The following set of rules will describe the conduct expected of every member in Realm of Solace. You are agreeing with these guidelines by joining the community, thus making it your duty to read and understand them.

1. You are expected to respect the peace within the community. Persistent negative behavior will be addressed with a ban. While we may mute offenders in lesser cases, we do not want to keep troublemakers in our community. Harassment of any kind and discrimination on basis of race, gender, and sexuality, will lead to immediate bans.

2. All members must respect the intellectual property of others, be it completely original content or adaptations from existing lore or canonical sources. Coincidences are fully tolerated, as well as taking inspiration from other ideas. In order to avoid problems, it is encouraged that you contact a player whose content you wish to inspire your creativity from, should such a need arise.

3. Channels, both OOC and IC, must be used for their intended purpose. Spamming or flooding are not encouraged. Intentional violations may lead to a temporary mute.

4. Discretion with roleplays explicit in extreme violence or eroticism will be observed. It is encouraged - though not obligatory - that you ensure your partners are comfortable with more severe themes. You should also ensure your partners know of your limits.

5. Members are not obligated to engage or continue in roleplays where they do not want to participate. Attempting to force roleplay onto others will lead to a mute or ban depending on severity and development of the problem.

6. We encourage you not to join roleplays you cannot keep up with. If you are significantly slower than other participants, they have the right to continue without you or end the roleplay.

7. Members are expected to roleplay within the server and engage with the community. Private roleplays and solo quests are allowed, but do not count as engagement or activity. Members labeled as inactive will not receive free AP updates.

8. You may be kicked for prolonged absence or inactivity in the server.

9. First impressions will be observed. New members who cause trouble right off the bat are more likely to be banned.




Stats are values used to measure the four attributes of your character: Strength, Speed, Defense, and Energy. In a battle between player characters, the values of these attributes are compared to determine who is more capable. Keep in mind, however, that stats are secondary to the actions performed in the roleplay's posts.

The numerical values of stats are officially called Attribute Points (AP). All characters start with a total of 30 AP that they can distribute between stats. Your total AP may increase to a maximum of 50. 1 Attribute Point is gifted to all players once a month.

Below are explanations of what each stat does.


Strength determines your character's raw physical capability. Super-strength from powers or racial traits can also be specified in a passive ability to provide further information on the extent of your character's prowess. Strength caps at 20.


Speed refers to your character's movement and reaction times. Super-speed from powers or racial traits can also be specified in a passive ability to provide further information on the extent of your character's prowess. Speed caps at 20.


Defense determines how durable a character is by subtracting its value to an opponent's Strength and Energy stat in terms of intensity, without disregarding the inherently hazardous characteristics of a particular attack or magic type. This means, for example, that a 15 DEF character fighting a 20 STR opponent will receive the equivalent of 5 STR when taking hits, and so on. Immediately fatal acts such as decapitation or destruction of vital areas will bypass this stat. Defense caps at 20.


Energy establishes the total potency of your magical abilities, such as spells, versus others' Defense. It may also provide an idea of how powerful an ability is, depending on how much energy is invested in its usage, or how much total energy the character has. Additionally, Energy serves as a resource that is consumed by using abilities, sort of like a mana bar. How much energy an ability consumes is entirely dependent on its mechanics: simple abilities can cost a minimum of 1, while an ultimate could cost a minimum of 10. Energy caps at 40.



Skills & Items are the powers, tools, strengths, weaknesses, traits and capabilities of your character. They provide crucial information that determine what your character can and can't do in a combat scenario in terms of powers, buffs & debuffs, special attacks, weaponry, armor, and so on.

Characters at 30 AP can have 8 skills or items. Every 2 AP unlocks a new skill or item slot, adding up to 18 skills/items at 50 AP. Once you reach 50 AP you cannot increase your stats, but you can continue getting new skills for 15k words in the Upgrade Character page or for free every 2 months.

Skills & Items Rules.

1. Skills and items that automatically hit, kill, hinder or generally affect characters without a specific means to reach them are forbidden.

2. Excluding passives, all skills or items that apply must have a cost or duration and cooldown, or both. These are left to the criteria of the user, but fairness will be observed. An extremely powerful attack should take greater exertion than a simpler or weaker ability. To establish a duration or  cooldown, use RP turns instead of real time units.

3. All stat buffs and debuffs have a limit. Passives must start at +1, and can go up to a maximum of +5 through upgrades, while actives that have a cost or duration & cooldown can start at +2 and be increased to +10 through upgrades. Stat regeneration abilities must start at +1 and can be upgraded to +2. You can only have one buff for each stat.

4. Skills and items cannot have multiple different functions unless they're closely related (for example, different elements in a skill labeled 'elemental magic').

5. Effects that grant automatic benefits by bypassing or modifying the rules and RP systems are not allowed.

6. Skills and items CAN bypass the rules if they are specified to be PvE or story-oriented only. You can also use skills or items that aren't in your bio if they're specifically for the aforementioned purposes, or if they're obtained through an RP, but you'll be expected to add them to your bio when you can.

7. Skills and items are required to be written in a concise and clear manner. Massive paragraphs and/or poorly written descriptions will be turned away.

Below is an example of a simple skill:

Fire Manipulation

The user can create and manipulate magical flames at will. Creating fire spends 1 ENR per use, but the manipulation of flames existing in the environment is free of cost.

The guidelines below must be followed to ensure balance and fairness in combat. Such is the criteria updaters use to approve bios.



Should your character be killed during a Roleplay, you have the option of bringing them back if you don't want to permanently remove it. This system is tied to Solace's lore through the Intangible Instance, which is an overlapping world where the dead continue living. There you can continue RPing with your dead character, who will not be allowed to return to Solace until a week has passed. This means you can't start new roleplays with the dead character until after seven days.

Roleplay-wise, your character will have to consume enough stray souls to create a living physical vessel with which to return to the world of the living. Once back to life, they will remember their death, but all memories of the Intangible Instance will barely remain as vague recollections. Whatever happens then is up to you.