Disclaimer: Isilme is © Sychoblu 2008-Present
»
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 -
Further Guidelines
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 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 someone 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 -