Slayers of Rings § Crowns

SorC Online Features






Slayers of Rings § Crowns Abilities, Talents and Skills


SorC©️ Games offers players with online features that allow sharing, trading, and purchasing content through this website. This extends the gaming experience for Gamers locally, and if you’re reading this, globally.


Slayers of Rings § Crowns

By Ogre Adventurer, SorC ©️, 2025

Slayers of Rings & Crowns takes place in the universe Essentia. Essentia hosts thirteen planets, and player adventures begin on the fourth planet, Zailister (Zail). Players can explore the other planets and uncharted territories via rifts, hell, trade post portals, space and flight travel, summons, and other ways, including in unwillful abduction.

Each planet has its own distinct seasons and landscapes that determine beginning themes.

Featuring two suns, the main lifegiving sun, Adoria, and the dying star, Tawdry Dwarf, technology progresses from planet to planet. The first planet, too hot for most to bear, features prehistoric themes with dinosaurs and neanderthals, ancient magic, and medieval steel that host the main planet Zail, while sci-fi futuristic warfare has developed in the last three planets. Aware of Tawdry Dwarf’s impending demise, futuristic races have developed innovative strategies to secure the future of their descendants for millennia to come, with the construction of their own atmospheric planets, preparing invasions on other planets, beginning with Zail.

Zail is host to a prophecy where fourteen crowns were formed in a cataclysmic event where magic particles and debris of its surrounding Rings were drawn to a falling star. As these stars fell through Zail’s atmosphere, they shrank to mystical Crowns that hold, or held anyway, unique magical properties. The crowns can only be worn by a true ruler of its respective territory and race, but because of diplomatic actions of greed, chaotic events between believers and non-believers, and war, 6 crowns have been either lost or destroyed, leaving the lands and population in chaos, strife, and peril.

To be continued…


Meeting Grounds

Online Taverns, Characters’ Homes, Guild and Clan Halls, Secret Underground Societies and other places where people can join the uploaded areas and join campaigns.

Open World

Upload your campaign and share location (coordinates) in real-time so other gamers will not only know you’re there, but they’ll have class and feature details of the party, your GM, and your real-time actions. Maybe they see you’re struggling against a gang of trolls, and their GM collaborates with yours to help?

World Market

More on this later, but players can bid their items at the auction house for others to purchase with in-game currency.

Trials of Combat

Brave the challenges of honor or misfortune. Trials of Combat is also available online. You just need to meet online at the respective Trial Officer. This is primarily an offline feature, but it works great online and players can share their Trials, titles, and achievements here.

In the realm of Trials of Combat, adventurers can seek the wisdom and acknowledgment of Trial Officers, enigmatic figures dedicated to assessing and honing the skills of warriors, mages, and all manner of combatants. These Officers are found throughout the world, often hidden in plain sight within bustling villages, castle towns, and rogue encampments. Look for faction flags snapping in the breeze or signs adorned with arcane symbols outside guild halls, taverns, and clandestine academies. Some Trial Officers operate covertly, existing on the edge of the law, offering trials for coin slipped under the table. Rules are set by the Trial type and/or the mode and must be followed or guards will enforce penalties. Potions, scrolls, or any other items besides gear are not allowed; however, participating characters with healing properties and buffs have no restrictions. Those who dare to seek out these obscure Officers in mobile camps will find the most rewarding challenges awaiting them.

Trials of Combat are facilitated by Trial Officers. Trial Officers offer unique opportunities to earn distinct rewards, including Honor Points for Proving Grounds, Valor Points for the Arena, and Auctorati Points for the Coliseum. These points can be spent on a range of enhancements, such as specialized gear tailored for each trial’s rigorous demands, powerful potions, arcane scrolls, profession manuals, and various other valuable items. The rewards vary depending on the faction or quest giver, ensuring that no trial is ever the same. As you establish faction status with the Trial Officer(s), more powerful items will become available for sale and you’ll receive better gifts, secrets, and quests.

Proving Grounds

The Proving Grounds require a minimum of five participants, with no upper limit on the number of challengers. The enemy count is dynamically adjusted to match the strength of the party, ensuring a challenging yet fair encounter. Various battleground modes exist within the Proving Grounds, each offering a distinct test of skill and strategy. Participants will gain Honor Points if their goals are reached.

1. Beacon Capture: Teams compete to control multiple beacons scattered across the battlefield. Communication and teamwork are key as squads attempt to outmaneuver their opponents and secure vital points. Once a beacon is taken, the party must destroy it.

Each victory in the Proving Grounds grants players coin, experience, and Honor Points which can be redeemed for exclusive gear sets designed for the various trials, enhancing their capabilities for future challenges.

The Trial Officer will have other, more challenging Beacons for the party to explore as they collect Honor.

2. King of the Peak: The objective is to hold a specific high ground for as long as possible while fending off waves of enemies. Players must utilize environmental features and their wits to maintain their advantage.

3. Race Through the Cave: A high-stakes dash through dark treacherous caves filled with traps, puzzles, and monsters. Players must navigate obstacles while battling foes to be the first to cross the finish line, which is a source of light elsewhere.

Arena

The Arena is a test of skill against other humanoids, employing strict rules regarding weaponry and armor. Participants are allowed to equip only certain classes of weapons and must adhere to given specifications. Players choose equipment sets with different set bonuses, but they’re only borrowing the equipment. To earn the equipment sets, Characters must spend Valor Points (see below). Combatants may choose from several match formats, each requiring different strategies and tactics:

1. 1 vs. 1: A battle of personal skill, where technique and quick thinking are essential for victory.

2. 2 vs. 2: Teams of two engage in a fight that demands coordination and synergy to overpower their rivals.

3. 3 vs. 3: With bigger teams come greater complexities; players must work together to outmaneuver obstacles and their opponents while predicting their moves.

4. 4 vs. 4: Larger teams allow for diverse strategies, requiring balanced roles and sharp tactics to ensure victory. There are obstacles, buffs, and random hidden gear in these arenas.

5. 5 vs. 5: These arenas are slightly larger than the others and not only provide the challenges of 4 vs. 4 but add other elements, like small mazes, netting, and more. This is the ultimate test, where teams must offer coordination, communication, and adaptability to defeat their rivals, exploiting the strengths and weaknesses of their allies and foes alike.

Victorious participants earn Valor Points, which can be exchanged for formidable weaponry and protective gear sets crafted for the demands of arena combat, as well as consumables that can spell the difference between victory and defeat.

Coliseum

The Coliseum is a test for champions, where participants can face any creature imaginable without the constraints of any striking rules. The only requirements are that fighters must follow the mode types listed below and earn a measure of proficiency before they can wield more powerful weapons, granting them an edge in battle. The challenge is over when one side’s Life Points have been depleted:

1. Duel: A duel against powerful beasts or mythical entities; participants are tested on their individual prowess and adaptability.

2. Tag Team: 2 on 2 teamwork shines as players join forces against fearsome foes, relying heavily on each other’s strengths to survive the onslaught. At the edge of a circled area, characters and their enemies strategically tag one another in and out of the match. If two are in the fighting zone at the same time, they’ll be forced to challenge their opponent, 1 vs. 2 for a round.

3. Triad: A vigorous contest of skill, cunning, and raw power where 3 party members face formidable monsters; tactical decisions can make or break the match.

4. Crucible: Each team has 2 teams of two. Each faces one another for a round then the team switches. Players must leave the match once their Life has been depleted, but characters may be healed as long as there’s a healer in the team. Teams face greater odds and tougher challenges, requiring sharp instincts and a deep understanding of all participants’ abilities to secure triumph.

5. Riot: The stakes reach their zenith as the fiercest creatures from every corner of the world are unleashed upon the champions, demanding the ultimate display of their combat skills and teamwork.

Success in the Coliseum bestows Auctorati Points, which can be spent on dangerous armaments sets, ancient potions that enhance combat capabilities, and scrolls filled with forgotten knowledge to gain an edge in future battles.

The Trials of Combat await those brave enough to face them. Seek the Trial Officers, prove your mettle, and collect the rewards to ascend in the annals of legend.

Creatures of Fellowship

Creatures of Fellowship, known as Fellowships, are creatures within the game world that the Character can buy, tame, or befriend to have them by their sides until separated by unfortunate events including theft and death. Examples of different types of Fellowship are: Draft Animals, Pack Animals, Mounts, Beasts, Companions, Pets, Summons, Guardians, and other Interactive Flora n Fauna. There are also humanoid Hosts that establish Fellowship with Characters and many Hosts for hire. These Fellowships have their own stat blocks on physical cards the Player’s hold. Some are extremely rare and can only be found in the game, if you’re lucky. Others can be purchased from SorC’s game store but you’ll need to do the work to open locked Abilities, Talents, Traits and/or Skills they hold.

Fellowship

In SorC, the player character is not just a tool for gameplay, but a richly developed individual whose journey contributes to the larger narrative. Players have the opportunity to explore their character’s story, evolve their abilities, and interact meaningfully with the game world and fellow adventurers. Special Conditions such as the Beast Master’s Guardian after they’ve successfully Calmed, Capturing and finally Taming a Beast or Animal available at the time, the Rarity and difficulty determined by the actual location and the rarity of the encounter.

Each character will meet a companion that will aid them through their journeys. Companions will not have albums but will have their own profile and combat sheet and the player of the character plays the role of their character’s companion. Companions are determined by first race, and if the race does not have a default companion, they are given a companion determined by class. Examples:

Ling races get a Ling companion to accompany them as their Fellowship.

Gnomes: gnomes receive a burrowing animal of their size choice, with “giant” reaching weights of 79 lbs.

Plate wearing classes each get a squire.

Other classes such as mountaineers and hunters get a pet and can calm, capture, and take wild beasts from the wild.

Classes such as warlocks summon Fellowships.

Every Class or Race has a Fellowship tied to it. By default, Characters may choose a combination of 3 Fellowships to join them through their journeys, but they can keep as many as they have room for in their “homes.” There are cases where more than 3 can join you on your journeys. For instance, a Barbarian Beast Master, will have their guardian, a pet, and maybe a pack mule, but they may have Talents in a Vocational Tree like Hunter that allows another simple, common, Guardian.

Examples of default Fellowships are as follows:

Class: Barbarian | Mountaineer/Beast Master Guardian, Wild or Feral Beast/Animal that can be calmed, then captured and finally must be tamed.

Race: Ling (any Ling race) Companion is that of another Ling NPC.

Other examples are: Cohorts, Bodyguards, Henchmen, and Common Fauna to name a few. Some of these companions, such as a small bug, can call forth larger forms, swarms, or armies.

Pets

Pets work similarly, but only small pets can accompany your Hero; several variants of Weasels, Birds, Snakes, Rats, and even Insect and Bug Wildlife. You can have more than one, but they’d be kept on your property, and if you have them, your home and family. Pets that accompany Characters are very limited in assisting, other than maybe morale, but kept at home they will guard. Pets can be used as mounts or as work animals in the case you have a stable of horses and a farm respectively.

Guardians

Guardians require special conditions before Characters can acquire them. Characters will either have to go to special schools for this, or there are Vocational Trees with talents that feature Guardian support, and certain classes, such as the Barbarian Beast Master, can acquire Guardians in the wild. Some are more rare than others.

Summons

Warlocks, etc.

Mounts

Stormstrider. Standing at an impressive ten feet tall at the shoulder and measuring up to twenty-five feet from beak to tail, the Stormstrider is larger than any typical ostrich. Its feathers shimmer with iridescent hues that shift colors depending on the angle of light, providing natural camouflage in various environments. The Stormstrider has long, powerful legs designed for incredible speed, allowing it to reach swift bursts of up to fifty miles per hour.

Its long neck is adorned with a crest of vibrant feathers that fans out when it feels threatened or excited. The Stormstrider has keen eyesight, able to spot movement from great distances, making it a reliable mount for scouts and travelers. Its large, sharp beak can be used for defense, and it has a surprisingly gentle disposition, making it suitable for riders of all ages.

Not only is the Stormstrider a capable mount, but it also has a unique ability to sense incoming storms. Its behavior changes subtly before a storm approaches, allowing its rider to prepare for impending weather changes. Riders can train Stormstriders to respond to commands with unique whistles and signals, and they often form strong bonds with their mounts.

The Stormstrider thrives in open plains and hilly terrain, preferring areas where it can run freely. It feeds mainly on grasses, fruits, and seeds, but it is also known to forage for insects. The creature is social and often travels in small herds, displaying a fascinating mix of flock behavior and individual personalities. In some cultures, the Stormstrider is revered as a symbol of freedom and speed, often featuring in legends and tales of adventure.

Milchie

Introducing the Milchie; Milchies are robust and formidable creatures ideal for heavy labor and dairy production in your tabletop RPG setting. The Milchie stands about six feet tall at the shoulder and can weigh over a ton, making them one of the most powerful beasts of burden. Their muscular build allows them to pull heavy carts and plow fields with ease.

The Milchie are known for their diverse coloration, with individual animals displaying vibrant hues that include yellow, blue, red, brown, black, white, spotted patterns, and brindle. This varied coloration often reflects the environmental conditions of their habitat and the unique diet they consume. Farmers and herders take pride in their Milchie, often selecting colors associated with good fortune or specific traits.

This gentle giant is not just known for its strength; it is also a prolific producer of rich, creamy milk. The milk is highly sought after for its nutritional value and unique flavors, varying based on the beast’s diet. Skilled dairy artisans often craft cheeses, yogurts, and other products from Milchie milk, which are prized in markets across the land.

Milchie have a calm demeanor and are easy to handle, making them ideal companions for farmers and ranchers. They are social creatures that thrive in herds, displaying strong bonds with their caretakers. Their intelligence allows for easy training, and they respond well to positive reinforcement techniques.

Due to their size and strength, Milchie require ample space to roam and graze. They prefer grassy meadows and fertile pastures and enjoy a diet rich in grasses, grains, and occasional fruits. In addition to their practical uses, Milchie are also revered in some cultures, symbolizing prosperity, strength, and nurturing capabilities. Many tales and folklore depict these creatures as guardians of farmland, playing an important role in the sustenance of communities.

Plots and Dwellings

In SorC, Characters can choose to have a Home and Family, and this is important in this section because players can upload their homes, trophies, gardens, your family (if applicable), pets, and anything else you could imagine you’d have in a Home. Before we delve into that, land and structures must be discussed, so first we’ll bring Plots and Dwellings to the table.

In the constantly shifting landscape of SorC, the pursuit of a dedicated Home offers not only stability but also a myriad of functional advantages. Players can cultivate their own farms, secure valuable goods within well-fortified armories, and build workshops that serve as hubs for crafting and innovation. Each character’s journey toward Homeownership can take many forms, whether through a simple tent and pack, the sheer will to purchase a small plot, or a serendipitous chance of inheritance. As they progress, characters may start with humble tents, huts, or lean-tos, but with resourcefulness and a keen eye on market trends and environmental threats, these dwellings can evolve into fortresses or bustling estates that offer strategic value in a world fraught with danger.

The dynamics of being a Homeowner extend beyond mere shelter; they intertwine with the character’s narrative, growth, and family ties within the game. Owning a Home not only provides a sanctuary but also offers the added responsibility of nurturing and safeguarding a family.

Characters who choose to build a family must be mindful of their safety in a volatile environment, balancing the joys of family bonds with the constant threat of Homelessness, danger, and loss.

Furthermore, owning a Home, with a required Hearth Room, grants the benefit of using a Wayfarer Compass without cooldowns, a magical compass that teleports Characters to hearth rooms they’ve visited throughout their journeys. The level of the Wayfarer dictates where it is and how often teleportation can take effect. Linking a hearth to the Wayfarer is a process that requires a series of successful rolls that are modified by the Wayfarer’s stats and level.

Note: Capturing a mount, engaging in crafting, pursuing hobbies, and utilizing certain class features, such as a Barbarian Beast Master’s ability to spot, capture, and tame pets, operate in a similar manner. While some mounts and pets can be purchased, the more rare they are, the harder they become to spot, capture, tame, and the more expensive they are likely to be. Additionally, not all creatures can be acquired through purchase.

It’s important to note that a living host with a fictional name will never be taken willingly and will always seek an opportunity to escape. Thus, participants must exercise caution in their endeavors.

However, the responsibility of Homeownership means characters must navigate the fluctuating real estate market shaped by political changes, environmental hazards, and local conflicts, and the responsibility of a family may mean less time on the field with other adventurers. This layered responsibility of supporting a family while securing a safe haven deepens the character’s story and plays a crucial role in their development.

Plot Costs

  • 8 x 8
    • 250 Gold for low demand, rural only.
    • 800 Gold for high demand, but only acceptable in rural areas.
  • 16 x 16
    • 1,000 Gold for low demand, village or rural only.
    • 5,000 Gold for high demand, village or rural only.
  • 32 x 32
    • 5,000 Gold for low demand.
    • 20,000 Gold plus for high demand.
  • 1 Acre
    • 20,000 Gold for low demand.
    • 60,000 Gold for high demand.

Home add-ons, livestock, pets, accessories, and furniture all have their own costs. It’s significantly cheaper to buy materials and build from scratch, but this method takes much longer.

The Hearth above is a rare find with feasting, workshops, and other advantages to Characters, but it’s very deep in the maze of a colossal castle and is also a difficult Wayfarer link. However, joining a guild and other affiliations have similar advantages.

Phone app allows for server notifications.

The Horn of x

Stealing Shelter

Although Characters may steal Homes from other Hosts, including other NPCs, Monsters, Beasts, and common Fauna, in the Worlds of Essentia, they aren’t able to stay long, and in the case of an owned Plot or Governed Land, there are trespassing consequences that may lead to judicial captivity, sentencing, probation, thralldom, or even death.

Overstaying even one night’s trespass is extremely dangerous and subject to other legal actions, and only the greatest of thievery is at risk.

Dangers of Taking Shelter

When characters attempt to claim a den from its rightful inhabitant, they risk incurring the wrath of those who may be lurking nearby. These dens can hold unexpected surprises, from hidden traps set by savvy hosts to magical wards that protect the space from intruders. The former owners or nearby residents may not take the invasion lightly, and would-be thieves could find themselves ambushed or cursed for their audacity.

Moreover, characters might not be the only ones interested in a particular shelter. New potential inhabitants, including opportunistic thieves, squatters, or vengeful neighbors, may come seeking retribution or a new home of their own. These rivals could pose significant threats, leading to territorial skirmishes or violent confrontations, complicating the situation and potentially leaving the characters with nothing but a dangerous scrap for survival.

Legal and Social Repercussions

The legality of such actions paints a grim picture. Trespassing laws in the various regions of the game can carry steep penalties. If captured, characters could face imprisonment or servitude as punishment for their audacious choices. Social ties, reputation, and possible alliances may also be damaged, making it increasingly difficult to navigate through social circles or gain aid from communities in the future. Word of their crimes can spread quickly, resulting in a hostile atmosphere wherever they tread.

Ultimately, the pursuit of shelter through stealth and subterfuge is fraught with peril. This tactic is highly unadvised unless used strictly for resting purposes in dire situations. Characters must weigh their decisions carefully, considering not just the immediate benefits of a stolen den but also the long-term consequences that can arise from such dubious actions, including Reputation. Furthermore, the Game Master holds the freedom to develop consequences and/or advantages for shelter stealing as they see fit, adding an unpredictable layer to this risky endeavor.

Home and Family

Uploads:

Gardens, Trophies, Wall Mounts (anything you can think of), Statues, and much, much more.

Prestige

Upload your Prestige to share with other gamers your common grounds.

In SorC games, a Character’s Prestige measures their identity, and eventually, their Prestige Characters develop by the in-game decisions they make through journeys, both feats and downfalls. Character’s Prestige reflects the way the surrounding world perceives your Character. Whether it’s loved, hated, or in between, your Character will be treated accordingly throughout their life. Your Character’s Prestige begins developing early, first determined by how your Character is presented in their profile. Your Character profile is your Character’s first impression of others, and includes; age, gender, physical features, race, Class, attire, culture, and even reputation.

Reputation

Reputation is a fundamental aspect of your Character’s Prestige, established from the very beginning of your adventuring journey. It is shaped by your actions and choices, and it influences how NPCs, monsters, and other Players perceive you. Reputation cannot be avoided; it is a reflection of your deeds, both good and bad.

Reputation Titles

As you engage with the world, you will accumulate various reputation titles that represent your accomplishments and failures. These titles are earned through significant actions, and below is how this works:

Achievements

Successfully completing a difficult quest or defeating a notable foe can earn you titles like “Dragon Slayer” or “Master Alchemist.” Such titles provide bonuses to your talents and attributes, enhancing your Character’s effectiveness in specific situations. Achievements are set goals listed in the Game Master’s Guide. Some achievements that are accomplished may be showcased as your reputation title, but only after the current title (if any) is unlocked after its required tenure of display.

  • Achievements Examples:

1. Title: “Dragon Slayer”

Character: Kaldor the Valiant

Description: Kaldor has successfully completed the structured challenge of slaying Flameclaw, the ancient dragon terrorizing nearby villages. This monumental achievement not only liberated the land from fear but also elevated Kaldor’s status among the nobility, making him a legendary figure in local lore.

2. Title: “Master Alchemist”

Character: Seraphina the Wise

Description: Through dedication and skill, Seraphina undertook a series of rigorous quests to gather rare ingredients from across various realms. She accomplished the structured challenge of crafting the Elixir of Eternity, a feat that demonstrated her unmatched alchemical talents and garnered recognition from scholars throughout the lands.

  • Reputable Achievement Examples:

1. Title: “Fabled Hunter”

Character: Gruff the Tracker

Description: Gruff faced the structured challenge of tracking and hunting the elusive Beast of the Moonshadow Woods. By successfully completing this daunting task, he not only eliminated a longstanding threat but also earned the respect of his peers and a reputation as one of the greatest hunters in the realm.

2. Title: “Bane of the Undead”

Character: Elysia the Resplendent

Description: Elysia demonstrated remarkable leadership by rallying her allies to confront the Lich King, a powerful foe intent on unleashing an army of undead. By completing this structured challenge, she saved countless lives and solidified her Prestige as a formidable protector of the realm against encroaching darkness.

Shortcomings

Conversely, failing to live up to expectations or making morally questionable choices against your Prestige might lead to titles like “Yellow Belly,” “Fumble Fingers,” “Child Slayer,” “Frog Skinner,” etc. These titles usually come with penalties, such as a reduction in your intimidation or other Persona rolls, affecting how others interact with you; however, they may present advantages as well. For instance, a “yellow belly” may be overlooked in a bar fight, giving him advantages for sneak attacks, escapes, and whatever one might think a coward could find advantages in.

You can accumulate many reputation titles over time, but you may only “showcase” three of them at a time—suggestively those that best reflect your current identity and accomplishments; however, shortcomings may bring advantages as well. For instance, an NPC might overlook you as not being a threat. While Characters still own the titles they’re not showcasing, outsiders won’t readily see them unless they investigate your history or have already learned of them in the past. Showcased titles represent the achievements you’re willing to discuss openly, serving as a badge of your prowess or a mark of your failures. Titles that reflect your shortcomings are typically not showcased, yet rumors can still spread about them.

  • Rumors

These are unwitnessed events your Character has experienced, or that have been witnessed by only yourself and one other. Rumors are not factual and are bits and pieces of encounters the Character in question either done alone, with no more than one witness or has made up. Rumors can be showcased, but marked as a “rumor.”

Your reputation is personal; you own it—both its gilded honors and tarnished missteps. As such, it shapes interactions across the game and can create opportunities or challenges, reflecting the multifaceted nature of your Character’s identity.

Affiliation

You’ll also have choices of affiliation. Your affiliation(s) are factions you’ve either personally joined or even started. Each affiliation either has a name or is named by those who created it. Affiliations are broken up into Levels, from 1 to x and you can only be part of one affiliation higher than Level 2. Any affiliations above Level 2 are played however the Character likes, but be careful because your Level x affiliation expects loyalty of you.

Level 2 and below affiliations are mostly for role play; however, you will jot down some bonuses and/or penalties on your Character sheets and document why in your Character album journals. This makes the job for your GM, and yourselves, less complex.

Affiliations gain Levels in several ways, including member reputation, claimed territory and land, member count, wealth, and so forth. The more members you have in your party of the same affiliation, the higher the reward. Affiliations also share standing and association between their members; this is usually shared alignments, and is covered more below.

Affiliation Leveling examples: At Level 1, you might be in a street gang, a small group of thieving thugs, or an honorable band of blood brothers. Your Level 3 affiliations don’t pay much mind to this as long as your honor points don’t exceed Level 2. If you go beyond Level 2 of an affiliation, and you’re already at 3 or higher in another, you’ll need to denounce one. Most affiliations have rules, duties, quests, and other Characteristics to abide by and furthermore to advance, but joining affiliations is a choice.

Affiliations reward honor points, and as you gain honor you’ll receive rewards and establish opportunities to the affiliation’s services. Rewards like a gang’s leather coat with their affiliation mark, certain tattoos, or a clan’s tabard; access to store items in the clan’s vault; a portal added to your wayfarer that takes you to the clan castle’s hearth room; and more. Other examples are guilds, tribes, and even one of the three armed forces: Noble, Feral, or The Purge. From the Nobles, you’ll earn uniforms, ranks, honor badges, and more. Feral will offer gifts and knowledge of nature, and from the purge you’ll earn gold, treasures, and other things that are taken as you sack villages during your tenure with them. You’ll retire from these affiliations, either honorably or dishonorably, and this too will stamp your reputation.

Association

Next, we have Associations. An Association is similar to an Affiliation; however, with Association, you’re not a member, but you can become an honorably mentioned member. As an honorable member, Characters won’t reap the benefits of going through the trials of actually joining an affiliation, but you will benefit by being friends with other factions.

Character’s association will be measured and gained through prestige with factions as they do them favors, or they’ll lose prestige with the enemies of those whom they’ve favored. Your Character will begin the game with default prestige to all NPCs, monsters, gods, demons, and deities in Essentia, but this will change as you play. For instance, dwarves and orcs kill each other on sight. But harpies and sprites love one another and gift on sight (once a year). Legacy Prestige Recap Gaining prestige will earn the trust of the faction(s) in play. This trust will open new opportunities, such as access to NPC shops, rewards, new quests, and more. You can be hated by a faction; however, you may still establish prestige with them without even knowing it. For instance, your Character may have completed tasks not meant to benefit them but did. You may go from hated to neutral, or even liked, where you can begin talking with them.

You’ll need to play carefully because the love of one means the hate of others. There are, however, races and factions that do not budge on their hate or love toward Characters.

There are other ways to lose or gain prestige without knowing it as well, so knowledge is a good thing to have before making uncertain decisions. This is why it’s important to have a diverse group of races, Classes, talents, and skills in the party. For instance, killing off wild flora and fauna in a sacred forest may cost prestige to a goddess or deity for every kill, even if it’s for food. Flora as food is much more forgiving than fauna, but still requires that the food is blessed in the proper manner the sacred forest guardian(s) demand. Other wardens of forests have thresholds of fauna that can be used for food, but again blessings and prayers are almost always required, as well as limitations and all of what was killed will be made of use. The above forest themes were used as an example, but there is more on this in our SorC Adventuring Guide.

Prestige is labeled in the following descending order:

Cherished (saved on site)

Adored

Liked

Amiable

Neutral

Unfavorable

Disliked

Hated

Loathed (killed on sight)

Again, association accomplishments may be showcased as your Character’s reputation title, but you can only showcase one, and the one showcased is the one that affects gameplay.

Standing

Finally, we have standing. Standing is your Character’s alignment, religion, political beliefs, and so forth.

Summary of Prestige

A Character’s Prestige is shaped by reputation, affiliation, association, and standing, each playing a vital role in defining their identity and interactions within the game’s world. Reputation is established through actions in gameplay, influencing how NPCs perceive the Character and determining titles that can confer benefits or drawbacks. Affiliations allow Characters to join factions with increasing Levels of loyalty, offering unique rewards, while associations enable them to build prestige with factions without formal membership, impacting their gameplay dynamics. Finally, standing represents the beliefs and values of the Character, further enriching their narrative. Together, these elements create a complex framework that governs Character development and relationships, enhancing the depth and immersion of the game’s experience.

Prestige is not to be confused with Archetype paths where Characters will establish Levels by reaching landmarks, or Rank explained in the section below.

Rank

Ascension Points (ASP)

Player Character Rank System Based on Achievements

In SorC Games, characters advance through a system of ranks based on their Accumulated Achievements, marking their journey and accomplishments across various aspects of gameplay. Each achievement contributes Ascension Points (ASP), which are required to rank up.

Ranks Overview

1. Peasant: The entry-level rank for all characters.

2. Commoner: The rank of beginners who demonstrate basic skills and engage in the world.

3. Adventurer: Characters who have shown initiative and have completed several achievements.

4. Hero: A rank representing substantial mastery and accomplishment.

5. Elite: A distinguished rank reflecting exceptional achievements and status in the game world.

6. Legend: The highest rank, signifying unparalleled skill and numerous noteworthy achievements.

Ascension Points (ASP) System

Accumulated Achievements form the basis for earning ASP. Here are categories of achievements that players can pursue, each contributing specific points upon completion:

Achievement Categories for ASP

1. Exploration Achievements:

– Discovering new areas, hidden pathways, or unique landmarks.

– Example: Find and document 5 hidden locations in the world = 10 ASP; Complete a full map exploration = 50 ASP.

2. Collection Achievements:

– Collecting items, artifacts, or lore within the game.

– Example: Collect 100 unique items = 15 ASP; Obtain a complete set of a rare collection = 40 ASP.

3. Quest-Related Achievements:

– Completing quests beyond just the basic objectives. This includes additional objectives or circumstances.

– Example: Complete all side quests within a main storyline = 30 ASP; Complete a quest without taking damage = 25 ASP.

4. Event Participation Achievements:

– Engaging in timed events, festivals, or seasonal activities within the game world.

– Example: Participate in a holiday event = 20 ASP; Complete all challenges in a seasonal event = 50 ASP.

5. Interaction Achievements:

– Engaging with NPCs, building relationships, and contributing to quests that involve teamwork or cooperation with other players/NPCs.

– Example: Form a friendship with 10 different NPCs = 15 ASP; Successfully complete a cooperative mission with a team = 30 ASP.

6. Crafting and Creation Achievements:

– Crafting items, creating structures, or contributing creatively to the world.

– Example: Craft 50 unique items = 20 ASP; Build a community project = 40 ASP.

7. Miscellaneous Achievements:

– Unique challenges that don’t fit neatly into other categories, such as feats of strength, luck, or social accomplishments.

– Example: Achieve a perfect score on a mini-game = 15 ASP; Play the game for 100 hours = 20 ASP.

Progression Requirements

Every advance in rank requires accumulating ASP from these achievements, with an increase in the number of points required for each subsequent rank:

– From Peasant to Commoner: Requires 10 ASP

– From Commoner to Adventurer: Requires 25 ASP

– From Adventurer to Heroic: Requires 50 ASP

– From Heroic to Elite: Requires 100 ASP

– From Elite to Legendary: Requires 200 ASP

Bonus ASP

To further encourage exploration and achievement, players may occasionally receive bonus ASP for particular in-game milestones, such as:

– Completing all achievements in a category for the first time.

– Actively participating in community events or contributing to world-building efforts.

– Leading a high-impact initiative within the player community.

Legacy

Conclusion

This structured approach to rank progression based on Accumulated Achievements offers players a clear, engaging pathway to advancement in the game. By tying character growth to specific achievements across a variety of categories, players will have the opportunity to explore and engage with the world meaningfully, ultimately striving for the honor of reaching the Legendary rank.

Class Levels will progress via experience and are broken up into Main Class, ClassClass, and finally Variant Class. Rank is granted via Ascension and…

To help keep track of data, Players will have their data and information recorded in a book titled ‘Character Album’ which is discussed in further detail here:

SorC Character Creation (link pending)

Slayers of Rings § Crowns ©️ is a new TTRPG that takes players through a diverse realm of fantasy worlds. It features exciting combat with specific targeting, killing sprees, and burning streaks. Traverse 13 planets where technology advances furthest away from the main sun Adoria and ancient magic is strongest near the sun, harnessing its magical properties. Come in now and play as one of many classes and races, empower your Character through Combat, Vocational Trees, Professions, Survival Traits, or a bit of all. Gain Reputation from your actions, affiliations, and associations. Jump in now and define your Character’s Legacy through our Prestige system! Will you be a ‘frog skinner’ or a ‘dragon slayer’? The choice is yours.