Online Users Created March 2000 by Lauren
1) All posts must be minimum 500 words. Although we do encourage the learning of beginners, I do not want to see "one line" posts here... 500 words is not that much. If you have a dispute, email me at shenandoah_sleasman@yahoo.com. The word minimum has been terminated, but will return if I see one-liners or any other type of tiny posts. Five-hundred words is still required for joining. 2) You may only post your own characters, anyone caught posting someone else's character will be banned without warning. 3) You must join and be assigned an Element before posting in-character anywhere on the site. 4) Respect both the staff and other players at all times, especially staff. The staff at Hoof Prince has a lot to do from deity posts to foal stats. Be grateful. 5) This game is rated PG-13. Swearing is allowed though excessive and unnecessary use of curse words will be reprimanded. 6) No adult content. If you wouldn't be comfortable saying something to your mother, it doesn't belong here. 7) Keep all personal non-game related issues out of the game. If you have a problem with another player, please notify the staff and we will help you work through it... but do not take matters into your own hand. 8) Only horses are allowed to play at this game. No mythicals or other non-equine creatures unless pre-approved by the staff. 9) Please be active. If you cannot maintain your characters, don't join them. 10) No powerplaying. This means you. 11) Please be as realistic as possible in your posts. 12) All levels of experience are allowed. We encourage improvement and advancement in role playing. Any discrimination or rudeness to new players or beginners will be punished. 13) If you are "away" you can only be marked as away (ie herds and lands protected) for 3 weeks. After 3 weeks have passed, if you have not returned, your herd will be given the option to find a new herd and your lands will no longer be protected. If there is a VALID reason that you will be gone longer, you must give other players the option to leave if they wish. 14) We are now implementing the 3 strikes, you're out rule. If you break the rules, we will give you only 2 warnings, and on the third warning, you will be banned. I am tired of dealing with drama and fights, and this is a preventative measure to keep it from happening. Please remember, various offenses call for different consequences, which are determined by a panel of staff members on a situational basis. 15) Deities do not always give you what you want. Remember this and be grateful with what you get.
1) Any standard horse breed is allowed. 2) Heights and colors must be relevant to the breed your horse is stated to be. Horses are measured in hands, and partial hands can be measured as 14.1, 14.2, and 14.3. The next largest size is 15 hands. (as an example) 3) If two horses breed, the appearance and gender of their foal will be decided randomly according to the parent's stats. This is to make the game more realistic. 4) Make certain that the height of your horse is acceptable to the breed of the horse. 5) Special markings/colors must be approved by Staff.
1) All traits/defects must be approved by Staff before a character is joined. 2) Traits include: wings, special color, horn, etc. 3) Defects include: deafness, blindness, multiple personalities, etc.
This RPG has a twist in which every equine on the game is given an element, jewel, and level of power. When you join, a member of staff shall randomly choose your Element and give you a jewel. It is your job to come up with how you carry the jewel (IE. On a rope around your neck, embedded in a hoof, embedded into the nose[like a nose ring, lol], or so on). Then, all but a select few shall start at Level One, then advance onwards. Gaining levels First Level- Automatic Second Level-20 tokens Third Level-50 tokens Fourth Level-100 tokens Fifth Level- 200 tokens Adept (all elements/opal)-800 tokens Jewels/Elements Diamond- Air Sapphire- Water Emerald- Earth Ruby- Fire Alexandrite- Electricity Aquamarine- Light Amethyst- Darkness Citrine- Psychic Opal- All Elements Elemental Deities *Whatever element you hold, these will be the deities you worship. The main thing they do is either take away/give tokens, or enhance and level up powers* Air-Altus Water-Courant Earth-Brighton Fire-Paduan Electricity-Tazewell Light-Galadriel Darkness-Rencor Psychic-Elyria
Level 1- Can create gentle winds and move small objects Level 2- Can create a buffeting wind and move small to medium objects Level 3- Can create a strong wind and move as well through medium to large objects. Can create a small tornado Level 4- Can create a very strong wind and throw large objects. Can create a large tornado that causes great damage. Level 5- Can create Extremely strong winds and throw any sized object. Can create a very large tornado as well as combine with water to create hurricanes. Can cause severe damage.
Level 1-Can create small waves Level 2- Can create small waves and simple forms such as light rain and thin fog. Level 3- Can create medium waves and make more complex forms such as ice, cool steam, light to average rain and average fog Level 4- Can create large waves and complex forms such as storms, thick fog, small glaciers, hot steam, and small water spouts Level 5- Can create Tsunamis and very complex forms such as water spouts, heavy fog, large glaciers, boiling water, extremely hot steam as well as combine with air to create hurricanes.
Level 1- Can control small rocks Level 2- Can control medium rocks that can bruise and create small, shallow cracks in the ground Level 3- Can control large rocks that can injure and create shallow crags and small underground quivers Level 4- Can control large boulders, medium earthquakes, deep cracks, and small landslides Level 5- Can control extremely large boulders, large quakes, very deep cracks, large landslides, and can create hills and cliffs
Level 1-Can create small fireballs with little heat Level 2- Can create small fireballs and ribbons with some heat Level 3- Can create medium fireballs and ribbons as well as small firewalls Level 4- Can create large fireballs and ribbons with quite a bit of heat, can control a medium sized firewall and create small firestorms. Level 5- Can create very large fireballs and ribbons with extreme heat, can control very large firewalls and firestorms, as well as shape fire into any form
Level 1- Can create weak sparks and some static electricity Level 2- Can create weak electric currents to create a shock, small strikes of electricity, and static Level 3- Can create strong electric currents, small lightening bolts, heavy static, and can begin combining with simple water forms for Thunderstorms and small Lightening storms Level 4- Can create very strong electric currents with a bad electric shock, medium lightening bolts, heavy static, and can create lightening storms as well as a weak electricity wall Level 5- Can create extremely strong electric currents, very strong static electricity, large lightening bolts, can control plasma and neon, can create torrential thunderstorms and Lightening storms, and can create a large electric globe barrier (No more than 20 feet(about 6 meters) in diameter)
Level 1- Can create weak light sources and bend light to refract in certain directions, can give one the good feelings when they are feeling down Level 2- Can create medium strength light sources, can control small amounts of sunlight: can cure minor wounds like brush cuts and brush burns Level 3- Can create a strong light source, can control most sources of light; Can cure medium wounds like bruises from hooves and bites; Can dispel hatred in individuals. Level 4- Can bend light to become invisible; can heal broken bones Level 5- Can blind enemies with a large blast of light, can ward off darkness to reveal hidden enemies, can control any light source; Can cure any injury done by the magic of another element; Can create the feeling of love in an individual.
Level 1- Can create small patches of weak darkness within a 5 meter radius of the caster; can give one the bad feelings to create a state of despair Level 2- Can create medium strength darkness, can control small amounts of moonlight; can bring back past injuries like brush cuts and brush burns Level 3- Can create a strong source of darkness, effectively making one-self invisible; Can bring back the damage from past battles like hoof bruises and bites that the caster has previous given the opponent in past battles; Can create hatred in an individual Level 4- Can cover large groups in darkness; can bring back broken bones or muscle damage given to the opponent by the caster in previous battles Level 5- Can cause an eclipse of the sun to weaken light wielding equines, can blind an enemy with darkness; has the ability to bring back any past injury including those given by members of other elements; Can dispel love in an individual
Very Rare Element- The rare equine that can control the Psychic abilities has power to: Level 1- Has brief flashes of premonitions, some of which are inaccurate and others are accurate Level 2- Has incredibly accurate premonitions Level 3- Can teleport to places Level 4- Can control inanimate objects with the mind Level 5- Can mind read and use mind control *Please note that any horse being mind read will experience a light tickling sensation. Only other Psychics can block the attempts of another.*
Sometimes, a minor gem is given instead of a regular gem. Those who possess minor gems lack proper control of their Element or have a weaker version of their Element. This can be granted upon request and anyone can have a minor gem. Those who possess minor gems still worship the same Deities. A major gem can be earned through trials offered by the gods. Major Gems to Minor Gems Amethyst - Jet Emerald - Jade Citrine - Garnet Diamond - Topaz Sapphire - Lapis Lazuli Ruby - Carnelian Alexandrite - Tanzanite Aquamarine - Quartz
1) When you are being claimed, you do not have to join the first stallion that approaches you. Similarly, you cannot be "forced" to join a herd, unless the stallion in question is a main character. 2) If you are unhappy in a herd, you may not leave until you have challenged for, and won your freedom. You may also achieve freedom if another stallion challenges for you and wins. 3) You must be over the age of three to breed and/or foal. 4) Lead mares determine the original herd positions for the mares. 5) When challenging for a position, a mare may only fight the mare ONE position above her own. The one exception is challenging for lead mare - any mare may challenge a lead mare for her position, though the battle MUST BE role play sparred. 6) Mares may only challenge once per week, and only one challenge can take place at a time. 7) If a stallion either wins you in a challenge or steals you, you MUST go with him, without questions. You have no say in the matter. 8) You may not breed with a stallion that is not your own, unless your stallion is officially inactive. If you are found wandering the territories without an escort, other stallions may forcebreed you though, so take caution. 9) You may not adopt an orphan foal unless you either have a foal currently, had a stillborn foal, or are pregnant and able to produce milk. 9) If an unclaimed mare "wanders" into a territory, she becomes a part of that herd. 10) This is already written on the stallion section, but just because you are the first mare in a herd does not necessarily make you the alpha. Stallions can choose whoever they wish as the original alpha of a herd.
1) You may claim a territory, and live there... but it does not "belong" to you. 2) A stallion can have as many mares in a herd that he can maintain. 3) You may challenge for residence in a territory, for a mare, or for an entire herd. Any challenges made for entire herds must be done by role play sparring. 4) If a territory has been inactive (the stallion has not posted in two weeks, and has given no notice of his leave), the territory then becomes available for claiming. 5) A stallion may decide on his own lead mare, but she determines the rest of the herd rankings. Keep in mind that you do not have to make the first mare in your herd the Alpha mare. You are allowed to select any mare of your choosing for the original alpha. After that, the position must be challenged for. Any disputes can be brought up with the Staff (favoritism, etc). 6) One stallion per herd. 7) You may breed with as many mares as you like, once you are three years or older. You may not force breed another stallion's mares unless that stallion is officially inactive, or the mares are out of their territory without an escort. 8) You may claim a blood relative.
1) Foals are born one week real time from when they are conceived. Their stats will be posted in the breeding thread by an appointed staff member. Any foals born early will be stillborn - no exceptions. 2) A foal is dependant on its dam for the first year of its life. Foals must stay with their mother during this year. 3) Yearling colts may leave the herd or be kicked out by an alpha stallion. Fillies leave the herd at age two unless they are kicked out by the stallion. 4) Colts must join a bachelor herd until they turn three, at which time they can claim a land of their own. 5) You may join as an orphan foal, but these foals must be adopted by a foster mare. In order to foster a foal, a mare must either have a foal, be pregnant, or have a stillborn foal. If no surrogate mother can be found, the foal will die. 6) Foals are not permitted to challenge for mares/stallions/lands. Foals are too young to hold such power.
1) Both mare and stallion must be over the age of 3 to breed. 2) Long breeding is allowed. Keep posts PG-13. 3) A foal may only be conceived and born during the times listed for breeding on the calendar. The only exception is forcebreeding, which can happen at any time. 4) A mare may only be forcebred if her stallion is officially inactive, she is wandering the territories without an escort, or if she is without a stallion in any place other than The Arbors or The Vistas. 5) If a character is forcebred, the one who instigated the breeding will play the foal. If neither party wishes to play the foal, it will be stillborn. 6) All foal stats are decided at random based on parents stats. Twins are extremely rare. 7) Foals are born one month real time from the day they are "conceived". 8) Game time progresses that 1 game year = 3 real months. Even though pregnancy time is only one month real time, you age normally. This means that mares may only breed once every three months, real time. 9) NO inbreeding or line breeding to any blood relative. 10) Breeding can occur at any time, though the odds of survival will be figured into the breeding These will be decided by dice roll as follows: Foals born in the WINTER=(123) live, (456) die. SPRING=(12345) live, (6) die. SUMMER=(12345) live, (6) die. FALL=(12345) live, (6) die. 11) A stallion may kill any unwanted or troublesome foals in his herd, until the age of 6 months (at which time the fight must be sparred). The player of the mare and foal must comply... they have no say. 12) The foal form must be completely and properly filled out or a stillborn foal will be granted.
1) All battles are role played. If you don't know how, learn. The players must agree on terms of the fight. 2) Only the challenge master may judge or determine outcomes of a fight. Any disputes can be taken up with the staff. 3) You may use your powers in a fight, and from time to time the gods will interfere. Certain powers are more effective with certain other powers... as shown on the challenge board. 4) If you are being challenged and are active, you have 3 days to reply to the challenger. If you do not reply within that time, you will lose the fight. 5) The only challenges a mare can make to a stallion are for freedom 6) All challenges and results will be posted on the specified challenge board (The Ridges) 7) If you make a challenge to someone, you are the attacker, and they are the defender. That means whoever issues the challenge needs to post first. 8) The challenger is free to set the terms for the fight (weather, number of attacks, etc.), but the battle judges will reset the terms if they are not deemed fair. 9) For a basic Hoof Prince battle set-up, request for one and it will be posted. 10) Word limits are prohibitted. 11) Stallions can be captured through a challenge. 12) Debates can be substituted for phsyical challenges only if both parties agree.
1) If your steal is not found in three days, you are successful. 2) You must reveal your means of stealing/decode your riddle to be declared successful 3) You may only steal one mare at a time per stallion 4) You may only steal max two times per week (regardless of whether or not you are successful in those steals) 5) You may be as creative as you'd like, however we do not allow foreign languages or codes (example selrknalekrnalkesrna). Poetry, symbols, colors, etc may be used. 6) Every steal must include somewhere in it the stallion you are stealing from, their territory, and the name of the mare you are stealing. Your character's name must be posted in the "name" field. 7) Only stallions or rebel mare leaders that "own" of a territory can steal (ie beta stallions and mares cannot) 8) You cannot steal foals or horses that are younger than breeding age. This means that horses age 0 and 1 cannot be stolen. 9) You cannot block a steal for another player. The ONLY chars that can guess or post blocks to steals are the Alpha Stallion and Alpha Mare. Other herd members can help decode the steal, but it must be blocked by either the Alpha Stallion or Mare. If someone blocks a steal that is not authorized, it will be considered a valid steal. 10) Each herd (alpha stallion and mare combined) can only have up to 2 guesses per steal... this means you need to think wisely, because if you are incorrect both times, you are not allowed any further guesses 11) Herds only steal from herds and kingdoms only steal from kingdoms. 12) When a horse is stolen, the stolen horse must stay in the new territory for three real life weeks before they can be challenged for or counter-stolen. 13) The thief must post whether or not a steal is blocked or not as soon as possible! Waiting for the deadline is considered cheating. If you fail to post in respond to a guess and are seen ANYWHERE else on the site, the steal will be invalid. 14) If a theif goes on "away", the answer to the steal must be e-mailed to Shenan before you leave so that she can answer the guesses. Failure to do this will result in an invalid steal. 15) A character can only do one steal per week per kingdom. Meaning, you cannot steal from the same kingdom twice in one week. For more rules and guidelines, visit The Mesa.
For each Element/Deity, there is a Temple set up where followers of a certain faith may venture to confront their god. Your status and favor in the eyes of your god depends on the number of Tokens you have and your title in the Temple. Mage: All Level Is are Mages. This is the lowest level of the Temple. Acolyte: All Level IIs and most Level IIIs are Acolytes. This is the second-highest level of the Temple. Spirit: Becoming a Level III does not automatically mean that you are a Spirit. Once you reach Level III, you are free to challenge a Spirit for their position in the Temple. A Spirit can only be challenged once every two weeks. There is only three Spirits at a time and the current three Spirits are displayed in the Temple. Guardian: The Guardian of the Temple must at least be a Level IV and is the most powerful member of their Order. All Level IVs are free to be Guardians, but the position must be challenged for. Like the Spirit position, Guardians can only be challenged once every two weeks. The Guardian is displayed in the Temple. When a Spirit/Guardian is challenged, the Spirit/Guardian picks whether the battle will be a debate or physical battle.
1) The kingdoms of Hoof Prince are set up like the kingdoms of the Dark Ages. A kingdom can be good or bad, depending on the leader. Also, depending on the leader, a kingdom can be under "invite only" status. 2) If a kingdom is under "invite only" status, a horse from that kingdom must invite your character in order for your character to live there. 3) Kings and Queens are chosen by the kingdom and the owners. 4) If you feel that your horse should be King/Queen, e-mail one of the owners and they will decide if you are allowed to challenge for the position. 5) If the current King/Queen names an heir, that character gets first rights to the throne. 6) Kingdom characters are permitted to freely walk among the herds that are under their kingdom. 7) Kingdoms can ONLY be challenged for when the current monarch falls inactive. 8) Owner permission must be given for a monarch position to be challenged for. 9) One player cannot play more than one character that rules a kingdom.
1) Upon the officers'/owners' discretion, wars will occur that give each character an opportunity to win tokens. 2) All war battles are "quick series" battles, consisting of three posts. Challenger -- (2 Attacks) Defender -- (2 Defense, 2 Attacks) Challenger -- (2 Defense) 3) All battles will be scored with the following score sheet: CHALLENGER ATTACK Attack 1: Creativity: 0/5 Execution: 0/5 Plausibility: 0/5 Total: 0/15 Attack 2: Creativity: 0/5 Execution: 0/5 Plausibility: 0/5 Total: 0/15 Weather: +0 Description: +0 Technical Terms: +0 Use of Powers: +0 Bonus: +0 CHALLENGER Post 1: 0/30 DEFENDER DEFENSE AND ATTACK Defense 1: Originality/Execution: 0/5 Damage Taken: 0/5 Defense: 0/10 Attack 1: Creativity: 0/5 Execution: 0/5 Plausibility: 0/5 Total: 0/15 Attack 2: Creativity: 0/5 Execution: 0/5 Plausibility: 0/5 Total: 0/15 Weather: +0 Technical Terms: +0 Description: +0 Use of Powers: +0 Bonus: +0 Attack total: 0/30 Defense total: 0/10 Post 1 total: 0/40 CHALLENGER DEFENSE Originality/Execution: 0/5 Damage Taken: 0/5 Defense: 0/10 Attack total: 0/30 Defense total: 0/10 Post 2 total: 0/40 WINNER: 4) All judging decisions are final. 5) When the wars are set up, each fighter has three days to respond to the war cry or the battle will be lost. 6) Those with more than one power are allowed to use only ONE power during a war. This power attack does not count toward your attack total. Meaning, that you get two attacks plus the power attack.
1) Crusades happen once a year, upon the staff's discretion. 2) In a Crusade, a character has the chance to win a special mythical quality (magic, wings, immortality, etc.) 3) Prizes given are determined by HP staff. 4) Crusade battles are "quick series" battles. 5) More than one type of element is allowed to be used during a Crusade, but after one power attack, the others count as regular attacks. 6) There is no word limit for Crusade posts. 7) Only Guardians and Spirits are permitted to attend a Crusade. 8) The prizes for a Crusade depends on the character's favor with their deity. Prizes for Guardians Immortality Magic Any Trait Prizes for Spirits Wings Horns Color-Changing Ability New Stone Special Trait The Choosing of Stats for One Foal
1) The Valkyries are the "rebel mares" of Hoof Prince. Only mares are permitted to reside in their lands. 2) The Valkyrie Queen is chosen by staff and only she and staff can determine the next Queen. 3) Any stallion that goes to the Valkyrie kingdom is either a visitor or prisoner. 4) All kingdom rules apply to the Valkyrie kingdom.
1) The Rajputs are the stallions of Hoof Prince who do not lead territories and live outside of the world of regular kingdoms. 2) The Rajput King is the King of Stallions and is only chosen by staff and the previous King. 3) Mares that go to the Rajput kingdom are listed as vistors or slaves. 4) All kingdom rules apply to the Rajput kingdom.
1) A raid is when one kingdom invades another. 2) Any kingdom can raid any other kingdom, but Admin permission must be given first. 3) When a raid is fought, it is 5 on 5; the best of 3 wins. 4) Warriors may be chosen from the defensive/offensive kingdoms and as well as any allies. 5) Militias (herds) may send their fighters, but militias do not gain/lose anything in a raid. 6) Terms must be set before the raid is fought. For example: Kingdom A is invading Kingdom B If Kingdom A wins, Kingdom B becomes a subkingdom. Kingdom A will appoint a new King/Queen and all of Kingdom B's members must remain in the kingdom for 1 HP year. If Kingdom B wins, all terms are dropped and Kingdom A will not raid for 1 HP year. 7) A Deity has the ability to edit any terms and the Deity judges the battles. 8) The winners of a raid become Emperors and Emperesses as long as they hold a subkingdom. 9) The losing kingdom leaders do not exactly lose their throne, but they are placed below a Grand King/Grand Queen/both chosen by the winning kingdom. 10) After one month, the losing kingdom may rechallenge for freedom. 11) A kingdom cannot be raided for one month after the last raid was completed. 12) A player can only play one character per raid, just to be fair.