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New Roleplayers' Guide

From MassiveCraft Wiki
Revision as of 06:54, 28 September 2024 by Ocularum (talk | contribs)

Welcome to MassiveCraft! This is the New Roleplayers' Guide. Do not be afraid to ask questions in our Discord.

Getting Started

Get Connected

  • Join the Discord.
  • Make an account on our forums. Make sure your forum name matches your Minecraft username!

Commands

The commands page is a collection of commands for plugins on our server. If you're ever in doubt, use help after a command for more details. For example, /char help. If you want to get into roleplay quickly, use /rpmode to leave non-roleplay channels and focus the local chat channel.

  • You can join roleplay from the lobby or by using /tp Roleplay. A list of warps are available by running /tp.
  • Use /nick use name to set your nickname. Chat messages will show your nickname in front of them.
  • Use /chat join local or l: to switch to the local chat channel, where the majority of roleplay takes place. This channel has a limited range.

Chat System

An in-depth explanation of our chat commands are available on the MassiveChat page.

  • Typing and entering Hello. will print ~Character says: "Hello."
  • Typing and entering jumped.+ will print ~Character jumped.
  • Typing and entering jumped. "Woah!"+ will print ~Character jumped. "Woah!"
  • Typing and entering Hello.$ will print ~Character mutters: "Hello." This has a shorter range than normal.
  • Typing and entering Hello.* will print ~Character whispers: "Hello." This has a very short range.
  • Typing and entering Hello.)) will print Hello. in local Out Of Character chat.

Character Creation

To create your character, you will need to pick their heritage, subculture, religion, and possibly a few other details. You can read more about these topics on their dedicated pages, or make use of the summaries below. If you need a skin for your character, we offer free skinning services in our Discord and have a community skin repository available on PlanetMinecraft called MassiveLooks.

Character sheets are optional. While they can be a great way to show off your creativity and your character's backstory, you only need one if you plan to participate in combat. If you do want to create a character sheet, click here to access the Character Sheet Guide. All of MassiveCraft's mechanical systems are explained on the Proficiency page.

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. 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.

Roleplay is set in the city of Regalia, the capital of the Regalian Empire. As the imperial capital, it is host to people from all walks of life, including beings like vampires and undead who live on the edges of society.

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.

Heritages

Heritages define your character's appearance and sometimes their overall outlook on the world. Many heritages have subcultures that lend your character to believe or think in different ways. Pick whichever one you think is best!

  Imperial Heritages are defined by their strong relationship with the roleplay setting, the Regalian Empire. These Heritages are easy to play and straightforward.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

  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.

  • 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.
  • 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.
  • 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.
  • 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.

  Draconic Heritages are defined by their interactions with Dragons, ancient creators of the world, and by the Dragons' war against Demons and hostile Magic.

  • Dragonkin Humans, inspired by West African cultures, are physically descended from Dragons. Dragonkin 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.

  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'.

  • Skyborn 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.

  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).

Religions

Your character can be a follower of one of Aloria's religions or none! It's entirely up to you.

  • Unionism is the state religion of Regalian Empire. It is a Religion about unifying the world and creating everlasting peace.
  • Draconism is centered around the worship of Dragons as creator deities who have created the material world and protect it.
  • Estelley is centered around the worship of perfect Gods, who in turn guide the faithful to create inner perfection in themselves.
  • Fornoss is centered around respect for the elements and forebearers, and to accrue honor in life to thrive in forever paradise thereafter.
  • Evolism is centered around the Dark Gods of the Void, who lend power to their worshipers to evolve into stronger, faster, and better beings.
  • Khama is centered around cosmic balance and karmic justice, of Gods from a lost civilization trying to restore balance in the world.
  • Nilthism, the only monotheistic religion, is centered around the worship of a terrifying primeval being that must be blinded and bound to save the world.
  • Minor Faiths are not a singular religion, but a collection of smaller disorganized cults and faiths of varying themes and concepts.

Occupations

Jobs your character can have are fairly free-form. Your character can be unemployed, a retainer to a powerful noble family, a member of a guild or knight order, run a shop, and more! If you're unsure how your character can make a living or specialize in something, use the hobbies page as a reference.

Guilds concentrate people with likeminded ideologies or work employment into groups that specialize their work to a high degree.

  • The Scribe Order is a guild of scribes, historians, scholars and bureaucrats, who center around the recording of history and intellectual problems.
  • The Allfaith Order is a guild or priests, religious figures, preachers, and missionaries, that loosely allies all priest figures for religious freedom.
  • The Augur Order is a guild for merchants, commerce, traders, explorers and inventors, that seeks to improve the technology and finances of the Empire.
  • The Gloomfolk Order is a guild of the inhabitants and sympathizers of Gloomrot, who protect it against incursions, and uphold its unique culture.
  • The Hoterie Order is a guild for entertainers, courtesans, charmers, spies, and informants, who use their body and mind to capture others for power.

Knights are divided into orders that share an oath and a purpose, with each order further subdivided into more specialized chapters and are often combat oriented. If you plan to play a knight, you may eventually need to create a character sheet.

  • The Viridian Order is the grandfather of all Regalian Knight Orders, popularizing the term Knight, and holding the other Orders to a high standard of Honor.
  • The Aelrrigan Order is an Order of Knights and Mages who seek to both protect and regulate the Mage population to avert doom in the world from Prophecy.
  • The Bloodcast Order rose from instability in the Viridian Order, turning away from the wealthy and protecting the poor as the essential Hedge Knights.
  • The Lothar Order exists as an anti-Magic and anti-Occult radical Knight Order ostensibly to hunt Vampires, but to extend that destruction to all Occult.
  • The Argentum Order is a coalition of anti-Regalian factions who want to bring about the downfall of the Empire, functioning like Traitor Knights.
  • The Senleya Order is an all-Elven Order from outside the Regalian Empire, loosely cooperating to help protect the world from tyranny.

Affinities and Afflictions

Affinities and Afflictions, broadly referred to as the occult, are a supernatural state or power beyond your character's heritage, religion, and order affiliations. Some affinities and afflictions warp your character's mindset and causes them to act unlike themselves. Some types of occult can overlap, but most don't. Affinities and afflictions may put your character at odds with others.

  • 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.