================================================================================
Book Quotes About Turia & Turia’s SL History
From the
Books of Gor: You can find many references to Turia in Nomads, Hunters, Marauders, Guardsman, Slave Girl of Gor,
etc..
"Turia
is a city of the far south, below the equator. It lies in the lands of the
Wagon Peoples. There is little water closer to it than a thousand
pasangs."
"Hunters
of Gor" Page 43
One thousand
pasangs, from the Carticus River as well as the southern Thassa Sea. Little to no water, the journey is long, - arduous - dangerous
and dry. Such journey not
undertaken lightly - five to eight hands to reach Turia from just
the Sardar Mountains is one estimate. The plains are the domain of the proud
and fearsome wagon people and perhaps a few outlaws who have escaped their
attention,. Treeless, the hunting ground of creatures such as the sleen or
kaiila, which can attack with little or no warning.
The wagon
caravans are long winding things that at a distance could resemble a serpent or
earthen train, as wagon after wagon rolls gingerly across hard packed rutted
road pulled by great beasts. And whether one comes from the Thassa shores or
crosses the Carticus River, all routes lead to the same place, Turia. Mercenaries, Merchants, Tarnsmen, Thalarion
Calvary, all accompany these caravans of trade goods both to and from
Turia. Whatever the merchant's coin may
buy to reach the safety of Turia's high walled City. Yet, it is not always a
guaranteed safe passage, as the numerous bandits roam and may catch an unaware
caravan by surprise more often than not.
"Turia
the high-walled, the nine-gated, was the Gorean city lying in the midst of the
huge prairies claimed by the Wagon Peoples. Never had it fallen."
"Nomads
of Gor" page 1
You will see
high white walls, aged but strong, with many gates surrounding and enclosing
the entire city. Each gate on the outer
walls is manned by guards who will require you to leave your bow at the gate
and you will pay a copper tarsk fee to enter the City of Turia. Archers may patrol the walls, at times merely
stand about, gazing over the plains and caravan's approaching below. Thalarion Calvary can often patrol the
streets, as can guards, scarlets and defenders. Be wary when trying anything
illegal within our walls, we notch ears.
I expect you
are tired, worn and weary, as our dust storms are often and harsh on one's
eyes, skin and lungs. You will see many here covered more than other places,
for protection against sun and the plain's cold nights. You may need water, we
have it of course, and it will cost you. You may need a bath, we have glorious
bath houses within our walls, ask for one. If it is here on Gor, it can be
found, most often, in Turia. Supplies
depending on Merchant's arrival and delivery of goods, but you will not starve
within our walls.
----------- Original City of
Turia's History -----------------
Never had it
fallen...
Until
Kamchak, and that was 2,000 gorean years before today. Give or take a few
hands. Turia has risen once more, warily
we gather, we repair and we rebuild.
Wars had torn it down, lives had been lost, and many had moved on until
the millions of people because a mere million. The trade caravans had stopped,
and for awhile it was a much harsher and harder living to be survived than most
Turian's were used to. But these
glorious walls have stood and will continue to stand for many more generations
that even our great great greatest of grandchildren's children will still see
the beauty of Turia standing tall and proud.
It was not
done easily, the Ubar's son was thought lost at sea, and in the City of
dust. Held in the hull of a Pirate ship
for a few years, he manned the oars. The first chance Cyrus Kabasilas was given
to escape, he seized it and did not stop to look back. He wanted to go home, but his home was not as
he expected, not how it was when he had left that fateful day years before, for
Ahmas Cairn.
Many do not
know the whole story, and to tell it here would most likely hinder much needed
rest of a weary traveler. Needless to say, Cyrus possesses Turia's Home Stone,
the Ubar's pendant and lain claim to his birth right. He is now Turia's
administrator and in times of war, our Ubar. You will not know him on sight,
and he will not often talk of himself or his past. However he welcomes you to
our City, be you of low birth, of far lands or a peddler of much needed
goods, Welcome to Turia!
================================================================================
"Turia
is a city of the far south, below the equator. It lies in the lands of the
Wagon Peoples. There is little water closer to it than a thousand
pasangs."
"Hunters
of Gor" Page 43
With this in
mind, when you come to Turia ICly, when you do finally arrive you will be worn,
weary and dirty from the trail. Any
Enemy City would need to plan well, for the logistics of the journey demand a
fair amount of Role Play to satisfy. Smaller raider parties on the other hand
may travel from closer quarters, or travel lightly, relying on speed to over
come logistics. Turia is any where from one million people, up to three million
people strong. Larger Invasions would need a very well stocked force to over
take this great city., keep that in mind.
Please see the Raid Rules for Turia before coming at us.
================================================================================
Turia Gate Policy 061416
We know that
waiting at the gate for someone to answer it can be frustrating at times but
it's a necessary evil.
Turian free
men can open the gates for anyone, however that doesn't mean they will let
everyone in.
Slaves can't
open the gates at all. Although if one
comes I'm sure they'd be happy to chat with you while you wait or run to see if
anyone is available to come.
Free Women
may open the city gates to permit in Women and Slaves, but direct them to go to
a trade gate to be allowed within, do not open the main center gates. However
if there is a Free man in the group, find a free man to permit entry or deny
it.
Keep in
mind, if no one is on gate duty when you arrive that others may need a bit of
time to RP out of the conversation they are in.
Ringing the bell over and over again is more likely to get you a grumpy
person answering the call rather than a friendly one.
================================================================================
Raid Rules:
Turia FULL Raid Rules 061416 (are quick rules and full rules in one
place)
TURIA RAID
RULES (Quick rules followed by full rules)
PLEASE NOTE:
Foul
language, real-life animosity or threats, and other OOC drama WILL NOT BE
TOLERATED.
OOC
Threats/harassment in IM's will earn an automatic 3-day or Permanent Ban at the
discretion of sim Admins/ Owners
_______________________________________________
QUICK RAID
RULES
RATIO - 1:1
+1 (YOU MUST Ask a sim mod or a scarlet
of rank for a defender count before raiding or rescuing in Turia.)
There must
be at least 2 warriors on sim to raid Turia.
3 Gorean
Animals Per Side: Thalarian, Kaiila, Sleen or Tarn (see full rules for
details.)
Ferrying
allowed with tarns, ONE passenger at a time.
Raid either
the city or the wagons, not both at the same time.
Turia may
send a runner to the wagons for help or if the wagons see Turia is being
attacked they may come to help. Must
wait 5 minutes before joining the fight.
EMOTES -
gestured emotes are not allowed! Type it
out!
• SELF UNBINDING: 3 lines, 10 words each
line. 10 minutes after last binding
post. No self unbind while leashed.
• BINDING AND UNBINDING: 3 lines, 10 words
each, must name the person being bound or unbound.
• DISARMING - 1 line 10 words per weapon
named. Must name the person in one of
the emotes.
• GRAPPLES AND ROPE ARROWS: 3 lines, 10 words per line. Shouted
• LOCK-PICKING: 3 LINES, 10 words per line. No
lock picking while bubbled.
• BANDAGING - 1 line, 5 word emote with name
of person being bandaged. No bandaging while bubbled or lockpicking.
• DEPARTURE
- 1 line, 10 words from the landing point on the road by the plains (which is
the same the party landed to begin the raid).
Departure is by wagon/land animal only.
No ships or tarns.
• Leaving
with a captive - 1 line, 10 words. Name
of captive and destination must be part of the emote. Departure by wagon/land animal only. No ships or tarns.
• AIDING:
NO AIDING
• No Hog Tie
• NO Free
Women, Slaves or GE raiders.
• No
jumping, flying, speed enhancers, weird AOs or anything thing else that allows
cheating.
• TP point
on the land is a 10 minute safe zone, Raid starts when 10 minutes has passed or
the attackers advance on the city.
• Meter
resets, declining binds or fighting while bubbled will result in an immediate
ban.
• No killing mid-raid. Must wait till after and kill/death rules
apply.
• Have a
problem? IM the raid mod NOT the
offending player. No self modding.
• Raids will
not be stopped mid-raid without serious cause.
• Raid mod
decisions are final. No arguing!
__________________________________
FULL RAID
RULES
CITY
INFORMATION - READ BEFORE YOU RAID
1. REZZING: Ensure your Avatar is Rezzed. No
SL ghost clouds are allowed.
2. SCRIPT COUNTS: Maximum of 100 scripts
allowed
3. SAFE ZONES
• The Upstairs landing is permanent OOC Safe
Zone
• The Residential Sim can NOT be raided
• Building platforms are permanent OOC/safe
zones
• The landing point is only SAFE for 10
minutes.
4. RAID RATIOS
• 1:1 +1 for
men
• Kur ratio
3:1 (3 Defenders per kur)
• No more
than 3 groups/cities at a time
• Must have
2 warriors in Turia to raid.
• No caps
without warriors in the city.
• Contact a
sim mod or a scarlet of rank for a defender count. If you don't and are deemed over ratio the
raid will be invalid.
• Men with
blades - if attacked inside the walls they can defend themselves. Visitors won't always be counted in the
defender number.
• BTB
Cities, Gorean animals as defined in these rules, Kurri and male outlaws (not
GE) may raid Turia.
• Panther,
Taluna, GE cities, free women, slaves and female outlaws may NOT raid
Turia.
5. RAID ENTRY
• Raiders
may only enter through the 3 main gates (West Wall) or go over the walls.
• A raid may
be initiated from within the city walls with no more than 3 raiders inside the
gate and only after 30 minutes of valid RP establishing the IC reason for the
raid.
6. SCOUTING AND REASON FOR RAID
• RP
scouting of the city and an IC reason to raid is encouraged. No one would travel hundreds of pasang to
Turia just for the purpose of stealing a person alone. Rob the bank, steal goods, take someone of
importance for ransom but do not come in just for the purpose of taking
captives. War is a valid reason to raid.
7. TARNS
• One tarn
per side
• Ferrying
allowed, 1 passenger at a time.
• Must be a
war tarn for combat metered for 20 shots, no regeneration allowed.
• No tarn
avis or racing tarns
• Only one
captive at a time may be taken out via tarn.
• Must be
rezzed at the beginning of the raid.
• If the
tarn is downed while in the air the tarnsmen is auto-capped, self bind. Unbind or self unbind rules then apply.
• If the
tarnsmen is downed (bubbled) but the tarn is not it is still alive and
available for use should the tarnsmen get up again. Tarn must be landed to remount.
8. WEAPONS
• Must be a
weapon that is for sale and causes GM damage.
• Weapons
makers may not raid using their own weapons.
• Use only
one weapon at a time.
• Wagon
people may use bolas for RP but not during a raid.
• See
section 8 & 9 for free women and slave specific items.
9. FREE WOMEN
• May carry
hairpins, daggers (not throwing daggers), rocks, capture scent and poison
provided it does GM damage. Slave damage
level only.
• Free women
are to hide during a raid but may venture out at their own risk to those near
them to bandage or bind.
10. SLAVES
• Are not
allowed to fight in raids.
• May use
broom sticks, rocks, fruit, rolling pins, pots and other household items if
directly attacked but know that causing any damage to a free person for any
reason can get you killed.
• Slaves may
not use the same weapons as the free so no daggers, swords, bows, spears or
hair pins.
• Slaves
also may not use sling shots or blow guns.
• Fighting
thralls may protect their owner only or the person they are rented to. They may not otherwise fight in raids (see
city laws for further details. Section
22)
• Fighting thralls may carry a bow but not a
sword or other bladed weapon like a free man may carry. All other limitations to slave weapons apply.
• Slaves
should hide during a raid but may venture out at their own risk to those near
them to bandage or bind.
11. REINFORCEMENTS
• Turia may send for reinforcements 10 minutes
after the raid begins.
• Runners must depart from the landing point on
the road outside the gates if leaving the sim.
• A runner can go to the wagons from Turia or
from the wagons to Turia for aid as well.
There is only a 5 minute limit for aid from the wagons
• If the
wagons witness a raid party heading for Turia, they may choose to help without
a runner involved. They must wait 5
minutes before joining the fight.
• No group
calls, IM birds allowed for reinforcements.
Only IC seeing the attack or an IC runner legally leaving Turia.
12. CRASHES
• Any raider
or defender who crashes has 5 minutes to return. If the 5 minutes lapses they may not return
to the raid. If you are asked to leave
the raid because of this rule, please TP out without engaging in further
combat.
• If on a
tarn and crash crossing a sim line, you may log back in within the 5 minute
window but may only use the tarn you were on when you crashed. Under no circumstances may another tarn be
rezzed.
13. METER SETTINGS
• If you go
AFK during a raid you are out for the entire raid. TP off sim.
• If you
enter a raid in arena, afk or OOC you must immediately self bind and remain
bound for 10 minutes. No one may unbind
you prior to 10 minutes. Self unbind
rules apply after 10 minutes has passed.
14. GOREAN ANIMAL AVATARS
•
Tharlarian, Kaiila or sleen allowed. (See section 15 for Kur)
• No more
than 3 Gorean animals per side (including tarns)
• Must wear
a Gorean beast meter.
• Must act,
RP and behave like a Gorean beast.
• Beast
Weapons: One scripted claw and one
scripted bite allowed. Evidence of more
than that will result in a ban.
• Beast claw
damage 40%, bite damage 15%
15. KURII
• Raid ratio
is 3:1 (3 defenders to 1 Kur)
• Kur weapon
allowed but only kurii can use them.
• Beast
meter required.
16. DEPARTURE
• Must leave
the sim from the same place the raid party arrived which is the landing point
on the road outside the city.
• See quick
raid rules for specifics on emotes required.
17. CAPTIVES
• Must be at
least 2 warriors on sim to take captives in a raid.
• Minimum 60
minutes between end of raid and rescue
• Captives
may not be taken from Turia during a rescue.
Come get your captive and go if you win.
Feel free to steal goods though.
• See quick
raid rules for emote requirements for departing with a captive. Name of captive and destination must be
listed to be valid.
• If
multiple groups are raiding, only one group may take captives and only to one
place. Must be a raidable BTB Gorean
sim.
• If you are
captive in Turia then you are captive till a rescue attempt is successful, you
escape or your capture limit in your profile expires.
18. Moderators
• Issues should be brought to the raid mod, not
discussed between raiders and defenders.
• Raids will
not be stopped mid-raid without serious cause.
• Meter
resets without approval, declining binds or fighting while bubbled will result
in an immediate ban.
• Verbal
abuse towards a raid mod will not be tolerated.
This includes but is not limited to insults, name calling and refusal to
follow their requests.
• Raid mods
will not participate in the fighting.
• Combat
logs are required if you are reporting a raid issue to the mod. Full date/time stamp required, including
seconds.
===============================================================================
Quick Raid Rules: Turia
Quick Raid Rules 061416
QUICK RAID
RULES
Turia FULL Raid Rules 061416 (are included in the quick
raid rules here)
-----------------------------------
PLEASE NOTE:
Foul
language, real-life animosity or threats, and other OOC drama WILL NOT BE
TOLERATED.
OOC
Threats/harassment in IM's will earn an automatic 3-day or Permanent Ban at the
discretion of sim Admins/ Owners
------------------------------------
RATIO - 1:1
+1 (YOU MUST Ask a sim mod or a scarlet
of rank for a defender count prior to Raid or Rescue in Turia.)
There must
be at least 2 warriors on sim to count as a raid.
3 Gorean
Animals Per Side: Thalarian, Kaiila, Sleen or Tarn (see full rules for
details.)
Ferrying
allowed with tarns, one passenger at a time.
Raid either
the city or the wagons, not both at the same time.
Turia may
send a runner to the wagons for help or if the wagons see Turia is being
attacked they may come to help. Must
wait 5 minutes before joining the fight.
EMOTES -
gestured emotes are not allowed! Type it
out!
• SELF UNBINDING: 3 lines, 10 words each
line. 10 minutes after last binding
post. No self unbind while leashed.
• BINDING AND UNBINDING: 3 lines, 10 words
each, must name the person being bound or unbound.
• DISARMING - 1 line 10 words per weapon
named. Must name the person in one of
the emotes.
• GRAPPLES AND ROPE ARROWS: 3 lines, 10 words per line. Shouted
• LOCK-PICKING: 3 LINES, 10 words per line. No
lock picking while bubbled.
• BANDAGING - 1 line, 5 word emote with name
of person being bandaged. No bandaging while bubbled or lockpicking.
• DEPARTURE
- 1 line, 10 words from the landing point on the road by the plains (which is
the same the party landed to begin the raid).
Departure is by wagon/land animal only.
No ships or tarns.
• Leaving
with a captive - 1 line, 10 words. Name
of captive and destination must be part of the emote. Departure by wagon/land animal only. No ships or tarns.
• AIDING:
NO AIDING
• No Hog Tie
• NO Free
Women, Slaves or GE raiders.
• No
jumping, flying, speed enhancers, weird AOs or anything thing else that allows
cheating.
• TP point
on the land is a 10 minute safe zone, Raid starts when 10 minutes has passed or
the attackers advance on the city.
• Meter
resets, declining binds or fighting while bubbled will result in an immediate
ban.
• No killing mid-raid. Must wait till after and kill/death rules
apply.
• Have a
problem? IM the raid mod NOT the
offending player. No self modding.
• Raids will
not be stopped mid-raid without serious cause.
• Raid mod
decisions are final. No arguing!
===============================================================================
Approved Weapons List:
Sim Approved Weapons – June 2016
The below
information is a list of suggested weapons, banned weapons, and approved
weapons specs as written by the creators of the Gorean Meter. There is no
allowed weapons list, however, it is highly recommended that you use weapons
from the suggested weapons list in order to avoid suspicion or weapons tests
during raids.
**Note - By
entering this sim you agree to be subject to random weapons tests before,
during, or after a raid. Failure to comply could result in ejection and
banning.
1.) Banned
Weapons -
-AC (Anhandreu Riederer) and yes the G4
-Primus
**Note -
Weapons Makers will not be allowed to use their own weapons! We know all your
alts and your tricks to modify your hit reports, guys. We appreciate your work
but in KWC you will follow the rules.
2.)
Recommended Weapons
**Defensive
play is turned on, and encouraged. Shields are allowed, however, shields must
be realistic and visible on your avatar. We understand that shield scripts can
be placed into prims that aren't shields, and this is against the rules. Don't
do it.
Running with
your shield script running is also prohibited and will result in a ban.
Any AO that
alters the normal effects of normal play is illegal**
***Slave
weapons must do slave damage and not have excessive speed. Slave claws, are
discouraged for slave use. However, muffins, turnips, and similar slave weapons
which operate in the same way as slave rocks are encouraged. Be aware that
slaves captured in RP using any weapon, even a muffin, are subject to possible
execution. This sim does promote roleplay over such killings, though. Just keep
in mind that this is a Gorean sim and crazy female slaves using wolverine claws
is unrealistic.
RECOMMENDED
WEAPONS LISTING:
-Elle Erre
weapons L.R. (Larion Rhode)
- Metered
Animals (Adoveea Rau)
-PL Designs
(Patrik Ling)
-Alika Sao
Weaponry
-Ancient
Builds (Jake Molinaro)
-Markz
(Markz McMahon)
-EZ Weaponry
(Romper Barbosa)
-Jara
Creations (Jaraziah Lowell)
-VoFhang
Weapons Argentum (Lego Antfarm)
3.) That
being said, we understand that some weapons have been released that haven't had
time to be added to the list. If you are a weapons maker and are interested in
your weapons being added to the recommended weapons list send an IM to Cross101
Avro, and he will get back to you.
We follow
the approved weapons specs that come with the Gorean Meter. This means great
weapons are allowed. Please take time to scan the below specs and check the
notecard with your weapon to make sure that your weapons comply with the below
specs. If your weapon fits into these specs, do not cause lag, and have no exploits
or major glitches, your weapon should easily be approved.
--------------------------------------------------------------------------------------------------------------------------
Section 1:
Bows
--------------------------------------------------------------------------------------------------------------------------
Bow/Crossbow
(Short Arrow) 0.8 s 3.5 m (splash) 60 m/s sword arrow / arrow~direct
Bow/Crossbow
(Long Arrow) 0.9 s 3.5 m (splash) 60 m/s sword arrow /
arrow~direct
Note that
bows have 0.05s additional delay required in hold down mouse button mode, both
in long and short range mode.
(note that
no such thing as Mouse hold is sanctioned by GM specs for Melee weapons)
Arrow name
must clearly show the Long range arrow so it can be recognized as such since
there are sims that do not allow use of long.
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 2:
Darts (blow darts)
--------------------------------------------------------------------------------------------------------------------------
Blow
darts
0.6 s
3.5 m (splash), max 30 m flight 60 m/s sword dart / dart~direct
NOTE!! Darts
may not do damage past 30 meters of flight, guide at bottom of the Gorean Meter
Developer Guide document on how to check that
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 3:
Daggers
--------------------------------------------------------------------------------------------------------------------------
Dagger, fist
weapon 0.6 sec 2.35m 180 degree sword dagger
Dagger, fist weapon 0.5 sec 2.0m 180 degree sword dagger
Dagger
(thrown) 0.9 sec 3.5m splash 60 m/sec (-0.6arc) sword dagger /
dagger~direct
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 4:
Swords (SWORDS and SWORDS only go here, this cannot be stressed enough)
--------------------------------------------------------------------------------------------------------------------------
Sword
0.55 sec
2.5m 180 degree
sword
sword
Sword
0.58 sec
2.6m 180
degree sword sword
Sword 0.62 sec 2.7m 180 degree sword sword
Sword
0.65 sec
2.8m 180
degree sword sword
(Specs in
between are all right if calculated correctly like for example 0.60 sec and
2.65 range)
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 5:
Spears
--------------------------------------------------------------------------------------------------------------------------
Spear
1.4 sec
3.5m 180
degree sword spear
Spear
1.3 sec
3.4m 180
degree sword spear
Spear
1.2 sec 3.3m 180 degree sword spear
Spear
1.1 sec
3.2m 180
degree sword spear
Spear
1.0 sec
3.1m 180
degree sword spear
Spear
0.9 sec 3.0m 180 degree sword spear
Lance or
Polearm 1.7
sec 3.8m 180 degree sword spear
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 6:
Whips
--------------------------------------------------------------------------------------------------------------------------
Whip 1.5 sec 3.6m 180 degree sword whip
Whip
1.4 sec
3.5m 180
degree sword whip
Whip
1.3 sec
3.4m 180
degree sword whip
Whip 1.2 sec 3.3m 180 degree sword whip
Whip
1.1 sec
3.2m 180
degree sword whip
Whip
1.0 sec
3.1m 180
degree sword whip
Whip 0.9 sec 3.0m 180 degree sword whip
Whip
0.8 sec
2.8m 180 degree sword swhip (note the small whip strike here)
Whip
0.7 sec
2.7m 180
degree sword swhip (note the small whip strike here)
Whip
0.6 sec
2.6m 180
degree sword swhip (note the small whip strike here)
Whip 0.55
sec 2.5m 180 degree sword swhip (note the small whip strike here)
--------------------------------------------------------------------------------------------------------------------------
Section 7:
Axes, Hammers, Clubs, Maces and other such
--------------------------------------------------------------------------------------------------------------------------
Axes,Hammers,Clubs,
Maces 0.55 sec 2.5m 180 degree sword pickaxe
Axes,Hammers,Clubs,
Maces 0.58 sec 2.6m 180 degree sword pickaxe
Axes,Hammers,Clubs,
Maces 0.62 sec 2.7m 180 degree sword pickaxe
Axes,Hammers,Clubs,
Maces 0.65 sec 2.8m 180 degree sword pickaxe
(Specs in
between are all right if calculated correctly like for example 0.60 sec and
2.65 range)
Note if its
a club, then it better be a mean and serious battle club, if just a normal club
then put low damage on it like brooms have.
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 8:
Tiny hammers, like a small blacksmith hammer for one hand
-------------------------------------------------------------------------------------------------------------------------
Hammer
(Tiny)
0.6 sec
2.35m 180
degree sword shammer
(note the small hammer strike here)
(Note the
strike type on the tiny hammer since it may not do 30% hammer big hammer strike
in enhanced melee mode)
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 9:
Great Axe and Great hammers - huge hammers and huge axes
--------------------------------------------------------------------------------------------------------------------------
Great Axes /
Great Hammers 1.6 sec 3.3m 180 degree great axe
No switching
stances here, if your weapon is a Great Axe then its always a great axe, and
never gets lighter so you can swing it faster. Its up to you if its a
Great Axe / Hammer or not, but it cant be settable in both great mode and normal.
*Note
experimental stats might be subject to change in next versions if you implement
Great Axe spec then
--------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------
Section 10:
Depreciated strikes that still work but will be phased out in the coming
versions of the meter
--------------------------------------------------------------------------------------------------------------------------
Axe or
Hammer 1.4
sec 3.5m 180 degree sword axe or hammer
Axe or
Hammer (Small) 1.2
sec 3.3m 180 degree sword axe or hammer
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 11:
Low damage weapons
--------------------------------------------------------------------------------------------------------------------------
Stones or
Larma (throw) 0.9 sec (1.1bps)
3.5m splash 60 m/sec
(-0.6arc) kick slave / slave~direct (5th
param)
broom
(Slave)
0.55~0.65 sec
2.5~3.0m 180 degree kick slave (5th
param)
(Note 5th
param is used here for compatibility with other meters, put something that
makes sense in 4th, like kick or dagger for other meters)
(Note you
may not have 3 meter range and 0.55 delay take the fastest spec then you take
the shortest reach or longest range then you take the slowest spec)
--------------------------------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------------------------------
Section 12:
Other things
--------------------------------------------------------------------------------------------------------------------------
Unarmed
(Hands / feet) 0.5
sec 1.5m 180 degree punch or kick none
Trap 3.0
sec
trap
none
Ballistas
(aimed with selection) 5.0 sec 3.5m splash 60 m/sec great none
Ballistas
(aimed with mouselook) 2.5 sec 3.5m splash 60 m/sec great none
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===============================================================================
IC Actions
Equal IC Consequences: Familiarize with the Rules of the Sim and Laws of the
City.
===============================================================================
OOC Sim
Rules: City of Turia SIM Rules 061416
The Original
City of Turia Sim Rules
YOU MUST BE
MORE THAN 30 DAYS OLD TO ENTER THE SIM AND OVER THE AGE OF 18.
You are in
character the moment you land on the ground!
1. GM METER
AND SCRIPTS
• Must be wearing a valid and working GM
Meter while on sim.
• Script total <100 and memory usage
<5,000
2. GENERAL
CONDUCT
• OOC all characters are equal, respect one
another
• Harassment will result in a ban
• TPing out of active RP, OOC in local without
a mods consent will result in a sim ban or RP suspension.
• MOD and Admin decisions are final
• Griefing the sim is a permanent ban
• No child Avi's
• No baby talking
• No age play
• No gesture-bators, annoying sound clips,
dancers or music players.
3 - NO
RESETTING OF METERS WITHOUT MOD APPROVAL, will result in a ban.
4. MODERATORS - are for breaks in SIM rules!
• OOC Mod policy: All players on this sim are
adults and are responsible for their own OOC issues. If you have an OOC issue with another player
you can mute them, file an abuse report or whatever you deem necessary. But
this is a personal issue and should not be brought to the administration or a
mod. Do not ask the Admins/Mods to read logs and take sides. It is a personal
issue that should be dealt with privately.
• IC Mod policy: All players are adults. IC
issues will be handled IC unless SIM rules are being broken. If SIM rules are broken
the offender may be suspended or banned at the discretion of the Admins.
• Don't call for a mod just because you don't
like the way IC RP is going.
• Group chat - Is OOC, all players are
equal. IC roleplay should not be
discussed in group chat. There is zero
tolerance for insults or conflicts in group chat. Moderators have the right to mute anyones
ability to chat in group if it is seen as inappropriate. Both instigators and respondents may be muted
and depending on the severity of the offense a 24 hour SIM suspension may be
included.
• No OOC in local. If you need to leave the RP suddenly then do
so
• Thought emotes without actions associated
with them is poor RP. Negative thought
emotes will not be tolerated period. If
you aren't willing to say it out loud don't bother thought emoting it either.
• Ejection/Suspension: Admins reserve the
right to eject anyone they perceive as disruptive to RP without warning or
explanation, or role play suspend such a person as long as they deem necessary
to maintain a stable environment that fosters role play for everyone.
Please note:
-------------
• Gor is a harsh, brutal world; we expect you
to conduct yourself in a mature and responsible manner;and, please monitor your
own level of comfort role playing scenes that may have both physical and sexual
violence.
• Any slave may be punished by ANY free.
Compensation may be sought by the slave's Owner, and the compensation must NOT
be in the form of Lindens.
5. NO COPING
& PASTING of ANY IM's.
• Players shall keep out-of-character (OOC)
conversations to a minimum and must use IM.
• Any RP done in IMs can not and will not be
Moderated, do so at your own risk.
• You may share IMs ONLY with expressed
consent IN the text body of the IM card being shared. If it is not granted in
the IM session (full time stamps enabled) then you are not allowed to share the
IM conversation with a third party.
5A - Any
harassments in IMs will result in punishment and permanent ban. This is in accordance with LL's TOS. We DO
NOT care what your "picks" say, picks and profile comments on IM
sharing is not a valid law.
6. Foul
language, real-life animosity or threats, and other OOC drama WILL NOT BE
TOLERATED.
7. NO FLYING!! (Tarns and OOC Building or Sim
Mods excluded from this rule)
8. NO SUPER-HUMAN JUMPS!!!
9. NO GODMODDING!!!!
10. NO META
GAMING
NOTE: What is GODMODDING? - It is when you perform
an action that does not allow for any reaction, counter reaction or avoidance.
Note: Meta
Gaming is using OOC knowledge for IC purposes. This includes tag reading, group
information, Information learned on
another character. ETC
USE the
terms: Attempts, tries to, or adjectives of that nature, to perform when
attempting an action against another character.
DEATH RULE:
• Must be Valid RP and reasons to kill
someone.
• Must be a minimal of 30 minutes of role play
before killing. (See BC rules for their kill time and rules)
• Death is not permanent but 24 hours in
Turia. It is up to the role player to honor the death how they choose to. Be it
permanent and a new character, or only 24 hours and resurrected with no memory
of how they died. A 24 hour death concludes the part of the storyline that
resulted in the death.
ADDITIONAL Role Play Rules:
1. HOW
SHOULD ONE BE DRESSED:
• All people on the sim outside of the market
must be dressed in proper attire for Counter-Earth and only humans and
creatures in the books are allowed.
2. ROLE PLAY
LIMITS:
• Please note that it is your right to refuse
role-play if someone is acting non- Gorean, or if your RP "Limits"
are exceeded.
• Should you feel uncomfortable or uneasy at
any given time during role-play, please contact the person you are role-playing
with and explain to them your reasons for wishing to stop.
• We will not respect limits that are put in
place simply to hinder role-play, such as slaves that can not bind you, or
slaves that are not allowed by their Owners to be captured, re-collared,
punished, or detained.
• We do NOT honor nongorean limits. IE. Hair cutting, capture, collaring, scarring,
death, punishment.
• IF you have a NO SEX limit you may FTB
Unrealistic
Limits that go against BTB Gor will not be honored here on Turia's sims. There are other role plays in SL you can go
to if Gor is too harsh for you.
3. COMBAT
& ROLE PLAY ZONES:
• The following areas are not raidable
•
The sky landing zone - is OOC
•
The residential sim - Homes may not be raided or broken into
• TP points on the sim land are safe zones for
10 minutes only.
• This is an RP sim, meters need to be set to
In Character (IC). OOC only allowed with
moderator permission.
• Trade gates cannot be used to enter the city
for a raid. Main gate only or grapple
the walls.
READ RAID
RULES FOR INFORMATION
4. RP BANS
• Role-play bans do not mean you can get out
of a valid capture or valid role-play. If a situation presents you where YOU
personally had RP banned a person OR situation, you have the option of FADING
INTO BLACK.
• You don't have the right to reset your meter
or the right to tp out, you will be ejected and banned for doing so.
- If you have a role-play ban on someone that
is a citizen of Turia or any Camp on the sims, you might just want to leave the
RP & NPC yourself.
6. FIRES
• Ensure there are people in the City and
that they can see to the Role Play of this.
Turia is a City in the books that
was noted to be nearly (3) million people. We Role play 1 million. They may not
be present, but it is understood that they are there.
• The setting of fires is permitted. If you set fires use the touch/die fire
only. That way they can be extinguished
quickly through role-play.
• Use of any other fire will be invalidated
and sent back.
• All settings of fires should be role-played
3 lines minimum for the initial starting of the fire or lighting of the first
torch, then 1 line per action of setting a building on fire, etc.
7.
UNDOCUMENTED RULES
• Any issues not covered in these laws will
be left to the discretion of a Moderator to decide if something comes up that
we have not taken the time to list here.
8. NON-BIASED SOLUTIONS
• If a role-play must require a Moderator, no
Moderator that is involved in the role play is allowed to make decisions.
9. KILLS
• 30 minutes of RP before kill can be done
and must be done with a valid reason. This include slaves and animals. ((This
does not Include Duels or assassin kills))
Note on
Duels :
• If you are in a duel, you may kill the loser
of the duel with out the usual 30 minutes, but only if you state its a duel to
the death and its accepted by the person you challenge and as long as its agreed
upon and its understood OOC and IC the consequences
THIS DEATH
Falls under the DEATH rule for the sim.
===================================================================================
OOC Beast
Rules: Turia Animal Avatar Rules 061416
TURIA ANIMAL
AVATAR RULES
Gorean
animal avatars are welcome in Turia providing they follow the rules below.
We are a BTB
Gorean sim and expect all animals wishing to join to provide BTB proof of their
existence.
Below are
the rules and restrictions for animals in Turia. Failure to comply will result in ejection and
possible ban depending on the infraction and is up to the moderator dealing
with the situation.
GOREAN
ANIMALS ONLY, no wolves or kaibas (that is an onlineism) however giani, jits,
larts and many more are an example of animals that can be role played here.
All animal
avatars are required to wear a beast meter, even if you play a non-combative
animal.
Larls and
sleen require IC handlers to be out in the city. They may be chained outside of a building or
sequestered inside a building but may not roam the streets alone.
Kaiila are
common out on the plains but should not be roaming the city streets without a
handler.
Animals
found roaming the city without their handler or impeding entry into the city
will be dealt with as the free person who finds them sees fit. This may include death. 30 minutes of RP per the sim death rule
applies.
Smaller,
less threatening animals may be seen throughout the city without handlers or
owners. These include giani, larts, jits
and the smaller variety of urts.
Larls, sleen
and Kaiila may have One scripted claw at 40% damage and one scripted bite at
15% damage allowed.
Giani,
larts, jits and urts may not wear claws but may bite with 15% damage.
The majority
of animals in Gor were wild and should be role played as such. There were some examples of domesticated
animals but not many. Keep it realistic.
Before
entering Turia as an animal you must contact a sim administrator and get
permission to play on the sim. This is
more to make sure you are playing a BTB animal and to allow the moderators to
be able to educate the players on sim if you are playing a lesser known
one. Its hard to get people not to cry
invalid if they’ve never heard of you.
It also keeps you from being ejected under suspicion of griefing, we see
a lot of griefers come on sim as animals.
===================================================================================
IC City
Laws: Turia City Laws 061418
City Laws of Turia
Table of Contents
1. Authority
2. Jurisdiction
3. Home Stone
4. Treason
5. City Entry/Visitors
6. Citizenship
7. Caste Law
8. Free Women
9. Legal Inbondment
10. Manumission
11. Debt
12. Inheritance
13. Free Companionship
14. Legal Documents
15. Theft
16. Rape
17. Assault
18. Murder
19. Fire/Arson
20. Vigilantism
21. Non-Criminal Disputes
22. Slaves
23. Merchant Law
1. AUTHORITY IN TURIA
1.1 The city of Turia is
governed by an Ubar and a High Council.
1.2 The High Council is
comprised of the Ubar and the following representatives. Each may caste one vote in a council
meeting. The Ubar casts the deciding
vote in case of a tie.
• Head of Initates
• Head of Scribes
• Head of Scribes
• Head Magistrate
• Head of Physicians
• Head of Builders
• Head of Warriors
1.3 The following are
non-voting advisors to the council and may be called to attend a meeting as
needed.
• Ambassador
• Head Slaver
• Head Merchant
• Other advisors as called
upon by the council.
1.4 The Head Magistrate is
part of the caste of Scribes, reports to the Head Scribe and is in general
responsible for the enforcement and defense of Turia’s laws.
1.5 Any recognized magistrate
of Turia may preside over a legal case as needed within Turia’s walls.
1.6 See Section 23 for specifics on Merchant Law and the Merchant
Magistrate.
2. JURISDICTION – The city of
Turia recognizes four (4) sets of laws/rights.
Turian City Law, Merchant law, Caste Law and Capture Rights.
2.1 The laws of Turia will be enforced within the walls that surround
the city. (This includes both the city
sim and the residential sim)
2.2 Crimes committed outside the walls are subject to Merchant Law and
the rule of the sword
2.3 A free person or slave wanted for a crime committed against Turian
Law may be prosecuted at the will of the magistrate once within the walls of
Turian, even if they are brought in as a captive.
2.4 There is no statute of limitations within Turian Law.
2.5 Punishments listed for
crimes should be followed where listed although a magistrate may adjust a
punishment to fit the severity of the crime where needed.
2.6 Merchant Law is observed both inside and outside the walls of
Turia (see section 23 for specifics). In
the event Merchant Law and Turia conflict for an event inside the walls, Turian
law will supersede Merchant Law.
2.7 Capture rights
• Any free man of Turia who
brings in a woman not a citizen of Turia and not the property of a citizen of
Turia, suitably bound, shall be granted capture rights over her and has the
right to enslave her. If she refused to
submit she may be killed without the man being charged with murder.
• Capture rights do not apply
to visitors detained within the walls of Turia for committing a crime. Once a magistrate has been contacted to deal
with a crime what happens to the defendant is in the hands of that magistrate.
• Capture rights apply to a
free woman of Turia only if she has been rescued from captivity outside the
walls of Turia by a single individual of Turia.
(See section 23 for more details)
• Free women of Turia who
have been taken captive by an enemy city and enslaved but are then rescued by a
group from the city of Turia will be recognized as a free person upon return to
Turia unless there is evidence of willing submission.
2.8 In the event that Caste Law and Turian law conflict, the stricter
of the two laws will be enforced.
2.9 Magistrates from the caste
of scribes will enforce and oversee Turian City Law, the merchant magistrate
will enforce and oversee Merchant Law and the head of each caste will enforce
and oversee caste law as it applies to their caste.
3. HOME STONE
3.1 Anyone found guilty of stealing or attempting to steal the Home
Stone of Turia will be boiled to death in oil.
Theft of an individual citizen’s Home Stone will be punished by torture
and impalement
3.2 Any person who publicly speaks of the Home Stone of Turia without
first standing may be slain immediately by any citizen witnessing the
crime. All such occurrences must be
reviewed by the Head Magistrate, Head Scribe or Ubar (in that order).
3.3 It is a crime for any free person who is not a sworn citizen of
Turia to claim the Home Stone as theirs.
The punishment is death as determined by the magistrate.
4. TREASON – defined as any act
by a citizen that undermines the security of the city or sanctity of the Home
Stone.
4.1 Anyone (citizen or not) attempting to take a map of Turia out of
the city is punishable by death by impalement.
4.2 Non-citizens in possession of a map of Turian will be put to death
by impalement.
4.3 Making an unauthorized copy of a key or being in possession of an
unauthorized copy of a key for Turia is punishable by death by impalement
4.4 Unauthorized entry into Turia is punishable by death by
impalement.
4.5 Forgery of the official seal of Turia carries a punishment of
death by impalement.
4.5 Other acts deemed treasonous are punishable by death as determined
by the magistrate.
5. CITY ENTRY/VISITORS
5.1 All free women are to be escorted when coming to and from Turia by
capable man (or NPC guard.) Failure to
do so can result in fines, detention or collaring.
5.2 Visiting free women are required to be escorted by a capable man
(or NPC guard) while within the walls of Turia.
Failure to do so can result in fines, detention or collaring
5.3 Members of Players, Poets, Musicians and Singers castes may freely
enter Turia and are immune from enslavement.
It does not mean they are immune from all laws and may be punished with
fines, detention, banishment or even death if the crime warrants it.
5.4 Heralds, bearing a gold slash on the left temple of their helmet
or headgear, are permitted entrance to the city and may not be interfered with
by any citizen.
5.5 Ambassadors are permitted entrance to the city and carry the same
rights as the heralds.
• Officially recognized
Ambassadors possess legal immunity within Turia. Though they may not be prosecuted for their
crimes, they still may be expelled from the city.
• If such individuals ever
return to Turia after their expulsion, they possess no legal immunity and thus
are subject to arrest.
5.6 Assassins, when bearing the mark, are permitted entrance without
interference.
5.7 Assassins not bearing the mark of the black dagger must enter the
city as common free, and are subject to all city laws, and their punishments.
5.8 Anyone disguised as a Player, Poet, Musician, singer, herald,
ambassador or assassin and thus gains access to the city, is subject to arrest
and subsequent impalement.
5.9 Anyone afflicted with or appearing to be afflicted with Dar-Kosis
is considered to be legally dead and denied entrance into the city.
5.10 Visitors from allied cities will be held accountable to Turian
City Law as outlined by the signed alliance on file in the library of Turia.
5.11 Visitors from enemy cities enter the gates of Turia at their own
risk. They are not provided any
protection under the laws of Turia. They
should state a clear and specific reason for entering the city, if they don’t
they can be considered a spy and prosecuted accordingly.
5.12 Visitors from cities that are neither allied or enemies
(hereafter termed “neutral”) may enter the city and are expected to adhere to
all laws. However this is not your Home
Stone and you are not provided the same rights and protections as those of this
Home Stone.
5.13 Panthers and Taluna are considered outlaws as well as those who
refuse to claim a Home Stone/Place of residence or caste. Outlaw men may be executed, outlaw women
enslaved and sold at public auction.
5.14 Anyone entering Turia under false pretenses may be arrested and
presented to a magistrate for prosecution.
6. CITIZENSHIP
6.1 Citizenship is granted to free men and women who have reached
puberty and have sworn to the Home Stone Turia.
6.2 Children of citizens are not considered citizens of Turia but are
protected by the laws until they are old enough to swear to the Home Stone
themselves.
6.3 Citizenship may be revoked at any time by the Ubar or the High
Council. Those who have citizenship
revoked will be immediately banished from the city.
6.4 Only citizens and their children are guaranteed protection and
rights under Turian law. Others may be
extended the privilege by the Ubar or the High Council.
6.4 Anyone who loses their caste will be brought before a magistrate to
determine suitability for continued citizenship.
6.5 After a period of one month, all free living in Turia will be
called upon to swear to the Home Stone.
Refusal to do so will result in expulsion from the city. Only the Ubar may make exceptions to this
rule.
6.6 The head of a household or family within Turia may terminate a
family member's citizenship by speaking the Oath of Disownment. A person who has been disowned loses all
connection to their family and caste. A
warrior may take the oath of disownment by swearing on the hilt of his
sword. Any other citizen may take the
oath of disownment by swearing on an official symbol of the city, such as a
medallion of office or by placing a hand on the Tur Tree.
6.7 Any free person who is enslaved automatically loses caste,
citizenship, ties to family and property.
Free women entering into legal inbondment see section 9.
7. CASTE LAW
7.1 All free persons must belong to a caste to live in the City of
Turia.
7.2 Any free person who refuses to practice their caste, strives to
alter their caste without permission of the high council or Ubar will be
stripped of caste and declared an outlaw (see section 5 for more
information). Free women of the warriors
do not perform caste work and thus are exempt from the requirement to practice
caste work.
7.3 Anyone falsely claiming membership of a caste is subject to fines
or enslavement according to the severity of the offense. Wearing a badge or symbol of another caste is
enough for conviction, however simply wearing a color used by another caste is
not.
7.4 A free person may be of one caste but own a business in another.
7.5 Free women belong to all castes on Gor except the initiates and
the assassins.
7.6 Panthers and Taluna are considered outlaws and thus cannot claim a
caste.
7.7 The head of caste is responsible for maintaining standards of the
caste and enforcing caste code.
7.8 The head of caste is voted on by a majority vote of the whole
caste.
7.9 A head of caste can be removed by a majority vote of the high
council. A caste may petition the
council to consider the removal of their head of caste.
7.10 The head of caste may appoint other members of the caste into
positions as needed.
7.11 The head of caste may remove a member from a position or
discipline caste members as needed for failure to perform adequate caste work,
failure to practice their caste at all or for bringing dishonor to their
caste. Discipline may include a decrease
in rank, requirements to prove proficiency in ones caste work or even explosion
from the caste, this is solely at the discretion of the head of caste.
7.12 Children will take on the caste of their father at birth but upon
reaching legal age to swear to the Home Stone may apply to join another caste.
7.13 Free women may choose to take on the caste of their
companion. The caste must accept their
admission but the free woman may not practice caste work (if any is prescribed,
depending on the caste) until suitable training has been completed.
7.14 Any free person who is enslaved automatically loses their caste,
caste protections as well as any other rights or entitlements.
7.15 To change one’s caste one must petition the high council and have
permission of both heads of caste. No
man or woman can be admitted to a caste without the expression permission of
the head of caste. The one exception is
the admittance of a free woman who opts to take the caste of her companion (see
section 24.7).
7.16 Each caste is responsible for creating and enforcing their own
caste code. In the event that caste
code/law and Turian law conflict, the stricter of the two laws will be
enforced.
8. FREE WOMEN
8.1 Free women are to be modesty dressed without showing shoulders,
arms, legs, belly, back or chest.
Wrists, ankles and hands may be shown but know that in the books even
those areas were often covered. Sheer
materials are NOT appropriate for veils or to cover the chest.
8.2 High caste free women must be veiled in public. Any women found without a veil will be
escorted back to her home until the situation is rectified on the first
offense. Further offenses will be
presented to the magistrate for punishment.
May include fines, whipping or enslavement according to the severity of
the offense.
8.3 It is illegal to forcibly remove a free women of Turia’s veil
except by a magistrate prior to enslavement.
Any person who face strips a free woman will be brought before a
magistrate and subject to fines or potentially other punishments depending on
the severity of the offense. This does not applied to captured free women.
8.4 Free women are permitted to escape or attempt escape from a captor
until they have been legally enslaved.
8.5 See section 2.6 for capture rights as they apply to free women.
8.6 A free women, of her own free will, may submit herself as a slave
to a specific man. If he refuses her
submission, she is to be remanded to a magistrate's custody to determine
whether her behavior is sufficiently slave like to warrant her being collared
to the City of Turia's kennels.
* Note the only BTB
information on this is Red Caste Codes, where if submitted to a man of red
caste, if he does not accept her submission into slavery, he has to kill
her. It states no where what other caste
men would or would not do.
8.7 The right of submission to a specific man is null and void once an
official, sealed arrest warrant is issued for a free woman. Her only submission option at that point is
to the city kennels.
8.8 Free women are expected to conduct themselves with a certain level
of decorum in public, that worthy of their status as a free woman. If a free women is accused of conduct
befitting a collar then a complaint must be filed. All cases of collarable offense must be
presided over by a magistrate and a preponderance of evidence presented. Insulting or disrespectful speech towards a
man by itself is NOT a collarable offense.
Examples of conduct suitable for enslavement:
• Wearing slave garments or
earrings, even as a disguise.
• Spying on masters and slaves, repetitive
lingering around slave markets or kennels.
• Exhibiting an interest in
bondage
• Public displays of lust
• Vagrancy or other criminal
behavior
• Performing slave dance in
public
• Kneeling before a free man
or calling a free man master (this does not include the tower position free
women commonly kneel in)
• Have a brand without
manumission papers
• Theft (second conviction)
• Refusal or inability to pay
debts
• Entering the tavern without
escort or official caste business (such as a physician providing medical care).
• Repeated public
drunkenness, nudity and/or inappropriate dress.
8.9 Free companions and fathers may enslave their free companions or
daughters without a magistrate but outside of that, only a magistrate acting
within their caste codes and the laws of Turia may enslave another citizen of
Turia without a gesture of submission.
8.10 Force collaring a citizen of Turia without a magistrate carries a
minimum punishment of slavery but may result in death depending on the
circumstances. Note the exception to
this listed above.
8.11 Any free women who couches, or prepares to couch a slave not her
own, can be enslaved by a magistrate and becomes the property of that slave’s
owner. The exception to this rule is if
a slave has been given to a free woman to use by its owner. A written agreement must be present.
8.12 No free women of Turia can be enslaved for simply speaking to a
man in an insulting or disrespectful manner.
However the line between acceptable and unacceptable is thin. A free woman’s father or free companion are
the only two men who may discipline a woman for such behavior without a
magistrate.
8.13 Free women may own and operate their own houses, merchant houses,
businesses, real estate or property (including slaves).
8.14 Free women of Turia are free to move about the city’s
jurisdiction without escort.
8.15 Free women may not enter the Tavern unescorted. Even with escort, entering the tavern is at
their own risk. Free women found in the
tavern without escort will be stripped (facial veil left on) and escorted home
on the first offense. Enslaved on the
second offense. The one exception to the
rule is a free woman who entered the Tavern for the purposes of caste business,
such as a physician providing medical care.
8.16 Free women may not enter the Warrior’s hall unescorted unless
they are of the warrior’s caste.
Non-warrior caste free women found within the hall unescorted are at the
mercy of the warrior’s caste for questioning only on the first offense, arrest
and prosecution for trespassing for the second offense. The punishment could be anything from fines,
whipping or enslavement to be determined by the presiding magistrate.
9. LEGAL INBONDMENT
9.1 A free women may enter into a form of limited self-contracting
slavery in which she legally becomes a slave for a specified period of
time. This contract must be written and
she cannot not end it early.
9.2 Free women in a contract of slavery may not be killed or sold
during the contract.
9.3 When the specified contract period of time is up, the free woman
returns to her prior status of freedom with all rights to family, caste and
citizenship.
9.4 If a free women submits to specific man and is refused she remains
free. If he accepts she becomes his
slave, provided it were a private, nonpublic submission. ( See 8.6 Above)
9.5 A free woman may sell herself into slavery (this is not a contract
but permanent). Once completed it cannot
be revolved.
10. MANUMISSION
10.1 The owner of a slave may free said slave only if in possession of
valid legal documentation of proof of ownership such as a valid bill of sale or
ownership papers. It is a crime to
remove the collar of a slave you do not own.
Punishable by, at minimum, a fine to the slave’s previous owner.
10.2 The freeing of a slave must be witnessed by at least one other
free person.
10.3 A freed slave has one Ahn of immunity from force collaring to
dress as befits their new station.
10.4 All records of freeing a slave must be filed with the Head
Scribe’s office within one day of the event or the manumission is invalid. Manumission papers must bear the seal of a
scribe to be valid. Forging manumission
papers is a crime punishable by enslavement.
10.5 Freed slaves must apply to a caste to be accepted.
10.6 Freed slaves must carry on their person at all times manumission
papers as proof of their freedom. Free
women who are branded and found without manumission papers may be re-enslaved
without other cause. A magistrate is not
required when such a woman is found but it is strongly suggested that one is
sought out.
11. DEBT
11.1 Loans must be written and the contract sealed by a scribe of
Turia to be valid and repayment enforced.
11.2 Breach of contract and/or failure to repay is a crime punishable
by fines, imprisonment or slavery depending on the circumstances.
11.3 If a man cannot pay his debts, creditors may petition the
magistrates to seize his properties and holdings to satisfy the debt. If that is not enough his daughters or his
free companion enslaved and sold at public auction. If that is still not enough the debtor may be
arrested and enslaved himself or made to work for his creditors until such a
time the debt is paid off.
11.4 Free women who cannot repay debts or loans in their name may be
enslaved and sold at public auction or enslaved and given to her creditor as
payment.
12. INHERITANCE
12.1 If a person dies, his property passes according to his will. If the deceased doesn’t have a will then the
property passes to the legal heirs, male relatives, or the city if no legal
heirs exist.
12.2 Statutory order of precedence for legal heirs is: Free companion; eldest male child; father;
eldest uncle; eldest female child; mother; eldest aunt.
12.3 The estate of the deceased includes any and all slaves,
businesses, homes and/or real estate the deceased owned at the time of their demise.
12.4 The property of one who becomes enslaved is transferred to their
legal heir as described above. If no
legal heir exists the property passes to the city.
13. FREE COMPANIONSHIP
13.1 A person may only have one free companion at a time.
13.2 People of other cultures that don’t have companionship contracts
need to formalize their companionship with a contract to be recognized as
companions in Turia.
13.3 Free companionship lasts one Gorean year (3 RL months). If it is not renewed by the 9th Ahn of the
anniversary the contract is null and void.
13.4 Turia does not provide for divorce or annulment of companionship
contracts. They can be dissolve one of
three ways.
• Slavery of either party
• Death of either party
• Non-renewal of the
contract.
13.5 A free woman may choose to take on the family name of her
companionship but it is not required.
13.6 A free woman may choose to take on the caste of her free
companion although it is not required.
She will immediately be accepted into the caste but may not be allowed
to perform caste work until proper training as occurred. A free man does not have the same option.
14. LEGAL DOCUMENTS - Contracts
and bills of sale and other documents bearing the seal of a scribe of Turia are
legally valid and enforced within the full extent of the law.
14.1 Forging the signature or seal of another is illegal and is
punishable by fines or enslavement as deemed by the magistrate.
14.2 Falsifying a contract or altering a legally valid contract after
it has been sealed is fraud and punishable at the discretion of the magistrate
presiding.
14.3 Breech of any legally binding contract is a crime and punishable
at the discretion of the presiding magistrate.
15. THEFT is a crime.
15.1 Punishment for the first offense for both men and women is ear
notching.
15.2 Punishment for the second offense for a male is loss of a hand,
for a female it’s permanent enslavement.
15.3 Punishment for the third offense for a male is enslavement.
15.4 All recovered property of the theft will be returned to its
rightful owner. If a rightful owner
cannot be determined the property passes to the city.
16. RAPE - defined as forcing a
free person to engage in sexual acts against their will.
16.1 Witnesses, physician testimony and/or other evidence is required
to be found guilty of rape.
16.2 Punishment is banishment, fines, enslavement or execution as
deemed by the magistrate presiding over the case.
17. ASSAULT – defined as a physical attack on a free person with the
intent to harm them. This definition
does not include warrior challenges and duals.
17.1 Punishment for assault is at the discretion of the magistrate and
should be proportionate to the severity of the assault.
17.2 Assaulting a free woman or unarmed free man with a deadly weapon
or sufficient force to cause death may be considered attempted murder and may
be subject to the same penalties as murder.
17.3 Free persons may defend themselves against attackers with enough
force to stop the assault without penalty within the law.
18. MURDER – defined as taking
the life of or attempting to take the life of another free person. (See below for justifiable homicide).
18.1 Punishment for a first offense could be anything from substantial
fines paid to the victim’s family, enslavement or even death to be determined
by the magistrate based on circumstances.
18.2 Punishment for a second
offense is death, method to be determined by the magistrate.
18.3 Those accused of murder may plead their innocence to a magistrate
and may claim it was a justifiable homicide.
Examples of such are below:
• In defense of the Home
Stone
• As an act of war.
• On order from the city such
as a warrior carrying out the death sentence of a convicted prisoner.
• In self defense
• In the protection of others
• Within physician
practice. Some actions on the part of a
physician may unintentionally cause the death of their patient. Another physician’s testimony is required to
claim this defense.
• Refusal of a captive female
to submit. A free man with capture
rights over a captured woman may kill her if they refuse to submit.
• Assassins. An assassin acting on a paid contract cannot
be charged with murder as long as all the required legal documentation of his
hunt is present according to City of Turia assassin caste codes.
• The killing of a slave,
regardless of the reason, is not murder. (See section 22 for more details on
when compensation is owed)
19. FIRES/ARSON – it is a crime
to willfully or neglectfully start a fire in Turia. This is punishable by anything from fines to
community service to enslavement or death depending on the circumstances. Death is reserved for the most severe
offenses involving loss of Turian life in the fire. Raiders who set fire to the city may be put
to death without there being loss of Turian life.
20. VIGILANTISM - is defined as
acting against a person or persons thought to be in violation of the laws
without proper involvement of a magistrate where one is required. Individual charged with vigilantism are
considered to be action outside of caste and may be charged with a variety of
other caste related crimes such as falsely claiming a caste not their own. Punishment will be determined by the
presiding magistrate depending on the severity of the crime but may include
fines, community service or enslavement.
21. NON-CRIMINAL DISPUTES – in
the event of a dispute for which there is no written law (Turian, Caste,
Merchant or capture right) to govern the following applies:
21.1 Between two free persons of the same caste – the head of their
caste will make the ruling.
21.2 Between two free persons of different castes – the heads of the
castes involved will collaborate on a ruling.
If the heads of caste can’t agree on a resolution it will go to the
Ubar.
21.3 Disputes involving free women will be resolved by the male head
of her household. If one doesn’t exist
her head of caste will make the ruling.
22. SLAVES
22.1 There are only two legal statuses: Free and slave. If a person is not legally owned, then they
are considered free.
22.2 A slave is the legal property of the owner and may be used,
disposed of or destroyed as the owner sees fit.
22.3 An owner must register their slave(s) with ownership papers
sealed by a Scribe of Turia within 2 weeks of becoming part of the city. Registration requires a recent slave exam by
a Turian physician and proof of ownership.
Failure to do so will result in forfeiture of the slave to the city
kennels.
• Allowances for time may be
granted if there are difficulties obtaining an exam although proof of attempts
to obtain the exam are required.
• Proof of ownership can be
anything from previous ownership papers from another city to a bill of
sale. If a slave submitted directly and
thus no proof of ownership is available then the slave must be present at the
time the ownership papers for Turia are completed to ensure the slave is
actually a slave.
• The owner is responsible
for all fees and charges necessary to obtain ownership papers.
• It is a crime to forge or
falsify documents needed to obtain ownership papers. It is also a crime to forge, falsify or
change ownership papers legally sealed by a scribe.
• Refusal to obtain the
necessary exam or provide proof of ownership of a slave will result in the
confiscation of the slave to the city kennels.
22.4 All slaves with in the city (both owned by citizens of Turia or
visitors) will have proper identification as to their owner’s name and Home
Stone or location of residence. This may
be in the form of slave papers and/or a collar with the information inscribed.
22.5 All slaves must be clearly marked with a collar around the neck
and/or a brand. Collars must be visible
at all times.
22.6 Slaves without proper identification will be detained in the City
of Turia kennels for a period of 7 days so their owner can claim them. Unclaimed slaves become the property of the
city kennels.
22.7 Slaves may be commanded and/or punished by any free person and a
slave must obey the orders given to them regardless of the restrictions they
may have been given by their owner. If a
slave’s owner is present then whether or not the slave obeys the command of
another free is at the discretion of the owner.
If the slave’s owner is not present then they must obey any and all
commands/punishments given. Failure to
do so may result in any number of punishments.
22.8 Restrictions placed on slaves by their owners are enforceable
only with the owner present. Other free
may choose to respect the restriction when the owner is not around but are not
required to. Slaves should communicate
restrictions if it conflicts with an order given but may not use it as an
excuse to disobey the order of a free person.
22.9 Compensation will be awarded to the owner of a slave who is
damaged or killed by another free person.
If the free cannot peacefully agree on the amount, a magistrate should
be sought out. Once a magistrate is
called both parties are bound by the ruling made.
22.10 Illegal Slave Behavior – while owners have a right to command
their slaves’ behavior there are some behaviors not permitted for slaves in the
City of Turia?
• No slave shall strike a
free person, the punishment for such an action is death.
• Slaves may not carry
weapons. (see Raid Rules)
• Slaves should kneel when
greeting or addressing a free person.
Failure to do so may result in death and is punishable by any free
person present at the time.
Reimbursement for loss of a slave’s life or damage can be collected but
it is the responsibility of the owner of the slave to claim it.
• It is illegal for slaves to
own anything, including their name.
Slaves may use goods with the permission of the free but do not own
them.
• It is illegal for a slave
to wear veils or other garments of a free person.
• A slave who claims caste or
Home Stone will be put to death.
22.11 Fighting Thralls - may carry weapons once registered properly
with the city and may protect ONLY their owner or the person they are legally
rented to. A written rental contract
must be in place for a fighting thrall to be rented to another. Fighting thralls may not participate in raids
to defend the city but can bandage.
Properly registered fighting thralls may carry a bow but not a sword or
other bladed weapon. See the combat laws
for more specifics.
22.12 Abandonment of a slave – a slave is considered abandoned when 14
days has passed with no contact and no prior arrangements for a leave have been
arranged. If abandoned ownership
transfers according to the inheritance order found in section 12.
22.13 Runaway Slaves – is defined as a slave who leaves the care of
their owner without their permission. Turian
slaves found outside the main gates of Turia without escort are considered
runaways.
• Runaway slaves will be kept
in the city kennels for 7 days. If their
owner does not claim them the slave becomes property of the city. If their owner does come to claim them the
slave will be returned when payment for the slave’s upkeep has been paid. The amount to be determined by the slaver.
22.14 Stray/Unowned slaves
• Stray or unowned slaves
found outside the gates of Turia may be collared by anyone who finds them. If the person who found them does not want to
collar them they can be left outside the gates to die or taken to the city
kennels.
• Stray or runaway slaves
found inside the gates of Turia may be collared by anyone who finds them. If the person who finds them does not want to
collar them then the slave should be taken to the city kennels.
22.15 Slaves may not enter the temple of the Priest Kings, violation
of this is punishable by death by any free person who discovers a slave in the
temple.
22.16 Merchant Law in regards to slaves – Merchant law in regards to
the sale, transport and possession of slaves is enforced within the walls of
Turia unless it conflicts with Turian City law.
In the case of a conflict Turian law takes priority. See section 23 for specifics on Merchant law.
23. MERCHANT LAW
23.1 Weights and Measures – the caste of merchants will maintain a
reference weight and scale and a single reference stone to be calibrated
against the standard measures at the Sardar Fairs. Other merchants are required
to calibrate their own weights against this reference once a year.
23.2 Merchants found to be selling using measures deviating from the
standard by more than 15% will be charged with fraud.
23.3 Patents and copyrights are available within the City of Turia but
are only enforceable within the city walls and subject to Turian City Law.
23.4 Forgery of the city seal on products is illegal.
23.5 Shaving or slicing off metal from any coin is considered to be
theft and fraud.
23.6 Merchants are required to obtain a license to conduct business
within the city of Turia. Licenses can
be obtained from the caste of scribes or the merchant magistrate. Merchants operating without a license will be
assessed a fine for the first offense, their business confiscated by the city
for the second offense.
23.7 Free persons taken prisoner are considered free until they are
collared, branded or perform an act of submission. Acts of submission include kneeling before a
free man (kneeling in the tower position commonly used by free women does not
count), referring to other free as Master or Mistress, performing the common
act of submission by kneeling with the wrists crossed over the head.
23.8 See section 2.6 for capture rights as they apply to free women.
23.9 Identification of slaves by collar and/or brand is governed under
Turian City Law, see section 22.
23.10 Merchant magistrates enforce and oversee violations of merchant
law not otherwise governed by Turian City Law.
=====================================================================================
Black Caste
Rules: Turia Black Caste Rules 061416
Any
questions, contact:
Black Caste
Master Assassin of Turia; Dedar
(AnderErosGhost)
Black Caste
of Turia - Coal ( NigalTwaddlesworthIII
)
Black Caste
Moderator of Turia - None at this time
Original
City of Turia BC Sim Laws, Version 2.3 (April 21, 2016)
Original
City of Turia
Black Caste
Laws
Version 2.3
~~Black
Caste Sim Moderators~~
The
following Assassin Mods are to be contacted to receive clearance papers to
enter the city as a masked assassin, and/or to initiate a hunt, and/or for
other matters pertaining to the Black Caste.
CHECK THE
BOARD FOR BLACK CASTE MODERATORS
======================
======================
FAILURE TO
ABIDE BY ANY OF THESE RULES MAY CAUSE INVALIDATION OF SOME OR ALL OF YOUR
RP. IF YOU HAVE ANY QUESTIONS, PLEASE
CONTACT THE PERSONS OF THE CASTE, LOCATED ON THE BOARD.
======================
======================
1. AVATAR REQUIREMENTS
All
Assassins will have a male avatar, that is human, have proof of training by
current Caste standards, and be ninety (90) days old or more.
Current
Caste Standards: In order to conduct a hunt in this sim, the Assassin must
provide evidence of his qualifications to the sim’s Master Assassin in the form
of certified training papers; personal knowledge on the part of the Master
Assassin that the Killer has trained and/or who his training Mentor(s)
was/were; and/or a letter of reference signed by at least two or more
recognized Master Assassins. Prior to
the approval of a hunt, the signatories to such certified training papers
and/or letters of reference may be contacted for verification.
Assassins
AND trainees are required to stop by and make the City's Master Assassin aware
of their presence, failure to do so, may invalidate your hunt.
________________________________
2. HUNT CLEARANCE PAPERS
================================================================================
Turia BC Hunt Request for [Inset SL Name here] Dedar
Turia BC
Hunt Request for [Insert SL Name Here]
===================
IMPORTANT
INSTRUCTIONS IN ADDITION TO BC SIM LAWS!
1. Rename using your SL name where it says
"[Insert SL Name Here]" and remove the brackets. Do this both in the body of the notecard and
in the title of the notecard itself in your inventory.
2. Fill out ALL sections.
3. Save the notecard.
4. Send to: Dedar (andererosghost)
===================
SL Name:
Display Name
(if different):
Date that
the client hired you:
(*This will
be checked against your hunt
logs from the redacted client
meeting when submitted following
your hunt.)
Training
verification:
(*Copy of
your certificate as well as the names
of those who trained you
and/or a letter of reference
signed by at least two or more
recognized Master Assassins. These requirements are not open
for discussion.)
When would
you like to arrange an IC meeting to receive your Hunt Clearance papers?
================================================================================
Within the
City of Turia, the Black Caste maintains its independence and retains
sovereignty over its own affairs. The
Master Assassin of Turia is considered "the administration" for all
of the Black Caste’s affairs in the sim.
Thus, an Assassin shall not seek IC or OOC permission from the sim
Ubar/Administrator to hunt on the sim.
He MUST contact the Master Assassin of this sim PRIOR to beginning his
hunt.
Once
verification of the avatar requirements have been received, the Master Assassin
will provide no mod/no copy Hunt Clearance papers for each specific hunt. An eight digit code will be provided based
upon the specific contract. The Assassin
is then free to begin that specific hunt.
Assassin moderators and/or sim moderators will not require details of
who the target is IC or OOC, and the target of the Assassin will not be
informed either IC or OOC.
The Master
Assassin will only require the date that the contract was initiated by the
client to generate the code and to issue clearance papers. The date of contract initiation will be held
in confidence and is required to be given solely to the Master Assassin just to
ensure that the required three day period of the hunt is met and that these
Hunt Clearance papers are not used for multiple, unrelated clients and/or hunts.
The Killer
need only then be wearing the Mark of the Assassin and present the "Turia
BC Hunt Clearance for [Insert SL Name Here]" in order to gain access to
hunt with his mask and bow.
If Hunt
Clearance papers are not in order, a hunt SHALL NOT begin until they are
obtained from the Master Assassin. Not
doing so may (depending upon the circumstances) invalidate part or all of the
role play. While a hunt has no time
limit, these clearance papers are time limited but renewable.
If Hunt
Clearance papers are not in order, an Assassin might possibly (on the
discretion of those at the gates) not be allowed into the city. In such a scenario, even if granted leave to
enter, he must relinquish his bow and will not be allowed to wear a mask.
As the scrolls
state:
“They have
obtained clearances from the administration. They are authorized to enter the
depths."
"Members
of the black caste, the Assassins," said the pit master.
~Witness of
Gor
…
"It
must be opened," said the officer. "The administration has cleared
them. They have authorization."
~Witness of
Gor
...
"They
will not have their way this day," said the pit master.
"And
how is that?" asked the officer.
"Their
papers are not in order," said the pit master.
"I
see," said the officer.
~Witness of Gor
...
"Yet
none would stand in the way of Kuurus for he wore on his forehead, small and
fine, the sign of the black dagger. When
he of the Caste of Assassins has been paid his gold and has received his charge
he affixes on his forehead that sign, that he may enter whatever city he
pleases, that none may interfere with his work."
~Assassin of
Gor
3. ON ENTERING THE CITY:
Killers were
skilled men to be feared, not to be treated as outlaws. They have a Caste, purpose, and place in
Gorean society and tradition. However,
Killers also have traditions in with the Caste and, as stated above, Assassins
AND trainees are required to stop by to make the City's Master Assassin aware
of their presence. This is a form of
respect that is shown to the Master Assassin of the City before one begins a
hunt or a trainee task.
Assassins
may enter the City fully disguised if that is their desire.
Assassins in
the black clothing of their caste and wearing the black dagger on their forehead,
and presenting Hunt Clearance papers will not be required to disarm, remove
their helmet, mask, hood, or otherwise disrobe beyond showing that they wear
the mark. The guards MUST allow them
access to the City, but that does not mean that the Assassin will not be
watched, and the Citizens will likely be very distrustful. They will be granted
the following considerations:
* Passage
through the city gates, to be left alone to do their work without undue
interference.
* Bypass of
the 30 minute rule, to be able to attack the target whenever opportunity allows
without prior warning.
* Bypass of
the requirement for multiple posted emotes in order to kill the target; a
single post emote of the act (containing three or more sentences) will
suffice. This includes killing any who
try to intervene following your initial kill post. Note that these should be well written
emotes. Basic "one-liners"
and/or hot key kills are considered unacceptable. (A sentence consists of 10 or more words.)
* Once a
weapon is drawn for the initial assassination attempt, an Assassin can be
attacked and waylaid as usual.
4. DURING THE HUNT:
Assassins
may do their research on their target while fully disguised. They must have IC knowledge of their target
that they have learned during three separate visits on three different days by
role playing in the City with Citizens.
Tag reading and mini maps, radar, or profile reading are all invalid
forms of information gathering.
All hunts
must take place over a period of 3 real life days. that period begins when the
assassin does show his "Mark"
at the city gates.
Multiple
Assassins are welcome to hunt here, some of our targets are not easy to hit,
and if it takes 22 men to do the job, bring it, but beware of looking foolish,
with too much overkill.
Assassins
preparing to make their final strike, will wear the mark of the dagger visibly
and will be dressed in the full black livery of the Black Caste.
When the
Assassin makes their kill, they must emote wearing the mark before their
target, and before a weapon is drawn.
The Killing blow must be three or more sentences in an emote (of at
least 30 total words) before the kill is effected.
Once weapons
are engaged, anyone near enough to have been aware of what happened, is free to
act in protection of a citizen. They
must be able to see this visually or hear this in chat; IMs and/or group chats
are not a reasonable means to ask for help and will be considered cheating and
will invalidate such assistance.
Once the
target is slain, the Assassin must depart the sim from a standard departure
point, If the Assassin is captured or
killed on his way to the exit, that does not automatically invalidate the Kill
Phase, assuming everything else would have been otherwise valid. Teleporting out will result in an automatic
capture, stripped, searched and imprisoned and most likely death.
The Assassin
(and his client) are not required to recognize any further IC interaction No subsequent IC reprisals coming directly
from the target back to the Assassin and/or client or vice versa will be
honored.
5. ASSASSINS WHO RESIDE IN TURIA
May be hired
for guard duty, messenger service, armed escorts, etc, this is above and beyond
the private contract between the Leader of the City and the Assassin. Citizens may also hire the Killers to carry
out personal contracts on others not of this city.
Some
Assassins of Turia present themselves in disguise. Tag reading, profiles, or other OOC means to
connect the always ICly secretive Killer with the cover persona will not be
considered a valid means to identify the cover persona as a Killer.
6. TO THOSE WHO WOULD DRESS ALL IN BLACK:
Assassins
were not popular men, most people would be uncomfortable having a serial killer
over for supper. To be taken for such by
the populace would not be a normal choice.
Goreans were proud of their Caste, and generally dressed in such a way
that it took no effort for anyone to realize what Caste they were. Warriors and Mercenaries would find it rather
objectionable to be looked at and thought of as an Assassin, even if it was
just because they think black looks cool.
The rivalry between Assassins and Warriors is one of long standing, and
Assassins don't wear the scarlet any more then the Warriors wear the
Black.
Visiting
free men who are dressed in what appears to be all black especially if hooded,
helmed, and or masked should be treated as an Assassin, Outlaw or impostor
depending on the nature of the RP.
There are
harsh punishments for those who would impersonate another caste. Those who are discovered to be impersonating
members of the Black Caste could face enormous consequences for such actions
including torture and/or death.
==============================================================================
The Black Garments of the Black Cast
Assassins
were known by the color of their clothing and not just the helm and cloak. Further information on how Assassins were
dressed and viewed by others can be found below.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
He wore the
BLACK helmet of a member of the Caste of Assassins.
Tarnsman of
Gor, Page 133
I had
noticed that there was among the crowd one tall, somber figure who sat alone on
a high, wooden throne, surrounded by tarnsmen. He wore the BLACK helmet of a
member of the Caste of Assassins.
Tarnsman of
Gor, Page133
I cleared my
head as best I could, and into my uncertain field of vision moved a DARK
object, which became the BLACK helmet of a member of the Caste of Assassins.
Slowly, with a stylized movement, the helmet was lifted, and I found myself
staring up into a gray, lean, cruel face, a face that might have been made of
metal. The eyes were inscrutable, as if they had been of glass or stone and set
artificially in that metallic mask of a countenance.
"I am
Pa-Kur," said the man.
It was he,
the Master Assassin of Ar, leader of the assembled horde.
Tarnsman of
Gor, Page 136
“Were it not
for the daughter of Marlenus,” said Pa-Kur, his metallic face as placid as the
quicksilver behind a mirror, “I would have slain you honorably. That I swear by
the BLACK helmet of my caste.”
Tarnsman of
Gor, Page 138
"On the
highest ground in camp," said Mintar, "near the second ditch and
across from the great gate of Ar. You will see the BLACK banner of the Caste of
Assassins."
Tarnsman of
Gor, Page 175
I dyed my
hair black and acquired the helmet and gear of an Assassin. Across the left
temple of the BLACK helmet I fixed the golden slash of the messenger. In this
disguise I freely wandered about the camp, observing the siege operations, the
appointment of the compounds, the marshaling of the troops.
Tarnsman of
Gor, Pages 176-177
There, on a
hillock overlooking the palisades that rimmed the rampart to the ditch, I saw
the wall of BLACK silk that surrounded the compound of Pa-Kur. Inside were the
dozens of tents that formed the quarters for his personal retinue and bodyguard.
Above them, at several places, flew the BLACK banner of the Caste of
Assassins."
Tarnsman of
Gor, Page 182
...put on
the heavy BLACK helmet of the Assassin...
Tarnsman of
Gor, Page 182
Within the
first wall of BLACK silk, there was a second wall, but this time of iron bars.
Pa-Kur was not as careless about his own safety as I had conjectured.
Additionally, overhead I could see lines of tarn wire.
Tarnsman of
Gor, Page 183
It was as a
warrior of Gor that I arose and donned the BLACK helmet and the garments of the
caste of Assassins. I loosened my sword in its sheath, set my shield on my arm,
and grasped my spear. My steps were determined when I left the tent. I strode
meaningfully to the great tarn cot at the entrance to Mintar's compound and
demanded my tarn.
Tarnsman of
Gor, Page 190
No one
ventured to repel me. All were silent. I wore the garb of the Caste of
Assassins, and on the left temple of the BLACK helmet was the golden slash of
the messenger.
Tarnsman of
Gor, Page 192
He did not
enjoy being summoned by an enemy of Ar, and in particular by one who wore the
habiliments of the hated Caste of Assassins.
Tarnsman of
Gor, Page 192
To them, my
presence was unauthorized, and my Assassin’s garb, far from being a
safe-conduct, was an incitement to attack.
Tarnsman of
Gor, Page 200
The Cylinder
of Justice was a lofty cylinder of pure white marble, the flat roof of which
was some two hundred yards in diameter. There were about two hundred people on
the cylinder roof. I could see the white robes of Initiates and the variegated
colors of soldiers, both of Ar and of Pa-Kur's horde. And, dark among these
shapes, like shadows, I could see the somber BLACK of members of the Caste of
Assassins.
Tarnsman of
Gor, Page 204
I opened the
leather bundle. In it I found the scarlet tunic, sandals and cloak which
constitute the normal garb of a member of the caste of Warriors. This was as it
should be, as I was of that caste, and had been since that morning, some seven
years ago, when in the Chamber of the Council of High castes I had accepted
weapons from the hands of my father, Matthew Cabot, Administrator of Ko-ro-ba,
and had taken the Home Stone of that city as my own.
Outlaw of
Gor, Pages 21-22
"But I
am of the Caste of Warriors," I said, "of a high city and we do not
stain our spears for the stones of men not, even such stones as these."
The Paravaci was speechless. "You dare to tempt me," I said, feigning
anger, "as if I beyond the dreams of a man, were of the Caste of Assassins
or a common thief with his dagger in the night." I frowned at him.
"Beware," I warned, "lest I take your words as insult."
Nomads of
Gor, Pages 20-21
For years
the BLACK of the Assassins had been outlawed in the city. Pa-Kur, who had been
Master of the Assassins, had led a league of tributary cities to attack
Imperial Ar in the time when its Home Stone had been stolen and its Ubar forced
to flee. The city had fallen and Pa-Kur, though of low caste, had aspired to
inherit the imperial mantle of Marlenus, had dared to lift his eyes to the
throne of Empire and place about his neck the golden medallion of a Ubar, a
thing forbidden to such as he in the myths of the Counter-Earth. Pa-Kur’s horde
had been defeated by an alliance of free cities, led by Ko-ro-ba and Thentis,
under the command of Matthew Cabot of Ko-ro-ba, the father of Tarl of Bristol,
and Kazrak of Port Kar, sword brother of the same Warrior. Tarl of Bristol
himself on the windy height of Ar’s Cylinder of Justice had defeated Pa-Kur,
Master Assassins. From that time the BLACK of the Assassins had not been seen
in the streets of Glorious Ar.
Assassin of
Gor, Page 6
"Yet
none would stand in the way of Kuurus for he wore on his forehead, small and
fine, the BLACK dagger.
When he of
the caste of Assassins has been paid his gold and has received his charge he
affixes on his forehead that sign, that he may enter whatever city he pleases,
that none may interfere with his work.
There are
few men who have done great wrong or who have powerful, rich enemies who do not
tremble upon learning that one has been brought to their city who wears the
dagger."
Assassin of
Gor, Pages 6-7
"Welcome,
Killer," said the man, addressing the Assassin by what, for that caste, is
a title of respect.
Assassin of
Gor, Page 14
"'May I
ask, Killer,' asked Portus, 'if you come to make the first killing--or the
second?'
'The
second,' said Kuurus.
'Ah!' said
Portus.
'I hunt,'
said Kuurus.
'Of course,'
said Portus.
'I come to
avenge,' said Kuurus.
Portus
smiled. 'That is what I meant,' he said, 'that it is good those in the BLACK
tunic are once again amongst us, that justice can be done, order restored,
right upheld.'
Kuurus
looked at him, the eyes not smiling. 'There is only gold and steel,' said he.
'Of course,'
hastilly agreed Portus. 'That is very true.' "
Assassin of
Gor, Page 18
"He
frightens me," she wept. "He is of the BLACK caste."
"Serve
him wine," said he, "or you will be stripped and thrown into a pen of
male slaves."
The girl
turned and withdrew, then approached again, climbing the stairs, delicately, as
though timidly, head down. Then she leaned forward, bending her knees slightly,
her body graceful, and spoke, her voice a whipser in my ear, an invitation,
"Wine, Master?" as though offering not wine, but herself.....
I looked at
the girl. Her eyes met mine, softly. Her lips were slightly parted. "Wine,
Master?" she asked.
Assassin of
Gor, Page 89
Flaminius
looked at me, with a certain drunken awe. Then he rose in his green quarters
tunic and went to a chest in his room, from which he drew forth a large bottle
of paga. He opened it and, to my surprise, poured two cups. He took a good
mouthful of the fluid from one of the cups, and bolted it down, exhaling with
satisfaction.
“You seem to
me, from what I have seen and heard,” I said, “a skilled Physician.”
He handed me
the second cup, though I wore the BLACK tunic.
“In the
fourth and fifth year of the reign of Marlenus,” said he, regarding me evenly,
“I was first in my caste in Ar.”
Assassin of
Gor, Pages 265-269
The man
stood in the doorway, in the somber garb of his caste.
"I see
you wear the scarlet of the warrior," he said. It was true. I had awakened
in the tunic of my caste. The furs had been taken from me.
"And
you, my friend," said I, "are clothed now in the proper habiliments
of your caste." He wore now, brazenly, the BLACK of the Assassin. Over his
left shoulder, looped on a ringed strap, he wore a blade, the short sword.
Beasts of
Gor, Page 347
He seemed slow. But I knew he did not come to
his somber garb by any tardiness of action or hesitancy in deed. The training
of the assassin is thorough and cruel. He who wears the BLACK of that caste has
not won it easily. Candidates for the caste are chosen with great care, and
only one in ten, it is said, completes the course of instruction to the
satisfaction of the caste masters. It is assumed that failed candidates are
slain, if not in the training, for secrets they may have learned. Withdrawal
from the caste is not permitted. Training proceeds in pairs, each pair against
others. Friendship is encouraged. Then, in the final training, each member of
the pair must hunt the other. When one has killed one’s friend one is then
likely to better understand the MEANING OF THE BLACK. When one has killed one’s
friend one is then unlikely to find mercy in his heart for another. One is then
alone, with gold and steel.
I looked at Drusus.
The assassins take in lads who are perhaps
characterized by little but unusual swiftness, and cunning, and strength and
skill, and perhaps a selfishness and greed, and, in time, transform this raw
material into efficient, proud, merciless men, practitioners of a dark trade,
men loyal to secret codes the content of which is something at which most men
dare not guess.
Drusus was looking at me.
I kept in mind he had survived the training
of the assassin.
Beasts of
Gor, Page 358
==============================================================================
7. OOC CONSIDERATION:
All
Assassins hunting here should keep a log of their hunt ready to be presented
should it be requested by the BC Moderator, and it MUST be turned over on
conclusion of a hunt. All of it should
be there including the hire ((client name removed)).
Missing logs
or poor rp or failure to abide by the above rules may cause your RP to be
invalidated, and possibly ruin months of work.
Major violation(s) or abuse(s) of the rules may result in banning.
Misuse or
counterfeit of Clearance Papers may revoke all future privileges to visit or
hunt. OOC disputes that are couched as
IC RP, will likely be invalidated and the offending parties risk sim bans if a
track record of such OOC harassment can be established.
All results
of the sim Moderators are final.
______________________________
Any
questions, contact:
Black Caste
Master Assassin of Turia; Dedar
(AnderErosGhost)
Black Caste
Moderator of Turia
=====================================================================================
Do not use
the tags over a Turian's head to assume you know who you are speaking
with. You need to find the head of caste
to apply to a caste, ask who they are.
We encourage all players to find out the information they need in
character.
There are NO
Citizen Applications, but there is a census form, an alt application and slave
registration requirements.
===================================================================================
Census: City of Turia Offical census – (SL name and date)
Your full
name including SL Name:
Caste:
Free
Companions full Name:
Are
there other free living with you?
If yes how many?
There
Name's:
There caste:
Number of
Slaves Owned:
There full
names Names:
House Number::
Date Moved
in:
Completed on
this date:
Please
return all scrolls to the scribe's Building
==================================================================================
Slave
Papers: Turia Pvt Slave Cert of Ownership –
(SL name and date)
Certificate
of Ownership for: **Display name (SLname)**
This
official document, on file in the Library of Turia certifies that the slave
named, **Display name (SLname)** is the private property of **Display name
(SLname)** and as such is protected by the city of Turia.
Any harm or
theft of this property may result in the perpetrator being charged with crimes
in Turia.
Slave Exam
Documentation:
**Insert
Exam**
Bill of Sale
or Proof of Submission:
**Insert
Bill of sale or submission here**
Filed
By:
Date:
Seal:
==================================================================================
Story Ideas/
RP Events: (Alternate Character Form –
Voluntary (Name/Dates)
This is a
VOLUNTARY Application and by no means is it required. Alts ARE permitted in Turia without any one's
permission or knowledge. And it is
against LL's TOS to reveal anything about another member of SL including Real
Life details as well as their Alternate accounts.
The purpose
of this form is to:
A. Alert the sim Admins (Alexis/ MsSins & Cyrus/rhetorrix) that
the character is not a permanent resident of Turia in need of Housing and that
they may need any assistance in props.
B. Create disposable characters that can have
ANY outcome up to and including death conclude it's chapter in Turia.
C. Give a main player a chance to do something
OTHER Than the role they have been RPing for the past (insert a #) of years in SL Gor.
Alternate
Character Rules:
1. Avatars should be in different roles. Some exceptions will be made for this but
never may you have a slave and a Free avatar where you own yourself.
2. Characters must not mix IC knoweldge. Finding out on one character does not mean
you know it on another and using the excuse "oh so in so told me" is
not acceptable. This is metagaming and
will not be tolerated. Avatars who
metagame between characters will end up with all known characters in Turia
banned.
------------------------------------------------------------------------------
By
voluntarily submitting this form you understand that the information shared
within will be shared between Alexis and Cyrus.
Primary
Avatar SL Name:
Secondary
Avatar SL Name:
Character's
Name:
Character's
Role/ Caste:
Will you
Need props put down about the sim(s)?
What is the furthest
out come you have in mind for this character?
Low Risk -
such as thievary?
Med Risk -
Battle, incarcerated / up to fined or thrown out?
High Risk
- Death/
Impalement/ Trials?
This
Application is only to go to MsSins Resident OR Rhetorrix Resident.
=================================================================================
If you want
to move to Turia, IM Alexis (mssins) or Cyrus (rhetorrix) for groups. Admission to specific caste groups is invite
only by the head of caste.
Unreasonable
Limits are not honored here. No collaring, Gags, Hair cutting, rape, etc..are
not allowed. No one may punish me but my owner is also not allowed. You are in
Gor, ROLE PLAY like it. Fading to black is allowed.
There is
only a sim wide Trade Bell Alert, and nothing else. This means if you need a slave you must walk
about the city or look about the city to find one. Same with caste mates, Physicians, etc. Group chat is not IC. You are not permitted to use groups to summon
slaves or people to you nor share IC information to others not in your chat
range.
IMs are
OOC. See the OOC sim rules for details
on IMs and Local Chat regarding OOC and IC.
We will not mod IMs or RP unless it breaks a serious rule. Don't not IM people to get them to come to
you, go to them. Groups are not IC, but be respectful.
No OOC in
local. If you need to leave to RL, rp your way out. If you need to go
immediately, log out right there. Have
an question for the other role player,
IM them to get important details ONLY.
Do not set away mode in RP areas, move to a place out of sight and out
of rp. Go to residential, or find a cubby.
You may set your meters to AWAY or to Active or to Arena, but NO OOC
mode is allowed here by unauthorized people.
When you
land on Turia's ground, you will be fully immersed into the sim and gorean role
play. You should see variety of people,
goods and noise of a bustling city. You
shouldn't see many, if any Mamba, Taluna or even Panthers. A Torvie would be a rare sight, more so than
seeing a plain's Black larl. It is hot
and dry in the day, dust storms happen with frequency and all high caste women
are covered from head to toe, and most of the slaves as well. At night it is cold.
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