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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.


==Order Hierarchy==
==The World==
[[File:ViridianHorse.PNG|250px|thumb|right|Viridian Knights are famous for their horsemanship, but tend to use it only in Grand Tournaments.]]
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.
The Viridian Order has a very strict hierarchy that enforces a chain of command as well as quality within the order itself. Members are usually ranked based on their skill in martial arts. Ranks are often decided in a tournament held every year, though the highest rank of Paladin is reserved only for the most talented. Additionally, the Elders and the Primae are selected from the Paladins, who are seated for life. The Grand Tournament is a tournament held at the Viridian Castle, where all Knights are required to participate. Failing to participate is considered dishonorable. The Knights are all faced against one another in one on one combat through three disciplines: the sword, halberd, and lance. Based on their performance in the three disciplines, Knights may be promoted in rank, and during every Tournament a single Paladin is chosen to join the elite few. While the Grand Tournament is the most common way to be promoted within the Order, the Elder Council also is able to grant ranks throughout the year.
===Heritages===
===The Regalian Emperor===
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.
A recent addition to the Order’s hierarchy since the Cedormarian Reform of 306 AC, the Regalian Emperor acts as the official leader of the Viridian Order. This means that the Emperor may oversee the dubbing ceremony for the Squires if he so wishes, and consequently has the loyalty of the Order, something which now prevents the Order from staging another coup as they did centuries ago. Despite being the head of the Order, Alexander has taken a more distant role compared to his brother Cedromar, and has practically yielded control of the Viridians back to the Primae, not wishing to get involved in the Knightly Orders. Though should the Order go down a path he does not agree upon, the Emperor only needs to raise a finger to curb the ambitions of the Knights.
===The Primae===
The Primae is the leader of the Viridian Order. He leads the various Elders and is chiefly considered the most respected and educated Knight in the order. The Primae is often very old due to the fact that he is chosen from among the older Elders. The Primae sets the rules and policies within the Knight’s order while also functioning as a representative. The Current Primae is Domenico Cavalcante, who is both the first Dressolini Primae, and the first to be elevated to Primae without being an Elder first. It is a position unofficially held by an Ithanian over the past years, owing largely to the former Imperial House, Ivrae de Sange, being of said Culture.


===The Elders===
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
The Elders are teachers and instructors at the Viridian Order. They are generally considered the most talented sword fighters and lancers in the realm, so they use their knowledge to train the next generations instead of using it in battle. Viridian Knights are lost each war, thus by preserving the most skilled, does the average skill of the order not diminish after a particularly bloody war. It is not unheard of for a knight to reject the Elder status because they would prefer to wage war, though many choose it purely because it offers a comfortable existence. The Elders are given leisure and luxury within the castle and are often afforded a minor estate with servants as well. There are twelve Elders that make up the Elder Council.
*Ailor are standard humans, and the average of all Heritages.
===The Shieldmaidens===
*Skyborn are technology people focused on innovation.
The Shieldmaidens are the only asset of the Viridian Order in which women may be trained, and function as guardians of the Castle. They are trained outside of the Viridian Castle in a smaller building called "Frauenhaus" (as they aren't actually permitted to enter the Castle.) The women here are trained in the use of the Cross-Shield, a massive shield almost as tall as the female themselves and wide enough to protect their entire body. Then they also train in swords, horse riding, and halberd usage. Women are permitted to join in the Grand Tournament, though are required to wear a helmet when competing to make them indistinguishable from their male counterparts. When not deployed at the castle, the Shieldmaidens may patrol the Imperial District in Regalia to guard the noble houses, or areas considered valuable to the Viridians. There is no formal method of combat deployment of the Shieldmaidens, except when the Elders go to war. Shieldmaidens then function as bodyguards to the Elders in battle. Despite their separation from the men in the Order, Shieldmaidens are still able to rise up and down the ranks as dictated by the Prime Protectress (following the same hierarchy below), who has sole power besides the Primae to do so.
*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


===The Paladins===
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
The Paladins (or Protectress for Shieldmaidens) are the most talented and skilled warriors within the Viridian Order. These fighters will have mastered the art of horseback riding, sword fighting and halbard swinging to the point where only few could challenge them in single combat. Every Grand Tournament, a single Paladin is chosen to join the elite few. Paladins are revered across the Empire for being paragons and holy warriors of the Unionist faith even though they have no distinct religious backing or membership. Paladins often gain their own heraldry which they carry on banners into battle next to their family banner to identify a specific paladin. Paladins may transition to become Imperial Guards, which usually affords them the same kind of quality of living, but at the Imperial Palace and only at the behest of the Imperial Family. Many Paladins do transition to the Imperial Guard purely for the privileges.  
*Teledden are standard elves with an ancient history.
===The Sergeants===
*Lanlath are mystical high elves from a sealed-away realm.
*First Sergeants (or First Maidens) are the highest rank any Knight can achieve before becoming a Paladin through winning a Grand Tournament. First Sergeants are among the most skilled of the Viridian Knights who are upgraded to this level for scoring many points during the Grand Tournament.
*Suvial are fire elves with skills in Demon-taming.
*Second Sergeants (or Second Maidens) are the middle rank any Knight can achieve. These are in the same league as the First Sergeants, but lack a certain finesse or skill required to become an all-rounder like their higher ups.  
*Solvaan are mercenary wind elves from misty isles.
*Third Sergeants (or Third Maidens) are the lower rank any Knight can achieve. These are in the same league as the First and Second Sergeants, but lack refinement and dedication to become a Second Sergeant.
*Isldar are ice elves exiled and facing a cold war within.
===The Men-at-Arms===
*Sihndar are frugal dark elves fighting against Demons.
Men-at-Arms (or Dames-at-Arms) are the lowest rank any Knight is. They receive this rank when they finish their education at the Viridian Castle at the age of 21, and will remain such until they become Third Sergeant or above.
*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.


===The Squires===
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
Squires are the second step at becoming a full member of the Viridian Order. They receive this rank at 14 when they finish their service as a Page at the Viridian Castle, and will remain such until they graduate. Squires are tasked with taking care of their Mentors’ equipment and horses, while also carrying their standard on the battlefield or at Grand Tournaments. Squires accompany their Mentors into battle, acting as a bodyguard and assistant. This relationship allows the Squire to gain valuable first hand experience, allowing them to prove their loyalty to the Order. Once completed with this part of training, Squires return to the Viridian Castle the week before the Grand Tournament, where they participate in the dubbing ceremony that makes them a fully-fledged Viridian Knight.
*Asha are animal-folk seafarers and adventurers.
===The Pages===
*Urlan are minotaur hunters fused with a symbiote.
Pages are the first step in becoming a Viridian Knight, and are seen as the attendants to graduated Knights. Pages are allowed to enter the Viridian Castle at the age of 7, where they enter the service of a member of the Order who becomes their Mentor. Pages often spend their time running messages, cleaning equipment, and dressing and armoring their Mentors to learn humility. As a reward for these services, the Mentor and Elders instruct the Page on the Code of Ehrenhof, weapons training, and additional education such as writing, history, mathematics, and etiquette. While Pages also accompany their Mentors outside of the Viridian Castle, their role is limited to non combatant roles due to their inexperience.
*Narim are insectoids who dwell in the undercity.
 
[[File:Yanarrace.png|frameless|20px]] '''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.
 
[[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.
 
===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 [https://www.massivecraft.com/discord-roleplay Discord].
* Next, make a forum account. You have to have logged on for that, so log onto MassiveCraft at the IP massivecraft.com, and then log back off.
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
* After, go to the [https://forums.massivecraft.com/forums/character-applications.290/ Character Sheets] section and read the [https://forums.massivecraft.com/threads/character-applications-template.54735/ template].
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
* That’s all! Get on and roleplay.
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.
 
==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.