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((This Page is a WIP and only being used for Testing Purposes))
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.
The Regalian Government is the vast judicial, bureaucratic and executive apparatus that runs the Regalian Empire, and the Regalian Commonwealth at large. The Regalian Empire is, surface and population wise, the largest Empire known on Aloria proper, while also maintaining the largest known government system to run the entire Empire into the smallest detail. With the succession of Cedromar I and through the continuing rule of Alexander I, the government was restyled into what was referred to as The New Model Government. This reform was initiated due to the ever failing bureaucracy centered around State Councils, an ancient tradition left behind from centuries ago and dating all the way back to the Regalian Kingdom. The Regalian Government features four primary Curias, or Courts in Proto-Regalian. These Curias have authority and power within their own jurisdiction, and are all integral parts that make up the greater whole of the the Regalian Government.  


==test==
==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.


{| class="wikitable"
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
{| style="background-color:#4A8757; width: 85%;" align="center"
*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


! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
! colspan="2" style="background:#C9D8CC;" |
*Teledden are standard elves with an ancient history.
The Crown is the central body of the Regalian Empire and the Imperial Seat. Most positions inside the Curia Cordis are not attainable for anyone but the Royal Family of Regalia, though some favorite positions are open to those who are able to climb the ranks of the Emperor's close favorites. These positions are generally described as some of the most prestigious positions in the entire Empire, because they are certainly the closest to the Crown's favor.
*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.


|- style="background:#eee;"
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
| rowspan="2" style="width: 15%; text-align:center;" |
*Asha are animal-folk seafarers and adventurers.
'''Emperor of Regalia'''
*Urlan are minotaur hunters fused with a symbiote.
*Narim are insectoids who dwell in the undercity.


His Imperial Holiness Alexander I
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
|  
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
The Crown is the undisputed head of the Regalian Empire and of the Unionist faith. The Crown must always be a descendant of Emperor Theomar the first, and must always be male. Due to the elective inheritance act of 304 AC, the heir must also be chosen by the previous Emperor through an election process called the Tahn which involves a theological debate between the Crown and the Supreme Reverend on the matter of necessity.
*Allar are lizardfolk alchemists and educators.
|- style="background:white;"
*Slizzar are snake-like shapshifters who can blend into any society.
|
*Has full authority over the Regalian Empire.


|- style="background:#eee;"
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
| rowspan="2" style="width: 15%; text-align:center;" |
*Dragonkin are humanoids descended from the souls of dragons.
'''Lord Chancellor'''
*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


Jared Bancroft
==Extra Reading==
|
===Magic===
The Lord Chancellor by Crown consent, as with the Assembly, represents the Emperor in authority and Duty and where necessary, be granted executive power to rule parts of the Empire in the Crown’s stead. This position is currently elective via Noble Assembly and appointed directly by the Emperor, and rules the State Government, along with partial authority in Military matters.
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.
|- style="background:white;"
|
*Dictates Regalian State Law in the Empire, being able to change any and all Regalian State Laws.
*Dictates the creation of Charters.
*Dictates the declaration of war on foreign states and can force the Marshalry to focus on a specific front.
*Dictates the summoning of foreign dignitaries to Court for an event (think Iron Duke, Ithanian Prince Sovereign, King of Nordskag etc).
|}


{| class="wikitable"
===Affinities and Afflictions===
{| style="background-color:#4A8757; width: 85%;" align="center"
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.


! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]
===The Setting===
! colspan="2" style="background:#C9D8CC;" |
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.
The State, currently led by the Bancroft Chancellery is a group of offices established by Lord Chancellor Jared I during his tenure, itself a continuation of the New Model style of Government used by Dietrich I. The Chancellory is the civilian government of the Empire, a culmination of the Ministers and the Bureaucracy that run the various sectors of the Empire as a whole, both internally and externally. The Cabinet itself is made up of a mix of Advisors (In Proto-Regalian, Kanzlerrat) and Ministers (In Proto-Regalian, Reichsrat). All Ministerial positions are created and appointed by the Lord Chancellor or the Emperor. All government positions are beholden to the Lord Chancellor, and Ministers can be removed at any time, for any reason. Every office (except the Kanzlerrat) may appoint their own unofficially registered assistants, clerks and stewards, but these will not be officially recorded or given official power.


|- style="background:#eee;"
===Mechanics===
| rowspan="2" style="width: 15%; text-align:center;" |
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
'''Finance Minister'''


Baroness Madelyn de Azcoissia
==Getting Started==
|
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
The Financial Ministry oversees the allocation of finances, as well as the set levels of taxes and other financial incomes or expenses of the Regalian Empire as a whole. They set the budgets for the other ministries, and provides finances for carrying out government missions. A list of the Finance Ministry’s full rights and responsibilities are as follows.
* 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.  
|- style="background:white;"
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
|
* 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].
*The right to allocate government finances on behalf of the State
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
*The right to set taxation levels for the State
* That’s all! Get on and roleplay.
*The right to maintain the State budget
* 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 right to carry a weapon for ceremonial and self-defense scenarios


==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.


|- style="background:#eee;"
==Utilities==
| rowspan="2" style="width: 15%; text-align:center;" |
* You can revisit the tutorial at spawn.
'''Logistics Minister'''
* 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.
Sir Ardige Viduggla
* /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.
The Logistics Minister is charged with managing the logistics that directly relate to the military and state-controlled assets. A list of the Logistics Ministries full rights and responsibilities are as follows.
* Ask in a ticket if you’re new and struggling to find anyone.
|- style="background:white;"
|
*Dictates the forced conscription of soldiers within the Regalian Archipelago.
*Dictates the allocation of troops, ships, and additional logistics to the Regalian Military.
*The duty to maintain a ledger of state agents for specific roles, with their noted skillset.
**As an example, this would record an Allar with knowledge of Hadar's geography.
 
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''Foreign Minister'''
 
Amelina Peirgarten
|
The Foreign Ministry largely involves itself with making deals and contracts with foreign nations, as well as suzerain states such as the Ithanian Sovereignty, Kingdom of Nordskag, or other smaller clients. They would arrange safe passage for armies through neutral states during wartime, and negotiate peace treaties on behalf of the State. The Foreign Ministry operates with an interior Diplomacy Core, often being sent out on diplomatic missions abroad, and are rumored to also be tasked with organizing less than savory government missions. A list of the Foreign Reichsrat's full rights and responsibilities are as follows:
|- style="background:white;"
|
*The right to create and send diplomatic missions on behalf of the Regalian State, provided they have funding from the government
*The right to negotiate with foreign nations on behalf of the Regalian State
*The right to carry a weapon for ceremonial and self-defense scenarios
*The right to create ad hoc committees focused on a specific diplomatic mission
 
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''Arcane Minister'''
 
Countess Vivana Avalorn
|
The Arcane Minster is responsible for overseeing and managing the supernatural activities of the Regalian State. While focused mostly on the Crown Isle, the Minister does have some duties that go beyond the borders of the Regalian Capital.
|- style="background:white;"
|
*The right to investigate Occult events on the Crown Isle on behalf of the State
*The right to safely secure Occult objects on behalf of the State
*The right to register all Noble Court Mages
*The right to grant White Status permits to Occult Persona on the Crown Isle.
*The right to declare Black Status on Occult Persona on the Crown Isle with adequate and presented proof of severe Occult-related crimes against the Regalian Empire.
*The right to declare a public area of the Crown Isle permissible for Occult Ability usage.
 
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''Whip Minister'''
 
Baron Klaus Typhonus
|
The Whip Minister is the successor of the old Government Whip position, inheriting a heavily altered list of responsibilities and rights to fit the needs of the new model of government. A list of the Whip Reichsrat Minister's full rights and responsibilities are as follows.
|- style="background:white;"
|
*The right to dictate the performance of an Imperial Summons. This is a 1 on 1 accusation inquest by the Whip in front of the Chancellor, wherein the Whip singles out a Minister or state agent they believe should be fired or disciplined, and try to convince the Chancellor by performing an accusation in front of him at the Regalian Senate Hall.
*The right to dictate search warrants on Noble Estate to the Old Guard Charter.
*The right to call noble titleholders to answer for their actions where the Regalian State has an interest.
*The right to call for a Diet of the Nobility without the consent of the nobility, provided that a justification can be provided in the interests of the State. As an aside note, this still requires three days notice to be given ahead of time.
*The right to assemble ad hoc committees and tribunals to handle minor matters in the Regalian Capital.
 
 
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''Belliard Representative'''
 
Grand Duke Dietrich von Drachenburg
|
The Belliard Representative is responsible for the regulation of Puretek on the Crown Isle. The position must always be held by a member of the Guilds of Saint Belliard, be that honorific or otherwise. A list of the Belliard Representative's full rights and responsibilities are as follows:
|- style="background:white;"
|
*The right to issue Puretek Permits on the Crown Isle
*The right to keep a private registry of all registered Puretek users and owners
*The right to carry a weapon for ceremonial and self-defense scenarios
*The right to carry and use Puretek on the Crown Isle
 
|}
==test2==
 
{| class="wikitable"
{| style="background-color:#4A8757; width: 85%;" align="center"
 
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]
! colspan="2" style="background:#C9D8CC;" |
Blank for the sake of copy pasting
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''Test Office 1'''
 
Name1
|
description1
|- style="background:white;"
|
*these
*are
*the
*rights
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''test2'''
 
name2
|
name
|- style="background:white;"
|
*rights
*go
*here
 
|}
 
===test4===
==test3==
 
{| class="wikitable"
{| style="background-color:#4A8757; width: 85%;" align="center"
 
! style="background:#C9D8CC; width:170px;" | [[File:Crownimg1.png|100px]]
! colspan="2" style="background:#C9D8CC;" |
Blank for the sake of copy pasting v2
 
|- style="background:#eee;"
| rowspan="2" style="width: 15%; text-align:center;" |
'''Test Office 1'''
 
Name1
|
description1
|- style="background:white;"
|
*these
*are
*the
*rights
 
|- style="background:#eee;"
| rowspan="1" style="width: 15%; text-align:center;" |
'''test2'''
 
name2
 
| no
|- style="background:white;"
|}
 
 
===test4===
{| class="wikitable"
{| style="background-color:#4A8757; width: 85%;" align="center"
|- style="text-align:center;"
! style="background-color:#efefef; width:170px;" | [[File:Crownimg1.png|100px]]
! colspan="2" style="background-color:#C9D8CC;" | description here
|-
| style="text-align:center; background-color:#efefef;" |
'''rank1'''
 
I did it
| colspan="2" style="background-color:white;" | Spicy jalapeno bacon ipsum dolor amet pastrami non pancetta ullamco officia incididunt turkey cupidatat ut shoulder pork beef ribs frankfurter buffalo. Burgdoggen anim tempor excepteur aliqua labore ham hock nostrud. Buffalo proident eiusmod consectetur spare ribs kevin ullamco. Tempor corned beef cillum anim rump ad ball tip, est quis dolor pork qui id dolore. Shoulder ham aliquip short loin, kielbasa non ad. Sint minim rump porchetta nisi ham hock irure ex hamburger ut capicola ipsum.
|-
| style="text-align:center; background-color:#efefef;" |
'''rank2'''
 
I did this too
| colspan="2" style="background-color:white;" | Spicy jalapeno bacon ipsum dolor amet pastrami non pancetta ullamco officia incididunt turkey cupidatat ut shoulder pork beef ribs frankfurter buffalo. Burgdoggen anim tempor excepteur aliqua labore ham hock nostrud. Buffalo proident eiusmod consectetur spare ribs kevin ullamco. Tempor corned beef cillum anim rump ad ball tip, est quis dolor pork qui id dolore. Shoulder ham aliquip short loin, kielbasa non ad. Sint minim rump porchetta nisi ham hock irure ex hamburger ut capicola ipsum.
|}

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.