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===Code of Ehrenhof===
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.
All good in the hood


===Code of Gosselle===
==The World==
*To fear the judgement of the Spirit and to maintain the Unionist Church is the paramount duty of the Order. To disobey or fail the Church’s rulings is treason against the Spirit.
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.
*To speak a lie is to take the Spirit in the mouth and spit it out. To speak the truth at all times is the natural state of all true Knights.
===Heritages===
*The Knights must make war on the infidels without cessation and without mercy, for the cleansing of non-Unionism can only be performed by the sword. Never break bread with the heretics not protected by the Kleine Rechnung, for their fallacies can never be tolerated.
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.
*Each and every Knight shall be generous and give alms to the poor always, to go forth into the ill of repute and harlots and downtrodden, and to provide alms and food for the needy. Never speak against those in poverty, but raise them up with the training of their faith.


===Code of Great Oak===
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
*The pursuit of glory and competition is the highest need of any Knight. A Knight must always have an aspiring ambition to a greater purpose, and find cause during downtime for great achievements such as hunts, duels, sparring, jousts, tournaments, patronage of the arts, and to make all see and hear.
*Ailor are standard humans, and the average of all Heritages.
*The Knights of the Great Oak are above religious identity and should aim to treat all religions as equals before the Great Oak.
*Skyborn are technology people focused on innovation.
*To challenge Knights of all other orders is the greatest pursuit of a test of mettle and strength. To deny a challenge from an equal is a sin against the Great Oak, and invites negative Soldi into one’s heart.
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
*To duel in fairness is the highest virtue of the Knights. Refrain from cowardly actions against one’s opponent, nor strike their back while unprepared. Never raise a weapon against those who cannot protect themselves, for such is the deed of a ravenous beast that must be put down.
*Dwarves are standard dwarves fighting for their homeland.
*The Great Oak symbolizes strength and growth in nature. To strike out against nature and those who tend to it is a sin against the Great Oak, and all that it calls its brethren.
*Eronidas are Orc-like philosopher warriors and poets


===Code of Lyon===
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
*Knights must be bound to a patron, never leaving their side even in the thick of battle, and remain faithful to their patron until released from duty or dissolved by the Primae. A Knight without a patron is like a Feathered Meadowfly drawn to a flame of contempt.
*Teledden are standard elves with an ancient history.
*To do honor by your Pelters is paramount. Seek always to strengthen your fellow Knights, and go to any lengths to ensure their happiness and wellbeing, for they will do the same for you.
*Lanlath are mystical high elves from a sealed-away realm.
*The honor of a Lion Pelt Knight is to refuse unfairness, meanness, and deceit. Refrain from speaking ill of anyone and return slander with words of kindness.
*Suvial are fire elves with skills in Demon-taming.
*Remember that the wealth of Aloria is temporary, and give alms to the destitute who need it most. For the duty of those with the means to live in excess, is to see that those below them are cared for with their surplus.
*Solvaan are mercenary wind elves from misty isles.
*To dress to impress is the obligation of a Pelter. Endeavor to stand out from the crowd by taking care of one’s appearance, for beauty and class bring honor to both patron and Order.
*Isldar are ice elves exiled and facing a cold war within.
*The Lion Pelt Order stands to be unique from the hundreds in service to others. Refrain from the common duties of guards and sellswords, and instead hold strong to your patron, for their sole security is your only task.
*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.


===Code of Black Raven===
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
*Reliance on otherworldly forces weakens the sword arm and the soul. Do not be tempted by the false promises offered by these powers of deceit and seek strength by any righteous means to combat the daemons in our midst and the effigies they construct.
*Asha are animal-folk seafarers and adventurers.
*Those who would dabble in the arts of daemons would see honest men and women cast into the darkest Void for their hubris. It is the duty of our Order to purge the evil and daemon scourge from the world, be it an act of kindness or the sword of deliverance. For daemons are merely creatures of will and will hath no hold over Humans of virtue.
*Urlan are minotaur hunters fused with a symbiote.
*Hold firm in your convictions to the Order even in the face of adversity, for those who speak out against our calling are ignorant to the danger that stalks them in the darkness. Those who fall to the vices of heresy and blasphemy fall to the highest degrees of justice.
*Narim are insectoids who dwell in the undercity.
*Avoid earthly pleasures which encourage hedonism and vanity, for both show contempt to discipline and undermine our cause. Focus on purpose, for the salvation it brings others is the greatest pleasure of the Order.
*Be wary of groups which favor the aberrants in their duties, for their misguided policies are quick to corrupt those with sounder minds. Serve only those who share our ideals, and never compromise one’s honor for temptations of fortune.


===Code of Galatyr===
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
*It is the duty of every Ward of Fae to travel the world in pursuit of relics which shall one day save us from the destruction the Angels warned Galatyr of. To house these relics in the Sepulchres of our forebears is our sacred calling, and to one day rest our bones with those that came before. Yet refrain of resorting to dishonest means such as theft to accomplish our mission, for to do so is to bring shame to our Order and the Angels' mission.
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
*As those who have received gifts from the Angels, we must protect others with similar gifts from those that would bring undue harm upon them. It is the duty of a Ward of Fae to be a voice for those who cannot speak for themselves, for we too have been met with persecution in our days long past. Do not persecute others for their spiritual beliefs, for to speak out against them is to betray our own sacred calling to the Angels.
*Allar are lizardfolk alchemists and educators.
*Never show displeasure to one’s natural self or how one was born, for there is nothing more natural than a birth. Work to bring others to their natural state of existence, and show them that they should never hide who they truly are in spirit.
*Slizzar are snake-like shapshifters who can blend into any society.


===Code of Oranjen===
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
*The profession of faith is a sacred vow that must never be trampled upon. It is the duty of the Oranjen Knights to safeguard these places of worship from any and all foes, and to use whatever means necessary to prevent the intrusion of those who would desecrate the sanctity of these sites with tools of destruction and death.
*Dragonkin are humanoids descended from the souls of dragons.
*A Knight must never raise a sword against those who guide their faithful followers, nor those without the means to defend themselves. To do so is the highest form of betrayal to both faith and duty.
*Bralona are inorganic slime and metal people created by dragons.
*As guardians of all faiths, the Knights must ensure that their own words never turn another from their spiritual convictions. Never reveal one’s personal beliefs even if compelled to do so by the end of a sword, nor criticize another if their beliefs run contrary to your own. A Knight must be ready to advocate for others before themselves, even if it means to speak contrary to one’s spiritual beliefs.
*Yanar are plan people with an affinity for nature.
*There are those who will try to become something that they are not, relying on unnatural forces in the process. The Oranjen Knights must act to change the minds of those deceived by these otherworldly powers, and return them to a natural state of being.
*Orion are star-people from the skies curious about the world.
*Hold strong to be a stalwart lance to those who would assail the Crown and Empire, for it is the duty of the Oranjen Knights to protect those who also protect us, and ensure the Imperial Lineage continues onwards to the next generation.
*Mystech are a group of Spirits, Robots, and Homunculi
*To deceive or speak untruthfully to another is a betrayal to one’s self. Seek always to speak with honesty and integrity, as doing so is the natural state of a Knight.
*The pursuit of riches and power over others places a temptation on the Knights to betray their own convictions. To renounce inheritance is to accept humility, and to accept humility is to remain ever steadfast in our duty to others.


===Code of the Golden Chalice===
==Extra Reading==
*Fortune and Glory is the highest pursuit of all worthy Knights, and to be valued above all else. Never decline an opportunity to better one’s lot in life, unless it would tarnish the Golden Chalice.
===Magic===
*To raise a weapon against those who cannot defend themselves is to tarnish the Golden Chalice. Never resort to the coward’s tactic of backstabbing, for to do so is to dirty one’s Fortune.
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.
*A Monzon’s fashion and wealth should always be on display to show one’s success, especially above the Pelters who know nothing of true glory. Always seek to outdo Pelters in both style and wealth, and create opportunities to show the public that they are nothing more than a sham order.
*The Golden Chalice pours out its glory to all who don our colors. Always be loyal to one another, and together the gold that lines our coffers will shine brighter than the stars.
*Do not cast your lot in with highbornes and the guard forces they fund, but rather the ones who appreciate the Knights of the Golden Chalice. For gold flows from many sources, many which are left overflowing to those who seek out alternative roads in life.
*Our fortunes only shine so long as we do not cast it into the shadows of lies and deception. Always remember that silence is golden.


===Code of the Iron Fist===
===Affinities and Afflictions===
*To be a Blackguard Knight is to have self control, and to not stoop to a level that would demean yourself or the Order. Insults are for weak men who know not the concepts of dignity and honor, as are lies and deception.
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.
*Always take your challenges head on, and do not resort to cowardly tactics such as striking an unaware opponent in the back. Speak whatever comes to mind, for plainess in speech is a virtue, and those who are frank and honest are always respected by friend and foe alike.
* 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.
*Before our Primae, we were nothing but dogs without purpose in life. Without the Crown, our Primae would also be nothing. For showing us the path to honor, the Blackguard Knights swear everlasting loyalty to the Crown and Empire, to Vultaro and Lampero.
* 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.
*Those above us are worthy of respect for rising so high. Always show deference to the nobility, for their status is granted by the Crown and thus our respect is mandated. Always respect the Blackguard amongst you who acts as a bastion of the Order, and give him the honor of becoming Duce, your Leader. Only through respecting the best of us can we continue to advance.
* 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.
*A Blackguard Knight does not back down from confrontation, and refrains from showing weakness to adversaries. Never be afraid to teach a lesson to those who should keep their tongues held, for actions speak louder than words to curb such pettiness.
* 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.
*We are warriors above all, and must always be seen as such. To dress like an Elf with flowing hair and slender frame is to become effeminate and weak, and thus a liability in our duties. Family forces one to settle down, and a luxury our mission cannot afford.
* 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.
*Never decline an opportunity to showcase one’s martial prowess, for such proves the mantle of the Blackguard Knights. Defeat will occur, but it must never mark the end of a challenge. Knights who fail to secure victory must always seek to even the score before moving on, for abandoning the chance to show one’s growth is to weaken the Order.
* 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.


===Code of Tyat===
===The Setting===
*To seek out those who are to be sought is the mission of our Order. Never decline the chance to hunt down those in need of capture, for to break off the hunt is to show indecisiveness.
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 arrow is as unpredictable as the wind it is carried on, and their usage can mean the loss of a valuable target. For a man is no good to anyone dead, and as such a Knight must ensure the survival of those they go after, unless on a field of battle. For war is as merciless as the death that comes to those who fall in them.
*The horse lords of our homelands are a people worthy of respect, as are any who work alongside such majestic creatures. To insult those with such a bond is to be ignorant of what such a union represents.
*A Parthas must always have integrity, and to not resort to lies and deceit at will. Only with the goal of seizing a target should this vow be bent, but only sparingly.


===Mechanics===
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.


===Curing of Vampirism/Werebeasts===
==Getting Started==
* First, join the [https://www.massivecraft.com/discord-roleplay 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 [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].
* 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.


(('''OOC Note:''' The curing process is not allowed to be time-skipped, except for one exception. After 10 minutes have passed, the curer/guard at the Sacrosankt is able to ask the infected player in OOC chat if they have anyone planning to rescue them from the Sacrosankt. If the infected player does not have anyone coming to rescue them, then the curing process can be time-skipped after an extra 5 minutes have past, shortcutting the curing time to 15 minutes total vs the regular hour.))
==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.

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.