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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.


Knighthood is a concept of elite warriors created by [[Julian de Montverrat]] in the early days of the [[Regalian Empire]]. The term "Knight" comes from the [[Proto-Regalian]] "knecht," which in turn derives from the [[Old Ceardian Dialect]] term "kniucht," meaning elite warrior. In the days before the Regalian Empire, proto-knights were warlords who ruled smaller fiefs, and waged wars against one another throughout [[Ailor]] civilization. de Montverrat, influenced by the [[Altalar]] Royal Guards in the waning days of the [[Allorn Empire]], took the concept of prestigious fighters to the [[Regalian Archipelago]], where he soon put his military skills to the test in the [[Five Family Rebellion]], being the commander that seized the Regalian city gates and assaulted the Royal Palace. Nearly two centuries later, the [[Burdigalic]] Heron-Knight [[Yvrize Clair-vois-blanc]] revolutionized the concept of knighthood as Primae of the Viridian Order by writing several treatises on the concepts of chivalry and nobility. Derived from the [[d'Ithanie]] word "chevalerie" and phrase "noblesse oblige," Yvrize remarked that the wealth and social status needed in order to own a horse also came with a duty to be generous and respectful to those of lower privilege. As a result, knights of today are known for both their martial prowess, but also their virtuous hearts dictated by codes of honor that are rigidly maintained. Over the centuries, the amount of Knightly Orders expanded, making also a difference between Knights enjoying Imperial Respect, and those operating outside of Imperial Respect. Still, all Knights are a social class apart, and have special laws applied to them through [[Regalian_Law#Regalian_Knight_Law|Regalian Knight Law]]. Special Permissions also exist for Knights with Knightly Titles, which are the elites among the Knights.
==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.


==List of Knightly Orders==
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
===Viridian Order===
*Ailor are standard humans, and the average of all Heritages.
{| class="wikitable"
*Skyborn are technology people focused on innovation.
|-
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
! colspan="3" style="background-color:#daefd9;" | [[Viridian Order]] (click for more information)
*Dwarves are standard dwarves fighting for their homeland.
|-
*Eronidas are Orc-like philosopher warriors and poets
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Viridisssan.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Viridian Knights are the Classical Chivalrous Knight, highly respected, but also highly constrained by an honor code. The Viridian Knights are the most well known and widely recognized of the Knights, considered elite and prestigious with a long and venerable history as the first Knightly Order. Viridian Knights defend Honor and act as Teachers and Mentors to others, while protecting the poor and helpless.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Viridian Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Viridian Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Viridian Order uses: Horses, Swords, Vines, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Viridian Order primarily uses Green, with accents of white and black.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character cannot be disloyal to the Imperial Family or Empire
* Your character cannot attack defenceless or unarmed people
* Your character cannot engage in deception or lying
* Your character cannot be disloyal to other Viridian Knights
* Your character cannot complain about anything
* Your character cannot be vain and must self improve always
* Your character cannot verbally attack or insult others
* Your character must uphold principles over safety and self
* Your character cannot join the City Guard, but can advise and teach it
* Your character can become a Junker (houseguard) but only to honorable Nobles
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Viridian Knights primarily use swords and shields and ride on horseback. They also train in ceremonial halberd usage.
|}


===Villiers-Eclaire Order===
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
{| class="wikitable"
*Teledden are standard elves with an ancient history.
|-
*Lanlath are mystical high elves from a sealed-away realm.
! colspan="3" style="background-color:#e8cfd9;" | [[Villiers-Eclaire Order]] (click for more information)
*Suvial are fire elves with skills in Demon-taming.
|-
*Solvaan are mercenary wind elves from misty isles.
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Villiers.png|center|border|caption]]
*Isldar are ice elves exiled and facing a cold war within.
| style="background-color:#efefef; width:8%;"  | Theme
*Sihndar are frugal dark elves fighting against Demons.
| Villiers-Eclaire are religious protectors of the clergy, and spreaders of their faith. They are staunch Unionist warriors who bring honor and virtue to the Spirit through tournaments, and protecting Unionists who cannot protect themselves, while teaching others of their faith, and engaging in religious debate.
*Kathar are cultist dark elves seeking greater power from dark entities.
|-
*Maquixtl are geneticist elves dwelling in ancient jungles and rural plains.
| style="background-color:#efefef;" | Magic Usage
*Abismaï are probably the cave elves, but I have no idea lol.
| Magic Usage is completely banned in the Villiers Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
*Selvath are wood elves who fiercely guard their forest realms.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Villiers Knights.  
|-
| style="background-color:#efefef;" | Symbols
| The Villiers Order uses: Roses, the Unionist-eye, Fleur-de-Lis as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Villiers Order primarily uses burgundy, with accents of magenta and pink.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character may not waver from the Unionist Faith
* Your character must obey commands from Unionist clerics
* Your character must not lie or engage in deceit
* Your character must never be social with Void Worshipers
* Your character must give alms and care for the poor
* Your character must never verbally insult the downtrodden
* Your character cannot join the City Guard, but can be its chaplain
* Your character can become a Houseguard, but only to devout Unionist Nobles
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Villiers-Eclaire Knights primarily use two-handed blades, flails and maces and go on foot or on horseback.
|}
===Great Oak Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#cfe8e2;" | [[Great Oak Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Greatoak.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Knights of the Great Oak are Knights who favor fame above all, seeking great and glorious hunts by going after legendary beasts, and boasting about their victories during celebratory feasts. Oak Knights generally don’t get involved in humanoid matters, but may occasionally veer sideways when it concerns Werebeasts, who they enjoy hunting and defeating (but not necessarily killing)
|-
| style="background-color:#efefef;" | Magic Usage
| Oak Knights permit the usage of Magic and Sorcery and Ritualism. Aberrancy is permitted in their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oak Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Oak Order uses: trees, boar heads, axes, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oak Order primarily uses teal, with accents of gray and brown.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must always aspire to some ambition, always
* Your character must treat all religions equally
* Your character must never deny a duel challenge
* Your character must never fight dirty during a duel
* Your character must never attack from behind
* Your character must never attack unarmed individuals
* Your character must never attack Yanar or Groves or trees
* Your character can join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Great Oak Knights have no set Combat Style, except that they always wield some type of round shield or axe with another weapon, and only fight on foot.
|}


===Lion Pelt Order===
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
{| class="wikitable"
*Asha are animal-folk seafarers and adventurers.
|-
*Urlan are minotaur hunters fused with a symbiote.
! colspan="3" style="background-color:#ededed;" | [[Lion Pelt Order]] (click for more information)
*Narim are insectoids who dwell in the undercity.
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Pelter.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Lion Pelt Knights are the typical bodyguard Knight, hired to the wealthiest of patrons for their protection and chaperone. Lion Knights are known to be the most dazzling of Knights, dressing in the best and most expensive clothing, the most ornate designed armor, and wielding the most expensive weapons. Lion Pelt Knights don’t frequently join on the frontlines, instead preferring to remain behind with their charge or patron.  
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Lion Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor or Half-Ailor may become Lion Knights, but no religious restrictions. Altalar are also permitted, but are classified as race traitors by other Altalar.
|-
| style="background-color:#efefef;" | Symbols
| The Lion Pelt Order uses: Ullaren Lions, rose thorns, flags, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Lion Pelt Order primarily uses White, with accents of any other color.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must always serve a patron to protect
* Your character must never insult or attack a fellow Pelter
* Your character must never use insult or verbally attack to anyone
* Your character must give alms and money away to others
* Your character must endeavor to look beautiful always
* Your character must not leave the patron’s side during battle
* Your character cannot join the City Guard, but may protect a Lord Commander
* Your character can become a Houseguard, but only to their Patron
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Lion Pelt Knights fight only with Beorl Axes and no shields, and only fight on foot.
|}


===Darkwald Order===
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
{| class="wikitable"
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
|-
*Allar are lizardfolk alchemists and educators.
! colspan="3" style="background-color:#cfcfcf;" | [[Darkwald Order]] (click for more information)
*Slizzar are snake-like shapshifters who can blend into any society.
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Darkwald.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Darkwald Knights are in essence Demon and Vampire hunters, stalking their prey and taking on missions for anyone who is being harassed or threatened by an aberrant. The Darkwald Knights are an oddity in that they are the only order besided Monzon using ranged weapons, primarily to close the gap with stronger Vampires. Darkwald Knights are commonly seen as extremist fanatics, with a burning hatred of anything Aberrant.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Darkwald Order, anyone practicing to be expelled. They also cannot be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Only Unionist Ailor may become Darkwald Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Darkwald Order uses: Crossbows, Ravens, Whips, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Darkwald Order primarily uses gray, with accents of dark blue and black.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character cannot be any form of Aberrancy Type, with the exception of Union Blessings
* Your character can never be social with Aberrants or Aberrant-sympathizers
* Your character must never decline an opportunity to hunt an Aberrant that is causing pain to Mundanes
* Your character must always destroy Void effigies they come across
* Your character must remain celibate and focused on purpose
* Your character must avoid jewelry and vain accessories
* Your character must never tolerate a Fae Knight nearby
* Your character cannot join the City Guard, for it is filled with mutants and freaks
* Your character can become a Houseguard, but only to Purity Conservatives
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Darkwald Knights switch between Crossbows and short blades in combat, going either on foot or on horseback.
|}
===Bloodcast Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#edd1d1;" | [[Bloodcast Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Bloodcast.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Bloodcast Knights are in essence Hedge Knights, Knights without a formal school, hierarchy, or code of honor to maintain, often making their own. In the view of all other Knightly Orders, Bloodcast Knights are amateur knights who fail to uphold any sense of discipline. Indeed, Bloodcast Knights roam the land freely without purpose, doing odd jobs here and there. That being said, to many commoners, they are as such also the only free knights who might give a damn about a cat stuck in a tree or a dog fallen down a well, something the other Knightly orders feel too good and pridely for.
|-
| style="background-color:#efefef;" | Magic Usage
| Bloodcast Knights permit the usage of Magic and Sorcery and Ritualism. They can be any type of Aberrant.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Bloodcast Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Bloodcast Order uses: crossed swords, ships, clouds as Symbols.
|-
| style="background-color:#efefef;" | Colors
| The Bloodcast Order primarily uses Red, with accents of white and black
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character can do whatever they want, anywhere, always
* Your character is encouraged to make their own code
* Your character can join the City Guard but is encouraged not to, for roaming freedom
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Bloodcast Knights can use whatever weapons or styles they like.
|}
===Wards of Fae Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#d5f3f5;" | [[Wards of Fae Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Faeknight.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Wards of the Fae, or Fae Knights, are a Knight Order primarily concerned with the protection of Fae Sepulchres, holy sites which incorporate a mixture of Ailor Pagan, Kintyr Fae, Kintyr Angel and Unionist beliefs for the safeguarding of holy relics. Such holy relics often end up being Artifacts, believed to be gifts from the various gods and the Spirit. Fae Knights travel the land in search for Artifacts to bring back to the Sepulchre for safekeeping, and only to be used in the greatest of apocalypses that affect the world, or from attacks against the Sepulchre itself. Fae Knights are also commonly called Magical Knights, on account of nearly every one of their members having some form of Magic or Sorcery.
|-
| style="background-color:#efefef;" | Magic Usage
| Fae Knights encourage the usage of Magic and Sorcery and Ritualism. Nearly every Fae Knight has some form of Aberrancy.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor and Nelfin (except Kathar) may become Fae Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Fae Order uses: angels, white flames, sunlight, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Fae Order primarily uses Cyan, with accents of white and silver.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must seek out Artifacts to safeguard but never keep
* Your character must protect Aberrants from Darkwald Knights
* Your character must speak out for the better treatment of Aberrants
* Your character must never judge others on their religion
* Your character must never take or steal something from someone
* Your character must capture those changed by rituals to be of another race, and change them back
* Your character cannot join the City Guard, for it obstructs their Artifact collecting work
* Your character can become a Houseguard
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Fae Knights primarily use swords, flails and shields, and only fight on foot.  
|}


===Oranjen Order===
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
{| class="wikitable"
*Dragonkin are humanoids descended from the souls of dragons.
|-
*Bralona are inorganic slime and metal people created by dragons.
! colspan="3" style="background-color:#f5e8d5;" | [[Oranjen Order]] (click for more information)
*Yanar are plan people with an affinity for nature.
|-
*Orion are star-people from the skies curious about the world.
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Oranjen.png|center|border|caption]]
*Mystech are a group of Spirits, Robots, and Homunculi
| style="background-color:#efefef; width:8%;"  | Theme
| Oranjen Knights are very similar to Villiers-Eclaire Knights, but have an entirely different focus. Primarily, Oranjen Knights are defenders and protectors of the religious, but they do not take orders from Unionist Clergy, and can be of any faith. Oranjen Knights primarily protect holy sites, temples, and religious buildings, regardless of what faith they belong to, or what faith they belong to. Unionist Oranjen Knights might for example protect a Dragon Temple or Exist Shrine, and protect the faithful on pilgrimage and travel to and from holy sites. Oranjen Knights are more commonly Dragon Worshipers, but also have smaller chapters belonging to Unionists, Old Gods worshipers, Void Cultists, Estel Worshipers, and more.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Oranjen Order, anyone practicing to be expelled. They also cannot be any type of Aberrant, except for Dragon Warriors and Archbloods, which are permitted.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become an Oranjen Knight, but a strong preference for Ailor
|-
| style="background-color:#efefef;" | Symbols
| The Oranjen Order uses: shields, dragons, lillies, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Oranjen Order primarily uses orange, with accents of white and light blue.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must protect holy sites but not take their orders
* Your character must never attack a cleric or priest of any kind
* Your character must attack any individual wielding a weapon in any holy site or prayer location
* Your character must never reveal their faith when asked
* Your character must never criticize anyone for their faith
* Your character must always play the devil’s advocate in faith debates
* Your character must never attack the defenceless and unarmed
* Your character must try to verbally sway Aberrants away from their Aberrancy
* Your character must remain loyal to the Imperial Family and Empire
* Your character must not engage in deception or lying
* Your character must decline noble titleage and self-disinherit if entering a noble family
* Your character cannot join the City Guard
* Your character cannot become a Houseguard
* Your character cannot become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Oranjen Knights primarily fight with halberds and spears or any stave-like weapon, and only fight on foot.
|}
===Monzon Order===
{| class="wikitable"
|-
! colspan="3" style="background-color:#d9ceca;" | [[Monzon Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Monzon.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| Monzon Knights, also more commonly called the Golden Knights, are a fairly distrusted Knightly Order that specializes in the protection and execution of missions for underworld elements. Monzon Knights, in contrast to Lion Pelt Knights, enjoy working more with criminal elements such as kingpins, smugglers and racketeers, profiting from their wealth while doing their bidding. Monzon Knights care only for fame and fortune, and have lower moral standards in terms of how to acquire them. In many ways, Monzon Knights like Bloodcast Knights are seen as Knights without code, but this is not entirely true, as they do retain some semblance of fairness and honorability.  
|-
| style="background-color:#efefef;" | Magic Usage
| Monzon Knights permit the usage of Magic and Sorcery and Ritualism. Aberrants are also permitted into their ranks.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Monzon Knight.
|-
| style="background-color:#efefef;" | Symbols
| The Monzon Order uses: tears of gold, coins, orchids, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Monzon Order primarily uses Brown, with accents of orange and gold.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character must never decline a mission for gold, unless other codes are violated
* Your character must never attack unarmed or defenceless individuals
* Your character must try to outdo any Lion Pelt Knight in style and wealth
* Your character must create scenarios where Lion Pelt Knights seem incompetent
* Your character must always be beautiful and stylishly dressed and armored
* Your character may never attack someone from behind
* Your character may never lie or deceive anyone (plead the 5th)
* Your character must be loyal to fellow Monzon Knights
* Your character must value gold above all else
* Your character cannot join the City Guard, too much law abiding
* Your character cannot become a Houseguard, nobles are too goodly
* Your character can become a Mercenary
|-
| style="background-color:#efefef;" | Combat Style
| Monzon Knights fight primarily with arming sword and dagger, or any other short weapon, light bow, and small shield, and fight only on foot.
|}


===Blackguard Order===
==Extra Reading==
{| class="wikitable"
===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.
! colspan="3" style="background-color:#a8a8a8;" | [[Blackguard Order]] (click for more information)
|-
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Blackguard.png|center|border|caption]]
| style="background-color:#efefef; width:8%;"  | Theme
| The Blackguard Order is the newest Knightly Order, only recently having come about. The Blackguard are primarily heavy defender and guardian Knights, preferring defense over offense, and wielding the heaviest weapons and armor. Blackguard Knights are known to be rough, loud, boisterous and vulgar in their behavior, not having much of a classy semblance of style, but having great skill and endurance in combat to make up for it. Blackguard are the least favored of the Imperially aligned Knightly Orders, only barely scraping by, and generally mistrusted by the other aligned Orders as outsiders.
|-
| style="background-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Blackguard Order, anyone practicing to be expelled. They also cannot be Aberrants, except for Silven, which are allowed.
|-
| style="background-color:#efefef;" | Race Limits
| Only Ailor, any type of Half-Ailor, and Eronidas may become Blackguard Knights.
|-
| style="background-color:#efefef;" | Symbols
| The Blackguard Order uses: gauntlet fist, snarling bear, skull, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Blackguard Order primarily uses Black, with accents of gold and red.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character may not insult anyone, ever, either directly or figuratively
* Your character must bow their head in deference to every noble they meet
* Your character must wear (very) short hair, even as females
* Your character cannot be a twink or below Muscular Body Shape
* Your character may never attack someone from behind
* Your character must never tell a lie, or deceive
* Your character must never marry, but does not need to be chaste
* Your character must be loyal to the Imperial Family and Empire
* Your character must be loyal to House Lampero and Vultaro
* Your character must punch anyone that insults them
* Your character must always speak whatever comes to mind
* Your character may never decline a challenge to a duel
* Your character must declare a vendetta against anyone that beats them
* Your character must seek a re-match against anyone with a vendetta
* Your character must always respect the strongest Blackguard among the Order as "Duce"
* Your character cannot join the City Guard
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Blackguard Knights only fight in the heaviest of Blacksteel armor, with heavy weapons or maces and always with a shield. They only fight on foot.
|}


===Parthas Order===
===Affinities and Afflictions===
{| class="wikitable"
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.
! colspan="3" style="background-color:#f0eee1;" | [[Parthas Order]] (click for more information)
* 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.
| rowspan="7" style="background-color:#efefef; width:15%;"  | [[File:Parthas.png|center|border|caption]]
* 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.
| style="background-color:#efefef; width:8%;"  | Theme
* 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 Parthas Knights are primarily Bounty Hunters, Slavers, Slave-Guards and abductors of persons of interest. As Knights, Parthas Knights have operated from Hellatia since the arrival of the Etosian Church, acting as a military arm to enforce the Saffran Law on the people, but also to act as an extended arm to capture enemies of the church. In the past, the Parthas Order controlled a large part of the Azure Order, many of its members being dual-members, but since the order fell, the Parthas Order has operated on its own. They continue to seek bounties to capture special individuals, earning money and fame through their exploits.
* 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-color:#efefef;" | Magic Usage
| Magic Usage is completely banned in the Parthas Order, anyone practicing to be expelled. Aberrants are not permitted among them, but Undead are.
|-
| style="background-color:#efefef;" | Race Limits
| Any Race or Religion can become a Parthas Knight, except races that can legally be enslaved in Regalia.
|-
| style="background-color:#efefef;" | Symbols
| The Parthas Order uses: chains, horseshoes, ribbons, as symbols.
|-
| style="background-color:#efefef;" | Colors
| The Parthas Order primarily uses Yellow, with accents of black and purple.
|-
| style="background-color:#efefef;" | Knightly Code
|
* Your character may never decline a bounty, and must always seek them out
* Your character may never break off a hunt for a bounty until capture
* Your character may never use ranged weapons
* Your character may never kill unless on the battlefield or at war
* Your character may never insult horses, or horse riders
* Your character may never lie, or deceive, unless when hunting
* Your character cannot join the City Guard, except as a contract Bounty Hunter
* Your character can become a Houseguard
* Your character can become a Mercenary, and is even encouraged to do so
|-
| style="background-color:#efefef;" | Combat Style
| Parthas Knights often fight with non-lethal weapons, or chains and whips and lassos, and can fight either on foot or on horseback.
|}


==Trivia==
===The Setting===
*Knightly Orders are unique to the Regalian Empire, the concept of Knighthood not existing anywhere in any other nation or among any other Race.
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 vast majority of Knights are [[New Regalian]] and Ithanian, largely because these two cultures strongly encourage the creation of Knights and Knighthood, though both cultures do so for very different reasons.
 
*Other races have however joined various Knightly Orders in the past 100 years.
===Mechanics===
{{Organizations}}
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
{{Accreditation
 
|Artists = MonMarty
==Getting Started==
|Writers = MonMarty, Firefan96
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
|Processors = MonMarty, Firefan96
* 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.
 
==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.