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Welcome to the Roleplayer's New Player Guide. This page serves to help new players as they traverse the lore of MassiveCraft and the world of [[Aloria]], conceptualize characters and get into the roleplay community and acclimatize. This page assumes you have no prior experience with MassiveCraft and/or roleplaying. If you have any question or curiosity about MassiveCraft or its lore, the [https://www.massiveCraft.com/discord-roleplay MassiveCraft Roleplay discord] is a good place to get answers.
Welcome to MassiveCraft! This is the New Roleplayers' Guide. Do not be afraid to ask questions in the [https://www.massivecraft.com/discord-roleplay Discord]. Other players or staff members should be able to help clear up any confusion.


==What is Roleplay?==
==The World==
In the context of MassiveCraft, roleplay is an activity where the players portray fictional characters within the shared setting of Aloria and interact with like minded roleplayers. It is a collaborative writing exercise in which you may create a story of your own full of its own twists and turns. By using Minecraft as a medium an environment is provided that provides more visual aid and immersion than a pure text based setting.
MassiveCraft's lore is set in a universe called Aloria, a late medieval universe on the cusp of advancing. It is a world where knights in heavy armor, barbarian wildlings in thick fur, haughty Elven Mages, and caped French musketeers freely mingle. Aloria is a story of great Empires, the marks they have left on history, and the people they leave behind when they collapse. Most information about the world is held on Heritage pages, which explain how Characters from different parts of the world feel about culture, religion, Magic, and one another. All Heritages can be found on the [[Races]] page, but a neat summary of each is below. These summaries include physical form as well as lore information, and are grouped by shared story.
===Heritages===
[[File:Ailorrace.png|frameless|20px]] '''Imperial Heritages''' are defined by their strong relationship with the roleplay setting, the Regalian Empire. These Heritages are easy to play and straightforward.
* [[Ailor]] Humans, inspired by a range of European and Near-Eastern cultures, are numerous and diverse. The roleplay setting, the Regalian Empire, was founded and led by Ailor. Strongly recommended for new players.
* [[Eronidas]] Orcs, inspired by ancient Near-Eastern cultures, are a warrior people who emigrated from the distant west to find fortune. They are integrated deeply in the Regalian Empire as fine and loyal soldiers.
* [[Solvaan]] Elves, mercenary Wind Elves, turned on their Allorn ancestors to help found Regalia instead. Solvaan lore discusses the dangerous, exciting Mistlands they hail from, and their monopoly on most mercenary work.
* [[Sihndar]] Elves, frugal Dark Elves, wage an eternal war against Demons in the north. With influence from Ailor Scandinavian-inspired cultures and strong Regalian support, the Sihndar are martial but embattled.
* [[Urlan]] Beastfolk, minotaurs from the frozen continents, have a special relationship with Regalia as shock troopers in the Imperial armies. Urlan are excellent hunters and trackers, and are always at home in the wilds.
* [[Narim]] Beastfolk, created to tend ruined cities, found a new purpose in the Imperial religion of Unionism and defend the capital city's underground from the horrors always lurking in wait deep beneath.
[[File:Elfkind.png|frameless|20px]] '''Allorn Heritages''' are defined by their claim to some continuity from the Allorn Empire, an Elven Empire of Magic that directly preceded the Regalian one.
* [[Lanlath]] Elves, serene High Elves, broke with the Allorn Empire long ago and were expelled to their secretive realms in the in between lands. The Lanlath are benevolent, wise counselors and masters of Radiant Magic.
* [[Fin'ullen]] Elves, brash Sea Elves, live across most of Aloria's coastlines. A martial, outgoing, and maritime people, the Fin'ullen can be found not just in ex-Allorn realms but anywhere the pay and mead are good.
* [[Suvial]] Elves, Indian-themed Fire Elves, built their own Empire in the Allorn shadow. Masters of Demon binding and bitter enemies of the Kathar, the Suvial have the sole privilege to legally perform this illegal art.
* [[Maquixtl]] Elves, Aztec-themed Jungle Elves, journeyed west to ruins on the lost continent of Guldar. Maquixtl culture mixes a rural windmill and cottage appeal on one end with gene shift and mutation science on the other.
* [[Yanar]] Elves, culturally Elven plant people, were the Elven gods' heralds to forestall calamity. Now that the calamity has passed, they are tenders of many of the groves and quiet, peaceful places of the world.
* [[Kathar]] Elves, proud Dark Elves, turned to worshiping the Void Gods for power in the Allorn Empire's collapse. Kathar wildly differ, but share a universal drive for power and self-improvement that puts them at odds.
* [[Teledden]] Elves were the original High Elves who ran the Allorn Empire, and are presently trying to bring about its return in the face of vast foreign opposition. It is not recommended to play a Teledden.
[[File:Dragonrace.png|frameless|20px]] '''Draconic Heritages''' are defined by their interactions with Dragons, ancient creators of the world, and by the Dragons' war against Demons and hostile Magic.
* [[Songaskian]] Humans, inspired by West African cultures, are physically descended from Dragons. Songaskian lore discusses their wars with the Qadir (another Heritage), their heavy use of Magic, and their hate of Death Gods.
* [[Sihai]] Humans, inspired by East Asian cultures, allied with Dragons long ago. Sihai lore discusses their endless defense against Demons, their faraway Kingdoms, and their attempts to reach out into the wider world.
* [[Isldar]] Elves, stoic Ice Elves, disavowed their Allorn ancestors and fled their Empire with Dragons in tow. Isldar lore discusses their pro- vs. anti-Dragon civil war, their icy spire palaces, and their swordplay and poetry.
* [[Slizzar]] Beastfolk, serpentine shapeshifters, were created as the personal attendants of the Dragon Nox. Slizzar lore discusses their role as excellent spies and watchers of history who live in disguise for millennia.
* [[Bralona]] (robot or slime-like) were left isolated by Dragons on the distant island of Justinia. Recently discovered by foreign explorers, their lore discusses their attempts to make sense of the world around them.
[[File:Ancientraces.png|frameless|20px]] '''Ancient Heritages''' quest to rediscover their lost Empires' histories of engineering and Technology, turning back the clock to resurrect their legacies. This lore is considered more 'advanced'.
* [[Qadir]] Humans, inspired by Near-Eastern Arabic cultures, are integrated with the Ailor. Masters of clockwork and gear automata, their Sariyd Empire was destroyed in a Magical calamity in its war against a clade of Dragons.
* [[Dwarves]] hail from the distant north. Inventors of steam tech and black iron foundries, their ill-fated war with the Elves who would become the Isldar and violent invaders from underground has pushed them to their limits.
* [[Asha]] Beastfolk, inspired by Ancient Egyptian culture, are adventuring seafarers with mental control over their mercury-like Living Metal who lost their Empire millennia ago in an apocalyptic war with the Allorn Empire.
* [[Allar]] Beastfolk, studious lizardmen and fishfolk, are peerless alchemists and researchers of the natural sciences. Driven into exile from their home of Sendras by their Void-worshiping cousins, they now live in the Hadar isles.
* [[Maraya]] (Tiefling-like) hail from before even the Elves existed. Masters of crystal resonance so advanced it appears Magical, their world-spanning Empire was destroyed by Demonic invaders, its survivors saved in cryo-sleep.
[[File:Yanarrace.png|frameless|20px]] '''Artificial Heritages''' cover sapient entities without a defined culture or origin, like Automata, Spirits, and Homunculi.
* [[Mystech]] is the in-universe term for this category. It includes Automata (variously advanced robots), Spirits (ghosts, Demons, Demons in robots, Demons in people) and Homunculi (lab-made, soulless people).


In common regard good roleplay has immersion. This means that you as a player really feel into it, being drawn in akin to a good book where you can't stop turning the pages and hours might pass without you realizing it. Good roleplayers create immersion and situations that promote it. A big part of immersion is to be able to believe what is going on. To this end, the lore and adherence to it are important to not only entertain yourself but also others.
==Extra Reading==
===Magic===
Magic is strongly woven into the history of Aloria as both an uplifting and dangerous force that has started as many civilizations as it has ended them. Different Heritages, Cultures, and Religions have very strong opinions about Magic and its use that can often become polarizing. This section will not go into the nuances of Magic in detail. However, it's a generally good rule of thumb that people and civilizations who have had bad experiences with Magical enemies like Vampires and Demons are more likely to be suspicious of even normal Mages who aren't hurting anybody, while the more familiar a Culture is with Magic, the less likely it is they fear it. Certain Religions impose that only their type of Magic is valid, such as Draconism that only favors Magic from the Dragons. More information about this can be found on Heritage, Culture and Religion pages, as well as the [[Magic]] page.


===Common Roleplay Terms===
===Affinities and Afflictions===
*'''IC:''' In Character. This encompasses everything in-universe and acting as a character. In practical terms, if someone is IC they are able to be interacted with. Of note is that one of the most important facets of RP is that IC stays IC. Your character can hate another person's character, and you can still be friends with that person OOCly
Besides Heritages, '''Affinities and Afflictions''' can be optional reading for designing a Character in the world of Aloria. These are unique conditions a Character can have that lock them into a certain design niche.
*'''OOC:''' Out of Character. When players are aimlessly jumping around and not roleplaying they are OOC. This term encompasses everything that isn't inside Aloria or in roleplay. Gameplay mechanics and systems are largely OOC even if they may place restrictions and rules to roleplay, they are not concepts IC.
* The [[Arkenborn]] Affinity is for Characters born as the children of the Arken, some of the world's most powerful Demons, worshiped as Gods in some religions. Arkenborn are powerful but mentally unstable and caustic Mages.
*'''Powergaming:''' Also known as Godmodding, is the act of performing an emote and saying what happens to other players during the emote. This often also is used as a catch-all term for acts where characters are doing things they realistically should not be able to do such as overstepping the boundaries of a character's ability.
* The [[Godborn]] Affinity is for Characters born as children of the Gods, entities venerated by millions of faithful. Godborn follow the story and archetype of their Godly parents, in search of their divine purpose.
*'''Metagaming:''' Metagaming is the use of knowledge outside of your character to use in game. As IC information and OOC information is separate it often refers to the act of using knowledge gained OOCly ICly. For example, the first time you meet someone's character, but you suddenly know their name ICly because you can see their nametag? That's metagaming. This also includes performing IC actions because of OOC motivations.
* The [[Archon]] Affinity is for Characters who swear fealty to the Dragons, ancient architects of the world and the living, and pledge to join their war against the Demonic and otherworldly as foot soldiers, spies, or strategists.
* The [[Marken]] Affinity is the Alorian word for Werewolves who can lose control over themselves and change forms at strong emotions or the turning of the moon.
* The [[Vampire]] Affliction is as it says, a famed and feared curse that lurks in the corner of every realm, promising sweet gifts of immortality and power at the cost of one's soul.
* The [[Geist]] Affliction is a lesser understood curse sowed by the Dead Gods that lends those struck with it the desire to feed on the memories of others for their fell masters.
* The [[Undead]] Affliction is a blanket term for those who died and came back to life, considered sacred warriors in some religions and accursed to be slain in others.


==The Setting==
===The Setting===
The recent history of Aloria and specifically the story of the [[Regalian Empire]] begins after the apocalyptic event known as the [[Cataclysm]] that brought an end to the [[Fifth Void Invasion]] as well as to the hegemonic [[Allorn Empire]] that reigned supreme until then. Entire territories were swallowed whole by flooding, earthquakes and volcanoes tore up the land and created new formations all while countless numbers of people perished in the ensuing chaos. [[Magic]] too was greatly weakened by this event, which meant in the aftermath of the event, the Allorn Empire was unable to stop their former servants who broke free and scattered across Aloria.
The actual Roleplay is set in the city of Regalia, the capital of the Regalian Empire. As the Imperial capital, it is host to all walks of society, and generally speaking any concept available works (though more extreme options, like being a Vampire or Undead, might draw hostility and limit Roleplay options unless the player is careful about disguising). Regalia is divided into four areas: the Town, Crookback, the Sewers, and Gloomrot. Most Roleplay happens in the Town proper, where businesses open and people gather. Crossing the bridge into Crookback takes the Character into a space that is more open to the Afflicted, heavily Mutated, and the obviously very Magical, while following the stairs down into the Sewers brings them into contact with the more utterly illegal, such anti-state agents and violent criminals, who need a place to hide. Gloomrot is the dark, shadowy forest in the countryside of Regalia dotted with a few little cottages and taverns, where mysterious creatures lurk and small parties of travelers can frequently be found.


In the wake of chaos left behind by the fall of the Allorn Empire, nation-states emerged along racial and cultural lines. Among the states that came to prominence was the Ailor-controlled Regalian Empire, that over the course of the three centuries after the Cataclysm rose to become an undisputed hegemonic power, spreading far and wide and subjugating lands across the continents. This Empire of [[Ailor]] was largely united in purpose thanks to the religion of Unionism, that centered their Race as supreme and conferred near-divinity onto the Regalian Emperors.  
===Mechanics===
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.


Yet the Empire is not alone in Aloria, being beset by threats both internal and external throughout its history. Regalian Imperialism comes at the expense of peace abroad, and from within racial tensions and insidious threats from malicious entities threatens homefront order and security.
==Getting Started==
 
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
The setting of the server takes place in Regalia, the capital of the Regalian Empire. Positioned in the [[Regalian Archipelago]] on the centrally located [[Crown Isle]], the city is the jewel of the Empire. The city enjoys amicable conditions and prosperity from all of the corners of the Empire. People of every Race and [[Culture]] make up the demographics of this city, and it is the political centre of the Empire as not only does the city house the Imperial Court, but nobles from all the Archipelago and beyond congregate here, vying for political power and dominance.
* Next, make a forum account. You have to have logged on for that, so log onto MassiveCraft at the IP massivecraft.com, and then log back off.  
 
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
For the commoners of the city, the city isn’t as utopian as it is made out to be. Subversive elements such as criminals and cultists and worse plague the section of the city known as Old Town and the Sewers. Whispers of beings of supernatural nature and esoteric happenings are acknowledged to be more than mere human, but even so; people flock from all over the world to live within the walls of the capital, for the city offers opportunities found nowhere else in Aloria, ranging from humble desires to attain wealth to ambitions to shape Aloria geopolitically.
* After, go to the [https://forums.massivecraft.com/forums/character-applications.290/ Character Sheets] section and read the [https://forums.massivecraft.com/threads/character-applications-template.54735/ template].
 
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
==Character Creation==
* That’s all! Get on and roleplay.
There are countless philosophies and methods of creating good roleplay characters, this section is intended to advise on creating characters that are successful in finding roleplay and getting started in traversing the lore.
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.  
 
One of the central tenets of MassiveCraft is equal opportunity. Regardless of experience, position or seniority the character constraints around a character are the same. This is to say that MassiveCraft is not a roleplay setting where you are expected to start from a blank slate and have to attain everything (including an actual interesting backstory) through in-game means. Another concept that may strike someone as a surprise coming from other RP mediums is that revamping characters, changing the character from the ground up at a moment’s notice, in either appearance or archetype is commonly accepted within reason.
 
To get started with roleplay, there is little more needed than a name, a Race and a purpose.
MassiveCraft Lore has a diverse roster of playable Races and subraces/Cultures, while one is not forced to adhere to racial inclinations it may help to choose a Race that fits your wants thematically.
 
The full list of Races can be found here: [https://wiki.MassiveCraft.com/Races Races]
Each Race and Culture has its own physical constraints in terms of looks, builds and height and often naming conventions. Some of these constraints and character creation rules can be found on this page: [https://wiki.MassiveCraft.com/Proficiency Proficiency]
 
*Full Name: (including middle name and nickname)
*Age: (Age in Alorian years)
*Gender: (Male, Female, Agender)
*Race: (Full Race or specify mixture)
*Eye Color: (single color specified)
*Hair Color: (single color specified)
*Hair Style: (Simple name description)
*Skin Color: (Simple color description)
*Clothing: (Simple style description)
*Height: (Size in either feet and inches or cm)
 
Once you have decided on your character’s visual appearance, the next step would be deciding their skills. In the simplest terms, the proficiency system works as follows:
 
Proficiency points = Character Age +5 (Up to 60 points, 70 if Altalar)
 
You may spend these proficiency points in any way you see fit from the list of proficiencies listed on the Proficiency page. In addition to these, depending on your racial pick you gain some bonus proficiency points. You can only invest up to 30 proficiency points into a proficiency.
 
When you are done deciding these parts about your character, you are ready to get started roleplaying on MassiveCraft with a lore complaint character.


==The Chat System==
==The Chat System==
The MassiveCraft chat system differs from most roleplay mediums. While MassiveCraft boasts many commands and plugins, for a roleplayer the commands described here are most important. For an exhaustive list on the chat and their instructions on the system go here: [https://www.massivecraft.com/massivechat Massivechat]
* Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
===Channels===
* Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
When you first join MassiveCraft you are subscribed to a few channels by default. A single letter followed by a colon typed in the chat is used to switch between channels
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
:'''l:''' Local, this is the Roleplay channel
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
:'''g:''' General, this is a server-wide chat
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
:'''t:''' Trade, mostly pertinent to Factions
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
:'''r:''' Recruitment,
** Typing and entering '''Hello.*''' will print '''~CHARACTERNAME whispers: "Hello."''' This has a very short range.
:'''h:''' Help, ask for help here
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
You can leave and join channels through /ch join or /ch leave
Doing /ch leave g will make you leave general for example. This is important to reduce chat clutter during roleplay.
 
'''Roleplaying'''
 
The Local channel on MassiveCraft is very versatile, by default any text spoken in this channel is spoken word by your character. By finishing your line with a chat modifier, you are able to express your roleplay in more detail. Here is a table of all of the chat modifiers for roleplay.
{| class="wikitable"
|'''Modifier'''
|'''Name'''
|'''Range'''
|-
|No modifier
|Say
|11
|-
|<nowiki>+ (Important)</nowiki>
|Emote
|20
|-
|*  (Important)
|Whispering
|3
|-
|)) (Important)
|OOC
|20
|-
|?
|Ask
|11
|-
|!
|Exclaim
|12
|-
|!!
|Yell
|26
|-
|!!!
|Scream
|35
|-
|#
|Environment
|20
|-
|$
|Mutter
|5
|-
|_
|Mutter range emote
|5
|-
|@
|Announce
|70
|-
|=
|Announce Emote
|40
|-
|>
|Sing
|26
|-
|&
|Command
|26
|-
|<nowiki>+1-9</nowiki>
|Coloured emote
|20
|}
'''Favoriting'''
 
A key tool to both see when your friends are logging on and colouring the names of your friends a different colour (Or even your own!) is the favourite command.
*You can add a ‘favourite’ by typing: '''/fav add NAME'''
*Access your list of favourites by typing: '''/fav list'''
*And finally, remove favourites by typing: '''/fav remove NAME'''
 
==The Server Environment==
The in-game roleplay environment is a single large city that can be split into three major regions: New Town, Old Town and the Sewers. New Town encompasses the lion's share of the city and is usually considered the ‘normal’ city environment. Old Town is a part of the city that is dominated by the lack of law enforcement of the Guards and the prominence of gangs who vie over territory within the part of the city. Lastly, we have the sewers: An underground cesspit reserved for the most dispossessed of society. Citizens who are not allowed to own housing on the surface or even have a right to exist are commonplace here, as well as those practising activities that can not stand the light of day. Each of these environments has its own RP hotspots, dynamics, and even playerbase. You can gauge where players currently are roleplaying by looking at the hotspot player trackers to the right of from where you enter the city.
 
Many of the buildings in the city are houses, which are rental regions that one can rent, decorate and call your own. Due to the server’s population and high demand, these often can be rare. Housing often is auctioned on the forums, though this might be expensive for a newer player. Alternatively one can acquire housing through roleplay by becoming one's roommate or becoming part of a group with barracks.
 
MassiveCraft has many organizations that look for new members to join their ranks. Joining any group is a good method of finding players and roleplay to participate in. The server knows three consistent playerbases that most organizations fall beneath:
*'''Law Enforcement:''' Guards, inquisitors and other charters that are permitted to maintain the peace within the city. Conflict roleplay mostly takes place in the form of fighting organized crime rather than petty thievery. The law enforcement of Regalia are often militaristic and the social dynamics within vary from chapter to chapter.
*'''Crime:''' Gangs, cults and other organized subterfuge organizations, often with their own specific goals and niches. They most commonly feud against other gangs for control of Old Town.
*'''Nobility:''' Noble Houses of Regalia, these are usually family units and their retainers, they mostly interact with one another and taking part in Noble RP usually requires finding a noble house that is willing to either take you in as a family member or a house guard. Not recommended for new players.
 
These three umbrella categorizations that most groups of MassiveCraft fall under have their own culture and systems that they adhere to and are usually open to joining through application on the forums. While it is not required whatsoever to join an organization, it is recommended for new players to do so.
 
[https://forums.MassiveCraft.com/forums/guilds-and-organizations.313/ Organization Forum]
 
==How to get started with Roleplay==
Getting started with roleplaying is often a daunting experience if you are completely new and have no pre-existing connections on MassiveCraft. Regardless of what previous experience you have, the best way to get started is to join the [https://www.MassiveCraft.com/discord-roleplay MassiveCraft Roleplay discord and state that you are new and looking for roleplay or for groups.
 
There are two methods of getting started roleplaying on MassiveCraft. The former is to simply interact with random people on the street. While it may seem daunting, approaching people throughout the city or messaging individuals who run by whether they want to RP is a surefire way to have organic interactions. A good method of doing so is making up reasons to interact with people beforehand. This can range from wanting directions so specific places to roleplaying that you somehow got injured and need help. Do not be scared by roleplays that are short or people that are busy, name recognition and repeated interactions are the most natural ways on how friendships develop in real life and such is also the case in RP.
 
The other method is to visit a tavern hotspot and sit around. While making up reasons for meaningful interaction can be more difficult, they are often populated and a lot less intimidating than interacting with someone on the street. Activity of these establishments vary from timezone to place, and we encourage you to ask in the community Discord if you are unsure how to find locations in Regalia.
 
==Where to Continue==
Once you believe you have acclimatized to the server sufficiently and have a good feel for your character, you can make a character application to ‘canonize’ your character on the server. This means that you can use the character for progression events and ensures your character is lore compliant backstory-wise. You can do so on this forum:


[https://forums.MassiveCraft.com/forums/character-applications.290/ Character Applications]
==Utilities==
* You can revisit the tutorial at spawn.
* You can use /fav add USERNAME to see when a friend logs on and off.
* There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
* /tp WARPNAME will take you around the city. Warp names often match activity board names.
* If you ever can’t find RP, check #looking-for-rp in the Discord.
* Ask in a ticket if you’re new and struggling to find anyone.


Remember that a roleplay character is a living document, one which you should continuously expand on both personality and backstory. By having a rich backstory, certain events and traits may coincide with other players which result in interactions that are natural. Try to appeal to yourself by creating a character you can love. While you should avoid making a character that is too perfect (also known as a Mary Sue) or a character that is too edgy (defined as having an excessively grim and dark backstory for no purpose) there is a fine balance that should be struck.
{{Roleplay}}
{{Accreditation
[[category:Roleplay Information]]
|Writers = Arendan
|Processors = HydraLana
}}

Revision as of 00:32, 5 February 2024

Welcome to MassiveCraft! This is the New Roleplayers' Guide. Do not be afraid to ask questions in the Discord. Other players or staff members should be able to help clear up any confusion.

The World

MassiveCraft's lore is set in a universe called Aloria, a late medieval universe on the cusp of advancing. It is a world where knights in heavy armor, barbarian wildlings in thick fur, haughty Elven Mages, and caped French musketeers freely mingle. Aloria is a story of great Empires, the marks they have left on history, and the people they leave behind when they collapse. Most information about the world is held on Heritage pages, which explain how Characters from different parts of the world feel about culture, religion, Magic, and one another. All Heritages can be found on the Races page, but a neat summary of each is below. These summaries include physical form as well as lore information, and are grouped by shared story.

Heritages

Imperial Heritages are defined by their strong relationship with the roleplay setting, the Regalian Empire. These Heritages are easy to play and straightforward.

  • Ailor Humans, inspired by a range of European and Near-Eastern cultures, are numerous and diverse. The roleplay setting, the Regalian Empire, was founded and led by Ailor. Strongly recommended for new players.
  • Eronidas Orcs, inspired by ancient Near-Eastern cultures, are a warrior people who emigrated from the distant west to find fortune. They are integrated deeply in the Regalian Empire as fine and loyal soldiers.
  • Solvaan Elves, mercenary Wind Elves, turned on their Allorn ancestors to help found Regalia instead. Solvaan lore discusses the dangerous, exciting Mistlands they hail from, and their monopoly on most mercenary work.
  • Sihndar Elves, frugal Dark Elves, wage an eternal war against Demons in the north. With influence from Ailor Scandinavian-inspired cultures and strong Regalian support, the Sihndar are martial but embattled.
  • Urlan Beastfolk, minotaurs from the frozen continents, have a special relationship with Regalia as shock troopers in the Imperial armies. Urlan are excellent hunters and trackers, and are always at home in the wilds.
  • Narim Beastfolk, created to tend ruined cities, found a new purpose in the Imperial religion of Unionism and defend the capital city's underground from the horrors always lurking in wait deep beneath.

Allorn Heritages are defined by their claim to some continuity from the Allorn Empire, an Elven Empire of Magic that directly preceded the Regalian one.

  • Lanlath Elves, serene High Elves, broke with the Allorn Empire long ago and were expelled to their secretive realms in the in between lands. The Lanlath are benevolent, wise counselors and masters of Radiant Magic.
  • Fin'ullen Elves, brash Sea Elves, live across most of Aloria's coastlines. A martial, outgoing, and maritime people, the Fin'ullen can be found not just in ex-Allorn realms but anywhere the pay and mead are good.
  • Suvial Elves, Indian-themed Fire Elves, built their own Empire in the Allorn shadow. Masters of Demon binding and bitter enemies of the Kathar, the Suvial have the sole privilege to legally perform this illegal art.
  • Maquixtl Elves, Aztec-themed Jungle Elves, journeyed west to ruins on the lost continent of Guldar. Maquixtl culture mixes a rural windmill and cottage appeal on one end with gene shift and mutation science on the other.
  • Yanar Elves, culturally Elven plant people, were the Elven gods' heralds to forestall calamity. Now that the calamity has passed, they are tenders of many of the groves and quiet, peaceful places of the world.
  • Kathar Elves, proud Dark Elves, turned to worshiping the Void Gods for power in the Allorn Empire's collapse. Kathar wildly differ, but share a universal drive for power and self-improvement that puts them at odds.
  • Teledden Elves were the original High Elves who ran the Allorn Empire, and are presently trying to bring about its return in the face of vast foreign opposition. It is not recommended to play a Teledden.

Draconic Heritages are defined by their interactions with Dragons, ancient creators of the world, and by the Dragons' war against Demons and hostile Magic.

  • Songaskian Humans, inspired by West African cultures, are physically descended from Dragons. Songaskian lore discusses their wars with the Qadir (another Heritage), their heavy use of Magic, and their hate of Death Gods.
  • Sihai Humans, inspired by East Asian cultures, allied with Dragons long ago. Sihai lore discusses their endless defense against Demons, their faraway Kingdoms, and their attempts to reach out into the wider world.
  • Isldar Elves, stoic Ice Elves, disavowed their Allorn ancestors and fled their Empire with Dragons in tow. Isldar lore discusses their pro- vs. anti-Dragon civil war, their icy spire palaces, and their swordplay and poetry.
  • Slizzar Beastfolk, serpentine shapeshifters, were created as the personal attendants of the Dragon Nox. Slizzar lore discusses their role as excellent spies and watchers of history who live in disguise for millennia.
  • Bralona (robot or slime-like) were left isolated by Dragons on the distant island of Justinia. Recently discovered by foreign explorers, their lore discusses their attempts to make sense of the world around them.

Ancient Heritages quest to rediscover their lost Empires' histories of engineering and Technology, turning back the clock to resurrect their legacies. This lore is considered more 'advanced'.

  • Qadir Humans, inspired by Near-Eastern Arabic cultures, are integrated with the Ailor. Masters of clockwork and gear automata, their Sariyd Empire was destroyed in a Magical calamity in its war against a clade of Dragons.
  • Dwarves hail from the distant north. Inventors of steam tech and black iron foundries, their ill-fated war with the Elves who would become the Isldar and violent invaders from underground has pushed them to their limits.
  • Asha Beastfolk, inspired by Ancient Egyptian culture, are adventuring seafarers with mental control over their mercury-like Living Metal who lost their Empire millennia ago in an apocalyptic war with the Allorn Empire.
  • Allar Beastfolk, studious lizardmen and fishfolk, are peerless alchemists and researchers of the natural sciences. Driven into exile from their home of Sendras by their Void-worshiping cousins, they now live in the Hadar isles.
  • Maraya (Tiefling-like) hail from before even the Elves existed. Masters of crystal resonance so advanced it appears Magical, their world-spanning Empire was destroyed by Demonic invaders, its survivors saved in cryo-sleep.

Artificial Heritages cover sapient entities without a defined culture or origin, like Automata, Spirits, and Homunculi.

  • Mystech is the in-universe term for this category. It includes Automata (variously advanced robots), Spirits (ghosts, Demons, Demons in robots, Demons in people) and Homunculi (lab-made, soulless people).

Extra Reading

Magic

Magic is strongly woven into the history of Aloria as both an uplifting and dangerous force that has started as many civilizations as it has ended them. Different Heritages, Cultures, and Religions have very strong opinions about Magic and its use that can often become polarizing. This section will not go into the nuances of Magic in detail. However, it's a generally good rule of thumb that people and civilizations who have had bad experiences with Magical enemies like Vampires and Demons are more likely to be suspicious of even normal Mages who aren't hurting anybody, while the more familiar a Culture is with Magic, the less likely it is they fear it. Certain Religions impose that only their type of Magic is valid, such as Draconism that only favors Magic from the Dragons. More information about this can be found on Heritage, Culture and Religion pages, as well as the Magic page.

Affinities and Afflictions

Besides Heritages, Affinities and Afflictions can be optional reading for designing a Character in the world of Aloria. These are unique conditions a Character can have that lock them into a certain design niche.

  • The Arkenborn Affinity is for Characters born as the children of the Arken, some of the world's most powerful Demons, worshiped as Gods in some religions. Arkenborn are powerful but mentally unstable and caustic Mages.
  • The Godborn Affinity is for Characters born as children of the Gods, entities venerated by millions of faithful. Godborn follow the story and archetype of their Godly parents, in search of their divine purpose.
  • The Archon Affinity is for Characters who swear fealty to the Dragons, ancient architects of the world and the living, and pledge to join their war against the Demonic and otherworldly as foot soldiers, spies, or strategists.
  • The Marken Affinity is the Alorian word for Werewolves who can lose control over themselves and change forms at strong emotions or the turning of the moon.
  • The Vampire Affliction is as it says, a famed and feared curse that lurks in the corner of every realm, promising sweet gifts of immortality and power at the cost of one's soul.
  • The Geist Affliction is a lesser understood curse sowed by the Dead Gods that lends those struck with it the desire to feed on the memories of others for their fell masters.
  • The Undead Affliction is a blanket term for those who died and came back to life, considered sacred warriors in some religions and accursed to be slain in others.

The Setting

The actual Roleplay is set in the city of Regalia, the capital of the Regalian Empire. As the Imperial capital, it is host to all walks of society, and generally speaking any concept available works (though more extreme options, like being a Vampire or Undead, might draw hostility and limit Roleplay options unless the player is careful about disguising). Regalia is divided into four areas: the Town, Crookback, the Sewers, and Gloomrot. Most Roleplay happens in the Town proper, where businesses open and people gather. Crossing the bridge into Crookback takes the Character into a space that is more open to the Afflicted, heavily Mutated, and the obviously very Magical, while following the stairs down into the Sewers brings them into contact with the more utterly illegal, such anti-state agents and violent criminals, who need a place to hide. Gloomrot is the dark, shadowy forest in the countryside of Regalia dotted with a few little cottages and taverns, where mysterious creatures lurk and small parties of travelers can frequently be found.

Mechanics

All of MassiveCraft's mechanical systems are explained on the Proficiency page.

Getting Started

  • First, join the Discord.
  • Next, make a forum account. You have to have logged on for that, so log onto MassiveCraft at the IP massivecraft.com, and then log back off.
  • Then, go to the forums and make an account with the same name as your Minecraft username.
  • After, go to the Character Sheets section and read the template.
  • Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
  • That’s all! Get on and roleplay.
  • Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.

The Chat System

  • Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
  • Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
    • Typing and entering Hello. will print ~CHARACTERNAME says: "Hello."
    • Typing and entering jumped.+ will print ~CHARACTERNAME jumped.
    • Typing and entering jumped. "Woah!"+ will print ~CHARACTERNAME jumped. "Woah!"
    • Typing and entering Hello.$ will print ~CHARACTERNAME mutters: "Hello." This has a shorter range than normal.
    • Typing and entering Hello.* will print ~CHARACTERNAME whispers: "Hello." This has a very short range.
    • Typing and entering Hello.)) will print Hello. in local Out Of Character chat.

Utilities

  • You can revisit the tutorial at spawn.
  • You can use /fav add USERNAME to see when a friend logs on and off.
  • There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
  • /tp WARPNAME will take you around the city. Warp names often match activity board names.
  • If you ever can’t find RP, check #looking-for-rp in the Discord.
  • Ask in a ticket if you’re new and struggling to find anyone.