General
- Please treat the moderators and your fellow players with respect and kindness at all times.
- This RPG is open to writers of all levels, with no strict word count; however, we suggest that posts should be consistently above 200 words to provide enough material for other players to respond to properly.
- As a semi-realistic equine RPG, horses are allowed to speak, but otherwise no magical or fantasy elements or other animals are allowed. Though players are not required to have a detailed knowledge of equine color genetics, all characters should conform to breed standards with regards to color, and may not fall outside the height range of 13 to 18 hands.
- Powerplay is not allowed. This means that your character cannot read minds, perform impossible feats, control others' actions, or intuitively know all that takes place on the islands. They can post in multiple places at once, provided this is not treated as being literally omnipresent.
- When joining a character, please be sure to check the Reserved board, the Members page, and the Past Members page to be sure your name is available. Duplicate names are not allowed, to avoid confusion.
- Short note-style posts are allowed, but should be used sparingly and should not replace full threads.
- One season in-game is equal to one real-life month, so four months make up one year in-game. We recommend that players take this into account when aging their characters, but you may choose to age them at whatever rate you choose, provided it is not backwards. Colts and fillies are sexually mature at two years old.
- You may temporarily reserve a place in a thread with a 'post coming' message. No more than three post comings in a row are allowed in a thread, and if you take longer than 6 hours to post, other players may post ahead of you.
- There is a character cap of 50 characters (active and inactive) per player at any one time. However, deceased characters do not count toward this limit.
- Regular announcements and events will be posted regularly on the OOC Chat board and in Discord. This includes votes for featured members and characters, posting contests, advertising contests, activity checks, rule changes and other important information.
- A member referral scheme is available, allowing existing members to earn perks for bringing new members to the game. The new member must name the person who referred them in their joining post, remain active for at least one month, and post in-character at least four times. If all of these conditions are met, the member who referred them should post on the Inbox with links to the posts and tell us which perk they want. If you are unsure you can ask a mod for a full, up-to-date list of available perks. There is no limit to the number of members you can refer, but you cannot refer the same member more than once.
- For the sake of clarity, all time limits mentioned in the game rules are measured by the time stamps on the boards themselves.
- If you are going to be away from the game for a little while let us know on the Inbox. Characters are automatically considered inactive if their player is away or has not made any posts for over a month.
Islands & Governments
- The Lost Islands is a chain of five islands: THE CROSSING (temperate), TINUVEL (tundra), ATLANTIS (tropics), SALEM (wastelands), and LUTHIEN (woodlands). Please take each island's climate and the current season into account in your posts.
- Below you can view a map outlining the layout of the islands and their territories, although the details are left to your imagination. Please click on the image to view the full-sized, detailed image.

- Natural disasters and predators come to the islands in the form of random events, which players can opt in or out of and explore as they wish.
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Each island has its own government type, chosen (or fought over) by the characters leading there. There are five systems to choose from, although players may interpret or mix these systems as necessary:
- 1) MONARCHY: a single ruler exercises sovereignty and is succeeded by a chosen heir.
- 2) AUTOCRACY: a single ruler has absolute power and typically rules by force and without consent.
- 3) OLIGARCHY: island governance is shared between the territory leaders and other chosen elites.
- 4) DEMOCRACY: a new ruler is chosen regularly by vote, negotiation, or discussion.
- 5) ANARCHY: each territory acts independently and the island lacks governmental control.
- Territory leaders must agree what system their island follows, either by coming to a consensus or one submitting to the other. If they cannot agree, the island will remain an anarchy or characters can fight for island leadership. Island leaders may rule as they see fit over the entire island, and governments may be changed or overthrown at any time by any means possible. If there is only one herd on an island it will remain an anarchy until there is another.
- Players should post any changes to their island's government on the Updates board so that this can be displayed on the main page.
Territories & Herds
- Characters of any gender are able to claim territories, claim members for their territories, or be force-claimed (in the Common or owned territories). Only territory leaders and Lagoon/Peak members may claim or harbor captives, unless said territory leader has granted such privileges to a joint leader or certain ranks within their herd.
- Characters who own territories, including the Boss/Prime Minister, are immune to being raided or won in battle, however they can offer themselves as prisoner in exchange for a herd member lost in a battle or raid.
- If a character offers themselves as prisoner and the winner agrees, the leader must spend one month with their captor. During this time their territory cannot be claimed but can still be challenged for, raided and escaped from. The leader should appoint a temporary figurehead to defend against these threats in their absence, as they may not engage in raids, battles or claims during their captivity. They may also not escape or be freed early unless their captor agrees.
- There is no limit to the number of territories a single player may own. Neither is there a limit to the number of horses of any gender that may live in a territory.
- Players may structure their herds as they like, within reason. This includes appointing joint leaders (up to a maximum of three) that may have leadership responsibilities. The character who originally claimed the territory will remain the technical owner, whose posts count towards keeping the territory active. These leaders count as one herd for the purposes of battling and raiding.
- If the leader of a territory fails to post there in-character for 14 days their territory becomes claimable and all herd members are free to leave if they wish. The only exception to this is if the play of the character is away, in which case the 14 day limit is frozen until they return (for up to a month). If they surpass the limit during their time away, they have 24 hours from their return to post in their territory before it becomes claimable.
- If you need the HTML for your territory updating or changing please use the Updates board and consult the instructions there.
Breeding
- Breeding season is in the fall, foaling season is in the spring. Pregnancy lasts two in-game seasons.
- In order to receive a foal, the stats of both parents must be posted in a thread on the Foaling board. Please be sure to include each character's name, gender, breed, color (including genetics if known), and height. A moderator will reply with the offspring's stats and a due date. Both players must consent to the breeding.
- Force-breeding is not allowed, except as part of a plot where both players have consented. Similarly, graphic or descriptive breeding is not allowed on-site.
- You may request the sex of the foal when posting your character's stats. You may also request a specific color once per breeding season. You may also request a healthy foal if you agree to randomise the rest of the stats. If no requests are made the foal's stats will be completely randomised.
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Foal stats are generated as follows:
- 1) Gender Dice Roll: Odd numbers produce a colt, even numbers produce a filly.
- 2) Breed is determined by combining the parents' breeds. More than three breeds in the lineage will be referred to as 'mutt' for conciseness.
- 3) Color is chosen randomly from the possible results determined using a coat color calculator, taking into account any genetics provided (if none are given, genes are assumed to be heterozygous, meaning only carrying one copy). The foal's color will be written out in as clear terms as possible (e.g. rather than the vague term 'tovero', a 'tobiano overo' will be specified), with base colors if needed.
- 4) Likewise, color genetics are chosen at random.
- 5) Height is chosen at random somewhere between the parents' heights.
- 6) Health Dice Roll: 1-4 results in a healthy foal. 5 results in a foal with a defect. 6 results in the chance to gamble for twins.
- 7) Twin Dice Roll: The health roll is used for each twin. If the first roll is a 6, a chimeric foal (caused by two embryos merging into one and resulting in potentially unusual coat patterns) will be produced instead of two foals. A second 6 will result in a healthy foal.
- 8) Birth Difficulty Dice Roll: 1-2 results in an easy birth without complications, 3-4 results in an average birth with moderate difficulties, 5-6 results in a difficult birth with possibly serious complications. These are only suggestions and may be interpreted or ignored by the player as they wish.
- The defects available for foals are blind (full or partial), deaf (full or partial), or mute. Other significant disabilities are allowed but require moderator permission. No more than two defected foals will be given out per season; after that rolling a 5 will result in a healthy foal.
- The chimeric expressions available for foals are brindle, spots/patches, or no visible expression. For brindle and spots/patches, the color of the first foal generated determines the base coat and the genes that can be inherited, while the second set of genes determines the color of the stripes/spots/patches.
- Twins and chimeric foals are rare, so there will be a maximum of two twin rolls per breeding season. Rolling a 6 after this results in a healthy foal.
- The player of the foal should reply to the stats with their chosen name in the subject line as well as any other relevant information (such as defects and chimeric expression). If a name has not been given by the time the boards are updated, the foal may be considered stillborn and deleted, so please name your foals promptly. Those wanting a stillborn for plot reasons can request one, and may still name it if they wish.
Battling
- Mature characters of any gender may challenge each other for territory, herd members, captives, another's or their own freedom, rank, practice, bragging rights, or for rule of their island. However, challenging for members and captives is a privilege afforded only to territory leaders and Peak/Lagoon members, unless said territory leader has granted such privileges to a joint leader or certain ranks within their herd.
- Battles are divided into high-stakes and low-stakes. Low-stakes battles are for one thing only, and the default format is dice-roll unless both parties agree to participate in a roleplay battle. High-stakes battles are for multiple things, or challenges for territories, and the default format is roleplay battle unless both parties agree to a dice-roll battle.
- For dice roll battles the challenger should specify who they are challenging and what they are challenging for. For roleplay battles, the challenger should also choose a realistic setting, the number of posts, and the number of attacks. The number of dodges may not be restricted.
- For roleplay battles, you must accept a challenge and write your first post within four days. Each post must be at least 200 words but not exceed 1000. Each successive reply in a roleplay battle must also be posted within four days. Failure to post within this time frame will be considered a forfeit, and the win will be granted to the last player to post. However, extensions and changes to the terms of the battle may be allowed with agreement from both players.
- A character may be in up to two completed battles per season (one as the challenger, one as the challenged). They may win a maximum of three forfeited battles per season. Cancelled and invalid battles, as well as practice/bragging rights battles, do not count toward this. A character may be in unlimited practice/bragging rights battles, but only one of these will count toward battle experience points per season (see below).
- A challenger may cancel their battle with no repercussions up until the point the first battle post is written. If a challenger cancels their battle after this point, it counts as a forfeit. Declining a challenge also counts as forfeit, except in the case of battles for island leadership, in which case the island will simply remain an anarchy.
- You cannot challenge a player who is currently away.
- The Lagoon and Peak may be challenged twice each season: once for their members and once for their captives, and not in the same battle. Trinkets and companions may offer to fight on behalf of the Lagoon/Peak, but only with the agreement of their leaders and the opposing party.
- Each horse involved in a battle may call on a mature ally to assist them. The ally can take over for one full turn in a roleplay battle, or the entire dice roll battle.
- For any character that is won in a battle or raid, a 'captivity clause' applies to them. This means that they may not escape or be won in a battle or raid for one calendar month. During this period of captivity they must post at least three times, otherwise they will have to stay until this criteria is met. Only after this condition has been met and one month has passed are they eligible for freedom. This clause is voided if their captor fails to respond to their first post within a week. This also excludes territory leaders as prisoners (see territories section).
- If a mother is won in battle, any unweaned foals may follow her without counting as a separate individual.
- Battle judgements, particularly for roleplay battles, take time and we ask that you kindly respect our decisions, which are always made as fairly and impartially as possible. However, if you have a valid complaint about your judgement, please email the Global Mods and we will be happy to discuss it with you.
- Every time a character engages in a battle - win or lose - they earn experience, which counts toward ranks that can improve their chances of winning battles in the future. Characters are either unranked (have no experience), Rank 1 (have engaged in at least 5 battles), Rank 2 (have engaged in at least 10 battles), or Rank 3 (have engaged in at least 20 battles). Each rank translates to an advantage in future battles, as either an extra side of the die in dice roll battles, or an extra point added to their total score in a roleplay battle. Only three practice/bragging rights battle counts toward experience points per season, and up to two regular battles (one as the challenger, and one as the challenged) are counted towards points per season. Forfeited, cancelled, and invalid battles do not count toward experience. A record of characters' battle numbers and ranks is accessed via a link on the battle board, and it is encouraged that players consult this before battling.
Escaping
- Characters can attempt to escape from their current herd by posting a new thread on any in-character board with the word ESCAPE clearly in their subject line. The post must not be anonymous.
- This character's herd leader, or any Peak/Lagoon member, can block the escape attempt by replying to the post within 3 days.
- Other characters may join the thread, but they may not join the escape attempt. They must post their own thread if they wish to attempt escape.
- Only mature characters of any gender may escape. However, if a mother successfully escapes, any unweaned foals she has may follow her.
- Characters may only attempt to escape from the same place once per season. They may not attempt to escape if they are still under the 'captivity clause' (see battling section).
- Post comings are not allowed in escape threads, even for characters not actively participating in the escape, until after the attempt has been successful or unsuccessful.
- Each post by the captive and captor in an escape thread must be at least 200 words. If this minimum is not met by the captive, their escape attempt is invalid; likewise, if this minimum is not met by the captor, their block attempt is invalid.
- You may not attempt to escape from players who are currently away.
Raiding
- Only territory leaders and Peak/Lagoon members may perform or block raids. To start a raid you must reply to any existing thread in a territory, as long as the territory leader or Boss/Prime Minister is not already with them. You cannot raid by starting a new thread.
- To block a raid the territory leader must reply to the thread within 3 days. However, if the targeted character responds and follows the raider willingly before the leader responds, the raid can no longer be blocked.
- Any gender may raid any other gender, although only mature horses may be raided. However, if a mother is raided any unweaned foals she has may follow her.
- You may not raid from a player who is away. You may not raid your own characters unless it is part of a plot where you have the permission of the other player involved.
- A character may raid up to two characters (or the same horse twice) per season. This limit applies to territories with multiple leads and the Peak/Lagoon as a whole rather than each individual.
- Only one character may be raided per thread, unless at least two raiders are present, in which case two characters can be raided at the same time.
- Post comings are not allowed in raid threads, even for characters not actively participating in the raid, until after the attempt has been successful or unsuccessful.
- Each post by the raider as well as the leader's block must be at least 200 words. The target's post must also be at least 200 words if they choose to follow the raider willingly. If this minimum is not met, this will invalidate the offending character's action.
- Characters that are successfully raided will have the 'captivity clause' applied to them (see battling section).
Peak & Lagoon
- Stallions who do not live in a territory may live with the bachelor herd in the Lagoon; mares who do not live in a territory may live with the amazon herd in the Peak. The Lagoon and the Peak cannot forge official alliances with the island territories or with each other, although they can bargain and trade captives.
- Only mares may be held captive in the Lagoon, and only stallions may be held captive in the Peak.
- The three leaders of the Peak and Lagoon may each keep an opposite-sex captive/companion indefinitely.
- Any stallion or mare who wishes to join the Lagoon or the Peak cannot be turned away, but mares can be forced to leave the Lagoon and stallions can be forced to leave the Peak.
- Any member of the Peak/Lagoon can raid or block raids, block escapes, issue challenges, or answer challenges, although this responsibility typically falls to the character in charge of their 'class'.
- A member of the Peak/Lagoon can block a force-claim of any gender in the Common once per week.
- Elections for leadership positions occur every in-game year in summer, providing the following criteria are met: the presence of at least three members (excluding children, captives, and companions), and at least one member expressing an interest to challenge, stand for, or step down from a position. A notice will be posted on each board at the beginning of the season, at which time any members who desire a change in leadership should announce themselves. If no one steps forward, the election will not be held. If they do, the rest of the season will be treated as time for members to try 'campaign', show their skills, or otherwise influence others before the final vote at the end of the season. The winner is the character with the highest number of votes (a 50% majority is not needed). Characters may not vote for themselves, and captives/companions/children may not vote at all. There is no limit to the number of times a character may be re-elected. In the event of a tie for the Marauder/Codebreaker or General positions, the Boss/Prime Minister may cast the deciding vote. In the event of a tie for the Boss/Prime Minister positions, the current leader shall remain, unless the tie is between two new contenders, in which case the current leader may cast the deciding vote to determine their successor.
- If ever the Peak/Lagoon are in the position where they lack leaders, the leadership position will automatically go to the character that has been there the longest (determined by the oldest post on the board). This position is theirs until the next vote determines otherwise.
- Members of the Lagoon/Peak can mutiny if they are unhappy with the current leadership. They can trigger an early vote and nominate themselves or someone else as a replacement. If they are the only candidate for the position, they need a true majority of support (i.e. at least 50%) in order to succeed.
Quitting
- Please post on the Inbox to let us know if you are quitting the game altogether. If you choose to come back some day you will need to rejoin any characters you want to play again.
- When you quit, your list of characters will either be moved to the Past Members page (if you have characters with lineages on TLI), or deleted entirely.
- If you are simply retiring or killing off a character, please post on the Updates board to let us know. Characters who have been killed off may not be rejoined under any circumstances.
- Deceased characters are typically deleted from the site record, except when they are part of a TLI lineage, in which case their name will be preserved and only deleted at the player's request.