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Alternate Minecraft Roleplay Themes

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Of these five names, which one do you think fits our world best?

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Post by thunderpants Mon Dec 24, 2012 5:07 pm

Hello Void Pirates! EVIL! Very Happy

Also I GOT FIREWORK SPAWNERS WORKING! Looks like the Void Pirates will be having some nice decorations Razz

Potion Spawners should be a piece of cake!


Also I'm actually unsure on the Void Pirates. I feel they may be a bit OP.... Fire Orks? Maybe I should run a poll?
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Post by Sataz Mon Dec 24, 2012 7:57 pm

kingnecromancer wrote:GOOD- Treehugging dwarfs Undecided (Aegonian)
Best...
description...
EVER!!

Anyway, I've thought about it a bit and I think I want to go with the dark underground elves (as long as it doesn't collide with aeg's idea too much)
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Post by kingnecromancer Mon Dec 24, 2012 8:21 pm

Great idea Sataz! I am sure Aegonian would not mind. You could be his counterpart, even.

We still need an Idea from lunark, and then step 2 will be complete.
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Post by thunderpants Mon Dec 24, 2012 8:27 pm

After having a brief group chat with Jorgas and Necro, I've decided on.

FIRE ORKS! Pyrorks!

Home: Mount Chardoom (Big Rokk) A large volcano within a range of mountains, it's custom firework spawners in the Lava give the effect of partial eruption. Within the crater of the Volcano itself lies the forges and workshops of the Pyrorks, as well there kitchens, vaults, armouries and dining hall. However the Volcano is soon growing into a fortress, with a covering of stone huts and towers acting as both sleeping quarters and lesser halls for the residents. The older and higher ranking Pyrorks however seem to have a plan involving large amounts of obsidian and a structure on one face of Chardoom.

Strength and Weakness: The toughened skin on the Pyrorks allows them to endure extreme heats that many other species cannot, effectively making their stone-like skin immune to Fire, Fire Charges and Lava. How this adaption to great heat causes them to feel great pain in cold conditions and prolonged exposure can be lethal, meaning the take damage from Snowballs, Water, Snow and Rain.

Culture: Believers that the Sun is the God. They believe that night is caused by the God's anger at the other races. He can only be pleased by refining all the ore they can and keeping all food cooked. To eat uncooked food is thought to be an insult to their god. They are quick to arms and hot tempered. They will protect there land at all costs.

They have a culture based around the Rokklord, who is the chosen disciple of the Sun God, Neffarr and his lieutenants being the commanding caste, with the others hoarding and sharing what they can. They choose to build from, Netherbrick, Cobblestone and Stone as softer materials don't survive in the volcanic environment.

They believe that they where created from a confrontation between Neffarr and a great dragon. The dragon attacked and bit Neffarr, causing him to bleed from his deep wounds. The blood that fell formed the Pyrorks. In response to the insolent dragon, Neffarr ripped it's tongue out and proceeded to burn the dragon, banishing the shattered remains of his to the Moon, and leaving the dragon's tongue for the Pyrorks to use as a banner. The Blood that feel from the Dragon, they believe created the other races, and it's bones and scales formed the metals of the world.


Last edited by thunderpants on Thu Dec 27, 2012 4:17 pm; edited 4 times in total
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Post by Sataz Mon Dec 24, 2012 9:35 pm

@thunderpants Let's place a village at the foot of the volcano and call it pompeii Very Happy
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Post by kingnecromancer Mon Dec 24, 2012 11:34 pm

Following Thunderpants's example:



The Erokki



Home: Cthatmech (Erokkian Desert) A huge sprawling city that starts with the capital, an extremely tall building, and builds outward, getting smaller and smaller till the buildings are just 1 story flats.

Strengths and weaknesses: Not sure yet. Possibly something to do with potions, or tools.

Culture: They are warriors, alchemists, and most of all, merchants. They believe that treasure is the only true wealth, and will let no one bar their way of having it. Riches, potions, weapons, they want it all, and will stop at nothing to get them. In their cities, the most important people live near the center, while cheaper homes are on the outer rim of the city.

Template skin: Here


Last edited by kingnecromancer on Tue Dec 25, 2012 12:12 am; edited 2 times in total
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Post by Aegonian Tue Dec 25, 2012 12:06 am

I thought Invisibility would be a bit overpowered, yeah. Nightvision would probably work better.


I'm not yet sure what my race would be. I've been thinking of an Elf-like race, but they need to have something that makes them stand out from the standard Elves in many fantasy stories.

Maybe Sataz' race could be related to mine? I.e. we share the same ancestors, but something (natural disaster/cultural issues) drove the race apart.


I guess my race could be:

The Aettir

Home: Agarath, also known as 'The Root'. It is a complex of caves connected to a gigantic central chamber, which is home to the roots of the Tree of Agarath.

Strengths and Weaknesses: Decreased falling damage, potentially a higher base speed/jump height. Receive increased damage from fire and lava.

Culture: The Aettir are built like wild animals, but have a sophisticated society. Their leadership is in the hand of a council, which is in turn led by the High Chairman. The rest of the population is divided into classes. For all their love of nature, the Aettir have reached a high level of technology, and often set up advanced traps to ambush enemies.
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Post by JorgasElite Tue Dec 25, 2012 2:53 pm

The Cloud Watchers

Home: New Frostholm. A large port city made of many skinny, tall towers and magnificent gardens, covered in snow.

Strengths and Weaknesses: Can cast spells (if we have any), decreased melee damage.

Culture: New Frostholm is a mixing pot between different races, but is mainly made of humans. Most of the city runs in a system run by the Most High Academie, a position chosen by the general population. The city is run by different colleges, each one researches a different topic. Only the Deans of a college can become the M.H.A., unless the situation is unbearable. The city is also the shipyard of airships, which are sold and sent to the Erokki.

EDIT: The airships run on floating rocks, which sink when heated and rise when cooled.
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Post by Lunark Tue Dec 25, 2012 3:26 pm

I was kinda inspired with the golem idea, so...yeah.

Calxites

Home: The plains, or what they call "Eliyah." They build in stone and stone-like materials. They stay near wooded areas to maintain a steady source of lumber for charcoal, which they prefer to use over coal.

Strengths and Weaknesses: They have a resistance to regular weapons, but receive more damage from picks. (Maybe use charcoal as food rather than regular meats and grains, since they are made of stone.)

Culture: Since these stone beings were created through alchemy, they are naturally obsessed with the trade. Their goals are to one day discover a way to create life through alchemy, and a way to transmute one material into another. Failed attempts at these are often used as mindless guards as they continue to work on their research (iron and snow golems). They have no leader, and act as an autonomous collective.
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Post by thunderpants Tue Dec 25, 2012 7:11 pm

I updated mine adding more details. Also I anticipate some entertaining interactions between the Pyrorks and the Calxites. Also make tthe corrupted world count to 5... for science!
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Post by JorgasElite Tue Dec 25, 2012 10:09 pm

I need some volunteer Calxites to go to Mount Chardoom, get smelted, and report to New Frostholm so you can be made into bricks for building. Cool
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Post by thunderpants Tue Dec 25, 2012 10:12 pm

I need some volunteer Calxites to come visit Mount Chardoom, get smelted, and let us sell them to The Cloud Watchers. Cool
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Post by Aegonian Tue Dec 25, 2012 11:25 pm

So we now have the following environments, right?

Mountain range with Volcano - Pyrorks
Desert - Erokki
Forest with cave complex - Aettir
New Frostholm - Cloud Watchers (Would this be a Tundra, snowy plains, a gigantic plate of ice in the ocean?)
Plains - Calxites
Caverns - Dark Elves (?)
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Post by thunderpants Tue Dec 25, 2012 11:46 pm

Aegonian wrote:
New Frostholm - Cloud Watchers (Would this be a Tundra, snowy plains, a gigantic plate of ice in the ocean?)
JorgasElite wrote:
I would like pleasant snowy birch forest with rolling hills near an Ocean, with a nice open plain on the coast with a river coming from the mountains.
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Post by Aegonian Tue Dec 25, 2012 11:50 pm

thunderpants wrote:
Aegonian wrote:
New Frostholm - Cloud Watchers (Would this be a Tundra, snowy plains, a gigantic plate of ice in the ocean?)
JorgasElite wrote:
I would like pleasant snowy birch forest with rolling hills near an Ocean, with a nice open plain on the coast with a river coming from the mountains.
Right, thanks! Must have skipped over that one...
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Post by JorgasElite Wed Dec 26, 2012 1:35 pm

In case anyone didn't put this down, I think that every faction could start out as neutral. It would make it easier to make your own decisions without being forced to be good or evil.

For any people we invite the faction owner of his/her faction of choice should be able to give them any position. Like I could give Bocaj a Potato Farmer position, while I could give someone else Professor of Darkness.
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Post by Aegonian Wed Dec 26, 2012 8:28 pm

I made a very simple map concept for the roleplay, what do you think?

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Light green is Plains
Dark Green is Forests
Beige is Desert
Dark Gray is Mountains
Orange is Volcano
Light Gray is Taiga
White is Snowy plains
Light Blue is Ice
Dark blue is Water
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Post by JorgasElite Wed Dec 26, 2012 9:32 pm

Sorry to be a pest, but I think that the plain situated between the snowy plains should be changed to snow. And that the islands off the coast of the desert should be desert too.
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Post by thunderpants Wed Dec 26, 2012 10:07 pm

Y'know what my first priority is! Build watchtowers and roads across the mountains to make them easier access for the Pyrorks. That northerly river should give us the perfect way to launch boats and people further north!

I'd also love a plugin that makes smooth stone drop normal ores rarely, and makes ore veins rarer. True ore veins would then drop enchanted/fake ores, so Iron Ore would drop Iron Ore blocks renamed to "Pyron Ore", which when smelted become "Pyron Ingots" and then crafted "Pyron Tools" the only difference being the tools being pre-enchanted with fire aspect.

This probably doesn't make much sense but If we could get a plugin to do that I feel it'd be awesome.

Maybe even just so that;
Stone drops Gravel, Dirt, Cobblestone, Ores (Rare), Bones (Rare), Sand, Gold Nuggets (Rare), Redstone dust (Rare), Lapis Lazuli (Rare), Glowstone dust (Rare), Flint (Rare).
Sand drops Sand, Gold Nuggets (Rare).
Gravel drops Gravel, Flint (Rare).
Dirt drops Dirt, Gravel, Sand, Bones (Rare), Flint (Rare), Gold Nuggets (Rare), Charcoal (Rare).
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Post by kingnecromancer Thu Dec 27, 2012 1:37 am

I like thunderpants idea! It's pretty interesting, making it so you never know what your going to get. I like it!
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Post by Denedd Thu Dec 27, 2012 1:40 am

I agree, I feel that would make the game a lot harder. Personnely for me, "rare" ores like diamonds are too easy to find. In my old vanilla world I have 2 sets of diamond armour and 2 stacks of diamonds. That would make the game a lot harder and cooler.
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Post by kingnecromancer Thu Dec 27, 2012 1:42 am

Ah yes, Denedd is one of my generals I have elected. Just putting it out there.
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Post by JorgasElite Thu Dec 27, 2012 2:32 am

Your getting too power hungry now King.

This is interesting, it would make my grand treasury much easier to obtain.

Thunderpants, it sounds like your planning on invading me, there isn't much farther north than my river.
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Post by kingnecromancer Thu Dec 27, 2012 1:02 pm

I think that for the good of all the factions, we are all morally "neutral" having high points and low points. This way everyone has something to say when recruiting the beginners, and something bad to say about the others.
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Post by Aegonian Thu Dec 27, 2012 1:08 pm

I'll be working on the actual map in WorldPainter soon, but there's one more thing we need to decide on before I can start: the size of the world. It must obviously be big enough for each race to have enough place to build their cities, but if we make it too big, interactions between the races will be rare. Any suggestions for the size?

I like your idea, Thunderpants! I found a plug-in that seems to do just that:
http://dev.bukkit.org/server-mods/customdrops/
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