RULES
In joining, posting on or otherwise using SHAMAN, you are agreeing to abide by our rules.
"Therefore all things whatsoever ye would that men should do to you, do ye even so to them: for this is the law and the prophets."
Matthew (ch. VII, v. 12)
GENERAL
Only fairies and their familiars can be played here.
No name can be used twice - for players, fairies and familiars. A player can have the same name as a fairy/familiar but fairies/familiars cannot have the same names as each other. No two players can have the same player name.
Please use the appropriate boards for their intended use.
Spamming anything other than the Spam board? Don't do it.
Discrimination? Don't do it.
Fights and arguments? Don't do it.
Worship the administration? Do it.
At SHAMAN, we like to acknowledge players for good things as well as bad. "Good behaviour points" can be given out occasionally to model players.
Players who are acknowledged as being highly active can sometimes be given points.
Points can occasionally be awarded for expression of talent: for example by writing beautifully, thinking up amazing plots or creating stunning pictures for characters.
POINTS, POWERS, COINS AND LEVELS
Points are used to raise a fairy's level.
The higher the fairy's level, the greater their power. Fairies also develop in size and form as their power heightens.
Coins can be traded for additional magical powers, for familiars or for child stats.
If you trade your coin for child stats, you are granted the ability to choose the gender, name and appearance of one child when breeding.
Both points and coins are granted by Aura/the administration. Points can also be gained through fighting, debating, advertising, breeding, at the Shrine or by completing missions. Coins are rarer than points.
To trade a coin for a magical power, you must first post on the Questions & Answers board to have your magical power approved. Extreme magical powers (e.g. ability to control other fairies' thoughts and actions) will not be approved. Players are encouraged to be as creative as possible when coming up with magical powers.
If a magical power is more extreme (e.g. hypnosis, possession) the player may be asked to trade more than one coin for it.
Points and coins are not inter-changeable between characters unless the transfer has been approved by the administration.
Fairy levels are as follows:
Level I - 0 points required
This fairy is as close to a human being as possible, albeit a very short human being. Adult level I fairies are a maximum height of 4 foot and closely resemble humans in appearance - i.e., they are imperfect. Fairies will have imperfect skills and only very minor magical abilities which may or may not always work. These magical abilities are the ability to help plants to grow at a faster rate than usual, the ability to make a wounded animal feel better by touching it and the ability to blend in to the shadows. Level I fairies have red blood, like humans.
Familiars of level I fairies cannot travel more than 15 metres from their fairy. The further the familiar travels, the more pain is felt for both the fairy and the familiar. Other than the ability to talk and to communicate telepathically with their fairy, familiars have no magical powers. Although much depends on the familiar's own personality, they are often shy of other fairies and tend not to communicate with them. Familiars of level I fairies often have a phobia of something.
Level II - 50 points required
This fairy can grow to a maximum height of 5 foot and has grown a set of small, weak wings which it cannot yet use to fly. Level two fairies' senses are sharper than level one fairies, and they have the ability to change their hair and eye colour. Their magical abilities usually work and produce better results than a level one fairy. Level II fairies also have red blood, although a much darker shade of red.
Familiars of level II fairies can travel up to 100 metres from their fairy. Pain levels are significantly reduced from being apart from the fairy, although familiars and fairies alike still feel pain when they approach the 100 metre boundary. Familiars are usually more confident and happier to converse with other fairies. The familiar's phobia is reduced, although they still have a certain fear.
Level III - 150 points required
This fairy's wings are fully developed, giving it the ability to fly. Level three fairies can grow to a maximum height of 5 foot 6. Level three fairies can alter their own hair length and body proportions, but they cannot remove/add fat, change their skeletal/facial structure or increase/decrease their height at will. Level three fairies have highly acute senses and are in tune with the world around them; they have the ability to blend in with any surroundings and can put animals at ease enough to entice the animal near enough for them to touch. Level III fairies have blue blood.
Familiars of level III fairies can travel several miles from their fairy and feel no pain in doing so. Their phobia is usually completely gone. Familiars are usually confident enough to speak to other fairies, especially if they have been given an errand to run.
Level IV - 250 points required
Level four fairies can grow to a maximum height of 6 foot and have the ability to add/remove fat and scars on their own bodies. Level IV fairies have particular affiliation with the elements and. Level IV fairies have green blood.
Familiars of level IV fairies can travel any distance from their fairy, although they may feel a sense of anxiety at being far from their fairy.
Level V - 400 points required
Level five fairies can grow to a maximum height of 6 foot 6 and can alter their skeletal structure and skin colour, thus enabling them to alter their appearance (as long as they still resemble a fairy) in any way they please. Level V fairies have silver blood.
Familiars of level V fairies feel no anxiety in being far from their fairy. They have the same additional magical powers that their fairy has gained through trading coins.
Level VI - 600 points required
Level six fairies can grow to a maximum height of 7 foot and are usually identifiable by a slight glow in their features, which they can dim or brighten at will. They can absorb energy from plants to replenish their own energy levels. Level VI fairies have gold blood.
Familiars of level VI fairies may choose to grow wings (if they don't already have some) in order to join their fairies in the skies.
Level VII - 1000 points required
Level seven fairies can absorb energy from plants and animals to replenish their own energy levels. Level VII fairies can alter the colour of their blood.
Familiars of level VII fairies are immortal until their fairy dies.
FAMILIARS
Familiars are more than simply a fairy's pet. They have the ability to talk with fairies and have equal intelligence with fairies. How much a familiar is able to do depends upon their fairy's level. Fairies and their familiars share neural links: i.e., they can both communicate telepathically with each other.
Fairies cannot have a familiar unless they are granted one by Aura or unless they trade a coin for one.
Each fairy is only allowed one familiar.
If a fairy trades a coin for a familiar, they may choose their familiar's form - however, only familiars with real forms (e.g. cat, mouse, elephant) can be created.
'Mythical' familiars (e.g. dragons, unicorns), extinct animal familiars (e.g. dinosaurs, mammoths) and shapeshifting familiars can only be granted by Aura.
Fairies can change their familiar's form by trading a coin or by requesting to have Aura change it at the Shrine.
When a fairy dies, so does their familiar.
Familiars cannot grow old and die - however, they can be killed. If a fairy's familiar is killed, they cannot get a new familiar.
INNER BORDER HOMELANDS
If a homeland is free it can be claimed.
Only one fairy can claim the homeland. When a fairy claims a homeland, they need to post on the Updates board to receive their homeland's login information.
You are permitted to change your board's password BUT you must email the new password to georgia@shamanrpg.net
Once you have access to your homeland's login information, you are permitted to organize your homeland any way you wish. You can set up an "everybody equal" community or establish a rank system if you want to.
You can change the setup of your homeland in any way you want, but you are not allowed to change/delete the SHAMAN layout frame.
You cannot ban people from your homeland, set up a registration system or in any other way fiddle around with the board's options.
If you abuse your power, the privilege will be taken away. It's not difficult for us to delete your board from the Inner Border and simply make a new one in its place.
If too many people abuse this power, you will be unable to edit your own homelands and you will have to post updates for the administration to do instead. You have been warned.
A homeland becomes free if the fairy who claimed it has not posted in character in three weeks, or if no one has posted in the homeland at all for two weeks.
THE CORE
The Core is run by the Prime Minister, the Cabinet and the Houses of Parliament.
The Prime Minister cannot rule by decree. If the Prime Minister wishes to pass/repeal/reform a law or ally/truce/exile people, he or she must gain majority vote with the Houses of Parliament first.
Occasionally dictators arise. A dictator emerges when the Prime Minister dismisses Parliament and refuses to request their permission to reform/repeal/pass laws or ally/truce/exile fairies.
Once the Prime Minister dismisses Parliament and becomes a dictator, his or her position can be challenged for by a member of the Cabinet.
Dictators can pass/reform/repeal laws and promote/demote/ally with/truce with/exile anyone they like.
The Prime Minister can promote or demote anyone in the Military or the Diplomats with majority vote in the Cabinet. If there is a tie in votes in the Cabinet, the responsibility is passed to the House of Lords, providing that there is a minimum of 3 fairies in the House of Lords. If there are not enough fairies in the House of Lords or if there is a tie in the votes in the House of Lords, the responsibility is passed to the House of Commons.
The General is responsible for setting assignments and tasks to the Military.
The Governor is responsible for setting assignments and tasks to the Diplomats.
Only Aura can add or remove fairies to/from the House of Lords.
AGING & CALENDAR
Refer to the calendar on the homepage for the season.
Fairies age at roughly the same rate as humans.
Familiars age at the same rate as their fairies.
You may speed-age your fairies, but you cannot make them younger.
If you put a fairy on hold you may keep it at the same age it was when you put it on hold.