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Welcome to the New Player Guide. By the time you reach the end of this page, you should know absolutely everything you need to know to get started on Massivecraft. The information on here will help you dip your toes into the lore, create a character, and step straight into roleplay as quickly as possible. Sometimes it is difficult to broach a new canon, so things are kept as brief and comprehensive as they can be. Do not be afraid to ask questions in the community discord, which is linked later in this guide. Other players or staff members should be able to help clear up any confusion.
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.


==What is Massivecraft?==
==The World==
Massivecraft is a factions, survival, and roleplay server. This guide is for the roleplayers specifically. In the context of Massivecraft, roleplay is an activity based on portraying fictional characters in a setting where they interact with other fictional characters. If you have not roleplayed before, imagine it like a collaboratively written book where every character is played by a different person. Sort of like a play, but all the actors are acting through text instead of speech and motion. We use Minecraft as a medium to give visual aid and immersion to the roleplay, as sometimes a purely text-based setting can be hard to mentally picture and difficult to focus on.
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===
[[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.
* [[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.
[[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.
* [[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.
[[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).


===Important Concepts===
==Extra Reading==
*'''IC:''' In Character. This encompasses everything in-universe, from the viewpoint of your character. Anything that is IC stays IC, such as how your character feels, what they are thinking, what they are doing, et cetera.
===Magic===
*'''OOC:''' Out of Character. This encompasses everything that isn't inside Aloria or a thing in roleplay. When players are aimlessly jumping around and not roleplaying they are OOC. Gameplay mechanics and systems are mostly OOC.
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.
*'''Powergaming:''' Powergaming is the act of taking control of other people's characters in emotes or doing things you realistically cannot do. For example, typing out that someone else fails to block your sword-swing and gets cut is considered powergaming.
*'''Metagaming:''' Metagaming is the use of OOC knowledge, IC. Your character does not know everything you know OOC. There are lots of ways that people can metagame, some conscious, some not conscious. We have a longer [[Metagaming]] page with some examples if you are curious and want to read further.
*We have a [[Roleplay Rules]] page with more rules, but they can basically all be understood by understanding these terms.


==The Setting==
===Affinities and Afflictions===
Massivecraft is set in a world called Aloria, in a nation called the Regalian Empire. Its story begins after an apocalyptic event called the Cataclysm, which brought an end to an equally apocalyptic demonic invasion. In the Cataclysm, many lands were wracked with natural disasters, such as flooding, earthquakes and volcanoes, while governments collapsed and many died. The demonic invasion and Cataclysm destroyed the main world power of the time, the Allorn Empire, which was reliant on Magic. Its former slave populations, now liberated, broke free and scattered across the known world as Kingdoms established themselves elsewhere and the Allorn successor states did their best to rebuild. One powerful state which emerged was the Regalian Empire, controlled by a people called the Ailor. Unified under their Emperor, they quickly established themselves as a military power. Over the three centuries following the Cataclysm, the Regalian Empire would become a world hegemon, annexing lands on multiple continents. As it expanded, it became increasingly diverse and nuanced, and in the modern day every race and creed can be found in Regalia.
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 [[Geist]] 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.


But as powerful as it is, the Empire is not alone in Aloria. Its many wars have made it a number of enemies, and in recent years it has fought a number of increasingly strong rivals abroad. The server itself is set within the capital city of the Regalian Empire, aptly named Regalia. It sits on an island at the center of the continent where the Empire originally arose, and is a metropolis millions of citizens strong. Everyone can be found in Regalia, from the long-lived and haughty Nelfin, to the proud and martial Eronidas, to the ever-present and numerous Ailor majority, and everyone in between. Every niche is playable in Regalia. Sorcerers with magic at their fingertips, chivalrous Knights clad in thick armor, and dark Cultists sacrificing to fickle Gods, all have a reason to come to the Imperial Capital. It is recommended that as a new player, you play an Ailor, because their lore is the easiest to understand, and most Regalians are Ailor.
===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==
==Getting Started==
The first thing you are encouraged to do is to go ahead and join the [https://www.massivecraft.com/discord-roleplay RP Discord], because it is where most roleplay-related OOC communication is done. Once you hop in, it takes ten minutes before you can speak, so don't get dismayed if you have to wait a little bit. Once that is done, you can get to making your character. Massivecraft has a concept called Character Applications, which while '''not required for in-game roleplay''', do offer additional opportunities to enhance your rp. These are basically profile pages that describe what your character is capable of, who they are, and where they are from. This guide will quickly walk you through how to do that so you can get to actually roleplaying as quickly as possible with a lore compliant character. If you have trouble at any point, say something in the Roleplay Community Discord, and someone will help you.
* 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.  
* First, make a forum account. You have to have logged on for that, so go ahead and log into Massivecraft at the IP massivecraft.com, and then hop back off. Then go onto the [https://forums.massivecraft.com/register/ forums] and make an account that shares a username with your Minecraft username.
* Then, go to the [https://forums.massivecraft.com/register/ forums] and make an account with the same name as your Minecraft username.
* Then go to the [https://forums.massivecraft.com/forums/character-applications.290/ Character Applications] section and read the [https://forums.massivecraft.com/threads/character-applications-template.54735/ template]. Remember that you do not have to do the optional parts marked in blue.
* 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].  
* Make sure you are logged into the forums. In the Character Applications section, there should be a Post New Thread button above all the listed posts. Open one, name the thread after your character, and paste in the template.
* Hit Post New Thread in the Character Sheets section and fill out a copy of the template for your Character.
* Also make sure to change the tag (little box to the left of the title) to Needs Reviewer so staff know to pick up your application.
* That’s all! Get on and roleplay.
* The first thing to do is to pick a Race. Skim the [[Races]] section here on the wiki and find one you like. Try not to get lost in the details, just pick whatever fetches your fancy and come back to it later.
* Please use the Ticket Bot in the Discord if you have any questions at all or need a skin. We’ll get you sorted.  
* Fill the template out until you get to Skill Information. You will need to read the [[Proficiency]] page to understand how to do this part. Proficiency is the DND-lite system we use to determine characters' skills. Come back when you are done with Proficiencies.
* [[Languages]] are pretty self explanatory based on the Template. Pick what fits your character.
* Special Traits and Mutations are a result of Aberrancy. Not all Aberrancies are available at character creation, so if you want one, pick one that is noted as not requiring a Special Permission. [[Vampire]], [[Cahal]], [[Archblood]], and [[Sorcery|Sorcerer]] are types of Aberrant- blood-drinkers, were-animals, Dragon-servants, and DnD Wizards respectively. Read a bit about them if you want something like this for your character. [[Clockwork]] and [[Alchemy]], steampunk-tech and potion-making respectively, don't go here if you want those. They're either on the skin (Clockwork) or things you carry around and emote when you use them (Alchemy). If you're reading someone else's app and it has a bunch of Abilities you can't make heads or tails of, they probably have a Special Permission. Don't worry about it, move on.
* Fill out Visual Information and Personality. If you do the long-form Personality section, it might be good to come back to some questions after doing the next part. If you are doing the short-form Personality section, it might be better to let the Religion part sit for now.
* You selected a Race earlier. Go back to their page and read through it. Follow any links you want, go deep-wiki diving. This might take a while.
* Go back and sort attitudes and religion. Now you are free to move on to the Backstory. The Backstory should summarize your character's life and explain how they got their Proficiencies, and should be based in the lore.
* When that is done, post the thread. Eventually you will get a notification that says it is under review, and a staff member will clear it or tell you what to change to make it clearable. Feel free to hang out in the Discord while you wait.
* Things like getting a skin and figuring out how to enter roleplay can get settled in there. Ask around, plenty of people are willing to be helpful. Saying "I am a new player making a Vampire" will probably attract some Vampire community members to come help.


==The Chat System==
==The Chat System==
===Channels===
* Run /rpmode to leave non-roleplay channels. You are now in Local Chat.
When you first join MassiveCraft you are already viewing a few channels by default. A single letter followed by a colon typed in the chat is used to switch between channels.
* Run /nick use CHARACTERNAME. Your dialogue will now show up with your character’s name.
:'''l:''' Local, this is the Roleplay channel
** Typing and entering '''Hello.''' will print '''~CHARACTERNAME says: "Hello."'''
:'''g:''' General, this is a server-wide chat
** Typing and entering '''jumped.+''' will print '''~CHARACTERNAME jumped.'''
:'''t:''' Trade, mostly pertinent to Factions
** Typing and entering '''jumped. "Woah!"+''' will print '''~CHARACTERNAME jumped. "Woah!"'''
:'''r:''' Recruitment,
** Typing and entering '''Hello.$''' will print '''~CHARACTERNAME mutters: "Hello."''' This has a shorter range than normal.
:'''h:''' Help, ask for help here
** Typing and entering '''Hello.*''' will print '''~CHARACTERNAME whispers: "Hello."''' This has a very short range.
You can leave and join channels through /ch join or /ch leave
** Typing and entering '''Hello.))''' will print '''Hello.''' in local Out Of Character chat.
Doing /ch leave g will make you leave general for example. This is important to reduce chat clutter during roleplay.
 
'''Roleplaying'''  
 
Things typed in the Local channel, entered by typing l:, are words stated or emotes performed by your character. Some chat modifiers help distinguish between, say, shouting a command, and jumping from a ledge. Local OOC chat is also accessed from within l:. You add a modifier to what you are typing in Local channel by adding the modifier after what you type. For example, "Is this scene private?))" typed into local chat will make "Is this scene private?" send in local OOC chat, while "Is that door locked?" typed with no modifiers will come out as "CHARACTERNAME says: "Is that door locked?"". You should use modifiers in your roleplay. Make sure to use "/nick use CHARACTERNAME" before you start roleplaying so that the chat plugin can work properly. For example, after using "/nick use Walter Raleigh" and typing "Where are the horses?" into Local channel with no modifiers, "~Walter Raleigh says: "Where are the horses?"" will appear. It is also important to set your name to your character name so that people know you are IC and not just running around.
{| class="wikitable"
|'''Modifier'''
|'''Name'''
|'''Range'''
|-
|No modifier
|Say
|11
|-
|<nowiki>+ (Important)</nowiki>
|Emote
|20
|-
|*  (Important)
|Whispering
|3
|-
|)) (Important)
|OOC
|20
|-
|?
|Ask
|11
|-
|!
|Exclaim
|12
|-
|!!
|Yell
|26
|-
|!!!
|Scream
|35
|-
|#
|Environment
|20
|-
|$
|Mutter
|5
|-
|_
|Mutter range emote
|5
|-
|@
|Announce
|70
|-
|=
|Announce Emote
|40
|-
|>
|Sing
|26
|-
|&
|Command
|26
|-
|<nowiki>+1-9</nowiki>
|Colored emote
|20
|}
'''Favoriting'''


A key tool to both see when your friends are logging on and coloring the names of your friends a different color (Or even your own!) is the favorite command.
==Utilities==
*You can add a favorite by typing: '''/fav add USERNAME'''
* You can revisit the tutorial at spawn.
*Access your list of favorites by typing: '''/fav list'''
* You can use /fav add USERNAME to see when a friend logs on and off.
*And finally, remove favorites by typing: '''/fav remove USERNAME'''
* 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.


==Jumping Into Roleplay==
Getting started with roleplay can be a little intimidating if you have no one to ease you in. There are two main ways to get started.
*Just log on and start talking to random people. Great way to get out a few natural interactions and ease yourself in. Run around until you find someone.
*Look for a business to open in the #business-openings section of the Roleplay Community Discord. Then go to it. Guaranteed roleplay with the business owner.
As a rule of thumb, if you are on at a strange hour or are having trouble joining, talk about it in the Roleplay Community Discord. Someone will help you. There are roughly four main 'circles' of roleplay.
*Civilian: slice of life, shopkeeping, everyday light sort of things. Generally easy on the lore and stay out of most major plotlines.
*Guard: Guards enforce [[Regalian_Law|Regalian Law]]. They often get into conflict roleplay with criminals, but also blur into the civilian roleplayers they hang out with in their downtime.
*Crime: those who live in the slums away from the law. They do a lot of combat roleplay and are mostly Aberrants, but also have a domestic civilian atmosphere.
*Noble: the rich and those who work for them. They get most roleplay out of [https://forums.massivecraft.com/forums/progression-events.270/ Progressions], which are big world events. Politics are found here.
Hopefully this guide is of use getting you started in Regalia!
{{Roleplay}}
{{Roleplay}}
{{Accreditation
|Writers = OkaDoka
}}
[[category:Roleplay Information]]
[[category:Roleplay Information]]

Latest revision as of 00:32, 5 February 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

Ailorrace.png 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.

Elfkind.png 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.

Dragonrace.png 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.

Ancientraces.png 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.

Yanarrace.png 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

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 Geist 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.