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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.
Unionism V2: Electric Boogaloo


==The World==
===Holy Orders===
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.
* Nonnatean Order of the Silent Sisters
===Heritages===
**Burial and Caretakers/Nuns
{|
* Dogartan Order of the Pious Brothers
|-
**Monks/Friars
| [[File:Untitlesadasd Artwork.png|left|170px|caption]]
* Crimson Order of the Holy Inquisition
|
**Secret Service
'''Deshret''' which loosely translates to the red land, are Asha unified in their hatred and search for justice for the pain and historical trauma their people have suffered by the Elves. Deshret Asha can be found all over the world, but most numerously among the Corsair Fleets and Naval Nations, populations of Asha without a true homeland to call their own. Deshret Asha can be expected to always express hostility towards the Elves, and anything related to the Allorn Empire or Oblation Magic, often being at the forefront of the breakdown of this dark institution in the Empire, or agitating for the Regalian Empire to go to war with the Allorn to crush them. Deshret Asha always remember their historical suffering.
* White Order of the Helerian Guard
| [[File:Untiwqeqtled Artwork.png|left|170px|caption]]
**Military
|
'''Hedjet''' which loosely translates to the white land, are Asha who acknowledge the historical suffering of their people at the hands of the Allorn, but who are mostly content that the age of the Pearl Wars is over, and that they can live in relative security without being repeatedly invaded by Elves. It is not unthinkable they might befriend Elves, especially if those Elves have no real connection to the Allorn Empire, or clear descent from those who benefitted from the murder of their ancestors. Hedjet Asha mostly hail from the Ashal States, where they focus on the rebuilding of their legacy and history and customs, while some of the newly born generations even barely know what the Pearl Wars were about. Some might deride the Hedjet for being tone-deaf, but they might be quick to retort that endless cycles of violence are self-perpetuating, and self-immolating.
|-
| [[File:Untitled safafArtwork.png|left|170px|caption]]
|
'''Neferu''' which loosely translates to the beauties or the beautiful land, are largely tolerated by the Deshred and Hedjet Asha, but regarded with suspicion. While the art of Magic is never in itself evil according to modern Asha attitudes, having Magic means a Mage can always hunger for more Magic and more power. In such a case, a Neferu Asha Mage is only a few steps away from calling upon the dark arts and using Oblation Magic as a means of self-empowerment. The Neferu mostly hail from the Silontaar country, but have populations in many nations, even those who have found acceptance in the Allorn Empire given that the Pearl Wars have ended. Their inaction and distance from the Pearl Wars, is still an ongoing sore spot for them, however.
| [[File:Dqwdqq.png|left|170px|caption]]
|
'''Kemet''' which loosely translates to the black land, are nearly universally reviled or feared by the Deshret, Hedjet, and Neferu. They include three distinct populations. First Asha who have abandoned their cultural heritage and started worshiping Evolism. Second the Asha who have gone mad with grief and become death cultists who worship the death gods and thus also embraced Death Magic. Finally, there are the Mystech who were once Asha, having been ripped from the land of the living or their Dewamenet afterlife when the old Baskarr God stole the afterlife, and used it to invade the Evolist pantheon. In doing so, he became a Void God, but all Asha who joined him or were taken there became Void Spirits. Kemet Asha have a complex and often hostile relation to all others because they are disconnected from the modern world.
|}


===blah===
===Feast Days===
[[File:Ailorrace.png|frameless|20px]] '''Imperial Heritages''' are defined by their strong relationship with the roleplay setting, the Regalian Empire. These Heritages are easy to play and straightforward.
No such thing as days off of work, so make them community feast days/lunches and stuff
* [[Ailor]] Humans, inspired by a range of European and Near-Eastern cultures, are numerous and diverse. The roleplay setting, the Regalian Empire, was founded and led by Ailor. Strongly recommended for new players.
*Feast of the Emperor, May 22nd
* [[Eronidas]] Orcs, inspired by ancient Near-Eastern cultures, are a warrior people who emigrated from the distant west to find fortune. They are integrated deeply in the Regalian Empire as fine and loyal soldiers.
**Regalian 4th of July/national founding day. Celebrates the Empire as a whole with the Emperor as an easy focal point
* [[Solvaan]] Elves, mercenary Wind Elves, turned on their Allorn ancestors to help found Regalia instead. Solvaan lore discusses the dangerous, exciting Mistlands they hail from, and their monopoly on most mercenary work.
*Feast of Love, Valentine's Day
* [[Sihndar]] Elves, frugal Dark Elves, wage an eternal war against Demons in the north. With influence from Ailor Scandinavian-inspired cultures and strong Regalian support, the Sihndar are martial but embattled.
**Duh
* [[Urlan]] Beastfolk, minotaurs from the frozen continents, have a special relationship with Regalia as shock troopers in the Imperial armies. Urlan are excellent hunters and trackers, and are always at home in the wilds.
*Feast of all Souls, Halloween/Day of the Dead/
* [[Narim]] Beastfolk, created to tend ruined cities, found a new purpose in the Imperial religion of Unionism and defend the capital city's underground from the horrors always lurking in wait deep beneath.
**Remember the dead. Throw in trick or treating, also jack o' lanterns for Undeath Terror
[[File:Elfkind.png|frameless|20px]] '''Allorn Heritages''' are defined by their claim to some continuity from the Allorn Empire, an Elven Empire of Magic that directly preceded the Regalian one.
*Feast of Summertide
* [[Lanlath]] Elves, serene High Elves, broke with the Allorn Empire long ago and were expelled to their secretive realms in the in between lands. The Lanlath are benevolent, wise counselors and masters of Radiant Magic.
**Summer Festival
* [[Fin'ullen]] Elves, brash Sea Elves, live across most of Aloria's coastlines. A martial, outgoing, and maritime people, the Fin'ullen can be found not just in ex-Allorn realms but anywhere the pay and mead are good.
*Feast of Wintertide
* [[Suvial]] Elves, Indian-themed Fire Elves, built their own Empire in the Allorn shadow. Masters of Demon binding and bitter enemies of the Kathar, the Suvial have the sole privilege to legally perform this illegal art.
**We have Saint Nicholas. He was Regulus. Draconists have a gift-giving holiday the same month. Yay religious appropriation.
* [[Maquixtl]] Elves, Aztec-themed Jungle Elves, journeyed west to ruins on the lost continent of Guldar. Maquixtl culture mixes a rural windmill and cottage appeal on one end with gene shift and mutation science on the other.
* [[Yanar]] Elves, culturally Elven plant people, were the Elven gods' heralds to forestall calamity. Now that the calamity has passed, they are tenders of many of the groves and quiet, peaceful places of the world.
* [[Kathar]] Elves, proud Dark Elves, turned to worshiping the Void Gods for power in the Allorn Empire's collapse. Kathar wildly differ, but share a universal drive for power and self-improvement that puts them at odds.
* [[Teledden]] Elves were the original High Elves who ran the Allorn Empire, and are presently trying to bring about its return in the face of vast foreign opposition. It is not recommended to play a Teledden.
[[File:Dragonrace.png|frameless|20px]] '''Draconic Heritages''' are defined by their interactions with Dragons, ancient creators of the world, and by the Dragons' war against Demons and hostile Magic.
* [[Songaskian]] Humans, inspired by West African cultures, are physically descended from Dragons. Songaskian lore discusses their wars with the Qadir (another Heritage), their heavy use of Magic, and their hate of Death Gods.
* [[Sihai]] Humans, inspired by East Asian cultures, allied with Dragons long ago. Sihai lore discusses their endless defense against Demons, their faraway Kingdoms, and their attempts to reach out into the wider world.
* [[Isldar]] Elves, stoic Ice Elves, disavowed their Allorn ancestors and fled their Empire with Dragons in tow. Isldar lore discusses their pro- vs. anti-Dragon civil war, their icy spire palaces, and their swordplay and poetry.
* [[Slizzar]] Beastfolk, serpentine shapeshifters, were created as the personal attendants of the Dragon Nox. Slizzar lore discusses their role as excellent spies and watchers of history who live in disguise for millennia.
* [[Bralona]] (robot or slime-like) were left isolated by Dragons on the distant island of Justinia. Recently discovered by foreign explorers, their lore discusses their attempts to make sense of the world around them.
[[File:Ancientraces.png|frameless|20px]] '''Ancient Heritages''' quest to rediscover their lost Empires' histories of engineering and Technology, turning back the clock to resurrect their legacies. This lore is considered more 'advanced'.
* [[Qadir]] Humans, inspired by Near-Eastern Arabic cultures, are integrated with the Ailor. Masters of clockwork and gear automata, their Sariyd Empire was destroyed in a Magical calamity in its war against a clade of Dragons.
* [[Dwarves]] hail from the distant north. Inventors of steam tech and black iron foundries, their ill-fated war with the Elves who would become the Isldar and violent invaders from underground has pushed them to their limits.
* [[Asha]] Beastfolk, inspired by Ancient Egyptian culture, are adventuring seafarers with mental control over their mercury-like Living Metal who lost their Empire millennia ago in an apocalyptic war with the Allorn Empire.
* [[Allar]] Beastfolk, studious lizardmen and fishfolk, are peerless alchemists and researchers of the natural sciences. Driven into exile from their home of Sendras by their Void-worshiping cousins, they now live in the Hadar isles.
* [[Maraya]] (Tiefling-like) hail from before even the Elves existed. Masters of crystal resonance so advanced it appears Magical, their world-spanning Empire was destroyed by Demonic invaders, its survivors saved in cryo-sleep.
[[File:Yanarrace.png|frameless|20px]] '''Artificial Heritages''' cover sapient entities without a defined culture or origin, like Automata, Spirits, and Homunculi.
* [[Mystech]] is the in-universe term for this category. It includes Automata (variously advanced robots), Spirits (ghosts, Demons, Demons in robots, Demons in people) and Homunculi (lab-made, soulless people).


==Extra Reading==
===Priestly Hierarchy===
===Magic===
Within the Unionist College exist several ranks of priests, otherwise known as Celates. These ranks hold various responsibilities within the College, and thus those with higher offices are consider the most versed in matters of theological and bureaucratic knowledge. Below is a list of all priestly ranks, in order of seniority:
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===
*The '''Primae-Everian''' was the official head of the Unionist College, considered to be the Unionist equivalent of a pope. Their duties included presiding over Holy Diets (a gathering of Celates to discuss religious dogma) as well as serving as the chaplain of the Imperial Palace. The last Primae-Everian was Piete Kade, who was assassinated by radicals within the College for attempting to reconcile with the various Schisms. While the Emperor is able to appoint a new Primae-Everian, the Concilly Council has advised him to leave the position vacant, out of respect for the previous officeholder.
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 '''Concilly Councillors''' are a group of well-learned Celates who are responsible for overseeing the vast bureaucracy of the Unionist College. Due to the prestige associated with bei9ng a Concilly Councillor, this position also suffers from political intrigue, with various faction plotting to place, or keep, their preferred Celates on the council. Despite this potential for corruption, Concilly Councillors are nevertheless very competent in their duties, as only those most theologically gifted can hope to be appointed to this position.
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===
*The '''Arch-Everians''' are Celates who administer the most populous cities within the Regalian Empire, with their Celeries often including one of the Arch- or Grand- Temples of Unionism. Arch-Everians are highly influential figures, and often compete with the secular Dukes over authority within their cities (as the line between secular and religious boundaries starts to blur in these areas). Arch-Everians are formally appointed by the Primae-Everian on the recommendation of the Concilly Council, though it is well-known that the regional Duke also plays a notable role in suggesting their preferred candidate.
All of MassiveCraft's mechanical systems are explained on the [[Proficiency]] page.


==Getting Started==
*The '''Everians''' are senior-ranking Celates who oversee a collection of Celeries within a geographic area. The position is usually appointed by the local Duke or Count, and confirmed by the Concilly Council. Everians are often the highest rank achieved by Celates, as higher offices start to involve political games that remove well-meaning yet naive Celates from rising in the ranks.
* 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==
*The '''Celates''' are the standard rank of priest within the Unionist College, achieved after completing clerical training and becoming ordained by an Everian. Most priests remain Celates for life, though this lack of upward advancements is hardly met with frustration due to the fulfilling experiences most Celates have with the faithful. While higher ranks become more focused on administrative duties, Celates are more focused on the spiritual needs of Unionists, and so spend most of their time providing various services to others.
* 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==
*The '''Lay Priests''' are not part of the Unionist College, or even considered clergy to begin with. Any Unionist can be a Lay Priest, which is an unofficial title given to those who are very knowledgeable about Unionism, and assist the Celates with their duties. There is no formal training required, though many Lay Priests often study Unionist theology in order to better assist their fellow Unionists. As there are no Celates within the Guided Unionist community, Lay Priests are responsible for overseeing community maintenance of the local Temples and guiding spiritual discussions.
* 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.
 
{{Roleplay}}
[[category:Roleplay Information]]

Latest revision as of 00:02, 17 November 2024

Unionism V2: Electric Boogaloo

Holy Orders

  • Nonnatean Order of the Silent Sisters
    • Burial and Caretakers/Nuns
  • Dogartan Order of the Pious Brothers
    • Monks/Friars
  • Crimson Order of the Holy Inquisition
    • Secret Service
  • White Order of the Helerian Guard
    • Military

Feast Days

No such thing as days off of work, so make them community feast days/lunches and stuff

  • Feast of the Emperor, May 22nd
    • Regalian 4th of July/national founding day. Celebrates the Empire as a whole with the Emperor as an easy focal point
  • Feast of Love, Valentine's Day
    • Duh
  • Feast of all Souls, Halloween/Day of the Dead/
    • Remember the dead. Throw in trick or treating, also jack o' lanterns for Undeath Terror
  • Feast of Summertide
    • Summer Festival
  • Feast of Wintertide
    • We have Saint Nicholas. He was Regulus. Draconists have a gift-giving holiday the same month. Yay religious appropriation.

Priestly Hierarchy

Within the Unionist College exist several ranks of priests, otherwise known as Celates. These ranks hold various responsibilities within the College, and thus those with higher offices are consider the most versed in matters of theological and bureaucratic knowledge. Below is a list of all priestly ranks, in order of seniority:

  • The Primae-Everian was the official head of the Unionist College, considered to be the Unionist equivalent of a pope. Their duties included presiding over Holy Diets (a gathering of Celates to discuss religious dogma) as well as serving as the chaplain of the Imperial Palace. The last Primae-Everian was Piete Kade, who was assassinated by radicals within the College for attempting to reconcile with the various Schisms. While the Emperor is able to appoint a new Primae-Everian, the Concilly Council has advised him to leave the position vacant, out of respect for the previous officeholder.
  • The Concilly Councillors are a group of well-learned Celates who are responsible for overseeing the vast bureaucracy of the Unionist College. Due to the prestige associated with bei9ng a Concilly Councillor, this position also suffers from political intrigue, with various faction plotting to place, or keep, their preferred Celates on the council. Despite this potential for corruption, Concilly Councillors are nevertheless very competent in their duties, as only those most theologically gifted can hope to be appointed to this position.
  • The Arch-Everians are Celates who administer the most populous cities within the Regalian Empire, with their Celeries often including one of the Arch- or Grand- Temples of Unionism. Arch-Everians are highly influential figures, and often compete with the secular Dukes over authority within their cities (as the line between secular and religious boundaries starts to blur in these areas). Arch-Everians are formally appointed by the Primae-Everian on the recommendation of the Concilly Council, though it is well-known that the regional Duke also plays a notable role in suggesting their preferred candidate.
  • The Everians are senior-ranking Celates who oversee a collection of Celeries within a geographic area. The position is usually appointed by the local Duke or Count, and confirmed by the Concilly Council. Everians are often the highest rank achieved by Celates, as higher offices start to involve political games that remove well-meaning yet naive Celates from rising in the ranks.
  • The Celates are the standard rank of priest within the Unionist College, achieved after completing clerical training and becoming ordained by an Everian. Most priests remain Celates for life, though this lack of upward advancements is hardly met with frustration due to the fulfilling experiences most Celates have with the faithful. While higher ranks become more focused on administrative duties, Celates are more focused on the spiritual needs of Unionists, and so spend most of their time providing various services to others.
  • The Lay Priests are not part of the Unionist College, or even considered clergy to begin with. Any Unionist can be a Lay Priest, which is an unofficial title given to those who are very knowledgeable about Unionism, and assist the Celates with their duties. There is no formal training required, though many Lay Priests often study Unionist theology in order to better assist their fellow Unionists. As there are no Celates within the Guided Unionist community, Lay Priests are responsible for overseeing community maintenance of the local Temples and guiding spiritual discussions.