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[[file:Tangerine.gif]]
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.
This Page is prone to Shrodinger's Tangerine.
''"Can we call speculating over unreleased content Schrodinger's Tangerine" - Okadoka 4/20/21''
Keep in mind, content on this page will shift and change.


==The Government Agencies==
==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="background-color:#4A8757; width: 85%;" align="center"
===Heritages===
|- style="text-align:center;"
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.
! style="background-color:#C9D8CC; width:170px;" | [[File:Consulaa.png|100px]]
! colspan="2" style="background-color:#C9D8CC;" | Government Agencies are different from Government Ministers in the sense that their roles are focused on one specific duty or topic. Government Agencies can be created by the Chancellor and the Assembly, but some positions are created strictly by the [[Legal Codes]] of [[Regalian Law]]. In general, Government Agencies only have a singular person appointed to them, but some offices may have additional clerks where necessary.
|-
| style="text-align:center; width:15%; background-color:#efefef;" |
'''Belliard Representative'''


His Grace Dietrich von Drachenburg
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
| colspan="2" style="background-color:white;" | 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, and their sole duty is to issue Puretek permits to individuals.
*Ailor are standard humans, and the average of all Heritages.
|-
*Skyborn are technology people focused on innovation.
| style="text-align:center; width:15%; background-color:#efefef;" |
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
'''Reeves Office'''
*Dwarves are standard dwarves fighting for their homeland.
*Eronidas are Orc-like philosopher warriors and poets


Tirioc Mionther
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
| colspan="2" style="background-color:white;" | The Reeve's Office is an Emperor-appointed (with 2 Clerks appointed by the Chancellor) Agency which handles conflict resolving with the City Guard, as well as violations of [[Blueblood Court Privileges]], as defined both in Legal Codes and the [https://forums.massivecraft.com/threads/regalian-city-guard-applications.89349/ | Regalian City Guard thread]
*Teledden are standard elves with an ancient history.
|-
*Lanlath are mystical high elves from a sealed-away realm.
| style="text-align:center; width:15%; background-color:#efefef;" |
*Suvial are fire elves with skills in Demon-taming.
'''Undercity Representative'''
*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.


Her High Grace Valarosta Ino-Femmun
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
| colspan="2" style="background-color:white;" | The Undercity Representative is a Chancellor-appointed Government Agency which serves as a communication point between the Regalian State and the Undercity.
*Asha are animal-folk seafarers and adventurers.
|-
*Urlan are minotaur hunters fused with a symbiote.
|-
*Narim are insectoids who dwell in the undercity.
| style="text-align:center; width:15%; background-color:#efefef;" |
'''Velheim Development Fund Manager'''


Lady Kaya Sorenvik
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
| colspan="2" style="background-color:white;" | The Manager is a State-Appointed individual who manages and delegates the funds from the Velheim Development Fund, which should go towards the benefit and well-being of the Velheim People in the Archipelago.
*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.


[[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


==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.


Schooling is a [[Proficiency#Point-Buy|Point-Buy]] mechanic that allows a Character to have attended a major academy or institution somewhere in the world and gotten an education there. Each school costs 3 Proficiency Points to have attended. When you purchase a pack, specify which School of that pack you attended on your Character Application. Attending a school gives a Character the bragging right of having gone there, but also a unique mechanic that can be used in Progressions to reflect their higher education, and a function that can be used in-game. Whether or not a school blocks students is indicated by the 'Open' or 'Only' next to its name. Open means anyone can go. Only means only the Race or Culture that runs the school can go. There is no cap on how many schools your Character can have attended, although it should make sense in the Backstory you have written up for them. Some packs can be bought multiple times, to get more schools of that pack, but this doesn't apply to all packs. Check the descriptions for more information.
===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.


==Packs==
===The Setting===
{| class="wikitable"
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.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
 
! School Type
===Mechanics===
! Schools
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
! Locations
 
! Function
==Getting Started==
! Progression Use
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
! Backstory Rights
* 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.
| style="width: 10%;" | '''Riding School'''
* 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].
| style="width: 27%;" |
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
*Drixon School of Calemberg (Ailor Open)
* That’s all! Get on and roleplay.
*Lancierron School of Ivaëlle (Altalar Open)
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.  
*Morroïs School of Hortutor (Avanthar Open)
 
*Banat-Ânya School of Horses (Ailor Open)
==The Chat System==
*Viridian, Villiers-Eclaire, Darkwald, and Parthas Orders (Knights Only)
* Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
| style = "width: 15%;" |
* Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
*Calemberg
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
*Tanaar Ivaëlle
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
*Avanth Hortutor
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
*Baldmark
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
*Knightly Training*
** Typing and entering '''Hello.*''' will print '''~CHARACTERNAME whispers: "Hello."''' This has a very short range.
| style = "width: 20%;" | Grants the Character 3 years of Riding School experience with a variety of mounts, allowing them to in theory be able to ride any type of war-mount. This Pack can only be purchased once as all Riding Schools are the same.
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
| Allows the Character some communication contacts at their School to communicate with in Geo Politics who will be somewhat positive towards them.
 
| None
==Utilities==
|-
* You can revisit the tutorial at spawn.
| '''Admiral School'''
* 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.
*Imperial Regalian Naval Academy (Ailor Open)
* /tp WARPNAME will take you around the city. Warp names often match activity board names.
*Dormin Naval School of Thought (Ailor Open)
* If you ever can’t find RP, check #looking-for-rp in the Discord.
*Silverwind Pirate Commune (Ailor Open)
* Ask in a ticket if you’re new and struggling to find anyone.
*Talant Ilha-Faial Academy (Altalar Open)
*Zarmanh College (Asha Only)
*Zurmaaltaarvan (Slizzar Only)
*Qamanalanha Admiral School (Kathar Only)
|
*Dragenthal
*Essalonia
*Silverwind
*Talant Ilha Faial
*Kingdom of Nakhoor
*Ssassrakand
*Saivale
| Grants the Character 3 years of Academic Naval Theory schooling, giving them the know how to either function as a Captain or Admiral. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies.
| The Character will be able to part-take in Progressions as a Captain or Admiral.
| The Character can have employment in the national Navies of the specific school they went to.
|-
| '''Finance School'''
|
*Al-Arraas Hamanh College (Qadir Open)
*Narlas College for Commerce (Ailor Open)
*Masaya Coin Academy (Songaskia Open)
*Olamaan Economic Theoretica (Altalar Only)
*Lion Pelt, Monzon, Blackguard, and Parthas Orders (Knights Only)
|
*Qadir Hadrityas
*Dragenthal
*Masaya
*Tanaar Ivaëlle
*Knightly Training*
| Grants the Character 3 years of Economic learning at an Economic theory institute. This Pack can be purchased only once as most economic schools teach the same theorem.
| The Character becomes less likely to be scammed or cheated out of a financial Progression Action.
| The Character can have a modest trade company that is doing well in the nation of the school they went to.
|-
| '''Command School'''
|
*Imperial Regalian Marshal Academy (Ailor Open)
*Calemberg Ordner School (Ailor Only)
*Oussafalin Academy Songay (Songaskia Open)
*Mizalaan College for War (Altalar Open)
*Solsanthëa Silverhelm Commandery (Altalar Only)
*Roktokaar College for War (Kathar Only)
*Minenlaamjar College for War (Suvial Only)
*Collége de Guerre et État (Ithanian Only)
*Skole Militair Nordskag (Ailor Open)
*Viridian, Villiers-Eclaire, and Blackguard Orders (Knights Only)
|
*Crown Isle
*Calemberg
*Masaya
*Tanaar Llarana
*Tanaar Hyä-Ereya
*Saivale
*Avela Monvarindra
*Ithania
*Nordskag
*Knightly Training*
| Grants the Character 3 years of Academic Marshal Theory schooling, giving them the know how to either function as a General or Frontline Commander. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies.
| The Character will be able to part-take in Progressions as a General or Marshal.
| The Character can have employment in the national Armies of the specific school they went to.
|-
| '''Statesman School'''
|
*Duchess Morgannan Society (Imperial Only)
*Regalian Statesman Academy (Ailor Open)
*Ivaëlleanthe Presidium (Altalar Open)
*Kollokana Academy Songay (Songaskia Open)
*Hadarian College of Governance (Allar Open)
*Al-Hafirah Hamanh College (Qadir Open)
*Viridian, Villiers-Eclaire, Lion Pelt, Darkwald, and Monzon Orders (Knights Only)
|
*Irvellan
*Vixhall
*Tanaar Ivaëlle
*Masaya
*Fessa Huallo
*Qadir Hadrityas
*Knightly Training*
| Grants the Character 3 years of Academic learning on how to run a successful state bureaucracy or administration. This Pack can be purchased multiple times for different Schools to expand learning of different ideologies.
| The Character will face less failed nation-level implementation of policy.
| None
|-
| '''Diplomacy School'''
|
*Regalian Diplomatic Academy (Ailor Open)
*Eälessa College for Tact (Altalar Open)
*Aerzyraaqvan (Slizzar Only)
*Collegiate d’Évraux (Ailor Open)
*Viridian, Villiers-Eclaire, and Wards of Fae Orders (Knights Only)
|
*Anglia
*Tanaar Essaëlle
*Ssassrakand
*Ithania
*Knightly Training*
| Grants the Character 3 years of hands-on Diplomatic learning both from theory at the School, but also from internships at foreign diplomats as secretaries. This pack can only be purchased once.
| The Character will no longer cause diplomatic accidents by accidentally offending another nation’s diplomatic protocol, which is possible for those without formal training.
| The Character will have been well-travelled, having seen many capitals of many nations, even if they should logically not have the financial means to do it themselves.
|-
| '''Natural Sciences School'''
|
*Regalian Ecological Academy (Ailor Open)
*Al-Hamjad Hamanh College (Qadir Open)
*Great Oak Order (Knights Only)
|
*Vultaro
*Qadir Hadrityas
*Knightly Training*
| Grants the Character 3 years of learning of Natural Sciences and a greater understanding of the natural laws of physics, medicine, meteorology and geography of the world. This Pack can be purchased numerous times to learn additional doctrines.
| The Character can detect additional Geographic, Medical, Physics or Meteorological effects in situations that may otherwise appear Occult, or have different theories during certain Occult Progression trips.
| Your Character can insist on the prefix Doctor in front of their name, though there is no law dictating that Doctor must be used as title address. If Noble, Doctor is also less important than any other title the Noble may have, including title-less Noble.
|-
| '''Espionage School'''
|
*Ssassrakand Mentoring College (Slizzar Only)
*Regalian Informational Academy (Ailor Open)
*Cro-Aezzan Society of Observation (Allar Open)
*Praanistha College of Insight (Altalar Only)
*Groupe d’Intervention Pratique (Ailor Open)
*Thr-Aqontaal Society (Kathar Only)
*Darkwald, Monzon, and Parthas Orders (Knights Only)
|
*Ssassrakand
*San Girobalda
*Fessa Huallo
*Suvial States
*Ithania
*Saivale
*Knightly Training*
| Grants the Character 3 years of learning at a school that specializes in how to gather information particularly from other nations, societies and communities. This involves both theory classes and in-practice field tests. This Pack can only be purchased once. 
| The Character can use additional espionage options during Geopolitics progressions when interacting with non-Regalia societies.
| None
|-
| '''Cleric School'''
|
*Canon College of Sancelle (Sancellist Unionism)
*Minolla Convecture (Faith of Estel)
*College of Priesthood (Shambala)
*College of Vultdragonism (Vultdragon Unionism)
*Kollegio Etosio (Etosian Unionism)
*Collège des Prêtres  (Priscelle Unionism)
*Zondeloze Dogartan School (Dogartan Unionism)
*Paarthalaar Prefect Seminary (Kathar Prefects)
*Nessrassi Freemnazq Colzar (Slizzar Only)
*Viridian, Villiers-Eclaire, Darkwald, Oranjen, and Parthas Orders (Knights Only)
|
*Any Sancellist Region
*Any Estellian Region
*Any Songaskian Region
*Any Vultarin Region
*Any Etosian Region
*Any Priscelle Region
*Any Anglian Region
*Any Dread Region
*Ssassrakand
*Knightly Training*
| Grants the Character 3 years of learning at a School for their organized religion. It is mandatory that a Character who part-takes in their first School is of the actual religion of that School. This Pack can be purchased multiple times however. While the first School must have been of the faith of the Character, additional Schools don’t have to be, and can be treated as “expanding religious horizons to know better how to debate them and disprove them”.
| This Pack does not grant Progression uses, but is mandatory before a Character can be an ordained Priest of that particular Religion. Without the Sancellist School for example, the Character is not allowed to be a Sancellist Unionist Curate.
| None
|-
| '''Performance School'''
|
*Door-Inner Huis College (Ailor Open)
*Nicolodi’s Dance Academy (Ailor Open)
*Madame Bette’s Performing Arts Institute (Ailor Open)
|
*Anglia
*Vultaro
*Any Ithanian Region
| Grants the Character 3 years of learning at a School for Performative Arts. This involves theory, but also classes and actual stage performance practicals. This Pack can be bought multiple times to add more learning.
| None
| The Character can be famous for their stage performances in the area where the School is (Door-Inner in Anglia, Nicolodi’s in Vultaro, Madame in Ithania & Pays-Sud).
|-
| '''Archaeology School'''
|
*Imperial Regalian Archaeology Academy (Ailor Open)
*Litántha Allornata (Altalar Only)
*Al-Sharorah Hamanh College (Qadir Open)
*Tohn Amantheet (Maraya Only)
*Great Oak, Darkwald, and Wards of Fae Orders (Knights Only)
|
*Crown Isle
*Ol Lavei Tyrai
*Qadir Hadrityas
*Home Swarm
*Knightly Training*
| Grants the Character 3 years of theoretical learning at an Archeology and research institute to old civilizations. This Pack can be repeated numerous times to learn more about the Archeology of the School’s specific source culture, as they only teach the source culture’s Archeological sites and ruin exploration.
| Allows the Character to not have to look around for ruins. Provided they are looking for (for example) Ailor Ruins, and have studied at the Ailor School, they no longer need to play a game of cat and mouse, and will know where to find that type of ruins in a general area immediately. This however will still fail if the area has already been explored fully or all ruins have already been looted.
| None
|}
*Certain [[Knightly Orders]] allow their members to learn the equivalent of certain School Types during their training. Knights who wish to learn these School Types may invest the 3 points per Type where applicable, but cannot attend any other schools in the same Type category. Furthermore, Knights cannot claim any of the Backstory Rights, as their membership to their Knightly Order is a lifelong commitment. The [[Bloodcast Order]] is the exception to this, and their Knights may freely join any Schooling they wish.

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.