Before you start roleplaying, please fill out the following about ALL of your characters:
Basic Information: Fill out before roleplaying.
Name: Gender: Age: Breed: Appearance: Personality: History: Parents (if born on site):
Developments: Fill out as your character develops.
Herd: Rank: Mate: Offspring: Faction: (determined by your herd) Power: (may ONLY be granted by an admin! You may not join with a power.)
Each member should make their own thread, then reply to their thread with a post for each character. Do not start a new topic for each of your characters! And remember, each member may only play up to 8 characters, so be sure to keep your thread updated.
Veterans of Hoofbeat v.8, please be sure to copy your character threads here, or to create new ones.
All welcoming posts, picture threads, contact threads, quizzes, etc. should be placed here. New members, please introduce yourselves! We'd love to meet you.
If you would like someone to make you a character picture, postscript, avatar, or signature, would like help with Photoshop or a similar graphic program, or just want to show off your artwork... posts go here.
Use this forum to track the existing relationships and histories between your characters and others on the site and to create new ones. All histories/background information created on this forum needs to be accepted by both parties involved. Please provide your own form for those wishing to apply for a history with any of your horses.
This board is to make general, out of character announcements about your characters on Hoofbeat. Things like announcements that your herd is looking for members, your horse is looking for a mate, plot planning, etc. should be placed here (if you wish to plan them out of character first), and then taken to an in-character forum.
The foster home for all of your forgotten - but still loved - horses. If you have a character you no longer wish to play, but which you don't want to be deleted, feel free to find him/her a new home here. Be sure to include a detailed description of the character's personality and history so that applicants will be better able to continue playing the character in the way you wanted him/her to be played. Keep in mind that once your character is adopted, however, he/she is NO LONGER yours, and (if roleplayed out reasonably) significant changes may be made to his or her personality.
If you're having trouble with something on the site, have a suggestion to improve the site, or would like to request an update relating to site content managed by the staff, post here to present your question or suggestion to a staff member.
If you're going to be away for an extended amount of time, be sure to post of your absence on here so we don't send out a search party. Unless they have been absent for over two months, herd leaders who have posted as away may not be challenged, or will be excused from replying to their challenge until after their return.
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The Pad is the common meeting ground for all horses, herdless or otherwise. It is nothing more than a large plain, resting at the foot of Mt. Fira, and dotted with patches of forest, rivers and streams. Although the pad has no lord, many horses call it their home.
This quiet, romantic spot is often visited by those without a herd... or without love. Many horses have found mates within the borders of Trista, which encourages more and more loveless individuals to flock here every day. It is important to remember, when taken in by the sleepy spell cast over this sultry land, that love is something to be questioned - it is often tempting to give your heart away to the first soul you meet here, but remind yourself that he or she may not be your true love.
This small enclosure of trees at the border of The Pad serves as a place for young foals to romp and play and make new friends. Foals frequently flock here while their parents are wandering through The Pad. Any adults passing through should be prepared to be pinioned by long-legged balls of energy.
At the foot of Mt. Fira lies the Clearing of the Eclipse. It is so called because every month on the full moon, the moon centers itself over this very spot and the clearing is washed in an unearthly glow. Many religious individuals worship here on these nights; it is said that the strange glow is really the souls of lost loved ones. On nights of the eclipse, when the dead are denied their passage to the world of the living, strange things are said to happen here.
Cape Colen is a small area located just off the main meeting ground of the pad. It is a rocky beach, void of any sand, which gazes out onto a vast and often unforgiving ocean. Not far above the relatively small shore line lies a large cavern, which extends deep below the earth in a series of tunnels and chambers untouched by any hoof. Strange howls are sometimes heard from the depths of these tunnels... are they really just the wind?
Mt. Fira lies at the northwestern-most corner of Terra. It is a massive mountain - the highest in the area - and looks over all below it. The terrain is forboding: the steel gray rock of the mountain, unpunctured by any weed or blade of grass, is eternally shrouded in darkness. By general consent, this mountain has become the traditional meeting point for all battles regarding disputes over land ownership. These battles take place on an enormous, flat outcropping of rock halfway up the mountain, and are judged by Mt. Fira's sole inhabitant: the battlemaster, Braveheart.
Terranfall is the name given to the mysterious cave at the top of Mt. Fira. It was so named because, as the highest point in Terra, it is believed to be the point where the gods fall from the sky and enter our world. The cave tunnels deep into the mountain and is lined all the way with strange plants and heavy mist. Horses hoping to be granted a magical gift journey deep into Terranfall to seek favor with the gods. Some do encounter gods on their quest... but many, many more return unsuccessful.
The Palm Isles are a series of thirteen islands lying off the coast of the Sanmere Woodlands. The islands, for the most part, consist of white sand beaches, lush greenery, fruits of every kind, warm days, and cool nights. Because there is no land access route to the mainland, the horses who reside here are young horses in their primes, fit enough for constant swimming.
This series of seven islands lies south of Khado. As one travels south, the islands become more rocky and less fruitful. They are, in order from north to south: Mieu, Kriste, Talek, Coran, Corinth, Syra, Sceptre.
A closely-packed line of lush, green islands which lies to the north of Khado. They are, from south to north, as follows: Tael, Schaden, Aeris, and Kula.
Stargem is so named because at night, in the heart of the forest, the stars shine down through the canopy in multiple shades of red and green and yellow. The rainforest is thick and green, crawling with all forms of life, large and small.
Starbed is the name given to the main forest floor of the Stargem, where the lord of the terrain resides. The whole of this vast area is considered Stargem's capitol.
This small herdland is nestled at the foot of Mordred and runs deep into the Stargem. It is characterized by a series of beautiful waterfalls and cascades running over 12 miles long.
Sanmere is a dark, beautiful forest. The ancient trees grow so high here that sometimes you might think that they're not trees at all, and the sky is just green. In some places the space between the trees' enormous roots and the ground is tall enough to make a comfortable home.
Carpendell is the main span of forest at the center of Sanmere. Though the trees here are massive, they are less dense, allowing it to support more greenery and life on the forest floor. Carpendell is Sanmere's capitol.
A thin stretch of shoreline facing out towards the Palm Isles. The heavy trees of Carpendell tower over the rough-sand beach, casting the place in shadow.
Carpenvale is the densest area of forest in Sanmere, bordering both Carpendell and the Stargem Rainforest. The ground has eroded away from the immense, ancient tree roots of the place, leaving a series of tunnels beneath the roots and underground in which the horses live. This land is cast in eternal night.
The Verdesh Plains, once lush and green, are now charred and dead. An everlasting reminder of Terra War II, half of the terrain lies forever burnt and black. The remainder of the land is dry and golden-brown... a sad shadow of what the rolling plains once were.
Forever destroyed by a fire raging in the heat of war, the northern half of Verdesh is now black and dead, unable to support life. Those who venture to call it home must live as nomads, venturing from their land daily in search of food and water.
Amberland is the newly formed capitol of Verdesh. Carved from the belly of the fire, this stretch of golden grasses is all to have survived of the territory. The ground here is always dry; very little greenery dares to sprout roots here.
The Forsaken Desert stretches as far as you can see in every direction. The days are hot, the nights are freezing, and the sand is constant. The horses who live here, however, seem to have adapted to the harsh conditions in miraculous ways; no group of individuals could possibly be so talented at sheer survival as those who brave the harsh life in the desert. Due to its harsh conditions, the desert is the only terrain to remain united under one leader.
Most horses find the Valley of Sorrow eerie, but to some it is beautiful. It is a deep valley with steep walls, set in the basin between Mt. Fira and Mordred Peak. These mountains block the sun from reaching the valley at all times of the day, except for 3 hours around noon when the sun is straight up in the sky. Because of the lack of sun, the plants here are unlike any found anywhere else.
Everwood is the name given to the heavy area of forest nestled at the meeting point of Mordred Peak and Mt. Fira. It extends all the way up the valley walls and partway up the side of Mordred. Everwood is considered the capitol of the Valley.
Entholme, though technically referring to the strange collection of enormous stones piled symbolically upon one another in a large circle, is generally used to describe the whole of the valley floor. The mysterious formation in Entholme has a double in the Clearing of the Eclipse.
Mordred Peak is the one of the tallest habitable mountain in the range surrounding the Hoofbeat lands, second only to Mt. Fira. It lies in the farthest reaches of the continent. The shallower, fertile side of the mountain sprouts up from the far side of the Valley of Sorrow, while the steep, rocky drop which gives it its deathly appeal angles straight into the ocean. Taking a dive? Not suggested.
The Hollows are a series of caves and tunnels running along the shallower side of Mordred, facing out to both sides of the dense mountain range and burying deep below the surface of the mountain. These tunnels have been claimed as Mordred's capitol.
Pebblefall is a small but scenic area at the meeting of the valley and Mordred. Though the terrain is rocky, it supports a wide variety of plant life entirely too cheerful for its foreboding neighbor.
This small basin formed at the bottom of Mordred's rocky heights is gathered directly up against the ocean. It supports a frighteningly vast variety of terrains considering its tiny size: from the stone walls of the mountain to the lightly wooded shore to a black sand beach which leads to the ocean.