top of page
Search Results

Search this site

36 results found with an empty search

  • *Fantasy Creatures | Sovereignsrestsl

    fantasy Creatures fantasy Creatures fantasy Creatures fantasy Creatures TO BE MORE HUMAN OR NOT TO BE HUMAN TO BE MORE HUMAN OR NOT TO BE HUMAN TO BE MORE HUMAN OR NOT TO BE HUMAN TO BE MORE HUMAN OR NOT TO BE HUMAN The Overlord not only brings in humanoid beings but some beings that are more animal than human. These fantasy and supernatural beings come from all places. These beings include, but not limited to, shifters, werewolves, centaurs, minotaurs, and other similar creatures. Fantasy Creatures have different levels of human traits. No-human traits - Unicorn, Griffon, etc Just a pinch of human -Minotaur Partial human - Gorgon, Centaurs, fauns A human and Animal form - Shifters and weres. When choosing what fantasy creature to play, it is important to understand how these well these creatures interact with humans. Some will have an easy time with fewer limitations due to their ability to communicate and understand humans. Characters that do not possess the ability to talk or the knowledge to interact with humans as easily will have this as one of their flaws. Fantasy Creatures Fantasy Creatures Fantasy Creatures Fantasy Creatures ALL ANIMAL AND mOSTLY ANIMAL CharacterS ALL ANIMAL AND mOSTLY ANIMAL CharacterS ALL ANIMAL AND mOSTLY ANIMAL CharacterS ALL ANIMAL AND mOSTLY ANIMAL CharacterS All Animal Appearance: nothing human Cannot speak These characters have more in common with the basic animals than humans More Animal than Human Appearance they may have some features such as standing on 2 legs but their faces are not human Very limited speech May have more understanding then a normal animal buts motivations are more animalistic 50/50 ANIMAL& aNIMAL AND hUMAN CharacterS 50/50 ANIMAL& aNIMAL AND hUMAN CharacterS 50/50 ANIMAL& aNIMAL AND hUMAN CharacterS 50/50 ANIMAL& aNIMAL AND hUMAN CharacterS 50/50 Animal /Human Appearance 1/2human 1/2 animal Can speak While they may have some animals tendency they are closer to humans in the way they think. They do have some animalistic tendencies Animal and Human Appearance: human form & an animal form Can speak in human form In human form, their enhanced senses still work. In animal form can be very dangerous to any one not of the same race. Fantasy creatures and supernatural characters are found throughout many different types of lore. Some races are deeply connected to forests and nature, while others are tied to oceans, mountains, caves, or other unique environments. Players are expected to portray their characters in a way that reflects their original lore and to follow the guidelines outlined on the Character Creation page. For many of these creatures, their lore has determined their character's alignment. not player choice . Fantasy Creatures Character Alignment Fantasy Creatures Character Alignment Fantasy Creatures Character Alignment Fantasy Creatures Character Alignment Light Aligned (Luminia Glade) Unicorn Pegasus Centaur Fauns Dark Aligned (Shadow Realm) Werewolves Minotaur Gorgons Basilisk Neutral Aligned (The Docks) Merfolks Shifters (Choose their alignment) All aspects of a character’s appearance should remain consistent with the lore they originate from. If you are ever unsure whether a concept or ability fits, please reach out to an admin for clarification. Fantasy Creatures Appearance Fantasy Creatures Appearance Fantasy Creatures Appearance Fantasy Creatures Appearance Fantasy Creatures Accessories Wings, tails, horns and hooves Merfolk Mermaids and Mermen have a human form. (give them some leg) Other merfolk may look more fishy then human depending on the lore. Some Races have a few forms.. Werewolves and shifters In Sovereign's Rest we do not have talking animals. If the race you have chosen doesn't have the ability to speak, then it cannot speak. We do know that some players lover playing animals and not being able to communicate can make the roleplay difficult. So we have come up with a few options for our fantasy animal loving Players. OPTION #1 Play the Character as written Players may choose to roleplay the creature strictly as it exists in its lore and natural behavior, and seek assistance from the Magister's Coven, when communication or interaction support is needed. OPTION #2 Fantasy Shifter Option CHOOSE 1 FANTASY ANIMAL TO SHIFT INTO (This only applies to Fantasy characters that are all Animal) Players may choose to play their creature as a Fantasy Shifter. This means the character has both a human form and the ability to shift into a single, specific fantasy animal (e.g., Unicorn or Pegasus). While these creatures are not traditionally shifters in lore, this option is allowed to support communication and roleplay accessibility. If this option is chosen, the character will follow standard shifter rules, including their associated strengths and flaws. The creature’s abilities remain tied to its animal form and may only be used while in that form. Non Speaking Fantasy Creatures - More animal than human Non Speaking Fantasy Creatures - More animal than human Non Speaking Fantasy Creatures - More animal than human Non Speaking Fantasy Creatures - More animal than human A character's abilities and flaws come from their Lores. Read the Abilities and Flaws section of Character Creation to see what you character can pick. Below are a few suggestions for some of the creatures. Fantasy Creatures ABILTIES Fantasy Creatures ABILTIES Fantasy Creatures ABILTIES Fantasy Creatures ABILTIES Merfolk Siren song / enchanting voice Emotional influence through music or singing Shifting ( losing the tail for legs) 2 post requirement Sonic Call (a loud vocal blast to push back an attacker) Fauns / Satyrs Music affecting mood or atmosphere Nagas /Basilisks Hypnotic gaze Venom effects Flaws FLAWS Inherent Flaws All characters on Sovereign's Rest have the Inherent flaws. *Description under Character Creations Alignment Flaw Power level flaw Silver or Iron (based on alignment) Fire Lore Flaws All fantasy and supernatural creatures have flaws built into their stories. (werewolf and moonlight). Players should keep the Flaws that are part of the original lore (vampire vs. sunlight). We are expecting all players to play fair and honest in using the correct flaws. In addition to the Lore and Inherent flaws, Players should then pick at least 1 more flaw. (There are no limits on the flaws characters can have) See Flaws in Character Creation for more information.

  • Rental Rules old | Sovereignsrestsl

    Rental Rules Rental Rules Rental Rules Rental Rules RENTAL AGREEMENT All rentals in Sovereign’s Rest are considered private residences and may not be entered or used without the permission of the renter(s). Rentals are also designated as safe zones unless otherwise agreed upon with the renter(s) If you decide to rent in Sovereign's Rest you are agreeing to follow the Rental rules and the rules of the sim. NO REFUNDS - Once you have rented a home we do not give refunds if you decide to leave or give up your rental. PThis includes players that are asked to leave by Admin. No refunds will be given. For any questions regarding rentals please contact an Admin. Payment and Prim Count : Joseph Surface Decorating: Lexie Vaher RENTAL HOMES CHOOSING YOUR RP HOME Different styles of homes are located throughout the various regions, reflecting the identity of each area. The rentals in the Village and the farms near the docks feature more traditional-style homes. If needed, additional rental spaces with a traditional aesthetic can also be created within the caves to expand availability. Players should select a rental within the region that aligns with their character’s faction. For example, a character aligned with Lumnia Glade would not reside in the Shadow Realm. Village rentals are available and are not tied to any specific faction. If you are interested in one of these Village rentals, please reach out to Joseph Surface. DECORATING YOUR RP HOME Homes in Sovereign’s Rest come pre-furnished, with 25 prim available for personal touches. Standard rental homes should remain modest and not reflect the luxury of Favored housing. Since all homes are considered roleplay spaces, décor should stay true to the lore, even during OOC use. If you would like furniture swapped with items seen in other rentals, please contact Lexie Vaher. Additional prim may be approved by an admin on a case-by-case basis. Players may also earn the weekly title of Favored, granting temporary access to more luxurious accommodations. These residences do not include personal prim. See the Favored section for details. BED CHOICES This bed has color change options. OTHER FURNITURE IC SITUATIONS IN YOUR RENTALS A rental home can be used for OOC or IC reasons. If the home is being used for OOC purposes all chat should be held in ims. Players need to check with the player in their home to see if their doors are locked or even if they are available for roleplay. Your OOC house cannot be used as a place of protection from IC consequences. BREAKING AND ENTERING OR PROPERTY DESTRUCTIONS Rentals (residential and business) are private property. Do not enter without consent/rp. All doors and windows should be considered locked unless you are told otherwise. You can't rob, destroy, vandalize, b&e, etc a rented property without the owner’s consent OOCly. In the same manner, public buildings are the property of the sim or a sim-ru npc. You must seek consent from an admin to damage, rob, etc any public building. Please follow the link for the Rental Rules below for more information on Rentals. RENTAL PROPERTIES PAGE

  • THE HEIRARCHY | Sovereignsrestsl

    THE HEIRARCHY Below you will find a list of the Leaders on the island. Starting with the highest position at the top and going down. You can read more about this roles under the different regions. Ruler of Sovereign's Rest THE OVERLORD OOC- Owner of the sim Joseph Surface Magister's Coven High Priestess Morrigan OOC- Rarely scene but will appear when needed The Regents, The Veiled Sovereign and the Commander of the Guards LUMINARCH REGENT OF THE LUMINIA GLADE SHADOWKEEPER REGENT OF THE SHADOW REALM TIDEWARDEN REGENT OF THE DOCKS VEILED SOVEREIGN LEADER OF THE MAGISTER'S COVEN Commander of the Guards Oversees all the guards in the different areas as well as the security of the Overlord and within the Village Read More The Regent's Right Hand The Regent's Right Hand is an individual who has been chosen to be the 2nd in command of the region. Once chosen they are brought before the Overlord to receive his blessing. Comes with a unique title for the Region they are from Can stand for the Regent as needed Oversees the Guards within their region. Sit on their Region's Council This role falls under the leadership position above. The Regent's Right hands only take orders from the Overlord, their Region's Regent and the Commander of the Guard. LUMINARCH Captain of the Lumen Guard Keeper of the Forge Captain of the Shadow Guard Harbor Master Captain of the Dock Wardens The Councils of the Different Regions The Regents of each area choose the members of the Council. Those chosen as members work with the Regent to establish rules, and punishments (IC only) within their region. They take part in planning the best way to gaun favor from the overlord and deciding what their Region is in need of. LUMINARCH COUNCIL OF THE lUMINIA GLADE DARKENESS COUNCIL COUNCIL OF THE SHADOW REALM SALT WATER ASSEMBLY COUNCIL OF THE DOCKS Region Guards The Guards of each region enforce the laws. They are often used as escorts for their Regents, Morveth and Odalesque. The guards of the different regions have permission to travel the island without capture and permission if escorting can pass through the borders of each region freely. They follow the orders of the Overlord, the Commander of the Guard, the Regent of their Region and the Right Hand in their Region. Influencers Of Sovereign's Rest The following roles are not considered leaders of Sovereign's Rest but have the potentail of influcencing the leaders and other citizens. The Morveth Magic users on Sovereign’s Rest have the option to join the Coven. Those who choose to do so are assigned to work alongside others throughout the island, including Regents and, at times, the Overlord himself. Members of the Coven also oversee and operate the apothecary and infirmary within the village. Members of the Magister's Coven The Odalesque Handpicked by the Overlord, this group is considered an extension of his authority upon the island. While some may view them as courtesans, their duties extend far beyond companionship. They are sent by the Overlord to deliver his messages, ensure those favored by him are properly cared for, and provide support to the Regents whenever needed. Storyteller role and chosen by the Admin The Favored Every week, a group of citizens is chosen as The Favored. These individuals are selected from each region of Sovereign’s Rest. The Favored are granted access to areas of the island not open to the general population, as well as opportunities to spend time with the Regents and, on occasion, the Overlord himself. Sovereign's Rest Citizens The Overlord and the Regents will set times for the citizen's of the region and the island to come speak with them directly. The Underside There is an underside to Sovereign's Rest, a place where hidden deals are made, goods exchanged for favors and influence is placed on the leaders of the island.

  • Disciplines | Sovereignsrestsl

    Magic Disciplines While "Hexing" is listed on one of the tabs below, please note that it is not a separate discipline, but rather ties in to them by nature. Magic and The Natural World On Sovereign’s Rest, physical materials act as translators and conduits for magic rather than mere decorative fuel. Because magic cannot be willed out of thin air, a spellcaster must start with an item that naturally carries the physical property or meaning they want to achieve. The natural attribute of the object "tells" the magic what the practitioner intends to do, and the caster's energy then flows through that item to amplify its real-world effect. For example, to relieve severe pain, a healer starts with something that naturally eases pain—like white willow bark—to establish the spell's intent, and then channels magic through it to double or triple its healing capability. The same principle applies across all disciplines: a spellcaster uses honey for its natural antibacterial properties to speed up recovery, salt and obsidian to translate intent into protective wards against hexes, or spirit boards and colored candles to translate abstract spiritual energy into clear visions and emotional anchors. Because components function as the necessary bridge between intent and reality, practitioners must research real-world materials; using an item that doesn't naturally translate the intended goal causes the spell to fail completely. Healer Diviner Spiritualist Warder **Hexing** Healing Healers are dedicated to preserving life and supporting every facet of a person or creature's health, bridging the gap between physical, biological, and mental care. Their craft spans everything from diagnosing and treating illnesses like common colds or severe pneumonia to providing acute pain relief and managing trauma. They also oversee complex biological functions, effortlessly creating fertility potions, formulating birth control remedies, or helping a mother produce milk. Grounded in both herbalism and magic, Healers extend their work into the mind, soothing psychological distress by easing insomnia, quelling nightmares, and restoring peace of mind Core Mechanics & OOC Rules In a roleplay setting, this type of magic requires high levels of cooperation and communication between players. Like with all medical roleplay, do IM the injured/ill person first and discuss the illness or injury - do not metagame what it is, or godmode the severity of the illness or injury. Notecard Requirement: Whenever a potion or healing remedy is used, the healer must provide a notecard to the recipient containing the following: Name of the Potion Ingredients used (if any) Duration (how long it lasts) Effect (what the potion does) OOC Consent: Healers require explicit OOC consent before attempting to heal another player, as some may prefer their characters to remain injured for narrative purposes. Outcome Control: The player being healed always determines the ultimate effectiveness and the amount of healing their character receives. Dice Use: Players may choose to roll dice to determine how the magic functions or to resolve the extent of the healing. Knowledge, Tools & Ingredients Healer Witches are expected to possess significant OOC knowledge regarding the medical and natural sciences relevant to their craft. Required Knowledge: Healers understand anatomy, injuries, illnesses, and herbal remedies. They have a working knowledge of how the body functions, how wounds heal naturally, the specific effects of both medicines and poisons, and the risks involved in using magic to alter the natural recovery process. Herbalism: A deep understanding of plant and herbal properties is essential. Typical Tools: Healers utilize poultices, herbs, and various first-aid materials in their daily practice. Types of Healing & Multipliers Practitioners can specialize in several forms of restoration, often utilizing physical components to boost their arcane efforts. Types of Healing Include: Healing Hands Diagnostic Magic Herbal Remedies Potion Making Pain Relief Mental Calming Magic The use of physical medicine is significantly enhanced by the presence of magic. Standard Magic User: When any witch adds magic to a potion or poultice, it increases the rate of healing by 2x compared to a non-witch. Healer Witch: If a healing potion is infused with magic by a specialized Healer Witch, the healing amount is increased by 3x. Specialty Skills Wound Closure The healer channels magic into an open wound, encouraging damaged tissue to close and stabilize. This is primarily used to stop bleeding and seal cuts, lacerations, and similar external injuries. How it Works: The healer must be able to see and reach the wound. The magic encourages existing tissue to knit together rather than instantly regenerating it. Limitations: Does not instantly heal severe or deep wounds; these may require multiple treatments. Cannot replace missing tissue, regrow body parts, or treat internal injuries. The wound must still be cleaned and properly cared for after treatment. Does not remove poison, infection, or foreign objects from a wound. Diagnostics The healer channels magic through their hands to sense what is happening inside a person's body. This allows them to detect injuries and physical problems such as broken bones, internal bleeding, or illnesses. How it Works: The healer hovers their hands over the person, focusing their magic on the body to provide an intuitive sense of the patient's injuries and determine the necessary treatment. Limitations: Provides an intuitive reading rather than a perfect diagnosis or an infallible medical scan. Accuracy depends on the healer's focus, experience, and anatomical knowledge. Complex or hidden injuries or illnesses may produce vague or incomplete results. Cannot cure or repair injuries on its own; it should only be used as a guide for treatment. Alleviation The healer channels magic into a person's body to temporarily suppress pain and physical discomfort. This allows an injured or ill person to remain calm and comfortable while proper treatment is being provided. How it Works: The healer places their hands on or near the affected person and channels calming magic through their body to dull pain and reduce physical symptoms. Limitations: Does not heal injuries, cure illness, or remove poison. May mask the severity of an injury or create a false sense of recovery, which may allow an underlying condition to worsen if treatment is delayed. Duration: Effects last up to 1 hour (4 post rounds). When the effect ends, the original pain and symptoms may return. Hexing Hexing is not an isolated or specialized magical discipline. Rather, it represents the corruptive alteration of existing magical arts. Any spellcaster—whether a witch or warlock—across any base discipline (including Healing, Divination, Warding, and Spiritual magic) is fully capable of casting a hex. What distinguishes a hex from ordinary spellcasting is not the classification of the magic itself, but two defining, unyielding pillars: Intent and The Blood Price. Core Mechanics Intent and Conduits Magic within Sovereign's Rest requires physical components to translate a spellcaster's inner intent into reality. When a witch or warlock utilizes any discipline’s tools, physical ingredients, or ancient sigils with the explicit intent to cause harm, manipulate, or inflict suffering—rather than to heal, protect, or reveal—the resulting magical work is instantly transformed into a hex. For instance, if a Healing-focused witch uses their herbalism and brewing techniques to concoct a potion designed to inflict agonizing pain rather than ease it, they are performing a hex. Personal Targeting & Anchors Hexes are deeply intimate and focused forms of magic. They are inherently personal and must be directed at a specific individual. To fix, bind, and anchor the magical or emotional influence to the intended target, the ritual must incorporate a personal physical connection. Anchoring components commonly include personal items belonging directly to the victim, such as: Strands of hair Pieces of worn clothing Fingernail clippings A highly personal token or keepsake The Blood Price Every hex demands a steep physical sacrifice from its caster. To successfully bind, fuel, and ignite the dark currents of a hex, the witch or warlock must pay a mandatory blood price. This price requires the caster to draw and sacrifice a portion of their own blood during the execution of the ritual. Without this vital offering, the hex remains inert and cannot anchor to the victim. Mental Corruption & Psychological Decay Hexing does not merely block light magic; it eats away at the caster's mind and personality. As dark energy accumulates from performing hexes, witches and warlocks experience progressive psychological decay. This erosion of self manifests through clear psychological shifts: Psychological Shift: Performing 3 or more hexes triggers frequent, uncontrollable intrusive thoughts. The caster becomes visibly negative and cynical, and experiences some degree of paranoia. Hostile Instincts: When faced with conflicts, minor inconveniences, or personal challenges, their automatic reaction will lean heavily toward malice, harm, or vindictive revenge. Escalation & Control: While these dark urges can be curbed initially through sheer willpower, the corruption compounds over time. The more hexes a caster performs, the stronger, more dominant, and more inescapable these sinister impulses become. Challenges & Consequences The practice of dark arts is a path of severe adversity. Spellcasters who continuously use hexes and dark magic face unique, compounding challenges and ultimate exile. As requested by the High Coven, the following are the primary challenges and consequences of continuous hexing: Diminishing Power & Shadow Realm Exile Continuous reliance on dark magic heavily degrades a spellcaster's resonance with natural elements. One of the most severe consequences of continuously performing dark magic is that the caster's power in light or neutral regions of the island will systematically diminish. Over time, their magical strength in these vibrant and balanced zones will wither entirely, leaving them unable to draw upon local currents and eventually forcing them to move permanently to the shadow realm to survive, where the ambient dark energy can sustain their hollowed-out magical channel. Curse-Breaking Backlash & Instability If a hex is dispelled, broken, or countered by an outside party or the target before its natural duration has elapsed, the magical severance triggers an intense, violent backflow of energy. The caster experiences a severe curse-breaking backlash. This leaves them emotionally unstable for a full two days, manifesting as uncontrollable anger, erratic crying spells, and extreme volatility that cannot be suppressed by sheer willpower. The Rule of Three Corrupting the natural flow of magic to inflict deliberate harm carries a severe spiritual burden. The caster's aura is heavily weighed down by dark resonance, which actively blocks their connection to constructive, benevolent magic. This is governed by the absolute law known as The Rule of Three. The Threshold and Penalty Once a witch or warlock performs 3 or more hexes, their internal channel to constructive and light energy becomes completely choked and blocked by dark resonance. Consequently, the caster triggers a severe magical penalty: their next 3 consecutive attempts to cast 'Light' or beneficial spells will automatically fail. Any “light” spells after the first three have a 50/50 chance of working until the witch seeks help as outlined below. OOC Note: Keep in mind that performing spells back to back will deplete a witch’s or warlock’s energy, especially since they are now working against a dark nature, and will cause exhaustion. In-Character Impact & Duration Because any discipline can be corrupted for hexing, this suppression affects all light or constructive spellcasting across the board, regardless of the caster's chosen discipline. For example, whether a witch attempts to brew a restorative healing potion, cast a protective warding barrier, channel a spirit to receive guidance, perform a magical diagnostic scan on an injured ally, every single one of these actions will fizzle, backfire, or fail completely. This suppression remains actively in effect until the caster's spirit is formally cleansed. Soul Cleansing & Recovery The shadow left behind by hexing is deep, but it is not entirely permanent. There are two established methods to purge the dark residue from the caster's soul: Method 1: The Coven Ritual (Soul Cleansing Spell) A corrupted spellcaster can undergo a formal Soul Cleansing Spell to actively purge the dark residue. Due to the intense potency and danger of the ritual, this cleansing spell must be performed by a Morveth or higher-ranking witch within the Coven's sacred grounds. Method 2: Submission and Captivity in the Lumina Glade. The corrupted practitioner must travel to the Lumina Glade and willingly submit to captivity (following established captivity rules). For the cleansing to begin, the Regent must formally accept the surrender. This submission must be driven by absolute purity of heart and intent; if the surrender is a duplicitous ruse to infiltrate the territory or cause further harm, the cleansing will fail, and the dark resonance will remain bound to their soul. OOC To ensure fair and collaborative roleplay within Sovereign's Rest, several strict out-of-character (OOC) and mechanical standards are enforced for hexing spellcasters. OOC Consent & Notecards Any hex that targets another player-character requires prior OOC consent from the player of the target. Additionally, the caster must prepare and submit an OOC Notecard outlining the exact details of the curse. This notecard must explicitly contain: The specific name of the hex The physical and magical ingredients used in the ritual The hex's duration (which has a strict maximum limit of 2 days without explicit admin approval) The explicit effects and symptoms manifested by the target The antidote, counter-spell, or breaking method to dispel it A friendly reminder NOT to metagame knowing the antidote and to RP figuring it out. Divination Divination is the practice of focusing the mind to enhance knowledge and perception. Practitioners of this discipline seek truth, uncover hidden information, and gain insight into people, places, and events through magical means. Rather than altering reality, this craft centers on sensing and interpreting information tied to the past, present, or possible futures. It is important to remember that divination reveals—it does not control; it provides warnings and clarity rather than absolte destiny. Core Mechanics & OOC Rules OOC Requirements Divination is a highly collaborative form of magic that relies on clear boundaries and communication between players. Prior Discussion & Consent: OOC discussion is mandatory before performing divination magic that involves other players, such as scrying or astral projection. Consent must be obtained from all players in a scene, not just one individual. Recipient Control: When a Diviner performs a reading, the player being read determines what information is actually learned. Narrative Limits: Practitioners may not use divination to write another character’s backstory, family, or history; this information must be provided by the character's player. Admin Clearance: Any information regarding the island’s history, the Overlord, or Morrigan must be cleared with an Admin before being added to roleplay lore. Tracking Players: Magic used to locate or track another character requires explicit OOC permission from the player being located and any other involved parties (such as captors). Seeing the Future: While roleplay cannot truly predict the future, players can RP seeing potential futures through OOC coordination to help make those predictions "come true". Knowledge, Tools & Ingredients Practitioners must understand that peering into hidden truths carries risks, such as becoming overwhelmed by conflicting visions or misreading omens. Required Knowledge: Divination witches study omens, symbols, and prophecy. Players are expected to research their chosen tools (e.g., the meanings of tarot cards) to ensure their character appears knowledgeable during roleplay. Typical Tools: Common aids include tea leaves, tarot cards, crystal balls, scrying mirrors, pendulums, runes, palmistry, spirit boards, and bones. Specialty Skills These skills become available to practitioners once their magic has been activated. Astral Projection The Diviner separates their consciousness from their physical body to explore the surrounding area unseen. Effect: The spirit may observe people and events for up to 2 post rounds while the physical body remains unconscious and vulnerable. Limitations: The spirit cannot interact with the physical world, cast other magic, or pass through magical wards. The Scryer Using a focus (like a mirror or water), the Diviner searches for a known person or object. Effect: Provides brief visions of the target's general surroundings or direction. Success is more accurate when linked through a personal item. Limitations: The target must be known to the Diviner. Wards can block or distort the vision, and successful scrying is not guaranteed. Illusion Diviners can create sensory illusions that can be seen, heard, and smelled by those in the room. Effect: The number of people affected scales with the number of witches involved (a solo witch can affect up to 2 people). Limitations: The illusion persists for one post round after the caster exits the area. Spiritual Spiritual magic is the practice of communing with spirits, lingering souls, and unseen entities that exist beyond the physical world. Practitioners of this discipline can sense spiritual presences, communicate with the dead, and perform rituals that strengthen the connection between the mortal and spirit realms. This craft focuses on seeking guidance and uncovering lingering memories rather than directly altering physical reality. Core Mechanics & OOC Rules OOC Requirements Because spiritual interactions can be deeply personal or involve sensitive narrative elements, they rely on strict consent and collaboration. Mandatory Discussion: Prior OOC discussion must take place before any spiritual interaction involving another character, including astral projection or soul-based interaction. Recipient Control: In all cases involving other players, the outcomes are determined by the receiving player, never the caster. No Forced Actions: Spiritual magic cannot be used to force information from another character or summon spirits that dictate another player's actions. Consent for Groups: If multiple players are involved in a scene, consent must be obtained from all participants before the magic is performed. Knowledge, Tools & Ingredients Practitioners must understand the risks of their craft, as spirits are not always truthful or cooperative, and contact can attract unwanted or hostile entities. Required Knowledge: Spiritual magic users possess a deep understanding of the afterlife, spiritual energy, and the signs of spiritual activity. They must know how to properly summon and dismiss presences while recognizing the risks of opening oneself to the spirit world. Typical Tools: Common aids include spirit boards, crystals, candles, incense, ritual circles, bells, chimes, and ancestral relics. Specialty Skills These skills become available to the practitioner once their magic has been activated. Aura Reading The Spiritualist perceives the invisible energy field surrounding a living being to sense changes in their internal state. Effect: Reveals shifts in emotional or spiritual energy, appearing as changes in the aura's intensity or movement. Limitations: This skill cannot read thoughts, memories, or specific secrets. It does not reveal whether a person is lying or their exact physical condition, and strong nearby magic can cloud the reading. Ancestral Magic (The Helper) A practitioner can call upon their ancestral bonds to summon the spirit of a deceased family member for guidance. Effect: The summoned spirit remains close to the caster, offering quiet counsel and additional awareness. The Helper can observe events or listen to nearby conversations that the witch cannot see directly. Limitations: This ability requires OOC permission from every player in the scene. The spirit cannot physically interact with the world or influence outcomes; it acts strictly as an observer. Warding Warding is the discipline of creating barriers, seals, and protective enchantments designed to defend people, places, and objects from harm. Unlike other forms of magic, Warding is unique because it must be anchored to a physical object or location to function. This craft allows a practitioner to establish boundaries, strengthen defenses, and detect or deter unwanted intrusions. Core Mechanics & OOC Rules OOC Requirements Warding requires careful documentation and communication to ensure it enhances roleplay rather than blocking it. Prior Discussion: OOC discussion is mandatory before using complex wards that directly affect another character or a roleplay scene. In the same way, if players cannot agree OOC whether a ward can be broken or pushed through, players should roll dice. Notecard Requirement: Every ward placed into roleplay must have an accompanying notecard handed to involved players. Notecard Info: Name of the ward, type, creator, ingredients, the anchored object/location, purpose, activation trigger, strength (hits), duration, and recharge requirements. Narrative Limits: Warding cannot be used to completely prevent interaction or force another player's character into a specific, unavoidable outcome. Admin Approval: Shields placed on buildings, large areas, or any ward that blocks/interferes with another's magical abilities requires Admin approval. Knowledge, Tools & Ingredients Practitioners of this path must master the technical construction of magical architecture. Required Knowledge: Warders must understand the fundamentals of sigils, symbolism, spatial awareness, and ward construction, including how to calculate strength, perform recharges, and safely dismantle existing wards. Other skills herbology, as some herbs can be used for protection, minerology (crystals), etc. Typical Tools: Common aids include protective runes, sigils, crystals, chalk circles, talismans, and anchored objects (like a doorway or a piece of jewelry) Specialty Skills Ward Sense A Warder can instinctively feel the presence of active magical barriers in their immediate vicinity. Capabilities: Detects the physical presence of a nearby ward. Reveals the general intent of the magic (e.g., protection, containment, or concealment). Limits: Cannot identify the specific spell name or its original creator. Cannot see through, pierce, or bypass the ward's barrier. Cannot read or evaluate the ward's remaining magical capacity. Requires the Warder to be close enough to touch or stand adjacent to the magic. Ward Reading & Breaking A Warder can systematically analyze an active ward to deduce its underlying magical framework and dismantle it. Capabilities: Decodes the activation triggers and the elemental/magical types bound inside. Uncovers structural weaknesses to figure out how to safely discharge or destroy it. Allows a Warder to systematically unravel the spell framework rather than brute-forcing it. Limits: Requires 3 full post rounds of uninterrupted focus to attempt a standard dismantlement. The Warder must remain physically touching or adjacent to the ward for the duration. Cannot uncover hidden context or lore not directly coded into the warding spell. Cannot alter, rewrite, or repurpose the original intent of the ward. Dismantling permanently burns out the ward; it can never be recharged or repaired. Exceptionally powerful wards may require multiple Warders collaborating simultaneously. Does not grant a way to sneak past a ward without directly interacting with it. Barrier Shaping A Warder can manifest a fleeting, mobile wall of raw kinetic or magical force to safeguard themselves or allies. Capabilities: Does not require an anchor object, physical sigil, or permanent location to cast. Fueled, shaped, and anchored directly through the Warder's personal magical reserve. Acts as a solid, telekinetic construct capable of stopping direct kinetic impacts. Limits: A single caster's barrier can absorb a maximum of 4 hits before collapsing. Blocks physical and kinetic attacks only; offers no defense against pure magical or elemental spells. Cannot be left behind or anchored to a static location; it collapses if the Warder moves away. Instantly shatters and vanishes the moment its hit limit is completely exhausted. The Warder must maintain active concentration and presence to keep the barrier formed. Cannot be converted into a permanent defensive perimeter without a proper physical binding ritual. Types of Wards Practitioners of Warding can create several distinct types of magical structures, each with unique functions and activation triggers. Most wards remain active for up to one month before needing a recharge, unless interfered with. Shields (Barrier Magic) A protective ward that creates a magical barrier around a person, object, or area . Activation: Triggered only by actual physical danger or an attempt to harm the protected target . Strength (Hit Limits): A ward’s durability is determined by the number of practitioners involved in its creation: 1 Witch/Warlock: Up to 3 hits . 2 Witches/Warlocks: Up to 4 hits . 3+ Witches/Warlocks: Up to 5 hits . Large Group Ward (Admin Approved): Up to 8 hits . Activation: Once a ward is depleted by reaching its hit limit, it ceases to function until it is recharged or recreated . Common Use: Personal protection, guarding valuable objects, or securing entrances . Deterrent Wards Designed to discourage interference or theft without creating a physical wall . Effect: Produces a noticeable physical reaction in the violator, such as bright red hands, ringing in the ears, nausea, or temporary dizziness. The reaction must be noticeable but cannot cause permanent injury or death. Activation: Triggered when someone violates the protected location or object . Common Use: Shop protection, Home protection, Protecting personal belongings, Warning against theft or trespassing Wards of Disguise or Reveal These wards manipulate or uncover sensory and magical information . Disguise Ward: Conceals something from detection. These wards may affect things such as: Smell, magical presence, appearance, aura, the presence of an object, certain magical intentions. For example, making a ring wearer smell like roses to mask their scent. Reveal Ward: Exposes something hidden, such as a sigil over an entrance that reacts to harmful magical intent . Prison Wards Designed to contain or restrain a person within a designated area, usually marked by a large sigil or circle on the ground . Activation: Once activated, the person inside cannot simply walk through the boundary . Limitations: These cannot be used for permanent imprisonment . Strength (Hit Limits): A ward’s durability is determined by the number of practitioners involved in its creation: 1 Witch/Warlock: Up to 3 hits . 2 Witches/Warlocks: Up to 4 hits . 3+ Witches/Warlocks: Up to 5 hits . Large Group Ward (Admin Approved): Up to 8 hits . Activation: Once a ward is depleted by reaching its hit limit, it ceases to function until it is recharged or recreated . Limited Wards (Power-Blocking) Wards that block, suppress, or interfere with another person’s magical abilities . Restrictions: They can only be created during the Full Moon. A witch or warlock may create only one power-blocking charm at a time. The charm must be approved before being placed into play. The charm must be documented on a notecard. The notecard must clearly state what ability is being restricted and how long the effect lasts.

  • APPEARANCE | Sovereignsrestsl

    appearance appearance appearance appearance All players should design their characters in a way that remains accurate to the lore and origins of the species or world they come from. Characters are expected to visually and behaviorally reflect their established lore whenever possible. There is no Veil within Sovereign’s Rest, meaning supernatural beings are not required to maintain or hide behind a human form unless the player simply prefers their character to have one. Characters are free to appear in their true forms openly throughout the island. TAILS, WINGS, CLAWS AND MORE TAILS, WINGS, CLAWS AND MORE TAILS, WINGS, CLAWS AND MORE TAILS, WINGS, CLAWS AND MORE Features such as talons, claws, wings, horns, tails, fangs, and similar traits are allowed, provided they fit within the established lore and natural design of your character’s race. Players should avoid adding accessories or physical features that do not logically belong to the chosen race. This also applies to how the extras features are used. clothing clothing clothing clothing Characters may arrive on the island from different time periods, worlds, or locations. Because of this, it is entirely possible to encounter a Roman centurion still dressed in military armor beside someone arriving from a modern nightclub in New York. A character’s point of origin and style are determined by the player. There is no appropriate dress code for men and women (women don't have to be in a dress or silks). At this time, our clothing rule: characters must have their private areas properly covered while in public spaces. Full nudity is only permitted in designated areas where it is considered appropriate, such as bathhouses or similar locations. Please use common sense and keep outfits appropriate for the setting and surrounding environment. note to players note to players note to players note to players You are not in Kansas anymore..... Players should keep in mind that Sovereign’s Rest is not a modern world. There are no malls or clothing stores on the island, only tailors and basic craftsmen. Modern materials and conveniences such as zippers, synthetic fabrics, or mass-produced fashion would be extremely rare and difficult to replace once damaged. Players may decide for themselves when or if their character begins adapting to more practical, hand-sewn clothing better suited to the island’s environment. Roads, terrain, and settlements are rugged and far from modernized, meaning certain fashion choices—such as high heels or restrictive modern outfits—may realistically make daily life more difficult. Additionally, characters wearing impractical or unusual modern clothing in certain areas may be questioned, mocked, or called out in character by others depending on the situation and setting. aVATAR RENDERING COMPLEXITY AND SCRIPTS aVATAR RENDERING COMPLEXITY AND SCRIPTS aVATAR RENDERING COMPLEXITY AND SCRIPTS aVATAR RENDERING COMPLEXITY AND SCRIPTS Players should keep both Avatar Rendering Complexity (ARC) and script counts in mind when creating their avatar. Excessively high ARC or heavy script usage can cause lag and may prevent other players from fully seeing your avatar. At this time, we do not wish to enforce strict limits on ARC or scripts. However, if these become a recurring issue, restrictions may be introduced in the future. Please avoid becoming a “grey blob” to other players due to an overly high ARC count. Players found abusing excessive ARC, scripts, or effects may be asked to remove items or reduce their avatar complexity. sPECIAL EFFECTS sPECIAL EFFECTS sPECIAL EFFECTS sPECIAL EFFECTS Any magic HUDs, particle systems, or special effects must be approved by an admin before use. Our goal is for everyone to enjoy roleplay comfortably, and causing sim-wide lag through excessive effects or attachments goes against that experience. avatar rendering complexity and scripts avatar rendering complexity and scripts avatar rendering complexity and scripts avatar rendering complexity and scripts Players should keep both Avatar Rendering Complexity (ARC) and script counts in mind when creating their avatar. Excessively high ARC or heavy script usage can cause lag and may prevent other players from fully seeing your avatar. At this time, we do not wish to enforce strict limits on ARC or scripts. However, if these become a recurring issue, restrictions may be introduced in the future. Please avoid becoming a “grey blob” to other players due to an overly high ARC count. Players found abusing excessive ARC, scripts, or effects may be asked to remove items or reduce their avatar complexity. SPECIAL EFFECT HUDS SPECIAL EFFECT HUDS SPECIAL EFFECT HUDS SPECIAL EFFECT HUDS Any magic HUDs, particle systems, or special effects must be approved by an admin before use. Our goal is for everyone to enjoy roleplay comfortably, and causing sim-wide lag through excessive effects or attachments goes against that experience. ABILITIES CHARACTER ALIGNMENT FLAWS HEALING

  • LUMINA GLADE | Sovereignsrestsl

    THE luminia glade THE luminia glade THE luminia glade THE luminia glade As one travels deeper, the forest becomes increasingly strange, with shifting paths, echoing voices, and an unseen presence that seems to observe all who enter. At its center lies a radiant clearing known as the Luminia Glade, where Fae, elves, shifters, and other nature-tied beings gather. Even if the Glade is empty, inhabitants of the forest are always watching. They will show themselves when they want to or not at all. THE BASICS OF THE LUMINIA GLADE Food and Necessities Within the Lumina Glade, provisions are controlled by the Overlord. Small animals and berry-bearing plants are spread throughout the forest, while enchanted livestock such as deer are released for hunting and prevented from leaving the region. Any race with specific survival needs is also provided for. Rations are distributed by the Luminarc, with favored servants receiving the best supplies first while the remaining Glade Dwellers survive on what is left, often forcing them to seek other means of survival. These laws are strictly enforced, as losing the Overlord’s favor means losing all provisions and risking capture beyond the Glade’s borders. Tributes to the Overlord The Overlord demands a weekly tribute. This tribute comes from the resources within the region. In the Luminia Glade, the main resources come from the plants (medicinal) , the crystals, animals of the forest, and fresh water. The resources are gathered and brought to the Village and the Overlord as tribute. LOCATIONS IN THE LUMINIA GLADE THE FOREST Before reaching the Luminia Glade, travelers must first pass through a vast and untamed forest. The deeper you walk beneath the dense canopy, the more the wilderness seems to watch and shift around you, making it dangerously easy to lose your sense of direction. Though this forest borders the glade, much of it exists beyond the protection of the Luminarc. THE LUMINIA GLADE Hidden beneath the great canopy at the heart of the forest lies the Luminia Glade, a gathering place for those who dwell within the woodland. Fairies and other mystical creatures make their home here, living among the glowing plants, ancient trees, and natural magic that fills the glade. THE HIDDEN MEADOW Near the Luminia Glade, the dense forest suddenly gives way to a hidden meadow filled with flowers, herbs, and rare plants. Many of the island’s important natural resources grow here, making the meadow heavily guarded and known to only a select few. THE GILDED HOLLOW Just beyond the Luminia Glade, a massive cave entrance opens into the Gilded Hollow. The winding caverns serve as homes for some of the forest’s residents and contain the glowing crystals harvested from deep within the stone. ROLES OF THE LUMINIA GLADE THE OOC

  • FLAWS | Sovereignsrestsl

    FLAWs FLAWs FLAWs FLAWs All characters and creatures in Sovereign’s Rest possess Inherent Flaws. These Flaws are not optional and must be actively roleplayed at all times. Fantasy and Supernatural Races possess different flaws based on their original mythology and lore, and those weaknesses should still be reflected within roleplay. We have added a few flaws that all races have. (listed below). Players should also take the flaws that are in the character's original lore. There are no limits on how many flaws your character has. Personal flaws or weaknesses are also welcome. FLAWs in sovereign's rest FLAWs in sovereign's rest FLAWs in sovereign's rest FLAWs in sovereign's rest When people on arrive on the island they can feel that something it off. They may not know it right away but overtime they learn of weakenesses and their powers feeling a bit off. The energy of the island that all inabitants use is different and even for the most experience it can take some getting used to. As time goes on everyone becomes use to the changes. The reasons for the changes is not entirely known. The following flaws below are ones that all characters on fantasy and Supernatural characters in Sovereign's Rest have. Power Levels No race is at full potential with its powers or abilities, as all are unknowingly being drained. This pull is not overwhelming, but players will notice their powers and abilities are not at full strength, something that can be attributed to being in a different place and out of time. This exists to keep powers and abilities balanced. This applies to all abilities equally, including magical, supernatural, and enhanced physical racial abilities. The more anyone attempts to use their powers or abilities, the more tired they will become—no one can use them indefinitely. Players are expected to roleplay accordingly. Fire Fire affects all creatures. It does hurt It can slow movement and cause lasting damage. .Brands may be created with assistance from the Magister's Coven if required. Silver or Iron Silver: All creatures considered “dark-aligned” have an aversion to silver (e.g., demons, vampires, werewolves, etc.). Silver on the island is limited but has been brought in through travelers and can also be found in mines and jewelry. Iron: Harmful to “light-aligned” creatures (e.g., fae, elves, fauns, etc.). Iron is also found in mines and caves across the island. Effects: When applied to the skin (such as in chains or restraints), these materials burn the flesh. As long as contact remains, they continue to cause pain, even for beings with rapid healing. They are commonly used for restraint or capture due to their effectiveness. Neither iron nor silver will kill a creature, but they are highly effective for immobilization or torture. If ingested or introduced into wounds, the affected character will become bedridden for several days until healing is provided by the Hollowed Eye Circle. Alignment Flaws Alignment is a defining flaw trait in Sovereign’s Rest. Characters with darker alignments must consistently reflect that nature in their personality, motivations, and actions. A common issue in roleplay is players choosing darker characters for their abilities while attempting to redeem or soften them over time. This undermines core character flaws that define them. Vampires, for example, feed on humans, and werewolves may become feral and dangerous even to those they care about. Emotional triggers can also cause sudden shifts that lead to harmful or uncontrollable behavior. While in pop culture we have seen characters like this change but that only works when they are only one in the story doing that. If you pay attention to the other races in those shows, they don't shift. Where it hurts in a roleplay setting, its not a unique idea. In fact to many players try and do it and overall weakens the race. IIn Sovereign's Races, those flaws do not go away and cannot be ignored. If you don't want to play a dark character, then choose a character from the light alignment. The nature of these races is a core part of their identity and should remain consistent throughout gameplay. This structure exists to maintain meaningful conflict within the world. If all characters were inherently honorable or morally aligned in the same direction, narrative tension, character interaction, and story development would be significantly reduced. MAGIC USERS NIGHT RACES - Vampire ANIMAL RACES Fairy, Angel, Demon Elves Shifters and Weres choosing your characters FLAWs choosing your characters FLAWs choosing your characters FLAWs choosing your characters FLAWs Fantasy and Supernatural Races possess different flaws based on their original mythology and lore, and those weaknesses should still be reflected within roleplay. Players should take the common flaws that come with the race they have chosen. Examples of Other Flaws Sunlight - Shadow remains in darkness. Vampires do not die in the sunlight and can move in daylight. See Vampires. Moonlight Frenzied state Water Spilled sugar Read through your character flaws in their lore. If you have a question, don't hesitate to ask an admin for help. APPEARANCE ABILITIES HEALING CHARACTER ALIGNMENT

  • ROLES IN THE SHADOW REALM | Sovereignsrestsl

    roles of the shadow realm roles of the shadow realm roles of the shadow realm roles of the shadow realm Residents of the Shadow Realm The Shadow Dwellers Shadow Dwellers are the residents of the Shadow Realm, creatures of a darker nature—vampires, demons, minotaurs, and others like them. Within this realm, only those who carry such darkness are recognized as true citizens, bound by the nature that defines them. Those of lighter disposition exist here only in servitude. They remain beneath the Shadow Dwellers, unable to rise beyond their station or earn respect among those who dwell in the shadows. **Admin appointed a position. The Shadow Realm does not govern itself. From within its endless dusk, it is watched and ruled by a single figure—the Keeper of the Shadows. Chosen by the Overlord and only the Overlord can remove them from that title. The Keeper watches over the region, assigning roles, shaping order from chaos. Labor is not left to chance here—every task, every position is placed with purpose. At their side stands a council, formed from the many creatures who call the darkness home. Together, they decide how best to earn the Overlord’s favor, knowing that favor is the only thing standing between them and ruin. The Keeper is loyal but not blind. They are no more a slave than any other bound to the island. They understand the truth that lingers beneath every command: everything they have exists by the Overlord’s grace, and it could all be taken just as quickly. So they enforce his will without hesitation. For in the Shadow Realm, obedience is not just duty—it is survival The Keeper of the Shadows IC Leadership Roles (IC EARNED ROLES AND ROLES THAT CAN BE OVERTHROWN IC) The Darkness Council (Up to 5 Members) The Dark Council is made up of Shadow Dwellers, chosen by the Keeper of Shadows. They serve as the Keeper's Inner Circle. .The Council advises on matters of tribute, punishment, and strengthening the Shadow Realm’s standing with the Overlord—whether through service, offerings, or actions against rival regions. Council members may also influence the roles assigned to captives within their territory. The Keeper of the Shadows decides each member’s duties, the areas they oversee, and has the power to remove a council if needed. OOC - This role does require active partcipation on sim. KEEPER OF THE FORGE Keeper of the forge.. Second in Command. When needed the Keeper of the Forge will stand in for ther Keeper of Shadows. This role is chosen by the Keeper of the Shadow. Just like the council if the their place is not guaranteed—favor can raise them, and the Keeper’s will can just as easily remove them. Within the shifting order of the Shadow Realm, status is never permanent. Oversees the Shadow Guard. OOC - This role does require active partcipation on sim. The Shadow Guard The Shadow Guard moves through the darkness like a living extension of the Keeper’s will. Tasked with enforcing the laws of the Shadow Realm, they ensure order is maintained among its inhabitants and that no rule is ignored or broken without consequence. Where unrest stirs, they are the first to respond; where discipline is needed, they carry it out without hesitation. Beyond the boundaries of their own region, the Shadow Guard may also be called to accompany the Keeper of the Shadows when travel to the village is required. In such moments, they serve as both shield and warning—silent protectors whose presence alone is enough to command caution. Within the Shadow Realm, they are the steady hand of control. Without them, the darkness would be far less contained. Other Roles CAPTIVES IN THE SHADOW REALM Those found within the Shadow Realm who are not citizens, or who have not been brought in by a Shadow Dweller, risk being taken captive. For trespassing, they will receive a three-day sentence of servitude within the realm and may not leave without the Regent’s permission. OOC: Servitude and capture are not solely based on sexual slavery. While players may choose that route, there are other in-character options available. If your character is captured, you will have the opportunity to discuss and agree upon the outcome. Below, you will find a list of jobs your character may perform during their three-day sentence in the Shadow Realm. For more information, please refer to the Capture Rules. Potential Captive Jobs Groundskeeper– Tending to withered plants, clearing twisted overgrowth, and maintaining the eerie landscape. Torchbearer – Lighting and maintaining shadow-flame torches that keep the realm dimly illuminated. Messenger of the Regent – Delivering orders or summons across the realm under watch. Dungeon Attendant – Cleaning cells, bringing food to other captives, and maintaining holding areas. Beast Handler’s Assistant – Feeding and tending to dark creatures under supervision. Guard Support – personal assistance to the Shadow Guard, bring food, drink, equipment.. Follow the guards around and make sure they have everything the need. (non-combative role) Resource Worker – Loading and unloading goods, pulling the carts to the village as they are delivering them (they will be under guard while pulling the carts) Cook’s Helper – Preparing meals in the kitchens using whatever strange ingredients the realm provides. Miner or Gatherer – Collecting rare materials, ores, or herbs found only in shadowed areas. Cleaner of the Halls – Maintaining the Regent’s halls, sweeping ash, dust, and remnants of darker activities. Watcher in the Dark – Standing assigned posts as an observer, reporting anything unusual. *These are just a few examples of potential jobs. Others can be agreed upon. PERKS FAVORED IN THE SHADOW REALM Every week the Keeper of the Shadows will choose members of the Shadow Realm as Favored. These are members of the realm that has assisted in making the weekly tribute to the Overlord. OOC Note: Favored are not chosen based on their time on sim but, what their characters are doing. If they are active and participating in roleplay, it increases their chances of being a Favored for the week. The Favored role is not a power role its all IC rewards such as a fancy bed to sleep in and the best foods. All perks of the Favored are IC perks A Room in the Forge First choice in food and other necessities given out to the Realm Bottles of Alcohol (Only in the Tavern can everyone buy drinks, however Favored are allowed to purchases of bottles. This also includes a special Blood wine made by the Hollowed Eye Circle in which vampires can drink) Access to the Favored area in the Village, including the bathhouse. And possibly more.. find out IC. THE SHADOW REALM THE OOC

  • Using Abilities in roleplay | Sovereignsrestsl

    ABILITIES - how to use them ABILITIES - how to use them ABILITIES - how to use them ABILITIES - how to use them tracking abilities tracking abilities tracking abilities tracking abilities Cognitive Ability and/or a Skill Several races have tracking abilities due to a mental link with their race. While others have tracking skills using smells and sounds. TRACKING IN SOVEREIGN'S REST Notes to players If a player has been captured in region because they entered a region they were not suppose to be in, they cannot be rescued. The region is full of guards and if the captive ceremony has been performed removing them from the area could lead to severe harm or death. Not to mention the players attempting to rescue being captured themselves (to many NPC guards within the region walls) if there person has been kidnapped as long as they have not been taken into a regions borders attempts to rescue is possible. Once inside the boundaries due to the guards in the different regions it is not possible to rescue them OOC CONSENT Before tracking any character, all parties involved must give consent. This includes the person being tracked and anyone they are with. Permission must be obtained before entering or approaching the roleplay scene. The character being tracked has already consented to their current roleplay scene. Nothing may happen to a character without OOC permission. If a player feels their wishes are being ignored, they should leave the scene and contact an admin immediately. Note: Players may not teleport others into a scene, message them where to go, or dot-chase on the map. Without permission from all players involved, you may not track them. If a Player Does Not Consent The player attempting to track must wait 1 hour of real-life time to allow the scene to play out. After that hour, they may challenge the objecting player to a dice roll (it is recommended to ask all players again first). If the tracker wins, they may begin tracking. If the character is being held in another region of the sim, you cannot arrive in a single post. Tracking does not allow you to instantly know their location; you must roleplay searching or sensing them. Entering another region carries the risk of capture, even during a rescue attempt. If the target is inside a building or behind doors, you must ask about locks, security, and NPC guards are always monitoring their regions. Upon arriving, you must wait one full posting round before entering the scene. OOC Enhanced speed, strength, senses, elemental abilities, and other supernatural traits are weakened within Sovereign’s Rest. Transformations and shifting may also take longer. For example, a werewolf may still possess heightened strength and senses, but at a reduced level compared to their full power. This affects all races and supernatural creatures equally. Characters remain stronger than ordinary humans, but far less overwhelming than they were before arriving on the island. OOC NOTE : This is part of the island’s lore and applies to all characters equally. Characters do not lose their identity, rank, or core strengths, only the overall effectiveness of their supernatural abilities CHOOSING YOUR ATTRIBUTES, ABILITIES, FLAWS AND SKILLS CHOOSING YOUR ATTRIBUTES, ABILITIES, FLAWS AND SKILLS CHOOSING YOUR ATTRIBUTES, ABILITIES, FLAWS AND SKILLS CHOOSING YOUR ATTRIBUTES, ABILITIES, FLAWS AND SKILLS 1. Choose Race 2. Read the rest of this page (Suggestions and definitions are below) 3. Read the Lore of the Race you choose The lore should be close to the original lore of that character. If you find a lore that has unusual abilities or attributes for a race's you need to check with an admin before adopting them for your character. Characters are expected to remain reasonably accurate to their established lore and limitations. 4. Check the race pages below for more information on the different races. Your character's alignment, attributes, abilities, and extra flaws are determined by the Character's lore and the information on this page. QUICK RUN DOWN The physical attributes as noted in their lores (speed, enhanced senses, speed strength, etc) Choose 1 Cognitive Ability if your character’s original lore supports those types of powers. Choose 1 Physical Ability if supported by your character’s lore. Choose at least 1 flaw or weakness in addition to any flaws already listed for the race or species. Skills - should be based on backstory. (We are letting players choose what they want within reason..) HOW THIS EFFECTS YOUR POWER LEVEL AND ENHANCEMENTS? HOW THIS EFFECTS YOUR POWER LEVEL AND ENHANCEMENTS? HOW THIS EFFECTS YOUR POWER LEVEL AND ENHANCEMENTS? HOW THIS EFFECTS YOUR POWER LEVEL AND ENHANCEMENTS?

  • RACES | Sovereignsrestsl

    Race Basics In Sovereign’s Rest, players choose their character’s race, original world or location, and the time period from which their character arrived. Players also select their character’s abilities, skills, and attributes based on the original lore of the character and their race. Characters from fantasy worlds, supernatural settings, and the human world are all welcome. Please review the Character Creation guidelines to see which races and character types are restricted. The Character Creation section provides the guidelines for building your character within Sovereign’s Rest. While we have done our best to keep restrictions minimal, there are a few rules in place to help maintain balance and consistency within the setting. To help players get started, we have included information and examples for several races below. If you have any questions, please do not hesitate to contact an admin for assistance. Humans, Orcs, and Goblins: At Sovereign’s Rest, we welcome a wide variety of **standard fantasy races** as part of our immersive world. Because races such as Humans, Orcs, and Goblins do not have unique mechanics or special attributes beyond their common lore, we have not created dedicated pages for them. These characters should be portrayed according to their traditional archetypes and original stories, allowing players the creative freedom to define their traits based on established fantasy mythology. As with all beings on the island, these characters are expected to be played with balance and fairness in mind. Animals Fantasy Creatures Shifters Weres Vampires Angels Elves Fairies Demons Magic Users Animals Sovereign’s Rest is an island created by the Overlord, complete with its own natural ecosystem of animals. These creatures are born within the island and function much like real-world animals, each with a natural role in the food chain and environment. The information on this page is for players wanting to play common animals with no additional powers or abilities. For information on shifters, weres, and other fantasy creatures, see the other race pages. Alignment Animals in Sovereign's Rest have no particular alignment and live anywhere on the island. Playing Natural Animals Before choosing an animal role, keep the following guidelines in mind: Realistic Reactions: Animal characters behave like real animals and are not welcome in all buildings. For example, entering a tavern means your character will likely be viewed as food rather than a guest, or might be shooed away as vermin. Prey vs. Predators: Predatory characters may target your animal as prey rather than a companion. While this is a consent-based roleplay environment and your character cannot be killed without your explicit permission, other players are free to react naturally to your presence. Limited Communication: Normal speech or communication with humanoid characters is impossible. If you want more verbal interaction, consider choosing a shifter, a were-creature, or a fantasy beast instead. Animals born on the island are ordinary creatures such as common domestic animals (cats, dogs, etcl), livestock (horses, pigs, chickens and other farm animals), common woodland wildlife (squirrels, rabbits, skunks, foxes, deer, etc), small reptiles (snakes, turtles, lizards), aquatic animals (fish), and insects. These animals behave as they would in the natural world. While players may roleplay animal characters such as a cat or wolf, these characters are limited to normal animal intelligence and instincts. They do not possess advanced reasoning, speech, or humanoid-level cognition. The largest predators on the island are bears and wolves, no exceptions. If you'd like to play an animal and have doubts on whether or not they are allowed, please seek admin advice. Shifters are individuals born with the unique ability to transform into animal forms. Within Sovereign’s Rest, they are categorized into two distinct types: Natural and Fantasy. Keep in mind that Shifters are entirely separate from Were-creatures, who possess their own distinct rules and lore. Shifters Alignment Unlike other races, which have a specific region in Sovereign's Rest, a Shifter’s alignment depends entirely on their individual character, morality, and primal disposition. Shifters are a highly adaptable race and are not bound to a single homeland. They can choose to align with the Dark and reside within the Shadow Realm, align with the Light to live in the Lumina Glade, or maintain a Neutral stance by settling in the Docks or Village Natural Shifters Natural Shifters have a default animal (player's choice) that they shift into with ease, but can transform into any other real-world animal, provided they have a visual reference. Restrictions: No wolves (strictly reserved for the werewolf race), fantasy creatures, or other humans. SHIFTING MECHANICS & LIMITS Shifting Process: Completing a transformation requires exactly two posts. This process carries a heavy physical burden and naturally hinders active combat capability during the transition. Transformation Pain: The physical toll of shifting varies; experiencing pain during the transition is entirely down to player preference and individual character lore. Daily Cap: Characters can shift (change forms) up to 4 times per day, regardless of the form (human > animal, animal > another animal, animal > human). Form Lock: After the 4th shift, the character is completely locked into that final form for the next 24 hours with no exceptions. PACK S & COMMUNICATION Structure: Packs require at least 3 active players and can feature any mix of shifters and weres. Other races may be accepted as “family” or considered honorary pack members, but they do not gain the instinctive abilities shared among true Weres or Shifters. Bonds: Created via a bite or shared scent, establishing a magical bond that prevents pack mates from harming each other in beast form. Leadership: "Alpha" status requires leading an active pack; dominant traits alone do not grant the title. No single pack rules over all others on the island. Communication: Mental telepathy is limited strictly to animal form and requires pack members to be within 10 meters of each other. Howls: Used for locating mates or summoning members (limited to 1 per post, and responders move 10 meters per howl post). Summoning howls reach up to 30 meters, and responders can enter a scene after 3 post rounds. Howl Outlets: All howls must be posted in Discord or the in-world RP group, and tracking a lone howl requires OOC player consent. Fantasy Shifters Limited to one fantasy creature form (e.g., a unicorn, pegasus, mythical stag, or griffin) for their entire character lifespan. The form must be entirely animalistic, granting physical traits like flight but losing all cognitive or magical abilities the original creature would possess. SHIFTER BASICS Born, Not Made: Shifters are born with their abilities and cannot turn or infect another person. Form Variety & Base Form: Shifters can transform into any real-world animal, but every shifter has one core "base form" (their first default animal). This base form is the only animal transformation that does not require an in-character visual reference action. Retained Senses in Human Form: While in their human form, shifters keep the enhanced senses (such as heightened sight, hearing, or smell) that naturally belong to their core, main animal base form. Retained Consciousness & Communication Limits: Shifters retain full human consciousness, memories, and intelligence while transformed, but their ability to communicate is strictly limited by their animal anatomy and physiology, preventing human speech and articulation. The Moon’s Call: Shifters feel the call of the moon monthly, and while full moon shifting is not mandatory, the urge to transform is much stronger then. FLAWS & VULNERABILITIES Weaknesses: All characters are vulnerable to silver, fire, and specific power/alignment flaws. Shifting Stamina & Combat Cost: A single transformation does not immediately drain or exhaust a character, allowing them to shift and fight at full capacity. However, chain-shifting in and out of different forms consecutively will cause severe cumulative physical fatigue and heavily hinder combat capabilities. Shifting Requirement: Shifters must shift into their animal form at least once a month. Neglecting this requirement causes high aggression, involuntary transformations, and leaves the human form physically weaker, slower, and less agile during roleplay. Instinctual Shifts: High stress, fear, anger, or panic can trigger uncontrollable, involuntary shifts. Mental Instability & Feral Frenzy: A shifter who is hurt, stressed, or scared will react like a wild animal. Extreme distress in combat or high-stress scenes can cause a temporary loss of human reasoning, making the character dangerous to everyone nearby—including friends—as animal instincts dominate. Sim-Wide Spying Rules: To enter any scene for the purpose of spying, you must obtain explicit permission from all involved players, or use a dice roll to determine success. This rule applies to all characters sim-wide. Coven Assistance: Shifters can seek help from the Magister’s Coven to temporarily suppress mandatory shifts, but external realm magic fails completely in Sovereign’s Rest. Fantasy Creatures This category serves as a master classification for the independent, mythological species brought to Sovereign's Rest that do not fall under the island’s primary organized races. This includes independent species from classic fantasy lore and mythology—such as Gorgons, Basilisks, Unicorns, Minotaurs, and the like. While multiple players are entirely welcome to play the same species, these creatures exist on the island as distinct individual entities rather than a single unified race. Regardless of your chosen creature's specific background, players are expected to portray their characters consistently with their original folklore, adapting to the environment. When selecting a creature from this category, it is vital to note how their physical traits impact their interaction with others. Species that possess human-like traits and the ability to speak will navigate the island with fewer boundaries, whereas more animalistic, non-speaking creatures must follow specific roleplay options to communicate within the realm. Important Character Creation Note: This page is strictly for traditional mythological and fantasy creatures played as they exist in folklore. Aside from Mermaids, Sirens, Selkies, or other specific creatures that natively possess the ability to shift into a human form as a fundamental part of their natural lore, standard animals or beasts cannot transform into humans under this category. If you wish to roleplay a fantasy creature that does not traditionally shift—such as a Unicorn or a Pegasus—but you want them to have a human form, please visit the Shifter race page to create your character as a Fantasy Shifter, as the guidelines on this page will not apply to them. Alignment Character alignment for Fantasy Creatures largely depends on their original folklore or mythology. For example, a creature that is considered a monster or evil in their original mythology, such as the Gorgon, Lamias, Sirens, and Harpies, would automatically fall into The Shadow Realm. Characters that are seen as harmless, or are natively tied to purity, benevolence, or light—such as Unicorns, Pegasi, and Centaurs- would fall into The Lumina Glade. Some may choose to remain neutral, or perfer the neutral territory of The Docks because of its access to water. The Rule of Consequence: While creatures are free to travel across Sovereign's Rest, choosing to permanently abandon their native region to live in remote camps or alternative territories carries heavy in-character consequences. Those who leave risk being labeled as traitors or disloyal by their own kind. Furthermore, fantasy creatures residing outside their native alignment boundaries are absolutely not free to hunt, feed, or exercise their abilities at will. They must strictly abide by the rules, laws, and cultural expectations of the specific region they choose to reside in. It is your sole responsibility as a player to research those regional laws and accept whatever roleplay consequences stem from your actions. Creature Classifications Characters in this category are classified by their physical traits and proximity to human characteristics. Interaction with others is determined by these levels of humanity: All Animal (Feral) : These creatures possess no human traits in appearance and behave like basic animals. They cannot speak and are driven by animalistic motivations. More Animal than Human (Bestial): These beings may stand on two legs, but their faces and primary features remain non-human. They have very limited speech and retain animalistic instincts. 50/50 Animal and Human (Hybrid): These creatures are a physical mix (e.g., Centaurs, Gorgons, or Fauns). They are capable of speech and think similarly to humans, though they may retain some animal tendencies. Mythological Multi-Form: This classification is strictly reserved for creatures whose folklore or mythology originally includes a human form (e.g., Merfolk or Selkies). These characters can speak in their human form and retain their enhanced senses in both states Flaws To maintain a balanced roleplay environment, every character must possess a specific set of flaws . If a chosen species cannot talk or interact with humans in their original lore, this must be listed as a primary flaw. Mandatory flaw categories include: Inherent Flaws: Standard requirements for all characters as defined in Character Creation. Alignment & Power Level Flaws: Vulnerability to Fire is universal, while sensitivity to Silver or Iron is determined by the character’s specific alignment. Lore Flaws: Traditional weaknesses built into the creature's original stories, such as a werewolf’s tie to moonlight or a vampire’s vulnerability to sunlight. Additional Player-Chosen Flaw: Beyond the mandatory Inherent, Alignment, and Lore flaws, players are required to select at least one additional flaw of their own choice Abilities A character's abilities are primarily derived from their individual folklore and original mythology. The following are established examples of permissible traits: Merfolk: Siren song (enchanting voice), emotional influence through music or singing, a sonic call (vocal blast to repel attackers), and the ability to shift between a tail and legs, which carries a two-post roleplay requirement. Fauns & Satyrs: The ability to use music to affect the surrounding mood or atmosphere. Nagas & Basilisks: Hypnotic gazes and various venomous effects. Magic Restrictions and Trade-Offs While creatures retain many mythological traits, there are strict limitations on the use of magic within Sovereign's Rest: No Elemental or Weather Magic: Even if it is a traditional part of a creature’s mythology, elemental and weather magic, any Fantasy Creature possessing these powers in their original lore will find them lost immediately upon arrival through the portal. The Magic User Trade-Off: Sovereign's Rest does not allow hybrids. If a player wishes for their mythological character to wield standard magic, they must follow the rules on the Magic User page. Choosing this path requires the character to give up all innate abilities associated with their mythological creature type in exchange for magic user spells. Weres Weres are individuals belonging to powerful bloodlines that possess the ability to manifest apex predator forms. Within Sovereign’s Rest, they are categorized into two distinct lineages: Werewolves and Non-Wolf Weres (such as bears, panthers, or tigers). Keep in mind that Were-creatures are entirely separate from Shifters, who follow their own unique rules, limitations, and transformation mechanics. Alignment Werewolves belong natively to the Dark Alignment and make their primary home within the Shadow Realm. While they can choose to leave or live elsewhere, doing so carries heavy in-character consequences, as they may be viewed as rogue or disloyal to the pack. Werewolves that chose to live outside The Shadow Realm are not free to hunt or feed at will, and must abide by the rules and laws of the Region they chose to reside in. It is your responsibility as a player to know those, and accept the consequences of such actions. For all other types of weres—such as werebears, panthers, and tigers—their alignment depends entirely on their character's personal morality and disposition, meaning they are free to align and live within the Shadow Realm, the Lumina Glade, or neutral territories like the Docks. WEREWOLVES Manifestation: Possess three distinct forms: Human, Quad (four-legged wolf), and Warform (large, destructive, fully feral bipedal monster). Lineage: Can either be born hereditary or turned via an aggressive, infectious bite from another werewolf. The Mind: Quad form retains human reasoning. Warform and partial shifts completely replace the human mind with a feral beast state. Non-Wolf Weres (Bears, Tigers, Panthers) Manifestation: Strictly limited to two forms: Human and a single large, normal-looking Creature form. They have no access to a third monster "Warform." Lineage: Must be born hereditary into their specific apex predator bloodline. They cannot turn or infect other players. The Mind: Retain their human intelligence, but their human forms passively carry the heightened senses and baseline aggression of their specific species. WERE BASICS Form Limits & Species Varieties: Weres are strictly limited to one specific, real-world apex predator form based on their lineage. The only permitted species are Werewolves, Werebears, Weretigers, and Werepanthers. Lineage Rules: Werewolves can be born hereditary or turned via an aggressive bite. All other were varieties are strictly hereditary/born and cannot infect or turn other players. The Moon's Call: The full moon forces a mandatory, involuntary shift. Weres experience rising agitation, physical restlessness, and heightened aggression in their human forms as the full moon approaches. Passive Human Perks: Even in human form, all weres retain the enhanced senses (sight, hearing, smell), physical strength, and predatory reflexes of their apex animal. They are noticeably stronger and faster than normal humans at all times. Emotional Undercurrents: Weres are highly temperamental. Intense emotional stress, extreme anger, fear, or panic will heavily test their self-control and can trigger an immediate, involuntary transformation FLAWS & VULNERABILITIES Weaknesses: All characters are vulnerable to silver, fire, and must roleplay within their approved power level limits and character alignment flaws. Shifting Stamina & Combat Cost: A single transformation does not immediately drain or exhaust a character, allowing them to shift and fight at full capacity. However, chain-shifting in and out of different forms consecutively will cause severe cumulative physical fatigue and heavily hinder combat capabilities. The Moon's Involuntary Call: The full moon forces a mandatory, involuntary shift into beast form. Weres experience rising agitation, restlessness, and heightened aggression in their human forms as the full moon approaches. Shifting Requirement: Weres must shift into their beast form at least once a month. Neglecting this requirement causes high aggression, involuntary transformations, and leaves the human form physically weaker, slower, and less agile during roleplay. Instinctual Shifts: Intense emotional stress, extreme anger, fear, or panic can overwhelm a character's self-control and trigger an immediate, uncontrollable transformation. Mental Instability & Feral Frenzy: High distress, severe injuries, or intense combat can trigger a temporary loss of human reasoning. In this feral frenzy, the beast completely takes over, making the character dangerous to everyone nearby as they lose the ability to distinguish friend from foe (except for immediate, bonded pack members recognized by scent). Coven Assistance: Weres can seek help from the Magister’s Coven to temporarily suppress mandatory full moon shifts, but external realm magic fails completely in Sovereign’s Rest. PACK RULES & COMMUNICATION Structure: Packs require at least 3 active players and can feature any mix of shifters and weres. Bonds: Created via a bite or shared scent, establishing a magical bond that prevents pack mates from harming each other in beast form. Leadership: "Alpha" status requires leading an active pack; dominant traits alone do not grant the title. No single pack rules over all others on the island. Communication: Mental telepathy is limited strictly to animal form and requires pack members to be within 10 meters of each other. Howls: Used for locating mates or summoning members (limited to 1 per post, and responders move 10 meters per howl post). Summoning howls reach up to 30 meters, and responders can enter a scene after 3 post rounds. Howl Outlets: All howls must be posted in Discord or the in-world RP group, and tracking a lone howl requires OOC player consent. SHIFTING MECHANICS & LIMITS Shifting Process: Completing a transformation requires exactly two posts. This process carries a heavy physical burden and naturally hinders active combat capability during the transition. Transformation Pain: The physical toll of shifting varies; experiencing pain during the transition is entirely down to player preference and individual character lore. Daily Cap: Characters can shift (change forms) up to 4 times per day, regardless of the form (human > animal, animal > another animal, animal > human). Form Lock: After the 4th shift, the character is completely locked into that final form for the next 24 hours with no exceptions. Partial Shifts (Werewolf Only): Werewolves can intentionally manifest isolated wolf features—such as claws, fangs, or golden eyes—while remaining mostly human. This counts as a form change against the daily cap, and the volatile state replaces human reasoning with a dangerous, feral beast mindset that severely tests self-control. Vampires Vampires are by nature undead creatures within Sovereign’s Rest who do not possess a heartbeat and are entirely incapable of aging, fathering, or bearing children. Within the island, they are highly versatile in lore origins, allowing players to build characters rooted in Gothic horror, True Blood, or World of Darkness themes. Because there is no Veil in this land, vampires are entirely free to step into the world showing their monstrous nature—ranging from passing as completely human to bearing retractable fangs or exhibiting horrific Nosferatu features. Alignment Vampires in Sovereign's Rest belong to the Dark Alignment , making their primary home The Shadow Realm . While they are free to roam across the island at any hour without turning to dust, the daylight takes a steady toll. Prolonged exposure to the sun actively saps their supernatural strength, leaving them drained over time. To counteract this weakness, they must periodically return to the Shadow Realm. This region exists in a state of perpetual night, where the ambient darkness recharges their energy and restores what the daylight diminishes. Because of this deep connection to their homeland, a vampire's choice of housing carries weight. Those who choose to abandon the region for remote camps or the neutral melting pot of the Docks risk being labeled as traitors or disloyal by their own kind. Vampires that chose to live outside The Shadow Realm are not free to hunt or feed at will, and must abide by the rules and laws of the Region they chose to reside in. It is your responsibility as a player to know those, and accept the consequences of such actions. For more information on The Shadow Realm, click here . Diet & Sustenance Vampires must feed on blood to survive and sustain their supernatural strengths. Their bodies can no longer process mortal food or ordinary beverages; attempting to consume them will only cause physical illness and rejection. The blood of humans and other humanoid races provides the true nourishment needed to fuel a vampire's abilities. While animal blood can sustain them in an emergency, it is a thin substitute. Relying on it for too long causes an intense hunger to grow while their supernatural gifts gradually weaken. Bloodwine: For those spending time in the village, the tavern offers a specialized bloodwine. While this drink can help dull the edge of an immediate craving, it is strictly a social comfort and will not truly sustain a vampire. Blood Dolls: To ensure all dark creatures are provided for, the Overlord maintains a supply of sustenance. NPC blood dolls are kept within the hidden cells beneath the Abyssal Forge—typically individuals who have broken laws or defied orders. While there is no official player group or job for blood dolls, players are completely free to take on this role and arrange consensual feeding dynamics between themselves. Flaws These supernatural powers come with a heavy biological cost. Every vampire must struggle against the mandatory flaws of their race: Energy Depletion: Every time you utilize your supernatural gifts or primal shapes, your energy is heavily drained. You must feed on humanoid blood immediately after using your powers to replenish your energy and prevent your gifts fr om failing . Frenzy: A state of mindless, violent rage triggered automatically by extreme anger, fear, or sudden exposure to an overwhelming amount of blood. While in a frenzy, you lose all rational thought and will attack threats or allies indiscriminately until your thirst is fully sated. Bloodlust: An intense, consuming physiological hunger triggered heavily by hunger or the scent of open blood. While it doesn't cause a total loss of rational control, it makes you entirely single-minded, altering your focus and making feeding urges incredibly difficult to resist. Food Rejection: Vampires cannot process regular food or ordinary beverages. Attempting to consume them will cause physical illness, forcing your character to violently throw it up. Optional Flaws Because characters enter Sovereign's Rest from many different worlds and timelines, players are welcome—but completely optional—to adopt traditional folklore weaknesses for extra roleplay depth: Faith and Holy Symbols: If a vampire originates from a world where holy artifacts like crosses or holy water hold true spiritual power, their undead soul may still react to a character who wields genuine, unwavering faith. Traditional Weaknesses: Players may choose to roleplay a vulnerability to garlic, having no reflection in a mirror, or a strict physical requirement to sleep in a coffin or directly on the ground. Healing Diminished Healing: Although in other realms Vampires heal instantly, due to the island's magic dampening, supernatural wounds do not heal instantly. It takes 1 full day for a vampire to heal from trauma or fully recover their physical form. For more information on Healing click here. Primal Abilities (Choose One) Bat Shifting: The power to transform entirely into a bat. This shapeshifting is a deliberate process requiring a two-post emote to complete. Mist Shifting: The power to transform your physical body into a cloud of mist. Like the bat form, this requires a two-post emote to execute. Silent Movement: The ability to move without making a sound, allowing you to easily stalk prey or slip away completely unnoticed across any terrain. Wall Crawling: The supernatural capability to scale vertical surfaces or cling to ceilings with ease, expanding your hunting grounds.(Note: Shifting forms is strictly capped at a maximum of 4 transformations per day. Your final shift will lock you into that form for 24 hours while your body recovers.) Life, Aging, & Death Vampires are completely immortal and physically frozen at the age they were turned. Because their bodies are dead, they cannot age or reproduce. Players may chose whatever age they want, but keep in mind that time does not grant a raw increase in supernatural physical strength or additional powers, however the passage of centuries brings greater mental discipline and mastery over their instincts and skills. Permanent destruction requires specific, deliberate methods like a stake through the heart or decapitation. Because permanent death removes a character from play, it strictly requires explicit out-of-character (OOC) consent from the player. Abilities All vampires possess a foundation of enhanced physical capabilities and survival-driven predatory traits. Enhanced Strength: Vampires possess supernatural strength that is greater than mortal races. Increased Speed & Reflexes: Their movement speed and physical reactions are heightened beyond normal mortal limits. Night Vision: They possess a heightened sense of sight that grants them night vision. Hearing: Their auditory senses are heightened, granting an acute awareness of a target's heartbeat or blood presence. Smell: A vampire's sense of smell is only heightened when it comes to the smell of blood. The smallest cut can trigger a reaction. Bite Sealing: A vampire's saliva contains unique properties that act as a mechanical seal during feeding. After feeding, a vampire can lick over the puncture wounds to immediately close the bite mark and stop further bleeding. This biological seal is strictly cosmetic and preventative; it does not provide true structural healing or repair deep tissue damage. Cognitive Abilities (Choose One) Compulsion: The power to force simple commands or suggestions on a target through direct eye contact. A single use lasts up to three days before fading; it must be renewed before that window closes to maintain control. Long-term or repeated use on the same target causes mental strain, including memory loss, confusion, paranoia, or emotional instability. Note: Never assume this ability automatically succeeds. You must obtain OOC player consent and discuss the parameters of the compulsion with the intended victim first. Mind Wipe: The power to erase portions of a target's recent memory through direct eye contact, up to a maximum of the last three hours. Memories removed this way cannot be naturally recovered and require magical intervention to restore. While the erased events remain gone, the victim will often experience lingering feelings of missing time, confusion, or moments of déjà vu. OOC Note: Never assume this ability automatically succeeds. You must obtain player consent and discuss the parameters of the memory loss out-of-character first. Lineage & Siring Turning another character requires explicit out-of-character (OOC) consent from both players before any roleplay begins. Racial Changes: Any race can be turned, but they must completely give up all previous racial attributes and abilities. This means sacrificing physical traits like wings or tails, as well as racially specific powers like flight, shifting, or magic use. Hybrid races are strictly forbidden. The Process: The elder sire must drain the mortal victim to the brink of death, then feed the mortal their own ancient blood to anchor the soul to the undead state. The Transformation: Turning may only occur within the Shadow Realm, requiring a mandatory 24-hour period hidden in darkness. Whether players choose to rest together in a coffin or restrain the fledgling in a secluded chamber is entirely up to them. Both participants must coordinate OOC to agree on the parameters of the process. Sire Responsibility: Sires must mentor their fledgling in all aspects of vampire life, including feeding, navigating politics, and learning control. Sires should choose who they turn carefully, as the fledgling will likely become a long-term roleplay partner. The Psychic Link: Sires and their fledglings share an automatic, deep mental bond. This connection allows the sire to intuitively feel extreme emotions from their fledgling, such as intense fear, panic, or if they are close to a frenzy. This feeling strengthens the closer they get to one another. Using this link to track a character across the sim strictly requires explicit OOC permission from all players involved. Angels Angels at Sovereign’s Rest are a distinct race of celestial beings possessing immense physical power, taking either a light or dark (fallen) form. Physically superior to humans in every respect, they are defined by their wings—a natural extension of their bodies rather than a magical trait—which grant them full flight. Naturally built for survival, angels possess the stamina and endurance required to withstand the island’s most extreme environments, from fierce oceanic storms to harsh temperature swings. Alignment In Sovereign’s Rest, an Angel’s nature and classification determine their regional affiliation and alignment: Light Angels: Celestial beings who are traditionally benevolent reside within the radiant borders of Lumina Glade. Dark or Fallen Angels: Angels whose nature is predatory or who have fallen from grace are classified as Dark Aligned and inhabit the Shadow Realm. Regardless of their alignment, all Angels are subject to the laws of the land and must respect the rules of any region they choose to occupy, such as the neutral territory of The Docks. Abilities These traits are natural to all Angels and do not count toward your chosen ability slots. Angel Strength: Supernatural physical strength that is far superior to that of a human. Angel Speed: Possess faster running and flying speeds than humans, alongside exceptional combat awareness and reflexes. Angel Endurance: Slower physical fatigue during travel or combat, including greater stamina for sustained flight. Environmental Survival: The ability to survive extreme heat, cold, storms, or intense magical environments. Heightened Senses: Naturally sharp hearing and sight, which includes inherent night vision. Natural Wings: Large wings are a natural extension of an Angel's essence, granting them the inherent ability to fly Angel Sight: The ability to detect the presence of magic being used or previously used, such as hexes, curses, or wards . This sight also allows an Angel to detect lying, though this specifically requires OOC consent or a dice roll to be effective. Heightened Awareness: Superior situational awareness that allows an Angel to read their environment and anticipate potential danger more effectively than most other races. Cognitive Abilities (Choose One) Players may select one additional cognitive power from their character's original lore. Empathy: Heightened emotional and mental awareness that allows an Angel to sense the emotions of others nearby, even if they are not outwardly expressed. (Requires OOC consent or a dice roll). Dream Walking: The ability to enter, observe, or interact with the dreams of others to deliver messages, influence visions, or uncover subconscious truths. Illusion: The power to manipulate perception by creating false images, sounds, or sensory experiences. This distorts reality within a limited area for up to three post rounds but does not physically alter the world. (Requires a dice roll for each target). Power Negate: The ability to disrupt or remove mental influences and psychic powers used by others, or to protect oneself from mental attacks. Primal Abilities (Choose One) Players may select one additional primal power from their character's original lore. Voice Mimicry: The ability to perfectly replicate the voice, tone, and speech patterns of another person after hearing them speak. Sedation: By placing a hand on a target's shoulder for one post round, the Angel can put that person to sleep for up to two post rounds. White Light: The manifestation of brilliant light in one of two forms: Flash: A blinding light that temporarily blinds anyone within 20 meters for one post round. Burst: A wave of force projected outward that pushes nearby characters back without causing physical injury. Electrokinesis: The ability to generate and manipulate electrical arcs or flashes of lightning to shock or incapacitate opponents. Astral Projection: The ability to project consciousness into a previously visited location to see and hear the surroundings while in a deep hypnotic state. This is extremely exhausting, limited to 30 minutes of roleplay followed by 30 minutes of rest, and the connection breaks if the physical body is touched. Elemental Powers: Choosing a moderate affinity for Air, Earth, Water, or Fire. Due to the island's influence, these powers are weakened; they cannot be used for large-scale destruction and cause physical exhaustion after three post rounds Flaws: Mortal: Angels are not immortal. Though they have rapid healing, injuries take at least one day to heal. Fire: This is a universal vulnerability for all Angels. Silver or Iron: Depending on the Angel's specific alignment (Light or Dark), they must choose one of these materials as a mandatory sensitivity Additional Flaw (Choose One) Obsession with Humans: The character develops an intense fixation on mortal lives, becoming overly curious or emotionally attached. This can cloud their judgment, interfere with their celestial duties, and lead to impulsive or unsafe decisions. Limited Human Adaptation: The Angel struggles to adjust to mortal environments and social behaviors. They may appear detached, overly formal, or confused by human customs, leading to poor social judgment and difficulty blending in. Sensory Overload: Because Angels possess Heightened Awareness, they can become mentally overwhelmed when exposed to large groups for extended periods. This results in irritability, emotional strain, and significant difficulty in focusing Elves Elves at Sovereign’s Rest are characterized by exceptional grace and physical precision, possessing a lean strength that favors skill and agility over brute force. They are naturally light-footed and built for endurance, possessing the physical stamina to travel and exert themselves for extended periods without tiring The Magic User Trade-Off If you choose to portray your Elf as a Magic User, you retain all Physical Attributes (such as speed, strength, and agility), but you must give up both the Inherent Cognitive Ability (Heighten Awareness) and your chosen Primal Ability to balance your new magical disciplines Alignment In Sovereign’s Rest, an Elf’s sub-race and traditional lore determine their regional affiliation and alignment: Light Aligned: Wood Elves and High Elves, who are traditionally benevolent or tied to the preservation of nature, make their home within Lumina Glade. Dark Aligned: Dark Elves, or any elven species portrayed as predatory in their original lore, are classified as Dark Aligned and reside within the Shadow Realm. Neutral Aligned: Players who do not wish to be aligned with the Light or Dark factions may choose to be Neutral and reside at The Docks. Abilities These traits are natural to all Elves and do not count toward your chosen ability slots. Heightened Senses: Elves possess naturally sharp hearing and sight, maintaining a constant, deep awareness of their surroundings. Agility: Exceptional grace, balance, and precision in all physical movements. Endurance: The physical stamina to travel and exert themselves for much longer periods than most mortal races without becoming tired. Elven Speed: Naturally quick and light-footed, Elves possess significantly faster reflexes and reaction times than most other races. Strength: While lean in build, Elves are stronger than they appear, relying on their internal skill and agility rather than brute force. Heighten Awareness: This grants the Elf strong situational awareness, allowing them to read their environment and anticipate potential danger more effectively than most other races. (Note: The effectiveness of this ability depends on the player’s OOC ability to recognize situational cues). Flaws Fire: A universal vulnerability for all members of the Elf race. Silver or Iron: Depending on the character’s specific alignment (Light, Dark, or Neutral), they must choose a sensitivity to one of these two materials. Additional Flaws (must choose at least one) Rigid Honor Code: The character is bound by strong personal principles or traditions that limit their flexibility. They may struggle to adapt to unconventional approaches and can act impulsively to "restore honor" or correct perceived wrongs, potentially leading them into unnecessary danger. Emotional Suppression: The character struggles to express emotions openly, keeping feelings internal. This often leads to poor communication or delayed reactions under stress, causing the Elf to appear cold, distant, or unintentionally rude to others. Arrogance of Age: A belief that their long life and extensive experience make them inherently wiser or superior, which frequently leads to underestimating their opponents or companions. Slow to Trust: A natural guardedness that makes it difficult for the character to form immediate alliances or share vital information with others. Stubborn Pride: An unwillingness to admit fault or back down, even when a more flexible approach is required for safety or success Primal Abilities (Choose One) Animal Commands: The character can call upon nearby animals for temporary aid. These creatures are not magically controlled but choose to assist. You may call one large animal or up to 10 small creatures (such as birds or rodents). Commands for combat or difficult tasks require a dice roll, and animals will flee if they are badly injured or frightened. Shadow Manipulation: The ability to manipulate existing shadows to obscure areas or create visual distortions for camouflage. This is not true invisibility and does not hide scent, sound, or physical presence. Shadows must be present for this to work, and the character will experience fatigue after three rounds of use. Telekinesis: The power to move or manipulate small objects without physical contact. The user can lift up to their own body weight, but the ability requires intense focus and drains energy quickly. Light Manipulation: Characters can manipulate existing light to brighten areas or create radiant displays and glares. This ability requires a light source to function and does not grant invisibility or hide sounds. It causes physical fatigue after three rounds of use. Elemental Powers (Select One Affinity) Players may choose a moderate affinity for Air, Earth, Water, or Fire. Because the island's unique influence weakens these powers, they must remain limited in scope and are subject to the following restrictions: Scope of Control: Usage is limited to moderate effects, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Prohibited Effects: Large-scale or catastrophic destruction—including tornadoes, wildfires, earthquakes, and tsunamis—is strictly forbidden. Physical Fatigue: These abilities are physically exhausting. After three post rounds, the character will begin to experience fatigue, slower reaction times, and reduced control over the element. Players are expected to roleplay this exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable. Overuse and Failure: Continued use beyond the fatigue point may cause the power to fail entirely until the character has had sufficient rest. Fairies Fairies at Sovereign’s Rest are beings characterized by their extraordinary agility and presence. Their forms are naturally suited for precision and grace, allowing them to navigate the island’s demanding terrain with an ease fundamental to their nature. Should the Fairy have wings (some don't), they are considered a physical feature of the race, a natural extension of their essence rather than an external accessory, and allow them to fly. The Magic User Trade-Off If you choose to portray your Fairy as a Magic User, you retain all Physical Attributes (such as speed, strength, and agility), but you must give up both the Inherent Cognitive Ability (Heighten Awareness) and your chosen Primal Ability to balance your new magical disciplines Alignment In Sovereign’s Rest, a Fairy’s type and traditional lore determine their regional affiliation and alignment: Light Aligned : Fairies who are traditionally benevolent or tied to the preservation of nature—such as Seelie, Pixies, Wisps, and Nymphs—make their home within the radiant borders of Lumina Glade. Dark Aligned: Species portrayed as predatory or malevolent in their original lore, such as Unseelie and Bean-sidhe, are classified as Dark Aligned and reside within the Shadow Realm. Neutral Aligned: Players who do not wish to be aligned with the Light or Dark factions may choose to be Neutral and reside at The Docks. Abilities These traits represent the natural biological advantages of all Fairies: Fairy Strength: Despite their size, Fairies possess surprising physical strength, allowing them to comfortably carry or lift their own body weight . Flicker: This is the ability to move in sudden, rapid bursts of speed, often appearing as little more than a flicker of motion. Balance: Fairies have exceptional balance and agility, enabling them to move across narrow branches, railings, or uneven terrain with ease. Natural Wings: Wings are considered a natural extension of a Fairy's essence rather than an extra ability, granting them the inherent ability to fly. Fae Sight: All Fairies can sense magic, such as hexes, curses, or wards, though they cannot identify the specific nature of the magic itself. Some types may have specialized versions, such as an innate ability to locate treasure. Nature Sense: An instinct that alerts Fairies to disturbances in their environment or approaching danger before it is seen or heard. It does not reveal thoughts or emotions, but functions similarly to how an animal senses a coming storm. Glamour: The ability to project a human appearance by altering how others perceive them. It is not shapeshifting; it is an illusion and does not change the physical body of a Fairy. It lasts up to four hours before the Fairy must recharge in their natural form within a glade. Cognitive Abilities (Choose One) Mood Veil / Dream Touch: The ability to subtly influence the emotional atmosphere of an entire area. This can make individuals nearby feel specific emotions—such as calm, unease, joy, or melancholy—affecting the overall scene rather than controlling a single person. False Memory: A fairy can briefly alter the short-term memories of a single target within 20 meters by whispering a false detail. This requires OOC consent or a dice roll, and the effect generally lasts for one day unless reinforced. Emotion Projection / Fae Whispers: By making eye contact and whispering, a fairy can project a strong feeling (like sudden fear, anger, or happiness) directly into another player's mind. The effect ends immediately if the fairy loses focus or leaves the area. Enchanted Voice: Certain fairies possess voices with unnatural influence, making their songs, stories, or spoken words unusually persuasive or difficult for others to ignore Flaws Fire: A universal vulnerability for all members of the Elf race. Silver or Iron: Depending on the character’s specific alignment (Light, Dark, or Neutral), they must choose a sensitivity to one of these two materials. Additional Flaws (Choose at least one): Nature Bound: The character becomes restless or agitated after spending several hours away from forests or natural environments . Sweet Talk Weakness: The character is highly susceptible to flattery, compliments, or charming words, which often overrides their caution or logic. Glamour Vanity: An obsessive focus on appearance, beauty, or personal presentation; the character becomes distracted or distressed if they feel “less beautiful”. Playfulness Over Duty: A strong tendency to prioritize fun, games, and entertainment over responsibilities or serious tasks. Spoonful of Sugar: If sugar is spilled, the Fairy has an irresistible compulsion to count every grain and cannot walk away until the task is complete. Trickster Instincts: A strong compulsion toward pranks, deception, and misdirection that can disrupt plans or place the character at risk. Obsessive Cravings: The character develops a powerful obsession that clouds judgment once exposed to the object of their fixation. (Pick one: Dairy, Shiny Objects, Sparkling Objects, Sweet Treats, or Gift Obsession) Primal Abilities (Choose One) Animal Commands: The character can call upon nearby animals for temporary aid. These creatures are not magically controlled but choose to assist. You may call one large animal or up to 10 small creatures (such as birds or rodents). Commands for combat or difficult tasks require a dice roll, and animals will flee if they are badly injured or frightened. Shadow Manipulation: The ability to manipulate existing shadows to obscure areas or create visual distortions for camouflage. This is not true invisibility and does not hide scent, sound, or physical presence. Shadows must be present for this to work, and the character will experience fatigue after three rounds of use. Telekinesis: The power to move or manipulate small objects without physical contact. The user can lift up to their own body weight, but the ability requires intense focus and drains energy quickly. Light Manipulation: Characters can manipulate existing light to brighten areas or create radiant displays and glares. This ability requires a light source to function and does not grant invisibility or hide sounds. It causes physical fatigue after three rounds of use. Elemental Powers (Select One Affinity) Players may choose a moderate affinity for Air, Earth, Water, or Fire. Because the island's unique influence weakens these powers, they must remain limited in scope and are subject to the following restrictions: Scope of Control: Usage is limited to moderate effects, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Prohibited Effects: Large-scale or catastrophic destruction—including tornadoes, wildfires, earthquakes, and tsunamis—is strictly forbidden. Physical Fatigue: These abilities are physically exhausting. After three post rounds, the character will begin to experience fatigue, slower reaction times, and reduced control over the element. Players are expected to roleplay this exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable. Overuse and Failure: Continued use beyond the fatigue point may cause the power to fail entirely until the character has had sufficient rest. Demons Demons at Sovereign’s Rest are diverse and powerful beings that manifest in many forms, ranging from monstrous traditional entities to subtle humanoids that inhabit the mortal realm. Known for their unsettling presence and connection to emotional turmoil, they are defined by their unique lore and the inherent traits they bring to the island’s landscape If a player chooses to make their Demon a Magic User, they retain all physical attributes (Strength, Speed/Stealth, Senses, and Natural Accessories/Flight) but must give up the inherent cognitive ability (Unease) to balance their new magical path. Alignment In Sovereign’s Rest, a Demon’s specific type and original lore determine their regional affiliation and alignment: Dark Aligned (Shadow Realm): Because they are traditionally portrayed as predatory or malevolent and often feed on human energy or blood, most Demons are classified as Dark Aligned and reside within the Shadow Realm. Neutral Aligned (The Docks): Players who wish for their character to remain unaffiliated with the Light or Dark factions may choose to be Neutral and reside at The Docks. Demon Types Demons in the realm are categorized into two primary manifestations, which determine their physical capabilities and roleplay requirements: Traditional Demons: Monstrous entities that do not possess a human form. Their appearance is strictly governed by their specific lore and may include features such as horns, tails, claws, wings, and unnatural skin tones. Humanoid Demons: Beings that appear mostly human and often blend into society by inhabiting human bodies. While they can appear human, subtle traits like black eyes, sharp teeth, or unnatural auras may reveal their nature. These demons have a dedicated demon form they can shift into when they choose. Humanoid demons sustain themselves by feeding on humans, a trait similar to vampires. The specific source of nourishment is variable and depends on the individual demon; examples include blood, emotions, fear, pain, or negative energy. Conflict and emotional chaos are particularly appealing sources of energy for many demons. Players are free to decide what substance or energy their character feeds upon to best fit their specific lore Abilities Heightened Senses: Demons possess naturally sharp senses, including inherent night vision. Demon Strength: They have supernatural physical strength that is far beyond the capabilities of a human. Demon Speed or Silent Movement (Select One): Players must choose between supernatural quickness and reflexes or Silent Movement, which allows for near-perfect stealth, producing little to no sound while walking or running. Natural Accessories: Features like horns, tails, and claws are considered natural biological extensions. For example, a demon with wings has the inherent ability to fly. Unease: Every demon naturally emits an unsettling presence that causes nearby individuals to feel discomfort or anxiety. This effect can be turned on or off at will. Transforming/Shifting (Humanoid Only): Humanoid demons can shift between a human appearance and a dedicated demon form. This process requires two post rounds to complete. Cognitive Abilities (Choose One) Memory Distortion: The ability to subtly alter, blur, or suppress a target's short-term memories through suggestion. Stronger alterations require intense concentration and OOC consent or a dice roll. Dream Walking: The ability to enter, observe, or interact with the dreams of others while they sleep. This can be used to deliver messages, influence visions, or uncover hidden subconscious truths. Illusion: The ability to create false images, sounds, or sensory experiences that appear real to the target. This power can distort reality within a limited area to conceal truths or guide perception. A dice roll is required to see if others experience the illusion, which can last up to three post rounds . Primal Abilities (Choose One) Animal Commands: The character can call upon nearby native animals for temporary assistance. You may call one large animal or up to 10 small creatures (such as birds or rodents). A dice roll is required for commands to attack or perform difficult tasks, and animals will flee if they are badly injured or frightened. Shadow Manipulation: The ability to manipulate existing shadows to provide camouflage, obscure areas, or create visual distortions. This is not true invisibility and does not hide sound, scent, or physical presence. The shadows must already be present to function, and the ability causes physical fatigue after three rounds of use. Telekinesis: The power to move or manipulate small objects without physical contact. While a character can lift up to their own body weight, the ability requires focus and drains energy quickly. Elemental Powers (Select One Affinity) Players may choose a moderate affinity for Air, Earth, Water, or Fire. Because the island's unique influence weakens these powers, they must remain limited in scope and are subject to the following restrictions: Scope of Control: Usage is limited to moderate effects, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Prohibited Effects: Large-scale or catastrophic destruction—including tornadoes, wildfires, earthquakes, and tsunamis—is strictly forbidden. Physical Fatigue: These abilities are physically exhausting. After three post rounds, the character will begin to experience fatigue, slower reaction times, and reduced control over the element. Players are expected to roleplay this exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable. Overuse and Failure: Continued use beyond the fatigue point may cause the power to fail entirely until the character has had sufficient rest. Flaws Fire: A universal vulnerability for all members of the Elf race. Silver or Iron: Depending on the character’s specific alignment (Light, Dark, or Neutral), they must choose a sensitivity to one of these two materials. Additional Flaws (Choose at least one): Addiction to Chaos: The character is drawn to conflict, drama, or emotional turmoil. They often seek to cause chaos whenever possible (for In-Character drama only), which can cloud their judgment. Obsession with Humans: The character develops an intense fixation on mortals, becoming overly curious, emotionally attached, or distracted by human behavior. This may lead to impulsive decisions or even a desire to keep a human as a "pet". Overconfidence/Arrogance: A superiority complex that leads the demon to underestimate other races and their capabilities. Seven Deadly Sins: Players select at least one of the following sins to serve as a primary weakness. Characters are expected to act on these sins whenever the opportunity presents itself: Greed: An addiction to material objects like coins or jewelry. Lust: An addiction to sexual desire. Envy: Intense jealousy over even the simplest things others possess. Wrath: Extreme anger and a tendency to lose one's temper very easily. Sloth: Overwhelming laziness. Gluttony: An insatiable desire for food or resources; an inability to share. Pride: Excessive belief in one's own self-importance. Magic Users Magic on Sovereign’s Rest is defined as a learning roleplay, a narrative journey where every practitioner begins at the same fundamental level, regardless of their character’s prior history or claimed experience. This path is open to a variety of races—including Humans, Elves, Demons, Fairies, and Angels—who choose to rely on formal magical disciplines rather than their inherent primal or cognitive abilities. Whether you identify as a Witch or Warlock, your power is not fixed; it grows through active participation in tasks and events that shape your character's mastery over the arcane. While practitioners arrive with diverse beliefs and ritual styles from across time and space, those who choose to join the island’s singular Magister’s Coven become part of a respected elite known as the Morveth, serving as the primary source of magical knowledge and medical support for every region. Alignment Humans: Human magic users have the freedom to choose where their character's alignment falls. Non-Humans: Only Elves, Demons, Fairies, and Angels can be Non-Human magic p ractitioners and must follow their original racial lore and alignment. Loyalty to the Coven: While you remain a resident of the region that matches your character's alignment, loyalty to the Coven must always come before loyalty to your region. Light vs. Dark Magic: Your alignment does not restrict the type of magic you can perform; all magic users can utilize both light and dark magic. The difference lies in the intent of the spell, the price for casting it, and its side effects. However, magic is not limited to a single school of thought—any witch or warlock can weave spells across any discipline, and any spell can become a hex if used to harm, manipulate, or inflict suffering. Consistently practicing dark magic or casting multiple hexes will eventually cause your character's personality to reflect that darkness, triggering intrusive thoughts and corrupting their natural alignment. For more information on Dark Magic and Hexing, please see the Hexing tab under the Disciplines page. Regional Influence: A character’s natural alignment can affect their power in certain environments. For example, a light-aligned user from the Luminia Glade may struggle to perform benevolent magic within the Shadow Realm, potentially causing the magic to partially rebound or causing the caster to absorb the realm's aggressive emotional influence for a time. Attributes and Abilities Familiars Disciplines & Skills Magister's Coven Spell Book OOC Info Attributes & Abilities Attributes & Abilities Regardless of race, all practitioners arrive on the island with one fundamental sense: Magical Sensitivity: All magic users have the innate ability to sense when magic is being used nearby. Human Magic Users Because humans lack the natural supernatural traits of other races, their connection to the arcane provides specific magical attributes to ensure balance: Telekinesis: Humans can mentally lift and manipulate objects weighing up to their own body weight. Life Longevity: The practice of magic extends a human's natural life, allowing them to live up to 200 years. Magical Warmth: Practitioners can generate gentle heat through their hands to warm themselves, heat liquids, or provide comfort in the cold. Flame Generation: A human magic user can act as a "human lighter," manifesting a small flame to light candles or start a fire if they have kindling. Non-Human Magic Users (Elves, Demons, Fairies, Angels) Non-humans who choose the path of magic must make a significant sacrifice regarding their racial powers: Weakened Physical Traits: Non-humans retain their physical attributes (such as flight, enhanced speed, heightened senses, or strength) and natural accessories (wings, horns, tails), but these traits are noticeably weaker than those of their non-magic-using kin. Loss of Chosen Abilities: To rely on formal magic, non-humans must forfeit all chosen racial primal and cognitive abilities. This means they give up the specialized powers they would normally choose from their racial lore, such as Angelic White Light, Demon Shifting, Fae Sight, or Elven Light Manipulation. Physical Strain: Formal magic places a heavier burden on non-human bodies, resulting in longer periods of exhaustion and magical burnout compared to humans. Morveth (Coven) Innate Abilities Upon joining the Magister's Coven and being initiated as a Morveth, members develop three additional abilities through their shared magical link: Empathy: An emotional link exclusively with other Coven members, allowing a Morveth to feel another member's strong emotions (though not the specific cause). The Green Thumb: Through touch, a Morveth can heal individual dying plants, accelerate seed growth, or influence the taste of fruits and vegetables. Whisper on the Wind: A spell that carries a short message (maximum five words) to a specific target on the wind. Flaws The practice of magic is a heavy burden on both the mind and body. Regardless of your race or experience, every practitioner is subject to these fundamental limitations and risks. Physical Exhaustion: Magic is a finite resource. A practitioner—especially when working alone—has a limited reservoir of energy to draw upon. The Two-Round Limit: After more than two consecutive post rounds of active spellcasting without rest, your magic’s effectiveness begins to decline. Spells may weaken, misfire, or fail entirely. Prolonged use leads to physical collapse. You may choose how this exhaustion manifests for your character, such as nausea, dizziness, trembling, or severe headaches. Magical High & The Crash: Performing magic in a group, particularly during intense situations, can create a euphoric "high" as the shared energy flows between practitioners. While the spell is active, you may feel a false sense of invincibility, becoming reckless, impulsive, or acting as if intoxicated. Once the magic fades, the body and mind suffer a severe crash. Practitioners often collapse or lose consciousness, leaving them highly vulnerable. Emotional Instability: Magic is inextricably tied to your internal state. Strong or uncontrolled emotions—such as anger, fear, grief, or even overwhelming joy—can disrupt the delicate focus required for spellcasting. This instability may cause magic to amplify beyond your control or fail at a critical moment. Environmental Influence: The island’s regions significantly impact how magic functions. A practitioner may find their power strengthened or weakened depending on the environment. Magic does not function the same in every region of the island. Certain areas may strengthen or weaken a Magic User’s abilities depending on the nature of both the magic and the environment. I n these instances, the caster may temporarily absorb the realm's energy. For example, someone from the Lumina Glade performing a spell in the Shadow Realm maybe spend the next day feeling angry or negative. Magic Users should take their surroundings into account, as the environment can subtly or significantly alter the outcome and consequences of their magic. Magic Rebound: Attempting benevolent magic in a dark-aligned region like the Shadow Realm may cause the spell to partially rebound onto the caster. The Daily Compulsion: Magic is a "use it or lose it" ability on Sovereign's Rest. Practitioners feel a constant, daily compulsion to tap into and move their internal energy. Failing to use your magic regularly will cause your abilities to eventually fade. OOC Core Philosophy & Progression Learning Roleplay: Sovereign’s Rest is a "learning roleplay" environment. Regardless of your character’s backstory or experience, all practitioners begin at the same baseline level upon arrival. Skill Growth: Abilities and power levels grow strictly through active in-game participation, completing tasks, attending events, and documented learning roleplay. The Daily Compulsion: Magic is a "use it or lose it" ability. To maintain their skills, practitioners are compelled to tap into and move their internal energy daily. Magic and the Material World The Rule of Alignment: Physical materials (herbs, crystals, candles) act as translators and conduits for magic. A practitioner must use ingredients that naturally align with their intent (e.g., white willow bark for pain relief), or the spell will fail completely. Research Requirement: Players are expected to research real-world properties of herbs, minerals, and tools to ensure their rituals are grounded in knowledge and lore. Players can add this to their “learning roleplay” and study this from texts and scrolls, or can claim prior knowledge. Symbolic Tools: Specific disciplines require aligned tools, such as spirit boards for Spiritualists or tarot cards for Diviners. These items are not interchangeable. Energy and Exhaustion Magic in Sovereign’s Rest is a finite resource that requires physical and mental stamina, but its use is a matter of scale and duration rather than immediate frailty. A practitioner is not rendered incapacitated by every minor spell; instead, exhaustion is a cumulative result of pushing internal limits through prolonged or large-scale efforts. Minor vs. Intensive Magic To maintain realistic roleplay, players should distinguish between small, focused actions and high-volume magical work: Minor Manifestations: Low-intensity actions—such as infusing a single small vial of tonic, or using Magical Warmth to heat a cup of tea—are well within a practitioner's daily capacity and do not cause immediate exhaustion. Intensive Spellcasting: Exhaustion becomes a factor when magic is used at a high volume or for a sustained duration. For example, while infusing one vial is simple, attempting to infuse a full batch of 30 bottles at once or casting complex wards requires a significant draw on the practitioner’s reservoir. The Mechanics of Drain Exhaustion is primarily tracked during active, continuous spellcasting within a roleplay scene: The Two-Round Limit: A solo practitioner can typically maintain active, high-energy spellcasting for two consecutive post rounds (after the initial "pull" of energy) before feeling a significant drain. Magical Decline: Beyond these two rounds, the practitioner's effectiveness begins to drop. Spells may weaken, misfire, or fail entirely as the caster struggles to remain standing. Group Casting: The more witches or warlocks involved in a spell, the longer the group can sustain the magic before exhaustion sets in for the participants. Manifestation & Recovery When a magic user pushes past their limits, the resulting strain is physically evident and requires a period of recovery. Symptoms of Overuse: Players may choose how this exhaustion manifests for their character, such as severe headaches, nausea, trembling, dizziness, or even passing out. Magical Burnout: Following intensive magic use, every practitioner must take time to rest and recharge their energy. For non-human magic users, this burnout often lasts longer because their bodies are already under heavier strain from forfeiting their natural racial abilities. The "Crash": If a caster experiences a "magical high" from group casting or the use of Morveth Dust, they will inevitably suffer a hard physical crash once the effects fade, often leaving them in a highly vulnerable state. The Daily Compulsion While intensive magic is draining, failing to use magic at all carries its own risks. Practitioners feel a constant, daily compulsion to "move" their internal energy. This regular, low-level exercise of magic (like the minor manifestations mentioned above) is necessary to keep one's abilities from fading and does not contribute to severe exhaustion. Familiars Natural Animals Only: Familiars must be ordinary creatures with normal animal intelligence; they possess no magical or supernatural abilities. No Combat: Familiars cannot attack, deal damage, or participate in combat. They are for narrative utility only. Calling for Help: If a familiar is sent to summon aid, the player must state this in local chat. Responding players must wait 2 full post rounds to account for travel time. OOC Consent & Collaborative Play Mandatory Communication: Practitioners must have an OOC conversation with other involved players before magic is used in a scene. Recipient Control: The player receiving the magic—not the caster—determines the ultimate effectiveness and outcome. For example, a patient decides how much they are healed, and a target of a reading decides what information is revealed. Sensitive Disciplines: Divination (scrying, future sight) and Spiritual magic (astral projection, soul interaction) require prior OOC discussion before the magic is even attempted. Locating & Tracking: Using magic to find another character requires explicit OOC permission from the player being tracked and any other involved parties, such as their captors. Mechanics of Casting The 2-Post Minimum: All spells require at least two posts. Post 1: Pulling and focusing the magic. Post 2: The actual attempt/usage, specifying exactly what is being done. Dice are rolled after this post. Awareness & Line of Sight: Magic is limited by physical awareness. You cannot cast spells on anything you cannot realistically see, sense, or detect within the current scene. The Notecard Requirement: When using potions, hexes, or wards that affect others, you must hand out a notecard detailing the spell's name, ingredients, specific intent, and duration. Magical Limits & Prohibitions The following abilities are strictly prohibited and will not function on the island: Elemental Control (exclusive to racial primal powers). Portal Magic (exclusive to the Overlord). Temporal (time-based) Magic. Resurrection or Necromancy. Weather Manipulation. Transfiguration (turning yourself or others into animals). Forced love or absolute mind/emotion control. Wards, Charms, & Hexes Anchoring: Wards must be bonded to a physical object or location to function. Ward Durability: Wards generally last one month before requiring a recharge and possess "hit limits" based on the number of casters (e.g., 1 caster = 3 hits). Hex Limitations: All hexes must be breakable. Practitioners must work OOC with others to provide a method for breaking them. Hexes cannot last longer than 2 days without Admin approval. Charm Limits: Players are restricted to carrying one power-blocking charm and one non-power-blocking charm at a time, any more than that will render all worn charms/amulets useless. Power blocking charms can only be created on the full moon, and only one may be created per witch/warlock. Potions, Tinctures & Tonics Potions and remedies combine natural herbalism with magical amplification. Physical ingredients must align naturally with the intended outcome to act as a proper conduit for magic. Potency Multipliers Standard Magic User: Infusing a remedy with magic doubles (2x) the natural healing rate. Specialized Healer: Infusing a remedy as a specialized Healer triples (3x) the natural healing rate. The Rule of Alignment Ingredient Alignment: Remedies require real-world ingredients that match the intended goal (e.g., white willow bark for pain, honey for antibacterial protection). Failure Condition: Mismatched ingredients (e.g., using rose petals for pain relief) cause the magic to fail entirely. Limits & Risks Shelf-Life: Potions expire after three weeks unless remade or re-infused. Overuse Risks: Stacking or overusing remedies carries severe physical risks (e.g., taking two adrenaline-style tinctures in a single day can cause a heart attack). Side Effects: Users may experience intoxication or impairment for several hours after the primary effect fades. Caster Exhaustion: Brewing or infusing multiple items or large batches physically drains the caster, causing dizziness, intense hunger, or collapse. OOC Requirements Notecard Required: All given remedies must include an OOC notecard listing the Name, Ingredients, Duration, Effect, and possible negative side effects. Player Autonomy: The receiving player always retains final control over how their character reacts to and heals from a remedy. However, the receiving player may not RP adverse reactions not listed on the note card without OOC discussing it with the creator. Disciplines & Skills Auxiliary Crafts & Mundane Skills While a character's Discipline (see below) governs their raw magical focus, true practitioners often master physical crafts, trades, and hobbies to anchor their magic in the physical world. These auxiliary skills carry no standalone mechanical power on their own, but they serve as the practical tools and mediums through which a spellcaster expresses their art. Note: Learning a craft gives your character the physical skill to make the item, while their Discipline provides the magic to empower it. Non-magic users can also learn these mundane trades to create items for trade with local spellcasters! These are suggestions, not required, and not limited. Herbology & Foraging: Identifying, harvesting, and preparing rare roots, leaves, and botanicals used in potions, salves, or incense brews. Candle & Incense Making: Hand-pouring tallow or wax infused with specific scents, oils, and physical ingredients to set the atmosphere for rituals or hexes. Jewelry & Metalworking: Crafting physical amulets, talismans, ring settings, or wire-wrapped stones designed to hold inscribed sigils or protective wards. Artistry & Illustration : Hand-painting custom tarot decks, sketching scrying symbols, or inscribing ritual circles and runes with specialized inks. Illustrations for spells or grimoires. Distilling & Brewing: Preparing liquid bases, teas, or spirit elixirs to be infused with magical properties. Disciplines Magic on Sovereign's Rest is divided into four specialized branches. Every magic practitioner begins with one primary discipline , unlocking practical skills through active practice and roleplay study. Please see the link below for protocols and limitations for each discipine. As your character advances, they may eventually learn a secondary discipline, but true mastery requires dedicated focus. Diviner: Divination - C entered on perception, scrying targets, sensory illusions, and foresight. Healer: Specialized in all magic dealing with physical and mental health. Spiritualist: Spiritual Magic - Concentrated on reading living auras and communing with ancestral guides. Warder: Dedicated to raising barriers, placing property deterrents, and trapping targets. Disciplines Spell Book Coming Soon Magister's Coven There is only one coven on Sovereign’s Rest open to all magic users: the Magister's Coven. It is through this coven that magic users who arrive on the island are able to fully access and channel their abilities. In many ways, the coven stands as its own faction with traditions and secrets known only to its members. Every region seeks the aid of the Morveth (High-Ranking Coven Member) and relies upon the coven whenever magical knowledge, guidance, or specialized support is needed. The Magister's Coven ultimately serves the island as a whole, for purposes both benevolent… and, at times, less so. Diviners: Seek knowledge, perception, and foresight. Spiritualists: Commune with souls and spirits. Healers: Preserve life and restore physical health. Hexers: Influence hearts, minds, and circumstances. Wardens: Protect, contain, and control boundaries. To Join or Not to Join At the bottom of this page, there is a section that will start you off on your magical journey in Sovereign's Rest. All magic users start off the same way. The reason for this is based on lore and to ensure that all magic users understand how magic works in Sovereign's Rest. After completing this in-character training, you will be given the option to join the Magister's Coven. Should you choose to join, you will receive a mark signifying your place within the coven. Coven Benefits: We want to encourage all magic users to be part of the Coven, so their magical ability is 50% greater than that of a solo magic user. This is for two reasons: By becoming a member, practitioners work with other magic users, giving them a natural boost in power from working together. Members gain access to the Magical Archive, help finding magical jobs, and access to spells, potions, and charms that only members of the Coven can utilize. The Solo Witch (Independent Practitioners) Joining the Magister's Coven is not mandatory. Some magic users choose to walk their path alone as independent practitioners, hedge witches, or rogue spellcasters. Stabilized Arcana: Solo practitioners receive a monthly magical potion from the Veiled Sovereign to help stabilize their power without coven bonds. Narrative Freedom: While solo witches do not hold access to the Coven's Magical Archive, group rituals, or coven-boosted spellcasting, they answer to no authority, carry no loyalty obligations to the Coven, and carve out their own reputation on the island through personal grit and independence. Open Doors: Choosing independence at arrival is not permanent. If a solo witch later seeks the backing and collective power of the Coven, they may apply for initiation at any time. High - Priestess Morrigan The Overlord’s sister and reclusive co-creator of Sovereign's Rest, Morrigan is a shadow-bound force whose mastery of magic established the realm. She exists within the "quiet spaces between moments," whispering counsel to her brother and manifesting only when her aid is vital to the Morveth. Access to her is rare, strictly controlled, and limited to members of the Magister’s Coven. OOC: Morrigan is a player character who appears as the narrative requires. For questions or contact, reach out to Lexie Vaher. The Veiled Sovereign Personally chosen by Morrigan, the Veiled Sovereign is the leader of the Magister's Coven and the primary link between Morrigan and the Morveth. They manage the Coven’s island-wide operations, assign missions, lead rituals, and oversee the production of rare enchanted substances and magical drugs. Serving as Morrigan's voice and hand, they are the only individual besides the Overlord capable of reaching her directly. OOC: The Veiled Sovereign is a Lead role appointed by the admin team and cannot be overturned in-character. Coven Ranking and Promotion Once a player has joined the Magister's Coven, they can choose to work toward moving up in the ranks or remaining at the lower levels. All members are granted access to the Magister’s Hall and are invited to attend all coven events. Promotion within the Coven is designed to recognize both player dedication and character growth. While magical knowledge is important, the Coven values reliability, service, leadership, and contribution above all else. Familiars Familiars serve as companions and utility partners. They provide passive traits and limited communication abilities within the scene, but they are not combatants or infinite energy sources. General Guidelines Natural Animals Only - Familiars must be ordinary, natural animals (e.g., crows, dogs, cats, horses). Magical, mythical, or supernatural creatures—such as dragons with elemental breath or winged horses like a pegasus—are not permitted. Familiars do not possess extra magical powers or elemental abilities outside of the standard utility list below. The Familiar Bond: The connection between a witch and their familiar runs far deeper than that of a human and a standard pet; it is a shared spiritual tether. The Gathering: The familiar is almost always the active seeker in forming the bond, intentionally crossing the witch's path to initiate the connection. Severing & Consequences: This bond is permanent unless forcibly broken by tragedy. If severed—whether by the death of either partner or the complete loss of the witch's magic—the surviving half suffers a profound, soul-deep depression that can be fatal if unmanaged. Messenger & Summoning Aid Rules Sending for Help: If your character is in danger, you may roleplay dispatching your familiar to fetch aid (e.g., sending a bird to find an ally). Notification: Sending a familiar counts as calling or texting for assistance. You must explicitly state in local chat that your familiar has been sent so all players in the scene are aware. If its not posted in local it did not happen, and any aid arriving is invalid. Attacker’s Option: Once the OOC notification is posted, any attacker in the scene has the option to either wrap up and flee or stay and prepare for incoming backup. Arrival Timing & Travel Requirement: Responding characters must account for the physical distance across the land. Responding players must wait at least 2 full post rounds before posting their arrival into the scene, and their avatar must physically travel to the location. Teleporting instantly or arriving without travel is considered metagaming. Familiar Abilities Shared Senses: You can perceive what your familiar sees or hears, provided it remains within scene distance. Alertness & Danger Intuition: Your familiar can act as an early warning system, reacting instinctively to immediate danger, stealthy movement, or hidden threats. Telepathic Link: You can communicate silently with your familiar when it is in close proximity. Animal Translation & Distraction: Familiars can interface with other natural animals of their species for basic information, distraction, or interruption. They cannot rally or summon herds, swarms, or packs of wild animals to fight or assist. Energy Reservoir & Sizing Trade-offs: A familiar can lend a reserve of stamina to its master, but drawing on this power has clear rules and costs: Physical Contact Required: You must be actively touching your familiar to draw from its energy pool. Proportional Drain & Exhaustion: Players do not have to take all the creature's energy at once—only what is needed. However, drawing heavily or pulling the entire reservoir will completely drain the animal, causing it to pass out or collapse from exhaustion for the rest of the scene. Size Tradeoffs: Smaller Familiars (e.g., birds, rodents): Highly portable and able to go anywhere—including indoors. They offer a smaller overall pool, but if drained completely, a passed-out sparrow or mouse can easily be tucked safely into a pocket to recover. Larger Familiars (e.g., horses, large hounds): Offer a larger pool of stamina, but cannot go everywhere (a horse won't fit in a tavern or cellar). Additionally, fully draining a large animal leaves you with an incapacitated beast in the scene that cannot easily be carried away. Character Information Form Character Application We are asking that all players fill out the form above so we can keep track of what races are on sim. Players can begin playing as soon as they choose the group they want to join.

  • ROLES IN THE LUMINIA GLADE | Sovereignsrestsl

    roles of the Luminia Glade roles of the Luminia Glade roles of the Luminia Glade roles of the Luminia Glade Residents of the Luminia Glade Residents of the Luminia Glade Residents of the Luminia Glade Residents of the Luminia Glade The Gladebound The Gladebound are the residents of Lumina Glade, beings tied to the lighter side of nature and old magic—fae, elves, fauns, kitsune, dryads, and other forest-born creatures who carry the essence of the living woods within them. Within this realm, only those of the forest and its natural magic are recognized as true citizens, bound by the harmony and spirit of the glade. Those with the darker nature are only allowed to stay in the glade in servitude. This is done to protect the glade. leader of the Luminia Glade leader of the Luminia Glade leader of the Luminia Glade leader of the Luminia Glade The Luminia Glade is watched over and guided by a single figure—the Luminarch. As most things on the island this Regent is chosen by the Overlord and can only be removed from that title by him. The The Luminarch serves as the ruling voice of the forest and all who dwell beneath its branches. The Luminarch stands as the guiding force of Lumina Glade, representing the fae, forest-born creatures, and ancient beings who call the glade home. The Luminarch is the voice of the Overlord within the woods, charged with preserving balance, maintaining prosperity, and ensuring obedience throughout the region. The Luminarch assigns roles and responsibilities throughout the glade, shaping harmony from the wildness of the forest itself. Life within Lumina Glade is not left entirely to chance—gatherers, guardians, healers, hunters, artisans, and caretakers all serve a purpose within the greater whole. At the Luminarch’s side stands a council formed from the many races of the glade. Together, they decide how best to strengthen the region, protect the forest, and earn the favor of the Overlord. For favor is protection. **Admin appointed a position. The Luminarch IC leadership Roles Luminia Glade IC leadership Roles Luminia Glade IC leadership Roles Luminia Glade IC leadership Roles Luminia Glade The Luminous Council (Up to 5 Members) The Luminous Court serves as the ruling council of Lumina Glade and acts as advisors to the Luminarch. Similar to the Dark Council within the Shadow Realm, the Court helps govern the region, maintain order, and ensure the glade continues to meet the expectations of the Overlord. Members of the Court are chosen by the Luminarch from among the races of the forest. They are often respected leaders, skilled magic users, guardians, diplomats, or individuals who have earned favor within the glade. The Court assists in decisions regarding tribute, regional duties, disputes, protection of the forest, and relations with the other regions of Sovereign’s Rest. To sit within the Luminous Court is considered both an honor and a position of influence, carrying the expectation of loyalty, service, and devotion to the glade. Thornwarden Second in Command. When needed, the Thornwarden will stand in for the Luminarch. This role is chosen by the Luminarch. Like the council, their place is never guaranteed—favor may elevate them, but the will of the Luminarch may just as easily strip the title away. Within the Luminia Glade, balance is constantly maintained, and no position is beyond replacement. Oversees the Lumen Guard. OOC - This role does require active participation on sim. the Lumen Guard the Lumen Guard the Lumen Guard the Lumen Guard The Lumen Guard The Lumen Guard moves through the Lumina Glade like a living extension of the Luminarch’s will. Tasked with preserving balance within the forest, they ensure that order is maintained among its inhabitants and that the laws of the glade are respected. Where disturbance stirs, they are the first to respond; where guidance is needed, they bring it. Their presence is both protection and reminder that the forest is always watching. Beyond the boundaries of Lumina Glade, the Lumen Guard may also be called to accompany the Luminarch when travel beyond the forest is required. In such moments, they serve as both shield and envoy—silent guardians whose presence reflects the authority and reach of the glade itself. Within Lumina Glade, they are the steady hand of preservation. Without them, the harmony of the forest would be far more easily undone. other Titles in the Luminia Glade other Titles in the Luminia Glade other Titles in the Luminia Glade other Titles in the Luminia Glade CAPTIVES IN THE LUMINIA GLADE Those found within the Luminia Glade who are not citizens, or who have not been brought in by a Gladebound, risk being taken captive. For trespassing, they will receive a three-day sentence of servitude within the realm and may not leave without the Regent’s permission. OOC: Servitude and capture are not solely based on sexual slavery. While players may choose that route, there are other in-character options available. If your character is captured, you will have the opportunity to discuss and agree upon the outcome. Below, you will find a list of jobs your character may perform during their three-day sentence in the Luminia Glade. For more information, please refer to the Capture Rules. Potential Captive Jobs Forest clearing and trail maintenance Gathering herbs, fruits, and non-sentient resources Assisting with planting, tending, or restoring corrupted or damaged flora Water collection and stream upkeep Cleaning and maintenance of Gilded Hollow dwellings or communal spaces Assisting artisans with non-magical crafting tasks Delivery of messages or supplies within the glade under escort. Helping healers prepare materials or tending to healing spaces Assisting Lumen Guard patrols in non-combat support roles Construction or repair of simple wooden or woven structures General labor is required to support the upkeep of the forest’s balance Hunting and preparing animals for tribute. Crystal Gathering in the caves. PERKS FAVORED IN THE LUMINIA GLADE How many are chosen each week? Four players per region (Docks, Glade, and Shadow). How do you get chosen? Roleplay. Whether you're socializing in the tavern, gathering tributes, or creating stories within your region, active participation is what matters. What do Favored receive ICly? Favored are chosen for one week and receive: A room in the Gilded Hollow (decorated, no additional prims provided). First choice of distributed food or access to select food from the Favored Market. Personal bottles of wine and liquor (others may only purchase alcohol by the glass in the tavern). Access to the private Favored Bathhouse in the Village. OOC NOTE: The purpose of this is to encourage players to roleplay, start their own stories, and enjoy the sim. This does not give a player any leadership or power in character. It gives your character, the opportunity to roleplay having the best things for a week. Players who are in different time zones from the admin and leads should post their roleplay in the Discord roleplay channels and the SL roleplay groups. If we are here to see you on sim. We don't know that you have been there. For a roleplay sim to exist, it needs roleplayers. Roleplayers want stories and people to roleplay with. We don't expect players to be on sim 24/7 nor will we choose players for the title of Favored simply because their avatar is on sim. THE LUMINIA GLADE

  • STAFF | Sovereignsrestsl

    Sovereign's Rest Staff Meet the Team We are not currently accepting applications or volunteers for staff roles. However, we are always looking for potential staff members. The admin team considers recommendations from current staff and observes players who actively roleplay and help promote the sim. Ways to be considered include: Being an active roleplayer on the sim by building stories and participating in events Hosting in-character (IC) events Submitting ideas for storylines Note: Players who become staff but are not active or contributing to the sim will be asked to step down. We understand everyone wants time to play, but we expect our staff to help build the sim, promote roleplay, and maintain a drama-free environment. Joseph Surface The Overlord Sim Owner The Admins Handle all disputes on sim. Rentals Calendar and events Answer questions about lore, rules, & races. Lexie Vaher Admin Leads Responsibilities Leads can: Answer questions about lore and sim rules Direct players to Admin when issues arise Send out notices Remove players from OOC chat when needed In Character Roles: Regents, Veiled Sovereign, Commander of the Guard Commander of the Guard TBD All regions Guards fall under the Commander of the Guard. Shadow Keeper Silas Ϯ Ϯ Ϯ Dubois(meridiaan.vorhees) Regent of the Shadow Realm High Priestess Morrigan Bondar Leader of the Magister's Coven As-needed NPC run by Lexie Vaher Veiled Sovereign ʀɪᴠᴇɴ ᴠᴀʟᴇᴄʀᴏɪx (riven.doll) Oversees all Magic Users Luminarc TBD Regent of The Lumina Glade Tide Warden TBD Regent of The Docks Storytellers Lead stories and help promote storylines as needed Can answer questions about the lore or direct you to the website In Character Roles: Odalisque, Region Captains of the Guard Note: Storytellers guide and support roleplay but do not enforce rules or handle disputes unless they also serve in another staff role. Storyteller ᴇᴠᴀɴ (dollymayhem) Storyteller TBD Storyteller TBD Storyteller TBD Combat Moderators Combat Moderators handle only combat situations on sim. This includes tournaments and, when available, they may be called in to moderate a private combat scene (dice fight) if needed. They can: Answer all questions regarding combat on the sim Moderate combat scenes and tournaments Note: If disputes in a combat come out seek out an Admin for help. Combat Moderator Ulrok (craven.fallen) Combat Moderator TBD Greeters Our official welcomers to the sim, Greeters can answer questions and help direct you to the right place to find information. Greeter TBD Greeter TBD Chat Moderators Watch over the SL OOC, Roleplay Groups, and Discord OOC Chat Chat Moderator ᴇᴠᴀɴ (dollymayhem) Chat Moderator TBD

bottom of page