Thursday, June 12, 2014

In the order of Hesius

OOC Guidelines


There will be no OOC whining, bickering, complaining, etc.  If you do not like how this group plays then we invite you to go elsewhere. Extensive research has been done about the kurii which were created by the author John Norman.  We play our characters as close to what is found in the books as possible.
Killing other characters of those not within the group:  We are not out to kill other peoples characters, however those who play the game of AOL Gor may find their characters harmed or captured by the kurii. However, NPCs, such as guards and the like will be targeted and killed. Excessive use of NPCs will be matched by NPC kurii. Mun consent called during a battle with the kurii will simply get the character ignored. 
If a RPC initializes an attack upon a kur within the territory of the kurii, then that RPC opens the possibility of being killed, regardless of mun consent. 
If a RPC insists upon atagonizing, (attacking, stealing the property of, etc), a RPC kurii there is a good chance that the atagonist will be killed, regardless of mun consent. We caution to choose the battles of your characters well.
If the kurii initialize the attack of humans, no RPCs will be killed during this story line unless it is agreed upon by the muns of the RPCs.  We welcome scenarios of battles between human RPCs and kurii RPCs.
We are all here to have fun playing the AOL online game of Gor.
NOTE:  Due to the overwhelming response of those making characters that are Kur Egg-Carriers, that particular genre has been closed and no further Egg-Carriers are needed for the Story Line. 
 

Dice Stats


All Kurii characters have 30 blood points. The following dice are those that have been recognized since the time of the AOL GHC and listed on the website the Resistance. These dice stats used to be listed on the web site of the RRaMC until April 2, 2009 when they changed their dice stats for kurii to the ranges of 2d21 - 2d24, and the NPC guard stats to 2d21. The reasons for the RRaMC's changing of dice stats can only be assumed to be their fear of losing their characters to a fair dice stat chart that is more in keeping with the books of John Norman and the abilitites he gave the kurii. We will continue to abide by the original dicing stats which have been a staple on AOL Gor since it came to life, which are:
  • 2d26   Young Kur, Egg-Carrier, Non-Dominant
  • 2d27   Adult Kur (Abandoned/Sick)
  • 2d28   Adult Kur - Military
  • 2d29   Adult Kur - Commander (if disarmed during battle dice lower to 2d28)
  • 2d30   Adult Kur - Leader (if disarmed during battle dice lower to 2d28) 
 

Organization of the Kurii Military


6 kurii equal a "Hand", lead by an "Eye", he is considered to be "Below the Rings".
 
2 Hands and 2 Eyes equal a "Kur" or "Beast", commanded by a "Blood", he is considered to be "Below the Rings."
 
12 "Kur" equal a "Band", commanded by a "Blood" of higher rank, he wears two plain rings of a reddish alloy, welded onto his left wrist, and is considered to be "Within the Rings".
 
12 "Bands" equal a "March", (2,173 kurii), commanded by a "Blood" of higher rank, he wears one plain ring of a reddish alloy, welded onto his left wrist, and is considered to be "Within the Rings".
 
12 "Marches" equal a "People" (25,977 kurii), also commanded by a "Blood" of higher rank, he wears no rings and is considered to be "Above the Rings".  
 
 
Those "Below the Rings" are the non-warriors, such as non-dominants, and lesser warriors.
 
Those "Within the Rings" are the leaders, greater warriors.
 
Those "Above the Rings" are the Cheiftains of the People.
 
A solemn vow is taken by swearing and placing a paw upon the rings of a leader.
 

Guidelines for Kajirae Characters


Guidelines for playing a slave character in this particular SL
(unfortunately; these have become necessary, for it has come to light that there are those who will attempt to capture any slaves of the kurii and will perhaps use OOC information from the profile for IC knowledge)
Special Note:   Human slaves owned by kur were commonly used for food after they outlived their usefulness, when the kur grew tired of them, or simply if the kur suddenly felt a pang of hunger. Think of the cattle rancher that has a favorite old cow, it's named, it's cared for, but if that rancher gets hungry enough, it'll be spending it's final moments as BBQ. Humans were FOOD ANIMALS to the Kurii, nothing more.  
Screen Names:  All new SNs made should not have the kur’s name in them or have any reference to a kur or the kurii
 
Profiles:  Keep the words “kur” and “kurii”, in addition to anything other than “Steel Worlds”, out of the profile.  Keep profile information to a minimum.  Place the link to the site in the profile with no explanation of what it is.
 
Capture: Everything possible should be done to prevent capture by humans, especially those who are known agents of the Priest Kings.  Use the dice, roll 2d20 to escape.  If the role play goes into a proctored escape, 15 pts are needed for success of either side. If the slave is captured she will be killed on sight by those kurii of the group her owner belongs.
 
All slaves of the kurii are barbarian and were brought to Gor from Earth by the Acquisition ships.
Actions:  All slaves of the kurii were extensively trained in the way of the Gorean Kajira.  They do not smell like kur or carry the scent of their owners.  They have no sign of belonging to kurii upon their body or collars. They will never speak knowledgeable about kurii.  If asked who they belong to they will simply reply that they do not know his real name and are only allowed to call him Master.  If asked what others call their Master, they are to reply, “comrade”. They cannot speak the kurii language.  
 

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