Turia Laws 061416

Welcome to the City of Turia!
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􀀈 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!

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"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.

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􀀉 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.

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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
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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!
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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.

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 Quick Raid Rules:  􀀀 Turia Quick Raid Rules 061416


QUICK RAID RULES

􀀌 Turia FULL Raid Rules 061416 (are included in the quick raid rules here)
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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
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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!
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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.
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Section 1: Bows
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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.
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Section 2: Darts (blow darts)
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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
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Section 3: Daggers
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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
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Section 4: Swords (SWORDS and SWORDS only go here, this cannot be stressed enough)
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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)
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Section 5: Spears
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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
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Section 6: Whips
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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)
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Section 7: Axes, Hammers, Clubs, Maces and other such
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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.
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Section 8: Tiny hammers, like a small blacksmith hammer for one hand
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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)
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Section 9: Great Axe and Great hammers - huge hammers and huge axes
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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
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Section 10: Depreciated strikes that still work but will be phased out in the coming versions of the meter
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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

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Section 11: Low damage weapons
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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)
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Section 12: Other things
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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.
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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.

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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.
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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 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

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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
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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.
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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
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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:
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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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