Role Play Rules ** These Rules supersede any/all server rules** 1. Be aware of your surroundings and act accordingly. This is a well fortified city, only way in or out is through the huge gates that protect the city which go well under the surface of the water, you must arrive by boat, to the docks and be allowed past the docks by the numerous guards that protect the city. Two separate law enforcement groups exist in the city, the Council Guard and the Arsenal Guard. Anyone not arriving at the docks and being shown into the city by a resident will not be considered "within role play". "Port Kar, squalid, malignant Port Kar, scourge of gleaming Thassa, Tarn of the Sea, is a vast, disjointed mass of holdings, each almost a fortress, piled almost upon one another, divided and crossed by hundreds of canals. It is, in effect, walled, though it has few walls as one normally thinks of them. Those buildings which face outwards, say, either at the delta or along the shallow Tamber Gulf, have no windows on the outward side, and the outward walls of them are several feet thick, and they are surmounted, on the roofs, with crenulated parapets. The canals which open into the delta of the Tamber were, in the last few years, fitted with heavy, half-submerged gates of bars. We had entered the city through one such pair of gates. In Port Kar, incidentally, there are none of the towers often encountered in the northern cities of Gor. The men of Port Kar had not chosen to build towers. It is the only city on Gor I know of which was built not by free men, but by slaves, under the lash of masters. Commonly, on Gor, slaves are not permitted to build, that being regarded as a privilege to be reserved for free men.” Raiders "For one thing, they had now formed a Council Guard, with its distinctive livery, that was now recognized as a force of the council, and, in effect, as the police of the city. The Arsenal Guard, however, perhaps for traditional reasons, remained a separate body, concerned with the arsenal, and having jurisdiction within its walls." Raiders 2. (Regarding those "cap/kill happy" people who do spontaneous pop in T5's for a swift capturing or kill) If you plan to role-play within Port Kar at any length, we suggest you have read or are at least currently reading the Gorean Novels to properly interact with us. This is a Gorean City and we would like to role-play with those with the same Gorean mind set. T5 is only recognized for captures within Port Kar. Fighting style will be as follows: (thanks given to Olist for coming up with and posting the following style) These rules are written with hopes that it brings back a good realism to fighting and roleplaying. The fighting style will be a turn based system although I believe in its newest form will be quite enjoyable and acceptable. This will consist of 3 different types of actions. Movement, defence and attacks. ALL ACTIONS must be clearly *defined*, and comprehendible. Misspelling is acceptable as long as it is understandable. All actions must consist of at least 5 words per post. Each turn will have 3 minutes per person except in the case of multiple attackers where the defender is given 1 minute extra per attacker for their turn. Those who are attacking in groups are limited to 2 minutes per post. Defender always gets to react last in every turn. Movement is the most difficult to grasp its concept. Turning to face an opponent is considered one movement. Advancing, dodging, retreating, spinning, jumping and any other such action is considered another movement. Each class of characters will be allowed a certain amount of movements. Some more then others due to their size or equipment carried and or used. Each movement is considered an action. Each movement must consist of at least 5 words per post and must flow with the actions that have been taken thus far in defence and in attack. Each movement can be up to 10 feet in distance. Defence is another action class. This is a simple one to define. Defence would be a parry (Block) with a weapon or item. A parry could be as simple as striking the weapon of your opponent. If no weapon or item is used then a parry would be of the hand or arm or leg that was used in its replacement. Each defence must consist of at least 5 words per post and must flow with the actions that have been taken thus far in movement and in attack. An attack is the third class of actions. This consists of the most possibilities. It is also the one that is limited most. Each weapon drawn is counted as one action. A person may use up to 2 weapons one for each hand. However as you will see below each weapon choice has its advantages and disadvantages making them all equalled in one way or another. Each strike of the weapon or each throw of a weapon counts as one attack (action). Any change in its holding also counts as one action. Each attack must consist of at least 5 words per post and must flow with the actions that have been taken thus far in movement and in defence. Now we have defined what an action consist of I shall now give you each of the characters class information. Assassin, a combination of a fighter thief class. Assassins are allowed 3 movements, 1 defence, and 3 attacks per turn. They may substitute any action for another. Such as replacing his defence with an extra attack or replacing a movement with an extra attack. He may not add to his defensive moves. He is an aggressive fighter and this limits his ability to defend where he should attack. He may add to his attacks or movements as many actions as he has left. Assassins are only recognized as lone warriors they may not attack in groups or less it is a war upon a city of at least 3 warriors present. Warrior is the most versatile of all fighters. They are allowed 1 movement, 3 defence, and 3 attacks per turn. They may substitute any action for any combination he desires. Warriors are bound by honour to defend one's home and or city they are expected to fight in a one on one basis or less they are being raided by Panthers or attacked by another city in a conflict of war or a group of assassins have declared war upon the city. If a war is brewing between two homes within the same city warriors are expected to fight honourably and attack with only an equal number of defenders. Outlaw/Mercenary is allowed 2 movements, 2 defence, and 2 attacks per turn. They may substitute any one action for any other action. Such as replacing 1 of his movements for 1 more attack, or replace one of his attacks for an extra defence. However he is only allowed to replace 1 action in each turn. Outlaws are not bound by honour and many hunt and war in groups with whom they desire however those entering a city may find them selves out numbered. Slavers, Thieves, Or Panthers are allowed 4 movements, 1 defence, and 1 attack. These people are more known for their speed, agility, and cunning thus they lack attacking and defensive abilities. They may replace a movement for an extra attack or defence but only one action per turn maybe replaced. Slavers Thieves and Panthers are famous for not doing anything alone thus they are permitted to hunt in groups as well. However they are limited to only raiding cities and towns they are not permitted to conquer. Nor are they allowed to declare wars they are to be considered out numbered. Free Women are allowed 3 movements and 1 defence per turn. They may replace a defence or a movement for an attack but only one action per turn maybe replaced. Male fighting slaves are allowed 4 movements, 1 defence, 1 attack per turn no variations are allowed. Female slaves or just male slaves are allowed 4 movements, 1 defence no attacks. Now that I have defined the classes I will now define the weapon classes and the amount of actions that is allowed per weapon. Their advantages and disadvantages will be listed and their uses as well. Each weapon is designed for specific reasons and their uses are dictated by such. There are several weapon classes. Small hand held weapons (daggers, quivers, darts, and hand axes). These are light weight weapons that can be thrown as well as used in male combat. You are allowed to either throw, attack, or defend with one in each hand. When wielding them in hand you are permitted 3 actions per hand per turn. When thrown you may throw a total of 6 per turn. These are in excess to the number of attacks a fighter class offers. It takes at least 6 landed strikes for these weapons to be deadly. Those being small make their damage minimal. A thief wielding 2 daggers is allowed at most a total of 2 attacks per round if he replaces one of his movements or defence for an attack. The amount of attacks allowed by a weapon is still limited by the wielder of it. These are mainly piercing and slashing weapons although with a little creativity they can also be used bluntly. It only takes one action to disarm such a weapon. Throwing distance is up to 60 feet away Short swords, long swords, rapiers, shields, whips, flails and such are considered medium ranged weapons. These are not made to be thrown and are medium in weight. They are permitted to carry one in each hand allowing for a total of actions of 2 per hand per turn. It takes 2 actions to disarm such a weapon. It takes only 5 strikes to land a killing blow with this weapon in only one hand if you are wielding 2 one in each hand then it only takes 4 strikes Most of these weapons are made for slashing or piercing but the same goes for creativity when wishing to use it as blunt weaponry. Two handed weapons such as battle axes, two handed swords, spears, and pole arms are considered heavy or un manoeuvrable and thus are limited to 3 actions per turn. However they being held by 2 hands make them quite difficult to disarm taking a total of 3 actions to disarm. These weapons are considered extremely effective at killing they may only take 3 successful strikes to land a killing These weapons are more known for hacking and piercing they can be used as blunt weapons also however slashing is out of the question. These also maybe thrown Throwing distance is up to 30 feet for a spear all others 15 feet. Cross Bows maybe fired up to 150 feet at the rate of one or two shots depending on the type of cross bow. Long Bows maybe fired up to 120 feet at the rate of 3 actions per turn. Short bows maybe fired up to 90 feet and maybe fired up to 3 actions per turn. Bolas are one handed weapons that can be thrown or used in melee combat like an flail when thrown only one action per turn when using hand held it maybe used up to 3 actions per turn. 3. Again to re-irritate, Once you enter this city through the docks properly, you acknowledge that it is not a hunting grounds, the slaves herein are not to be removed, captured or manipulated from this place without the express permission of the Administration or Council of Captains. 4. One of the laws of Port Kar states that if you defeat a man in fair combat and you permitted the man the "death of blood and sea," then all his properties become yours. The people of Port Kar love Thassa and they often wish to observe the sea before they die. The men also do not wish to die in their beds. They would rather die by the sword which is considered an honourable way to die. *Note fair battle is considered by Port Kar's fighting rules* "After the death of Surbus, the woman had been mine. I had won her from him by sword right. I had, of course, as she had expected, put her in my collar, and kept her slave. To my astonishment, however, by the laws of Port Kar, the ships, properties and chattels of Surbus, he having been vanquished in fair combat and permitted death of blood and sea, became mine; his men stood ready to obey me; his ships became mine to command; his hall became my hall, his riches mine, his slaves mine. It was thus that I had become a captain in Port Kar. Jewel of gleaming Thassa." Marauders 5. Any kills have to be role played to that point, meaning an argument then a fight breaking out, and then escalating, killing is a last resort. *Note: ANY killing has to be done by valid fighting rules of Port Kar.* "A fellow was now standing some fifty feet across the room. I had seen the table there earlier. About it had sat some seven or eight fellows, unshaven, dour chaps. Several of them were scarred. Two wore earrings. More than one wore a handkerchief knotted about his head, in the manner of some oarsman, that there heads be protected from the sun. All were armed. "Kind Sirs, no!" called out Tasdron, the tavern's proprietor. There was a sudden sound, that of a short metal blade slipping from a sheath. "A silver tarsk," said the fellow again, holding the drawn blade. Goreans, I knew seldom drew steel unless the intended to make use of it." Rogue 6. If any kills, captures, or forced collars are disputed the Administration or Council of Captains shall have the last say. No other forum or venue will be recognized. (This includes all public boards) 7. If a slave partakes in any way at manipulating in any manner to get captured or killed, on purpose, by ignorance or by stupidity, they will be listed as a runaway and banned. 8. All slaves must put on a "brb/afk" av or scanline when they go brb or afk. Nothing in PM/IM or while scanlined is valid, if any slave or Free are "absent" (meaning scanlined or brb/afk) from the room then they are not to be included in any aggressive interaction within the room during their absence. 9. Common sense is your friend...use it. If you have questions or concerns voice them with the Administration or Council of Captains otherwise we have no way of helping or assisting. 10. Raids must be carried out when a member of Port Kar is actually here, not brb/afk or scanlined but actually in room. In order to attempt a raid you have to arrive at the docks and be allowed through the gates by a member of Port Kar or guard. Do remember getting anything out of Port Kar would be next to impossible due to the number of guards and everything having to go out through the heavy iron gates, which again would have to be opened by guards or a resident of Port Kar. 11. Veils are not required to be worn in Port Kar, this does not excuse slavish behaviour or sluttish attire, act like a slave become one, T5 is not required for capping a FW for acting or dressing like a slave, slave like actions are determined by the FM surrounding the FW. 12. Port Kar is not a safe place for slaves, collared or uncollared, they can and will be captured at the discretion of the Free within Port Kar. Slaves did not roam about freely on Gor. 13. Disguises will not be accepted unless it is by a Free and only a Free, slaves in disguises will not be accepted unless by accompanied by the Owner with an explanation. Disguised slaves are not allowed to capture a Free even with an explanation within Port Kar. 14. Undesirables and combat PG’s , Mercenaries, Black Caste, Outlaws, and other hostile forces MUST inform the CoC of any possible hostile actions within Port Kar, and the role play approved by the CoC, or it will not be recognized as legal and the penalties associated with their reprobation will be enforced. Mercenaries, Assassins, Outlaws and anyone who is deemed by Common Gorean Merchant law including pirates and those professing raiding as a profession, must register themselves with the CoC. 15. NPCs are NOT allowed "death blows" to active "real" characters. This includes killing yourself with an NPC. 16. You must list all weapons carried in your profile somewhere even if it is hidden, state hidden then. If you do not list what you carry and you begin combat, your posts will be deemed invalid. 17. The following are Port Kar’s rules for engaging in warfare: a) There must be a plausible reason for declaring war on Port Kar. After all it is a city run by Captains which in turn means a large, very large fleet. b) Attacks by Tarn will not be recognized as Tarns did not fly over water. c) The City of Port Kar is guarded not only by guards but by heavy iron gates which are half submerged, the only way in or out of Port Kar is via these gates. d) Do not think that the City of Port Kar would not realize a mass movement of ships towards her, and do not think the CoC wouldn’t have utilized every captains ship for the city's protection. e) You must show how you got into Port Kar. As well as how you got past the guards to do so. f) Port Kar has an excellent eastern defence with the delta making it nearly impossible to march large armies or sail warships through the treacherous marshes of the delta to attack Port Kar. g) The Tamber Gulf is to the west of Port Kar, an area of strong tides but it is Port Kar's access to the waters of Thassa. The closest solid land to Port Kar is about one hundred pasangs to the north but that land is hundreds of pasangs away from any city. h) The only reasonable method to attack Port Kar is from the sea. i) Port Kar possessed a combined total of about five thousand ships. j) The Council consists of about one hundred and twenty Captains that own at least five medium-class ships, either merchant or war ships. k) The structures that look out on the city’s perimeter have been constructed to act as a defence to the city. These structures primarily have no windows, though they might possess arrow slits. The outer walls are commonly several feet thick to prevent someone from easily breaking them down. The roof tops often have crenulated parapets to protect bowmen and defenders on those roofs. The canals that open into the Vosk delta are also protected against invasion. Heavy iron gates have been placed into the water partially raised out of the water so that they are visible. These gates are kept closed at all times. l) Swing bridges are temporary bridges that can be put into place fairly easily. They are normally put in place only from the eighth to tenth Ahns and from the fifteenth to the seventeenth Ahns. When the bridges are put into place, boat travel is not possible thus the bridges can serve a defensive purpose. They can limit and isolate an invader's travelling capabilities. m) Besides their naval force, Port Kar also possesses cavalries of mercenary tarnsmen and some now use rencer bowmen as auxiliaries. n) If you try to kill the guards please do understand you have instantly alarmed highly skilled, highly trained guards that are watching you with crossbows and other weapons, not simply the ones in front of you o) Port Kar is safe from capture, raid, maim, kill or war unless the Head of the CoC is present AND draws his weapon first, AND agrees to the role play scenario. 18. Head of the CoC is Slaver, his Mate is Dove, and either of these two can assist in problems, safe passage, treaties or to petition the city for residence. 19. The excuse of not having read the rules and laws is not a good enough excuse. You will be held accountable in consequence regardless if you have read the rules and laws or not. These Rules supersede any and all server rules, if you don’t like the rules here, don’t role play here. These Rules may be modified at any time by the Administration or Council of Captains.