mad and into a bloodrage. Some [[Draconism]] believers however consider them a kind of berserker warrior, those who fully give themselves to battle for the Dragons and their cause. Drakken Marken are often seen among Archon, who have found ways to master their formidable powers. Drakken Marken represent the personality traits of Dignity and Stoicism.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Snakemarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span><br />
The Strangle Marken are a quintessentially [[Allorn]] Curse. A prophecy of doom places on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the [[Estelley]] Gods cursed some the greediest tomb-robbers, turning them into venomous murderous snake-like beings. Over time however, some [[Elves]] have started to see the raw power that the Strangle Marken Curse gives as a blessing, establishing whole cults seeking to master becoming one. Strangle Marken represent the personality traits of Deceitfulness and Dishonesty. <br />
|}<br />
</center><br />
</tr></table><br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Tigermarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Claw Marken'''</center></span><br />
The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the Dragon Armina to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represent the personality traits of Revenge and Obsession.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Bearmarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Brawl Marken'''</center></span><br />
The Brawl Marken is often found among the [[Velheim]], but also [[Breizh]] from [[Kintyr]], cursed by the [[Unionist]] Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in an ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represent the personality traits of Disobedience to Gods and Stubbornness. <br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Nagamarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Scale Marken'''</center></span><br />
The Scale Marken were once thought to be a failed experiment among the [[Allar]], of biology changing alchemy gone horribly wrong, but were later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of in contrast to the Yellow Water Dragons. Scale Marken are the quintessential Werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represent the personality traits of Hatred and Jealousy. <br />
|}<br />
</center><br />
</tr></table><br />
<br />
==Marken Designs==<br />
As mentioned above, the art provides a "Default" Marken design. By default all Marken have a predominantly black-color scheme, with purple eye colors. However, there is a wide range of customization options:<br />
* '''Eye Colors:''' Eye Colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions.<br />
* '''Colorings:''' Fur or Scale Colors do not need to be Black. They can be based on natural hair-color, monochromatic white and black patterns, have stripes and spots and shapes, have inverted patterning, and even have other colors, though the colors should in general be somewhat muted and never become blaringly vibrant, nor can fur be glowing. <br />
* '''Aesthetics:''' Additional thematic Aesthetics may be added, for example: a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, a Velheim Marken can have rune tablet bone plates, there is a great deal of freedom here so long as the animal is recognizable. <br />
<br />
==Transformations==<br />
Marken have a number of Transformations, which may alter the way a Marken Character is played, particularly in Combat Roleplay. During combat, a Marken can never revert once transformed, meaning that a Marken can Transform into Quartermarken, then into Halfmarken, then into Fullmarken, but never from Fullmarken back to Halfmarken until the combat is concluded. Only one Transformation can be active at any time:<br />
* '''Quartermarken Form:''' Is when a person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self. <br />
* '''Halfmarken Form:''' is when a person who is a Marken has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise. <br />
* '''Fullmarken Form:''' Is when a person who is a Marken fully transforms into a more bestial Marken Form, becoming more monster like and hunched over, and becoming considerably larger. This is a Disguise. <br />
<br />
==Fullmarken Mechanics==<br />
Fullmarken Form is the only Transformation that has functionally different mechanics. Quartermarken and Halfmarken Forms can still make use of weapons like normal, and so do not function differently.<br />
* '''No Weapons:''' Firstly, Fullmarken Forms cannot make use of weapons or armor at all. They must use Unarmed, though their claws act like steel weapons, and they gain +2 Strength and +2 Constitution that breaks cap up to 11. Additionally, any Dexterity or Arcane Proficiency the user has is converted to Strength, capped at 7.<br />
* '''No Armor:''' Secondly, Fullmarken Forms break out of armor and clothes when they Transform. They are always without armor, but their hides are as durable as if they were wearing armor. <br />
* '''No Abilities:''' Thirdly, Fullmarken Forms cannot use any Abilities. However, they gain the Abilities [[Sinistral_Point_Buy#Sinistral_Leap_Pack| Sinistral Leap Pack]] and [[Sinistral_Point_Buy#Sinistral_Rage_Pack| Sinistral Rage Pack]] (Abilities found in the Packs) while Transformed, which they can use. These abilities are not classified as magic at all, but mundane expressions of the Marken's strength.<br />
* '''Fight Anywhere:''' Fourthly, Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always. <br />
* '''Marken speech:''' Lastly, Fullmarken Forms are unable to speak languages (they can still understand them). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.<br />
<br />
==Trivia==<br />
* Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet, and a bear-head. It remains Humanoid in every other way.<br />
* Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions.<br />
* Opiates and alcohol work as a depressant to a degree. Because many Marken involuntarily transform due to emotional distress or anger, opiates and alcohol are able to numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope.<br />
*One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian [[Arch Chancellor]] [[Morgann Kade]]. Killed after his master died, Narsil's boody was preserved, and a fang stolen, to create the [[Artifact]] [[Narselendis]].<br />
{{Affinities}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = Scribbe, FireFan96<br />
}}<br />
[[category:Affinities]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Marken&diff=48166Marken2023-12-10T21:18:40Z<p>Scribbe: </p>
<hr />
<div>Marken, Soul Marked, God Marked or God Cursed, is an [[Aloria]]n-based [[Affinity]] that has plagued rare individuals and even some families for centuries. Marken and the God Cursed have for centuries been hunted down and killed due to a lack of understanding about their condition, and fear over the violence and killing that usually goes in their wake. Marken are normally very mundane individuals who suffer a condition that causes them to violently change during certain specific conditions that may vary from person to person into enlarged, more beast-like versions of themselves. The reason why Marken are often also called God Marked or God Cursed is because this Affinity frequently occurs at the hands of a divine entity or some sort of God belonging to a religion. In recent centuries, Marken were victims of the Darkwald, now [[Lothar Order]] in the [[Regalian Empire]]. Understanding of the Marken has grown in recent times alongside a sense of sympathy, though wariness surrounding them has never diminished; the God Cursed pose a constant, considerable, and incurable risk to society that often incarcerates them for life. After all, when Gods come to punish mortals, they don't just do that for any a reason that is easily dismissed. Sometimes the monster is not in fact the transformation. <br />
<br />
==Playing a Marken in Regalia==<br />
Marken are simply put monsters, and so many characters will react with disgust and potentially violence when seeing them. Though by nature illegal for most of history, a strenuous agreement in the [[Imperial Court]] has recently led to Empire-wide Marken legalization. Marken can report to a Knight of any Order for a short series of mental fitness tests, and upon being declared sane, have their name and Marken Form recorded. This legalization is entirely dependent on the Marken keeping a good reputation, to sustain the razor-thin Imperial favor keeping them from being hunted again. Player Marken should take care not to lose control or attack those around them for this reason.<br />
<br />
==Becoming a Marken==<br />
Marken are considered so dangerous, not only because the ones who cannot control themselves murder a lot of people, but also because being attacked by one caused infection to a high degree. The most obvious infection that can occur by a Marken, is to be bitten or scratched by one, and to survive an attack. Another method of being a Marken, is to be born to one, as Marken always pass their curse on to their children. Another method of being a Marken, is to be cursed into being one by a God, which is common for those who defile holy sites and Temples dedicated to specific gods. There are however also more benign infection methods, Marken may infect a willing person by choice, while some Gods may also grant Markenism as a blessing. Finally, Cannibalism always results in a Marken infection. Markenism takes a few days to fully take hold of the Host, after which they are permanently and incurably a Marken. A Character that is [[Afflicted]] cannot become a Marken, and Marken also cannot become Afflicted. <br />
<br />
==Infection Changes==<br />
Markenism can cause physical changes in the Host even outside of Transformation. Hosts can become more muscular, broader, larger, hairier (or scales?), more aggressive, their hair color can change, their eye color can change, they might become more sensitive to loud sounds or bright lights, or lack concentration. Markenism also causes further mental changes in the host, depending on how much in control of the curse they are. Each person who is infected with Markenism always starts out completely out of control, they are beset with rage and violence and will attack even loved ones. The longer an Infection exists however (and the more the Host becomes in-tune and accepting of their Curse, perhaps even liking it), they gain control over the Curse, and become able to Transform at will, and retain in control entirely. Markenism in general however always worsens bad personality traits, while suppressing good ones. There is a wide range of ways people deal with Markenism, some embrace it, some are ashamed of it and try to minimize the damage, while others become emotionally crippled at the loss of memories and hurt they cause. <br />
<br />
==Marken Types==<br />
There are six distinct types of Marken, each with their background stories and each with general cultural niches. All the art depicted on this page shows Marken at their default design, but players have more creative freedom to tweak aspect of it is (more further down). Choosing one type of Marken is also not permanent, each Type is strongly attached to a particular personality trait or quality of a person, if their personality shifts greatly, or they experience major events in their life, the Type of Marken may also shift along with it. <br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Werewolfmakrne.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Howl Marken'''</center></span><br />
The Howl Marken are the most traditional kind of Werewolf-like Marken, with wolf-like body qualities. The Howl Marken is strongly associated with the [[Fornoss]] religion, as well the [[Pagan_Faiths#The_Blood_Covenant|Blood Covenant]], making the Howl Marken a distinctly [[Ailor]] cultural aspect. Howl Marken are feared and reviled in Ailor cultures, as dangerous and murderous beasts of the night, but may in some of these religions also be seen as a blessing, and protector of holy sites. Howl Marken represent the personality traits of Pride and Vanity.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Scalemarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Drakken Marken'''</center></span><br />
The Drakken Marken are a very rare sighting, hailing originally from the province of [[Anglia]]. Folklore has it that the Drakken Marken Curse was brought about as Ailorkind tried to ascend to become Dragons, driving them mad and into a bloodrage. Some [[Draconism]] believers however consider them a kind of berserker warrior, those who fully give themselves to battle for the Dragons and their cause. Drakken Marken are often seen among Archon, who have found ways to master their formidable powers. Drakken Marken represent the personality traits of Dignity and Stoicism.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Snakemarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Strangle Marken'''</center></span><br />
The Strangle Marken are a quintessentially [[Allorn]] Curse. A prophecy of doom places on the most deceitful of Princes of the Allorn Empire. It is said that the first Strangle Marken came about when the [[Estelley]] Gods cursed some the greediest tomb-robbers, turning them into venomous murderous snake-like beings. Over time however, some [[Elves]] have started to see the raw power that the Strangle Marken Curse gives as a blessing, establishing whole cults seeking to master becoming one. Strangle Marken represent the personality traits of Deceitfulness and Dishonesty. <br />
|}<br />
</center><br />
</tr></table><br />
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;"><br />
{|<br />
|[[File:Tigermarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Claw Marken'''</center></span><br />
The Claw Marken are more common among [[Suvial]] Estelley worshipers as Werecats and Weretigers, as a curse from the Dragon Armina to punish obsession. Any Suvial will be able to recount the tale of Prince Bhagwaïla who obsessed over wealth and women so much that Avinla cursed him, only for him to turn in the middle of his court, burn his riches, and slaughter his harem. Claw Marken are exceptionally ferocious among the Marken, rarely leaving survivors to their vicious attacks. Claw Marken represent the personality traits of Revenge and Obsession.<br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Bearmarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Brawl Marken'''</center></span><br />
The Brawl Marken is often found among the [[Velheim]], but also [[Breizh]] from [[Kintyr]], cursed by the [[Unionist]] Goddess Eirlys for their stubbornness and irreverence of holy sites, to live as Werebears. There exist even rumors of whole Knight orders of Brawl Marken in Kintyr, hiding their affliction until the day that the world can experience the brawn and power they have mastered over the centuries in an ironic defiance by showcasing the same irreverence to gods as they were once cursed for. Brawl Marken represent the personality traits of Disobedience to Gods and Stubbornness. <br />
|}<br />
</td><td style="vertical-align: top; width: 33%;"><br />
{|<br />
|[[File:Nagamarken.png|170px|thumb|left]]<br />
|<br />
<span style="font-size:130%;><center>'''Scale Marken'''</center></span><br />
The Scale Marken were once thought to be a failed experiment among the [[Allar]], of biology changing alchemy gone horribly wrong, but were later discovered to be a cruel trick from the Dragon Nox on the recently arrived Sendrassians to remind them of the cruelty Dragons were capable of in contrast to the Yellow Water Dragons. Scale Marken are the quintessential Werecrocodile, featuring other fish and mer-like qualities that make them dangerous water predators. Scale Marken represent the personality traits of Hatred and Jealousy. <br />
|}<br />
</center><br />
</tr></table><br />
<br />
==Marken Designs==<br />
As mentioned above, the art provides a "Default" Marken design. By default all Marken have a predominantly black-color scheme, with purple eye colors. However, there is a wide range of customization options:<br />
* '''Eye Colors:''' Eye Colors can be whatever the player wants them to be, from dark sclera to bright, and from unnatural iris colors to natural ones. These have a great degree of freedom, including but not limited to multi-color eye shades, solid black eyes, or even eyes that look like a starry night sky and glow in the dark. It is recommended not to mimic Afflictions.<br />
* '''Colorings:''' Fur or Scale Colors do not need to be Black. They can be based on natural hair-color, monochromatic white and black patterns, have stripes and spots and shapes, have inverted patterning, and even have other colors, though the colors should in general be somewhat muted and never become blaringly vibrant, nor can fur be glowing. <br />
* '''Aesthetics:''' Additional thematic Aesthetics may be added, for example: a Suvial Marken may have crater-like formations that emit lava glows and volcano fumes, a Dragon Worshiping Marken may have electric sparks in their fur, a Velheim Marken can have rune tablet bone plates, there is a great deal of freedom here so long as the animal is recognizable. <br />
<br />
==Transformations==<br />
Marken have a number of Transformations, which may alter the way a Marken Character is played, particularly in Combat Roleplay During combat, a Marken can never revert once transformed, meaning that a Marken can Transform into Quartermarken, then into Halfmarken, then into Fullmarken, but never from Fullmarken back to Halfmarken until the combat is concluded. Only one Transformation can be active at any time:<br />
* '''Quartermarken Form:''' Is when a person who is a Marken only applies some aspects of Markenism, but their head is still very distinctly humanoid and they are still recognizable as their normal self. <br />
* '''Halfmarken Form:''' is when a person who is a Marken has a Marken head and some qualities like claws and a tail, but still walks in an upright humanoid stance, more akin to an Asha. This is a Disguise. <br />
* '''Fullmarken Form:''' Is when a person who is a Marken fully transforms into a more bestial Marken Form, becoming more monster like and hunched over, and becoming considerably larger. This is a Disguise. <br />
<br />
==Fullmarken Mechanics==<br />
Fullmarken Form is the only Transformation that has functionally different mechanics. Quartermarken and Halfmarken Forms can still make use of weapons like normal, and so do not function differently.<br />
* '''No Weapons:''' Firstly, Fullmarken Forms cannot make use of weapons or armor at all. They must use Unarmed, though their claws act like steel weapons, and they gain +2 Strength and +2 Constitution that breaks cap up to 11. Additionally, any Dexterity or Arcane Proficiency the user has is converted to Strength, capped at 7.<br />
* '''No Armor:''' Secondly, Fullmarken Forms break out of armor and clothes when they Transform. They are always without armor, but their hides are as durable as if they were wearing armor. <br />
* '''No Abilities:''' Thirdly, Fullmarken Forms cannot use any Abilities. However, they gain the Abilities [[Sinistral_Point_Buy#Sinistral_Leap_Pack| Sinistral Leap Pack]] and [[Sinistral_Point_Buy#Sinistral_Rage_Pack| Sinistral Rage Pack]] (Abilities found in the Packs) while Transformed, which they can use. These abilities are not classified as magic at all, but mundane expressions of the Marken's strength.<br />
* '''Fight Anywhere:''' Fourthly, Fullmarken Forms are not constrained by any environment they have to fight in, whether that be Underwater or in frozen wastelands, they can use Attack Emotes or Abilities like normal always. <br />
* '''Marken speech:''' Lastly, Fullmarken Forms are unable to speak languages (they can still understand them). They can produce bestial noise Marken Speech, which any other Marken can understand, even while untransformed.<br />
<br />
==Trivia==<br />
* Many people think a Brawl Marken turns a person into an actual bear. Don’t be like that. It’s just a humanoid body with bear-like hands and feet, and a bear-head. It remains Humanoid in every other way.<br />
* Arken have in the past also given Arken Pacts, gifts, and curses to people that they called Marken or Marked. These have never been the same as actual Marken or God Cursed, and more often than not was just Arken being uncreative and mimicking pre-existing Afflictions.<br />
* Opiates and alcohol work as a depressant to a degree. Because many Marken involuntarily transform due to emotional distress or anger, opiates and alcohol are able to numb those preconditions. As a result, many Marken end up addicted to either substance to try and cope.<br />
*One of the most infamous Marken was Narsil, the giant Strangle Marken pet of Regalian [[Arch Chancellor]] [[Morgann Kade]]. Killed after his master died, Narsil's boody was preserved, and a fang stolen, to create the [[Artifact]] [[Narselendis]].<br />
{{Affinities}}<br />
{{Accreditation<br />
|Writers = MonMarty<br />
|Processors = Scribbe, FireFan96<br />
}}<br />
[[category:Affinities]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Guilds&diff=48105Guilds2023-12-03T02:56:36Z<p>Scribbe: </p>
<hr />
<div>{{Info Expanded<br />
|name = Expanded Guilds Lore<br />
|category = <DPL><br />
category=Guilds<br />
format= , \n*[[%PAGE%|%TITLE%]] ,<br />
</DPL><br />
|mainpage = Part of [[Guilds]] lore.<br />
|}}<br />
Guilds in contrast to Knighthood is a more universal concept that spans multiple cultures and peoples. Guilds concentrate people with likeminded ideologies or work employment into groups that specialize their work to a high degree. It allows Characters to fulfill a specific niche in Roleplay that cannot otherwise be materialized with Roleplay alone. Guilds are a very good way to get involved in pre-existing groups and activities, guaranteeing people to connect to and a reason to log on, but more importantly creating connections with other players who can offer resources for roleplay access. Unlike Knighthood, Guilds do not have clearly defined jobs, nor do they have a rank-up system, but still provide a framework to add to roleplay. <br />
<br />
==Joining a Guild==<br />
Joining a Guild can either be done as backstory, or In-Character. Guilds are less of a strict commitment than Knighthood, but they still have a base-requirement of certain things a Character can't or should do. There is no training period or introduction period, when a person joins a Guild they are already a fully fledged member. Theoretically there are no ranks within a Guild, and the leader of the Guild will always be an off-screen Event NPC, but players are free to create hierarchies within their Guilds themselves. While it is possible to join a Guild at any point in time, keep in mind that some Guilds require specific Character designs. In order to join such a Guild, you will need to change your Character's Proficiency spread, likely. Switching Guilds is possible and has less of an impact than changing Knight Orders, but still requires communication to Lore Staff. If you join or create a Guild Character, you must register your Character with Lore Staff in a Ticket, notifying the Character Application and what Guild they are becoming a member of. Guild membership and other occupation-based systems (like Knighthood) are mutually exclusive, that is to say, a Knight cannot be a member of a Guild and vice versa. Guild members can however work with Knights, for example, a Guild of Scribes member can work with the Lothar Order if they have purist leanings. <br />
<br />
==Guild Orders==<br />
Guilds are split between a variety of Orders which all represent some kind of central theme or thought. Below are listed all available Guild Orders, and a very quick summary of their work, while also linking to their individual Pages for more detail.<br />
{| style="width: 75%;" align="center"<br />
|-<br />
! [[File:Wisefafnewto.png|170px|caption|link=Scribe Order]]<br />
! [[File:Alfaithyssy.png|170px|caption|link=Allfaith Order]]<br />
! [[File:Sgadfgad212.png|170px|caption|link=Augur Order]]<br />
! [[File:Gloomussy.png|170px|caption|link=Gloomfolk Order]]<br />
! [[File:Hoter2.png|170px|caption|link=Hoterie Order]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
|-<br />
| The [[Scribe Order]] is a Guild of scribes, historians, scholars and bureaucrats, who center around the recording of history and intellectual problems. <br />
| The [[Allfaith Order]] is a Guild or priests, religious figures, preachers, and missionaries, that loosely allies all priest figures for religious freedom. <br />
| The [[Augur Order]] is a Guild for merchants, commerce, traders, explorers and inventors, that seeks to improve the technology and finances of the Empire.<br />
| The [[Gloomfolk Order]] is a Guild of the inhabitants and sympathizers of Gloomrot, who protect it against incursions, and uphold its unique culture. <br />
| The [[Hoterie Order]] is a Guild for entertainers, courtesans, charmers, spies, and informants, who use their body and mind to capture others for power.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
|}<br />
{| style="width: 75%;" align="center"<br />
|-<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
|-<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord. <br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord. <br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
|}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Guilds&diff=48104Guilds2023-12-03T02:56:22Z<p>Scribbe: </p>
<hr />
<div>{{Info Expanded<br />
|name = Expanded Guilds Lore<br />
|category = <DPL><br />
category=Guilds<br />
format= , \n*[[%PAGE%|%TITLE%]] ,<br />
</DPL><br />
|mainpage = Part of [[Guilds]] lore.<br />
|}}<br />
Guilds in contrast to Knighthood is a more universal concept that spans multiple cultures and peoples. Guilds concentrate people with likeminded ideologies or work employment into groups that specialize their work to a high degree. It allows Characters to fulfill a specific niche in Roleplay that cannot otherwise be materialized with Roleplay alone. Guilds are a very good way to get involved in pre-existing groups and activities, guaranteeing people to connect to and a reason to log on, but more importantly creating connections with other players who can offer resources for roleplay access. Unlike Knighthood, Guilds do not have clearly defined jobs, nor do they have a rank-up system, but still provide a framework to add to roleplay. <br />
<br />
==Joining a Guild==<br />
Joining a Guild can either be done as backstory, or In-Character. Guilds are less of a strict commitment than Knighthood, but they still have a base-requirement of certain things a Character can't or should do. There is no training period or introduction period, when a person joins a Guild they are already a fully fledged member. Theoretically there are no ranks within a Guild, and the leader of the Guild will always be an off-screen Event NPC, but players are free to create hierarchies within their Guilds themselves. While it is possible to join a Guild at any point in time, keep in mind that some Guilds require specific Character designs. In order to join such a Guild, you will need to change your Character's Proficiency spread, likely. Switching Guilds is possible and has less of an impact than changing Knight Orders, but still requires communication to Lore Staff. If you join or create a Guild Character, you must register your Character with Lore Staff in a Ticket, notifying the Character Application and what Guild they are becoming a member of. Guild membership and other occupation-based systems (like Knighthood) are mutually exclusive, that is to say, a Knight cannot be a member of a Guild and vice versa. Guild members can however work with Knights, for example, a Guild of Scribes member can work with the Lothar Order if they have purist leanings. <br />
<br />
==Guild Orders==<br />
Guilds are split between a variety of Orders which all represent some kind of central theme or thought. Below are listed all available Guild Orders, and a very quick summary of their work, while also linking to their individual Pages for more detail.<br />
{| style="width: 75%;" align="center"<br />
|-<br />
! [[File:Wisefafnewto.png|170px|caption|link=Scribe Order]]<br />
! [[File:Alfaithyssy.png|170px|caption|link=Allfaith Order]]<br />
! [[File:Sgadfgad212.png|170px|caption|link=Augur Order]]<br />
! [[File:Gloomussy.png|170px|caption|link=Gloomfolk Order]]<br />
! [[File:Hoter2.png|170px|caption|link=Hoterie Order]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
|-<br />
| The [[Scribe Order]] is a Guild of scribes, historians, scholars and bureaucrats, who center around the recording of history and intellectual problems. <br />
| The [[Allfaith Order]] is a Guild or priests, religious figures, preachers, and missionaries, that loosely allies all priest figures for religious freedom. <br />
| The [[Augur Order]] is a Guild for merchants, commerce, traders, explorers and inventors, that seeks to improve the technology and finances of the Empire.<br />
| The [[Gloomfolk Order]] is a Guild of the inhabitants and sympathizers of Gloomrot, who protect it against incursions, and uphold its unique culture. <br />
| The [[Hoterie Order]] is a Guild for entertainers, courtesans, charmers, spies, and informants, who use their body and mind to capture others for power.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
|}<br />
{| style="width: 75%;" align="center"<br />
|-<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
! [[File:Sdass.png|170px|caption|link=Guilds]]<br />
|-<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord. <br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord. <br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
| This is a placeholder for a future Guild. If you have a unique idea or suggestion, you are welcome to submit them in a Lore Staff Ticket on Discord.<br />
|}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Scribe_Order&diff=47988Scribe Order2023-11-27T21:40:09Z<p>Scribbe: </p>
<hr />
<div>{{Info knights<br />
|image = Wisefafnewto.png<br />
|origins = [[City of Regalia]]<br />
|}}<br />
The Scribe Order sometimes also referred to as the Order of Scribes or Scribarium, is a Guild that has been around since the founding of the Empire, and was primarily created by the Solvaan Elves as a means to preserve history in an Empire that was ruled by Ailor, who are comparatively short-living and easy to forget history passing from generation to generation. The Scribe Order has silently recorded the events of Regalian history, albeit with a Regalian bias, and can in many ways be considered the quintessential source for historical nuance and information that is often lost in the history books. The Scribe Order also expanded to include scholars who use their libraries as a resource, historians who use it to debate historical context, and bureaucrats who use historical precedent for legislation and paperwork. The Scribe Order is in general seen as the quintessential education Guild, which also manages the majority of the public and private schools in Regalia, and also offers tutoring lessons for those who are illiterate. <br />
==Design==<br />
There are no design limitations on the Scribe Order's Guild members. The Scribe Order prides itself in being a neutral common ground, even for purists and the Occult, who have a common interest in the correct interpretation of history and fact. While the individual ideologies of the members might violently conflict outside of their work, there is a general rule that internally, none of the members may commit violence or verbal assault on any other member, even if they can do so at people outside the Guild. Any person of any age, heritage, gender, affliction, affinity, occult or purist, social class, religion etc is permitted to join, and the Guild does not discriminate even against Vampires, with their Guild headquarters being neutral ground where even Knights cannot arrest the Occult or criminals, though how they get in and out of the Guild Headquarters without being caught may be a problem for another time. Those who violate the sanctity of the Guild's HQ and internal neutrality and peace are expelled from the Guild. The Scribe Guild does not currently have a formal headquarters in Regalia as it is under renovation, however the Order has temporarily assigned the Regalian Lecture Hall (next to the Conference Hall close to /tp Regalia, white building surrounded by water), as their Guild HQ, which is where the neutrality truce applies.<br />
<br />
==Recommended Jobs==<br />
Recommended Jobs is not strictly a required set of Jobs like it is for the Knight Orders, but just a general recommendation towards the players where best to apply this particular Guild Membership in Roleplay.<br />
* '''Historian:''' Progressions and Events can sometimes come across as overwhelmingly difficult to understand, or fail to explain the nuance of what happens. Many groups in roleplay benefit from that one person who has read all the important progressions and understands the sequence of events in the server's 10+ years of history. These people may provide invaluable input to prevent mistakes from being made during pivotal moments, but requires a love for reading.<br />
* '''Fact Checker:''' Player Characters, and especially Event Characters, can lie and be duplicitous. A Fact Checker or some kind of Noble Scribe is invaluable to any group that attempts to engage in politics on the global or local stage, because having all the wrong facts results in all the wrong decisions. A Fact Checker needs to be quick on their feet to know where to look for specific information on the Wiki, cross reference, and Ticket where necessary for unmentioned info. <br />
* '''High Advisor:''' Naturally Scribe Guild members are intellectuals, and as such might have a wealth of insight and knowledge about day to day ongoings that makes them have a very important input on decisions made by those in higher positions of power. Scribe Guild Advisors are particularly useful to those who do not yet fully grasp the nuances of social interactions between the various guilds, or can warn for legal, royal, economic or historical complications. <br />
<br />
==Mechanics==<br />
Guild Mechanics facilitate certain interactions that might not normally possible for people outside of Guild membership who do not have the Guild's resources. Guild Mechanics are always Mundane and do not make a Character Occult, and are contingent on being a Guild Member. Some Guilds have special rules which are required for the Mechanic. This means that membership is not contingent on these requirements, but that unlocking the Mechanic is, so that these strict guidelines don't needlessly block membership, but still gate-keep the actual Mechanic behind conforming to a Character design. <br />
===Scribe Order Mechanics===<br />
* Scribe Order Members may appeal to Scholarly research during Staff Events that may give them more historical insight to see through an Event NPC lying about the facts (consult with Event DM). <br />
* Scribe Order Members may request additional research material after Staff Events or Progression Events in Staff Ticket, which may or may not be provided depending availability and Staff input. <br />
<br />
==History==<br />
History is still pending writing, other Lore Staff Project.<br />
<br />
{{Organizations}}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Allfaith_Order&diff=47987Allfaith Order2023-11-27T21:39:59Z<p>Scribbe: </p>
<hr />
<div>{{Info knights<br />
|image = Alfaithyssy.png<br />
|origins = [[City of Regalia]]<br />
|}}<br />
The Allfaith Order sometimes also called the Sanctus Order is a [[Guild]] of loosely allied religious of all the legally allowed Religions in Regalia. The primary purpose of the Guild is to preserve religious freedom and prevent religious conflict in Regalia, though its services have long since expanded to also religious debates and theorems because of the fact that all Religions are somewhat interconnected. The Allfaith Order does not debate the validity of their faiths, but attempts to create a better understanding of the faiths, their shortcomings, their strengths, and how they relate to other faiths, by looking at them through the context of other religions. The Allfaith Order is sometimes also considered the unofficial civilian arm of the Reliquary Order, because it does much of the same, though it is important to note that the Allfaith Order members are strictly disallowed from fighting except in a last resort self-defense. The Allfaith Order prides itself in complete religious neutrality, and can never be seen as even implicitly supporting one side over another. The Order considers itself above Regalian Law in terms of its work, though has to obviously abide by it to remain legally allowed. Note, priests don't need to join this Guild to be valid as priests, and not being a member does not bar a Priest from doing their work. This is more of an association than a job requirement. Priests who want to engage in violence should definitely not join the Guild, and remain independent. <br />
<br />
==Design==<br />
There are some design limitations on the Allfaith Order's Guild members. Only legal and fully recognized religions are allowed into the Allfaith Order, meaning only Unionism, Estelley, Baskarr, Draconism, Evolism, and Fornoss. Death Cults on account of being hostile Religions are not welcome, and Pagan Faiths are so small that the priesthood is not recognized by the Guild (and often, they even lack a formal priesthood of any kind). Additionally, members of the Guild should always primarily be some type of religious figure and be primarily pacifist. They can only defend their home turf (home, temple, district) from attacks, and not participate in attacks or violence of any kind on outsiders or elsewhere. Outside of the limited Religions permissible however, any religion, any culture, any people, are welcome. Even those with criminal records are permitted. The only way to be expelled from the Allfaith Order, is if a Character engages in unpermitted violence that violates the Order's pacifism, or if they encourage religious violence and conflict to the faithful. The Allfaith Order does not have a Headquarters, but when religious debates occur, they do them in the Allfaith Arena, following the path north out of Crookback or the Aetosian district and passing by the Jousting Grounds and then the Aelrrigan Crypt Hill at the very end of the road. <br />
<br />
==Recommended Jobs==<br />
Recommended Jobs is not strictly a required set of Jobs like it is for the Knight Orders, but just a general recommendation towards the players where best to apply this particular Guild Membership in Roleplay.<br />
* '''Priest:''' The most obvious of jobs, something that is also implied in the name, and something that will be roughly consistent across all religions. This section won't cover the actual in-roleplay functions, as these are adequately covered on the Religion Pages, assuming the players have already read them. Priests can function as stand-alone congregation mentors and guides, but can also be attached to Noble Families as Court Chaplains or other organizations as Divine Guides. They must always remain pacifist.<br />
<br />
==Mechanics==<br />
Guild Mechanics facilitate certain interactions that might not normally possible for people outside of Guild membership who do not have the Guild's resources. Guild Mechanics are always Mundane and do not make a Character Occult, and are contingent on being a Guild Member. Some Guilds have special rules which are required for the Mechanic. This means that membership is not contingent on these requirements, but that unlocking the Mechanic is, so that these strict guidelines don't needlessly block membership, but still gate-keep the actual Mechanic behind conforming to a Character design.<br />
===Allfaith Order Mechanics===<br />
* Allfaith Order Members can invest 14 Proficiency Points into Faith, instead of 7. If an Ability would derive Main Combat or Main Defense Stat from Faith, it still counts as 7, however. <br />
* Allfaith Order Members can invest in Prayer Point Buy even if they have God Magic from Cleric Point Buy, but cannot if they have acquired God Magic from any other Point Buy Category.<br />
* Allfaith Order Members generate 1 Divinium per month automatically, which does not stack and refreshes at end of the month. This Mechanic requires a specific Character Design to work:<br />
** ''In order to use this Mechanic, the Character must have 7 Proficiency Points invested in Prayer Point Buy, and another 7 in Cleric Point Buy. Deviating results in this Mechanic being disabled.'' <br />
==History==<br />
History is still pending writing, other Lore Staff Project.<br />
<br />
{{Organizations}}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Augur_Order&diff=47986Augur Order2023-11-27T21:39:50Z<p>Scribbe: </p>
<hr />
<div>{{Info knights<br />
|image = Sgadfgad212.png<br />
|origins = [[City of Regalia]]<br />
|}}<br />
The Augur Order is a more secular organization that flowed out of the Gilded Order Pagan Faith that once existed in Regalia, a prosperity faith, that eventually became a prosperity advancement Guild. The Guild concerns itself chiefly with the enrichment of the Regalian Empire, which can mean a variety of things, in terms of finance, technology, culture or even dominion over other countries or peoples. The Augur Order is generally very pro-war pro-expansion pro-trade and pro-imperialism, while having some unique interpretations of the terms "progress for the Empire", sometimes being accused of even sabotaging the efforts of Regalia's own internal state apparatus and extensions. This however, the Augur Guild Members, would say is a necessity, because Regalia's own organs often battle with its own self interest. The Augur Order Guild Members thus see themselves as some kind of pragmatic balancing chip that keeps things going in the right direction, and apply corrective action when parts of the Empire dive into distractions too much. <br />
<br />
==Design==<br />
Augur Guild membership is very limited, especially in comparison to the other Guild Orders. Firstly, Occult are not welcome in the Augur Order, even God Magic users, or those with just an Affinity. The Augur Order is only for the Mundane, and those who invest in Technology and/or Medicine (and the more intangible commerce). Secondly, the Augur Guild is a primarily Ailor-facing organization, that nonetheless lets in Elves (except Kathar), but distinctly not Sihndar, Yanar, Slizzar, Maraya, or Bralona. Their distaste of Maraya is peculiar, because Maraya generally possess high technological advantages. This is born from the fact that Maraya more often than not have stolen or withheld information from the Guild, and have as such been banned. Finally, Nobles may not be members of the Augur Guild (though Red Family Aristocrats may). Nobles are considered detrimental to the expansion of the Empire by the Guild which favors the meritocracy of commoners who worked their way up. Outside of these restrictions however, all other people and cultures are welcome, so long as they do not have Magical Powers (including Magic from Free Racial Traits). The Guild primarily aims at economic and technological progress for the Regalian Empire. Expulsion can as such only come when the Guild knows/suspects a member withholding crucial advances or information, or if they are actively working against the interests of the Regalian Empire. <br />
==Recommended Jobs==<br />
Recommended Jobs is not strictly a required set of Jobs like it is for the Knight Orders, but just a general recommendation towards the players where best to apply this particular Guild Membership in Roleplay.<br />
* This section is meant to have encouraged jobs, but the writer lost inspiration, and so for now, it is empty. <br />
<br />
==Mechanics==<br />
Guild Mechanics facilitate certain interactions that might not normally possible for people outside of Guild membership who do not have the Guild's resources. Guild Mechanics are always Mundane and do not make a Character Occult, and are contingent on being a Guild Member. Some Guilds have special rules which are required for the Mechanic. This means that membership is not contingent on these requirements, but that unlocking the Mechanic is, so that these strict guidelines don't needlessly block membership, but still gate-keep the actual Mechanic behind conforming to a Character design. <br />
===Augur Order Mechanics===<br />
* Augur Order Members have bought out the upper echelons of other Guild Orders. This means mechanics that can Target people (either as Stat buffs or functions) don't work on Augur Guild Members. <br />
* Augur Order Members can force an injunction on Knight Orders from persecuting/attacking (outside of raids) a specific person, but this injunction only counts for 72 hours, and can only be used once per Target per 2 months.<br />
* Augur Order Members have free reign access to otherwise Noble Only Events, including Assemblies, where they may sit and speak from the Noble/Aristocracy benches, even if they are not registered.<br />
* Augur Order Members can buy/trade Divinium and Artifactsparks from groups that have stolen/acquired/earned it, and trade it to others as well in exchange for services (never passively-earned resources, though).<br />
** Keep in mind that transfers of this kind must be adequately reported to Staff in a Ticket so the spreadsheets reflect these resources moving around, otherwise it will not be canon and cannot be spent. <br />
<br />
==History==<br />
History is still pending writing, other Lore Staff Project.<br />
<br />
{{Organizations}}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Gloomfolk_Order&diff=47985Gloomfolk Order2023-11-27T21:39:39Z<p>Scribbe: </p>
<hr />
<div>{{Info knights<br />
|image = Gloomussy.png<br />
|origins = [[City of Regalia]]<br />
|}}<br />
The Gloomfolk Order sometimes also called the Gloomrot Order, is a Guild of loosely allied denizens, travelers, and sympathizers to the atmosphere and culture of Gloomrot. Gloomrot is part of the Regalian Empire and the Regal Isle, but has a very distinct local culture because of its backwater nature, and provincial status. The people who live in Gloomrot consider themselves a class apart from the urbanite citizens of Regalia, and have a very particular attitude both to the, and the powers that be in Regalia. The Gloomfolk Order primarily acts in the interests of the people who live in Gloomrot, to protect their unique culture and autonomy from encroachment by Regalia's Nobility, but to also protect Gloomrot itself from incursions from the outside, such as the Lothar Order or the Argentum Order and Vampires, who generally cause violence and conflict as they encroach on the sleepy hollows. The Gloomfolk Guild is very disorganized, that is to say, it is the only Guild without an actual Guildmaster, and is only vaguely organized in a decentralized manner so as to meet at the Gloomcouncil section of the Gloomrot forest if they ever need to meet. Each area of Gloomrot tends to have a group of people associated, explained in the Design section. <br />
<br />
==Design==<br />
There are some design limitations on the Gloomfolk Order's Guild members. The most immediate and important requirement is that such a person either lives in Morgenwend Village, is a semi-permanent inhabitant of the Lion's Repose, is a vagrant in/near the Gloombanks and Isobel's Lake, or generally is just a sympathizer of Gloomrot's unique culture from Regalia. Secondly, members of the Gloomfolk Order may not be Nobles. The Gloomfolk Order is distinctly anti-noble, and while they may recognize that autocracy and nobility are necessary components of the Empire, due to their deeply provincial status, the Gloomfolk Order does not want Nobles meddling in their microcosm from the outside. Lastly, the Occult can be welcome in the Guild, but only if they hide their Affliction and or Affinity as best they can and where reasonable (Vampires and Geists disguise, Undead hide, but Arkenborn and Marken can be more open). It is primarily an overarching theme that the Gloomfolk Order's members pick fights with encroachers from the outside. This may result in three-way fights where a Gloomfolk patrol or militia might run into a Lothar and Argentum fighting on the road, and attack both of them, as they are both interlopers who bring violence and chaos to the peace of the Gloom. Gloomfolk Guild membership can be terminated, if a member of the Order is considered to have loyalties and affiliations with groups outside of Gloomrot that have acted violently, negatively, or otherwise with foul intent towards Gloomrot, the peace in Gloomrot, or its inhabitants.<br />
<br />
==Recommended Jobs==<br />
Recommended Jobs is not strictly a required set of Jobs like it is for the Knight Orders, but just a general recommendation towards the players where best to apply this particular Guild Membership in Roleplay.<br />
* '''Gloom Patrol:''' Gloomrot has many winding roads and sudden ambush locations where brigands and Afflicted alike enjoy jumping on the locals or travelers. The most obvious purpose of the Gloomfolk Order is to preserve the peace in Gloomrot, which also means patrolling the roads and kicking anyone out who tries to cause a ruckus. Gloom Patrols answer the call if the Repose is under siege, or if any other part of Gloomrot is spilling over into violence, to end the violence fast or push it away from the tranquil pine woods. <br />
* '''Gloom Tender:''' Gloomrot is a wild forest with many plants, herbs, mushrooms, and other wild creatures. Gloom Tenders make sure the plants all grow in harmony, harvest foods and resources from the forest, and make a decent coin by selling. Gloom Tenders can claim small stalls at the Lion's Repose or in Morgenwend to sell their goods to traveling folk, or to enter into the city to sell directly to healing houses and hospitals or alchemical shops to increase Gloomrot's reputation for the better. <br />
* '''Gloom Preacher:''' Gloomrot's independence is carefully curated between it being a backwater provincial area, and those who stick their fingers in politics to keep it so. Gloom Preachers are not religious figures, rather they are Gloomfolk Guild Members who specifically infiltrate Vampire Covens, Noble Families, Knight Orders, and State organizations to both try and campaign for Gloomrot's peaceful and autonomous nature, but also to spy on them to provide advance warning in case things become dangerous. <br />
* '''Gloom Runner:''' The permanent fixture and member of the Gloomfolk Order Erlend the Roadwatcher occasionally will generate errands and missions for Gloomfolk Guild Members on his notice board and at the bar. Gloom Runners are people who perform these errands or mission roles, either to smuggle something from the city, find information, or steal something from the city folk (for example artifacts). Gloom Runners can also take quests and requests from other Guild Members. <br />
<br />
==Mechanics==<br />
Guild Mechanics facilitate certain interactions that might not normally possible for people outside of Guild membership who do not have the Guild's resources. Guild Mechanics are always Mundane and do not make a Character Occult, and are contingent on being a Guild Member. Some Guilds have special rules which are required for the Mechanic. This means that membership is not contingent on these requirements, but that unlocking the Mechanic is, so that these strict guidelines don't needlessly block membership, but still gate-keep the actual Mechanic behind conforming to a Character design.<br />
===Gloomfolk Order Mechanics===<br />
* Gloomfolk Order Members gain +2 Main Combat Stat while they are on Gloomrot's roads. This becomes +1 when they are in any other Gloomrot area that is not strictly a road or pathway.<br />
* Gloomfolk Order Members gain +2 Main Defense Stat while they are inside the Repose's walls. This becomes +1 when they are in the Morgenwend area Both also count as Roads for Mechanic above. <br />
* Gloomfolk Order Members gain access to the [[Roguery_Point_Buy#Disguise_Skill_Pack|Disguise Skill Pack]], but only while inside Gloomrot, and their Disguise must be mossy/swampy/Gloomrot-like with bark and twine.<br />
* Gloomfolk Order Members may sometimes appeal to Roadwatcher Erlend for Library information on a threat that is terrorizing Gloomrot, and to aid in the vanquishing of it through means. <br />
==History==<br />
History is still pending writing, other Lore Staff Project.<br />
<br />
{{Organizations}}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Hoterie_Order&diff=47984Hoterie Order2023-11-27T21:39:05Z<p>Scribbe: </p>
<hr />
<div>{{Info knights<br />
|image = Hoter2.png<br />
|origins = [[City of Regalia]]<br />
|}}<br />
The Hôterie (pronounced Eau-tuh-ree with a silent H) sometimes also referred to by its full Ithanian name Salle de l'Hôterie, is a Guild that was founded outside of Regalia in the Ithanian heartland, but has become exceptionally prominent in Regalia due to Regalia's nexus of wealth and information of the world over. The Hoterie (simplified without the accent) Order specializes in the arts of seduction with both body and mind, using otherwise unmentionable or unintimidating occupations like entertainers, courtesans, bar-tenders and serving staff, to get into the good graces of those who wield power, to acquire security, wealth, information, or power. Hotery Guild Members engage in as much competition with each other in a friendly collegial manner as they do with outsiders, there being an unspoken rule not to ruin each other's plots, but generally speaking there can only be one King, Queen, or Sovereign of the Charmers, and all Hoterie Order members aim for this prized distinction. <br />
<br />
==Design==<br />
There are no design limitations on the Hôterie Order members, except that they cannot be Afflicted. Every other asset that can be used to charm is fair game, with the very sole exception of Thralling, which is considered a weakness in body and mind, having to rely on mind control to charm instead of one's own natural or cultivated qualities. Any people, any culture, any religion and any citizenship is welcome, even Kathar, but there is a strong agreement within the Order that members should not try to seduce/infiltrate/influence targets that are already the claimed investment of other members. They should also not reveal the plots and influence networks of each other's members, or bring about their downfall, both of which are grounds for dismissal from the Guild. Hôterie members don't necessarily have to be extremely attractive or flirtatious, in fact, beauty can also come from the mind, and some people can charm others purely with having an extremely sharp and witty mind that can answer all needs and bite back any insult with a sharp retort. It is important to note that while Hôterie members do use seduction as a means to establish influence, they are not a prostitution ring, and assuming they are is both a silly mistake, and an insulting one for their members. The Hôterie Guild has no official Headquarters in Regalia, though if they meet, they do so in the Regalian Festival Grounds, either in the theatre area, or the rose gardens. Hoterie members don't have any overt political leanings, in fact the Hoterie Guild is distinctly un-political. The reason why they gather information and power is not to achieve some greater goal, but just to create security for one's self. If a member wants to use that information brokered power and control for some specific ideological goal, that is up to them, so long as it does not conflict with the work of other Guild members. <br />
==Recommended Jobs==<br />
Recommended Jobs is not strictly a required set of Jobs like it is for the Knight Orders, but just a general recommendation towards the players where best to apply this particular Guild Membership in Roleplay.<br />
* '''Maitresse de Court:''' The Maitresse de Court is an official position at either the royal or noble courts, of an individual who ensures the expressed beauty both in act and in presentation. Think dictating the interior of their estates/areas, dictating the clothing styling of the peers and their hairstyles and grooming choices. Think dictating how they act and walk and talk, and giving them style and class lessons, all with the deeper intent to establish a position of power in the court and create dependency.<br />
* '''Spa du Ciel:''' Hoterie Guild Members often have to draw attention to them through business arrangements, with many of them opening up spa's, beauty salons, bath houses, styling salons, or just general pubs or drinking lounges for more discerning clientele. The idea is that the Guild Members ingratiate themselves with the powerful through their service industry, and thus manage to get closer and pull away information, security and power from those who are lavish with their gifts and rewards for their loyalists. <br />
* '''The Invaluable:''' Much like the advisors provided by the Scribe Order, Hoterie Guild Members can charm with their mind and wit, and establish an unmissable function in someone's organization as the clever one or the one that knows a lot. The point is to become invaluable to any group structure or leader, so that position can be leveraged for more power or information and to act as an information broker. This can, of course, also be done by simply seducing the court members and bringing love to their home.<br />
==Mechanics==<br />
Guild Mechanics facilitate certain interactions that might not normally possible for people outside of Guild membership who do not have the Guild's resources. Guild Mechanics are always Mundane and do not make a Character Occult, and are contingent on being a Guild Member. Some Guilds have special rules which are required for the Mechanic. This means that membership is not contingent on these requirements, but that unlocking the Mechanic is, so that these strict guidelines don't needlessly block membership, but still gate-keep the actual Mechanic behind conforming to a Character design. <br />
===Hoterie Order Mechanics===<br />
* Hoterie Guild Members gain Persuasion Guidance and Persuasion Bonus from [[Sinistral_Point_Buy#Sinistral_Mindvex|Sinistral Mindvex]], but not Persuasion Thralling for free. They also cannot Point Buy Sinistral Mindvex. <br />
* Hoterie Guild Members gain Persuasion Bonuses depending on the number of Proficiency Points they haven't spent. If they for example only spent 4 out of 14 on Point Buy, they gain +10 Persuasion up to a cap of 14. <br />
* Hoterie Guild Members can become the ultimate Himbo/Bimbo/Thembeau. If they have not invested a single Proficiency Point in anything, their Persuasion Dices always succeed (within reason on Event Profiles, consult DM). <br />
* When Hoterie Guild Members have established influence over a specific person, and they are in the same scene, the Persuasion Dice used on their influenced Target takes their Persuasion Stat for defense instead.<br />
<br />
==History==<br />
History is still pending writing, other Lore Staff Project.<br />
<br />
{{Organizations}}<br />
[[category:Organizations]] [[category:Guilds]]</div>Scribbehttps://wiki.massivecraft.com/index.php?title=Fin%27ullen&diff=47546Fin'ullen2023-11-12T22:11:34Z<p>Scribbe: </p>
<hr />
<div>{{Info races<br />
|image = Elfysplash.png<br />
|pronunciation = Feen-oo-len<br />
|classification = [[Magus]]<br />
|nicknames = <br />
*Fish-Thumpers (derogatory)<br />
*Sail-Masters (praising)<br />
*Auld-kin (praising)<br />
*Estallorn (Elven)<br />
|languages = [[Altalar]] and in some rare cases [[Allorn]].<br />
|distinction = Rough, passionate and militaristic nautical Elves.<br />
|maxage = 500 <br />
|height = Average to tall<br />
|eye = Any shade of blue or green. Heterochromia is common.<br />
|hair = Always black, though shades such as Raven Black or Midnight Black is possible.<br />
|}}<br />
[[File:EzNJzACVoAIPLb0.jpg|260px|thumb|right|Ailor usually expect Nelfin to be slender, but Fin'ullen can always defy that expectation.]]<br />
[[File:1jgfvjgyh.png|260px|thumb|right|Fin'ullen are capable of becoming mer-folk underwater, though only do so rarely and not in front of just anyone.]]<br />
[[File:397px-Anteloc.png|260px|thumb|right|Fin'ullen spend huge sums of cash on personal grooming and styling, and they absolutely need to as well.]]<br />
[[File:E0aqUelX0AgsCtu.png|260px|thumb|right|Some Fin'ullen dye their hair, to stand out among all of them having the same hair-color.]]<br />
Fin’ullen history is some of the oldest in the world, being part of the greater [[Allorn Empire]] until its fall, and having played a role in every major historical event of the past millennia. As the Allorn Empire fell, the Fin’ullen have for the first time journeyed on their own accord, no longer confined by [[Teledden]] or [[Suvial]] Princes. The Fin’ullen quickly captured the niche of the Elven sailor and marine, commanding a fierce reputation on the oceans, rivaled only by their combat ferocity and passionate personalities. While the exact origin of the Fin’ullen is lost to time, their unique identity has started forming a legacy of its own, no longer defined by the Est’Allorn, or the Empire of old. Fin’ullen Princedoms continue to exist to this day, and the Fin’ullen are some of the most seen [[Nelfin]] outside of the recreated Allorn Empire, having large [[Regalia]]-loyal populations in the [[Regalian Archipelago]] and in the wider world beyond.<br />
==Core Identity==<br />
To be a Fin’ullen is, at its core, to be rowdy and independent, to be martial and disciplined, but also to throw a riot when things don’t go one’s way, and to take a great deal of [[Nelfin]] pride in one’s work, especially when it concerns anything to with the ocean. Fin’ullen love water of any kind, and can never stay separated from the ocean for too long, becoming uncomfortable far inland. The Fin’ullen are mundane-leaning, preferring weapons over [[Magic]] and close-quarters melee combat. The Fin’ullen are passionate and expressive, to the point where they are often misunderstood to be hot headed and stand-offish, with plenty of outbursts. Fin’ullen spend a lifetime honing their craft, especially when it concerns the military, and are very keen to show off to anyone who will watch. They are often described as ‘both immensely Est’Allorn in nature, and yet the least Nelfin in behavior’, referring to the fact that Fin’ullen have such an emotive and bold nature that they often feel out place among the more emotionally repressed Nelfin [[Races]].<br />
===Love of the Sea===<br />
A Fin’ullen must never be too far away from the ocean, or they become melancholic. The ocean represents the wide vast unknown to them, the bottomless deep which hides the many secrets of the world, but also the vehicle upon which their wind-cutters slide through the waves, bringing them to far away places. The ocean has a special place in every Fin’ullen heart, with ocean motifs frequently seen on their clothes, and water-colored or inspired elements being present in their presentation and daily lives. It is even said that the Fin’ullen fight with the elegance of flowing water, especially their spear techniques, inspired by leaps taken on and off ship decks. <br />
===Morrlond’s Cult===<br />
The Fin’ullen are unique in that they incorporate Greater Demons into their culture and religion, something that is unthinkable to most other [[Estel]] worshipers. The Fin’ullen see Demons as an eternal entity present in the world, and one that is worthy of respect, even if it must be fought and staved off. The Fin’ullen have drawn lessons of restraint from the common Est’Allorn history, but also praise Greater Demons for their ferocity and destructive power. They acknowledge Morrlond, the Greater Demon of the deep as the King of Demons (they do not acknowledge Void Gods or Arken), and even worship Morrlond as a form of appeasement, though many aspects of Morrlond’s appearance are frequently seen in Fin’ullen symbolism. Fish scales, fins, bioluminescent body parts and webbed structures are common, to the point that Fin’ullen ships for example appear like sails are fins and the hull is made of interlocked fish-scale plates. <br />
===Martial Command===<br />
To the Fin’ullen, it is unthinkable not to have some kind of military training or skill. Indeed, the very value of a Fin’ullen, especially among fellow Fin’ullen, is to be measured by their martial skill. From a young age, Fin’ullen are encouraged to worship the concept of the military and especially the navy, while seeing great military heroes and ancestors as examples to live by. Even the most common of Fin’ullen who works as a craftsman or laborer has spent half an [[Ailor]] lifespan, training with some type of weapon, while martial specialists train their whole lifetime, centuries’ worth of military knowledge stored in their mind. It should come as no surprise that the [[Regalian Navy]] takes many lessons from Fin’ullen naval tactics and marine deployments, and that the majority of the military books available in most libraries were written by Fin’ullen authors, or at least dictated to Teledden or Ailor writers by Fin’ullen who might not have the patience to sit and write pages upon pages of information, and would much rather venture out into the world for another fight or journey.<br />
<br />
==Design==<br />
===Mental Characteristics===<br />
The Fin’ullen are vain, hot-headed, passionate, outspoken, vexatious and challenging. Even simple things like discussions become contests of wit and skill to them, and one can quickly enrage a Fin’ullen to a fight by mocking their combat skill. This does not necessarily mean that all Fin’ullen are assholes by nature. In fact, the Fin’ullen are sometimes also described as the most tolerant and open-minded of Nelfin, who are willing to at the very least treat other [[Races]] as roughly equal to them (while still acknowledging their own superior military skill). Still, while a Teledden might always deprive a person of the catharsis of respect, Fin’ullen will at least afford those who are deserving in their eyes the homage that is owed (though it is difficult to earn). Fin’ullen also have an unrestrained temper and are very passionate and direct about what they want. So much so that they revel in public displays of affection, and are very open and brash about their carnal inclinations with others. Fin’ullen as such have difficulty restraining their own cravings, leading to the saying “what happens on the oceans, stays on the oceans”. This is not to say that the Fin’ullen rampantly cheat (though it does happen with frequency), rather it just means that they have come to accept that they think less about the consequences of their actions while sailing across the water with the wind in their hair, when there’s no one to remind them about obligations or self-restraint.<br />
===Physical Characteristics===<br />
The Fin’ullen are physically similar to the Ailor. They are much stockier and bulkier than the other Nelfin Races, and are physically much better suited for physical labor. The Fin’ullen are physically much more large and broad than one would expect of a Nelfin Race, with both sexes having broader shoulders and a larger musculature in general, with square face structure. They still have high Nelfin cheekbones and pointy Nelfin ears and strong eyebrows, but their individual qualities are much more rough and pronounced instead of elegant and graceful. Fin’ullen men in particular are excellent at growing a beard, and often have plenty of body hair. The Fin’ullen exclusively have black hair (though there are some slight tone/shade differences between midnight black and raven black hair for example). Their irises also exclusively have green or blue color tones. Fin’ullen have any skin tone ranging from light pink to dark brown or black, (though usally avoid Indian-coded complexions as they belong to the Suvial), though can also have epicanthic eye folds. One might expect that the muscularity of the Fin’ullen is innate to their physiology, however this is not true, merely a by-product of their physically active and military lifestyles. Fin'ullen are ageless: they look young forever, even into old age, but can choose to look older inside of adult age ranges.<br />
===Fin’ullen in Regalia===<br />
Fin’ullen are a highly integrated Race in Regalia, with a widespread population across the Archipelago, though often only found in coastal regions. In the west are the regions of Mavaal Assaleïa and Mavaal Eïsella, which have majority Fin’ullen populations, including Nobility. Major cities from which many Fin’ullen migrate to Regalia are Tol Visëu, City of the Hundred Docks, Tol Iche, the City of Chains whose rivalry with nearby islands caused them to raise massive metal chains across the straits, Tal Nassäle which is the largest Fin’ullen city east of the Allorn Empire, and Tol Cee, City of the Seventy Bridges. Fin’ullen exist in all of Regalia’s social circles, but notably in the Imperial Navy and the Board of Admirals. Even migrants from the Allorn Empire’s many Fin’ullen principalities like Talant Ilha Faial are welcomed with open arms, and Fin’ullen quickly integrate into Regalia. <br />
<br />
==Racial Traits==<br />
When designing a Character, [[Proficiency]] Points allow for a limited Ability selection with Point Buy Packs. Racial Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a Race functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each Race. Free Packs never cause a Character to become Occult, nor do they raise Proficiency Points. <br />
===Free Packs===<br />
* Fin'ullen choose one [[Training_Point_Buy|Training Point Buy Pack]] for free.<br />
* Fin'ullen gain the [[Enchant_Point_Buy#Enchant_Oceana_Pack|Enchant Oceana Pack]] for free.<br />
===Mechanics===<br />
* Fin'ullen can Transform into Daphalar, turning part or whole parts of their body into Aquatic humanoids (think Merfolk), this is not a Disguise.<br />
* Fin'ullen can apply non-Magic aesthetics of deep-sea creatures and coral to their body without becoming Occult. <br />
<br />
==Language==<br />
[[File:New Canvasfjgg.png|260px|thumb|right|Not all Fin'ullen are warriors, they can just as well be laborers, builders, shipwrights, bodyguards and bouncers.]]<br />
[[File:New Canvashtfhntfvyr6utr5.png|260px|thumb|right|Fin'ullen often produce a gentle metal wind-chime like noise as they move around on account of their silver accessories.]]<br />
[[File:New Canvashjfjhfg.png|260px|thumb|right|Eye liner is commonly worn by both sexes among the Fin'ullen.]]<br />
[[File:New Canvasfyhtrfhjytoiujhliuj.png|260px|thumb|right|The Loëlevaal is the most commonly worn piece of clothing by both men and women (the chest piece).]]<br />
[[File:New Canvashthtfr.png|260px|thumb|right|Bald Fin'ullen do in fact exist, despite the Fin'ullen adoration of their hair.]]<br />
[[File:New Canvasuytedyuthfdr.png|260px|thumb|right|Another variant of a Fin'ullen Matoor style clothing, with fish-pins.]]<br />
The Fin’ullen language is shared with the Teledden, Solvaan and [[Minoor]] (not the Suvial, who do have their own language), just called Altalar. Altalar is a modernized version of the Allorn Language that the Fin’ullen once spoke too, but that language is essentially dead in the modern era save for some dialects that still survive in enclaves. While Ailor call the Fin’ullen language just Altalar, its actual name is Ïsursa’ïos, or translated to ‘The God-Written Tongue’. The Altalar language is a fantasy language that has no real-life equivalent, and is specifically also not Tolkien Elven. It is graceful and melodic, sing-song without hard or unpleasant sounds. Fin’ullen naming principles are the same as the other Nelfin Races and to an extent even the Kathar. It starts with a first name, followed by a middle name, family name, social distinction, and finally heritage. Fin’ullen names do sound slightly different than other Nelfin Race names however, even if they use the same language.<br />
<br />
'''A list of Fin’ullen male coded names:''' Solnuc, Tirioc, Golac, Halrenac, Hazrec, Kaeroc, Acrac, Sinnehac, Finelor, Tannor, Torfior, Tithror, Kiros, Caabas, Selthas, Eclurtas, Generally speaking all male names end in uc, ac, oc, or, ar, as, or as. <br />
<br />
'''A list of Fin’ullen female coded names:''' Sielgata, Elfiana, Khedge, Dellene, Aghena, Ottisa, Loffaïa, Earessi, Solli, Faëffi, Talala, Ninreni, Zilara, Zara. Generally speaking all female names end in e, a or i. <br />
<br />
Fin’ullen middle names are usually references to some sort of Ocean term, famous ancestors, important events, or past Allorn Empresses. Last names frequently include duplicate vowels and very little accents. Examples are: Mionther, Caravaal, Hannoor, Didiin, Shabaal, Farythuur, Vaalrioc, Avhaalor, Sodheen, Thortaal, Tiranoor, Vyadaal etc. Social names are quite simple, if a Fin’ullen is common it becomes “Bel-Saal”, if they are wealthy or aristocratic, it becomes “Bel-Ant”, and if they are noble it becomes “Bel-Sol”. Finally, the heritage name refers to the city they were born, or the region their family is from. This is always preceded with the prefix “Alloren” if they come from the Allorn Empire, or “Solleria” if they come from the Regalian Empire, with the heritage name itself simply being a place name or region name. An example of a full Fin’ullen name would as such be: Golac Mensëvaal Hanoor Bel-Ant Solleria-Tol Visëu. For sake of simplicity in Regalia however, this would just be shortened to Golac Hanoor.<br />
<br />
==Religion==<br />
The vast majority of the Fin'ullen worship [[Estellon]], however a sizeable minority of the population are [[Void Worshipers]], despite Morrlond being an Estellon entity, they still worship the overarching Void and disregard the idea that Morrlond was made an Exist entity by Estel. There are some Fin'ullen yet who are atheist or agnostic, particularly because the role of Fin'ullen in the bigger picture of the Allorn legacy has degraded to the point that they mostly exist as a standalone society detached from all others. Regardless, in any and all circumstances, Morrlond is still an entity observed by all Fin'ullen, even those who do not believe in Estellon or Void Worship, as an important cultural figure.<br />
<br />
==Families==<br />
===Childhood===<br />
To be a Fin’ullen child is to be encouraged to see every activity as a competition. Children have their heights measured by a spear in the household: even growing is competitive. From an early age, children play with fake weapons, and are spoon-fed stories about glorious sea battles and ancestors as well as heroes of old. Fin’ullen childhood is as such a very imaginative, but also very physically demanding childhood, with training regimens starting early, and children often being fully capable soldiers by the time they become adults. While the concept of a child soldier is taboo among the Fin’ullen, parents have no reservations indoctrinating their children into a martial lifestyle, where it is even common for the parents to demand military honorifics when being addressed by their children. Despite such a rigorous household, Fin’ullen parents are known to have great adoration for their children, and it is hard to find a single Fin’ullen who would abandon their child. <br />
===Adulthood===<br />
In contrast to their childhood, Fin’ullen Adulthood is wild and reckless. No longer constrained by their disciplining parents, Fin’ullen often go through a sabbatical of sorts where they travel far and wide to discover themselves. Most Fin’ullen complete this and become sailors or warriors or laborers, though some reject this lifestyle and become more rebellious in nature, seeking other employment. Fin’ullen Adulthood, particularly the first 100 years of Nelfin aging, is spent making a whole lot of mistakes from which the Fin’ullen hopefully learns, as they impulsively go from one activity or focus to another. Fin’ullen usually level out and become more tame and reserved by their second century, but anything that flares the passions gets them right back to being rowdy and loud. <br />
===Romance & Gender Norms===<br />
Fin’ullen romance is very care-free and casual. They are frequently compared to the [[Kathar]], but this is an unkind comparison because the Fin’ullen are decent and communicative. In fact, their communication is so crystal clear that a Fin’ullen might simply propose intimacy in the middle of a casual conversation, something that takes other [[Cultures]] out of left field. To many Fin’ullen, romance and intimacy is seen more as a physical activity than a means through which to express fondness or love, and as such, Fin’ullen can be called “one-night stand Elves” by Ailor, though this underestimates the attention to detail and dedication a Fin’ullen might show a lover, even if temporary. Fin’ullen Gender Norms are simple: they acknowledge the male and female gender, and the non-binary, though it should be noted that muscularity and broadness is the beauty norm and physical norm among fin'ullen, so those wishing to appeal to other Race standards often have to resort to Magic or Alchemy. Fin’ullen do not see anything out of the ordinary with different sexualities or sex/gender identities. <br />
==Fashion==<br />
The majority of the Fin’ullen wear a Loëlevaal, which is a tight-fitting cotton sweater with an open collar, and a large fabric flap that extends down to the knees at the front. This fabric flap usually has a decoration on it telling of the identity of the wearer, for example military embroidery marking their rank or their family’s identity. Their wrist openings have gold thread decor as well, as do their shirt collars, but the rest of the fabric is left as clean and unimpeded as possible, with just a simple pair of pants and riding boots underneath. Fin’ullen dress simply, but also for bodily expression, especially because the Fin’ullen love putting their physical fitness on display. Another style of dress is the Matoor, which is like a vest except it has no fabric on the chest piece, covering only the arms, or even just a single arm. The habit of Fin’ullen to walk around bare-chested is generally looked down upon by other Nelfin cultures (and to an extent, also most Ailor cultures) though the Fin’ullen are indifferent to this. A common retort the Fin’ullen use when being criticized for immodesty, is to say “Üa Mirrin?”, which is a vulgar Altalar saying translating to ‘are you admiring me?’, emphasizing how they see the criticism as envy or flattery. Commonly worn by Fin’ullen for accessories are waist sashes that also act as tabards from the waist down, as well as a great deal of [[Silver]] jewelry. Long ear bangles are common (even for men), and Fin’ullen hair is often peppered with silver beads and rings grouping strands of hair together, or weaving them into braids. Most Fin’ullen wear their hair long, even the men, but short-haired Fin’ullen can also be found, especially around the military where long hair can be seen as a disadvantage. <br />
==World View==<br />
World View is optional content that helps give Fin’ullen flavor and depth. These also apply to the standard Faiaal Fin'ullen Culture, not the others.<br />
* Fin’ullen are usually ambivalent about the Allorn Empire’s return. While at face value, many Fin’ullen are in favor of a return to glory and the days of Fin’ullen hero captains, many of them would also detest losing their new-found independence. More-so than the Teledden and Suvial (Solvaan don’t count since they already lived abroad), did the Fin’ullen learn to appreciate being around foreigners. They would be loath to return to being mere swords for the Teledden. <br />
* Fin’ullen in Regalia are commonly pro-Emperor and usually progressive. While there isn’t a great Occult rights movement among them (due to their nature to generally shy away from Magic), the Fin’ullen are fond of [[House Kade]] and [[Regal]] Culture. This is because House Kade almost exclusively has black hair and blue eyes, just like the Fin’ullen, and because Regal fashion suits the Fin’ullen so well.<br />
* There is a sizable population of Fin’ullen [[Unionists]] in Regalia because many families decided to throw their lot in with Regalia and earned their place with successive Emperors, paying homage to them. They are not as numerous as the [[Solvaan]], but still also observe Morrlond and his Demon agents, not as a form of worship, but as a form of appeasement because they believe them to be very real.<br />
* The Fin’ullen and Solvaan have a fairly complicated relationship because both of them are very martial inspired people, they just have different approaches to it. At the end of the day however, a Fin’ullen can respect what a Solvaan can do in the mountains, and a Solvaan can respect what a Fin’ullen can do on the oceans, and they try to not clash too often when it comes to a contest of martial skill.<br />
* Because of the ocean-based thematics, a lot of the clothing Fin’ullen wear (and a lot of their symbolism) is made in all kinds of shades of blue. Sometimes wearing colors other than blue is seen as risky by the Fin’ullen, while they have a distinct distaste for the color red, believing it to be the antithesis of the ocean. <br />
* Fin’ullen are materialistic by nature and live the concept of “therapy-shopping”. A Fin’ullen who is down on their luck or upset will quickly go out attempting to acquire new things. They also love collecting clothing and accessories, and frequently changing them out. <br />
* Fin’ullen love a chase, and particularly a hunt, but never a hunt to kill. While [[Urlan]] take trophies from their hunted kill, Fin’ullen only chase to capture, and then prove they were able to overpower, before releasing the animal again. <br />
* Fin’ullen may occasionally spend their free time collecting pearls and other beads or rocks from the ocean before polishing them and weaving them into art or jewelry. Ocean Catchers are woven sheets of glass beads and string, which also incorporate all manner of shells, and is usually left hanging in windows to invoke the spirit of the ocean. <br />
* Fin’ullen cities are always built with an internal network of waterways. In fact, many of the cities almost exclusively inhabited by the Fin’ullen don’t even have any roads, with houses immediately stepping out into waterways, much to the chagrin of other Nelfin who have to live there.<br />
* Finullen have a traditional custom of trial by combat called Morrlond’s Will. This duel, unlike the style of other cultures however, takes place entirely underwater, and is not to death, but rather until first blood-drawing, as blood is easier to spot underwater when it mixes with the liquid around it. <br />
* When Fin’ullen want to let go of things, they toss them into the ocean to Morrlond’s embrace. The same applies to the deceased, who are always buried with casket at sea, a tradition that sets the Fin’ullen apart from the more common crypt interment that is common among the other Nelfin. <br />
* Fin’ullen frequently do keep pets, unlike Teledden. However, Fin’ullen pets must always have white feathers or fur. A very common animal that is chosen is the [[Samaan Gull]], a sea bird that is native to the Fin’ullen Principalities in the Allorn Empire and is imported with great care to Regalia. Despite them being sea-birds, they can be safely kept inside a house and will happily sit on a perch for hours quietly. <br />
* Fin'ullen are in fact capable of keeping a ship moving even without any wind of propulsion, merely by using their Waterbending. If enough sailors attempt to move the water around them forwards, the ship will move forward and gain momentum. This technique was often used during the Allorn Empire days to keep ships moving in an emergency, or to rapidly reposition a ship that was outmaneuvered. This is also why Fin'ullen ships can never capsize fully, as Fin'ullen sailors would simply prevent the water from flushing into the ship, and allowing it to continue the roll until it was upright again. <br />
* Every Fin’ullen home has a large lavish bath in it. Without exception. If the Fin’ullen is a noble, they will have even more baths and pools.<br />
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==Trivia==<br />
* The name Fin’ullen is an Allorn language term that roughly translates to “Those who ride to battle on the backs of sharks or killer whales”. There are some Fin’ullen who ride on the backs of giant sea creatures in this tradition, but the habit has mostly been obsoleted by the advent of warships.<br />
* While Fin’ullen could in theory use their Waterbender skills to drown a person in their own cup of water, it is a great cultural evil and no Fin’ullen would ever do this (plus it’s also really hard to balance such an ability, but this is just a cool lore tidbit).<br />
* Just like Suvial, Solvaan and Teledden, you want to play a Fin’ullen, because Nelfin win a lot, especially the Nelfin that were once the founding members and core of the Allorn Empire.<br />
{{Races}}<br />
{{Accreditation<br />
|Artists = MonMarty<br />
|Writers = MonMarty<br />
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}}<br />
[[category:races]] [[category:Magus Races]]</div>Scribbe