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)
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• 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 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 level 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 the current divine being/the administration. Points can also be gained through fighting, debating, advertising, breeding, at the Shrine or by completing missions. Coins are rarer than points.
• If you want to trade a coin for an unusual/extreme magical power, you may need to get permission for it first. Contact the administration or email help@shamanrpg.net for permission requests. 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.
• Points and coins bear no relation to each other, meaning that you cannot trade a coin for points or vice versa.
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 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 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 the current divine/the administration or unless they trade a coin for one.
• Each fairy is only allowed one familiar throughout the whole of its life.
• 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 the current divine/the administration.
Sometimes they can be gained through trading multiple coins.
• Mythical familiars only have the form of the animal and do not have any magical powers, eg a dragon familiar does not have fire breath. Magical powers can sometimes be obtained for familiars with special permission from the administration.
• Fairies can change their familiar's form by trading a coin or by requesting to have the current divine change it at the Shrine.
• When a fairy dies, so does their familiar. However, a fairy can live on if their familiar dies.
• Familiars cannot grow old and die - however, they can be killed. If a fairy's familiar is killed, they cannot get a new familiar.
• If a homeland is free it can be claimed.
• Only one fairy can claim the homeland. When a fairy claims a homeland, the player need to post on the Updates board with their email address 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 the board or set up a registration system on your board.
• 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.
• A homeland becomes free if the Core determines the leader is inactive and removes them.
• The rank of Kaiser is purely ascribed, and cannot be achieved.
• The Kaiserin is the Kaisers wife. Each Kaiser can only have one Kaiserin throughout their reign (unless she dies), so he must choose her wisely. The Kaiserin has no legal power and her only job is to produce an heir.
• The heir to the throne is always the first-born male of the Kaiser and the Kaiserin. If there is no male heir, the throne is then passed on to the first-born female of the Kaiser and the Kaiserin. If the Kaiser does not choose a Kaiserin or if she bears him no offspring, the next in line in the royal family becomes the heir; if, however, there is no heir available, there becomes a power vacuum and a decision is made by the administration.
• The government is chosen by the Kaiser and only hold their rank for as long as they are in favour with the Kaiser or until there is a new Kaiser.
• The Chancellor and the Kaiser have the power to propose new laws to be passed or old ones removed.
• The Minister of War and Minister of Peace have no legal power; they are merely advisors. However, if a bill is rejected by parliament and the Chancellor and Kaiser need to reform it, the advice of the Ministers must be sought.
• Only parliament members (MPs) can vote for new laws to be passed/old laws removed. Fairies who are members of the upper and lower house cannot vote.
• The Upper House consists of the representatives of each of the territories. It is up to the individual territory how their representative is chosen.
• The Lower House is voted for by the public whenever the Kaiser hosts an election. The Kaiser can host an election whenever s/he wishes.
• The Kaiser cannot remove MPs from their positions. However, the Kaiser has the power to refuse to acknowledge the existence of a territory. If this happens, the territory is not represented in the Core, but members of that territory do not have to abide by the laws of the Core.
• Only fairies can join the Core; familiars cannot.
• If parliament is present, the Kaiser must call upon them to reform or approve laws.
• The Kaiser can dismiss the lower house and refuse to call an election if s/he wishes.
• The Kaiser can exile individual territories of the upper house if s/he is ruling by decree. If s/he is not ruling by decree, s/he must call upon parliament and ask their permission to expell a territory.
• If the lower house has been dismissed and all members of the upper house are exiled, then the Kaiser may rule by decree (ie, do whatever s/he wants).
• If the Kaiser is ruling by decree, the position of Kaiser can then be challenged for by any fairy in Shaman. This is the only time that the position for
Kaiser can be challenged for and the only time someone other than the heir can succeed. If another fairy who was not a member of the royal family challenges and
wins this position, then a new royal line is formed.
• A Kaiser who rules by decree becomes known as a dictator.
• A collection of territories is called an empire. It is possible for one fairy to rule an empire.
• Territory leaders automatically have land points, or LP. If they gain enough LP, they can invade or claim another territory.
• Only the official territory leader can claim and use LP.
• In an invasion, the two territory leaders each select their best fighter to battle or debate against each other. The invading territory leader has the right to choose if it is a debate or a battle. The territory leaders may select themselves if they wish to be the one to debate/fight.
• To see how LP can be gained and traded, click here.
• When a fairy takes over an additional territory, their first territory becomes their "base". All other territories are just "extras."
• When a fairy becomes an emperor or empress, they may choose to rule all the territories in their empire, or they can select sub-leaders to rule the territories for them. The territory which the emperor/empress will always rule is their base territory, however.
• Once a fairy has assumed control of six or more territories, they can then invade the Core and challenge the Kaiser for his leadership. If the Kaiser is overthrown, the victor may dismiss parliament and become a dictator.
• Occasionally, a fairy may manage to assume control of the Core and all of the Inner Border territories. This fairy then becomes the supreme ruler of Shaman and is granted a special reward.
• Territories owned by an emperor or empress can be challenged for as normal.
• Refer to the calendar on the news page 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. Given the speed of the calendar, you are advised to speed-age children.
• If you put a fairy on hold you may keep it at the same age it was when you put it on hold.