Welcome Guest,
Pardon our ads; they're necessary to keep this lovely site running. Thank you for your understanding! Many sites boast a wonderful memberbase, but here at Yavania we pride ourselves on our community. We work hard to provide a warm and welcoming atmosphere, making sure every member and guest is greeted and included in the fun, both OC and IC. Our staff is active, friendly, and always available. Each season we have a lot of fun OC activities that give our players fun/generous rewards, such as raffles, word searches, and crosswords. IC we have many festivals and site-wide events. Check out our Overview Guide and Character Creation (listed to the right) to see what we offer! You can make a vast spectrum of creatures, including but not limited to wolves, tigers, panda bears, leopards, African wild dogs, clouded leopards, ball pythons, and eagles! If the magic system seems overwhelming, don't worry. You do not have to build a character with magic. If you want to, however, we're available to help! Just drop into cbox. ♥
Joining
Season & Time
Fall Year VIII
Oct. 17th - Dec. 31st



Realms

Factions
Open
Open

AW Threads
- This is for links to [AW] threads only. -

Spotlights
Character
Nimue
Member
Rumbl
Relationship
Mako & Jamison
Thread
[Sirus] Don't Stop Believing

Census
M F O Total
Canines 57 81 02 140
Felines 61 72 01 134
Herbivores 08 08 01 17
Other Mammals 25 28 00 53
Birds 14 11 00 25
Reptiles 04 02 00 06
Other 03 00 00 03
Spirits 05 04 00 09
Overall 177 206 004 387

Map

Staff
Kaitlyn
Akradr
Ailes
Wynter
Spirited_Away
Z/Sina

Top Sites & Donations

Advertisements
Please disable AdBlock to support Yavania!


Spar and Judgment Guide


Spar Guide



What is a spar?

A spar is a fight between 2 or more characters. They usually have between 3-7 moves per character.

What types of spars are there?
If your character finds themselves challenged to a spar, it may or may not be clear IC what the other character wants. Alot of animals (canines and felines and hyenas especially) can tell when someone is challenging them to dominance, as such a thing is not abnormal for them. Hostage spars and force-breeding spars, may not be clear. Spars can happen for a variety of reasons, such as but not limited to:
  • Dominance - a spar usually to see who is stronger/more dominant. It can also be used to settle disputes or meet a trespasser. Serious damage may happen during these spars but is usually not the point, unless it's a dominance match with maiming.
  • Maim - a serious spar in which characters only aim to seriously wound each other, such as blinding, breaking bones, ripping off ears, etc. There generally should be a reason for this, such as trespassing or being threatened. Maims must happen IC. This means that you cannot challenge someone "for blinding" and then, if you win, the other character automatically becomes blind. You must successfully blind them IC.
  • Defending - anyone may attempt to defend someone that has been/is being claimed or kidnapped. You can also defend yourself.
  • Practice - a friendly spar in which creatures practice their fighting skills. Usually no serious wounds are given during these, depending on the characters.
  • Death - a serious fight in which the intent of the characters is to kill each other. These must be approved by Staff, unless it is for the clear-cut reason of trespassing or self-defense.
  • Leadership - a fight to decide who will lead the Realm. Death is not allowed to be the aim of these matches.
  • Rank - a fight to decide if a character deserves a certain rank.
  • Stealing - a fight in which a creature is attempting to steal a child or a slave from another Realm. This usually takes place in the Arena.
  • Theft - a fight in which a creature is attempting to steal an object from another.
  • Hostage/force-claiming - a fight in which a creature is attempting to force another creature to be their hostage/a leader or council member is attempting to force-claim an adult.
  • Force-breeding - a fight in which one creature is attempting to rape another. Any gender may attempt to do this to any gender.
  • Self Defense - a fight in which your sole aim is to defend yourself, versus harming your opponent. If someone is attempting to kill, maim, forcebreed, or hostage you this spar type is appropriate.
  • Escape - a fight in which your sole aim is to escape those perusing you.
Most spars can also have maiming in them, such as "dominance with maim" or "force-breeding with maim." Some spars type can be mixed and matched. The following are approved mix-and-match spars:
  • Dominance with maim
  • Force-breeding with maim
  • Dominance with force-breeding
  • Kidnapping with maim


Death Matches

As mentioned previously, death matches should be approved. The reasons are listed on the Rules page and are reiterated here: being threatened, being attacked (see below), for trespassing, for verbally insulting another character, for attacking a friend or loved one with maim/fatal intentions. However, if your character enters a spar with another character, it can easily turn into a DM (as they may have become a threat) if the spar takes place outside the Arena.

The following spar types can turn into a death match: maim match, hostage/kidnap match (of all types), dominance with maim, force-breeding (of all types). If your character fights for self-defense (and it is stated in your spar stats) then the person fighting you can not change the type to a DM for you being a threat to them, unless you attempt to use a move that is potentially fatal to them (as that would not be considered self-defense).

Valid reasons (decided upon by the community) include, but are not limited to: being threatened with physical violence, being attacked physically (see below), for trespassing, for attacking a friend/loved one with maim/fatal intentions, silencing a witness to a crime, if your hostage attempts to escape for a second time, participating in a raid/war thread.

Additionally, predators may not DM prey for the purposes of hunting. If such were allowed, the prey animal would need to be within the parameters of what the predator can/will normally hunt. This means that a fox cannot challenge a horse to a death match for it being prey, nor a rabbit, currently.

Death matches for the following reasons are not permitted: killing newborns for being the product of rape; issuing a leadership challenge.

When a character wins a death match, they have the option of killing the loser OR sparing them. If they choose to spare the loser, they may do any of the following: maim, force-breed, or take them hostage, or let them leave unharmed.


Cyfton's Arena

  • Located in the Divine Lands, Cyfton's Arena is the official fighting grounds of Yavania. If a character wishes to do so, they can go to Cyfton's Arena and call for their opponent, for any type of match.
  • To prevent spars from being posted that will default without the defender's say, spar threads posted to Cyfton's arena are exempt from time-travel restrictions and hostage-bound rules.
  • If your character is challenged to a spar here, you may choose to have them show up knowing what the challenger wants.
  • No one may interfere in these matches, bound by the magic of Mother Earth.
  • No one may challenge the defending character again in that thread. It must be done in a new thread, unless you obtain player permission. Challenges between bystanders can be done in the same thread.
  • To summon a creature to Cyfton's Arena, the name of the opponent is required, except for leader/rank matches.


Running from a Fight

Just like in real life, you have the option of running from a fight, unless the spar takes place in Cyfton's Arena. We do, however, offer a buyable to allow characters to spar matches in Cyfton's Arena and outside of it. To escape, if you do not have an escape a spar pass, you have two options:

1. You must post two consecutive times (you try to run, they try to stop you, you try to run, they try to stop you) attempting to flee. This means you change your spar type to escape. If your opponent manages to stop you, you must fight. If roleplayers cannot decide if escape is realistic, staff will judge for you. A judge will judge the escape with the spar judgement guidelines. Please be realistic.

2. You must write an escape a spar post, and then you can ask for an escape dice (a d10) roll in Updates. This means you change your spar type to escape. The roll will be your bonus points + dice roll. Getting more points than your opponent's roll means you automatically escaped in that post; getting less means you failed to escape and must fight in your next post. You can NOT use this to automatically escape a hostage situation OR a raid.

Additionally, the only fights you cannot run from is a leader challenge or a rank challenge. If you run from one of those, you forfeit your rank.


Important Notes
  • Editing a spar, without permission from staff or the person you are sparring with, will result in a default loss.
  • The challenger has final say on the number of moves, while the defender has the final say on the time limit.
  • When a spar is finished, the roleplayers can choose to have the spar judged or they can try to reach a conclusion between themselves.
  • Be as detailed as possible in your spar posts.
  • Don't be afraid to ask questions! Ask the roleplayer you're sparring with or ask staff.


Spar Stats

Every spar must have these stats:

who vs who
match type
number of moves
time limit
current height/weight of the character
current health of the character
whether their full dodge is used or unused


Attacking

Each character can make one attack per post in a spar, unless two attacks can realistically be done simultaneously (and are mentioned being done simultaneously in the post). This is because each post in a spar is only moments, seconds, long. Not alot can happen in that time. An example, using tigers, is:

Correct: Bellatrix jumped at Allona with her forearms outstretched, aiming to wrap her forelimbs around her foe's shoulders and simultaneously bite down on Allona's neck.

Incorrect: Bellatrix jumped at Allona with her forearms outstretched, aiming to wrap her forelimbs around her foe's shoulders and then bite down on Allona's neck.


Your post should be clearly written, with as many specifics as possible. An example, using wolves, is:

Good: Rai rushed towards her opponent's right side, hoping that when they met their bodies would be perpendicular, making a T-shape, with Syfka at the top. As Rai rushed Syfka, her maw was wide open, ready to try to bite down on the right side of Syfka's neck and hopefully get a grip.

Poor: Rai rushed towards her opponent. Her maw was wide open, ready to try to bite down on the right side of Syfka's neck and hopefully get a grip.


Countering

Just because a character is attempting to attack/hurt your character doesn't mean that their attack will land as intended. Your character is allowed to counter the attack. An example, using wolves, is:

Rai: Rai rushed towards her opponent's right side, hoping that when they met their body's would be perpendicular, making a T-shape, with Syfka at the top. As Rai rushed Syfka, her maw was wide open, ready to try to bite down on the right side of Syfka's neck and hopefully get a grip.

Syfka: Syfka saw Rai advance. She quickly turned to her right so that the two of them were facing each other head on. Because of her movement, Rai missed her intended target and instead got a grip on the front of her chest, on her right side.


Taking Damage

Make sure the damage you take is realistic. You won't break a bone by a single bite to the leg. Taking too much damage is as bad as not taking enough. Not taking damage, without using a realistic full dodge is considered godmoding. The only time you do not have to take damage is when you use a full dodge: this is exactly what it sounds like. Your character can dodge an attack, so long as it is done realistically, and take no damage. This can only be done once per spar per character.


Protecting Yourself

There are things your character can do to protect themselves, depending on their species. These are defenses, and must be stated every post. Some overall defenses your character can set are: narrowing their eyes, flattening their ears, wrinkling their muzzle, raising their hackles, bending their legs and/or widening their stance for balance, tucking their tail, lowering their head to protect their throat, opening the jaw to protect the throat/be ready to bite. Defenses are very important, but be realistic. Your character might not be able to set all their defenses due to stress, positioning, etc; if this is the case, make sure you state why that defense was left out or it will count against you.

Additionally, please be aware that no free-to-play species can 'roll' their shoulders forward. Their anatomy doesn't allow for it. Felines can lower their heads/necks so it appears their
shoulders are pushed up/forward, but this is usually when they are in a crouching position.

CANINE
narrowing eyes, flattening ears, wrinkling muzzle to reveal teeth, raising hackles for intimidation, bending legs and/or widening stance for balance, tucking tail to protect the belly OR raising it to show dominance OR tail used for balance, lowering head to protect throat, opening jaw to protect the throat/be ready to bite

FELINE (minus cheetah)
narrowing eyes, flattening ears, wrinkling muzzle to reveal teeth, raising hackles for intimidation, bending legs and/or widening stance for balance, tucking or flicking tail OR tail used for balance, lowering head to protect throat, opening jaw to protect the throat/be ready to bite, claws sheathed or unsheathed (for traction or damage)

CHEETAH
tucking the tail way underneath them as a sign of threat, narrowing eyes, flattening ears, wrinkling muzzle to reveal teeth, raising hackles for intimidation, bending legs and/or widening stance for balance, lowering head to protect throat, opening jaw to protect the throat/be ready to bite

HYENA
narrowing eyes, flattening ears, wrinkling muzzle to reveal teeth, raising hackles for intimidation, bending legs and/or widening stance for balance, tucking tail to protect the belly OR raising it to show dominance, lowering head to protect throat, opening jaw to protect the throat/be ready to bite

BEAR
narrowing eyes, flattening ears, wrinkling muzzle to reveal teeth, raising hackles for intimidation, bending legs and/or widening stance for balance, lowering head to protect throat, opening jaw to protect the throat/be ready to bite

HORSE/DEER
flattening ears, head angling down to protect throat, teeth showing for intimidation, bending legs (when rearing) or planting legs for balance, eyes open or narrowed (depending on need)

BIRD
wings tucked to their body OR keeping them in the air, eyes wide open (if in the air) OR narrowed for protection, feet tucked to the body (for protection) OR outstretched in attack


Time Limits/Defaulting

Time limits range from 2 days to 7 days. Usually the more serious the match, the longer the time limit. If you do not post in time and the person you are sparring with doesn't wish to give you an extension, then you will default aka automatically lose the fight. If you lose by not posting to a spar, your opponent's last attack is assumed to have hit successfully.


BEWARE

Metagaming, powerplaying, and godmoding can lead to an automatic loss, if done more than once in a spar. If you do not know what these are, please see the Rules page. Permission to powerplay cannot be granted in a spar by anyone; not staff and not your fellow spar partners.

As a note you should not say "I got within x feet of a character." Always write closing distance as an attempt. Saying you got within x feet implies that your opponent stood still; in other words you took control of their character to say they let your character get close. This would be powerplaying.

An example of powerplaying, using wolves, is:

Correct: Rai rushed towards her opponent's right side, hoping that when they met their bodies would be perpendicular, making a T-shape, with Syfka at the top. As Rai rushed Syfka, her maw was wide open, ready to try to bite down on the right side of Syfka's neck and hopefully get a grip.

Incorrect: Rai rushed towards her opponent's right side, so that when they met their bodies would be perpendicular, making a T-shape, with Syfka at the top. Rai rushed Syfka and when they met, she bit down on the right side of Syfka's neck, getting a grip.


In the Incorrect sample, the roleplayer is saying that Rai attacked and got a grip without giving Syfka's roleplayer a chance to reply. This is incorrect and is considered powerplaying. When you make an attack, you want to be sure you say your character "tried", "attempted", or "hoped to" land their attack.

An example of godmoding, aside from taking no/too little damage, would be making more than one attack in a single post (unless 2 moves are done simultaneously with realism). Making highly impossible moves (based on your character's anatomy) is also godmoding. Saying your character ran away a certain distance from their opponent is also godmoding, as it basically implies your character was able to do alot while your opponent stood helpless.


Health

Health is important when it comes to spars (as well as roleplaying). If your character has poor health, he or she won't be in peak fighting condition. There are four levels: excellent, good, fair, and poor. Refer to the Health Guide for more information on which you can use to judge the health of your character.

Elements & Magic

In a spar, magic use will be quite common. Incorporating them into a post can be tricky unless you stick to the 'one power per posts guideline. This is NOT an official rule. You may use more than one power in a post, but you may only use ONE power to attack per post. What does this mean? It means if the power is used in a way that threatens/can hurt the opponent, it is an attack. This means that you cannot use flamethrower AND wave in a single post to attack an opponent. You could, however, use hypersensitivity and flamethrower, as hypersensitivity isn't an attack because it only affects the user.

If a character uses Shift until the end of the spar/for the majority of it, they should not have access to the magical bonus point. They have the speed of the animal form they were in for the majority of the spar.

Feats do not count as magic. Though they do not need to be activated, you should still state that your character has them in bold when relevant (if they have said feat). When ignoring pain, mention durable. When your character is trying to act quickly, mention agile.


Group Spars

Group spars can seem confusing, but here are a few tips to make things easier:
  • Keep track of where your allies are. Friendly fire can happen, if you aren't careful. Simply saying "my character took care not to hit my ally" is not sufficient.
  • In a group spar, your allies and opponents must be mentioned in the "VS" line of your spar stats. This is how defaulting and judging will be decided, so choose your opponents and allies carefully.
  • You can still only make one attack per post/2 simultaneous attacks at once.
  • Some attacks, especially elemental ones, may affect more than 1 target.
  • If one or more opponents enter the spar after round one ends, the way the judgement is done is affected. If character A is fighting character B, and character C enters the spar in round 2/3, then (when it comes time to judge the spar) round 1 (and the environment bonus point possibly earned) will be discarded. To see who won between character A, B, and C, the judge will compare rounds 2+3+bonus points in order to declare a winner. If C earns less points then, to see who won between character A and B only, the judge will compare their complete totals.


Spar Tips

All of this may seem like a lot to take in, so what are some overall tips to remember?
  • The order of a post should roughly be 1. where/how/if your attack hit your opponent (as decided in your opponent's last reply), 2. your counter (if you do one), 3. where/how/if your opponent's attack hits, and 4. then your next attempted attack.
  • Carefully read what your spar partners have written. Always be careful when you narrative the actions of your allies/opponents. Using the wrong descriptive word may lead to powerplaying. For example, if a character says they ran forward and you describe it as leaping, you have powerplayed.
  • Act out your post, if you must, to see if your simultaneous attacks can be done at the same time.
  • Remember the build of your character. Slender is more agile/flexible than bulky.
  • Play it realistically! A judge will judge you on realism, NOT how much damage your character takes.


Judge Guide

Many factors determine the outcome of a spar. These factors are: who has more experience? Who has the size advantage? What is the health of the characters? Are the attacks and counters realistic? Did the fighters remember their defenses? Who has home turf advantage? Does one of the characters have elemental superiority? Was the environment taken into account? When reading a spar, a judge will take all of this, as well as the content of the posts, into account. This will lead to an overall conclusion, which will be explained in the final verdict. For the sake of consistency, only admins/mods or those trained by staff will be allowed to judge spars on Yavania. Overall, make sure your sparring posts are realistic and clear.

Judges will use the following point system to help determine a winner. If your total points differ only by 0.5 points, in the cases of maim/death/forcebreeding/hostage/theft, then a tie will be declared.

A full judgement guide can be found HERE.

KEY
10 default total points available per round


Per Round Deductions:
-2 | unrealistic damage
-1 | semi-realistic damage
-1 | damage lacks important detail or clarity
-2 | unrealistic counter
-1 | semi-realistic counter
-1| counter lacks important detail or clarity
-2 | unrealistic attack
-1 | semi-realistic attack
-1 | attack lacks important detail or clarity
-0.5 | per defense missing/not mentioned why missing
-2 | powerplaying/godmoding/metagaming
-1 | attack does not fit spar type

Final Tally:
-1 | opponent's side has 3+ more opponents than your side
+1 | experience advantage (3+ more spars than opponent)
+1 | magic advantage (5+ more spells than opponent)
+1 | size advantage (weight only, 50+ lbs difference)
+0.5 | size advantage (weight only, +20 - 49 lbs difference)
+0.5 | speed advantage < 10 mph faster (see Speed page; only counts for land animal vs land animal)
+1 | speed advantage > 10 mph faster (see Speed page; only counts for land animal vs land animal)
+1 | environment taken into account (per round)
+1 | creativity
+3 | excellent health
+2 | good health
+1 | fair health
+0 | poor health