- Invitation Status
- Posting Speed
- Multiple posts per day
- 1-3 posts per day
- One post per day
- Writing Levels
- Adept
- Advanced
- Preferred Character Gender
- Female
- Genres
- Fantasy of all types, Scifi of certain types, Horror, Romance, Slice of Life if certain criteria is met. Anything that can swing from light-hearted, to the polar opposite in a moment's notice.
Interest Check
Dropbox for Map
Placeholder for plot, which will be updated once our character spots have been filled.
Spots Filled: 8/8
The game keeps the most loved aspect of new-age VRMMOs, action based UI, and utilizes the need of in-game movement to amplify the difficulty of the game. Melee characters cannot simply stand still and facetank while they access their abilities, nor can they out sustain monsters at any level, they must actively dodge enemy's hits through their reflexive skills with minimal assistance by the stat that effects it. Magic characters as well must vocally recite spells, prayers, curses, or any other mana-based abilities within the game. Ranged combat is a challenge all in itself as arrows must be aimed, external conditions must be considered, and the arrow can be disrupted mid-flight.
There are also various mechanics unique to the world. Realm of the Sovereign's map, referred to as DIS has seven territories of differing sizes. Each territory is able to be claimed by a guild with a large enough military power to take it. If non playing 'mobs' have claim of the territory, the area is handled like an in-game raid where loot will drop off the various defenses and fighting forces within the NPC strong. If another guild holds territory, the invading guild is able to take it should the guild leader of the standing one be defeated. When a guild holds a certain territory, they are granted a number of benefits. They are able to build upon the land, hire NPCs native to their territory, and are excluded from "Sovereign's Rule" which are laws designated by the guild leader of the territory.
Another unique aspect of Realm of the Sovereign is that the world is quite literally 'living and breathing'. Each NPC within the game is strangely capable of making decisions, holding a unique personality, even having heritage and history that develops as the timeline within the game progresses. This also holds true to the enemy mobs within the game, and is also one of the reasons why the game is so difficult. Try and try as many times as you may to develop a strategy to beat that boss, but you're just giving him the same amount of time to figure out a strategy to defeat you.
Strength: Grants Health and Increases Defense, while also factoring Damage on slower hard-hitting classes.
Agility: Grants Attack Speed and Increases Critical Chance, while also factoring into the Precision stat of ranged characters.
Intellect: Increases Mana Pool and universal Spell Damage, while also increasing resistance to magics.
Stamina: Grants Health.
Endurance: Decreases overall damage taken and increases all base resistances by a small amount.
Armor: Decreases physical damage taken, factors into 'Parry Rating' for tank classes.
Avoidance: Increases chance to dodge enemy chance, decreases chances of being detected while stealthed or hidden.
Agility: Grants Attack Speed and Increases Critical Chance, while also factoring into the Precision stat of ranged characters.
Intellect: Increases Mana Pool and universal Spell Damage, while also increasing resistance to magics.
Stamina: Grants Health.
Endurance: Decreases overall damage taken and increases all base resistances by a small amount.
Armor: Decreases physical damage taken, factors into 'Parry Rating' for tank classes.
Avoidance: Increases chance to dodge enemy chance, decreases chances of being detected while stealthed or hidden.
Guilds are an important aspect within Realm of the Sovereign, more so than in most other games of it's kind. They are the fundamental driving point for endgame content of any kind, economic, PvP, or PvE. There are few that grow to be large and powerful spanning multiple archetypes, but while they do exist most tend to find their own niche of gameplay and accordingly entitle themselves to exclusively that. This was predicted, so there are now identified to be three 'types' of guilds.
The first are Merchant Guilds, these cater to players whom end up more focused on commerce and amassing wealth than the challenge of content. These guilds aren't very common, but they are known to be large due to the fact that NPCs are often employed by them. Many Merchant Guild work forces are even known to be entirely manned by NPCs of the game, working for players to earn their own living.
The second are the Adventure Guilds, these differ in size but are more often than not guilds entirely based on PvE focused players whom enjoy playing with friends and experiencing the games intended content for the gear and fame. Some of the larger Adventure Guilds are hired by Merchant Guilds for tasks that aren't in their line of work, clearing out farmlands, escorting caravans, and even collecting money are examples of jobs they can be hired to do.
The last type are Union Guilds, they are the juggernauts of Realm of the Sovereign as they are capable of having wars with one another when they've amassed to a certain size. Unions guilds are usually the product of two guilds joining together, or more rarely, a really large guild with a strong foundation of hardcore players of different kinds. They are dominant at PvP and are well funded by their guild leader and officers to fight to represent their guilds in battle.
Unit - Typically a geared player capable of soloing easy content at high level.
Mannequin - Extremely geared player who often shows off for no reason.
Ape - Violent player whom taunts and berates others, usually a PvPer.
Void - Term for players or mobs with Neutral Morality.
Red - Term for players or mobs with Negative Morality.
Pure - Term for players or mobs with Positive Morality.
Headsman - Guard of territory owning guild.
Most internet/MMO terminology still applies, these are just ones unique to the game.
Shaman <Healer/Support> *
Bonus Item: Linken's Scroll - A unique scroll that when used within specific zones, it will explain important information and history.
Racial: Ancient Knowledge - The player has a chance to learn spells they usually wouldn't learn while leveling up. These spells do not have to be be close to level, or condition specific, they are completely at random.
Elf Shaman, Level 1
STR: 2
AGI: 4
INT: 8
STA: 3
END: 3
ARM: 2
AVO: 3
STR: 2
AGI: 4
INT: 8
STA: 3
END: 3
ARM: 2
AVO: 3
Martial Artist <DPS> **
Bonus Item: Compass - A small compass with it's basic usage intact, however, the needle will erratically spin when unseen danger is nearby.
Racial: Enchanted Markings - The tattoo that trail the Veni Yan's body are imbued with an enchantment that reinvigorates the player when in danger. This effect doubles your damage value, and Stamina stat for 5 seconds.
Veni Yan Martial Artist, Level 1
STR: 2
AGI: 5
INT: 6
STA: 3
END: 4
ARM: 2
AVO: 3
STR: 2
AGI: 5
INT: 6
STA: 3
END: 4
ARM: 2
AVO: 3
Gladiator <Tank> **
Bonus Item: Map of Dis - A rolled parchment inked and painted with intricate detail of the various places within Realm of the Sovereign. While newer locations that have been destroyed or built are not present, this item gives it's holder a good grasp of the various locations within Dis.
Racial: Extreme Conditioning - The life of being bred and trained to fight for the amusement of others has hardened the body to endure immense amounts of physical strain, and pain alike. +5 Endurance +3 Stamina.
Human Gladiator, Level 1
STR: 5
AGI: 4
INT: 2
STA: 8
END: 8
ARM: 3
AVO: 3
STR: 5
AGI: 4
INT: 2
STA: 8
END: 8
ARM: 3
AVO: 3
Spiritmaster <Support> *
Bonus Item: Coupling Bracelet - A hardened silver bangle at a size slightly too small to remove from the wrist. While most players can only contact players on their friends lists via familiar mail or in person, Coupling Bracelets are enchanted with a communication magic allowing them to speak to others whom have this regardless of conditions.
Racial: Fox Form - Unveiling the human-like guise they have upon themselves, Kitsune are able to once per day contort into their animal form. While in their Fox Form, Kitsune have increased movement speed and do not require incantation to cast spells.
Kitsune Spiritmaster, Level 1
STR: 2
AGI: 4
INT: 6
STA: 5
END: 3
ARM: 2
AVO: 3
STR: 2
AGI: 4
INT: 6
STA: 5
END: 3
ARM: 2
AVO: 3
Archer <DPS> *
Bonus Item: Yra Bow - A taught, finely decorated bow which gives a very dull white glow from it's oaken wood. Grants + 3 Agility, and +2 Avoidance.
Racial: Stoneskin - Golems have a hard exterior, mentally, and physically. Before their health can be dropped by any amount, a small sum of shield attached to their health must be broken. This shield regenerates after fights.
Golem Archer, Level 1
STR: 2
AGI: 10
INT: 2
STA: 2
END: 4
ARM: 3
AVO: 7
STR: 2
AGI: 10
INT: 2
STA: 2
END: 4
ARM: 3
AVO: 7
Archmage <DPS> **
Bonus Item: Verdant Branch of Yggdra - This simple looking stave is capable of summoning friended players to the mage's location. This effect requires no mana, and no reagent, though the targeted person is capable of denying the request to be summoned.
Racial: Mana Swell - Over the many years of studying the various forms of magic, the Archmage now has a keen and unhindered understanding on how most if not all works. With this the mage is efficiently able to manipulate the mana of his spells as they meet their target, refunding their costs as long as the mage remains mobile.
Human Archmage, Level 1
STR: 2
AGI: 3
INT: 8
STA: 4
END: 3
ARM: 2
AVO: 3
STR: 2
AGI: 3
INT: 8
STA: 4
END: 3
ARM: 2
AVO: 3
Myrmidon <Tank> **
Bonus Item: Vesper Familiar - While many familiars are thoughtless manifestations of Realm's communication system, there are rare familiars within the game that are capable of thoughts and emotion. Vesper is a bat familiar, and is capable of free will.
Racial: Lingering Animation - The undead are a strange race that have only known up recently in Realm of the Sovereign. Though one thing is well known, the necromancy that breathed life into them is very strong. When this undead player's health reaches 0, their body will continue to live for one minute though unable to be healed through this duration.
Undead Myrmidon, Level 1
STR: 5
AGI: 2
INT: 3
STA: 4
END: 2
ARM: 3
AVO: 6
STR: 5
AGI: 2
INT: 3
STA: 4
END: 2
ARM: 3
AVO: 6
Rogue <DPS> *
Bonus Item: Yra's Blade - A strange folding knife that seems out of this world. It's handle is well crafted, and the blade's edge is carefully shaped into a curved hook toward it's tip. +5 Agility.
Racial: Street Life - Most enemies in Realm of the Sovereign rarely drop currency as that is usually made through trading with merchants or from friends in profession guilds. However the craftiest of rogues are capable of achieving the impossible, increasing the odds of enemies dropping currency on death.
Human Rogue, Level 1
STR: 3
AGI: 7
INT: 2
STA: 4
END: 2
ARM: 2
AVO: 5
STR: 3
AGI: 7
INT: 2
STA: 4
END: 2
ARM: 2
AVO: 5
Astrologian <Healer> *
Bonus Item: Tarot Cards - From the stars, a blessing may be called upon once a day. The player must shuffle their deck of Tarot Cards and draw one from the top of the deck, each card grants a random +5 Stat buff that lasts 24 hours. Once the duration has ran out, they'll be able to draw another.
Racial: It's A Small World - As a smallfolk, you are naturally respected by the denizens of DIS for your wisdom and expertise in mercantile. All items can be sold for an increased value, while some merchants will sell you items they wouldn't sell to others.
Human Rogue, Level 1
STR: 2
AGI: 3
INT: 8
STA: 3
END: 2
ARM: 2
AVO: 5
STR: 2
AGI: 3
INT: 8
STA: 3
END: 2
ARM: 2
AVO: 5
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