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NavigateIndex • Rules • FAQ • ApplyRules» This site is intended for mature users and it is recommended that anyone joining be at least 15 years of age or of equal maturity level. « » All images are stock and properly credited. All sprites, unless otherwise specified, are ©Sychoblu, Dolly, Lujana or Sprites-Resource « General Rules: These are the only rules you need to read upon joining 1. Respect everyone, that's common sense. Don’t insult people’s posts or artwork, don’t flame their rants or suggestions. Just be nice. If you treat us with disrespect that is all you'll get in return. 2. Do not Power Play or God Mode unless the character’s role player specifically gave you permission before hand (note somewhere that such was established). » Power Playing (PP) is when you take control of another character’s actions within your post. This is usually done without permission and is most common infighting. You cannot decide what another character does, that is always their decision. I.e. If you write “George bit Paul’s ear off.” George is then power playing. Instead write, “George aimed a bite at Paul, hoping to rip his ear off.” » God Moding (GM) is similar to power playing, except you are controlling elements around you to your advantage. I.e. If you write, “George saw Paul fall and then witnessed a lion come out and bite him.” That is God Moding, unless Paul had said in his post that a lion did come out and attack him. » Another form of God Moding is having your character know outside information or information they as a character wouldn't know. You as the player will know everything, but your character has to experience and gain the knowledge by posting and playing in character. For instance, knowing names of characters already, past events you weren't present for, battles you weren't a part of; unless you posted saying "I watched the battle from the distance..." or you talked to a character in a thread and they told you about it, don't assume it's common knowledge. If you want, you can always PM users to see if it's okay to say you recognize them, or if you can know something for plot purposes. If you're confused or uncertain just PM an Admin. 3. Do not claim a post spot unless it is a thread between you and one other person or you intend to post within 24 hours. By claiming spots you hold up the thread and keep other players who can post at the time from being able to reply. If you wanted to post soon or join the thread at that point in time you should pm the player(s) and they might wait for you. Also please respect the posting order unless the original poster has requested otherwise. 4. One liners for a post will not be acceptable. A 100 word minimum is required for every post. If you need help with your role playing skills feel free to ask an Admin or even another user for help. That’s why we’re here, to help each other and enjoy RPing. 5. You cannot join a character with any magic unless specifically given permission by an Admin. You can join a Pegasus or Unicorn character with odd markings or odd colors, but they should not encompass the whole body. Equines retain normal coat colors but may join with one odd color or small marking. 6. Miniature horses and anything non-equine is not permitted. Half equine, like hippogriffs and centaurs are also not allowed without permission; a character must be at least 75% equine. Any questions feel free to PM an Admin. 7. Tables and pictures may be used in posts, but must be credited for the stock used. If the images in your pictures are copyrighted material they will be removed from your posts if you will not remove them. This could also result in a suspension if you refuse to comply. - Back to the rules - The Gateway -- Ranks-- Challenging --Invasions -- Stealth Board Breeding + Foal Stats -- Magic -- Dragons -- Odd Coloration + Markings The Gateway: 1. All new users will be automatically accepted as a Rogue. You can choose to post at The Gateway, or post in the herd you wish to join. If you wish to become an Outcast let an Admin know. » For those of you who wish to get right into a herd and get started in plots right away, there is a third joining option. If you know what herd you want to be in, let an Admin know and you rank will be changed and you will be placed in that herd. However, for being able to skip the process of admittance, you may not make your own thread and must instead reply to at least 3 threads created by others within a week or be turned back to a Rogue. Going to the Gateway: » Guaranteed admission to the herd that approaches you » Other species could find you at the Gateway and attack or harass your character » If you're undecided on which herd to go to you can let them come to you Going to a Herd: » Don't have to wait on anyone to claim you » Could be refused admittance to the herd and then must become an Outcast » Being inactive in your thread to join a herd will most likely cause the herd to refuse you (so if you're busy, The Gateway is probably a better choice) 2. Returning members can either pass through the Gateway or contact their previous herd through a PM to see if they may return. - Back to the guidelines - Ranks: 1. There are three species; Equine, Unicorn and Pegasus. 2. Each herd has four main ranks. The Leaders, The Warriors, The Healer and then The Masses. 3. The Leaders are composed of a Lead Stallion and a Lead Mare. A Lead Stallion does not have to rule with a Lead Mare and vice verse, but those deserving of the rank may be moved up if the already established Lead promotes them. The Leader(s) are the law of the herd and are in charge of keeping the herd safe and healthy. A herd may be run in any fashion. Leaders have a maximum of 2-3 months inactivity before being stripped of their rank. 4. The Warriors are herd members who have been recognized as active, trustworthy, and skilled fighters. » A Head Warrior is the most experienced fighter of the herd and main advisor to the leader. » The Warriors and the Leaders are the only ones capable of answering stealth attacks and official challenges (excluding invasions or revolts where the first to respond fights and excluding prisoner challenges, in which case the prisoner's guard should respond first). 5. The Healer is a herd member who has been recognized as active, empathetic, and loyal. » There is only one healer per herd, not gender or age specific. The rank cannot be challenged for. » The healer magic is chained to the herd, rather than the individual so does not fill their magic slots and cannot be used in battle. » The healing magic is a light/elemental (earth, wind, water, fire - depending on herd land) ability that works by regenerating cells and killing disease or infection. A herd healer has more strength and stamina than a healer otherwise, but it still draws energy from the user leaving them exhausted and vulnerable so that a herd healer cannot fight or heal again for 5 days after healing someone. They may heal anyone, not just those in their herd, but the magic is stronger within the herd land. 6. The Masses are the rest of the herd, consisting of the ranks: Stallion, Mare, and Foal. These will be the majority of the herd. » Stallions/Mares may challenge for a rank within the Warriors or challenge the Leader to replace them (you cannot challenge to fill the second Leader spot if it is empty). » Foals are considered to be foals until the age of 2. They cannot fight or steal until the age of 2. 7. Outcasts are horses who have chosen to live alone or have been banished from their herd. Outcasts are more prone to danger and attacks from other members. Outcasts can challenge another herd or Outcast band for a member of that herd or band. They can also challenge to be Leader in a herd, and can challenge to enter or re-enter a herd; but they must wait 2 weeks to do so if they have been banished. » Outcasts can also try to collect 5 characters(foals excluded) into an Outcast band by way of challenge, stealing, convincing members at the Gateway or convincing members of a herd to join them. When 5 have been attained the ‘Leader’ of this Outcast band and at minimum 2 others can challenge a herd for that territory. If they win they can take over that territory, if they lose they must wait 2 weeks before re-challenging. » Outcasts enlisted as allies to help a herd in an invasion or revolt may arrange rewards, if any, with the herd Leader (I.e. leadership of the invaded herd, rank, an item etc). 8. Rogues are new members to the site that have yet to join a herd or decide to become an Outcast. Rogues have limited posting areas which are changed as soon as they choose a proper rank. Rogues who have not logged in within a month without any reason will be deleted without warning. 9. Phantoms Are characters that have died in game but not passed on into the afterlife. Phantoms are rare, but you can ask if you would like your character to become one. Phantom accounts that go inactive will be deleted. » Phantoms do not eat, drink or feel the world around them. They can pass through things and phase between invisibility and a translucent image. They have no magic, only memories and sometimes wisdom. 10. Random Event is controlled by the Admin team and will pop into any thread. It can range from a miracle to a disaster and everything in-between. A Random Event must be followed, but it cannot badly injure or kill your character without your consent. - Back to the guidelines - Challenging: 1. Fights can occur anywhere. Surprise and ambush attacks and such can be done. You can also fight more than 1 on 1 if everyone involved consents. Fighting is judged with a point-system rubric; all verdicts are final but if you have an issue please PM Blu. You cannot challenge someone if you are marked 'absent'. 2. More official challenges for entry into a herd, for a member of a herd, or for the herd itself occur in that herd land. But challenges can be over anything, not just ranks, members, or land, and those can happen in other areas. Invasions and attacks for land can have more than 3 characters attacking. » In the event of a tie the one being challenged or invaded 'wins'. » If you are challenging someone specifically please have their character name in your thread title and clearly state somewhere what will be won or lost with the challenge. » You cannot challenge for more than one thing at a time (two members, two herd lands etc). 3. An empty rank cannot be challenged for. A challenge for rank within a herd must be from a member of the same herd. I.e. A Stallion of Herd A cannot challenge to be Warrior of Herd B. 4. Any gender can fight any gender, any rank can fight any rank, and magic can fight non-magic and use their abilities, though there is a limit of 2 magic attacks per user in a fight. Foals and pregnant Mares cannot fight. 5. Challenges have a minimum of 4 attack posts total for each character, and a closing defense post for whoever attacked first. There are two fighting formats, one of which must be used and cannot be changed during the fight; a 2 paragraph limit or an 800 word limit for each post (both fighters should use the same style in a fight). » A challenge must be replied to within 48 hours or the opponent forfeits, this applies for each post not just the initial. Challenges will not be fought to the death unless already planned upon by the involved characters. » Fights are judged because typically no clear winner will arise, however if at the end of a fight your character is unconscious or at the mercy of your opponent you have lost regardless. 6. After finishing an official fight a character must wait 1 week before injuries are considered sufficiently healed. However, fighters may avoid this two ways; regardless, a character cannot be specifically challenged or targeted for 1 week after fighting unless they permit otherwise. » A character who has just taken part in an official fight and has not been healed may fight again immediately, but recieve a point deduction based on their injuries sustained in the previous fight; because of the point reduction the fighter does not have to actually fight with the previous injuries sustained. » If a character who has just taken part in an official fight was healed within 1 week of their last fight, they may fight again immediately without having injury points deducted. In the event of using a healing item, some but not all injuries will be healed, so that less points would be deducted. 7. If a challenger must go absent during a challenge there is a limit of 3 weeks for being absent otherwise the absent character forfeits automatically, or the un-absent fighter may request the fight be judged incomplete, so long as each fighter has posted 2 fight posts each. 8. An Outcast may challenge a Leader to enter that herd. An Outcast that has gained 5 other members into their band may challenge a herd for their land. Same rules apply to this sort of challenge as an already set herd Leader trying to take over another herd’s land. - Back to the guidelines - Invasions: 1. When another herd or Outcast band challenges for a herd land it is considered an invasion. The Leader of the herd or band must be involved with at least 2 other members of the herd or band for a minimum of 3 invaders overall. » In the event of a tie the herd being invaded 'wins'. » All involved in an invasion need post within 5 days of its start. » Only the Leader and Head Warrior of an invasion force can specifically target someone (and it must be an active, high ranking target), otherwise invasion challenges are open to the first reply. 2. If the invading herd has less challengers than the herd being invaded has willing fighters, then the invaded herd may have those fighters post a defense post (must be clearly stated in the thread title) in which you will get an additional invasion point for each one of your members willing to fight. 3. In the case of a successful invasion; let's say Herd A invaded Herd B, then the Leader of Herd B is banished to an Outcast. All the current members of Herd B must stay in the herd (you may leave the herd if it was for a reason other than trying to escape the new Leader, or after 2 weeks), and cannot begin to revolt/usurp until 2 weeks after the time of the invasion. 4. A new Leader will be placed in Herd B, typically a member of Herd A - although both Herd B and Herd A are considered to be owned by the Leader of the invading herd (Herd A). The herds are however still considered separate in the case of facing challenges and steals, each Leader of the different herds responsible only for their specific herd. 5. A revolt may occur when at least 2 weeks have passed. A revolt is when the invaded herd fights back against the invaders(Herd B revolts against Herd A). This is basically just like an invasion, except it is internal (civil war). There must be at minimum 3 members of the invaded herd fighting against the invaders. Other herds and even Outcasts can be enlisted as additional allies. - Back to the guidelines - Stealth Board: 1. The Stealth Board is a faster way to steal members, but is more open to chance. It can be done OOC or IC as explained in the Stealth Board itself. 2. Anyone can steal anyone with this method. Foals cannot steal but can be stolen. You cannot steal if you are marked 'absent'. » You may not steal Rogues or someone given an Absent or Absent Abyss rank. Outcasts must block themselves from a steal, regardless if they're in an outcast band or not. » A Mare with a foal only 2 weeks having been played must keep the foal with her if she is stolen. 3. A Stealth Board post is a poem/song/description about the character being stolen. It must have at minimum 3 things describing the character, such as: name, species, breed, gender, color, rank, history, relations, magic, etc. It must be of your own writing. An allusion or a brief quote written by someone else can be included. 4. Only Leaders and Warriors may answer a steal on the Stealth Board. 5. A herd gets 2 guesses and 48 hours to respond to a steal, and does not have to give all 2 guesses at once. Warriors can only use 1 of those guesses however, being forced to leave the final for their leader if they are incorrect. If you only used one guess at a time you have an additional 48 hours time to give your second guess from the time the stealer says your first guess was wrong. No further clues can be given. 6. If a steal is successful the stolen member must go with the stealer. The stolen cannot be challenged for or re-stolen for 1 week. » You must wait 1 week between making steals » A successful steal must be deemed passing by 2/3 judges. » A stolen member is considered a prisoner, and thus cannot steal or block steals. Prisoners can challenge for their freedom in 1 week, which hteir guard shoulder answer within 48 hours. Or a prisoner can make an escape post, which is a post in the herd land secretly claiming their attempt to flee. The prisoner's escape can only be stopped by their guard, which is automatically the one who stole them or challenged for them. Guards can be swapped if another member of that herd is assigned the role IC. An escape post must be answered to by the guard within 72 hours. In the event of the guard being absent, regardless if it is a challenge for freedom or an escape post, whoever responds first may fight/stop the prisoner. » A stolen member's posts will count towards the herd that stole them monthly post count for Champion. 7. Regardless of a successful steal or not the stealer must reveal how their steal described the one to be stolen. This is revealed at the end, after the steal has succeeded or not. - Back to the guidelines - Breeding + Foal Stats: 1. Graphic breeding is allowed as long as a warning is placed beforehand. 2. Force Breeding is allowed, but I would like to point out it is rare. Realistically a mare would beat up a stallion if she is not willing to breed, just keep that in mind. 3. Crossbreeding will produce a foal of mixed blood, however the foal will display a dominant trait of one species (Unicorn x Pegasus will not produce a Unipeg, but either a Unicorn or a Pegasus foal). »On rare occasions a hybrid foal may be born from a crossbreeding, but it will either be stillborn or die shortly after. To play a living hybrid foal you must get on the waiting list in the Veiled Cape. » Hybrids that breed will not automatically produce hybrid foals, although they are likely to pass on more odd traits, colors or magic. Although they are also more likely to produce foals with defects or stillborns. 4. Pregnancy will only result if the breeding occurs in the Veiled Cape. Breeding can happen anywhere, but no foal will come of it, no exceptions. 5. Your foal stats will be determined by the Stork. Post the Dam’s, Sire’s, and the stats of the parents for each when done breeding (use the same thread). Your foal stats will then be given to you based on your stats and the season (and any requests/pretence you may have asked for within the thread). » To get twins you must post on the waitlist in the Veiled Cape. 6. Mares must be pregnant for a minimum of 2 weeks and may give birth anywhere. 7. Breeding may occur in any season. Seasons will affect the health of the foal with a foal having a 3/4 chance of being healthy in Spring, a 2/4 chance of being healthy in Summer and Fall and a 1/4 chance of being healthy in Winter. Stats are decided by rolling a die to be fair. - Back to the guidelines - Magic: 1. Magic will be given to characters at points during the game. You may not join a character with any magic unless an Admin has permitted such. 2. Magic will occur most often in Unicorns and Pegasus, and rarely in the Equines. Magic also usually pertains to certain elements the species is known for, such as Equines being of Earth, Pegasus of Wind and Unicorns of Water. However Fire, Light and Dark can be found in all 3 species. 3. A character can have up to 2 permanent magic abilities and up to 4 temporarily (items). 4. The specifics of the magic and the hybrids that can come of them are found on the Magic Restriction page linked in the site navigation. - Back to the guidelines - Dragons: 1. Only an Equine may have a dragon, and no member may join with a dragon, it must be given or be an adopted character who had a dragon. No Equine can have more than 1 Dragon at a time (unless specifically allowed by the Admin). It is rare for an Equine to get another Dragon if they had a previous one which died. 2. The Dragon is controlled by you and is not made on a separate account. A Dragon cannot be alone in its own thread as it is always around/near the Equine who owns it (the exception to this would be delivering messages, briefly). 3. A Dragon egg will always be given by way of the Random Event. Sometimes directly to a member or sometimes open for the first member to notice. The egg's color will be the color of the dragon, but the name and personality are for you to decide. The Dragon’s attributes such as horns, spines or 4 legs versus 2 (all have wings) will be your choice. 4. A Dragon will hatch 2 weeks after the egg is found, which will occur via Random Event once more. The Equine must take great care of the egg before it has hatched and keep it very warm, so in the case of winter months it can prove difficult. When the Dragon hatches the Equine must feed it immediately or else the Dragon will fly away. Dragons must eat meat. This period is called ‘impression’ and if you are successful at feeding and keeping the Dragon safe at birth you will have impressed it and it will never leave your side from that moment on. » You must actually hunt for your dragon before it hatches. Any board can be hunted in but you should make it clear the thread is for hunting as Admin will determine with the roll of a die if your prey is killed, wounded, or escapes. The success of hunting is best in Spring, worst in Winter and normal in Summer and Fall. » If you have had 5 successful hunts by the time your dragon egg hatches it is considered enough food to keep the dragon from flying away. If not then the Admin will roll a die to determine if the dragon will be content with what you have or fly away. The more successful hunts you do have the better your chances. If you did not hunt at all the dragon will not stay. 5. An impressed Dragon cannot be stolen, but eggs can (by way of plot or official challenge). 6. A Dragon cannot speak aloud, it only growls and chirps and hums etc. But a Dragon can send thoughts, images and colors to the Equine it has impressed upon, and to a certain degree other characters it is intensely familiar with and likes. Dragons can interact easily with other Dragons both by voiced noises they readily understand (like any other language), and thoughts or images. 7. The Dragon can fly right after it's born, and will often perch in high places and ride on its Equine's shoulder (though it does have sharp claws). The Dragon will require a lot of care and will mostly demand food and then promptly fall asleep for its first 2 weeks after hatching. They also grow most rapidly at this time. seasons are measured by Isilme's standards (2 real months): » dragons can fly right away » after 1 season has passed they can begin to breathe fire (2 real months) » after 2 seasons have passed they are skilled at breathing fire (4 real months) » after a year has passed they are capable of childish mind speech (8 real months) » after a year and 2 seasons have passed a dragon has more coherent mind speech but will always mix up some words at times (1 real year) 8. Dragons reach a height anywhere from 1-2.5 feet and come in the set colors of: Black, Blue, Bronze, Brown, Gold, Green, Red, Silver and White. Bronze, Gold and Silver colors are more rare and those Dragons tend to be larger (2-2.5 feet) and faster. In a wild Dragon society they always end up as the leaders and main breeding pairs. Black and White colors are also rare but actually disfavored by the Dragons and are smaller (1 foot) and slower. In the wild these tend to be picked upon and shunned. Blue, Brown, Green and Red are the most common colors and come in the most variety of shades, often leading to in-between shades such as Purples, Pinks and Oranges. You can find a Dragon size reference chart here. » Black, Blue and Bronze are always male Dragons, while Gold, Green and White are always female. The Brown, Red and Silver vary in gender (your choice). » Dragons can mate and produce eggs, and often their mating influences the Equines they're attached to as it occurs. However the eggs that are produced are assumed to turn into wild Dragons since you cannot distribute them or raise them as you wish. 9. Dragons can feel the emotions of other characters around them and they are also very protective of the one they’re bonded to. So if Equine A is arguing with Equine B who has a Dragon the Dragon will become very agitated and probably try to attack Equine A. Dragons are very childish in nature and react entirely to emotions so you must learn to keep them in check. 10. If an Equine dies its Dragon will commit suicide to which the other Dragons will give a mournful song, regardless of how far away they are they always know. If a Dragon dies its Equine will sink into a deep depression and some often die themselves. Upon impressing a dragon the two souls of Equine and Dragon are linked, so that when one dies the other feels like such an empty shell of their former self. - Back to the guidelines - Odd Coloration + Markings: 1. Odd coloration or markings must never reach an excessive amount (covering the whole body or every color combination possible). There is no set standard but all the characters with an odd color or marking will be in a reasonable amount (excluding contest prizes). 2. Equines may not obtain the same amount of odd colors or markings as Unicorns or Pegasus and should appear most normal. This can be changed over the course of playing by winning prizes or completing quests, however it remains limited for equines. 3. Pegasus may have either feather or leather wings. Just as Unicorns can have either spiral, jagged or straight/smooth horns. This is due to these being different breeds, but still the same species. - Back to the guidelines - - Back to the rules - |
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