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Getting Started...

Character Creation:

Making a new character is easy in Shadow Realm.

All you need to do is decide upon a name, physical attributes, personality, history, and what kind of creature he or she is, human, vampire, demon, etc. All established rpg races are welcome here, so long as they fit in the general timeline setting of the game. No Guns, futuristic weapons, robots etc.

If you wish, you can even create your own rpg race, just make sure you develop if fully and not change it's attributes.

When you get all your character information together, make your online character bio. This is just taking all the information about your character that you have created and putting it in a webpage. As your nickname in the chatroom may need to change as your character develops, so it may be best for webtv players to make this bio page on a server outside webtv, and not to put your personal page on it either, as you will lose your pages if you change your nick, and another thing to try to avoid would be putting parts of your personal page on your rpg nics, once again, as they will be lost if it needs to be changed.

Social Group Creation:

Eventually, a few people might wish to create a group of their own. This has many benefits, listed on the social order section of the Shadow Realm webpage.

First off, decide what kind of group your are bringing into the game, you can bring in an actual historical group, such as the Celts, the Visigoths, Picts, Huns, etc... and attempt to recreate their social structure, government etc.

You can also create a group that is more fantasy based, such as a Dragon Clan, Goblin Horde... Each group needs a webpage, where they can describe themselves, have a history, and link to the bios of their members... Check the social order section of the game page to see what the prerequisites are for social groups, and post the url of the group page on the posting boards under announcements so it can be added to the groups page.




Basic Rules

The Shadow Realm Role Playing Game Campaign is a RPG designed for play on an IRC server. Because this is an RPG on such a server, the server rules MUST be followed. Failure to follow the rules may result in our RPG rooms being shut down. Those who fail to follow the rules will be unable to participate in the Shadow Realm Cove RPG. Please visit the servers standards page for more detail on the rules of conduct.

OOC (Out of Character) and IC (In Character): OOC and IC is defined as the separation between the player at the keyboard and the character being played. OOC and IC should and MUST remain separate at ALL times if you are to participate in the Shadow Realm RPG. We ask that OOC discussions be kept out of the RPG rooms. Please take any OOC discussions to whisper or one of the OOC rooms in Shadow Realm . If you MUST step OOC in a RPG room then please state you are OOC at the beginning of all of your statements. When returning to your character, please state you are now back IC. In NO WAY, SHAPE, or FORM should OOC play a role in the role play of the game. Killing or attacking another character for OOC reasons will NOT be tolerated and may result in banishment from the game depending on how severe the crime. OOC and IC should NOT and WILL NOT mix in any way. Please try to avoid going OOC in public, for whatever reason.

Attacking and/or killing for no reason is UNACCEPTABLE in the Shadow Realm RPG. A character MUST have a reasonable reason to attack another character. Attacking a character because you don't like their nic, or because they have a similar nic, because of OOC reasons, because you are bored, or because they just annoy you are examples of reasons NOT to kill. Killing to avenge the death of a loved one and other SERIOUS reasons such as that are REASONABLE reasons to attack and/or kill another character. There is a fine line between killing without a cause and killing with cause. Killing without cause can result in punishment of the character depending on how severe the crime. Punishment can include anything from lowered hit points to banishment of that character from the game.

MfD means "Marked for Death" in the Shadow Realm RPG. An MfD is used when a character does something very uncalled for while staying within the rules of the game. Lets say a character kills an innocent child, an MfD can be placed on the Killer. An MfD is an Order to the members of the clan that's Leaders issue it, but to all others it is a request, save that it was issued by the Gods. An MfD asks the characters to kill this certain individual should they find him/her. There MUST be a good reason for placing an MfD on someone. Placing a MfD on someone because they annoy you or for OOC reasons are two examples of UNREASONABLE reasons to place an MfD on someone. Placing an MfD on someone because they attack a clan member or killed someone innocent are examples of reasons to put a MfD on someone. An MfD can ONLY be placed on someone by a Lord, Lady, or God (Those being the highest ranks in the game by role play standards). If an MfD is needed, you must speak with one who holds one of the above ranks. An MfD MUST be posted in the proper posting section for it to be legal. An MfD stands until the person who placed the MfD lifts it or until the person who is on MfD is killed.

Character Separation is defined as the separation of two or more characters played by the same player. This means that if a player has two or more characters in the game, neither character knows what the other character knows. They are played as if they are two different people... BECAUSE THEY ARE. Failure to character separate may lead to the automatic death of all of his/her nics.

Doubling nics in the Shadow Realm RPG is allowed. What this means is that a player CAN have more than one nic in the game. Whether or not a player is allowed to have more than one IC in more than one clan is left up to the individual clans.

Cloning nics is NOT allowed in this RPG Campaign. Cloning nics is to be considered a crime against the game. Punishment may result in lowered hit points for a certain period of time to banishment from the game. Cloning nics demonstrates a player's INABILITY to role play and lack of RESPECT for his or her fellow players.

No Group may use the same symbols of an already established group, recognized or not. If this happens, the clan who has copied the symbols of another will be asked to change them before they are able to become a recognized clan.

No ONE person rules over this game. The rules of the game are meant to be stable and unchanging, However some small changes may be needed over time, thus we have a system of checks and balances to ensure it is done to better the game, and not one person or group alone. The rules of the game are made by the Gods The Gods are also the GM's of the game, with their Avatars helping them. They are appointed by the Goddess of Nature, and have duties to fulfill to help run the game smoothly. They can on rare occasion change a rule if it is absolutely needed for the Good of the Game and it's players, but the rules are not meant to change, so unless something is truly needful this shall not happen, The Senate (consisting of reps from the Games Social Groups), Enforces the Rules of the game when broken by giving Fair Trials and Sentencing the Guilty. The Senate meets on an as needed basis. The Gods and their Avatars enforce the sentencing.

This is the PEOPLE's game. The rules of this game WILL be ENFORCED.

Failure to follow the rules of Shadow Realm will result in you being unable to take part in role play.





Combat Rules

Speed Typing Spars, and Quests

Speed Typing sparring/questing battles are only for those ranked in a class that is designated to fight with either magic or by blade.

How to speed type:

* Regulars are those that come to the Shadow Realm rooms on a regular basis (Note: This refers to the character name, not the player) and have gained some recognition amongst the players of the game. Your character must be online often enough for this to happen. This may mean that the character has done something good or bad, but is recognized as a regular player.

* A clansman is anyone who has been accepted into one of the acknowledged clans of Shadow Realm but holds NO rank within that clan. Please see the groups page for a list of recognized groups in the Realm.

* A regular ranked citizen is he or she who holds a regular rank (Knight, Cleric, Mage, Healer, etc.) No one can hold one of these ranks unless deemed so by one of the registered groups, or by being trained (in the dojo, etc.) by the Guilds.

* A head of rank is he or she who leads the regular ranked clansmen (Head Knight, Cleric, Mage, Healer, etc.). No one can serve as a head of rank unless deemed so by one of the registered groups.

* A member of the High Council, Elder, serves on the government of one of the recognized groups. No one can hold this rank unless deemed so by one of the recognized groups.

* Lords, Ladies, and their offspring serve as the leaders of their respected groups.

* Gods and Goddesses: Please see the Gods and Goddesses page for in-depth details on this rank in Shadow Realm.

Killing:

After acquiring the correct number of hits needed, there must be a fatal blow (Example: /me Cuts off Null's head followed by /me sees him die) and then a request for a confirmation on the kill. For the kills to be legal they must be witnessed and confirmed by one GM or at least three regulars or clansmen.

Player 1: /me Cuts off Player 2's head

Player 1: /me sees him die

Player 1: Confirm?

Game Master (GM): Confirmed

and/or:

Regular/Clansmen: Confirmed

Regular/Clansmen: Confirmed

Regular/Clansmen: Confirmed

Resurrections:

Resurrecting is allowed in Shadow Realm but there are restrictions on how resurrections go about working and so forth. In AnLar a dead character is automatically alive again 24 hours after they were killed. In Shadow_Spars, it depends on the time arranged by the fighters, In Shadow-Arena, if you die it is FOREVER. A dead character can be resurrected but only by the character that killed them, or by an intervention from the Gods. Someone can appeal to the God/dess of Death on behalf of the fallen player. If the God/dess of Death deems it a worthy request, they can consent to resurrect the fallen player, but must gain the cooperation of the God/desses of Life and Fate..

The Gods can not resurrect on a whim. Their must be a petition to resurrect the fallen player, and the request must be a reasonable one. For Example, if a person dies fighting a noble fight, and the other fighter fought without honor, then that would be considered a reasonable request. To resurrect, you simply go to the location in which the kill occurred and perform some form of reviving magic (The character can choose how the resurrection is done. This gives them room to role play the resurrection to the fullest if they so desire to). A resurrection MUST be confirmed by one GM and at least 3 Regulars or members of registered Groups. Newbies can not confirm. Again, All deaths, and petitions for resurrections, and actual resurrections must be posted in the appropriate place.

Vanishing:

A character can vanish for a certain period of time during a fight. This gives the character a chance to regroup and continue to hold his own in a fight. Each character has a certain number of vanishes depending on his or her ranking in the game, each vanish lasting 10 sec.

* Gods and Goddesses: 4 Vanishes Each.

* Leaders of Clans (Up to 4 Leaders only): 3 Vanishes Each.

* Clansmen (Clansmen under Leaders): 2 Vanishes Each.

* Regulars: 1 Vanish Each.

Attacking and Defending:

Attacks are made as follows: The name of the person must be included, also the type of attack (Punches, slashes, sweeps, etc.) and the body part being attacked must all be included in the action line. The reaction line must include the result of the attack (Example: If you sweeped someone you would sees them fall or see them hit their ass). The reaction line must be one after the other.

Player 1: /me sweeps Player 2's feet

Player 1: /me sees him fall

The weapon used by a combatant must be drawn first before it can be used in combat. Example: /me draws his sword. Then the attack can be made with that weapon. All attacks must contain three words or more. Example: /me slashes null's stomach (Note: /me DOES count as a word). Any action line used more than once in a row will not be counted. At this point null may avoid being hit by reacting to the attack with a counter before the reaction line is included. Example: /me dodges left or /me jumps back.

(Note: the dodge must make sense. Meaning if someone sweeps you and you duck down to avoid it, then the sweep will still hit you).

The evading lines must vary at all times. Any evading line used more than one time in a row will put the players integrity in doubt. Please try to use different reaction lines. They must also contain two words or more (NOTE: /me DOES count as a word).

Player 1: /me sweeps Player 2's feet

Player 2: /me Dodges right

Player 1: /me sees him fall

If null does not evade successfully he is hit, shown in the reaction line /me watches him bleed (Note: Reaction lines must vary at all times. Use of the same reaction line twice or more in a row will NOT be counted).

Player 1: /me Sweeps Player 2's feet

Player 1: /me Sees him fall

Player 2: /me dodges left

If both combatants attack at the same time, both take the hit. However if Player 1 sweeps null's feet and at the same time null punches Player 1's head, If Player 1 sees his reaction line (Example: /me sees him fall) in before null's reaction line, Null's punch to Player 1's head does not count. Null is on the ground, he cannot punch Player 1 in the head if he's on the ground. It has to make sense. If the person performing an action chooses to dodge in between his/her action and reaction lines, the attack line is not counted. Attack and Reaction line MUST come one after the other. It is your decision whether you dodge the attack or simply counter with one of your own. During a fight, no fatal blow may be performed. A fatal blow can only be performed when the combatant has reached the required hit points on his opponent. The fatal blow blow can only be used as a death blow. This system allows all to fight on even terms and simply involves typing skills and common sense to win.

Cheating In Fights:

Anything with the capabilities of an IRC, such as copy and paste and IRC popups themselves, cannot be used during fights. Fights involve common sense and typing skills. If a combatant is discovered using apopup enabled IRC after the GM has started the fight, the guilty nic is confirmed dead by the GM. Even after the fight is settled, if it is proven that cheating was involved, the one cheating is autokilled and the other character can be brought back to life in his or her place, unless that player chooses not to play that character anymore...

Accepting a Fight:

We play a game where personal differences between characters often are settled in combat. In many cases a character may challenge another character to a duel. The character being challenged has the choice to accept the challenge or decline the challenge. If the fight is accepted, they also choose whether the fight will be run by speed combat or with dice, to eliminate powergaming. There are 3 types of fights you can accept or decline to.

• (1) us is a spar. A spar is a non-realistic fight between two characters. This form of fighting is usually used for two characters to get a feel about how each other fight. In a spar, no hits or death blows are counted against a character. These are not real fights.

• (2) is a duel. Should two characters have a problem with each other, but do not wish to kill each other permanently, the fighters would accept to this form of fighting. To obtain victory, you must simply obtain the required hit points of his/her opponent. No death blow is performed to obtain victory, therefore both combatants leave with their lives. Though the loser will be wounded for a predetermined time, and be unable to play, this is treated like a death, until the time is up and they are healed. Unlike a spar, in a duel, injuries a character obtains are real.

• (3) is a death match. If both combatants agree to a death match, then both players are agreeing to put the life of their character on the line. To obtain victory a combatant must reach the required hit points, then kill their opponent by means of a death blow.

Fighting is NOT for everyone. Should you as a player not wish to put your character's life on the line, or should you believe you do not hold the skills needed to beat an opponent, then do not accept the challenge. You may either choose a champion, or find a way out that can be done by role play alone. Both combatants must agree to the type of battle or the battle cannot take place (NOTE: These rules only apply for battles in #ShadowArena. Any battles that occur in the main rooms are free form, meaning you can be attacked without having to accept, death in the main room is for 24 hours, one game day, and your character is magically revived by the magic of the Square).

Fighting Rooms:

There are registered fighting rooms in the Shadow Realm RPG. All fights must take place in one of the registered fighting rooms for the fight to be legal. Please view the "Rooms of Shadow Realm" page on this website for a list of all the registered fighting rooms.

Confirming:

For certain parts of the RPG to be legal a certain no. of confirms must be obtained. How many confirms are needed for a certain area are listed in their specific area of the rules. For a confirm to be legal it must first meet the required amount of confirms needed. It must then be posted by the person who requested confirmation. The post must include everyone who confirmed, what the confirmation was for (Death, spell, etc.), and the name of the opponent being confirmed. A confirm must be in the proper post for a confirm to be legal. When someone from a clan requests confirmation on something, NO ONE from their clan can confirm. Only a regular or someone from another clan can confirm. Newbies CANNOT confirm ANYTHING, nor can they take part in this form of fighting.


Dice Rules:

Our Dice System, for the most part, shares all the rules as the speed fighting, with the obvious exception of the manner you fight. Here in Shadow Realm, we opted for a very basic dice system, a system for more advanced dice combat will be added later, but it is best that people get used to this basic one first, as it will still be around for new players to fight and quest with so they have something to start with and don't get discouraged and beleive there is too much to learn.
Hit Points first thing... hit points..... here is what I worked out. we have the established hit point table that is located on the top of this page. We shall use those as the base HP, to use Dice we shall just multiply the Hit points by 20, in a quest, fighting can be multiplied by 10 or 5 depending on how long the combatants wish to take... but, here is an example of changing your hit points for a dice quest: lets say that Jade is the queen of her group and for amusements sake making her group classified as a tribe, she therefore has a base of 11 HP 11x20=220HP Everyone can take part in the use of dice for fights and quests, even newbies, who will start with a base HP of 2.

Now for the fighting itself...

Roll for Surprise
the first roll is for surprise... roll a d20 and if it's an even numberyou have the element of surprise, if it's odd, you don't

Roll for Action

this roll is for establishing whether you hit or miss, and if it's a slight hit, medium hit, or damn that's gotta hurt!

using a d20.....

1-5 are misses
6-11 are slight hits
12-18 are medium hits
19-20 are severe hits, or as I said above, "damn that's gotta hurt!"

The Defender will roll to dodge at this point, unless it's a surprise attack, where you would have rolled a d20 at the start, and an even roll would get a surprise and an odd would mean they see you first and can dodge, surprise hits are only applicable as the first move, or for sneak attacks, all others need a dodge roll from the defender. The dodge mostly just serves to take some of the HP loss out of their hits, letting you subtract an amount from the amount of hit points they take off on their next roll (below) A dodge roll is also with a d20

1-5 sorry, they nail you as rolled.
6-10 subtract 2
11-15 subtract 3
16-19 subtract 4
20 subtract 5

Roll for Damage

Now, another roll is needed, to see how many HP are taken down, using another d20... slight hits.. subtract 5 from the number you get, sever hits, add 5, medium hits are as rolled.

In the event of an attack or spell that is to kill a group being used, this same system is used, only instead of hit point loss the result is unit loss, as each unit is an armies hit point for the most part, I think this makes sense.





Magic Rules

Types of Magic:

1. Chant: A chant is the most basic form of magic in the Shadow Realm RPG. Anyone can use it if they have been trained to. Chants are non-binding. To perform a chant you simply "chant" (say) what you want to happen through words words or through the mind.

Player 1: /me chants null's arm to freeze

Player 1: /me sees ice form

2. Spells: A spell is a more powerful form of magic, most often used by mages, clerics,priestesses and healers. You don't chant a spell, you cast it.

Player 1: /me casts a fireball at null's arm

Player 1: /me sees it burn

3. Binding: A binding is a form of magic that makes a spell or chant permanent. It is only able to be donr by a second degree magic user or above. A bind is mixed with a chant or spell to work properly. When someone is bound: By a second degree or above magic user, the binding will last for 24 hours or until the binder unbinds the spell. By an Avatar of a God/dess, the binding will last for one week or until the Avatar unbinds the spell.

(The Avatar's God/dess may make this permanent if he or she believes it to be neccessary.) By a God/dess it is Permanent, until the God or Goddess unbinds it.

Player 1: /me chants null's body into a cage

Player 1: /me sees him go

Player 1: /me binds the chant

Player 1: /me sees it bound

NOTE: No chant or spell can be death or godhood, or anything else that goes against the established rules of Shadow Realm.

Confirming:

When performing bindings, it is necessary to have it confirmed for it will not take effect. It takes three regulars, family members, or clansmen to confirm and make a binding legal. If the proper number of confirms is not obtained, then the binding is void. If a bindingis confirmed properly, then the binding takes effect and lasts for 24 hours or until the binder unbinds the chant or spell (which ever comes first). After binding something, you need to post it. The post must include: The binders nic, the person who was bound's nic, the three regulars, family members, or clansmen that confirmed and the place where it took place.

Player 1: /me chants null's body to ice

Player 1: /me sees ice form

Player 1: /me binds the spell

Player 1: /me sees it bound

Player 1: Confirm?

Player 2: Confirmed

Player 3: Confirmed

Player 4: Confirmed

Defending and evading:

There are basically two kinds of defenses against magic. The first is to evade before the action can be followed up with a reaction line. Doing this makes the chant or spell a miss altogther. This is to be used with a spell that is thrown at you, such as fireballs, flying daggers, Ice projectiles, etc..., it will not work on a spell that is cast directly on your body.

Player 1: /me chants fireballs to hit null's arm

Null: /me runs right

Player: /me sees it burn

The next defense against magic is to unchant (if it was a chant) or to dispell (if it was a spell). Doing this breaks the chant or spell. You only need two words to unchant or dispell. The /me is one, and 'unchants' or 'dispells' is the other word.

Player 1: /me chants null's legs to ice

Player 1: /me sees the ice

Null: /me unchants

NOTE: If your head is chanted to ice, you cannot very well chant, yet to be fair it will be assumed that you unchant in your mind. If you don't want to use 'unchants' you can also use other defense lines to break spells or chants, such as:

Null: /me thaws (If you are frozen)

Null: /me cools (If you are burning)

When 'unchanting' something, it only works for one chant. So say you were chanted to ice and fire, you MUST unchant TWICE. Only ONE 'unchant' per Chant placed on you. /me unchants can only be used when you have been chanted. /me dispells can only be used when you have had a spell placed on you. Unchants and dispells don't work if you have been bound so make sure to unchant or dispell before /me sees it bound hits the screen. Being bound is not always the end for a player with a lot of imagination. Say they chant you to the form of a toad or frog, and manage to bind you that way,You can in turn chant them to a fly, bind it, and go after them for lunch, You will find that a fly in the mouth of a frog will not be able to undo their bind and chant fast enough, and you can spit them out and continue....





Moderator Rules

Room Moderators

Room moderators will typically be computer users for the simple fact that WebTV users do not normally have all the functions available to them. However, their are a number of webtv IRC's that will allow a webtv user to use room operator commands, and we can give the links to these to anyone on webtv that is interested in the position of moderator.

It is not a desire to descriminate, but we need people with the ability to use all the functions such as banning, kicking, and taking away of voice... etc...

We are looking for room moderators to play characters that are part of the Shadow Realm work force so to speak. Barmaids and Bartenders for the pubs and taverns... serving people... constables... just to name a few suggestions.

Once you are accepted as a room moderator, you will be opped upon entering the room... once you have proven you can be trusted with OPs in the room.. you will be given the ops in the room.

You will choose 1 moderator character, and that is the ONLY character you will be allowed to use Ops under. You will not be allowed to use OPs under ANY of your other characters, and any violation of this will result in being removed as a moderator. All moderator Characters will be clanless.


The Gods will also act as Moderators where able as they are the ones that run the game. Their Avatars may also be given that right if deemed trustworthy.

All moderators must abide by chat server standards as usual. As soon as we have the standards for room moderation, we shall post them on this page.

Under NO CIRCUMSTANCES are you EVER to OP someone who is NOT a room moderator, or been approved as a moderator trainee. If you do, you WILL lose all moderator privilages.

What Moderators Can Kick For:

Excessive OOC. Give them two warnings, on the third violation, they get kicked.

Harrassment of the players. This is where it gets tricky for a moderator, if it is part of a SL we need to let it run its course..however if all are not willing participants, then the offenders can be kicked if they do not heed the warning.

•Also, random people who come in not to RP but to mock the players or try to pick up people can be kicked if they do not heed the warning. If a player does not follow the chat server's guidelines and risks getting the room shut down, they can be kicked.

• Always remember to use your power responsibly. Any infraction can result in our room getting shut down for the night or possibly losing it for good.



This is the hit point table for Dubhar Tiliath:

Speed Typing Hit Points

Rogue

Family

Clan

Tribe

Kingdom

Newbie

N/A

N/A

N/A

N/A

N/A

First Degree squire/apprentice

3

3

5

5

5

Second Degree squire/apprentice

4

4

6

6

6

First Degree, Class Ranked

5

5

7

7

7

Second Degree, Class Ranked

6

6

8

8

8

Head of Rank

N/A

7

9

9

9

Head of Rank's Second in Command

N/A

N/A

9

9

9

Royal Family Members

N/A

7

9

9

10

High Council Members

N/A

7

9

10

11

Lords and Ladies

N/A

8

10

11

12

(Ceiling of 4 Lords and Lady's of Groups)

Degrees of ranks are designated by the Guilds for Rogues, or by the Head of the Rank for those in groups.

Copyright 2003 Thorne Meripen, All Rights Reserved.
All work property of Thorne Meripen unless otherwise specified.