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  • HEALING | Sovereignsrestsl

    Healing Healing Healing Healing Healing abilities Healing abilities Healing abilities Healing abilities In Sovereign’s Rest, the island itself weakens and slows the natural healing abilities of all races and creatures alike. This includes beings known for rapid regeneration or supernatural recovery All characters will find their healing abilities significantly reduced after arriving on the island. Wounds take longer to close, and injuries linger, Recovery is slower for all characters. Healing other abilities Healing other abilities Healing other abilities Healing other abilities The island’s magic is the suppression of healing abilities used on others. Characters who normally possess powers capable of magically healing another person will discover those abilities no longer function properly within Sovereign’s Rest. Healing Breakdown Healing Breakdown Healing Breakdown Healing Breakdown Characters with instant healing abilities will require approximately 1 full day to recover from injuries that would normally heal immediately. Characters who would normally recover within a few days may instead require several weeks. Players may seek out a member of the Magister's Coven in the infirmary located in the Village. Human Healing Human Healing Human Healing Human Healing Humans are also affected and will experience slower healing times than normal. A vampire may still use their saliva to stop bleeding while feeding, but the bite itself will not magically heal afterward. The wound and marks will remain until they recover naturally over time vampire Healing vampire Healing vampire Healing vampire Healing Medical knowledge and skill Medical knowledge and skill Medical knowledge and skill Medical knowledge and skill Characters who possess medical knowledge, herbal remedy experience, or training as healers or doctors from their original realms still retain those skills and may use them to aid others through natural treatment methods. Only the characters that have chosen to have Magic Abilities can have magical healing. How healing works? How healing works? How healing works? How healing works? Players who are injured determine how effective magical healing is on their character based on the severity and nature of the injury. Healing within Sovereign’s Rest is entirely consent-based, and no player is required to accept magical healing if they do not wish to. Players are encouraged to communicate and work together fairly when handling injuries and recovery. If disagreements or issues arise regarding healing outcomes, players may choose to settle the matter through dice rolls or seek assistance from an Admin. APPEARANCE ABILITIES FLAWS CHARACTER ALIGNMENT

  • *FAIRIES | Sovereignsrestsl

    FAIRIES FAIRIES FAIRIES FAIRIES Fairies Wood Elves, High Elves, Seelie, Pixie, Wisp, Nymph Fairies Unseelie, Bean-sidhe, PHYSICAL ATTRIBUTES & INHERENT ABILITIES PHYSICAL ATTRIBUTES & INHERENT ABILITIES PHYSICAL ATTRIBUTES & INHERENT ABILITIES PHYSICAL ATTRIBUTES & INHERENT ABILITIES Players can choose their Physical Attributes and Character Accessories (wings, horns etc) from the Race's lore. Basically if it is in the Original lore you can have them. Below are attributes and Cognitive abilities that all Faes have. Fairies PHYSICAL ATTRIBUTES Fairies PHYSICAL ATTRIBUTES Fairies PHYSICAL ATTRIBUTES Fairies PHYSICAL ATTRIBUTES FAIRY STRENGTH Despite their size, fairies possess surprising physical strength and can comfortably carry or lift their own body weight. FLICKER Fae are capable of moving in sudden, rapid bursts of speed, often appearing as little more than a flicker of motion. Smaller fae tend to move faster than larger ones. BALANCE Fairies possess exceptional balance and agility, able to move across narrow branches, railings, and uneven terrain with ease NATURAL ACCESSORIES Accessories meaning wings, tails, horns etc are not considered to be extra abilities but natural to the character. Such as the ability to fly. To keep things balanced these accessories are just the basics..claws are just claws. Tails can't lift a house. etc Fairies inherent Cognitive ability Fairies inherent Cognitive ability Fairies inherent Cognitive ability Fairies inherent Cognitive ability FAE SIGHT All Fae possess what is known as Fae Sight, however what each fae can sense varies depending on their type. Some fae may be able to detect the presence of magic being used, such as a hex or curse or even when a ward is in place. This cannot identify the specific nature of the magic itself. Other fae have more specialized forms of sight; for example, leprechauns may have an innate ability to locate treasure or valuable objects with ease. Players should choose what their character can see with Fae sight based on their lore. NATURE SENSE All Fairy Folk possess a Nature Sense, a natural instinct that alerts them to disturbances in their environment or approaching danger before it is seen or heard. This ability functions similarly to how animals sense storms or react to unfamiliar presences nearby. Nature Sense is not empathy or mind reading. It does not reveal emotions, lies, thoughts, or intentions, only that something or someone is approaching and disturbing the natural balance around them. GLAMOUR Fairies can create illusions that alter how others perceive their appearance (hair, eyes, etc.), but this is not shapeshifting. A human form of your fae. Limits: Does not last all day (up to 4 hours) and does require the Fairy to recharge in the glade in their natural form. Does not change bone structure or shape you can't take on the appearance of another player. It requires minimal focus, with no eye contact or dice rolls. fairies Abilties fairies Abilties fairies Abilties fairies Abilties Players get to choose 1 cognitive ability and 1 primal ability (These abilities must come from the character's original race story. Below are some suggestions for such abilities. KEEP IN MIND Abilities must come from the character's original race story Abilities that are on the restricted list are not allowed. If you have any questions, reach out to the Admin. (*See Character Creations Abilities ) These are in addition to the Physical Attributes and inherent Cognitive abilities. cognitive abilities cognitive abilities cognitive abilities cognitive abilities SUGGESTIONS MOOD VEIL A fae can subtly influence the emotional atmosphere of an area, making those nearby feel uneasy, calm, joyful, paranoid, or melancholic. This affects the scene rather than controlling individuals directly. FALSE MEMORY Some fae can briefly alter short-term memories by whispering a false memory to a single target within 20 meters (closer is more effective). A dice roll or OOC consent is required, and only minor details may be changed, such as obscuring an identity. False memories used to implicate another character require that player's OOC consent and must contain inconsistencies that can be discovered through a dice roll. The effect lasts 1 day unless reinforced. EMOTION PROJECTION A fae may project emotions into another player’s mind, causing sudden fear, anger, happiness, sadness, or other strong feelings. This is a form of mental manipulation. A fae simply makes eye contact and whispers the emotion the is being projected. The fae can be up to 20ms away. The only one who can hear the whisper is the one that has made eye contact with the fae. This only last until the fae loses focus or leaves the areas. The projection ends immediately. FAE WHISPERS A fae may project emotions into another player’s mind, causing sudden fear, anger, happiness, sadness, or other strong feelings. This is a form of mental manipulation. A fae simply makes eye contact and whispers the emotion the is being projected. The fae can be up to 20ms away. The only one who can hear the whisper is the one that has made eye contact with the fae. This only last until the fae loses focus or leaves the areas. The projection ends immediately. Dream Touch A fae can subtly influence the emotional atmosphere of an area, making those nearby feel uneasy, calm, joyful, paranoid, or melancholic. This affects the scene rather than controlling individuals directly. Enchanted Voice Certain fae possess voices with unnatural influence, making their songs, stories, or spoken words unusually persuasive or difficult to ignore. primal abilities primal abilities primal abilities primal abilities SUGGESTIONS animal commands animal commands animal commands animal commands ANIMAL COMMANDS Some races share a deep bond with nature, allowing them to call nearby animals for temporary aid. These creatures are not created or controlled by magic, but choose to assist for a short time. Limits Only one large animal may be called at a time. Small creatures (birds, rodents, insects, etc.) may arrive in groups of up to 10. Animals will not fight to the death and will flee if badly injured, frightened, or overwhelmed. The caller cannot fully control the animals; wild creatures may act unpredictably. Concentration is required to maintain the bond. A dice roll is required when commanding animals to attack or perform difficult tasks. Only animals native to the current environment or region may be called. Shadow Manipulation Shadow Manipulation Shadow Manipulation Shadow Manipulation SHADOW MANIPULATION This is used by darker-aligned races to manipulate existing shadows, to obscure areas, conceal themselves, or create unsettling visual distortions. This ability acts as camouflage rather than true invisibility and does not hide sound, scent, movement, or physical presence. Limits Shadows must already be present; bright light or direct sunlight weakens or prevents the ability. Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail. After three rounds of use, the character becomes fatigued and the shadows may become unstable or fade. Using this ability to spy on others requires a dice roll and/or OOC consent. telekinsis telekinsis telekinsis telekinsis TELEKINSIS The ability to move or manipulate small objects without physically touching them. Stronger uses require focus and quickly drain energy. A person can lift their body weight. light Manipulation light Manipulation light Manipulation light Manipulation LIGHT MANIPULATION Some light-aligned races can manipulate existing light to brighten areas, create dazzling displays, or surround themselves with a radiant glow. This ability does not make a character invisible. Instead, it can make details harder to focus on by creating glare, flashes, or shifting light around the user. It does not hide sound, scent, movement, or physical presence. Limits A source of light must be present for this ability to function. Total darkness greatly weakens or prevents its use. Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail. After three rounds of use, the character becomes fatigued and the light may flicker or fade. Bright flashes used to distract, blind, or impair another character require a dice roll and/or OOC consent. ELEMENTAL POWERS A player may choose one elemental affinity as their Primal Power: Air Earth Water Fire LIMITS Elemental users may control their chosen element in moderate ways, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Due to the island's influence, these powers are weakened and must remain reasonable. Large-scale effects such as tornadoes, wildfires, earthquakes, tsunamis, or other catastrophic destruction are not allowed. Elemental abilities are physically exhausting. After three post rounds, the character begins to experience fatigue, slower reactions, and reduced control. Continued overuse may cause the power to fail entirely until the character has rested. Players are expected to roleplay exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable. fairies flaws fairies flaws fairies flaws fairies flaws Flaws are part of all races and should always be played on. In Sovereign's Rest Players take on the flaws original lore flaws, the inherent flaws, and then choose 1 or more flaws. Original Lore Flaws These are built into the race's lore (sunlight can kill a vampire) The written flaws must be used unless otherwise stated on this website. Feel free to reach out to an admin with questions about this. Inherent Flaws These are Flaws that we wrote into our Sim story and are part of the lore. They may or may not be part of the races original lore but we have added them to help balance out power and all races in Sovereign's rest have them. (*See Flaws in Character Creation for more details) Players Choice Players will pick at least 1 more flaw. (There are no limits on the flaws characters can have) We have listed some suggestions based on lores that you can choose from or pick your own. (See Character Creation Abilities and Flaws for more Information on this) SUGGESTIONS fairies flaws fairies flaws fairies flaws fairies flaws NATURE BOUND NATURE BOUND Characters with this flaw become restless or agitated after spending several hours away from forests or natural environments. SWEET TALK WEAKNESS SWEET TALK WEAKNESS Highly susceptible to flattery, compliments, or charming words, often overriding caution or logic GLAMOUR VANITY GLAMOUR VANITY An obsessive focus on appearance, beauty, clothing, or personal presentation. The character may become distracted or distressed if they feel “less beautiful.” PLAYFULNESS OVER DUTY A strong tendency to prioritize fun, games, or entertainment over responsibility or serious tasks. SPOONFUL OF SUGAR SPOONFUL OF SUGAR If sugar is spilled on the floor or on the table the fae can't help but want to count each grain of sugar. They will not be able to walk away until all pieces are counted and put into a bowl TRICKSTER INSTINCTS Characters with this flaw have a strong compulsion toward pranks, deception, and misdirection. While not always malicious, they struggle to resist lying, trickery, or manipulation, especially when bored, excited, or emotional. Their actions often create misunderstandings, disrupt plans, and can place themselves or others at risk. OBESSIVE CRAVING FLAWS Fairies are known to develop powerful obsessions or cravings that can cloud their judgment and drive impulsive behavior once exposed to the object of their fixation. When confronted with their obsession, they may become distracted or reckless in their attempts to obtain it. Pick one: Dairy – Cream , milk, butter, or soft cheeses Shiny Objects – Gems, coins, jewelry, or polished metals Sparkling Obsession – Anything that glimmers, shines, or sparkles Sweet Treats – Candy, pastries, honey, or sugary foods Gift Obsession -A compulsive need to exchange gifts, favors, or trinkets, even in inappropriate situations or without clear reason. Magic Using non human Characters Magic Using non human Characters Magic Using non human Characters Magic Using non human Characters Many lores in Fantasy and Supernatural have races that thrive using Magic along with other abilities. To keep things balanced, we have seperated the use of Magic and other abilities. Players can choose to have the primal or cognitive abilities that these races have or choose to be a Magic user. Choosing Magic as your ability - You can keep all physical attributes (enhanced speed, strength etc) and abilities such as flying if your character has wings. You retain your character alignment as well as the flaws that come with these races. You do give up any cognitive abilities and Primal abilities that are associated with the race you choose. Instead you will chose a magic disipcipline to start with and have the chance to join the Magister's Coven *See Magic Users for more information. ELVES,FAIRIES, ANGELS, DEMONS, AND ORCS

  • *Fairies, Demons, Elves, Angels & Orcs | Sovereignsrestsl

    FAIRIES FOLK, DEMONS, Angels, Elves and Orcs FAIRIES FOLK, DEMONS, Angels, Elves and Orcs FAIRIES FOLK, DEMONS, Angels, Elves and Orcs FAIRIES FOLK, DEMONS, Angels, Elves and Orcs I HAVEN'T SEEN THE RACE I WANT TO PLAY Below you will find links to some of the most popular fantasy and supernatural characters and how to set up the character for play. All races are set up the same way: Follow the Original Lore List Character Alignment, Physical Attributes, & Accessories (wings etc) List Abilities 1 Primal and 1 Cognitive (only if your character has them in their lore) Choose your flaws. If there is a race you are interested in and you don't see it on this website, feel free to reach out to an admin. We are happy to discuss it with you. Make sure to read-through Character Creation to make sure the race is not on the restricted list. Race ooc information Race ooc information Race ooc information Race ooc information character alignment character alignment character alignment character alignment Races are assigned to their character alignment based on their race's Lore. Players are encouraged to stay true to the actual lore of those characters. Read more about Character Alignment under Character Creations. Lighted Aligned Characters Lighted Aligned Characters Lighted Aligned Characters Lighted Aligned Characters Elves Wood Elves, High Elves, Fairies Seelie fae, Pixies, Sprites, Brownies, Dryads, Nymphs, Leprechauns, Willow Wisps, Pookas (mischievous but often harmless) Angels Dark Aligned Characters Dark Aligned Characters Dark Aligned Characters Dark Aligned Characters Demons Orcs, Trolls and Goblins Dark Elves & Fallen Angels Unseelie Fae, Shadow Fae, Bean-Sidhe (Banshees), Dark Court Sidhe ELVES, FAIRIES, ANGELS AND dEMONS Characters ELVES, FAIRIES, ANGELS AND dEMONS Characters ELVES, FAIRIES, ANGELS AND dEMONS Characters ELVES, FAIRIES, ANGELS AND dEMONS Characters ELVES FAIRIES ANGELS DEMONS Abilities These races are more physical races. Players should make their character based on an existing lore. In some stories, Orcs do have a shaman character. The Shaman has magical abilities. Players wanting to play a Shaman will follow the instructions under "Non-human Magical users". ORC, TROLLS & OTHER RACES 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. Magic Using non human Characters Magic Using non human Characters Magic Using non human Characters Magic Using non human Characters Many lores in Fantasy and Supernatural have races that thrive using Magic along with other abilities. To keep things balanced, we have seperated the use of Magic and other abilities. Players can choose to have the primal or cognitive abilities that these races have or choose to be a Magic user. Choosing Magic as your ability - You can keep all physical attributes (enhanced speed, strength etc) and abilities such as flying if your character has wings. You retain your character alignment as well as the flaws that come with these races. You do give up any cognitive abilities and Primal abilities that are associated with the race you choose. Instead you will chose a magic disipcipline to start with and have the chance to join the Magister's Coven *See Magic Users for more information.

  • *Night Races -Vampires | Sovereignsrestsl

    vampires & other Night RACES vampires & other Night RACES vampires & other Night RACES vampires & other Night RACES Night Races of Sorvereign's rest Night Races of Sorvereign's rest Night Races of Sorvereign's rest Night Races of Sorvereign's rest Night races, such as vampires, are not bound by the traditional limits of their kind while within Sovereign’s Rest. They may move freely cross the island at any hour, unrestrained by the rising or setting of the sun. However, while sunlight will not destroy them, it is not without consequence. Prolonged exposure to the sun is draining, sapping their strength and leaving them weakened over time. In contrast to the rest of the island, the Shadow Realm exists in a state of perpetual night, bathed in starlight regardless of the hour. Within this domain, night creatures feel a natural surge of energy and vitality. Their connection to darkness strengthens them, restoring what daylight diminishes. Because of this, night races are encouraged to return to the Shadow Realm periodically to recover and recharge. Examples of the night races (that have a sun affliction) Vampires Dark Elves *See Fairy Folk for more information Trolls - cave-dwelling creatures Night Race Character alignment Night Race Character alignment Night Race Character alignment Night Race Character alignment These characters typically fall under the Dark Alignment and reside in the Shadow Realm. Characters may remain in their region, live in remote camps or ruins, or settle at the neutral Docks where all races and alignments mix. Leaving your region can have consequences. The regions compete for the Overlord's favor, and those who abandon their homeland may be viewed as disloyal. Returning to hunt, gather resources, or reclaim territory may be met with resistance, and members of your own race may see you as a traitor. Vampires Vampires Vampires Vampires There are many different lores and stories surrounding vampires, inspired by settings such as World of Darkness and modern pop culture. In Sovereign’s Rest, your character may come from any world, time period, or interpretation of vampire lore. Whether your vampire follows the traditions of True Blood, gothic horror, or another setting entirely, you are welcome to bring that history with you. However, there are certain truths that all vampire characters within Sovereign’s Rest must follow. BLOOD IS A MUST Vampires must feed on blood to survive. They are unable to eat mortal food or drink ordinary beverages, as their bodies can no longer process them. Blood is both nourishment and the source of their strength. The blood of humans and other humanoid races grants vampires their true strength and abilities. While animal blood can keep a vampire alive for a short time, it is thin and unsatisfying. Continued dependence on it causes their hunger to grow stronger while their supernatural gifts slowly weaken and begin to fail. ETERNAL LIFE Vampires are among the Undead. Their bodies no longer live in the mortal sense, and because of this they cannot father or bear children. A vampire remains eternally unchanged unless destroyed. The most common ways to permanently kill a vampire are staking them through the heart or complete beheading. The age of your vampire is entirely up to you. Some may be newly turned, while others may have existed for centuries. However, age alone does not make a vampire stronger than others. Older vampires instead possess greater control over their abilities, emotions, and thirst through years of experience and discipline. HUNTING There is no Veil within Sovereign’s Rest, meaning vampires do not need to hide what they are. Still, secrecy and manipulation may prove useful while hunting or interacting with others. Vampires are considered part of the Shadow Realm, and hunting within those lands is generally unrestricted. However, the laws of each region must still be respected. Attempting to feed upon or capture citizens within the Village or another Regent’s territory without permission from that Regent or the Overlord may result in punishment. Vampires that choose to live in the Docks are not allowed to openly hunt there. If choosing the nuetral alignment coming by food will be harder as they Overlord does not provide that type of food in the docks. More Vampires Basics More Vampires Basics More Vampires Basics More Vampires Basics MAKING A NEW VAMPIRE Other characters can be turned vampire with OOC consent. The process requires: Draining the victim’s blood until they are near death. Feeding them the sire’s blood. Allowing twenty-four hours for the transformation to fully take hold. Turning may only occur within the Shadow Realm. During this time, the newly turned vampire must remain hidden away in darkness while the transformation completes. Whether this means resting together within a coffin or restraining the fledgling in a secluded chamber is entirely up to the players involved. If you choose to become a sire, then you are responsible for teaching your fledgling your ways and helping guide them into undeath. Choose carefully, as this character will likely become one of your long-term roleplay partners. Who can be turned? Any player can choose to turn vampire however, we do not allow Hybrid races. if you choose to turn you do give up all of your attributes and abilities from the race you are changing from. This includes things such as wings and tails. BLOODDOLLS There is no Blooddoll group or job in Sovereign's Rest. The BloodDolls provided by the Overlord are all NPCs. Players can take on this role, but it is set up between the players. The Overlord ensures that all creatures within Sovereign’s Rest are provided for, including the blood required by vampires. NPC blood dolls are kept within the hidden cells beneath the Abyssal Forge. Some may have broken laws, defied orders, or otherwise earned the Overlord’s punishment. Whatever their crimes, they now serve as sustenance for those creatures that survive on humanoid blood and flesh. HEALING See the Healing Ability Section under Character Creations. All Races have diminished healing abilities. Healing a Bite After feeding, a vampire may close or seal their bite mark by licking over the wound to help stop bleeding and reduce visible injury. However, this does not constitute true healing—the wound is not fully restored as if it never occurred, and no deeper injuries are repaired through this process. APPEARANCE As there is no veil in Sovereign's Rest, vampires can have the more human vampire like or go with the montrous like the Nosferatu. The more human look, the vampire is going to be pale and they can choose if their fangs are retractable or not. Vampire Abilities Vampire Abilities Vampire Abilities Vampire Abilities Vampires are traditionally portrayed in folklore as physically enhanced, predatory undead beings, rather than spellcasters or overtly magical characters. While variations exist across different mythologies, their abilities are generally rooted in heightened physical capability, instinct, and survival-driven predation. Players should follow the vampire’s original lore when determining how these traits manifest in roleplay. Some of the most commonly recognized vampire traits include: Enhanced strength Increased speed and reflexes Heightened senses: sight (night vision), hearing, and an acute awareness of heartbeat or blood presence. Smell -only heightened when it comes to the smell of blood. The smallest cut can trigger a reaction. How Enhanced? See Abilities under character Creation to understand more about how your abilties and attritubutes work in Sovereign's Rest physical Attributes physical Attributes physical Attributes physical Attributes Cognitve Abilities Cognitve Abilities Cognitve Abilities Cognitve Abilities Vampires may choose either Compulsion or Mind wipe as their cognitive Abilitiy. Compulsion is the supernatural ability to influence another person’s mind through direct eye contact. A vampire can use this ability to encourage a target to follow simple commands or suggestions. The effects of Compulsion can last up to three days before beginning to fade. To maintain control beyond that point, the vampire must renew the effect before it fully wears off. Repeated or long-term use of Compulsion on the same target may cause mental strain, including memory loss, confusion, paranoia, or emotional instability. COMPULSION Mind Wipe allows a vampire to erase portions of a person’s recent memory through direct eye contact.A vampire may remove up to the last three hours of a target’s memories. Memories removed in this way cannot be naturally recovered and typically require magical intervention to restore.Those affected often experience feelings of missing time, confusion, or moments of déjà vu, even if they cannot remember the erased events. MIND WIPE Vampires have a mental link between sire and child. This link allows the Sire to feel only extreme emotions such as fear or if they are close to frenzy. While the feeling gets stronger the closer the Sire gets to the fledging, When tracking your child or Sire you must get permission from all involved in the scene before finding them and entering ther ropeplay. Do not track a person to find them before talking to all players involved (not just the person you are looking for) Primal Abilities Primal Abilities Primal Abilities Primal Abilities Vampire may choose 1 of the following extra Physical Abilities. Below are some suggestions for this ability let use know if we are missing some. Everytime you use your gifts you need to feed afterwards to replenish your energy. Shift into Bat (requires 2 post) *Shift limits 4 per day. the last post you remain in that form for 24 hours to egain your energy. You will need to feed afterwards. 1. vampire to bat 2. bat to vampire 3. vampire to bat 4. bat to vampire. SHIFT INTO BAT Silent Movement You have the ability to move around without being heard. This includes areas of ground like snow or falling leaves. SILENT MOVEMENT Shift into Mist (requires 2 post) *Shift limits 4 per day. the last post you remain in that form for 24 hours to regain your energy. You will need to feed afterwards. 1. vampire to bat 2. bat to vampire 3. vampire to bat 4. bat to vampire. SHIFT INTO MIST Wall Crawling A vampire can scale a wall without needing hand supports or equipment to do so. WALL CRAWLING *Note to Players - In some vampire lore vampires can shift into wolves, this not an ability we have for Vampires in Sovereign's Rest. If you wish to shift into a larger animal form, consider being a shifter or a were. VAMPIRE FLAWS VAMPIRE FLAWS VAMPIRE FLAWS VAMPIRE FLAWS A creatures in Sovereign's Rest have the same inherent flaws: Fire, Alignment flaws, Silver (dark aligned Characters), and the abilities flaws which weakens their powers. In addition to the inherent we still following the character's lore. For vampires the followng flaws are adding to your character. Sunlight Frenzy Bloodlust Cannot eat Food and Drink Frenzy When a vampire enters Frenzy, it is typically triggered by strong emotions, being attacked, or exposure to an overwhelming amount of blood. In this state, the need for blood becomes their sole focus, and they may lose the ability to distinguish friend from foe or consider the consequences of their actions. Frenzy is driven purely by instinct and feeding urgency and continues until the thirst is fully sated or the state naturally subsides. During Frenzy, the more monstrous and predatory aspects of a vampire come to the surface. This can become extremely dangerous for anyone nearby, as the vampire may act with little to no restraint until the condition ends Bloodlust A heightened predatory state triggered by hunger or the presence of blood. When affected, a vampire’s instincts intensify, making it harder to resist feeding urges and easier to become single-minded in pursuit of a target. While not a loss of control, it can strongly influence behavior, focus, and decision-making until the need is satisfied or the urge subsides. Food and Drink Vampires cannot eat or drink regular food, if they do they throw up. The Tavern does offer a form of bloodwine for vampires to drink. This will not sustain you or your abilities. It can help in holding off any blood cravings while in the village tavern. Other Random flaws The following are other vampire flaws that have appeared in different stories. Players DO NOt have to take these on but they are welcome to add them. Garlic, No reflection in a mirror Cross Holy water Sleeping in a Coffin or the ground Hanging up while sleeping Death of a Vampire Vampires are killed the same way they are in lore, stake through the heart or decapition. A vampire can imploded, turned to dust whatever way the player wishes to take their character out. Death of Character 1. Player Consent is a MUST. Players may not kill another character even with a dice role if the other player does not consent. All deaths even if a player has consented to it must have approval from and Admin. We want to make sure that players who decide to kill their character really want to do this. An admin most be involved in the process for ti to happen.

  • *ELVES | Sovereignsrestsl

    Elves Elves Elves Elves Elves Wood Elves, High Elves, Dark Elves ELVES Abilities, Flaws and attributes ELVES Abilities, Flaws and attributes ELVES Abilities, Flaws and attributes ELVES Abilities, Flaws and attributes elves PHYSICAL ATTRIBUTES elves PHYSICAL ATTRIBUTES elves PHYSICAL ATTRIBUTES elves PHYSICAL ATTRIBUTES HEIGHTENED SENSES – Elves possess naturally sharp hearing, sight, and awareness of their surroundings. AGILITY – Elves move with exceptional grace, balance, and precision. ENDURANCE – Elves can travel and exert themselves longer than most mortal races without tiring. ELVEN SPEED – Elves are naturally quick and light-footed, with faster reflexes and reaction times than most races. STRENGTH – Elves are lean but stronger than they appear, relying more on skill and agility than brute force. elves inherent Cognitive ability elves inherent Cognitive ability elves inherent Cognitive ability elves inherent Cognitive ability Heighten Awareness Elves have strong situational awareness, allowing them to read environments and anticipate danger more effectively than most races.(This is depending on the player’s ability to recognize it OOC before others). Elves Abilties Elves Abilties Elves Abilties Elves Abilties Abilities Abilities Abilities Abilities Players get to choose 1 primal ability (These abilities must come from the character's original race story. Below are some suggestions for such abilities. KEEP IN MIND Abilities must come from the character's original race story Abilities that are on the restricted list are not allowed. If you have any questions, reach out to the Admin. (*See Character Creations Abilities ) These are in addition to the Physical Attributes and inherent Cognitive abilities. primal abilities primal abilities primal abilities primal abilities animal commands animal commands animal commands animal commands Some races share a deep bond with nature, allowing them to call nearby animals for temporary aid. These creatures are not created or controlled by magic, but choose to assist for a short time. Limits Only one large animal may be called at a time. Small creatures (birds, rodents, insects, etc.) may arrive in groups of up to 10. Animals will not fight to the death and will flee if badly injured, frightened, or overwhelmed. The caller cannot fully control the animals; wild creatures may act unpredictably. Concentration is required to maintain the bond. A dice roll is required when commanding animals to attack or perform difficult tasks. Only animals native to the current environment or region may be called. Shadow Manipulation Shadow Manipulation Shadow Manipulation Shadow Manipulation This is used by darker-aligned races to manipulate existing shadows, to obscure areas, conceal themselves, or create unsettling visual distortions. This ability acts as camouflage rather than true invisibility and does not hide sound, scent, movement, or physical presence. Limits Shadows must already be present; bright light or direct sunlight weakens or prevents the ability. Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail. After three rounds of use, the character becomes fatigued and the shadows may become unstable or fade. Using this ability to spy on others requires a dice roll and/or OOC consent. telekinsis telekinsis telekinsis telekinsis The ability to move or manipulate small objects without physically touching them. Stronger uses require focus and quickly drain energy. A person can lift their body weight. light Manipulation light Manipulation light Manipulation light Manipulation Some light-aligned races can manipulate existing light to brighten areas, create dazzling displays, or surround themselves with a radiant glow. This ability does not make a character invisible. Instead, it can make details harder to focus on by creating glare, flashes, or shifting light around the user. It does not hide sound, scent, movement, or physical presence. Limits A source of light must be present for this ability to function. Total darkness greatly weakens or prevents its use. Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail. After three rounds of use, the character becomes fatigued and the light may flicker or fade. Bright flashes used to distract, blind, or impair another character require a dice roll and/or OOC consent. ELEMENTAL POWERS A player may choose one elemental affinity as their Primal Power: Air Earth Water Fire LIMITS Elemental users may control their chosen element in moderate ways, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Due to the island's influence, these powers are weakened and must remain reasonable. Large-scale effects such as tornadoes, wildfires, earthquakes, tsunamis, or other catastrophic destruction are not allowed. Elemental abilities are physically exhausting. After three post rounds, the character begins to experience fatigue, slower reactions, and reduced control. Continued overuse may cause the power to fail entirely until the character has rested. Players are expected to roleplay exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable. Elves FLAWS Elves FLAWS Elves FLAWS Elves FLAWS Elves Flaw Suggestions Rigid Honor Code Characters with this flaw are bound by strong personal principles, traditions, or codes of honor that limit their flexibility in decision-making. They may struggle to adapt when situations require compromise or unconventional approaches, even when doing so would be more beneficial or safer. This flaw can also cause the Elf to act impulsively in defense of their honor or beliefs, sometimes jumping to conclusions before understanding the full situation. In certain cases, they may attempt to “restore honor” or correct perceived wrongs without all the necessary information, potentially leading them into conflict or danger unnecessarily. Slow to Trust Stubborn Pride Emotional Suppression Characters with this flaw struggle to openly express their emotions, often keeping their feelings internal rather than communicating them clearly to others. This can lead to misunderstandings, poor communication, or delayed emotional reactions under stress or pressure. In some instances, the Elf may come across as cold, distant, rude, or unintentionally unkind, even when that is not their intention. This emotional restraint can create barriers in relationships and make it difficult for others to read their true thoughts or intentions. Arrogance of Age A belief that their long life or experience makes them inherently wiser or superior, often leading to underestimating others. Magic Using non human Characters Magic Using non human Characters Magic Using non human Characters Magic Using non human Characters Many lores in Fantasy and Supernatural have races that thrive using Magic along with other abilities. To keep things balanced, we have seperated the use of Magic and other abilities. Players can choose to have the primal or cognitive abilities that these races have or choose to be a Magic user. Choosing Magic as your ability - You can keep all physical attributes (enhanced speed, strength etc) and abilities such as flying if your character has wings. You retain your character alignment as well as the flaws that come with these races. You do give up any cognitive abilities and Primal abilities that are associated with the race you choose. Instead you will chose a magic disipcipline to start with and have the chance to join the Magister's Coven *See Magic Users for more information. ELVES,FAIRIES, ANGELS, DEMONS, AND ORCS

  • REGIONS | Sovereignsrestsl

    Beyond the Village, Sovereign’s Rest is split into three territories: The Lumina Glade, the Shadow Realm, and The Docks. Each is governed by a Regent under the Overlord’s authority, where survival depends on maintaining "The Overlord’s Favor" to secure vital provisions. Be warned: crossing into an opposing region—marked by walls, mists, or rifts—is considered trespassing and triggers automatic OOC consent for a 72-hour in-character capture. Choose your home wisely, as your territory defines your alignment and your place in the island's dangerous political struggle. Hierarchy The Overlord The undisputed ruler and source of all order on the island. He possesses the unique strength required to channel energy to open portals from other worlds and controls every vital resource, including food, seeds, and equipment. He is the sole authority with the power to appoint or remove regional Regents. OOC - The Sim Owner Joseph Surface. Morrigan The sister of the Overlord and a figure of supreme magical authority whose power was instrumental in the island’s creation. As the primary architect of the island's magical laws, she provided the ancient knowledge required to open portals and infused the regional statues with the binding magic used to leash captives to the land. Though she has retreated into solitude, she remains the founder and ultimate head of the Magister’s Coven and continues to offer subtle guidance and counsel to her brother from the quiet spaces between moments. OOC - Rarely seen, but will appear as needed. Influencers of Sovereign's Rest While not official leaders, these roles hold significant social and political weight across the island. The Odalesque A direct extension of the Overlord’s authority; handpicked by him for this admin-appointed storyteller role, they deliver his messages and provide support to regional leadership. The Morveth Initiated members of the Magister’s Coven who serve as magical and medical specialists, working alongside Regents and operating essential village services like the apothecary and infirmary. The Favored A weekly status awarded to active roleplayers from each region, granting them exclusive access to restricted areas, luxury perks, and unique opportunities to spend time with the island's high-ranking authorities. Regional Hierarchy Authority within each territory is a balance between permanent appointments and positions earned through active roleplay. Appointed Regents: The primary leader of each region is an Admin-appointed position. Chosen directly by the Overlord, these rulers hold absolute authority over their territory that can only be revoked by the Overlord himself. Earned Leadership All secondary roles—including regional councils and second-in-command positions—are strictly IC-earned. These individuals are appointed by the local Regent, but their status is never permanent; they can be overthrown or replaced through roleplay at any time. Regional Guards Regional Guards serve as the primary law enforcers and official escorts for Regents, the Morveth, and the Odalesque. These units are granted unique island-wide travel privileges, allowing them to bypass regional borders freely and remain immune to capture while performing authorized escort duties. All guards operate under a direct chain of command, answering to the Overlord, the Commander of the Guards, their local Regent, and the region’s Second-in-Command (the Right Hand). Lumina Glade Village and Overlord's Keep Shadow Realm The Docks The Barrens The Lumina Glade Deep within a forest that grows increasingly strange with shifting paths and echoing voices lies the Lumina Glade. It is a radiant clearing at the heart of the wilderness, serving as the central gathering place for Fae, elves, shifters, and other nature-tied beings. An unseen presence observes all who enter, and the forest's inhabitants are always watching, showing themselves only when they choose. Alignment Lumina Glade is the primary home for Light Aligned characters. Capture Boundary: The designated Capture Area for this region is "Behind the Mist". Automatic Consent: If a character is not an official member of the Glade faction, entering this territory without explicit permission or a Guard escort constitutes trespassing, granting automatic OOC consent for capture. Resident Safety: Characters are generally safe from capture while they remain within the borders of their own home faction territory. Resources The Lumina Glade provides a rich variety of natural resources, medicinal flora, and light-infused materials that sustain the region and fulfill its weekly obligations to the Overlord: Crystals: Any light-colored crystals—such as Pink, Blue Quartz, Yellow, and Green. Flora & Herbs: Black Vines, as well as a dedicated Flowering Meadow featuring planted, rare, and common herbs including White Willow Bark, Chamomile, Ginger, Turmeric, Lavender, Peppermint, and Poppies. Building & Crafting Materials: Silver set in limestone, Eternal Moss (harvested to make ropes), Glowy Moss, and rare Gold (which can occasionally be panned or gathered directly from the streams). Foraged Foods & Berries: Wild Blueberries, Strawberries, and other native fruits. Wildlife & Game: Forest animals for hunting, including Rabbits, Deer, and Buffalo. Glade Life Survival in this region is governed by the laws of the forest and mandatory contributions to the Overlord Provisions and Rations: All food and necessities are strictly controlled by the Overlord. Rations are distributed by the Luminarc, with favored servants receiving the highest quality supplies first while the remaining dwellers must survive on what is left. Enchanted livestock, such as deer, are released into the forest for hunting but are magically prevented from leaving the region. Tributes to the Overlord: The region must provide a weekly tribute to the Village and the Overlord. This tribute consists of the Glade's unique natural resources, including medicinal plants, fresh water, animals of the forest, and glowing crystals. The Risk of Exile: Maintaining the Overlord's favor is essential for survival. Losing that favor results in the loss of all provisions and places individuals at high risk for capture once they step beyond the protected borders of the Glade. Captivity and Servitude Individuals found within Lumina Glade who are not recognized Gladebound or official guests are considered trespassers and subject to capture. Captives serve a mandatory three-day (72-hour) sentence of servitude and are magically bound to the region via the Binding Ritual. Click here and visit the Capture tab for more information. Regional Labor: Captives contribute to the faction through assigned labor rather than simple imprisonment. While players may choose other paths through mutual roleplay, the default experience focuses on regional jobs. Potential Jobs: Assignments include Trail Maintenance, Herb Gathering, Flora Tending, Water Collection, Crystal Harvesting, Message Delivery, Tribute Hunting, or assisting Healers and the Lumen Guard. Key Locations The Forest: A vast and untamed wilderness that travelers must pass through to reach the Glade. The deeper one walks, the more the wilderness seems to watch and shift, making it dangerously easy to lose one's sense of direction. The Lumina Glade: A radiant clearing hidden beneath the great canopy at the heart of the forest. It is a gathering place where mystical creatures reside among glowing plants and ancient trees. The Hidden Meadow: A sanctuary near the clearing filled with rare flowers, herbs, and medicinal plants. Because it contains vital natural resources, this meadow is heavily guarded and known only to a select few. The Gilded Hollow: A massive cave entrance leading into winding caverns that serve as homes for some forest residents. It is also the site where glowing crystals are harvested from deep within the stone. Roles Residents of the Glade: The inhabitants of this region are known as The Gladebound. These are beings intimately tied to the lighter side of nature and ancient magic, including Fae, elves, fauns, kitsune, and dryads. Only those who carry the essence of the living woods are recognized as true citizens. In contrast, those with a darker nature are only permitted to remain within the Glade under the condition of servitude, a measure taken to preserve the harmony of the forest. Leadership & Governance: The Luminia Glade is guided by a strict hierarchy of authority appointed by the Overlord to ensure the prosperity and obedience of the forest dwellers. The Luminarch: The ruling voice of the forest and the Overlord’s direct representative within the woods. The Luminarch assigns all roles and responsibilities, ranging from hunters to healers, and serves as the final authority on regional balance. Thornwarden: The second-in-command who stands in for the Luminarch when necessary. Appointed by the Luminarch, they specifically oversee the Lumen Guard. The Luminous Court: A ruling council of up to five members chosen from among the forest races. They serve as advisors on matters of tribute, disputes, and the protection of the forest The Lumen Guard: The Lumen Guard acts as the living extension of the Luminarch’s will. They are tasked with: Preserving Balance: Ensuring the laws of the Glade are respected and responding to any disturbances. Protection and Escort: Serving as both shield and envoy when the Luminarch travels beyond the forest’s borders. Steady Hand: Maintaining the harmony of the forest that would otherwise be easily undone The Favored Each week, four players are chosen as The Favored based on their active participation and storytelling within the region. Perks: For one week, these individuals receive a decorated room in the Gilded Hollow, first choice of distributed food, personal bottles of alcohol, and access to the private Favored Bathhouse in the Village. Purpose: This is an OOC incentive to encourage roleplay and does not grant the character any inherent IC power or leadership. The Docks Located a short walk down the coastline from the Village, The Docks is a region defined by weathered wood, salt wind, and stone streets. To a newcomer, it may appear to be a humble fishing settlement and a potential means of escape; however, the island does not let its people leave. Those who attempt to sail away find the sea folding strangely around them until a portal returns their boat—disoriented and defeated—to the very piers they sought to flee. While largely inhabited by humans, sailors, and farmers, the Docks serve as a refuge for those who do not wish to belong to the power structures of Lumina Glade or the Shadow Realm. It is a place where shifters, mercenaries, and wanderers choose a harsher but freer existence beside the Saltfolk. Alignment The Docks is the primary territory for Neutral Aligned characters, serving as a refuge for those who wish to avoid the faction war between the Light (Lumina Glade) and Dark (Shadow Realm). It is home to a diverse population of humans, shifters, merfolk, and mercenaries who prioritize a freer, independent existence. While the region is considered neutral ground, it is not a "Safe Zone." Residents of other factions found "behind the walls" without explicit permission are considered trespassers and are subject to automatic capture. Furthermore, the territory remains under the Overlord's control, requiring residents to provide weekly resource tributes and follow strict regulations enforced by the Tidewarden. Capture Boundary: The area "Behind the walls" of the Docks is a designated Capture Area. Resident Safety: You are generally safe from capture while inside the territory belonging to your character’s home faction tag. Trespassing: If you are not a member of the Docks faction, entering the territory without permission constitutes trespassing, making you subject to capture by the local residents. Resources The Docks region encompasses the surrounding farms and the immediately adjacent coastal waters, providing agricultural staples, maritime goods, and essential crafted wares to fulfill regional needs and weekly obligations: Corn, Wheat, and Vegetables: Standard agricultural crops for milling, baking, and daily sustenance. Fruit Trees, Grapes, and Wine: Orchards and vineyards producing fresh fruits and regional wine. Livestock: Farm animals providing meat, dairy, butter, eggs, wool, and animal hides for leather. Fish and Sea Catch: Ocean fish, sea kelp, and other marine plants harvested from the coastal waters. Spices and Salt: Sea salt harvested from evaporating pans alongside local seasonings cultivated along the coastal terrain. Pottery, Clay, and Wares: Natural clay harvested from the riverbanks and shorelines, crafted into earthenware, ceramics, and storage vessels. Printing Press Materials: Books, pamphlets, and official records produced locally at the harbor's printing press. Dock LIfe Survival in this region is a matter of strict regulation and mandatory contribution: Provisions and Rations: All food and necessities are ultimately controlled by the Overlord, who provides the seeds and equipment for the farms. Rations are distributed by the Tidewarden. The Favored receive the highest quality supplies first, leaving the Saltfolk to survive on what remains. Tributes to the Overlord: The region must provide a weekly tribute to the Village and the Overlord. This includes resources gathered from the land and sea, such as wheat, fruits, vegetables, wine from the vineyards, and livestock products like dairy and wool. The Risk of Exile: Losing the Overlord’s favor results in the loss of all provisions and places individuals at high risk for capture once they step beyond the region’s borders. Roles Residents of the Docks: The inhabitants of the Docks are primarily known as the Saltfolk, a population consisting mostly of humans and waterbound beings such as merfolk . While the region is a refuge for Neutral-aligned characters, those with Light or Dark alignments may reside here only by strict law. Unlike the Saltfolk, these non-neutral residents are not provided with provisions and must find their own means of obtaining necessities. Leadership & Governance: The Docks does not govern itself; it is ruled by a hierarchy appointed to maintain order and ensure the territory remains in the Overlord’s favor. The Tidewarden: A single figure chosen by the Overlord to rule the region from its endless dusk. The Tidewarden is responsible for assigning all roles and shaping order, acting as a protective but loyal extension of the Overlord’s authority. Harbor Steward: The second-in-command who stands in for the Tidewarden as needed . Appointed by the Tidewarden, this steward oversees the Breakwater Guard and can be removed from their position at any time . The Saltwater Assembly: A council of up to five Saltfolk who serve as the Tidewarden’s inner circle . They advise on matters of tribute, regional punishment, and strategies to strengthen the Docks' standing with the Overlord. The Breakwater Guard: Tasked with enforcing the laws of the Docks, this guard ensures that order is maintained and no rule is broken without consequence. While they report primarily to the Tidewarden, they also answer to the Commander of the Guards in the Village. They serve as the region’s first responders to unrest and act as an escort and shield for the Tidewarden when traveling beyond the Docks' walls. The Favored: Each week, four players from the region are selected as The Favored based on their active participation in roleplay and the ongoing story. Perks: For one week, these individuals receive a room in the Favored Section of the Village, first choice of distributed food, personal bottles of alcohol, and access to the private Favored Bathhouse. Purpose: This role is intended to encourage storytelling and does not grant the character inherent leadership or power Key Locations The Farms: The agricultural heart of the region where crops are grown and livestock is raised. This area also includes a vineyard for the production of wine. The Docks District: The coastal center for fishing and storage. It serves as a daily gathering point for the Saltfolk, both on the streets and beneath the offshore waters. The Undertow: A black market thriving within the alleys and warehouses of the district. This is a loose underworld of smugglers and thieves where contraband, stolen relics, and secrets are bartered. The Water Way Underneath: A sanctuary located just below the piers where merfolk and other water creatures can seek shelter or sun themselves along the beaches. Captivity and Servitude: Individuals found within the Docks who are not recognized citizens or official guests are considered trespassers and subject to capture. Captives serve a mandatory three-day (72-hour) sentence of servitude and are magically bound to the region. Click here and visit the Capture tab for more information. Regional Labor: Captives contribute to the faction through assigned labor rather than simple imprisonment. While players may choose other paths through mutual roleplay, the default experience focuses on regional jobs. Potential Jobs: Assignments include Netcaster, Crabber, Dockhand, Groundskeeper, Harvest Worker, Basket Weaver, Dredger, Crane Operator, Fish Cleaner, Shell Opener, or Corn Shucker. Helvetica Light is an easy-to-read font, with tall and narrow letters, that works well on almost every site. The Shadow Realm The Shadow Realm is the darkest region of the island—a brutal wasteland of scorched stone, fire, and endless moonlight where the sun never rises. Once a thriving forest, it has been stripped bare and carved into mining camps and the massive Abyssal Forge, a fortress built directly into the mountainside. This is the home of vampires, demons, werewolves, and other shadow-born races who constantly compete for power and the Overlord's favor. Alignment The Shadow Realm is the primary territory for Dark Aligned characters, serving as a fortress for beings of a darker nature—such as vampires, demons, and minotaurs—who constantly compete for power and the Overlord's favor. While it is the seat of dark power on the island, it is not a "Safe Zone." Residents of other factions found "inside the rift" without explicit permission or a Guard escort are considered trespassers and are subject to automatic capture. The realm remains under the Overlord's absolute control, requiring residents to provide weekly mineral tributes from the mines and follow strict regulations enforced by the Keeper of the Shadows. Individuals of a lighter disposition are only permitted to remain within the realm in a state of servitude, holding a lower social station than the recognized Shadow Dwellers. Resources The Shadow Realm provides a variety of raw materials, flora, and minerals that sustain the region and fulfill its weekly obligations: Metals & Ores: Copper, iron, and manganese are common, while gold can occasionally be found deep within the caves. Mining yields iron oxides, copper carbonates, and manganese oxides, including hematite (red ore for iron, steel, dyes, and paints) and malachite (green ore for copper extraction, jewelry, and crafts). Crystals: Any dark-colored crystals can be mined here—such as Black Tourmaline, Black Obsidian, Black Onyx, and Smoky Quartz—alongside Red Garnet for jewelry and spellwork. Building Supplies: Structural timber and stone/rock. Flora & Vegetation: Purple Ivy (grows exclusively in shadow and is harvested for dyes), shadow kelp, and valued Shadow Flowers such as the Bromelian Tree, Dryat Pitcher v2, Wall Stalk, and Challis Flower. Shadow Life Survival in this region is defined by power, status, and absolute obedience to the Overlord's will. Provisions and Rations: All food and necessities are provided by the Overlord, including specialized sustenance like NPC humans for vampires and succubi. Livestock marked with enchanted tags are released into the deadlands for hunting during full moons. Rations are distributed by the Keeper of the Shadows, with favored servants receiving the finest supplies first while others take what remains. Tributes to the Overlord: The region must provide a weekly tribute gathered from the mines beneath the forge, including minerals, gems, and rare metals. Unique plants that thrive only in perpetual darkness are also harvested for the Overlord. The Risk of Exile: Maintaining the Overlord's favor is the only thing standing between the residents and ruin . Losing that favor results in the loss of all provisions and places individuals at high risk for capture once they step beyond the realm's borders Roles Residents of the Shadow Realm: The inhabitants, known as Shadow Dwellers, are creatures of a darker nature—vampires, demons, and minotaurs. Only those who carry such darkness are recognized as true citizens. Those of a lighter nature are only permitted to remain in a state of servitude, remaining beneath the Shadow Dwellers in station. Leadership & Governance The Shadow Realm does not govern itself; its order is shaped by a hierarchy appointed to ensure the Overlord’s will is enforced without hesitation. The Keeper of the Shadows: The single ruler of the region chosen by the Overlord. The Keeper assigns all roles and positions with purpose, knowing that obedience is the key to regional survival. Keeper of the Forge: The second-in-command who stands in for the Keeper of the Shadows when needed. Appointed by the Keeper, this role specifically oversees the Shadow Guard. The Darkness Council: A council of up to five Shadow Dwellers who serve as the Keeper’s inner circle. They advise on matters of tribute, punishment, and strategies to weaken rival regions . The Shadow Guard Moving through the darkness like an extension of the Keeper’s will, the Shadow Guard enforces regional law. They are the first to respond to unrest and carry out discipline without hesitation. Beyond the realm, they serve as a shield and warning for the Keeper when traveling to the Village. The Favored Each week, members of the realm are chosen as The Favored based on their active participation in roleplay and their assistance in gathering the weekly tribute. Perks: For one week, these individuals receive a room in the Forge, first choice of food and necessities, personal bottles of alcohol (including specialized Blood Wine for vampires), and access to the private Favored Bathhouse in the Village. Purpose: This role is an OOC reward for active storytelling and does not grant inherent leadership or power over other characters Key Locations The Deadlands: A desolation of barren dirt and dead trees surrounding the forge. Small stone structures and camps are scattered throughout this landscape to house those who dwell in the shadows. Abyssal Forge: A massive fortress carved directly into the mountain stone. It serves as the central meeting place for the realm and the home of the Keeper of the Shadows. The Mines: Deep caverns lit by flickering torches where the sound of hammering never ceases. This is where the realm’s minerals and gems are harvested, and it houses the forbidden Shimmering Deep, a guarded cave with magical waters reserved for the Favored. Statue Garden: A collection of stone figures in front of the forge, carved in the likeness of shadow creatures. They serve as both a display of power and a warning to those who might break regional laws. Captivity and Servitude Individuals found within the Shadow Realm who are not recognized citizens or official guests are considered trespassers and subject to capture. Captives serve a mandatory three-day (72-hour) sentence of servitude and are magically bound to the region via the Binding Ritual. Click here and visit the Capture tab for more information. Regional Labor: Captives contribute to the faction through assigned labor rather than simple imprisonment. While players may choose other paths through mutual roleplay, the default experience focuses on regional jobs. Potential Jobs: Assignments include Groundskeeper, Torchbearer, Messenger of the Regent, Dungeon Attendant, Beast Handler's Assistant, Guard Support, Resource Worker, Cook's Helper, Miner/Gatherer, or Cleaner of the Halls The Village & Keep Set just below the Overlord’s Keep, The Village serves as the beating heart of Sovereign’s Rest—the place where all regions eventually converge. While the forests whisper and the shadows scheme, it is here that the island truly lives. Market stalls, workshops, taverns, bathhouses, traders, shrines, and businesses fill its winding streets. Goods from every region pass through the Village—ore and crystal from the Abyssal Forge, herbs and enchantments from Lumina Glade, fish and produce from the Docks, and stranger things brought through portals from forgotten worlds. This is where alliances are made, bargains struck, rivalries kindled, and rumors spread faster than truth. Though a few fortunate souls have earned permanent residence within the Village, most come here to trade, seek favor, entertain, work, or survive. Travelers from every race and realm cross paths in its streets, making it the most diverse and unpredictable place on the island. Alignment The Village is Neutral. All are welcome within the Village regardless of race, allegiance, or region. It is considered a safe zone for all citizens of Sovereign’s Rest and is one of the few places where members of opposing regions may freely conduct business and interact without fear of immediate conflict. This protection, however, belongs to the Overlord, not the people. Those who cause trouble, threaten the peace, interfere with commerce, or otherwise draw the Overlord’s displeasure may quickly discover that the Village is only as safe as his favor allows. No region claims ownership of the Village. The Overlord does. His guards maintain order, his laws govern its streets, and his influence can be felt in every corner. Village Life The Village is the main center of commerce on Sovereign’s Rest. Tributes and resources from the Glade, Shadow Realm, Docks, and other territories eventually pass through the Village. Merchants, craftsmen, healers, traders, and other workers establish shops and market stalls throughout its streets, providing goods and services to nearly every race and region on the island. Most permanent residents of the Village are business owners, merchants, craftsmen, healers, entertainers, or workers who have established a place within the community. Collectively, these residents are known as the Villagers. Village life is busy and often crowded. During the day, merchants display their goods, workers move supplies between regions, and travelers pass through the streets. At night, the taverns, bathhouses, markets, and entertainment establishments become gathering places for citizens from across the island. The Village is also one of the best places to hear news. Rumors, bargains, gossip, threats, and opportunities travel quickly through its streets. Roles The Villagers: Villagers are the permanent residents and working citizens of the Village. They include: Shop owners Market vendors Craftsmen Merchants Tavern keepers Cooks and bakers Healers Apothecaries Entertainers Blacksmiths Artisans Bathhouse workers Other approved business owners and workers Villagers are responsible for keeping the heart of Sovereign’s Rest functioning. They answer to the Commander of the Guard, who serves as the Regent for the Village. The Commander of the Guard: The Commander of the Guard oversees security and order within the Village and controls all of the Guards on the island regardless of region. The Commander serves as the Regent of the Village, representing the interests of its residents before the Overlord and enforcing the laws of Sovereign’s Rest within the area. The Commander and their guards may: Maintain order within the Village. Protect citizens and businesses. Investigate disturbances. Enforce the Overlord’s laws. Remove individuals causing trouble. Guard restricted locations. Carry out the Overlord’s orders. The Commander does not rule independently. Their authority exists because it is granted by the Overlord. Key Locations Sovereign's Rest Tavern At the center of Village life stands Sovereign’s Rest Tavern, a gathering place for mercenaries, wanderers, merchants, captives, and the Favored alike. Deals are made over drinks, challenges are issued across tables, and secrets are bought as often as ale. The Tavern serves as one of the Village's primary social gathering places and is rarely quiet for long. The Village Market The Market is the commercial center of the Village. Stalls and permanent shops line the streets, selling goods brought from throughout Sovereign’s Rest. Traders may sell food, weapons, clothing, magical items, herbs, tools, jewelry, curiosities, and stranger goods obtained from other realms. Businesses within the Village may be operated by approved players, making the Market one of the busiest areas for roleplay. The Infirmary Located near the center of the Village, the Infirmary serves as the primary hospital of Sovereign’s Rest. It is operated by members of the Magister’s Coven and provides treatment for injuries, illness, magical exhaustion, and other conditions that require specialized care. The Infirmary is available when the island's citizens require serious medical attention. The Apothecary The Apothecary operates alongside the Infirmary and provides potions, herbal remedies, magical preparations, and other medicinal goods. Like the Infirmary, it is maintained by the Magister’s Coven. Citizens may visit the Apothecary for remedies, healing supplies, or magical preparations. The Magister's Coven Just beyond the Village lies the territory and meeting place of the Magister’s Coven. This area serves as the private gathering place of the Coven and is where its members conduct their magical work, meetings, studies, and rituals. The Veiled Sovereign remains close to the Village and the Coven, ensuring that the activities of the Magisters remain within the order established for Sovereign’s Rest. While the Coven's members may operate within the Village, their private grounds are not considered part of the public Village and may be restricted to those permitted to enter. The Favored Quarter Located toward the rear of the Village is the Favored Quarter, reserved for those who have been named Favored of the Week by the Overlord. The Quarter contains private accommodations, a Favored Market, and a Favored Bathhouse, allowing those who have earned the Overlord's recognition to enjoy privileges unavailable to ordinary citizens. Those named Favored may enter the area freely during the week they hold the title. Each Favored may also bring one guest into the Quarter. The Favored Quarter is guarded. Those who have not earned the title of Favored may not enter without permission. Trespassing into the Favored Quarter may result in punishment—and a trespasser may find themselves taken captive. The Quarter exists as both a reward and a reminder: Favor is earned. Privilege is temporary. The Public Bathhouse and Brothel Just outside the Favored Quarter is the Public Bathhouse and Brothel, available to citizens and visitors who do not have access to the Favored facilities. The establishment provides bathing, entertainment, companionship, and other services to the island's population. Those who are enslaved within Sovereign’s Rest may be housed within the Brothel. They may also be sent into the Village during the day to perform assigned labor for businesses, residents, or other members of the island's hierarchy. Their presence is an accepted and visible part of Village life, serving as another reminder of the power structure that governs Sovereign’s Rest. The Overlord's Keep Towering above the Village stands The Overlord’s Keep, both palace and fortress, its presence casting a literal and political shadow over the settlement below. The Keep is home to the Overlord, the archives of the Magister’s Coven, and the seat from which he governs Sovereign’s Rest. Its guarded halls contain ancient records, relics drawn from other realms, chambers for council, and private quarters for those granted special favor. Entry is forbidden unless permission has been granted by the Overlord. Within these walls, the Overlord hosts lavish banquets for the Favored, receives the Regents in council, and holds court for those brave—or desperate—enough to seek his audience. The Keep is not simply a residence. It is the center of power on the island. The Barrens The Barrens are the areas just beyond the borders of the established regions. These include places such as the woods surrounding the Village, the areas beneath the Village, and the Deadlands bordering the Shadow Realm. Resources Because this region lacks any official governance, harvesting its untamed materials carries significant danger for anyone brave enough to venture past the borders: Wildlife and Game: Forest animals available for hunting, though hunters must compete with dangerous predators and lawless factions. Foraged Foods, Mushrooms, and Nuts: Wild berries, edible fungi, and untamed flora gathered from the deep woods. Firewood and Timber: Deadwood and felled trees collected for fuel and basic construction needs, however this is not a source for large amounts of lumber. Camps and small settlements can be found throughout the Barrens, often occupied by those who do not wish to live within one of the established regions. Those who live in the Barrens may have been exiled from their region or may have simply chosen to live outside the boundaries of the island’s territories. Regardless of where they come from, they remain under the rule of the Overlord and are still expected to follow the laws of Sovereign’s Rest. Those who break the laws of the island may still face consequences. The Barrens have no established regional government and may have little or no Guard presence. Because of this, they are not considered safe areas. Those who live in or travel through the Barrens must be prepared to protect themselves. Resources can also be difficult to obtain. Those living outside the regions may need to establish agreements with different Regents in order to obtain food, supplies, materials, or other necessities. The Barrens are also dangerous because they are largely uncontrolled. Travelers may encounter creatures, criminals, outcasts, or others looking for an opportunity to gain favor with a Regent. A traveler entering the Barrens may find themselves captured and taken into a region, particularly if their capture could earn the captor favor, payment, or recognition from a Regent. The Barrens offer freedom from the boundaries of the regions—but that freedom comes with its own dangers. There are no walls to protect you. There are few guards to save you. And there is always someone willing to trade your freedom for favor.

  • ABILITIES | Sovereignsrestsl

    ABILITIES ABILITIES ABILITIES ABILITIES aBILTIES IN sOVEREIGN'S REST aBILTIES IN sOVEREIGN'S REST aBILTIES IN sOVEREIGN'S REST aBILTIES IN sOVEREIGN'S REST In Sovereign’s Rest, all supernatural abilities are weakened upon arriving on the island. No one fully understands why, but even the strongest quickly realize they are not as powerful as they once were. Most long-time residents simply claim that the island itself is different, and that everyone eventually learns to adapt. 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? 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..) PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES Within Sovereign’s Rest, many races possess enhanced attributes such as strength, speed, agility, heightened senses, flying, or swimming. These traits should match the established lore of the race being portrayed. For example, Trolls may possess great strength and durability, but not the speed or agility of an Angel. Racial abilities should remain consistent with their original lore and not extend beyond it. personality traits personality traits personality traits personality traits Personality traits such as charm, intimidation, persuasion, intelligence, charm, depend entirely on the player’s roleplay. Other players decide how their characters respond, as these traits are not guaranteed mechanics. BEAUTY IS IN THE EYE OF THE BEHOLDER BEAUTY IS IN THE EYE OF THE BEHOLDER BEAUTY IS IN THE EYE OF THE BEHOLDER BEAUTY IS IN THE EYE OF THE BEHOLDER In some stories, there is a mention of beauty being part of their traits. While this trait can be an ability and work well in a text-based roleplay, it doesn't always work in Second life. In Sovereign's Rest, we consider this a subjective trait. Players can choose how they respond to another player's avatar regardless of lore. LAIR LAIR PANTS ON FIRE LAIR LAIR PANTS ON FIRE LAIR LAIR PANTS ON FIRE LAIR LAIR PANTS ON FIRE Lying is another tricky ability in roleplay. Players are allowed to lie in-character and another player can call them a liar. (this should be only done IN-CHARACTER) Just like personality traits, the player lying should be able to roleplay it. A dice roll can be used to determine the believability of the lie. (If an OOC arises or this is done as an OOC attack reach out to an admin) CHARACTER TRAITS CHARACTER TRAITS CHARACTER TRAITS CHARACTER TRAITS Players can choose what powers their characters can have based on the lore of the race they chose. We have placed the abilities into two categories. Cognitive Abilities and Primal Abilities. Players may choose 1 of each ability as long as that ability is in their lore (not all characters have both cognitive and primal powers) Magic User abilities such as potion making, spellwork, rituals, and other forms of structured magic are reserved exclusively for Magic Users. Some races already have preset powers. Check out the races below to read more about them. abilIties abilIties abilIties abilIties MAGIC USERS NIGHT RACES - Vampire ANIMAL RACES Fairy, Angel, Demon Elves Shifters and Weres Restricted ABILITIES Restricted ABILITIES Restricted ABILITIES Restricted ABILITIES Temporal Powers and Teleportation abilities , including beings capable of traveling between realms, dimensions, or “sliding” through worlds, do not function within Sovereign’s Rest. Characters are welcome to include these abilities as part of their backstory or original lore; however, the island itself suppresses and blocks these powers entirely. The lore states the island is a trap for all those that fall through the portals. A ward is in place that negates those powers. God-like powers , including abilities traditionally associated with deities such as large-scale weather manipulation, resurrection the dead, or mass destruction, are not allowed. These abilities are considered extremely rare and heavily restricted in order to maintain fairness and balance within Sovereign’s Rest. Characters may still reference these powers as part of their original lore or backstory, but they will not work in Sovereign's Rest. Magic Abilites -Magic Abilities are reserved for magic users. If there is ability that is not listed then at this moment it is not available for play. Feel free to ask an admin about it. *See Magic User Section Limited ABILITIES Limited ABILITIES Limited ABILITIES Limited ABILITIES Elemental Powers are limited to Fairy Folk, Demons, Angels and Elves, as these races are the most commonly associated with elemental connections within their established lore. These abilities may include influence over elements such as fire, water, air, earth, ice, lightning, or nature depending on the character’s race and background. As with all powers within Sovereign’s Rest, elemental abilities are weakened and cannot be used at their full lore strength. Other limited abilities HEALING for all Races * See Healing Section Power Choices Power Choices Power Choices Power Choices Cognitive Abilities Cognitive Abilities Cognitive Abilities Cognitive Abilities Cognitive Abilities refer to powers that affect the mind, emotions, or perception of others. Not all races possess cognitive abilities, and players should only select them if they are supported by their character’s established lore. Cognitive Abilities require focus, control, and clear roleplay execution during a scene, and they cannot be used without appropriate consent. Consent may be established through out-of-character (OOC) discussion, agreed dice rolls, or in cases such as compulsion-based abilities, through in-character triggers like sustained eye contact. In all cases, players are expected to communicate and ensure fair, respectful use of these abilities during roleplay. Cognitive Abilties Examples Cognitive Abilties Examples Cognitive Abilties Examples Cognitive Abilties Examples Illusion Mind Control Compulsion Glamour Dream Walking primal powers primal powers primal powers primal powers Primal Powers refer to abilities that manipulate the physical world rather than the mind. Not all races possess primal powers and should only be chosen if you characters original source materials has it stated. Primal Abilties Examples Primal Abilties Examples Primal Abilties Examples Primal Abilties Examples Shadow Manipulation Mimcry Telekinesis Animal Command Siren's Call mAGIC ABILITIES mAGIC ABILITIES mAGIC ABILITIES mAGIC ABILITIES MAGIC USERS Magic Users in Sovereign’s Rest follow a unique sim-specific lore. While most are human, other races may choose to become Magic Users by giving up any racial supernatural or cognitive abilities tied to their original lore. For example, a Demon or Elf may still keep their racial appearance and natural physical traits, but must sacrifice abilities such as elemental powers or other supernatural gifts. Magic Users are considered a learning role and must adapt to the island’s magical system and its limitations upon arrival. Magic specialties include: Healing Divination Spiritual Magic Warding Hexing cHARACTER SKILLS cHARACTER SKILLS cHARACTER SKILLS cHARACTER SKILLS Players may choose skills for their character, but those skills should reasonably match the lore, background, and experience of the race being portrayed. Skills may include things such as archery, blacksmithing, baking, fishing, hunting, medicine, or crafting. Unlike physical attributes and supernatural abilities, skills are not weakened by the influence of Sovereign’s Rest. There is no strict limit on skills, but players are expected to remain reasonable and balanced. No character should master every skill or profession. APPEARANCE HEALING FLAWS CHARACTER ALIGNMENT

  • MAGIC USERS BASICS | Sovereignsrestsl

    MAGIC USERS BASICS MAGIC USERS BASICS MAGIC USERS BASICS MAGIC USERS BASICS WHAT RACES CAN BE MAGIC USERS? HUMANS NON- HUMANS Angels Elves Fairies Demons *Feel free to ask an admin if another race can become a magic user. WHAT ARE MAGIC USERS CALLED? The primary terms used for Magic Users in Sovereign’s Rest are Witch or Warlock. Once you join the Magister's Coven you become known as the Morveth. WHAT KIND OF MAGIC DO WE PRACTICE? Players come from different cultures, worlds, or even time periods. A character can choose their own personal belief or how they do their rituals. Players can choose their beliefs. HUMAN OR NON HUMAN MAGIC USERS HUMAN OR NON HUMAN MAGIC USERS HUMAN OR NON HUMAN MAGIC USERS HUMAN OR NON HUMAN MAGIC USERS Creating a magic User Character Creating a magic User Character Creating a magic User Character Creating a magic User Character HUMAN MAGIC USERS NON-HUMAN MAGIC USERS HUMANS HUMANS HUMANS HUMANS Humans are human. While they do not get the physical attributes that non-humans have they do gain a few magical attributes to help balance out charactes. ARE YOU A GOOD WITCH OR A BAD WITCH? Humans get to choose where their character's alignment falls. CHOOSE YOUR RACE HUMAN OR NOT HUMAN NON-HUMANS NON-HUMANS NON-HUMANS NON-HUMANS To maintain balance, these characters must give up their Cognitive and Primal abilities in exchange for access to magic. Non- Humans retain their Physical Attributes, meaning they may still possess abilities such as flight, enhanced speed, heightened senses, and increased strength. However, these traits are noticeably weaker than those of others within their race who are not magic users. Magic also places a heavier strain on their bodies due to these remaining physical traits. As a result, exhaustion, fatigue, and magical burnout often last longer for them than for standard human Magic Users. ARE YOU A GOOD WITCH OR A BAD WITCH? Non-human races follow their character's original lore and character alignment magical uSER attributes magical uSER attributes magical uSER attributes magical uSER attributes types OF MAGIC types OF MAGIC types OF MAGIC types OF MAGIC Choose 1 Type of Magic to Start All players, regardless of background, choose one of the following abilities to begin with. This is the ability your character is naturally strongest in. Magic Users on Sovereign’s Rest is a learning-based roleplay system. Through roleplay and over-time players will get the chance to learn the other types of magic. This is done to balance out Magical Abilities and for players to understand how the magic works here in Sovereign's Rest. Click the tabs below to learn more about the different types of Magic. DIVINATION HEALER HEXER SPIRITUAL WARDER QUICK IDENTITY GUIDE QUICK IDENTITY GUIDE QUICK IDENTITY GUIDE QUICK IDENTITY GUIDE Healing - Potions and Healing Magic Hexing - Hexing and emotional magic Spiritual- Spirit communication, summoning, Divination- visions, prophecy Warding - magical protection FLAWS OF MAGIC users FLAWS OF MAGIC users FLAWS OF MAGIC users FLAWS OF MAGIC users MAGICAL EXHAUSTION The use of magic is not unlimited. Magic Users -especially when working alone -have only a certain amount of magic within them. Prolonged use will lead to physical strain and eventual collapse. Players may choose how this exhaustion manifests (nausea, dizziness, headaches, trembling, etc.). After more than two consecutive post rounds of active magic use without rest, effectiveness begins to decline. Spells may weaken, misfire, or fail, and the caster will struggle to remain standing until they are forced to rest. PHYSICAL FLAWS OF MAGIC MAGICAL HIGH When performing magic as a group, especially during intense or emotionally charged situations, Magic Users can experience a euphoric “high” from the shared flow of magic between them. The longer the magic is maintained, the stronger this sensation becomes. After the spell ends, the lingering effects can leave Magic Users with a false sense of power and invincibility. Some may behave as though intoxicated, while others become reckless, impulsive, or overly confident. Once the high fades, the body and mind crash from the strain. Many Magic Users may collapse or lose consciousness entirely. This can leave them in a highly vulnerable position if they are not somewhere safe after casting. EMOTIONAL STABILITY Magic is closely tied to a Magic User's emotional state. Strong or uncontrolled emotions such as anger, fear, grief, or even overwhelming joy can disrupt spellcasting. This may cause unintended effects, amplify a spell beyond your control, or cause it to fail entirely. MENTAL FLAWS OF MAGIC ENVIROMENTAL INFLUENCE 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. For example, a Magic User from the Luminia Glade may struggle to perform magic within the Shadow Realm, especially if the spell is intended for benevolent or selfless purposes. In these situations, the magic may partially rebound onto the caster instead of functioning as intended. When this occurs, the Magic User can temporarily absorb the emotional influence of the region they cast within. A Magic User performing magic in the Shadow Realm may spend the following day feeling unusually angry, aggressive, or agitated as the realm’s energy conflicts with their natural alignment. Players should take their surroundings into account, as the environment can subtly or significantly alter the outcome and consequences of their magic. LIGHT AND DARK magic LIGHT AND DARK magic LIGHT AND DARK magic LIGHT AND DARK magic DARK AND LIGHT MAGIC Dark and Light magic comes from the same magic. There are only two differences between light and dark magic. 1. Intent - what is the magic going to do 2. Side Effects - Dark magic does have stronger side effects on the witch using the magic. ALL MAGIC USERS can do either type of Magic. One can heal while the other causes pain. Neither light or dark is a stronger force than the other. Any Magic User can use either one. In setting up spells and the use of magic, players will .. 1. Determine if the spell is light or dark by stating the intent 2. Players will choose the side effects of dark magic (draining your energy is something both light and dark have. This is something on top of that. When you put dark into the world, it has to come back on you) If you are always, doing the darker magic, your character's personality will reflect that darkness. DARK WITCHES AND LIGHT WITCHES There are no "Dark Witches or Light Witches" in Sovereign's Race. If you refer to your character as such you are saying you are referring to your character's personality, not their magic ability. Players are free to join any alignment but your character should reflect that alignment. Players are given the choice to join the Magister's Coven. (There are perks and advantages in joining the Island's Coven). When you character is given a magical job by the Veiled Sovereign or Morrigan your character should be nuetral in that moment. When you are not representing the coven you may choose whatever alignment you want to be. (we will try and match players with magical jobs in their chosen alignment but that may not always be possible. (Read more about the Magister's Coven ) magic menu magic menu magic menu magic menu Magic User Basics Your Story Begins.. How To Use Magic The Story Behind Magic The Magister's Coven Roles In Magic COMING SOON The Magic Paths Potions and Poisons

  • ROLES IN THE Docks | Sovereignsrestsl

    roles of the the docks roles of the the docks roles of the the docks roles of the the docks residents of the docks residents of the docks residents of the docks residents of the docks Saltfolk Saltfolk are the residents of the Docks mostly human and waterbound folks (mermaids etc). Live in this this region. Those of light or dark alignments may live and in the docks it is only by strick law that they are allowed to remain in this region. They will find life harder as they are not provided what they need there but must find another way of getting their necessities as they have chosen another way of life. Those found breaking the rules of the Docks or in the docks without permission, will find themselves in servitude. The leader of the docks The leader of the docks The leader of the docks The leader of the docks The Docks does not govern itself. From within its endless dusk, it is watched and ruled by a single figure—the Tidewarden. Chosen by the Overlord and only the Overlord can remove them from that title. The Tidewarden 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 by the Saltfolk, who call the Docks their 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 Tidewarden is loyal to the Overlord as he/she knows that is how to survive on the island. The Tidewarden is not a slave to the Overlord but understands the importance of being in the Overlord's Favor. He/she understands 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. The Tidewarden does look away when it comes to the Driftmarkets and those that run them. The Tidewarden is protective of the docks and the people who reside within the walls. **Admin appointed a position. Tidewarden IC leader ROles of the docks IC leader ROles of the docks IC leader ROles of the docks IC leader ROles of the docks (IC EARNED ROLES AND ROLES THAT CAN BE OVERTHROWN IC) Harbor Steward Harbor Steward.. Second in Command. When needed, the Harbor Steward, will stand in for the Tidewarden This role is chosen by the Tidewarden. Just like the council, their place is not guaranteed—they can be removed just as easily as they were raised up in rank. Within the shifting order of the Docks statis is never permanent. Oversees the Breakwater Guard OOC - This role requires active participation on sim, if the player is not actively playing a few days a week, they will be in danger of losing the position. THE SALTWATER ASSEMBLY (Up to 5 Members) The Saltwater Assembly is made up of Saltfolks, chosen by the Tidewarden. They serve as the Tidewarden's Inner Circle. .The Council advises on matters of tribute, punishment, and strengthening the Dock'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 Tidewarden decides each member’s duties, the areas they oversee, and has the power to remove a council if needed. OOC - This role requires active participation on sim. THE BREAKWATER GUARD The Breakwater Guard watches over the Docks and makes sure that all the rules are followed. They are primarily under r the control of the Tidewarden but also report to the Commander of the Guards in the village. Tasked with enforcing the laws of the Docks, 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 Breakwater Guard may also be called to accompany the Tidewarden 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 Docks, they are the steady hand of control. Without them, the darkness would be far less contained. other titles of the docks other titles of the docks other titles of the docks other titles of the docks CAPTIVES IN THE DOCKS Those found within the Docks who are not citizens, or who have not been brought in by a Saltfolk 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 Docks. For more information, please refer to the Capture Rules. Potential Captive Jobs Netcaster – Casts and retrieves fishing nets to supply the docks with fresh catches. Crabber – Harvests crabs from traps, coastal waters, and tidal shallows. Dockhand – Loads cargo, secures vessels, and maintains daily operations along the harbor. Groundskeeper – Maintains farmland, pathways, dockside grounds, and public spaces throughout the region. Harvest Worker – Plants, tends, and gathers crops grown to feed Sovereign's Rest. Basket Weaver – Crafts baskets, crates, and carrying containers used for transport and storage. Dredger – Clears silt, debris, and obstructions from waterways to keep channels navigable. Crane Operator – Operates dockside lifting equipment to move heavy cargo and supplies. Fish Cleaner – Prepares freshly caught fish by cleaning, filleting, and processing them for storage or consumption. Shell Opener – Opens oysters, clams, and other shellfish for trade, cooking, and distribution. Corn Shucker – Removes husks and prepares harvested corn for storage, trade, or consumption. FAVORED IN THE DOCKS 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 FAVORED SECTION in the Village (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, it is all in what your character is doing in the story. THE DOCKS

  • *ANGELS | Sovereignsrestsl

    ANGELS ANGELS ANGELS ANGELS ANGELS FALLEN ANGELS PHYSICAL ATTRIBUTES & INHERENT ABILITIES PHYSICAL ATTRIBUTES & INHERENT ABILITIES PHYSICAL ATTRIBUTES & INHERENT ABILITIES PHYSICAL ATTRIBUTES & INHERENT ABILITIES Players can choose their Physical Attributes and Character Accessories (wings, horns etc) from the Race's lore. Basically if it is in the Original lore you can have them. Below are attributes and Cognitive abilities that all Faes have. aNGEL PHYSICAL ATTRIBUTES aNGEL PHYSICAL ATTRIBUTES aNGEL PHYSICAL ATTRIBUTES aNGEL PHYSICAL ATTRIBUTES HEIGHTENED SENSES – Angels possess naturally sharp hearing, sight -night vision ANGEL STRENGTH – Supernatural physical strength far beyond humans. ANGEL ENDURANCE – Slower physical fatigue during combat or travel Can survive extreme cold, heat, storms, or magical environments Greater stamina when flying ANGEL SPEED – Faster running then a human. Faster when flying Exceptional reflexes and combat awareness NATURAL ACCESSORIES Accessories meaning wings, tails, horns etc are not considered to be extra abilities but natural to the character. Such as the ability to fly. To keep things balanced these accessories are just the basics..claws are just claws. Tails can't lift a house. etc Angel inherent cognitive abilities Angel inherent cognitive abilities Angel inherent cognitive abilities Angel inherent cognitive abilities Angel Sight All Angels possess what is known as Angel Sight. This is similar to Fae Sight as it allows the Angel the ability to detect the presence of magic being used or has been used, such as a hex or curse or even when a ward is in place. This cannot identify the specific nature of the magic itself. Where it differs from Fairies, this sight can allow them to detect lying. (This requires consent or a dice role for it to work) * See combat rules for more info on dice rolls. Heighten Awareness Angels have strong situational awareness, allowing them to read environments and anticipate danger more effectively than most races.(This is depending on the player’s ability to recognize it OOC before others). ANGEL Abilties ANGEL Abilties ANGEL Abilties ANGEL Abilties ANGELS Get to choose 1 cognitive ability and 1 primal ability KEEP IN MIND Abilities must come from the character's original race story Abilities that are on the restricted list are not allowed. If you have any questions reach out to the Admin. (*See Character Creations Abilities ) These are in addition to the Physical Attributes and inherent Cognitive abilities. Cognitive abilities Cognitive abilities Cognitive abilities Cognitive abilities SUGGESTIONS EMPATHY Heightened emotional and mental awareness allows Angels to sense the emotions nearby individuals, even when they are not outwardly expressed or physically present in the same room. This ability requires OOC discussion, consent, or a dice roll to use. DREAM WALKING Dream walking is the ability to enter, observe, or interact with the dreams of others while they sleep. Angels with this ability may use it to deliver messages, influence visions, or uncover hidden truths within a person’s subconscious mind. ILLUSION The ability to manipulate perception by creating false images, sounds, or sensory experiences that appear completely real to the target. Angels with this power can distort reality within a limited area, influencing what others see, hear, or feel to conceal truths or guide perception without physically altering the world. Dice roll is necessary for each person to see if they experience the illusion or not. The illusion can last up to 3 posts rounds or 1 post round after the Player has exited. POWER NEGATE The Angel can disrupt or remove mental powers or influence over another person. Using their own ability the Angel can cancel out another person Psychic abilitiy or use it to protect themselves from other mental powers. SUGGESTIONS primal abilities primal abilities primal abilities primal abilities VOICE MIMICRY VOICE MIMICRY VOICE MIMICRY VOICE MIMICRY SEDATION SEDATION SEDATION SEDATION WHITE LIGHT WHITE LIGHT WHITE LIGHT WHITE LIGHT VOICE MIMICRY The ability to perfectly copy the voice, tone, and speech patterns of another person after hearing them speak. Angels with this skill can replicate familiar voices with uncanny accuracy, often using it for communication, deception, or delivering messages unnoticed. SEDATION An angel can place a hand on a person shoulder for 1 post round, they will be able put the person to sleep. The person will sleep for up to 2 post rounds. WHITE LIGHT An angel can produce a brillant white light. This light may be used in one of two ways.: Flash: Emit a blinding white light that temporarily blinds anyone in sight of it (20m) for 1 post round. Burst: Project the light outward as a wave of force, pushing nearby characters a short distance away without causing physical injury. ELECTROKINESIS ELECTROKINESIS ELECTROKINESIS ELECTROKINESIS ASTRAL PROJECTION ASTRAL PROJECTION ASTRAL PROJECTION ASTRAL PROJECTION ELECTROKINESIS The ability to generate and manipulate electricity. This is often seen as visible arcs or flashes of lightning directed toward a target. This power can be used offensively to shock, disrupt, or incapacitate opponents through controlled bursts of electrical energy. ASTRAL PROJECTION An Angel can enter a deep hypnotic state to astrally project themselves into a previously visited location, allowing them to see and hear their surroundings without being physically present. They cannot speak while projecting but may interact minimally with their environment, such as turning pages or moving small objects. This ability requires significant concentration and OOC consent. The connection is broken the moment someone finds their body. Astral projection is extremely exhuasting and can only be maintained in small burst of time. (30 minutes of roleplay time, then the player needs to rest 30 minutes of roleplay time not real life time. ELEMENTAL POWERS A player may choose one elemental affinity as their Primal Power: Air Earth Water Fire LIMITS Elemental users may control their chosen element in moderate ways, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Due to the island's influence, these powers are weakened and must remain reasonable. Large-scale effects such as tornadoes, wildfires, earthquakes, tsunamis, or other catastrophic destruction are not allowed. Elemental abilities are physically exhausting. After three post rounds, the character begins to experience fatigue, slower reactions, and reduced control. Continued overuse may cause the power to fail entirely until the character has rested. Players are expected to roleplay exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable. Animals born on the island are ordinary creatures such as: Cats Dogs Deer Rabbits Birds Rodents Fish and sea life Livestock animals Certain reptiles such as snakes, turtles Limited insects are also part of the ecosystem. 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. Large animals or exotic animals such as lions, tigers, elephants and bears are not on this island. The larger predators of the animal kingdom are not needed. PICKING YOUR FLAWS angel flaws angel flaws angel flaws angel flaws Flaws are part of all races and should always be played on. In Sovereign's Rest Players take on the flaws original lore flaws, the inherent flaws, and then choose 1 or more flaws. Original Lore Flaws These are built into the race's lore (sunlight can kill a vampire) The written flaws must be used unless otherwise stated on this website. Feel free to reach out to an admin with questions about this. Inherent Flaws These are Flaws that we wrote into our Sim story and are part of the lore. They may or may not be part of the races original lore but we have added them to help balance out power and all races in Sovereign's rest have them. (*See Flaws in Character Creation for more details) Alignment Flaws - Fire Silver or Iron (depending on your alignment) Players Choice Players will pick at least 1 more flaw. (There are no limits on the flaws characters can have) We have listed some suggestions based on lores that you can choose from or pick your own. (See Character Creation Abilities and Flaws for more Information on this) SUGGESTIONS angel flaws angel flaws angel flaws angel flaws Obsession with Humans Angels with this flaw develop an intense fixation on humans, often becoming overly curious, emotionally attached, or distracted by their behavior and lives. This obsession can cloud judgment, interfere with duties, and lead to impulsive or unsafe decisions. LIMITED HUMAN ADAPTATION Angels with this flaw struggle to adjust to mortal environments and social behaviors, often appearing detached, formal, or confused by human customs. This can lead to misunderstandings, poor social judgment, and difficulty blending into human society. SENSORY OVERLORD Angels with this flaw can become overwhelmed when exposed to large groups for extended periods due to their heightened awareness, leading to mental overload. This may result in irritability, difficulty focusing, and emotional strain. ELVES,FAIRIES, ANGELS, DEMONS, AND ORCS

  • *Weres & Shifters | Sovereignsrestsl

    sHIFTERS & WERES sHIFTERS & WERES sHIFTERS & WERES sHIFTERS & WERES Animal and Human Appearance: human form and an animal form Can speak in human form In human form, they keep their enhanced senses. (sight, sound, smell etc) In some forms are very dangerous and more animal than human shifters shifters shifters shifters Two Types of Shifters SHIFTER BASICS Shifters are born Do not possess the ability to turn another person into a shifter A shifter does not have to shift during the full moon but the desire to do so is stronger. A shifter does need to shift into its animal form at least once a month. The shift does not have to be on the full moon. Shifters in animal form do retain more empathy and the ability to recognize their friends than a werewolf. A shifter that is hurt, stressed, or scared will react like an animal. Animals in these circumstances are more feral and are dangerous to their friends. NATURAL SHIFTERS Any Real Animal Characters need to have a picture/drawing of the animal or see the animal to shift into it. There is no limit to how many different animals you can shift into. Every Shifter has 1 animal. This animal is the character's main animal. The main animal does not need a picture. LIMITATIONS Natural shifters cannot shift into fantasy animals or a human. Larger animals drain a player of their energy faster (especially if the animal is equal to or larger than a human) Switching into larger animals will cause a player to need to shift back to a smaller form faster and will require the character to rest afterwards. Players should have the avatar they are going to shift into. Insects do not require an avatar. Make your avatar invisible and post accordingly. A risk to all insects is getting squished. If this happens, your character won't die but will be forced to instantly shift back to human. Your character will be hurt. To enter any scene, with the purpose of spying, you must have permission from all players involved in the scene. Dice roll can be used to determine this as well. FANTASY SHIFTERS 1 Fantasy animal/Creature that is all animal (unicorn,etc) A picture is not needed. The fantasy creature is their main animal The Shifter will gain any physical attributes of this creature. This includes the ability to fly or swim etc. LIMITATIONS Any primal or cognitive abilities the animal may have, do not transfer over to the shifter A larger animal does not impact this shifter the same as a natural shifter. Shifters can choose what alignment they fall into. werewolves and were creatures werewolves and were creatures werewolves and were creatures werewolves and were creatures Were Creatures MOST COMMON: Werewolves Other Weres: Weretiger WereBear Werepanther and more. WERE BASICS Can only shift into 1 animal Cannot shift into a fantasy Creature. The Full moon forces a shift. The closer to the full moon the more agitated the Were gets. Shifting outside the full moon is caused by intense emotion or high stress. This can cause involuntary shifting. Werewolves get the choice of being born or turned. All other weres are born. WERE FORMS WERECREATURES 2 forms human and creatures WEREWOLVES 3 forms Human, Quad & Warform HUMAN FORM A Human. The aggression of the wolf can be apparent. In this form, their senses are enhanced (more than human but not as much as in wolf form) They are stronger and faster than a average human in this form. QUAD FORM FOUR LEGGED WOLF FORM This form of the werewolf is just like a normal wolf. A werewolf in this form remains feral but retains greater control over their emotions and actions. Shifting into and out of quad form is easier and can be done while calm. These are wolves, not dogs, and should be roleplayed accordingly. WARFORM The warform is the monster. The largest, strongest, and most feral form of a werewolf. There is no human reasoning left. The moon, intense stress, or inexperience (especially in newly turned werewolves) can trigger this transformation. Warform is highly destructive and dangerous to everyone except pack members. PARTAIL SHIFTS Werewolves may partially shift, retaining some human features (similar to Teen Wolf). While not as strong as a fully transformed werewolf, they gain increased strength, speed, and agility. Despite their human appearance, they are still feral. Like Warform, the human mind is gone and the beast is in control. The Beast Flaw affects all werewolves regardless of form. WERE & SHIFTER FLAWS WERE & SHIFTER FLAWS WERE & SHIFTER FLAWS WERE & SHIFTER FLAWS SHIFTER FLAWS PICTURE OR VISUAL In order to shift, the shifter needs to have a photo/drawing or a visual of the animal they want to shift to. Once they focus on the visual, they can shift into that animal. This should be in the first post during a shift or just before the shift starts. Shifters have a base animal (the first animal the character ever shifted into) A visual, is not required to shift into their base form. ANIMAL SIZE Shifting into larger animals (larger than humans) is exhausting for shifters. Larger animals have a limited amount of time and will cause the shifter to shift back to human (passing out may happen first) SHARED FLAWS The inherent flaws that all characters have. These include Silver, Fire, Alignment Flaws and Power level Flaw for more information See the Flaw section in Character Creation. FIGHT OR FLIGHT RESPONSE When a Shifter or Were enters a fight-or-flight state, the animal instincts begin to dominate over their human reasoning. In these moments, the beast becomes more prominent and harder to suppress. EMOTIONAL TRIGGERS Strong emotions can also trigger involuntary shifting, especially: Anger Fear Panic Intense stress The stronger the emotion, the stronger the beast instinct becomes, making control increasingly difficult. FRENZY STATE (Combat Override) Fight or Flight ResponseDuring active combat or extreme distress, the character may enter a frenzy state where: The beast completely takes over Human reasoning is suppressed or lost temporarily The character becomes fully feral and instinct-driven They may no longer distinguish friend from foe This state creates significant danger for anyone nearby, regardless of alliance or relationship. If others remain in close proximity, there is a high risk the frenzied character may turn on them as well. WERE FLAWS THE BEAST FLAW The strength that comes with the Beast/monster of the werewolf is an advantage it is also a flaw. The beast can be triggered during high-stress situations and by the moon. Once the shift happens, the werewolf becomes feral and extremely dangerous, especially in Warform. The human part of the werewolf is no longer present. This can lead to the werewolf, hurting someone they care for or causing high amount of damage. The Moon shifting facts shifting facts shifting facts shifting facts THE MOON Shifters and Weres feel the call of the Moon once a month. (While shifters do need to shift at least once a month, they do not have to shift on the full moon) The Were creatures must shift on the full moon. It is important for Weres and Shifters to shift into animal form. If the character does not shift Characters will become super aggressive. Involuntary shifting will occur Strength, speed, and enhanced abilities will decrease. Shifters and Weres can seek out help from the Magister's Coven if there comes a time they need to prevent themselves from shifting. (As a reminder, magical items or magic from other realms will not work in Sovereign's Rest) HOW TO SHIFT? Shifting requires 2 posts to complete This applies to both Shifters and Weres Shifting is physically and mentally exhausting for all characters Some characters may experience pain during shifting, while others may not—this is determined by player preference and character lore. Regardless of individual tolerance, all shifting is considered draining and has a physical cost and can hender you in your ability to fight. Once the 4th shift is completed, the final form is permanent for the next 24 hours with no exceptions. DAILY SHIFTING LIMIT Each character may only complete 4 shifts per day, following this cycle: Human → Animal Animal → Human (or into a different animal form) Human → Animal (or back again) Final shift → Human or Animal After the 4th shift, the character is locked into that final form for 24 hours. pack facts pack facts pack facts pack facts Weres and Shifters may form their own packs within Sovereign’s Rest. Packs can be made entirely of werewolves, shifters or a mix of both. That will be up to the players as they come together. Why can there be a mix of shifters and weres? The common gift of being able to transform and their attachment to the moon is a bond they share and will allow them to come together if they want a pack life. Also, in falling through a portal, their whole pack may not have made it through with them so finding others to restore that family is something they may seek to have on the island. Once a pack is made, the players can choose how they create the bond between their group, with a bite or sharing of a scent. The choice is up to the members of the pack. Once the bond is made, the group gains a stronger ability to communicate with one another. PACK REQUIREMENTS A pack should consist of at least 3 players. Packs may be newly formed or established through roleplay PACK HEIRARCHY Each pack is free to establish its own internal hierarchy and leadership structure. However, no single pack rules over all others on the island. Packs are still expected to respect the authority of the leadership within the island. Rules of the pack can be established for each individual pack. The rules of the regions and the Overlord still must be followed. (ooc rules must be followed as well. Players are responsible for their IC actions and may face consequences from the Overlord or Regent if rules are broken. PACK PERKS A pack howl The ability to communicate with one another fully in animal form (this is a form of mental telepathy that can be used when the pack members are in close proximity of one another. (under 10 meters). The pack members can tap into this ability. They must be in animal form. A protection from one another in their beast form. 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. ALPHAS Many players enjoy playing “Alpha” characters, but within Sovereign’s Rest the title has a specific meaning. An Alpha is not simply a strong or dominant werewolf. An Alpha is: The recognized leader of an active pack Responsible for guiding and protecting that group Your character may possess dominant traits, leadership qualities, or powerful abilities associated with being an Alpha, but without a pack to lead, your character will not be considered one. OTHER facts OTHER facts OTHER facts OTHER facts HOWLS & cOMMUNICATION HOWLS & cOMMUNICATION HOWLS & cOMMUNICATION HOWLS & cOMMUNICATION Pack Howls A Were or Shifter may release a howl to call nearby pack members to their location. Rules for Calling a Pack Pack members must be within 30 meters of the calling character when the howl post is made. Only one howl may be used per post. Characters responding to the howl may move up to: 10 meters per howl, or Enter the scene after 3 post rounds. If only one howl is made the other pack members need to get consent from all players involved before finding their missing pack mate. The person making the howl should post in the in world Rp group and/or Discord rp group. MARKING A PERSON MARKING A PERSON MARKING A PERSON MARKING A PERSON THE MARK A werewolf may use a bite to mark someone as important or "theirs." Unlike a turning bite, a marking bite is symbolic and creates a bond rather than causing transformation. Rules: The werewolf must be in human form. The bite must draw blood. The mark may be placed on werewolves, shifters, or other races. A marking bite creates an instinctive connection, allowing the werewolf to recognize the marked individual even while shifted or feral, reducing the chance of mistaking them for prey or a threat. This recognition applies only to the werewolf who made the mark; other pack members gain no benefit. Scenting may also be used for recognition, but it is less reliable than a marking bite. TURNING A PERSON To turn a person into a were they will need to bite the person. Similar to Vampires anyone can be turned. We do not have hybrids on the sim. If a person decides to turn, they must give up all abilities and attributes of the race they are changing from (this includes wings, tails, and Magic. The player who gets bit, gets the choice: to turn or not to turn. Consenting to the bite does not mean they have consented to be turned. THE TURNING BITE A deep, aggressive bite may infect another character and begin the process of turning them into a werewolf. Characters who are bitten in this way will become ill as the transformation begins to take hold. Players have up to 7 days to decide to make the change. Members of the Magister's Coven possess the ability to prevent the turning through magical healing if treatment.

  • IN THE BEGINNING.. | Sovereignsrestsl

    In The Beginning . . . BEFORE SOVEREIGN’S REST Valtheria was a highly structured realm that existed for thousands of years before the Great War. Its society was built upon order, duty, and contribution, with every citizen expected to play a defined role in sustaining the whole. Advancement and comfort were earned through ability and productivity, while those who failed to meet expectations were left without status or privilege. Despite this hierarchy of contribution, Valtherins considered their society fundamentally balanced, believing stability was achieved through collective function rather than individual standing. At its core, Valtheria was a mixed-energy society. Men absorbed ambient energy from the land, converting it into strength, enhanced physical abilities, and limited cognitive influence like memory alteration and suggestion—primarily for labor, defense, and diplomacy. This absorption required external energy sources, including at times blood, for sustenance. Women did not draw energy this way, instead serving as scholars, record keepers, and advisors who preserved knowledge and guided intellectual growth. Though leadership was often male-dominated, both roles were interdependent, forming a system of shared responsibility. THE GREAT WAR Records of the Great War’s origin do not exist within Valtherian history. What is preserved is the account of its conclusion, which became a foundational lesson taught to all who lived under Valtherian rule. Over time, interpretations of the cause of the war varied. Some believed it began when a portion of the population sought freedom from structured labor, placing a burden upon others. Others argued the opposite—that the conflict was born from oppression, where those who rose against Valtheria were denied fair opportunity. Five hundred years after the war, these explanations had faded into speculation, and no living witness remained to confirm the truth. What endured was the aftermath: a permanent division of society into winners and losers, rulers and outcasts. The victorious Valtherians redefined themselves as the Valerines and maintained the established work-based structure of their civilization. Those who had been defeated were labeled the Umbral and condemned to a permanent state of poverty, barred from rising beyond their assigned station. Even within Valerine society, failure carried consequences; those who could not meet expectations were cast down to join the Umbral, reinforcing the rigid separation between the two classes. This division became the lasting structure of Valtheria long after the war ended. During the war itself, the Valerines were initially driven into retreat as the Umbral gained strategic advantage and outmaneuvered their forces. In response, a Valerine woman named Alyssia discovered a method of channeling her own energy into Valerine men by focusing her intent on a chosen recipient. This transfer significantly enhanced their strength and effectiveness in battle. As the Valerine women and men coordinated this process together, they were able to reverse the tide of the war and ultimately defeat the Umbral forces The Powers Over time, this evolved into a symbiotic relationship. The draining no longer weakened the women as it once had, and in return, the men ensured the women were protected and provided for. What began as necessity became deeply rooted within Valtherin culture and tradition. As generations passed, the powers of both men and women continued to grow and evolve. The Women As generations passed, some Valtherin women began developing rare magical gifts. Many possessed Sight, allowing them to see fragments of the future and past, along with near-perfect memory and vast intellectual capabilities. These women became known as Oracles. Oracles were identified at a young age and removed from their families to train among others gifted like them. Upon reaching adulthood, they were returned to their families if their bloodline held positions of importance within Valtherin society. These women were highly respected and honored, and many families sought to have an Oracle within their lineage. A female born with these gifts was held in high regard and often placed in an advisory position to the head male of the family, particularly those who held a seat on the council. Not every High Council member was assigned an Oracle; however, when present, an Oracle typically remained tied to that family unless she chose to marry. Even in cases of marriage, families often maintained connections to the Oracle’s influence in order to preserve access to her insight. For those without established council ties, Oracles were identified and assigned through formal selection. These women were sometimes contested between families of influence, and for many, the Oracle training structure provided their only true protection The Men The powers of the men of Valtheria developed in a different direction. They learned to physically manipulate energy, allowing them to create things from very little and eventually open portals. As their abilities developed, so did their need for energy. Like the Oracles, only a small number of men were gifted with the rare ability to create portals. Portal creation within Valtheria was considered a rare and specialized ability, much like the gifts possessed by the Oracles. Those gifted with this skill were highly valued, as portals were primarily used to transport goods and materials across the world far faster than ships or traditional methods of travel could manage. The HIGH COUNCIL OF VALTHERIA The High Council was made up primarily of wealthy families within Valtheria who had maintained their positions for generations. These families held the greatest influence and authority within society, shaping the laws and decisions that governed Valtheria. Others rose to the Council through achievement, strategic alliances, or by surpassing older bloodlines in wealth, power, influence, and reputation. THE SURFACE FAMILY By excelling at difficult responsibilities, the Surface family earned a prominent seat on the High Council. Alexander Surface secured this status by marrying into a council family and outmaneuvering his wife’s brothers. Despite bitter resistance, Alexander publicly outperformed them to claim leadership as heir. He fathered two children: Joseph and Morrigan. Joseph was raised as the primary heir, learning early how power was maintained in Valtherin society. Protective of his position and his sister, Joseph quietly interfered with political marriage proposals for Morrigan. This allowed her to avoid unwanted matches while retaining her strategic value to the family. Both children possessed rare abilities, which they used to secure their family's standing. As a teenager, Morrigan’s gifts as an Oracle emerged. With Joseph’s help, she initially concealed her Sight to strengthen his claim to leadership. Once discovered, she trained among the Oracles before taking her place beside her father in the council chambers. Joseph, the eldest, developed his portal-creation abilities first and received extensive training. However, Valtherian law strictly forbade opening portals beyond their world, limiting travel to local towns and districts. Ancient lore warned that early portal creators once breached the borders, discovering deadly environments, empty voids, and violent creatures. Over generations, these discoveries distorted into terrifying cautionary tales. Parents taught their children that opening doors to other realms would bring death and ruin back with them. Having heard these warnings his entire life, Joseph deeply respected the rule that Valtheria’s borders existed for a reason. Ultimately, he took his place alongside his father as the official family heir. Morrigan’s Visions Upon returning, Morrigan focused on her studies and rejected all high-society suitors. This deeply frustrated her parents, as High Council women—especially Oracles—faced immense marriage pressure to secure family influence. Following a heated argument over an ultimatum to choose a husband within a month, Alexander locked Morrigan in her room. Overwhelmed by raw emotion, she collapsed into a terrifying vision of Valtheria's absolute destruction. She witnessed the city consumed by fire and chaos, followed by the arrival of the Umbral Scourge. These invaders would not just conquer Valtheria; they would enslave the survivors just after the next moon. For a week, Morrigan desperately combed through countless timelines looking for an alternative outcome. Every path ended in ruin, except for one single, hidden path to survival. She took this revelation to Alexander, who presented the urgent warning to the High Council. However, the Council completely dismissed her claims. Bitter families whose sons she had rejected accused her of fabricating the threat as retaliation. Worse, rival Oracles publicly challenged her claims. Driven by fierce competition for political prestige, these Oracles refused to grant Morrigan the power that validating her vision would bring, even though some had witnessed the same dark possibilities. Alexander was deeply embarrassed by this public rejection. Joseph, however, believed his sister entirely. Their lifelong bond, forged through years of keeping secrets and protecting one another from political traps, made his trust immediate. He knew Morrigan would never manipulate her Sight for petty spite. Recognizing that the Council’s pride would doom them all, the siblings forged a secret alliance against the impending threat. Together, they resolved to follow the single path to survival that Morrigan had discovered, combining Joseph’s portal abilities and Morrigan’s foresight to plan their next move in the shadows. Joseph & Morrigan Driven by visions of the approaching Umbral Scourge, Morrigan looked beyond the boundaries of Valtheria for survival. She discovered an untouched realm separated from their own by a mystical veil. Using ancient, long-forgotten magic, she bound this hidden island to the essence of her brother, Joseph, infusing it with Valtherian energy. This connection tied the land directly to Joseph's will, allowing him to shape it into a future sanctuary known as Sovereign’s Rest. In absolute secrecy, Joseph pushed his limits to master his energy, attempting to open a portal farther than he ever had before. The siblings planned to establish a refuge to save a select number of people from the coming doom. Success would not only preserve lives but solidify Joseph’s standing as the leader of this new world. To preserve their heritage, loyal servants spent a month gathering historical texts, books, livestock, seeds, and essential supplies. They intentionally avoided advanced technology, knowing it could be tracked and monitored by their enemies. Their father, Alexander Surface, strongly opposed the endeavor. He feared their actions would bring disgrace to the family name and strip them of their political influence. Unaware of his deep disapproval, Joseph continued his secret preparations, even building a home on the island modeled after the Surface estate. He intended to reveal the sanctuary to his parents just before the prophecy came to pass, hoping Alexander would see the strategic value in choosing who would be saved. These plans collapsed when a local business owner betrayed Joseph's confidence, reporting his massive, unusual purchases to the High Council. A rival family’s Oracle quickly confirmed the portal’s existence. Publicly, she denounced Morrigan’s apocalyptic visions as false; secretly, she had foreseen the impending destruction herself and plotted to seize control of Joseph's portal for her own kin. Humiliated by the sudden accusations, Alexander and his family withdrew from the council chamber before a formal ruling could be made. The public split, with some believing Morrigan’s warnings and others accusing the Surface family of treason. The family retreated to their estate and isolated themselves. Within days, panic gripped Valtheria. Rival Oracles broke silence to secretly warn their own families, prompting elite households to scramble for resources. Desperate High Council families arrived at the Surface estate day and night, their wagons laden with supplies, begging or demanding access to the portal. Blinded by humiliation and resentment, Alexander refused them all. He barred his family from the public eye and turned away every visitor, still convinced his children had ruined their social standing. He spent his final days obsessing over how to regain the High Council's favor. By the time the chaos outside forced him to realize Morrigan's terrifying visions were real, it was already too late. The Escape and End of Valethria The Umbral Scourge attacked with calculated precision, simultaneously striking the High Council homes and the desperate families trapped outside the Surface gates. Hearing the screams, Joseph and Alexander rushed to the windows. The sight of his peers being slaughtered sent Alexander into catatonic shock. Unable to move his father, Joseph abandoned him to rescue his mother and sister. He found them deeper in the estate and hurried them toward the hidden portal chamber. He shouted for fleeing servants to follow just as an explosion breached the house. They reached the solid steel door of the chamber, but as Joseph ushered his mother inside, gunfire echoed down the hall. A bullet pierced her back, killing her instantly. With no time to mourn, Joseph slammed the heavy door shut against the oncoming horde. Inside, Morrigan and five surviving servants desperately hurled the remaining books, seeds, and tools through the active portal. The steel door groaned and bent under a relentless pounding. As the metal gave way and a nearby servant was shot, Joseph grabbed Morrigan, shoved her through the gateway, and leaped after her. As Joseph attempted to seal the portal from the island side, an Umbral soldier managed to slip through the closing tear and tackled him. As they fought, Joseph screamed at his sister to close the gate. Morrigan tried to channel the raw energy, but her untrained abilities were built for prophecy, not physical manipulation. The strain destabilized the portal, causing it to violently vacuum debris, bricks, and supplies from Valtheria into the island. The chaotic vortex tore the Umbral away from Joseph, giving him the opening he needed. Completely exhausted, Morrigan collapsed behind a boulder, using her remaining strength to channel energy directly to her brother. After a brutal, grueling struggle, Joseph finally killed the invader. It took a week for the siblings to recover enough strength to attempt reopening the portal. When they tried, they met only absolute silence. The connection was completely severed, confirming Morrigan's horrific prophecy: the bombs had detonated, and Valtheria was gone. A New Home Joseph and Morrigan were left exhausted, grieving the loss of their world. The few servants did there best to help them recover but there was little they could do but just let the pair rest. It took Weeks passed before either fully recovered. The battle with the Umbral and the violent collapse of the portal had nearly drained them both beyond recovery. During those fragile days, however, they began to understand what had truly happened when Morrigan attempted to close the portal herself. They had never possessed as much control over the gateway as they believed. As time passed, ruins began appearing across distant parts of the island. Ancient towers, broken halls, fragments of keeps, and forgotten structures emerged where nothing had stood before. None of these places had been intentionally brought through the portal. In the chaos caused by Morrigan’s uncontrolled attempt to seal the gateway, fragments from other locations had somehow been pulled into Sovereign’s Rest alongside pieces of Valtheria itself. From this discovery, Joseph and Morrigan came to understand that the portals did not simply allow travel between worlds. Under the right conditions, they were capable of drawing objects, structures, and even fragments of entire realms into Sovereign’s Rest itself. As Joseph and Morrigan slowly adapted to their new world, the strain of survival revealed a harrowing new danger: Joseph’s growing hunger for energy. Although he drained energy daily from Morrigan and the remaining servants, it was not enough to sustain him the way Valtheria’s abundance once had. This imbalance steadily worsened over the weeks, ultimately killing a few of the servants as Joseph inadvertently drained the last of their life force. While Joseph focused his time on building and securing the island, Morrigan buried herself among the rescued books and records. She spent her days studying ancient texts, searching desperately for a solution to ease Joseph's growing instability. However, the toll of serving as his primary source of energy soon became visible; the color faded from her eyes, and even simple movements left her exhausted. Over time, Morrigan began to fear her own end was approaching. After the portal to Valtheria collapsed and repeated attempts to reopen it failed, the siblings had initially abandoned the idea of using gateways altogether, believing the destruction of their home world had severed the connection permanently. It was not until Morrigan began studying ancient manuscripts concerning the nature of realms that the possibility was reconsidered. Armed with her new research, discussions between the siblings slowly returned to the subject of portals. Joseph recognized that Morrigan could not remain his sole energy source; the strain was killing her, and the island’s wildlife was entirely insufficient. To save his sister, Joseph rationed his feeding while Morrigan projected her sight into other realities, searching for beings whose life force could sustain him. The first individuals pulled to Sovereign’s Rest were not initially deceived. However, upon realizing they were weaker in this realm and learning they were brought there to serve as Joseph's living energy sources, few accepted their fate. Most reacted with hostility, demanding freedom or attacking Joseph outright. Forced to maintain control, Joseph either killed the dissenters or wiped their memories. He soon discovered a flaw: erased memories eventually returned, sparking renewed violence. Ultimately, Joseph and Morrigan realized that for captives to remain docile on Sovereign’s Rest, the true, horrifying purpose of their abduction had to be permanently hidden from them. Over time, the siblings became increasingly selective, with Joseph requesting individuals with specific powers, trades, and skills to build the island's infrastructure. Drawing from Valtherian history, they understood both the utility and the immense dangers of forced labor. Seeking to prevent the kind of uprising that had destroyed their own world, they chose a system of control rooted in reward and status rather than punishment alone, ensuring all arrivals were provided with food, shelter, and necessities. As Sovereign’s Rest filled with diverse races from across realities, Joseph and Morrigan studied their unique traits. They structured the island around the Valtherian philosophies of competition and advancement, realizing captives worked harder when striving for influence. Furthermore, to prevent volatile factions from destroying each other, Joseph used his mystical bond with the land to physically reshape different regions into suitable, segregated environments for the various populations. To maintain total compliance, Joseph and Morrigan posed as fellow victims, claiming they were also trapped by unstable portals while searching for a way home. Any internal challenges to Joseph's authority were swiftly crushed. During these brief rebellions, Joseph discovered a dark truth about his anatomy: intense emotional states—conflict, anger, fear, and grief—massively amplified the energy he could harvest, directly strengthening both his powers and his control over the island itself. Years passed, and Joseph eventually regained the immense power he had lost after Valtheria's fall. No longer in danger of fading, Morrigan watched the color slowly return to her eyes. She immersed herself in studying the magic users brought to the island, unlocking new abilities within herself and eventually founding the elite Magister’s Coven. Meanwhile, Joseph solidified his rule as the absolute ruler of Sovereign’s Rest, a position he maintains to this day under the title of the Overlord.Under his regime, every region must meet strict production quotas and civic responsibilities. Lawbreakers, agitators, or those who refuse to contribute are banished to the island's harsher, hidden sectors—some permanently, others forced into hard labor to repay their debts before earning a return. To enrich their society, Morrigan occasionally ventures through controlled portals to smuggle back rare items the island cannot produce, such as books, spices, artwork, and advanced tools.From his throne, the Overlord watches constantly, rewarding advancement to the loyal while swiftly crushing threats to the status quo. He covertly manipulates political tensions between rival regions, orchestrating controlled conflicts to harvest the resulting surge of fear, anger, and ambition. This steady influx of raw emotion constantly refuels his energy, further locking down his telepathic connection to the land. Over generations, the residents became entirely accustomed to this brutal meritocracy, aggressively competing against neighboring regions to win favor, resources, and influence from their ruler. Welcome to your new home on Sovereign’s Rest. Up

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