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- THE VILLAGE | Sovereignsrestsl
BASICS OF THE VILLAGE FOOD AND RESOURCES IN THE LUMINIA GLADE Within this region, survival is maintained through the provisions of the Overlord. Any creature that requires sustenance will find a steady supply of what it needs—NPC humans for vampires, succubi, and others of similar nature. For those creatures that prefer to hunt, fresh livestock is released into the woods and again on the full moon for shifters, tags placed on this food that act similar to the collars placed on captives, preventing them from escaping this area. If a race requires it to survive, the Overlord provides it. Rations are distributed by the Keeper of the Shadows. Among the Shadow Dwellers, these provisions are considered rewards for service and loyalty. Those chosen as Favored are given first pick and the best of what has been provided, while the remaining Shadow Dwellers receive what is left. At times, this leaves some to seek out other means of survival. These laws are strictly enforced by the Keeper of the Shadows, for it is understood that if the region falls out of favor with the Overlord, even these basic provisions may be withdrawn. In such a case, the people of the Shadow Realm would be forced to fend for themselves elsewhere, risking capture if they do so. LOCATIONS IN THE SHADOW REALM The Luminia Glade This massive structure is built directly into the mountain, carved from the stone as if it were part of the mountain itself. It serves as the home of the Keeper of the Shadow and houses the rooms of the Favored, while also acting as the central meeting place for those who dwell within the Shadow Realm. Each day, citizens pass through its shadowed halls, as the Forge also marks the entrance to the mines below. The Shadow Guard stands watch, ensuring no one strays into forbidden areas, and some have even made their homes deep within the caves they are sworn to protect. The Forest To reach Lumina Glade, one must first pass through an ancient forest where the path is never clearly marked. Trails shift and vanish without warning, as though the woods themselves refuse to be followed. The deeper one travels, the stronger the sensation becomes—an ever-present awareness of being watched. Shadows move at the edge of sight, and distant sounds echo through the trees: footsteps that are not your own, whispers just beyond comprehension, and movements just out of view that vanish the moment they are sought. The beauty of the forest is undeniable, almost inviting in its glow of soft light, drifting petals, and living magic woven through every branch and root. It calls to travelers with a quiet allure, promising wonder and peace beyond the trees. But beneath that beauty lies danger. The forest is not empty, nor is it passive. It watches, it responds, and it does not distinguish between curiosity and intrusion. Those who enter must be mindful, for not everything within the woods wishes to be found… and not every path leads where it first appears. The Gilded Hollow Hidden beneath the ancient roots of Lumina Glade lies the Gilded Hollow, a vast network of crystal-lined caverns known only to the Gladebound. The Gilded Hollow serves as both sanctuary and safeguard. During violent storms, magical disturbances, or threats against the glade, the Gladebound retreat beneath the earth where the caverns offer protection, concealment, and control. Here, they are not exposed—they are in their element. At the heart of the Hollow lies a secluded and carefully guarded dwelling belonging to the Luminarch. This private residence serves as both a place of rest and a center of quiet authority, where the Regent may withdraw to observe, reflect, or commune with the deeper magic of the glade. It also serves as a meeting place for matters of the region, where decisions may be made away from the watchful reach of the forest above. Few are ever invited within, and fewer still enter without permission. But like all things within Lumina Glade, the Hollow holds a dual nature. Those who earn the title of Favored are granted limited access to designated chambers within the caverns. These spaces offer rest, privacy, and communion with the magic that flows through the stone itself. Beyond these chambers, the tunnels continue deeper into the earth, where the crystals become rarer and more potent. These formations are found only within the Hollow and are carefully harvested for their unique magical properties. Deeper still lies the Shimmering Deep—a sacred and restricted region reserved exclusively for the Favored. Within its luminous pools, the forest offers something rare and deeply personal: the chance to alter one’s appearance or, for some, to uncover the truth of their original form beneath illusion and magic. The pools of the Shimmering Deep are heavily guarded by the Lumen Guard, and access is strictly controlled. Entry is not granted lightly, and once within, the Hollow is known to respond in ways that ensure its secrets are not taken for granted. The Hidden Meadow Hidden among a secluded corner of Lumina Glade lies a meadow of flowers and herbs unlike any other. The air here is softer, heavier with magic, and the ground is carpeted in rare blooms and sacred herbs found nowhere else within Sovereign’s Rest. Many of these plants are used for healing, enchantment, and other specialized workings tied to the deeper magic of the forest. Because of their rarity and importance, this meadow is carefully protected. The Lumen Guard patrols the area regularly to ensure the integrity of the plants and to prevent theft, damage, or unauthorized harvesting. Only those granted direct permission by the Luminarch are allowed to enter the meadow. Even among the Gladebound, access is considered a privilege rather than a right, and all entry is recorded and monitored to preserve the balance and safety of the grove. The Hollowed Eye Circle When you arrive in the Shadow Realm, you immediately know where you are—the Forge stands at its center, surrounded by the Deadlands. What was once a land of forest and life has long since withered away. Now, only barren dirt, scattered stone, and towering dead trees stretch across the landscape. Among this desolation, small camps and stone-built structures stand scattered, serving as housing for those who dwell within the shadows. The Short and Sweet The Full Story The OOC
- *DEMONS | Sovereignsrestsl
DEMONS DEMONS DEMONS DEMONS DEMONS DEMONS Demon TYPES Demon TYPES Demon TYPES Demon TYPES Demons in Sovereign’s Rest come in many forms, allowing players to choose between more traditional demonic appearances or humanoid demons that closely resemble humans. Traditional Demons Players choosing a traditional demon should decide what type of demon they wish to play and base their character on that lore. Their chosen demon lore, will influence their physical attributes, abilities, weaknesses, and flaws. Traditional demons may possess features such as horns, tails, claws, glowing eyes, wings, unnatural skin tones, or other monstrous traits. Does not have human form. HUMANOID DEMONS Humanoid demons appear mostly human, though subtle demonic traits such as black eyes, sharp teeth, unusual markings, or unnatural auras may reveal their true nature. These demons are known for possessing or inhabiting human bodies and often blend into society by hiding among mortals. Like vampires, humanoid demons feed from humans, though the source varies depending on the individual demon. Some feed on blood, while others consume emotions, fear, pain, or negative energy. Conflict and emotional chaos are especially appealing to many demons, and players may decide what type of energy or substance their demon feeds upon This type of demons has a demon form to shift into when they choose. 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. DEMON PHYSICAL ATTRIBUTES DEMON PHYSICAL ATTRIBUTES DEMON PHYSICAL ATTRIBUTES DEMON PHYSICAL ATTRIBUTES HEIGHTENDED SENSES Demons possess sight- night vision. DEMON STRENGTH Supernatural physical strength far beyond humans. DEMON SPEED Can choose between speed or having Silent Movement - the ability to move with near-perfect stealth, producing little to no sound while walking, running, or repositioning. This allows them to approach or evade others without easily revealing their presence. 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 DEMON inherent Cognitive ability DEMON inherent Cognitive ability DEMON inherent Cognitive ability DEMON inherent Cognitive ability UNEASE Demons naturally emit an unsettling presence that can cause nearby individuals to feel unease, discomfort, or anxiety when the demon enters or leaves a room. This effect may be turned on or off at will, though those affected typically will not realize the source of the sudden shift in atmosphere. TRANFORMING/SHIFTING Humanoid demons in Sovereign's rest can transform into a demon form or remain in human. It takes two post to shift into a different form. 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. Demon Abilties Demon Abilties Demon Abilties Demon Abilties SUGGESTIONS cognitive abilities cognitive abilities cognitive abilities cognitive abilities MEMORY DISTORTION Demons with this ability can subtly alter, blur, suppress, or distort short-term memories through mental influence and suggestion. Stronger alterations require greater concentration and should involve OOC consent or a dice roll before 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. primal abilities primal abilities primal abilities primal abilities SUGGESTIONS 7 deadly sins 7 deadly sins 7 deadly sins 7 deadly sins 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. 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. Demon flaws Demon flaws Demon flaws Demon 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) ADDICTION TO CHAOS Drawn to conflict, drama, or emotional turmoil, which can cloud judgment. Loves to cause chaos whenever they can. (IC drama only) OBSESSION WITH HUMANS Demons 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. In some cases they simply want a human as a pet. OVERCONFIDENCE/ARROGANCE Underestimation of other races due to superiority complex. SEVEN DEADLY SIN Players choose 1 of the seven deadly sins to have as a weakness. ( you can choose more) GREED - addiction to material things such as coin and jewelry LUST - addiction to sex ENVY - jealous over the simpliest things WRAITH -anger (losing temper very easily) SLOTH -Lazy GLUTTON - when offered food or different things you simply can't get enough. Sharing isn't really a thing for you. PRIDE If you choose this flaw, players should act on the sin when it presents itself. It should cause issues for the demon. Example: Sitting down at the table for a banquet and eating so much you are taking off others plates. ELVES,FAIRIES, ANGELS, DEMONS, AND ORCS
- RENTALS | Sovereignsrestsl
RENTAL AGREEMENT All rentals in Sovereign’s Rest are considered private residences and may not be entered or used without the permission of the renter(s). Rentals are also designated as safe zones unless otherwise agreed upon with the renter(s) If you decide to rent in Sovereign's Rest, you are agreeing to follow the Rental rules and the rules of the sim. NO REFUNDS - Once you have rented a home we do not give refunds if you decide to leave or give up your rental. This includes players that are asked to leave by Admin. No refunds will be given. For any questions regarding rentals please contact an Admin. Payment and Prim Count : Joseph Surface Decorating: Lexie Vaher RENTAL HOMES CHOOSING YOUR RP HOME Different styles of homes are located throughout the various regions, reflecting the identity of each area. The rentals in the Village and the farms near the docks feature more traditional-style homes. If needed, additional rental spaces with a traditional aesthetic can also be created within the caves to expand availability. Players should select a rental within the region that aligns with their character’s faction. For example, a character aligned with Lumnia Glade would not reside in the Shadow Realm. Village rentals are available and are not tied to any specific faction. If you are interested in one of these Village rentals, please reach out to Joseph Surface. DECORATING YOUR HOME Homes in Sovereign’s Rest come pre-furnished, with 25 prim available for personal touches. Some of the furnishings are color-changeable, and other models are available. If you would like furniture swapped with items seen in other rentals, please contact Lexie Vaher. Additional prim may be approved by an admin on a case-by-case basis. Standard rental homes should remain modest and not reflect the luxury of Favored housing. Since all homes are considered roleplay spaces, décor should stay true to the lore, even during OOC use. Players may also earn the weekly title of Favored, granting temporary access to more luxurious accommodations. These residences do not include personal prim. See the Favored section for details. Rental homes can function either Out-of-Character (OOC) or In-Character (IC). When a home is used as OOC, all conversations must take place via instant messages (IMs). Players seeking to roleplay with someone inside their home must always check with the resident to confirm their availability and verify if their doors are locked. Additionally, an OOC home cannot be used to evade IC consequences or seek safety from in-game events. All residential and business rentals are considered private property. Players must not enter these spaces without explicit roleplay (RP) justification or consent, and all doors and windows are assumed to be locked by default. Breaking and entering, robbing, or vandalizing a rented property requires the owner's Out-of-Character (OOC) consent. Similarly, public buildings belong to the sim or sim-run NPCs; you must obtain admin approval before inflicting any damage or staging a robbery on public property.
- *Animals of Sovereign's Rest | Sovereignsrestsl
ANIMALS OF SOVEREIGN'S REST ANIMALS OF SOVEREIGN'S REST ANIMALS OF SOVEREIGN'S REST ANIMALS OF SOVEREIGN'S REST Sovereign’s Rest is an island created by the Overlord, complete with its own natural ecosystem of animals. These creatures are born within the island and function much like real-world wildlife, each with a natural role in the food chain and environment. In order to sustain and strengthen his power, the Overlord has also brought select beings from other realms—such as shifters and legendary creatures like minotaurs—to inhabit the island. types ANIMALS in SOVEREIGN'S REST types ANIMALS in SOVEREIGN'S REST types ANIMALS in SOVEREIGN'S REST types ANIMALS in SOVEREIGN'S REST 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. playing natural animals playing natural animals playing natural animals playing natural animals PLAYING NATURAL ANIMALS Players may choose to roleplay as a natural island-born animal, such as a cat, deer, or other creature that exists within the world. These characters behave as real animals would—hunting, exploring, and surviving within their environment. Before choosing this role, players should understand: • Animals will not be welcome in all areas or buildings, and may be treated realistically. A deer entering a tavern, for example, may be seen as food. • Predatory characters may view your character as prey rather than a companion. While this is a consent-based roleplay environment and your character cannot be killed without permission, players are free to react naturally. • Communication with humanoid characters will be extremely limited. Players wanting more interaction are encouraged to play a shifter, were-creature, or fantasy beast instead.
- CALENDAR | Sovereignsrestsl
Event Calendar Event Title Event Time Event Date Change the event description to include your own content. Adjust the settings to customize the style. September 2026 SUN MON TUE WED THU FRI SAT Hosting an IC event Do you have and Idea for an Event at Sovereign's Rest? Fill out the form below and Let us know. Event Request Expectations in Hosting an Event The host(s) must be present for the entire event or arrange for someone to take their place. Events will be scheduled in 4-hour blocks, though shorter durations may be requested. Any event lasting longer than 4 hours requires prior approval. We understand that real life happens. If you are unable to attend as the event host, please contact an admin as soon as possible so arrangements can be made to ensure coverage. Dates and times are subject to availabity and other events taking place that day
- 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
- THE DOCKS | Sovereignsrestsl
the docks the docks the docks the docks A short walk down the coastline from the Village, where stone streets give way to salt wind and weathered wood, lie The Docks. At first glance, it appears little more than a humble fishing settlement—aged piers stretching into dark water, modest boats rocking with the tide, nets hanging to dry, and smoke rising from rough cottages built against the shore. To a newcomer, it may seem like escape. More than one desperate soul has run for the fishing boats, believing they had found a way off the island. But Sovereign’s Rest does not let its people leave. Those who sail too far find the sea folding strangely around them, until some unseen portal swallows boat and crew alike… only to return them, disoriented and defeated, back at the same docks they sought to flee. The island keeps what it claims. Though largely home to humans, laborers, sailors, and farmers, the Docks have long been a refuge for those who do not belong to the power structures of the Glade or the Shadow Realm. Here, humans live beside wanderers, shifters, mercenaries, and creatures who have chosen a harsher but freer existence. THE BASICS OF THE DOCKS Food and Necessities Within the Docks, provisions are controlled by the Overlord. The farms and fishing community grow much of the food and animals that are needed to sustain the island. While the those that live there have access to the products on the farms, the Overlord, hands out the seeds and necessary equipment to keep the farms alive. Any race with specific survival needs is also provided for. Rations are distributed by the Tidewarden with the Favored receiving the best supplies first, while the remaining Saltfolks survive on what is left, often forcing them to seek other means of survival. These laws are strictly enforced, as losing the Overlord’s favor means losing all provisions and risking capture beyond the Dock’s borders. Tributes to the Overlord The Overlord demands a weekly tribute. This tribute comes from the resources within the region. The docks, the main resources come from the fishing and farms that are part of this region. Wheat, fruits, vegetables, grapes and raising livetsock including cows for diary and sheep for wool. The resources are gathered and brought to the Village and the Overlord as tribute. THE LOCATIONS IN THE DOCKS The Farms Throughout the region of the docks there are different farms. Wheat, fruits, vegetables, and animals are raised. There is a also a vineyard for grapes and wine. THE DOCKS Just below the Village lies the small coastal district known as the Docks. Home to the Saltfolk, it serves as the center of fishing, storage, and daily gatherings. Some residents gather along the docks and streets, while others meet beneath the waters offshore. THE UNDERTOW Among its alleys, and warehouses thrives the island’s black market—a loose underworld of smugglers, thieves, spies, hired blades, and human outlaws who operate in the shadows of lawful trade. What cannot be bought openly in the Village may often be found here, for a price. Contraband, stolen relics, secrets, favors, and forbidden goods pass hand to hand in whispered exchanges. Coin has little meaning on Sovereign’s Rest, but barter, debt, and obligation can be worth far more. In the Docks, fishermen may drink beside pirates. THE WATER WAY UNDERNEATH The merfolk and other water creatures live below the waters of the docks. They are able to swim and sun themselves along the beaches. Just under the docks the Merfolk can come up from the water and seeks shelter when needed. ROLES OF THE DOCKS
- RULES | Sovereignsrestsl
Rules Sovereign’s Rest is a privately owned dark fantasy roleplay sim within Second Life. All rules, story decisions, and administrative matters are determined by Joseph Surface and the Sovereign’s Rest admin team. This is an adult 18+ para and semi-para roleplay sim. Due to the mature and dark themes present within the setting, all players must be at least 18 years of age to participate. All story content, lore, and original ideas created for Sovereign’s Rest are the intellectual property of the Sovereign’s Rest admin team. All activity within the sim is also subject to and must comply with the Linden Lab Terms of Service . All players are expected to read, understand, and follow the rules of Sovereign’s Rest. Ignorance of the rules will not be accepted as an excuse for rule violations. Basics Avs/Characters NPCs Consent OOC Conflict Combat Communication Capture RP Etiquette General: Roleplay, have fun, and treat all players with respect at all times. Follow the established lore of Sovereign’s Rest. Admin decisions are final. Do not argue with other players. If you have an issue or concern, contact an admin. Disruptive behavior, OOC drama, bullying, or arguing with the staff will not be tolerated. IN- CHARACTER, players may try to push or work around IC rules as long as they are willing to accept any in-character consequences for their character's actions if caught. ALL OOC rules must be followed. Sovereign’s Rest contains dark and mature themes, including kidnapping, BDSM, violence, and sexual roleplay. If these themes are upsetting or uncomfortable for you, this sim may not be a good fit. All player roleplay limits and boundaries must be respected at all times. OOC: Players are welcome to tour the sim before playing, just wear an OOC Tag. You may observe but do not interfere with any active roleplay. RP HUDs: Sovereign's Rest does not have a Roleplay hud. Huds such as Bloodlines etc are not to be used while on sim. Any special-effect HUDS must be approved by an admin before use on sim. These HUDs can cause lag and issues with roleplay, especially if they are used all the time. Avatars Avatars must be 3+ weeks old to play in Sovereign's Rest. No Child-avatars. Adult characters only. All avatars and characters must appear and be 18+ years. (Players may be asked by an admin to change if there is an issue). Players may reference having children as NPCs, but children may not be played as active characters. Not allowed: Robots/Cyborgs, Dragons, Ghost/Spirits, Furries, Non-humanoid aliens, Anime Characters, Avatars with high ARC counts, or oversized avatars. No Hybrids: There are no Hybrids in Sovereign's Rest. Should you choose to roleplay a pregnancy with mixed species/races, the child will be take after ONE parent OR the other. As a privately owned sim, Sovereign’s Rest reserves the right to deny or remove characters whose appearance disrupts the setting or player experience. This includes avatars with extreme or unrealistic body proportions, refusal to wear appropriate clothing, or characters that do not fit within the established lore and world setting. Alts & MCAs Players may use alternative characters (Alts) or Multiple Characters on one Avatar (MCA) within the sim provided they strictly adhere to the following regulations. Players that are found to violate these rules may be asked to remove the alternate character and may be prohibited from having other alternate characters. Account Limit: Players are restricted to a maximum of 3 characters total per account. Mandatory Application: Every character on the sim requires an individual, approved application. This includes each character used within an MCA setup. Prohibited Behavior: All sim rules apply to all characters. Alts and MCAs cannot be used for metagaming, targeting players IC or OOC, bypassing roleplay consequences, or disrupting the lore and community environment. Strict Separation: A player's characters must remain completely separate at all times. They are prohibited from having any IC contact, shared IC knowledge, or mutual connections. IC information is strictly locked to the specific character who acquired it. Visual Separation: Alts and MCAs must look completely different from a player's other characters. Characters sharing an account or avatar cannot share similar visual designs, and must wear a titler at all times to clearly identify which character they are currently portraying. Rental Restrictions: Only one character per player may own a rental property. Additional characters must reside within their regions or The Barrens. Leadership Limitations: Only one character per player may be a business owner or hold an IC leadership role. Secondary characters are prohibited from taking on roles that require consistent availability for roleplay. Business owners are expected to be present to run their establishments, though no monetary fees are charged to run businesses in Sovereign's Rest. General NPCs We do have NPCs on the island. In fact, as you walk around the island in character, you can RP seeing other people going about their daily routine or spotting one of the beasts, etc. In the town and village, there will always be people around even at night. The Guards to the Overlord’s Castle or around the shimmering deep are always there. You are free to roleplay interacting with these NPCs, but you may not control them. As a player, you may not roleplay actions toward an NPC that would make them appear incompetent, unprofessional, less authoritative, or out of character for what they are meant to be. For example, if you smack one of the Overlord’s guards on the backside, you would likely find yourself on the ground and under arrest; they would not flirt back. Personal NPCs There may be times when NPCs (Non-Player Characters) are needed for story or scene purposes. However, players should not use or introduce NPCs into roleplay without Admin permission unless specifically approved for the scene or storyline. NPCs may not be used to establish a pack. Packs or other player groups must have 3 or more actual players. Some characters may be assigned region guards to escort them to another region. Players must have permission from a Regent or Adm in to have an NPC Guard. (Guards are under no obligation to escort anyone unless ordered by the Regents or Overlord.) Players may not have personal NPC bodyguards. If you want to hire a bodyguard for your character, then it must be a real player. NPCs for storylines must be approved by the admin before being brought into play Players who own/run a business can establish their own NPCs working in the shops or on the farms for them. These NPCs cannot be used to fight for you. They will hide. (Mesh avatars may be used to represent them in a shop) Some players may get assigned an NPC based on their abilities. Sovereign's Rest is a consent-based sim , meaning all roleplay interactions require clear, mutual agreement between players before and during a scene. Consent in roleplay is the explicit OOC understanding of what will and will not happen, ensuring all participants are comfortable with the direction of the story. Players must give consent before being involved in major roleplay storylines or sensitive content. This includes themes such as pregnancy, violence, torture, sexual content, and other mature or potentially triggering roleplay scenarios. ALL players involved in the scene must give consent. There are places on the sim that, if you enter, you ARE agreeing that your character may be captured. In these cases, verbal consent is not needed. Death - Any character deaths must be approved by the admin team, even if both players agree to it. No player has the right to kill your character; however, the admin team reserves this right in extreme cases. IC Actions = IC Consequences. Characters are expected to face the consequences of their in-character actions. Repeatedly avoiding or refusing IC consequences may result in removal from the sim. All participants within Sovereign’s Rest are expected to conduct themselves with maturity and respect. Players have the right to decline roleplay at any time and should not face criticism, pressure, or retaliation for choosing not to engage with a particular individual or storyline. NOTE* This is not meant as a way to escape IC Consequences. If you engage players and cause an IC issue, you may not use this rule to refuse to RP the consequence of your action. If this is an issue, please reach out to an Admin for help. If things have become OOC hostile, we will not force players to play with each other, but the Admin will decide what the outcome of the roleplay is. Personal Conflicts Sovereign’s Rest does not tolerate stalking, bullying, harassment, or OOC drama. However, the admin team can only act on situations that are witnessed publicly within sim spaces or brought directly to our attention. Reports alone are not enough to result in a ban, but players are encouraged to report issues so staff are aware of the situation and can monitor for ongoing problems or rule violations. Because logs, screenshots, and outside conversations can be altered or taken out of context, the sim cannot issue bans or punishments without reasonable proof. Players experiencing harassment should immediately report it to Linden Lab Support or to the platform where the harassment is occurring. Players are also encouraged to use block and mute features available through Second Life, social media, and other platforms. If a player has made the decision to block another player, that will be respected on sim. If it is confirmed that players are intentionally spreading rumors, harassing others, or creating hostile OOC environments, all parties involved may be removed from the sim. OOC Conflicts In a Scene If a problem or disagreement happens during a roleplay scene, do not argue in character or OOC. Pause the scene and contact an admin. The pause should be clearly stated in local chat so all players involved know the scene is on hold. Keep things civil and avoid disrupting the immersion with OOC arguments or hostility. Once an admin arrives, staff will work with all players involved to help resolve the issue fairly. Players should provide local chat logs when possible, preferably from more than one source, so admins can review the scene directly. Only an admin may officially void a scene. This is something staff tries to avoid whenever possible, and we will instead work with players to find a reasonable solution so the story can continue. In Sovereign’s Rest, two forms of combat are recognized: dice-based combat and roleplay fighting. We do not have character sheets or bonuses for different characters (they are already built into the dice HUD). This sim does not use any combat meters. Players may choose to engage in roleplay combat; however, all participants must agree to this method. Roleplay combat is intended for smaller scenes involving two to four players. Larger-scale encounters with multiple participants will require the use of dice-based combat. If any player does not agree to roleplay fighting, the method of combat will default to dice. Players may request assistance from a combat moderator, who reserves the right to require a switch to dice combat if necessary. Approved Weapons: Only medieval, traditional dark fantasy, and era-appropriate weaponry are permitted. Examples include swords, daggers, maces, warhammers, axes, spears, bows, and crossbows. Magic and racial abilities remain governed by the setting's lore rules. DICE COMBAT: There is a free Dice HUD in the landing area for all players to use. This has been set up for the characters in this sim and is the only approved Dice HUD for Sovereign's Rest. Dice rolling is mandatory during tournaments and large group fight scenes. We encourage players to use dice for creating spells, traps, or even practicing their abilities. Our Dice HUD is set up to reflect the size of your character. Some characters may receive a boost, while others may lose some, depending on the circumstances. This is not something players can change mid-scene. When using dice combat, fights are resolved using a best two out of three system, where the highest roll wins each round. Players roll against each other for up to three actions, and the player who wins two of those rounds is considered the winner of the fight scene. Players may mutually agree to extend combat beyond three rounds for longer, more detailed roleplay scenes during a private roleplay session. Dice Combat Example FIRST POST Player 1 posts an action and rolls the dice. Player 2 rolls the dice in response (highest roll wins). Outcome: If Player 1 has the higher roll, their action is successful. If Player 2 has the higher roll, they may successfully dodge or counter the action described. SECOND POST Player 2 makes a post containing two parts: A response to Player 1’s action, reflecting the outcome of the previous roll. Their next action (e.g., attack or attempt to flee). Both players then roll the dice again (highest roll wins). Outcome: If Player 1 has the higher roll, they successfully defend or counter Player 2’s action. If Player 2 has the higher roll, Player 1 takes a successful hit. THIRD POST Player 1 makes a post containing two parts: A response to Player 2’s previous action, reflecting the outcome of the roll. Their next action (e.g., attack or flee). Both players roll the dice again. Outcome: The player who wins two out of the three rolls wins the fight. If one player wins all three rolls, they are the clear victor. Special Case: If Player 2 wins all three rolls, one additional post may be made to finalize the outcome, allowing them to complete their final action. Second Life Roleplay vs. Discord In-World Focus: Sovereign’s Rest is a Second Life roleplay sim. All primary roleplay must take place in-world to be considered valid and canon. Discord Limitations: Discord is for communication, coordination, and roleplay prompts. Short Discord scenes are permitted only to navigate real-life scheduling conflicts or continue minor character interactions. Major Plot Rules: Major scenes and storyline outcomes must happen in-world. Lore connected to the sim cannot be decided off-sim without the involvement and knowledge of all affected players. Voided Scenes: Discord roleplay will be voided if it takes place in a public sim area, or if it involves another player's home or business without explicit consent. OOC Chat Rules Drama-Free Zones: The in-world and Discord Out-of-Character (OOC) groups are spaces to chill and enjoy collaborative storytelling. Keep these channels respectful, welcoming, and entirely free of personal drama. No Controversial Topics: Discussions on real-world politics, religion, or other topics that might be considered controversial will not be tolerated, regardless of your stance. Second Life is an escape from real-world conflict. If anyone in the chat expresses discomfort over the conversation, please respectfully stop or change the topic. Handling Disputes: Do not attempt to call out or humiliate other community members in public OOC chat. If you have an in-character disagreement or a player dispute you cannot resolve, use brackets ((OOC)) to keep it minimal in-world, or private message an admin staff member directly for help. No Solicitations: Do not advertise other roleplay sims or ask community members for Linden dollars/money in our OOC channels. Enforcement: Players will receive one formal warning for disruptive OOC behavior. Continued infractions will result in being muted or permanently removed from the communication groups In-World Chat & Etiquette Local Chat Default: All standard roleplay should occur in local chat. Private Scenes: Explicit sexual scenes inside rental homes—or private spaces where you can't be overheard—should stay strictly in IMs. If you choose to roleplay an explicit scene in a public spot, it must be done in local chat so others can naturally interact with you. Choosing a public setting means accepting all the in-character risks of getting caught, including interruptions, witness reactions, or guards intervening. Preventing Text Confusion: If two independent public scenes overlap in the same local chat range, please move your characters apart to keep the text logs clean and readable. No Gesture Spam: Attachments, objects, or gestures that produce disruptive sounds, text spam, or shouting are strictly forbidden on the sim. This includes items attached to your avatar, vehicles, and rental units. Roleplay Groups: Use the in-world Roleplay Group or the Discord "Roleplay Lures" channel exclusively to post active roleplay hooks and attract scene partners. Keep all chat within these specific groups strictly in-character (IC). Sovereign’s Rest is a dark adult fantasy sim built on regional conflict, political sabotage, and faction rivalries. Official sim capture is governed by the Overlord and Regents under regional law purely for political leverage, territory control, and story progression—it is a temporary, 72-hour narrative tool, not a system for permanent captivity or traditional Gorean structures, and being captured should never carry the expectation of ERP. While private capture and personal ownership roleplay are fully permissible by mutual OOC consent between players, personal permanent slavery is not recognized or enforced by the IC government or regional law. In the island's early days, those caught trespassing or stealing resources were thrown into holding cells. Because isolation failed to deter crime or build loyalty, the Overlord turned captives over to regional Regents to pay their debts through hard labor and forced service within the territories they wronged. To enforce this, the Overlord forged massive regional statues, which Morrigan and the Hollowed Eye Circle infused with binding magic. Captives are brought before the statue of the region where they were caught, where they are magically bound to the land. Once the magic is awakened, a plain metal collar, cuff, or bracer releases from the monument and is secured onto the captive. This living ward defies all physical strength and magic, remaining unbreakable for seventy-two hours unless removed early by the Overlord, the Regent, or Morrigan. If a captive tries to cross regional borders, the magic delivers a brutal shock that intensifies with each subsequent attempt until they drop unconscious. The ward also blocks access to restricted local areas unless explicit permission is granted, though a Regent, aided by a Morveth, can temporarily alter the magic for supervised travel beyond the borders. See below for a guide to the ritual. Capture & Captivity Guidelines When your character is captured, you must choose between two types of captivity. Official sim capture lasts for a maximum of 3 days (72 hours real-time) , regardless of the type of captivity. While players may mutually agree OOC to extend captivity beyond 72 hours, neither OOC Sim Staff nor IC regional governments will assist or enforce any captivity agreements past the 72-hour limit. Characters are subject to capture for trespassing into other territories, raiding rival regions, stealing regional resources, or simply being in the wrong place at the wrong time. See below for more information on locations. Combat Defeat: You must roleplay the physical effects of losing a fight. Immediate escape attempts or forcing a consecutive second dice fight are banned. Public Actions: Publicly beating a captive or having public sex triggers organic IC reactions, including captor arrest. Pregnancy/Major Lore: Permanent, high-consequence story elements require explicit, mutual OOC consent. The Release: When the 72 hours end, the jewelry is returned. Players have 3 post-rounds to exit the territory safely before becoming catchable again. NO L$: There is an absolute ban on any L$ Transactions involving captivity. NOTE: While Sovereign's Rest Administration will not OOC interfere in personal roleplay, do note that permanent, personal slavery is not recognized or enforced IC'ly by the Region or Island's government. "Ownership" or "Responsibility" over a person is not acknowledged, and every individual is responsible for their own actions and subject to consequences and punishment. NOT GOR: Traditional Gorean master/slave laws and protocols are not part of the lore, systems, or culture in Sovereign's Rest. Players may privately roleplay those dynamics, but public Gorean-style behaviors and etiquette (nudity, inappropriate clothing, public sex, etc) face strict IC legal consequences. REGION CAPTIVE (DEFAULT) Binding Ritual: All regional captives MUST undergo the Binding Ritual for captivity to be effective. This ritual utilizes enchanted jewelry that binds captives to the region and physically/magically prohibits them from leaving its borders. Managed By: The regional Regent or Overlord. Location & Freedom: Assigned a regional job (listed on the respective Region pages) and permitted to move freely within that region's borders. Public Holding Cells: Public cells are available in regional hubs if a captive prefers to sit in a cell rather than work a job. (Note: Cell usage is limited and reserved for specific narrative needs). Labor & Contribution: Regional captives contribute directly to the faction through assigned duties. Freedom Tournaments: Captives can choose to fight in the local arena instead of working. Winning grants instant freedom. Losing adds 3 extra days to captivity and reinstates the work obligation. PERSONAL CAPTIVE Binding Ritual: Optional Managed By: An individual captor. LIMIT: 1 Captive per Captor Location & Freedom: Interactions and captivity are managed directly with your individual captor. Boundary Rule: Moving captives off-sim is strictly prohibited. Inactivity Fallback: If your personal captor fails to show up, becomes MIA, or is unavailable during the capture period, your character automatically defaults back to a Region Captive under the regional Regent's authority. Pre-RP Talk: Captors and captives must hold an OOC discussion immediately after capture to align on limits and kinks. If preferences clash, the captive must be handed to the Regent. Territories & Safe Zones Territory Borders are marked by small walls, fences, or other border markings, and active NPC guards. Automatic OOC Consent: Entering a designated Capture Area or trespassing into an opposing region constitutes automatic OOC consent to in-character capture and its full IC consequences; individual player consent is not required in these zones. The Wilderness/Barrens are high-risk zones where capture is decided by OOC agreement or losing a combat dice fight. Safe Zones: The Village, The Stone Circle, private rentals, and your home region (matching your active group tag). Capture Zones & Territory Rules Automatic OOC Consent: Entering a designated Capture Area, unauthorized restricted zone, or foreign territory constitutes trespassing unless you have explicit permission or a Guard escort assigned directly by the Regent or Overlord. By crossing these boundaries, you automatically grant OOC consent to IC capture and all associated consequences without requiring individual player consent. Designated Capture Boundaries Lumina Glade: Behind the mist. The Shadow Realm: Inside the rift. The Docks: Behind the walls. The Palace: Unless explicitly invited inside, players may not enter the palace. Favored Areas & Guest Rules Each Favored character is permitted only one (+1) guest inside Favored areas (including the Village Favored Area). Guests must be accompanied by their host at all times. Non-Favored characters found unescorted in Favored areas will be immediately arrested/captured under automatic consent. Danger Zones The Woods, The Barrens, & The Deadlands These areas aren’t part of any set region, but they are still dangerous. Characters of all races roam here, so walking through means you're putting your character at risk. If you lose a fight in these areas, you've been captured. Safe Zones The Village, Private Rentals, & The Stone Circle You’re free to hang out in these spots anytime. Just keep in mind: The Village is only unsafe if you're actively doing crimes or if the Overlord makes an IC rule change. Captivity Ritual Simple cages failed to teach loyalty or repay lost resources. To settle debts through forced regional labor, the Overlord and Morrigan created enchanted regional statues that leash captives directly to the land. Bound captives are fitted with plain metallic jewelry—collars, cuffs, or bracers—that physically and magically prohibit them from escaping across regional borders. Attempting to cross boundaries triggers escalating, painful shocks until the captive falls unconscious. To activate the binding, the captive is brought before the regional statue, accompanied by a Regent, a Hollowed Eye Circle member, or an NPC guard. A black stone placed into the statue awakens its magic. Forced or willing, the moment the captive touches the monument, energy drains from their body, leaving them too weak to resist. The statue instinctively senses the target's true identity, making false names useless. Simple, unadorned metal jewelry is then secured, locking the captive to the region for 72 hours unless released early by the Overlord, Regent, or Morrigan. Jewelry Selection: Players may choose plain collars or cuffs/bracers. Scripted items are permitted but optional and not provided by the sim. Time Limits: The ritual must happen immediately post-capture. If roleplay is paused, captors have 24 hours to complete the scene. If an active capture scene stalls for 2 hours (real-time) without starting the ritual, the captive gains the right to attempt an escape (large multi-player events are exempt) Roleplay Etiquette Rules are a commonly practiced set of guidelines put in place to ensure scenes run smoothly and remain respectful. They are designed to give every player an equal opportunity to participate and help build a fun, fair story. We expect everyone who chooses to play at Sovereign's Rest to follow these guidelines. Ignoring these rules disrupts scenes, causes hard feelings between players, and triggers moderation calls. Your actions may even force the admin team to retcon or completely void the scene. Entering an Active Scene Wait One Round: Before you write your first post in an active scene, wait for every player there to turn in one round of posts. The Ghost Rule: If you do not post into a scene, your character was never there. No one in the scene can acknowledge seeing you or react to your avatar until you write your entry post. You may not RP that you were there or that you witnessed anything in the scene. Respect Closed Doors: If a scene is happening inside a private house or behind closed doors, ask OOC if the area is unlocked before entering. Respect the Scene Setter: The players who were in the space before you get to set the scene. Do not inject new atmospheric details (like background music, smells, weather, or extra witnesses) into a space that someone else is already establishing. Read their descriptions and react to the environment they built. Exiting a Scene Don't Hit and Run: After you post that your character is leaving, keep your avatar in place for one full round of typing. This gives other players a fair opportunity to react to your departure before you walk away. Pacing, Turn Order, and Speed Follow the Entry Order: In small scenes (6 players or fewer), follow a strict posting rotation based on who entered the space first. This keeps the text organized and stops players from typing over one another. Late arrivals must slot themselves directly at the bottom of the order. Keep the Flow Moving: Aim to turn in your posts within 5 minutes. Regularly taking over 10 minutes stalls group play and ruins the scene for everyone else. If real life pulls you away suddenly, drop a quick Out-of-Character note in local chat using double brackets ((AFK)). Mind the Crowd: In large scenes (more than 6 players), a strict turn order is not required, but you must stay mindful of pacing. Observing: Once you post your character into a scene, if you choose not to get actively involved, limit your remaining posts. Writing an entry post lets everyone note that your character is in the space, but if you are just sitting back to watch, keep your future turns to 1-2 short sentences or use an OOC note like ((Observing, skip me)). Do not take up a full post turn if you do not intend to actively contribute to the scene or get involved, as this stalls the momentum for everyone else. Side Conversations: If you are only interacting with one specific person inside a crowded room, coordinate your timing via Instant Message (IM) before posting in local chat. Godmoding, Metagaming, & Powergaming Godmoding: Never control another player’s character or dictate their thoughts and feelings. Every offensive or physical action toward another character must be written as an attempt (e.g., "attempting to grab their arm" or "aiming for their nose"). Never write the final impact or force a hit to land. Metagaming: Keep Out-of-Character (OOC) knowledge out of the game. This includes not only OOC private discussions among players, but also in-world scenes. Your character only knows what they can realistically see and hear in their immediate space. Even if you see text in your chat log because other players are in range, your character cannot react to conversations happening across a noisy tavern, inside another room, or behind closed doors. For example, If a fight breaks out across the room, your character could see the physical action, but unless they post "shouting", they would not know why it started or what was said. If your character could not realistically hear the details, they cannot use that information. Powergaming: Play fairly and accept consequences. Your character is not invincible. You must allow other players a fair chance to dodge, react, or fight back. Thought Posts & Inner Monologues Balance Your Writing: A few internal thoughts can add great color and flavor to your writing, but posts that are all thought are completely unacceptable. Every post must include a visible action or spoken dialogue so other players have something to react to. No Hidden Insults: You cannot use inner thoughts to insult or pass judgment on nearby characters. If your character dislikes someone, express it openly through your spoken words, facial expressions, or physical gestures so the other player has a fair chance to reply. The Consequences: If complaints arise about a player abusing thought posts to insult others, the admin team reserves the right to declare those thoughts fully audible in-character knowledge.
- HOME | Sovereignsrestsl
There is no warning. No sign that anything is about to change. A brilliant light engulfs the world, so bright it blinds you. A strange sound fills the air, somewhere between a low hum and a needle scraping across the surface of a record. Then, without warning, everything falls silent. Darkness. When you open your eyes, you find yourself standing in the center of a circle of ancient stones. Towering trees surround you, concealing whatever lies beyond. This is not where you were. You have no memory of how you arrived. Welcome to Sovereign's Rest. A new world. A new life. The choice was never yours, but you are here now, and there is no way back. Will you merely survive, or will you thrive? Your new life begins now. TLDR A few quick notes to get you started. For a more in-depth look at the story, please read our LORE For more information on getting started, what to wear, etc, take a look at the RULES and CHARACTER CREATION The Origin: After escaping the destruction of their home world, Valtheria, through a self-made portal, siblings Joseph (the Overlord) and Morrigan founded Sovereign’s Rest—an island existing outside of time and space. Though early survival cost the lives of their servants and nearly faded Morrigan, Joseph eventually regained his immense power, while Morrigan mastered realm travel to bring back outside goods and establish the Magister’s Coven. The Society: Ruled by the mysterious Overlord from his overlooking palace, the island is populated by diverse creatures from countless realities—including humans, vampires, demons, angels, and witches. Because advanced technology fails to function here, survival depends strictly on magic, steel, labor, and trade. The Four Regions: The island is divided into four distinct territories—the Shadow Realm, Lumina Glade, the Docks, and the Village—each governed by a Regent answering directly to the Overlord. Each region serves a specific purpose, gathering resources like metals, crops, fish, herbs, crystals, and supplies to sustain the realm. The Cycle of Control: To feed his own power, the Overlord uses cognitive abilities to secretly stoke rivalries between regions. Each week, territories compete to deliver the greatest tribute. High producers are rewarded and chosen as "The Favored" to live a brief life of luxury, while those who fail, disrupt order, or refuse to work face harsh punishments, increased demands, or exile to the island's hidden, brutal depths.
- LORE | Sovereignsrestsl
The Lore Sovereign’s Rest is an island beyond time and space where beings from countless worlds and realities are brought together under the rule of the mysterious Overlord. Vampires, werewolves, demons, angels, fairies, witches, humans, and countless other races now find themselves trapped on an island divided by light and dark. The island is split into four regions, each designed to keep tension and rivalry alive. The Shadow Realm thrives in darkness, filled with miners, predators, and creatures from darker worlds. Lumina Glade stands in stark contrast, home to hunters, healers, and races tied to lighter realms. Between them lie the Docks, a neutral territory where survival comes before loyalty, and the Village, the center of trade, power, and politics. Every week the regions compete for the Overlord’s favor. Resources gathered through labor, hunting, mining, farming, and trade are brought before the Village to be judged. The region that contributes the most is rewarded with privileges, luxuries, and opportunities denied to the others. The weakest region faces punishment, harsher demands, and public humiliation. The competition is constant. So is the tension. The Overlord encourages conflict between the regions, rewarding ambition, loyalty, and strength while ensuring the balance between light and dark never fully breaks. Alliances form. Rivalries grow. Betrayals are common. Power is everything. Each week, a select few are chosen as the Favored—residents who have proven themselves valuable to their region and the island. For one week, they are elevated above everyone else, treated like nobility beneath the Overlord’s gaze and granted luxuries most will never experience. But favor is dangerous. Because on Sovereign’s Rest, every reward has a price, and every choice pushes you closer to either the light… or the dark. Which side will you choose? The Origin of Sovereign's Rest
- CHARACTER CREATION | Sovereignsrestsl
Character Creation At Sovereign’s Rest, a rich and diverse tapestry of fantasy and supernatural beings find their place within our world. We welcome characters from all walks of lore—whether you embody classic night creatures like vampires and werewolves, ancient beings like demons and fae, aquatic species like merfolk, or skilled magic users like witches. Your origins are entirely up to you: your character may arrive from modern-day Earth, ancient Rome, the brutal realm of Gor, or any original time period or universe. No matter where or when they came from, all are equally likely to fall through a portal and wake up stranded on the mysterious shores of Sovereign’s Rest. To encourage creative freedom while keeping rules simple, we ask all players to play fairly, respect the setting, and embrace cooperative storytelling. The following guidelines outline how to build your character for Sovereign’s Rest. Our goal is to keep restrictions minimal while maintaining a balanced, cohesive world for everyone. These general rules apply to all characters; for traits and lore unique to specific species, please consult the dedicated Races pages . NOTE: Extremely large avatars must be approved by staff before play. * Characters must come from existing fantasy, supernatural, mythological, or science fiction lore. * If you are unsure whether a character concept fits the setting, contact staff before creating your character. Restricted Races Appearance Abilities Flaws Healing Character Alignment Restricted Races The following character types are not allowed: Furries Anime-styled characters Robotic or cybernetic characters Hybrids Dragons Ghosts or spirits Non-humanoid aliens (humanoid races such as Goreans are acceptable) Copyrighted or established characters (such as Superman or Paul Atreides) Child avatars or underage player characters. Players may reference having children as NPCs, but children may not be played as active characters. Character Appearance All players should design their characters in a way that remains accurate to the lore and origins of the species or world they come from. While Sovereign’s Rest draws a broad variety of characters from different timelines and realms through portals, we ask that you stick to established lore. For example, a werewolf should remain a werewolf, rather than a hybrid like a wolf with wings. Characters are expected to visually and behaviorally reflect their native lore whenever possible. Furthermore, there is no Veil within Sovereign’s Rest. Supernatural beings are not required to maintain or hide behind a human form unless the player simply prefers their character to have one. Characters are entirely free to appear in their true forms openly throughout the island. Tails, Wings, Claws, Sparkles, etc... etc... etc... Physical features such as talons, claws, wings, horns, tails, and fangs are allowed, provided they fit the established lore and natural design of your character’s race. Players should avoid adding physical traits or accessories that do not logically belong to their chosen species. This restriction also applies to how these extra features are utilized in gameplay. Special Effects: Any magic HUDs, particle systems, or special effects must be approved by an admin before use. Our goal is for everyone to enjoy roleplay comfortably, and causing sim-wide lag through excessive effects or attachments goes against that experience A note on Avatar Complexity: Players should keep their Avatar Rendering Complexity (ARC) and script counts reasonable to prevent lag and avoid turning into a “grey blob” for others. While we currently do not enforce strict limits, restrictions may be introduced if performance becomes a recurring issue. Players with excessively heavy avatars, scripts, or effects may be asked to reduce their complexity or remove problematic items. Clothing Although Sovereign's Rest may have a medieval aesthetic, is is not set on Earth during Medieval times. Medieval attire is not mandatory or required. Because portals pull characters from different worlds and eras, fashion on Sovereign’s Rest varies wildly. You might see a Roman centurion in full armor standing next to someone fresh from a modern New York nightclub. While a character's point of origin and style are entirely up to the player, characters must keep their private areas properly covered while in public spaces. Full nudity is only permitted in designated areas where it is contextually appropriate, such as bathhouses. However, players should keep in mind that Sovereign’s Rest is not a modern world. There are no malls or clothing stores, only local tailors and basic craftsmen. Modern materials and conveniences—like zippers, synthetic fabrics, or mass-produced fashion—are extremely rare and impossible to replace once damaged. Rugged roads and settlements mean that impractical choices like high heels or restrictive modern outfits will realistically make daily life difficult. Characters wearing highly unusual modern clothing may even be questioned or mocked in-character by residents. Players may decide for themselves when or if their character begins adapting to more practical, hand-sewn clothing better suited to the island’s environment. Abilities Upon arrival at Sovereign’s Rest, all supernatural powers and physical attributes—such as enhanced speed, strength, or senses—are significantly weakened. No one really knows why, but even the strongest characters will quickly realize they cannot access their full power, and actions like shifting or transformations may take longer. Most long-time residents just say that the island itself is different, and that everyone eventually learns to adapt to the change. OOC Note: This is a permanent lore mechanic affecting all characters equally to keep gameplay balanced. It ensures characters retain their core identity, rank, and strengths—meaning they remain stronger than ordinary humans, but far less overwhelming than they were before arriving on the island. Racial Traits & Specializations Players can choose what powers their characters have based on the common lore of the race they chose. However, some races (not all) will have preset abilities listed on their individual race pages, and players may choose ONE Cognitive Ability and ONE Primal Ability from their race page. Physical & Primal Attributes: Include traits like great strength, durability, agility, flight, or swimming. These must match the race accurately (e.g., Trolls possess great strength and durability, but not the speed or agility of an Angel). Magic-User Abilities: Structured magic, such as potion making, spellwork, and rituals, is strictly reserved for Magic Users. ROLEPLAY MECHANICS VS. SOCIAL TRAITS The following traits depend entirely on player interaction and text-based roleplay rather than guaranteed game mechanics. Lore descriptions, or attributes listed on a bio, do not dictate or force how other characters must respond to you. Lore-Based Attributes: Traits like charm, wit, intimidation, persuasion, or superhuman intelligence depend completely on how they are actually roleplayed. For example, if a species lore mentions high intelligence or natural wit, it does not automatically make every character of that race a genius. Other players always decide how their own characters view and respond to these traits based on the actual interaction. Beauty & Allure: While certain species lore—such as Fae or Mermaids—may describe them as naturally beautiful or alluring, beauty remains completely subjective. Players are entirely free to decide how their characters react to another avatar or race, regardless of what the official lore description says. Deception & Lying: In-character (IC) lying is completely permitted; anyone can lie on the island just like people do in real life. The player being told the lie has full authority to decide if their character believes it or not. When making this decision, players must take care not to metagame (using out-of-character knowledge that their character wouldn’t actually know). If needed, a dice roll can be mutually used by the players involved to help determine the believability of the lie. Note: If an out-of-character (OOC) conflict arises from a deception scenario, please contact an admin immediately. Up Flaws Power Dampening & Stamina Drain Upon arriving at Sovereign’s Rest, all supernatural powers and physical attributes—such as enhanced speed, strength, senses, or elemental abilities—are significantly weakened. No one really knows why, but even the strongest characters cannot access their full power, and actions like shifting or transformations take longer. The Balancing Pull: This constant, passive drain exists to keep gameplay and abilities balanced. Characters remain stronger than ordinary humans, but far less overwhelming than they were before arriving on the island. Exhaustion: This drain also affects a character's stamina. The more anyone attempts to use their powers or magic, the more tired they will become. No one can use their abilities indefinitely, and players are expected to roleplay this fatigue accordingly. Material Vulnerabilities: Silver and Iron The island naturally divides weaknesses by a character's alignment. Neither material is outright lethal on its own, but both are highly effective tools for capture, restraint, or immobilization. Silver (Dark-Aligned): All creatures considered "dark-aligned" (such as demons, vampires, or werewolves) have an automatic aversion to silver. While raw silver on the island is limited, it can be discovered in local mines or brought in through traveler jewelry. Iron (Light-Aligned): All creatures considered "light-aligned" (such as fae, elves, or fauns) are deeply harmed by cold iron. Iron is commonly found across the island within various caves and mines. The Physical Effects of Silver & Iron: Contact Burns: When applied directly to the skin (such as in chains, shackles, or restraints), these materials immediately burn the flesh. As long as physical contact remains, they cause continuous, agonizing pain—completely overriding rapid healing factors. Wounds & Ingestion: If silver or iron is introduced directly into open wounds or ingested, the affected character will become completely bedridden for several days. Recovery from this type of poisoning requires specialized healing provided by the Hollowed Eye Circle. Environmental Vulnerabilities: Fire affects all creatures equally. It causes intense pain, slows movement, and leaves lasting physical damage. Note: Brands may be created with assistance from the Magister's Coven if required by local factions. Alignment Flaws & Consistency Sovereign’s Rest enforces strict alignment rules to maintain meaningful story tension and conflict within the world. If every single character on the island had the same modern, human morality, there would be zero narrative friction, zero interesting drama, and no real story development. Keeping these alignments consistent ensures the world stays active and fun to write in. Dark Alignments: Players cannot pick a dark species for its cool powers and then write away its flaws to make them soft or harmless. Outliers from TV shows are not the norm here. Vampires must naturally feed, and werewolves carry a feral streak that remains dangerous—even to those they care about. Light Alignments: Conversely, light-aligned characters (like fae or angels) must actively uphold their own racial burdens. This means consistently roleplaying traits like extreme vulnerability to deception, rigid codes of honor, or an inability to break a sworn promise. You cannot play a light-aligned creature as a ruthless, chaotic assassin without real in-character consequences to their nature. Choose Wisely: These permanent instincts keep the game interesting. If a player does not want to deal with predatory instincts, they should choose a light alignment. If they do not want to be bound by strict moral rules or fragile natures, they should look elsewhere. Up Heading 2 Healing The same power-dampening nature of the island that affects characters' abilities heavily impacts both personal recovery and external medical magic. Personal Recovery Timelines The island significantly slows down physical regeneration for all inhabitants, including humans and creatures known for rapid supernatural recovery. Wounds take longer to close, and injuries linger. Instant Healers: Characters who normally heal instantly will require approximately 1 full day to recover from immediate injuries. Standard Healers: Characters who normally recover within a few days will instead require several weeks to fully heal.Humans: Ordinary humans are also affected, experiencing much slower healing times than their normal baseline. Vampire Exception: Vampires can still use their saliva to stop active bleeding while feeding. However, the bite marks will not magically vanish afterward; the wound will remain and must heal naturally over time. External Medicine & Magic Because external healing magic is heavily suppressed by the island, alternative medical treatments are vital. Medical & Herbal Skills: Characters with medical knowledge, herbal remedy training, or doctoring experience from their original realms retain their skills. They are highly encouraged to aid others through natural, physical treatment methods. Magical Healing: Only characters explicitly classified as Magic Users can attempt magical healing, though its effectiveness is heavily reduced. The Village Infirmary: For severe injuries, players may seek out members of the Magister's Coven at the village infirmary for specialized care. Healing Consent & Mechanics To ensure fair play and protect player agency, all injury and healing outcomes rely on OOC consent. Consent-Based Effectiveness: Healing within Sovereign's Rest is entirely consent-based. Injured players always determine how effective a magical healing attempt is on their own character, based on the severity and nature of the wound. No player is forced to accept magical healing. Fair Communication: Players are expected to communicate openly and work together fairly when managing recovery timelines. If a disagreement or conflict arises regarding a healing outcome, players can choose to settle the matter using dice rolls or contact an Admin for assistance. Up Character Alignment Sovereign's Rest is divided into three distinct territories designed to drive in-character conflict, competition, and story-driven roleplay. Through the magic of the island, an enigmatic entity known as The Overlord provides the tailored environments, native wildlife, human NPCs, and resources necessary for the specific survival needs of each region's inhabitants. The Shadow Realm The dedicated sanctuary for dark-aligned species. Native Populations: Vampires, Werewolves, Demons, Dark Elves, and Orcs. For more information about living in The Shadow Realm see here. Lumina Glade The protected territory for light-aligned species. Native Populations: Fairies, Centaurs, Elves, Leprechauns, and Shifters. For more information about living in The Lumina Glade see here. Faction Standing & Cultural Exclusivity The separation between alignments exists to foster genuine narrative tension. Political factions and species-specific gatherings on the island are strictly exclusive to ensure world immersion. No Plus-Ones for Outsiders: Just as exclusive real-world organizations restrict entry to initiated members only, faction-specific meetings, sacred rituals, or political councils on the island are strictly confidential. Characters cannot bring their romantic partners, mates, or spouses to these gatherings if that partner belongs to a different species or opposing alignment. OOC Partnerships: This boundary applies equally to out-of-character writing partnerships. An OOC relationship does not bypass server lore or unlock restricted entry. A character will not be granted faction citizenship, safety, or access to restricted territories simply because their player is partnered with someone from that region. Embrace the Friction: Cross-faction romances and alliances are expected to face realistic in-character consequences, secrecy, and political friction. Navigating those boundaries adds depth to the story rather than bypassing the rules. The Docks & The Farms A diverse, independent settlement serving as the island's neutral zone. It maintains a fragile balance, refusing to favor either the Light or Dark factions. The local farming lands are an official part of the Docks territory, providing the agricultural resources and food supply needed to sustain the neutral population. Native Populations: Humans and Mermaids. The Outlier Rule: Players who choose to portray characters who reject their species' natural alignment may live within the Docks instead of their native realm. Survival Laws for Neutral Outliers: Choosing a neutral path comes with stricter local laws and fewer environmental protections: Predatory Constraints: Predatory species that naturally hunt or prey upon others are strictly banned from endangering or dominating the largely human population of the Docks and its surrounding farms. Resource Scarcity: Dark-aligned characters living here must follow strict local laws regarding feeding, hunting, and violence. Because of these civil restrictions, obtaining blood, raw resources, or essential survival needs is significantly more difficult than it is within their native Shadow Realm. Up Quick Guide for Character Creation When preparing to submit a character sheet, players should follow these streamlined steps to ensure their concept matches the world mechanics. Step 1: Establish Identity & Species Select a Race: Review the specific race pages below to verify their unique traits, alignments, and starting territories. Respect the Lore Baseline: Attributes must remain reasonably accurate to the species' established native boundaries. Any unusual traits outside the standard racial description (such as a werewolf with wings) require explicit admin approval before adoption. Determine Class: Decide if the character is a standard species or explicitly classified as a Magic User. Step 2: Define Powers & Flaws Distribute Abilities: If supported by the native race page, select 1 Cognitive Ability and 1 Physical/Primal Ability (such as enhanced speed, strength, or senses). Assign Weaknesses: Select at least 1 additional flaw or weakness beyond the natural racial vulnerabilities (like fire, silver, or iron) already enforced by the island. Outline Backstory Skills: Outline basic, non-supernatural skills that logically align with the character's history. Step 3: Write the Portal Arrival Origin Point: Choose the specific era, world, or location the character originates from. The Portal Event: Decide exactly what the character was doing at the moment they were pulled through a portal. Note on Starting Gear: Characters retain whatever items they were physically holding or carrying at the time of arrival (for example, falling through while carrying two bags of luggage means that luggage arrives on the island with them). Keep in mind that technology and artifacts from other worlds or time periods do not work in Sovereign's Rest. Step 4: Displaying Character Info Sovereign’s Rest encourages players to display their approved character details, traits, and species classification within their Second Life profile or via an active avatar titler. This practice remains entirely optional and is left up to individual player preference. Character Information Form Character Form We are asking that all players fill out the form above so we can keep track of what races are on sim. Players can begin playing as soon as they choose the group they want to join.



