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{{Info materials
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.
|image = bluesteel.png
|officialname =
*Hallowed Stone
*Magestone
*Purestone
|origin = Regalian Empire
|uses = Protecting high value locations
|}}
Holy Stones are special materials created by several groups in the Regalian Empire to safeguard their most sacred areas, or to deny the use of Abilities by those who would do harm to those around them, such as criminals with Arcane Afflictions. Hallowed Stone is the oldest type of Holy Stone used by the Unionist Churches, and is the name origin for the category of material. Magestone, the Mage’s Bane, is the second type of Holy Stone, and was one of the many instruments used by the Azure Order to detain and “re-educate” illegal Mages to comply with the regulations of the Regalian Empire. Finally, Purestone is the newest type of Holy Stone, invented by the Purists of Saint Belliard to safeguard locations from all forms of Aberrancy, and in doing so created a material which even prevents the innate Racial Abilities of Alorians from manifesting. Together, the three Holy Stones are praised by conservative elements as gifts from the Imperial Spirit to safeguard against the enemies of Unionism, while those who are affected by these materials see them as one of the many tools used by the Empire to oppress them. Regardless of one’s own beliefs, it is impossible to deny the power of Holy Stones, and it is expected that they will continue to see use in the most secure and holy of areas in the Empire for years to come.


==Hallowed Stone==
==The World==
Hallowed Stone has existed long before any of the other Holy Stones, with dated records of its presence at the founding of Unionism, being a part of some of its earliest churches and places of worship. The Church, specifically the Forges of [[Basta]], have managed its construction and distribution since that time. In spite of its construction by the Church, it is not known publicly for certain when, or why, it was initially created, in spite of its obvious usage now. Nor is it completely understood how it functions, as the nature of the Basta Forges prevents any information about it from leaving their midst. Churches that have Hallowed Stone sanctums reserve it for the prayer of the most pure and devout, seeking desperately to keep the unworthy away from their relics and places of worship, most notably the fonts which house [[Holy Water]].
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.


Hallowed Stone remains a cornerstone of Church practice and structure, even with the split nature of Unionist Sects in modern times. Its ability to ward off [[Void]] and [[Exist]] aberrations, but not those of [[Primal Essence]], pleases even the outliers such as the Vultarin Sect. Though few are capable of acquiring it, as while its process of construction is understood by the church, it is still lengthy and time consuming, leading to only small amounts produced each year for acquisition. It is often one of the first components secured for building when a new Chapel or Church is planned, and is similarly one of the first things Inquisitions and Crusaders attempt to plunder when raiding failed or heretical churches, or whoever they deem unworthy of it. Though many have tried to learn its construction method for their own use throughout the years, the Church has maintained its secrecy well, and is to this day the only source of new Hallowed Stone.
[[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


==Magestone==
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
Magestone was created around 110 AC during the tenure of Grand Vigil Nicholas of the Azure Order, and was instrumental to the reforms that made this Regalian Organization the feared behemoth of centuries past. While Hallowed Stone at this point in Regalian History proved effective in deterring Aberrants from the holiest sites in Unionist Temples, it failed to prevent said Aberrants from using their powers to harm others around them. In order to effectively carry out their duties as enforcers of magic law in the Regalian Empire, the Azure Order required a new material, one that held the power to prevent Mages from casting their spells, allowing for the Sentinels to carry out their “re-education” of those captured. After many trials, and with rumors of occult powers being utilized in its creation, the Azure Order finally created Magestone, using it as the chief material in constructing their base of operations: the Azure Spire.
*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.


With the growth of the Azure Order’s influence came a greater desire of other Organizations to utilize Magestone for their own purposes, such as the Violet Order and Crimson Inquisition. As the Azure Order willingly supplied these groups with their Holy Stone, it became clear that Magestone was far more potent than initially thought. Not only were Mages prevented from casting their spells in the vicinity of Magestone, but Vampires and Werebeasts were far more easier to subdue. Further research carried out by the Azure Order and Scholar’s Court eventually concluded that Magestone had the ability to block off most powers derived from the Void and Exist planes, in turn creating greater demand by various interest groups for Magestone. By 250 AC, nearly every prison in urban centers such as the City of Axford and City of Calemberg used Magestone within their walls, with its signature blue coloring serving as a constant symbol of security to law-abiding citizens, and helplessness to occult-inclined criminals.
[[File:Beastrace.png|frameless|20px]] '''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.


==Purestone==
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
Purestone was developed in tandem with Puretek by the Purists of Saint Belliard around 306 AC. With the development of Puretek and the recent revelation of Witchblood’s potential threat to the Regalian Empire, Magestone proved quickly ineffective in managing the abilities of those who draw on Planar, or Binral Essence. Even the Church’s long utilized and constructed Hallowed Stone, which has existed since the founding of Unionism, had no effect on the presence and abilities of Witchbloods and others who draw on Primal Power. The Purists of Saint Belliard’s solution to the failing of these two cornerstones led to the creation of Purestone, a particularly potent dampening stone. It did not see installation until early 308 AC, however, and only in a handful of specific areas. The Purists initially sought to improve upon the concept of Magestone, building large fortresses and sanctums from it, allowing them to be securely protected from dangerous Aberrants, willing (or unwilling) servants of the [[Dragons]], and other accursed creatures. They spoke openly and freely of their plans to build a Sanctuary for [[Humans]], but the presence of Purestone as the catalyst for it was only vaguely understood by outsiders to the Guild. Little is known about the process of its creation, only that the Imperial Palace was closely involved, and that it also utilized a closely guarded Unionist [[Artifact]]. What is known from rumors is that its construction is an extremely costly and laborious process. Any Noble or Scholar who is particularly conspiratorial (or critical of the Purists) is usually quick to allude to a cost to create the stone that borders on immoral, suggesting occult rituals and loss of life to create a powerful stone capable of quelling even the [[Essence]] of [[Aloria]]. Any such assumptions are vehemently, and even violently, denied by the Purists and their constituents, so the idea is rarely spoken of outside of trusted circles, especially since there is no proof of such. Though the exact timeline of its creation is unknown outside of the order, scholars and informants have deduced that, most likely, while Puretek was entering testing, Purestone’s creation was still entirely hypothetical. Regardless of the delays and roadblocks in its inception, the Purists worked diligently towards their goal: to create a stone for construction capable of even sapping the powers from Witchbloods and the rare Primal Mages alike.  
*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.


The Purists have spoken little of its sale and construction, only saying as much to immediately deny any request to purchase more to this very day. Though they may happily supply Puretek to loyal and devout Purity Conservatives, the conversation with their craftsman ends the moment Purestone is suggested. It can only be safely assumed that the price of its creation is astronomical, far beyond even what the most wealthy houses can afford, or that it utilized an object or resource they are no longer capable of accessing. If the latter is true, however, the Purists would never admit such, due to the proverbial power its mere existence holds over their enemies. The Purists will only speak of Purestone to the Imperial Palace and managers of Greygate, and even then it is only to assure it is still functioning and take measurements and notes. Since it would have been too costly, and possibly damaging to the stone to install it into another building to test its effects first, the Purestone in Greygate was placed there directly by the Purists once it was complete. Thus Greygate serves as its trial run, as the presumed small amount they have left is installed into other critical fortified points around the Archipelago. Its installation into such closely-guarded areas have caused an improvement in morale as the sanctity of those spaces are assured against Abberant’s abilities.
[[File:Ancientraces.png|frameless|20px]] '''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


==Summary of Effects==
==Extra Reading==
Below is a table summarizing the three types of Holy Stones, and characteristics related to each material. Notable Locations cover places within the City of Regalia where Holy Stones are commonly found. Block Indicators are used to denote areas where Holy Stones are present (for example, Light Blue Concrete & Light Blue Glazed Terracotta are used in Greygate Prison to indicate the prison cell areas which are lined in Purestone).
===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.


{| class="wikitable"
===Affinities and Afflictions===
|- style="font-weight:bold; text-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.
! Stone Type
* 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.
! Notable Location(s)
* 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.
! Block Indicator
* 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.
! Effects
* 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.
| Magestone
* 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.
| Azure Spire
* 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.
| Lapis Lazuli Block
 
|
===The Setting===
*Disables all Void and Exist-based Abilities (except for Racial Abilities)
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.
|-
 
| Purestone
===Mechanics===
| Greygate Prison, Imperial Palace
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
| Light Blue Concrete & Light Blue Glazed Terracotta
 
|
==Getting Started==
*Disables all Abilities
* 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.
| Hallowed StoneTemples
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
| Unionist Temples
* 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].
| Gold Block
* 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.
*Spontaneous Combustion to Complete Aberrancy
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.
*Intense, Crippling  Pain to Linked Aberrancy
 
*Bearable amounts of Pain to Infested Aberrancy
==The Chat System==
*High discomfort to Touched Aberrancy
* 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.
{{Materials}}
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
{{Accreditation
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
|Artists = Betterer
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
|Writers =
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
|Processors =
** 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.
[[category:Materials]]
 
==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.