Royal Military Officer
Discipline & CommandThe sworn blade of the crown. Built around formation fighting and holding the line when a boarding party comes over the rail.

Seville King is an MMORPG set in 16th-century Europe. Over 20 dungeons on land and at sea, fleet battles, siege wars, trade routes and treasure hunting — and many more.
The World
Seville King is set in 16th-century Europe, with its roots in the Age of Sail.
From the 15th century, western European explorers pushed eastward in an effort to seek treasures, spices and other luxuries of that time. They opened a gate to riches and greed for those in power, who sponsored the explorers' cause without abandonment. As the fleets stretched their paths, westerners expanded their influence into Africa. Later they cruised around the Cape of Good Hope to reach the Indian Ocean. In the other direction, they explored westward and found the New World.
The late 15th century saw the start of the global expansion of Western capitalism — and the colonial exploitation of the rest of the world.


The Story
The story begins in the Mediterranean, from the late 15th to the early 16th century. The western powers started the bloody pursuit of riches that led Europe into an age of great turmoil.
Every character in this world is of a mysterious birth. Some are descendants of the courageous cavalry of the Yuan Empire. Some carry the family line of caravan merchants faring the Silk Road. Some are the witnesses of the not-so-well-known affair between Marco Polo and the Chinese princess — and some are even the offspring of West Europe's pirates.
A third-person MMORPG. Character, ship and camera movement are fully controlled by the mouse, while skills are bound to the keyboard through the skill shortcut bar.
Choose Your Path
Level any profession to 180 by crafting, fighting and completing quests — every level unlocks new professional skills. Professions can be changed at any point, so no choice ever locks you in.
The sworn blade of the crown. Built around formation fighting and holding the line when a boarding party comes over the rail.
The wall your fleet forms behind. Soaks punishment in dungeons and siege wars so the rest of the team can work.
Fast, loud and unwelcome in every port. Lives on the high seas, hunting loaded merchant hulls and lone travellers.
Specialised in guns and dealing more damage with them. Chases relics, authenticates finds and reads the map better than anyone.
Wealth is a weapon. Runs the trade lanes between cities and arms the convoy heavily enough to keep it.
You are never forced into a weapon — but certain professions pair far better with certain steel. A Treasure Hunter with a gun hits harder than one without.
Depth
Every character has 17 skills to level, from fighting to collection and production. Skills are raised by doing the work — fighting, sewing, mining — and they gate what you can craft, collect, sail and equip.
The world tracks how much of itself you have seen. Killing animals, sinking ships, authenticating plants and minerals and finishing quests all earn points you can spend on rewards.
Buy commodities in one city, sell them in another. Every city and colony has its own supply and demand, and higher amity with a nation buys you a lower price. Sail loaded and pirate NPCs will find you — so run in fleets.
Two ranks: noble rank, earned through reputation, and honored officer rank, earned through contribution in the Petro Fortress and Labrinton Coast battlegrounds. The better the gear, the higher the rank it demands.
Refine your equipment to add bonuses to it. Refining items drop across the instances of the world, and are also available through the item mall.
Push equipment to a higher level. Unlike crafting from scratch, upgrading keeps every bonus you added through refining.
Land and Sea
Twenty-two instances generate a private copy of the location for every team that enters, so no other group can interfere. Teams hold up to 5 players. Six instances are at sea, sixteen on land, and they hold the special monsters and ships with the valuable drops — most refining and upgrading materials are found nowhere else.
Beyond the instances, almost every city has suburbs full of vicious wildlife, and the world is stalked by historically famous pirates: Hayreddin Barbarossa, William Dampier, John Hawkins and others.
PvP lives in the suburbs, offshores, islands and dungeons. Residential districts and ports stay safe. Attack another player and you take notoriety points: notorious players are marked with a red name, hunted by guards and patrol ships, and drop items from their inventory on death. Notoriety clears through jail time or special items.
Guild wars, siege wars and battlegrounds are exempt — fight freely there and stay clean.
Guild against guild in an enclosed arena, last man standing. The fight opens at sea with massed naval attacks; if the attackers sink every defender, it moves onto land and the last guild with a living player wins. Sink the attackers instead and the land phase never happens — defenders take it outright. Both sides fight alongside guild defence towers, NPC ships and soldiers.
Once a week, guilds march on cities to claim ownership — and owning a city means special limited stock and taxes collected from NPC traders. Allies can be invited in. The attacker anchors a mothership on the high sea as their spawn point and must destroy the flag atop the city's barbette; the defenders win by destroying the mothership's flag first.
Smaller capture-the-flag events. Two teams contest four flags scattered across the map — and the contribution points you earn there buy your honored officer rank.

Gallery









Watch
Land combat, night ports and open-sea sailing — recorded straight from the live server.
Find a guild, get help from the staff, hear about siege times and events first, and report anything that needs fixing.
Set Sail