Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

TestFire: Difference between revisions

From MassiveCraft Wiki
No edit summary
 
(530 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{|
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.
|[[File:Tangerine.gif|260px|thumb|left]]
| ''"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.
|}


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. '''The minimum age to enter a Schooling institution is 14.'''
==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.


==Packs==
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
{| class="wikitable"
*Ailor are standard humans, and the average of all Heritages.
|- style="font-weight:bold; text-align:center; background-color:#c0c0c0;"
*Skyborn are technology people focused on innovation.
! School Type
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
! Schools
*Dwarves are standard dwarves fighting for their homeland.
! Locations
*Eronidas are Orc-like philosopher warriors and poets
! Function
! Progression Use
! Backstory Rights
|-
| style="width: 10%;" | '''Riding School'''
| style="width: 27%;" |
*Drixon School of Calemberg (Ailor Open)
*Lancierron School of Ivaëlle (Altalar Open)
*Morroïs School of Hortutor (Avanthar Open)
*Banat-Ânya School of Horses (Ailor Open)
| style = "width: 15%;" |
*Calemberg
*Tanaar Ivaëlle
*Avanth Hortutor
*Baldmark
| 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.
| Allows the Character some communication contacts at their School to communicate with in Geo Politics who will be somewhat positive towards them.
| None
|-
| '''Admiral School'''
|
*Imperial Regalian Naval Academy (Ailor Open)
*Dormin Naval School of Thought (Ailor Open)
*Silverwind Pirate Commune (Ailor Open)
*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)
|
*Qadir Hadrityas
*Dragenthal
*Masaya
*Tanaar Ivaëlle
| 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)
*Lykon Command Polon (Eronidas Only)
|
*Crown Isle
*Calemberg
*Masaya
*Tanaar Llarana
*Tanaar Hyä-Ereya
*Saivale
*Avela Monvarindra
*Ithania
*Nordskag
*Staat Kezzeret Artamon
| 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)
|
*Irvellan
*Vixhall
*Tanaar Ivaëlle
*Masaya
*Fessa Huallo
*Qadir Hadrityas
| 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)
|
*Anglia
*Tanaar Essaëlle
*Ssassrakand
*Ithania
| 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)
|
*Vultaro
*Qadir Hadrityas
| 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)
|
*Ssassrakand
*San Girobalda
*Fessa Huallo
*Suvial States
*Ithania
*Saivale
| 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'''
|
*Divine College of Divinity (Dogmatic Unionism)
*Divine College of Ionism (Evintarian Unionism)
*Divine College of Dosstism (Dogartan Unionism)
*Divine College of Clastism (Vultragon Unionism)
*Minolla Convecture (Faith of Estel)
*College of Priesthood (Shambala)
*Paarthalaar Prefect Seminary (Kathar Prefects)
*Nessrassi Freemnazq Colzar (Slizzar Only)
|
*Bastadon & Calemberg
*Etosian Theocracy
*Anglia
*Vultaro
*Any Estellian Region
*Any Songaskian Region
*Any Dread Region
*Ssassrakand
| 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 Divine College of Divinity for example, the Character is not allowed to be a Dogmatic Unionist Celate.
| 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)
|
*Crown Isle
*Ol Lavei Tyrai
*Qadir Hadrityas
*Home Swarm
| 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
|}
{{Proficiency}}
[[category:Point-Buy]]


[[File:Elfkind.png|frameless|20px]] '''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.


[[File:Geography2021.jpg|550px|thumb|right|A map of known Aloria. The Regalian Empire is colored in dark purple, with treaty members colored in a brighter pink.]]
[[File:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
*'''Crown-Heartlands'''
*Asha are animal-folk seafarers and adventurers.
**Regalian Archipelago
*Urlan are minotaur hunters fused with a symbiote.
**Ithanian Sovereignty
*Narim are insectoids who dwell in the undercity.
**Etosian Theocracy
 
**Lusits Kingdom
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
**Gallovian Principality
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
**Killarallis, Sirallis, and Arvost Republican Sphere
*Allar are lizardfolk alchemists and educators.
*'''Crown Dependencies'''
*Slizzar are snake-like shapshifters who can blend into any society.
**Nordskag Kingdom
 
**Hedryll Kingdom
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
**Ostynde Kingdom
*Dragonkin are humanoids descended from the souls of dragons.
**Arlora Kingdom
*Bralona are inorganic slime and metal people created by dragons.
**Torse Kingdom
*Yanar are plan people with an affinity for nature.
**Silbrae Republic
*Orion are star-people from the skies curious about the world.
**Dormin Republic
*Mystech are a group of Spirits, Robots, and Homunculi
**Kelmoria Protectorate
 
**'''The Moors'''
==Extra Reading==
***Talamoor Kingdom
===Magic===
***Talath Kingdom
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.
***Ermoor Duchy
 
***Iramoor Kingdom
===Affinities and Afflictions===
***Teliannh Kingdom
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.
***Yervonth Kingdom
* 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.
***Menvonth Kingdom
* 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.
***Isvonth Kingdom
* 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.
***Carmoor Kingdom
* 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.
**'''Chrysant States'''
* 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.
***Thomt Kingdom
* 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.
***Alvaan Kingdom
* 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.
***Rists Republic
 
***Mulac Duchy
===The Setting===
***Chazr Republic
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.
***Qwilac Kingdom
 
***Monzzthae Kingdom
===Mechanics===
***Thaqz Duchy
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.
***West Hadar
 
***East Hadar
==Getting Started==
**Solacian Governorate
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
**Taria
* 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.
**Bunisle
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
**'''Daen Govenorates'''
* 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].
***Tertaverra
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
***Cañuz
* That’s all! Get on and roleplay.
***Caslin
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.
***Costa Marte
 
***Costa Daen
==The Chat System==
***Sol Lucia
* Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
***Hallonq
* Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
***Osso
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
***Massif
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
***Basqlierra
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
***Mataderro
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
***Frontierra
** Typing and entering '''Hello.*''' will print '''~CHARACTERNAME whispers: "Hello."''' This has a very short range.
**Minaal Protectorate
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
**L’Elvellen Principality
 
**Salarian Duchy
==Utilities==
**Visois Duchy
* You can revisit the tutorial at spawn.
**Andois Duchy
* You can use /fav add USERNAME to see when a friend logs on and off.
**Sulèce Duchy
* There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
*'''Crown Colonies'''
* /tp WARPNAME will take you around the city. Warp names often match activity board names.
**Mulére Colonial Charter
* If you ever can’t find RP, check #looking-for-rp in the Discord.
**Trois Etoile Colonia Charter
* Ask in a ticket if you’re new and struggling to find anyone.
**Montbartre-Etère Colonial Charter
**Maarket Colonial Charter

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.