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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.


==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.


===Schisms===
[[File:Ailorrace.png|frameless|20px]] '''Cerkind Heritages''' are standard humanoids.
Unionism has endured several Schisms, all caused at various points in time over major religious differences. Each Schism usually came about following the death of the previous Emperor, which resulted in the priests of Unionism calling for a Diet of Deliberation. During these Diets, thousands of priests from all over the world were invited to discuss the future of the faith, and to have theological debates, as the priests are the only ones allowed to look at the holy words in The Creed. Unfortunately, sometimes these events were also hotbeds of religious politics, and large groups of priests unified behind an idea that incites violence and opposition from the majority or minority, who might break away. There exist more differences between the Schisms than explicitly stated on this page for ease of reading. '''For more information on additional differences, consult the [[Unionist Schisms]] page.'''
*Ailor are standard humans, and the average of all Heritages.
* '''The Evintarian Schism''' is the first Schism that appeared directly after the death of Emperor Theomar I. In his later years, Emperor Theomar I changed his mind on the matter of Godsparks, the process by which Unionist Heroes are declared (which are described later on this page). Emperor Theomar I originally wrote in The Creed that Godsparks could only be declared by the priests in a Diet of Divinity, once the subject person had died. In his later years however, he decided Godsparks could be detected in still living mortals during a Diet of Divinity. However, he never wrote this down for unclear reasons. After his death, the majority of priests decided if the Emperors did not write their dissent on previous dogma in The Creed (they are allowed to edit it), it is not considered Divine Will and is irrelevant in the eyes of Holy Law. The Evintarian minority faction believed the Emperor's word is always Divine Will, and that it does not matter if he has or has not written it down into The Creed; if he changes his mind about something and verbalizes it, it must be followed. Because the majority of the priests refused to legalize the Diet of Divinity for living people, the Evintarian faction split from the main Unionist religious community and created the Evintarian Commune. This Commune suffered severe repression at the hands of the Dogmatic Unionists, and were expelled from the Empire to the inhospitable [[Etosian Isles]]. This is also why this Schism is called Etosian Unionism at times, but Evintarian Unionism is the official name. Evintarians consider themselves more holy and pious followers of the Emperors, and consider the other Schisms to be more secular and thus more prone to corruption and sin. The Evintarian Unionists are the second largest Unionist belief in modern days with a powerful army and nation-state for itself in the [[Etosian Theocracy]].
*Skyborn are technology people focused on innovation.
* '''The Dogartan Schism''' is the second Schism that appeared directly after the death of Emperor [[Henri III]]. Emperor Henri III was known to live a pious and virtuous life while rejecting wealth and excess, and due to the rapid growth of Unionism, the Dogmatic Unionist religious community had become very wealthy, as priests were allowed to tax the peasants in their lands just like the nobility. A minority of priests wanted to establish a wealth-cap for all priests, forcing them all to give away their wealth to the poor, which most priests rejected. As such, the Dogartans left the main structure of priesthood and created their own Dogartan Unionism that is based on a vow of poverty and helping others, rather than glory and the self. The Dogartans were less repressed, and in many ways the Dogmatic Unionists simply let them go. They continue to exist in modern times but are few in number of adherents.  
*Sihai are an East-Asian inspired group of Dragon supporters distant from the world.
* '''The Vultragon Schism''' is the third Schism that appeared as a direct response to the [[Seasonal Emperors Period]], though murmurings of its origins had already begun during the [[Years of the Three Emperors]] a century earlier. Many priests, particularly from the south, believed court politics and intrigue dictated who would become Emperor too much, over the inheritance clauses clarified in The Creed. They argued that the Vessel could not just be assumed-to-be the next-in-line heir to the throne, because this would imply the Everwatcher just jumped into whomever, regardless of how competent they were (with history producing many such Emperors). The priests argued that the Everwatcher is much more intentional, and would take a Vessel that would not become subject to court intrigue. Because it is impossible to tell who the Everwatcher had chosen, these priests argued for a waiting period after the death of the last Emperor, during which they waited for a sign from the Everwatcher. The majority of the priests declared this heretical and in direct contradiction to The Creed, so they violently expelled the Vultarin priests. These priests went home to Vultaro and their beliefs quickly spread among the locals due to the harsh societal environment the southern lands lived under, stoked by constant petty warfare between its nobles. Eventually, the situation exploded into a rebellion, and the [[Regalian Army]] harshly repressed the Vultragon Heresy that continued to spread regardless. Eventually, the Regalian Army backed off and relations were normalized into peace. The Vultragon Unionist religious community is the third-largest Schism of Unionism today, and has firmly established a Unionist belief structure centered around critical thinking in the southern regions of the Regalian Archipelago.
*Dwarves are standard dwarves fighting for their homeland.
* '''The Breizh Foundation''' is not formally a Schism, but it is often called such because it makes the Breizh Foundation Religious Community easier to understand. When Unionism was first proclaimed, the [[Breizh]] people of [[Kintyr]] followed the so called [[Weard]], which were legendary Breizh warriors who were born gifted with some sort of [[Magic]], and had to earn their place in the pantheon of the Breizh Weard and effectively become demigods through service and achievement in life. The Breizh Weard was distinct from other Ailor pagan faiths in that it did not deny the existence of other divine beings (such as, for example, Old Gods would) and also proposed that these divine beings were granted powers by some unseen hand before they achieved their legendary purpose, not after, and that therefor, demigods were capable of failing to ever achieve anything before dying of old age. This made the Breizh Weard faith very compliant with Unionism, as it lacked any of the rules that would deny the Everwatcher, and the Unionist Heroes even connected with the Weard faith, allowing their Weard to be adopted into the list of Heroes. As a result, The Breizh Foundation (which occurred around 50 AC) refers to a time in which the priests of Kintyr accepted the merger of the Weard and Unionist faiths at the Conclave of Alstyr. It is important to note that while they did essentially become a full fledged religious community of Unionism, the other denominations do not acknowledge Breizh Unionism and see this Religious Community as more of a Schism than a part of their own communities. It is officially not a schism because the priests adopted Unionism, they never officially left any main dogmatic bodies, however it is normally treated like a schism for the aforementioned reasons. To read more about Breizh Unionism, refer to the [[Breizh Unionism]] page.
*Eronidas are Orc-like philosopher warriors and poets
* '''The Emended Faithful''' or [[Emended Unionism]] is not a schism, and instead simply a denomination of Unionism that came about by general osmosis of beliefs and alternative theories, sprouting in Anglia. Emended Unionism believes that the Vessels of the Everwatcher are Kades instead of Ivrae's, and that Ivrae's simply pretended to be the Vessel for nearly 300 years. There are very few denominational differences between Emended Unionism and Dogmatic Unionism, though some are crucial enough to define Emended Unionism as a more progressive version of Unionism. Emended Unionism is very recent and has only existed for a few months in a formal religious community kind of way.


===Sects===
[[File:Elfkind.png|frameless|20px]] '''Elfkind Heritages''' are the various elf themes.
Smaller Sects exist within Unionism, though they are not full Schisms. Most sects are intersectional, meaning that a priest from both Vultragon and Dogmatic Unionists can be a member of a specific Sect, since Sects only add beliefs and do not subtract from or conflict with pre-existing beliefs. Sects usually have very small support bases, but are entirely legal within the Regalian Empire or the Unionist religious communities at-large, even the Schisms.
*Teledden are standard elves with an ancient history.
* '''The Horopadosi Sect''': This Sect believes in the idea of "physical evolution to a greater being," meaning that being a specific Race is an abstract concept. Those that undergo physical alterations to the body, such as by [[Mutations]] or [[Url]] Symbiosis, are still their original Race, but only if the changes are seen as a way of improving what constitutes the body or mind. This Sect specifically rejects magical enhancement by itself, but believes Magic can be used to elicit physical mutations that are beneficial. Urlification is particularly popular among the Horopadosi.
*Lanlath are mystical high elves from a sealed-away realm.
* '''The Priscelle Sect''': This Sect believes that the inheritance clause in The Creed is incomplete and that the presumption that the inheritance of the Emperors must always be gendered toward the first-born male who survives the Emperor is wrong. They argue that the first-born child, regardless of gender, is the one chosen to become the heir, thus allowing female Empresses to carry the Everwatcher as a Vessel. This Sect does not support changing the inheritance line of succession as it stands now and favor providence in the Kade Succession. They do, however, lobby to get the inheritance changed for the future, so that if the next Emperor should have a daughter first, that daughter becomes the heiress.  
*Suvial are fire elves with skills in Demon-taming.
* '''The Minoth Sect''': this Sect believes in a more intellectual approach to Unionism that considers the Everwatcher a more abstract "learning" and "knowledge" transferal between Emperors, rather than an actual being with intentions and thoughts of its own. The Minoth Sect believes that the Imperial inheritance should be based on elective choice, meaning the current Vessel of the Everwatcher Emperor or Empress should be allowed to choose the next Emperor or Empress regardless of their birth order. The Everwatcher should aid the Vessel in choosing who is most competent to carry the Everwatcher as a future Vessel. This Cult is currently in-favor in the Imperial Court, and Emperor [[Alexander I]] has chosen the elective inheritance clause.  
*Solvaan are mercenary wind elves from misty isles.
* '''The Silvershroud Sect''': this Sect rejects the all-demon status of the Occult, and believes that non-[[Affliction]]-based Occult, and to some degree [[Silvenism]], are beneficial and blessings of the Everwatcher, as opposed to [[Demons]] from a different plane of existence. They argue that because some Afflictions or Occult beings are beneficial, or at least not repugnant to life and existence, they must be ordained by the Everwatcher who is the chief creator of all things good. They argue for the legalization of vast swathes of the Occult.
*Isldar are ice elves exiled and facing a cold war within.
* '''The Diviner Sect''': this Sect rejected the all-inclusion of other Races into the Unionist fold, and argued for the sacrificing of other Races as lesser beings to divinate the future, or receive visions from the Everwatcher. Because this Sect implied that the Everwatcher would speak to anyone other than the Emperor, this Sect was uniformly denounced by all Schisms, and made holy war upon by the Dogmatic Unionism religious community. The [[Holy Herebrand Order]] exterminated the Diviner Sect in 308 AC, killing their last supporters in [[Girobalda]].  
*Sihndar are frugal dark elves fighting against Demons.
* '''The Vierzehn Sect''': this Sect rejects the full integration of other Races or [[Half-Ailor]] into Unionism, though not as severely as the Diviner Sect does, while also sticking closer to The Creed. Vierzehners believe that all other Races are by nature inferior or flawed, and should have their statuses reduced while the Ailor continue lead everyone from the top unimpeded, barring non-Ailor from all military, priestly, administrative positions of power, especially nobility. Vierzehners also believe in an expansion of immoral sins, which largely involve importing more bigoted laws against non-conforming minorities in society who do not portray the exact pure vision of the Vierzehners.  
*Kathar are cultist dark elves seeking greater power from dark entities.
* '''The Thyemic Sect''': this Sect believes that [[Undead]] are resurrected by the Everwatcher with a unique duty to the Great Way. Thyemics (who are usually Undead themselves) tend to fill roles that would be difficult for living members of the faith, such as guarding remote holy sites or ministering to communities stricken by disease. Of note, there is a great disagreement within the Sect over Therin Ivrae, the son of [[Justinian II]] who rose from the grave to kill his older brother during the [[Undead Scare]]. Some hold that Therin was given an opportunity for redemption, but rejected it. Others instead assert that Therin's return and subsequent crime were both divinely inspired, setting in motion a chain of events that will bring about a new era of the Empire.
*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:Beastrace.png|frameless|20px]] '''Beskind Heritages''' are anthropomorphic peoples.
*Asha are animal-folk seafarers and adventurers.
*Urlan are minotaur hunters fused with a symbiote.
*Narim are insectoids who dwell in the undercity.


==Priestly Activities==
[[File:Yanarrace.png|frameless|20px]] '''Auldkin Heritages''' are ancient peoples.
Priests do not administer communal services. In fact, Unionism does not have any large communal service that involves the worship of a divine entity in large groups. Rather, Unionism is designed more around individual and personal experiences with priests. Sometimes, priests will stand on the proverbial soapbox and preach to a crowd, but the majority of a priest's interactions with their flock are in private settings. Priests act like spiritual guides of their Celerial territory as a guiding father, or a wise grandfather (even if they are young), or a world-weathered sage. Locals seek them out for personal guidance and direct interaction. Below are listed the individual practices that Celates and Arch-Celates partake in. These activities are not unique to only Unionists. While the descriptions below mention "faithful" as a subject to perform the priestly activity on, these activities are routinely offered even to non-Unionists, both as a form of attempting to sway them to Unionism, but also just because Unionists believe in the betterment of mental health of even non-Unionists, as that way they are better able to aid Unionists in their goals of Paradise.
*Maraya are fae- and tiefling-like vault-dwellers from a technologically advanced past.
* '''Hearing''' is the act of the faithful seeking out the priest for personal spiritual guidance. This can involve up to three individuals seeking out a single or more priests for a wide range of issues. These issues can range from a crisis of faith, a conflict of beliefs, wanting more explanation about spiritual doctrine or any other form of spiritual assurance. This is a common activity to do with other loved ones, for example partners, siblings or even parents, if a member in the family has some sort of crisis where spiritual relief can help, but might not approach the priest on their own. In many ways, a Hearing is a spiritual form of therapy, where the priest primarily functions to reinforce and remind Unionist beliefs, but also offer philosophical guidance with Unionism as context.  
*Allar are lizardfolk alchemists and educators.
* '''Relieving''' is the act of the faithful seeking out the priest for relief of their sins. This process involves the priest seeking out a comfortable place, and having a truly confidential one-on-one with the faithful. The faithful then pours out all the sins they have committed and all things they feel guilty for to a listening ear, who may give advice on how to move on, or offer words of encouragement to face their guilt head on and find absolution.
*Slizzar are snake-like shapshifters who can blend into any society.
* '''Blessing''' is the act of the priest seeking out situations where conflict may soon arise, or where large groups of faithful are in need of blessings or spiritual guidance. These priests then arrive with an incense thurible they swing around while speaking out the seven blessings of the God Emperors or Empresses, or just a general Everwatcher blessing. Another way of blessing those present is through the Theraffar, which is a long pole, twice the length of the priest in silver, atop which sits an ornate silver holder with a [[Solacrox]] in the middle surrounded by small mirrors. This Solacrox gem is then geared in such a way that it shines a bright beam of light on whatever the priest is aiming the Theraffar on, while speaking the blessings of the eye of Unionism. This practice is frequently done before battle, and any army has a few dozen Celates to perform Blessings before any major battle.
* '''Cloistering''' is the act of a priest guiding a pilgrim or faithful through the Cloister Trial in the Arch-Temples devoted to their God Emperors or Empresses. While other practices done by priests are permitted for non-Unionists, it is not permitted for a non-Unionist to enter the Cloister Trials in the bowels of the Arch-Temples without being a believer. During the Cloister Trial, the priest guides the pilgrim through the various chambers and challenges, dispensing wisdom and guidance along the way, and explaining the challenges, before finally letting them part into the Chamber of Faith, the innermost and most holy place inside the Temple, usually containing the remains of the God Emperor or God Empress.
* '''Creed Eleracy''' is the act of priests coming together in a form of meeting in Regalia to discuss ongoing events and potential religious community stance changes before a Diet of Deliberation takes place, because an Emperor has not yet died. Creed Eleracies are held to make the religious community more flexible in responding to pressing events or crises, and it is also a form of cross-Schism communication, as all Schismatic religious community priests and Arch-priests are invited to participate. Decisions made by Creed Eleracies are not binding, but generally do permeate to all other Schisms if they can agree on something.
* The '''Everloving Choir''' is the act of a priest opening a larger social setting where both spectators and active speakers may join. The priest stands on the stage, waiting for any willing speaker to approach. The willing speaker is usually a believer in the audience who wishes to share a story about how good things happened in their life, or about how they were in a tough spot, but how their faith pulled them through. They speak in front of the crowd their experience, and the priest stands flanked to offer guidance or encouragement, while also commenting to the crowd where the hand of the Everwatcher or the Gods and Goddesses could be felt in the story. This is generally a very positive experience where sharing one's personal and intimate experiences with faith and spirituality is encouraged.


==Unionist Lexicon==
[[File:Ancientraces.png|frameless|20px]] '''Unique Heritages''' are miscellaneous peoples.
{| class="wikitable" style="font-weight:bold;"
*Dragonkin are humanoids descended from the souls of dragons.
|-
*Bralona are inorganic slime and metal people created by dragons.
! colspan="2" | Divine Beings
*Yanar are plan people with an affinity for nature.
|-
*Orion are star-people from the skies curious about the world.
| The Everwatcher
*Mystech are a group of Spirits, Robots, and Homunculi
| style="font-weight:normal;" | The Supreme Divine Being and All-Creator
|-
| The Vessel
| style="font-weight:normal;" | The physical host of the Everwatcher, who rules in its stead as the Regalian Emperor
|-
| God Emperor/Empress
| style="font-weight:normal;" | The Divine Beings of Unionism who were once mortal Regalian Emperors and Empresses
|-
| Hero of Unionism
| style="font-weight:normal;" | A mortal who after death is declared a demigod of Unionism, said to have inherited a Godspark in life
|-
| Godspark
| style="font-weight:normal;" | A piece of a soul that a God Emperor or Empress allowed to reincarnate with their divinity into a mortal
|-
! colspan="2" | Theological Terms
|-
| The Creed
| style="font-weight:normal;" | The single volume, large holy book of the Unionist faith, which Emperors write and edit
|-
| The Great Way
| style="font-weight:normal;" | The purpose of Unionists to produce paradise on Aloria
|-
| The Everwatch
| style="font-weight:normal;" | The temporary afterlife in which all souls are judged by the Everwatcher
|-
| Great Staircase
| style="font-weight:normal;" | A sort-of-afterlife where all worthy souls rest on a large imaginary stairs going up to the sky, looking down on the living.
|-
| Arch Temples
| style="font-weight:normal;" | The main seven temples in the City of Regalia, usually housing the remains of God Emperors or Empresses
|-
| Great Temples
| style="font-weight:normal;" | A larger Unionist temple located in urban centers across the Regalian Empire
|-
| Sanktism
| style="font-weight:normal;" | A ritual performed on a Unionist to mark certain milestones in life
|-
! colspan="2" | Leadership Terms
|-
| Celate
| style="font-weight:normal;" | Also known as a Priest, is a religious leaders of Unionism.
|-
| Arch-Celate
| style="font-weight:normal;" | Also known as an Arch-Priest, is a higher ranking Celate that does more paperwork
|-
| Primae-Celate
| style="font-weight:normal;" | The highest office in a Unionist religious community that leads all other Celates
|-
| Celacy
| style="font-weight:normal;" | The office of a Celate (compare with the term Nobility for a Noble)
|-
| Celery
| style="font-weight:normal;" | The territory managed by a single Celate
|-
| Celerial
| style="font-weight:normal;" | An adjective pertaining to a Celate or a Celery
|-
| "Your Celerial"
| style="font-weight:normal;" | The oral address for a Celate of any rank
|-
! colspan="2" | Religious Communities
|-
| Dogmatic Unionism
| style="font-weight:normal;" | Also known as Divine Unionism, is the standard Unionist community
|-
| Evintarian Unionism
| style="font-weight:normal;" | Also known as Ionism, is the first schismatic Unionist community, emphasizing the all-holiness of the Emperor's word and fanaticism.
|-
| Dogartan Unionism
| style="font-weight:normal;" | Also known as Dosstism, is a Schism emphasizing asceticism
|-
| Vultragon Unionism
| style="font-weight:normal;" | Also known as Clastism, is a Schism emphasizing critical thinking and progressivism
|-
| Breizh Foundation
| style="font-weight:normal;" | A Breizh-focused Unionist community, emphasizing the importance of the Weard, or legendary holy warriors
|-
| Emended Faithful
| style="font-weight:normal;" | A recently created Unionist community which believes the Kade Arch-Chancellors were the true Vessels of the Everwatcher, and believes in alternative Divine Instruments
|-
! colspan="2" | Religious Activities
|-
| Diet of Divinity
| style="font-weight:normal;" | A deliberation during which Celates gather to discuss elevating a mortal to the rank of Hero of Unionism
|-
| Diet of Deliberation
| style="font-weight:normal;" | A deliberation after an Emperor's death, during which Celates discuss the future of Unionism
|-
| Creed Eleracy
| style="font-weight:normal;" | An emergency meeting of all Schisms to discuss ongoing theological events for cross-faith dialogue.
|-
| Diet of Fury
| style="font-weight:normal;" | A deliberation where Celates call for a Holy War against a nation or group of people to be purged by the sword
|-
| Hearing
| style="font-weight:normal;" | A Priestly Activity involving therapy for the faithful or non-Unionists
|-
| Relieving
| style="font-weight:normal;" | A Priestly Activity involving private confessions for the faithful or non-Unionists
|-
| Blessing
| style="font-weight:normal;" | A Priestly Activity involving a Celate blessing soldiers before battle, both the faithful or non-Unionists
|-
| Cloistering
| style="font-weight:normal;" | A Priestly Activity involving a Celate guiding a Unionist through the Cloister Trials
|-
| Cloister Trails
| style="font-weight:normal;" | Trials that pilgrims undergo to earn the right to visit the Faith Chambers
|-
| Faith Chamber
| style="font-weight:normal;" | The holiest, sacred places inside an Arch Temple that houses the Relics and sarcophagi of God Emperors or Empresses
|-
! colspan="2" | Common Blessings
|-
| "May he watch over you"
| style="font-weight:normal;" | used by Unionists to bless each other while departing from one another
|-
| "Everwatcher guide your way"
| style="font-weight:normal;" | used by Celates and lay-priests to bless Unionists and non-Unionists alike
|}


==Trivia==
==Extra Reading==
*The matter of depicting the God Emperors or God Empresses is controversial at best. Many priests believe that mortals are fallible and cannot depict the Gods and Goddesses in an accurate or divine manner. Any art produced of the Gods or Goddesses is extremely scrutinized. More curiously yet, the eyes of all depictions of the Gods or Goddesses are always depicted in white. This is because the iris colors of the Emperors or Empresses is always a matter of intense debate and historical revision.
===Magic===
*Unionism used to be mandatory for nobility somewhere during the second century after Cataclysm, though this Holy Law was removed when the war against the [[Skagger Horde]] ceased, and the Empire benefited more from including non-Unionists into the peerage. An exception had always been made for the [[Altalar]] nobles of [[Solvaan]] origins in [[Solleria]] however, called the Melennarian Confession (who was, in fact, not an Altalar himself).
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.
*Sectarian violence largely came to an end at the turn into the fourth century as the last attacks on Vultragon Unionist by state forces ceased, and an uneasy truce was signed between the Schism religious communities. They still do not see eye-to-eye, and the different Schismatic groups still prod at each other, but instead of murdering each other over sectarian differences, they mostly fight with words nowadays, a legacy of the Kleine Rechnung, the document that called for the truce.
{{Religion}}
{{Accreditation
|Artists =
|Writers = MonMarty, FireFan96
|Processors = Hemingway7
}}
[[category:Religion]] [[category:Human Religions]]


===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.


==Army==
===The Setting===
{| class="wikitable"
The actual Roleplay is set in the city of Regalia, the capital of the Regalian Empire. As the Imperial capital, it is host to all walks of society, and generally speaking any concept available works (though more extreme options, like being a Vampire or Undead, might draw hostility and limit Roleplay options unless the player is careful about disguising). Regalia is divided into four areas: the Town, Crookback, the Sewers, and Gloomrot. Most Roleplay happens in the Town proper, where businesses open and people gather. Crossing the bridge into Crookback takes the Character into a space that is more open to the Afflicted, heavily Mutated, and the obviously very Magical, while following the stairs down into the Sewers brings them into contact with the more utterly illegal, such anti-state agents and violent criminals, who need a place to hide. Gloomrot is the dark, shadowy forest in the countryside of Regalia dotted with a few little cottages and taverns, where mysterious creatures lurk and small parties of travelers can frequently be found.
|-
! Name
! Location
! Affiliation
! Additional Notes
|-
| Imperial Marshal Academy
| City of Regalia
| Regalian Empire
|
|-
| Kalemburg Ordner Akademie
| City of Calemberg
| Calemberg & Waldmark
| Private School; Ailor Men Only
|-
| Lutherstadt Kriesgakademie
| Lutherstadt, Calemberg
| Calemberg
| Private School; Ailor Men Only
|-
| Collége de la Rouusette
| Vixhall
| Regalian Empire
|
|-
| Università delle arti Militari
| Tureno, Vultaro
| Regalian Empire
|
|-
| Collége de Guerre et État
| Ithania
| Ithanian Sovereignty
| Women only
|-
| Skole Militair Nordskag
| Kongehaug
| Kingdom of Nordskag
|
|-
| Oussafalin Academy Songay
| Korbamakora, Songaskian Masaya
| Songaskian Masaya
| Qadir are banned from attending
|-
| Mizalaan College for War
| Tanaar Llarana
| Allorn Empire
|
|-
| Solsanthëa Silverhelm Commandery
| Tanaar Hyä-Ereya
| Allorn Empire
| Altalar Only
|-
| Roktokaar College for War
| Rokhara
| Dread Empire
| Kathar Only
|-
| Minenlaamjar College for War
| Avela Monvarindra
| Vaan Suvial Sandhi
| Suvial Only
|-
| Lykon Command Polon
| Staat Kezzeret Artamon
| Eronidas Polons
| Eronidas Only
|}


==Navy==
===Mechanics===
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.


==Natural Sciences==
==Getting Started==
===Medical Schools===
* First, join the [https://www.massivecraft.com/discord-roleplay Discord].
{| class="wikitable"
* 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.
! Name
* 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].
! Location
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
! Affiliation
* That’s all! Get on and roleplay.
! Additional Notes
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.
|-
| Medical Academy of Eotranna
| City of Regalia
| Regalian Empire
|
|-
| Haüwald Academy
| Calderliga
| Regalian Empire
|
|-
| Halctus Academy
| Daenshore
| Daendroc Viceroyalties
|
|-
| Ulwaya Hadritya
| Farah'deen
| Confederated Hadityas
| Songaskia are banned
|}


===Alchemy Schools===
==The Chat System==
{| class="wikitable"  
* 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.
! Name
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
! Location
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
! Affiliation
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
! Additional Notes
** 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.
| Chazr School of Alchemy
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
| Hadar
| Perpustakaan Besar
|
|-
| L'Académie de Bouteil de Mordealé
| Ithania
| Ithanian Sovereignty
| Multiple campuses located in Ithania
|-
| Akademie von Kaiserman
| Haltover
| Regalian Empire
|
|}


===General Science Schools===
==Utilities==
{| class="wikitable"
* You can revisit the tutorial at spawn.
|-
* You can use /fav add USERNAME to see when a friend logs on and off.
! Name
* There’s an activity board near spawn (/tp Golden Willow) to show you where players are.
! Location
* /tp WARPNAME will take you around the city. Warp names often match activity board names.
! Affiliation
* If you ever can’t find RP, check #looking-for-rp in the Discord.
! Additional Notes
* Ask in a ticket if you’re new and struggling to find anyone.
|-
| Regalian Ecological Academy
| Vultaro
| Regalian Empire
|
|-
| Scholar's Court for Advancement
| City of Regalia
| Regalian Empire
|
|-
| Al-Hamjad Hamanh College
| Farah'deen
| Confederated Hadrityas
| Songaskia are banned
|}

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.