Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

TestFire: Difference between revisions

From MassiveCraft Wiki
No edit summary
 
(764 intermediate revisions by 3 users not shown)
Line 1: Line 1:
owo what's this?
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.


==Honneurs Codes==
==The World==
{| class="wikitable"
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.
|- style="font-weight:bold; background-color:#c0c0c0;"
===Heritages===
! Core
Aloria's population is broken down into various Heritages, each with their own designs, histories, and themes. For organization, Heritages are broken down into the following lineages, which have common themes.
! Souvereine
! Calemberg
|-
| A noble may never use a nickname as a form of address for another noble, unless they are related by the first degree (married, siblings, children, but not including parents). Using nicknames for commoners is permitted, in an endearing and patronizing sense.
| In addition to the exception of first degree relation, female nobles may use nicknames for their female friends, while male nobles may use nicknames for their male friends, but neither may use nicknames for commoners.
| A noble may never use nicknames ever, period, this includes commoners and those related to the first degree.
|-
| A noble may never touch the base skin of another noble, unless they are related by the first degree (married, siblings, children, but not including parents). This also includes commoners.
| The same.
| The same.
|-
| A noble must always address titled nobles with the correct form of address, even if they are above, or below them, and may never refer to commoners as titles used for titleholders, or neutral terms for nobility.
| The same.
| The same.
|-
| A noble may never look the Emperor in the eye, regardless of their political status or standing with the Emperor, or personability with Him. The correct way is to look at the Emperor’s chest, or neck, never to his side, or facing away from Him.
| The same.
| In addition to the bar on looking the Emperor in the eye, a noble may never turn their back on the Emperor until they leave a room He is in.
|-
| A noble may never exhibit intimacy in public with a spouse, beyond holding hands. This includes inference, innuendos or outright erotic speech with regards to intended, past or current interactions.
| The limitation on inference, innuendos, or outright erotic speech with regards to a spouse is permitted, but all other limitations still apply.
| The same.
|-
| A noble may never make gestures with their tongue or lips to another noble, aside from to wetten one’s lips in between lengthy conversations.
| The same.
| The same.
|-
| A noble is never permitted to remove any articles of clothing in front of another noble save for gloves, or to remove additional items added recently like an overcoat to shield from the rain, or a hat to shield from the sun.
| The same.
| The same.
|-
| A noble may never relieve gaseous substances from their self, or make humor or reference to such commonly deplorable things.
| The same.
| The same.
|-
| A noble should never point, wave, beckon with their hand, or otherwise make gestures with their hands towards another noble, unless this is required, for example during an auction.
| A noble may never make gestures, unless they are female, and make those gestures with a fan.
| The same.
|-
| The most personably permitted greeting is a modest bow of the head while greeting a person stating “Good <time> <Title> <Surname>”, or “Greetings <Title> <Surname>”. Shaking hands is not permitted at all.
| The most personably permitted greeting is air kisses, one on each cheek, though being careful never to physically touch.
| The most personably permitted greeting is a modest bow of the head while greeting a person stating “Good <time> <Title> <Surname>”, or “Greetings <Title> <Surname>”. When greeting a member of a higher social rank, men must always perform an Imperial salute with their greeting, instead of a head bow.
|-
| A noble must endeavor not to bare their teeth during dining or soirees, and avoid allowing other guests to see the food contents of their mouth while eating.
| The same.
| In addition to not baring their teeth, women must endeavor to shield their mouth with their hand for the entire duration of them chewing the food, from when they insert it, until swallowing.
|-
| A noble must endeavor never to eat without utensils, and never to drink clean from bottles, but always use the appropriate tools for food and drinks, as provided by hosts.
| The same.
| The same.
|-
| A noble must never insult either verbally or physically the host of any soiree, or the owner of any particular place where such a soiree would take place, or indeed the place itself.
| A noble may never physically insult the host of any soiree, or the owner of any particular place where such a soiree would take place, or the place itself, but they can do so verbally.
| The same.
|-
| A noble must never speak ill of the comforts provided, for example drinks and foods at a soiree or dining party, or cigarettes or liquor when in closer comforts.
| A noble may speak ill of the comforts provided, for example drinks and food at a soiree, or dining party, or cigarettes or liquor when in closer comforts.
| The same.
|-
| After dinner, noble men and women must remain at least 6 feet (2 blocks) separated from one another for at least an hour, though among genders, distances of up to 2 feet is permitted (less than 1 block)
| After dinner, all nobles may mingle in whatever manner they please, with no limitations on distance provided.
| After dinner, noble men and women must separate into two separate drawing rooms, and if only one is provided, women must retreat to the drawing room, while men must stay in the dining room.
|-
| Unmarried men and women are not permitted to stay at the residence of another family after the sun has gone down, or before it has gone up, unless this was under the guidance of their patriarch or matriarch, or when it is required such as during a late-night soiree.
| This rule does not exist.
| Unmarried women are not permitted to stay at the residence of another family without the guidance of a male in their family, period, regardless of time of day. Men may go as they please.
|-
| All nobles must wear clothing as set out by the Court Hotier in terms of how much skin is permitted to be seen, and what styles are banned.
| In addition to the Core rules, all nobles who do not follow the Court Hotier’s monthly high fashion are in violation of this rule.
| The same, however women are not permitted to show any skin below the clavicles ever, period, even if the Court Hotiers says they can. Shoulders and neck may only be exposed during galas and balls, but preferably not even then.
|-
| Those without Princely rank are not permitted to wear a coronet or crown, ever. Those without an Electoral title are not permitted to wear a cape of ermine fur and satin, ever.
| The same.
| The same, however there being one exception: men are permitted to wear a white Calemberger Fox fur cape even when not Electoral, but without the black tassels.
|-
| During or before Courtship, or outside of Courtship, nobles are not permitted to engage in intimacy beyond holding hands or serenading. Intimacy is reserved for marriage.
| During or before Courtship, intimacy is permitted, even the greatest of intimacies beyond holding hands. It must however never become public knowledge.
| The same.
|-
| During a wedding, or the festivities immediately after, everyone must wear white, and may not profess own-family loyalty or dedication, or engage in speech that would imply political or personal distaste for any particular guest or participant.
| The same.
| The same.
|-
| A noble should endeavor not to court or wed with a commoner, unless they were both commoners before ennoblement, or have dispensation from the Emperor personally.
| The same, though an exception is made for nobles to have commoner paramour consorts, as long as they never marry, and are discreet.
| Nobles may never marry commoners, period, ever.
|-
| A noble should retain a professional distance with one’s servants, even if they are lifelong familiar servants that are “as if family”, while in public. Niceties and true feelings can be shared in private.
| The same.
| A noble should never show familiarity with a servant, period, and as soon as one is witnessed to showcase familiarity, the servant ought to be fired by another family member who witnesses it.
|-
| Women must never enter a carriage with another man unless that man is a member of their family or spouse, without a chaperone.
| This rule does not exist.
| The same.
|-
| A noble should always wait to be asked to be seated, and when seating, should always seat in order of importance, with higher nobles sitting first.
| This rule does not exit.
| The same, though men should prefer to remain standing unless they should need to sit, for example to eat.
|-
| Noble men should always come to stand, if seated, if either a higher noble lord, or a noble woman is leaving the room. Those of weak constitution or frailty may remain seated. Women must always remain seated until all plates are removed from the table.
| The same.
| The same.
|-
| Noble men may, per evening, only ask upwards of two women for a dance, regardless of whether they decline or accept. A woman may never ask for a dance, though women may also never reject a dance, unless the partner is deemed unfit by society to dance with her status.
| The same, though women may decline to dance if they don’t want to, and women may also ask for upwards to 2 dances.
| The same.
|-
| Noble women may not dance without gloves on, and may not be on the dancefloor without dance appropriate silk or velvet slippers for dancing. A noble woman must also never lead the dance.
| The same, though women may lead the dance.
| The same.
|-
| A noble woman may never request a courtship directly to a man. If a man chooses to ask a woman, he must bend to a knee, and expect a hand to kiss the top of a gloved hand. If the woman finds the man agreeable, she may remove the glove, and leave him with it, immediately departing, to encourage future approachment.
| The same.
| Both noble men and women may not inquire for a courtship. Men interested in a courtship should inquire with their patriarch or matriarch to engage in negotiations with the other family at their prerogative.
|-
| A noble may never leave the confines of the City or the countryside, and should endeavor never to venture into the seedier places of the city, or indeed the very sewers and lawless areas.
| The same.
| The same.
|-
| A noble should never speak ill of the City Guard or the Military or the Marshal’s Cabinet, unless one of higher political ranking has initiated a conversation with the intent to review their performance, but one must under no circumstance complain about them.
| This rule does not exist.
| Don’t criticize the military or guard period, ever, one may only criticize the offers or generals personally for poor performance.
|}


[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
*Ailor are standard humans, and the average of all Heritages.
*Skyborn are technology people focused on innovation.
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
*Dwarves are standard dwarves fighting for their homeland.
*Eronidas are Orc-like philosopher warriors and poets


[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
*Teledden are standard elves with an ancient history.
*Lanlath are mystical high elves from a sealed-away realm.
*Suvial are fire elves with skills in Demon-taming.
*Solvaan are mercenary wind elves from misty isles.
*Isldar are ice elves exiled and facing a cold war within.
*Sihndar are frugal dark elves fighting against Demons.
*Kathar are cultist dark elves seeking greater power from dark entities.
*Maquixtl are geneticist elves dwelling in ancient jungles and rural plains.
*Abismaï are probably the cave elves, but I have no idea lol.
*Selvath are wood elves who fiercely guard their forest realms.


{| class="wikitable"
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
|-
*Asha are animal-folk seafarers and adventurers.
! School Name
*Urlan are minotaur hunters fused with a symbiote.
! Location
*Narim are insectoids who dwell in the undercity.
! State Allegiance
 
! Entry Requirements
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
! Duration of Education
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
! Taught Proficiencies
*Allar are lizardfolk alchemists and educators.
|-
*Slizzar are snake-like shapshifters who can blend into any society.
| State Academy for Officers
 
| City of Regalia
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
| Regalian Empire
*Dragonkin are humanoids descended from the souls of dragons.
| Any Ailor at least 14 years old
*Bralona are inorganic slime and metal people created by dragons.
| 10 Years
*Yanar are plan people with an affinity for nature.
| General Command, Rapier Combat
*Orion are star-people from the skies curious about the world.
|-
*Mystech are a group of Spirits, Robots, and Homunculi
| Lutherstadt Kriegsakademie
 
| Lutherstadt, Greater Calemberg
==Extra Reading==
| Regalian Empire
===Magic===
| Ailor Men at least 14 years old
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.
| 8 Years
 
| Rapier Combat, General Command
===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.
| Thr-Aenqaal Ellar School of Prefect of War
* 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.
| Paarthalaar
* 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.
| Dread Empire
* 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.
| Kathar at least 14 years old
* 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.
| 10 Years
* 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.
| General Command, Magic
* The [[Mortisphage]] 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.
| Masayan School of Warfare
 
| Korbamakora
===The Setting===
| Songaskian Masaya
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.
| Songaskia at least 14 years old
 
| 10 Years
===Mechanics===
| General Command, Warwhip Combat
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
|-
 
| Aestar Military Academy
==Getting Started==
| City of Axford, Anglia
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
| Regalian Empire
* 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.
| Any Ailor at least 14 years old
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
| 6 Years
* 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].
| General Command
* 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.
| Accademia del Tuono Ruggente
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.
| Alabano, Vultaro
 
| Regalian Empire
==The Chat System==
| Any Ailor and Orc at least 14 years old
* Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
| 4 Years
* Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
| General Command, Siege Command, Fortification Arts
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
|-
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
| Lycee Fort Taktiker
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
| Konigsberg, Greater Calemberg
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
| Regalian Empire
** Typing and entering '''Hello.*''' will print '''~CHARACTERNAME whispers: "Hello."''' This has a very short range.
| Ailor Men at least 14 years old
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
| 4 Years
 
| Siege Command, Fortification Arts
==Utilities==
|-
* You can revisit the tutorial at spawn.
| Collegio del soffio Infuocato di Polvere da spara
* You can use /fav add USERNAME to see when a friend logs on and off.
| Lampeporta, Vultaro
* There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
| Regalian Empire
* /tp WARPNAME will take you around the city. Warp names often match activity board names.
| Any Ailor at least 14 years old
* If you ever can’t find RP, check #looking-for-rp in the Discord.
| 3 Years
* Ask in a ticket if you’re new and struggling to find anyone.
| Siege Command
|-
| Lycee de la Rousette
| Vixhall
| Regalian Empire
| Ailor Men at least 14 years old
| 6 Years
| Frontline Command
|-
| Suvial Academy of the Guardian
| Uttrasamela, Avela Monvarindra
| Suvial Principalities
| Suvial Altalar
| 20 Years
| General Command, Magic
|}

Latest revision as of 01:50, 28 September 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

Aloria's population is broken down into various Heritages, each with their own designs, histories, and themes. For organization, Heritages are broken down into the following lineages, which have common themes.

Cerkind Heritages are standard humanoids.

  • Ailor are standard humans, and the average of all Heritages.
  • Skyborn are technology people focused on innovation.
  • Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
  • Dwarves are standard dwarves fighting for their homeland.
  • Eronidas are Orc-like philosopher warriors and poets

Elfkind Heritages are the various elf themes.

  • Teledden are standard elves with an ancient history.
  • Lanlath are mystical high elves from a sealed-away realm.
  • Suvial are fire elves with skills in Demon-taming.
  • Solvaan are mercenary wind elves from misty isles.
  • Isldar are ice elves exiled and facing a cold war within.
  • Sihndar are frugal dark elves fighting against Demons.
  • Kathar are cultist dark elves seeking greater power from dark entities.
  • Maquixtl are geneticist elves dwelling in ancient jungles and rural plains.
  • Abismaï are probably the cave elves, but I have no idea lol.
  • Selvath are wood elves who fiercely guard their forest realms.

Beskind Heritages are anthropomorphic peoples.

  • Asha are animal-folk seafarers and adventurers.
  • Urlan are minotaur hunters fused with a symbiote.
  • Narim are insectoids who dwell in the undercity.

Auldkin Heritages are ancient peoples.

  • Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
  • Allar are lizardfolk alchemists and educators.
  • Slizzar are snake-like shapshifters who can blend into any society.

Unique Heritages are miscellaneous peoples.

  • Dragonkin are humanoids descended from the souls of dragons.
  • Bralona are inorganic slime and metal people created by dragons.
  • Yanar are plan people with an affinity for nature.
  • Orion are star-people from the skies curious about the world.
  • Mystech are a group of Spirits, Robots, and Homunculi

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 Mortisphage 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.