
Everealm โ Persistent Hytale MMORPG RP Survival Server
Survival MMORPG PvEvP realm with classes, trade, monument building, roleplay & titles, world events โ built for long-term progression and real consequence.
Survival MMORPG PvEvP realm with classes, trade, monument building, roleplay & titles, world events โ built for long-term progression and real consequence.
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Choose Your Destiny
Every role is indispensable. Every craft is gated by law. Every shortcut is punished by time. This world is built to last for years: slow progress, scarce resources, expensive workbenches, and real consequences.
Important: You begin as a Peasant. Professions are granted by Nobility (decree, license, guild admission). This prevents self-sufficiency, slows inflation, and forces real interdependence.
Magic: Magic is rare and regulated. No one casts โfreelyโ โ spells require spellbooks, licenses, and lawful zones.The realm survives on seed, soil, and flock. If peasants stop, cities starve and armies collapse.
Only miners may break the deep silence and bring up the raw bones of civilization: ore and structural stone.
Steel answers only to the forge. Blacksmiths shape weapons, armor, tools โ and decide how fast the world advances.
Roads, carts, bridges, storage โ trade lives and dies by the carpenterโs craft.
Cloth is survival: warmth, bandages, rope, tents. Weavers keep expeditions alive when winter bites.
In Everrealm, medicine is not convenience โ it is power. Alchemists decide who returns from the night.
Magic is not talent โ it is discipline. Mages study forbidden knowledge, bind elements, and pay a heavy price for every spell.
Fire is power โ and liability. Fire mages are feared, licensed, and watched.
Frost does not kill fast โ it decides who cannot escape.
Nature magic sustains โ but never replaces peasants or priests. It is slow, subtle, and bound by oaths.
Priests do not command arcane magic โ they channel faith. Their healing is slow, ritualistic, and irreplaceable.
Soldiers defend roads and caravans, and fight sanctioned wars. They are strong โ and deliberately not self-sufficient.
A bandit is not a build โ it is a verdict. You are beyond protection, beyond mercy, and always hunted.
Smugglers move what the realm denies. They donโt win wars โ they decide who can keep fighting them.
Nobles do not craft with hands โ they craft with permission. They open guild halls, grant roles, and shape eras.
Safe Places: Cities and monuments are sacred. No PvP. No grief. No exceptions. Wilderness: Night is dangerous for all. Bandits may strike even by day. Workbenches: Benches are gated by role, guild, and location โ to prevent self-sufficiency and inflation. Professions: All players begin as Peasants. Roles are granted by Nobility through decree, guild admission, and licenses. Magic: Spellbooks + licenses only. Cities are no-cast zones. War magic is bound to war windows and permits. Adamantite: Untouchable by ordinary means. A myth made material โ never a farmable resource.
Replace this section with your full lawbook later (or link to WIKI_URL).
Everrealm is curated RP. You enter by oath โ not by rush. Apply for whitelist, begin as a Peasant, and earn your profession through story, service, and noble decree.
Admin note: update the placeholders WHITELIST_FORM_URL,
DISCORD_URL, WIKI_URL.
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