Friday, July 17, 2015

Measurments, Time, and Money Unites

Measurements

All directions on Gor are calculated from the Sardar Mountains. There are two main directions, Ta-Sardar-Var and Ta-Sardar-Ki-Var. They are also simply called Var and Ki-Var. Var means a turning toward the Sardar, almost like facing north. Ki-Var means not turning to the Sardar. But, Ki-Var is never used as a designation or direction on a map. The Gorean compass is divided into eight quadrants, as opposed to the four used on Earth. Starting with Var, in clockwise order, then comes Ror, Rim, Tun, Vask (also known as Versus Var), Cart, Klim and Kail. There is also a system of longitude and latitude figured on the basis of the Gorean day with Ahns, Ehns and Ihns.

A Gorean compass commonly has a luminescent dial and needle. The needle always points to the Sardar Mountains. It may also have a chronometer on the back. You press a tab to open the back panel and reveal the time piece.

A pasang is about seven-tenths of a mile. Most travel distances are expressed in pasangs. Speeds are also expressed in these units.

A hort equals 1 1/4 inches. Ten horts equal a Gorean foot, which is about 12 1/2 inches long. Height is normally expressed in horts. There are tape measures that are marked in horts.

An ah-il is the distance from the elbow to tip of the middle finger, about eighteen inches. This is similar to an Earth cubit. Ten ah-il equal one ah-ral. Cloth is commonly measured in these units. Ah-ils are not used to express height.

A huda equals five tefa. Six tefs equal one tefa, a tiny basket. A tef consists of a handful, with the fingers closed, of produce.

A stone equals about four pounds. A weight equals ten stone. Weight is normally expressed in stones.

A talu is equal to about two gallons.

There is an official Merchant's Stone, Weight and Foot. The Stone and Weight are solid metal cylinders while the Foot is a metal rod. They have been standardized by Merchant Law and are kept near the Sardar. Each city also keeps their own standard and can compare it to the official ones at any of the Sardar Fairs. Each Merchant will also keep their own standard that they can check against their city standard. Less scrupulous Merchants may use deceptive standards to cheat their customers.


Time

The passage of years is measured differently in each city, usually according to that city's list of Administrators or Ubars. For example, it might be the tenth year in the Administration of someone or the fifteenth year of this Ubar. Some cities rely upon the calendar of Ar which is considered a standard in certain areas. In the Arian calendar, the years are marked in Contasta Ar (C.A.), since the founding of Ar. Ar is allegedly over 10,000 years old. Some of the barbarian cultures, such as the Wagon Peoples and Red Savages, have their own calendars. The Wagon People actually have two different calendars.

Gorean years are generally calculated from one vernal equinox to the next. Turia though uses the summer solstice as their New Year. There is no known Gorean term for a year. A year consists of twelve months and thirteen hands. Each month equals five weeks, each week consisting of five days. This means a Gorean year has 365 days. There is no known Gorean term for a month. In between each month is a Passage Hand, a five-day period. In many cities the Twelfth Passage Hand is a time of carnival, a festival of merriment. Players of Gor provides an excellent example of a carnival in Port Kar.

The Twelfth Passage Hand is followed by the Waiting Hand, a five-day period prior to the vernal equinox, which marks the New Year. The Waiting Hand is a solemn time when little business is done and many Goreans stay home. It is a time of fasting, meditation and mourning. The doors of many homes are painted white, sealed with pitch and branches of the brak bush are fastened to them. The brak bush is meant to keep bad luck away. On the dawn of the vernal equinox, a ceremonial greeting of the sun takes place within the city. The end of this greeting is signified by the ringing of great bars suspended above the city. The people then exit their houses, washing the pitch away and burning the brak bush. The festivities will last for the first ten days of the month. The Initiates do not make much of the Waiting Hand in their ceremonies and preachments so it is unlikely of much religious significance.

En'Kara-Lar-Torvis, commonly called En'Kara, is the first Gorean month, which would correspond roughly to the middle of the Earth month of March. It is the month of the vernal equinox. The term translates as the "First Turning of the Central Fire." The Central Fire is a Gorean term for the sun. According to Ar and some other cities, Hesius is the second month and Camerius is the third month. In Ko-ro-ba, the month of Camerius is known as Selnar. Se'Kara-Lar-Torvis, or Se'Kara, is the month of the autumnal equinox. The term translates as the "Second Turning of the Central Fire." En'Var-Lar-Torvis, or En'Var, is the month of the summer solstice. The term translates as the "First Resting of the Central Fire."

Se'Var-Lar-Torvis, or Se-Var, is the month of the winter solstice. The term translates as the "Second Resting of the Central Fire." The four "Lar-Torvis" months are common to most Gorean cities. The names of the rest of the months vary widely.

A Gorean day is divided into twenty Ahn, numbered consecutively. The tenth Ahn is noon and the twentieth Ahn is midnight. A Gorean day is the same length as an Earth day. An Ahn is similar to an Earth hour but the length of each is different. Each Ahn consists of forty Ehn, or minutes, and each Ehn of eighty Ihn or seconds. An Ihn is only a little longer than an earth second. In Earth terms, an Ahn is equal to 1.2 hours, or 72 minutes. An Ehn is equal to 1.8 minutes, or 108 seconds. An Ihn equals 1.35 seconds.

The duration of an Ahn may vary in other cities. Some cities divide their days by assigning ten Ahn to their daylight hours and ten to their night hours. Thus, in the summer, the day Ahns last longer than the night Ahns. Despite these differences, their days are still the same length as all other cities. It is only the length of some Ahns that varies.

Time bars are commonly rung in the city to signal each hour. Chronometers, watches, are rare and valuable. Their hands move counterclockwise and have a sweeping Ihn hand. Official clocks are adjusted, according to certain astronomical measurements, by the Scribe Caste. The average Gorean also has a variety of other simple devices to mark the passage of time. These include marked or calibrated candles, sun dials, sand glasses, clepsydras (water clocks) and oil clocks.

Click Here to see a Gorean Calendar


Time

GOREAN AHN EARTH HOUR

 1st Ahn 12:01 AM- 1:12 AM
2nd Ahn 1:13 AM- 2:24 AM
3rd Ahn 2:25 AM- 3:36 AM
4th Ahn 3:37 AM- 4:48 AM
5th Ahn 4:49 AM- 6:00 AM
6th Ahn 6:01 AM- 7:12 AM
7th Ahn 7:13 AM- 8:24 AM
8th Ahn 8:25 AM- 9:36 AM
9th Ahn 9:37 AM- 10:48 AM
10th Ahn (Gorean Noon) 10:49 AM- 12:00 PM
11th Ahn 12:01 PM- 1:12 PM
12th Ahn 1:13 PM- 2:24 PM
13th Ahn 2:25 PM- 3:36 PM
14th Ahn 3:37 PM- 4:48 PM
15th Ahn 4:49 PM- 6:00 PM
16th Ahn 6:01 PM- 7:12 PM
17th Ahn 7:13 PM- 8:24 PM
18th Ahn 8:25 PM- 9:36 PM
19th Ahn 9:37 PM- 10:48 PM
20th Ahn (Gorean Midnight) 10:49 PM-12:00 AM

Coinage

There is little standardization in currency exchange rates throughout Gor. These ratios vary from city to city. The bankers, or literally the coin merchants, try to standardize coinage at each Sardar Fair but their motion never passes. Certain coins though are respected and accepted throughout the civilized cities. These include such coins as the gold tarns of Ar, Ko-ro-ba and Port Kar, golden staters from Brundisium, and the silver tarsk of Tharna.

On Gor, the basic unit of currency is the tarsk coin, made of copper or silver. Each city then decides on the ratio between such coins. A tarsk bit is the smallest unit of currency. From four to twenty tarsk bits equals one copper tarsk. From forty to one hundred copper tarsks equals one silver tarsk. Ten silver tarsks equal one gold tarn disk. Gold tarn disks are also made in double weight. Some coins may be split into pieces to make change. A coin is about 1.5" in diameter and 3/8" thick. There is a tarn or tarsk on one side and usually a letter to identify the city of origin on the other side. There is no paper currency on Gor.

The early novels mentioned the existence of copper and silver tarn disks but the later books, especially when discussing exchange rates, omit these coins. If you monitor the appearance of these tarn disks, they begin to disappear from the books as they progress. And the initial books neglect to mention tarsk disks. This seems to be another area where Norman chose to change matters in the latter books. The latter books should be taken as more authoritative in this matter as they are the ones where the issue of coinage is more thoroughly described. Tribesman of Gor, #10, may be the last book to mention a copper or silver tarn disk.

To most Goreans, a silver tarsk is a coin of considerable value. A gold tarn disk is more than many common laborers earn in a year. A gold tarn may buy a tarn or five slave girls. Five pieces of gold is a fortune and one can live in many cities for years on such resources. For the most part, many items on Gor will sell for copper tarsks. Business is often conducted by notes and letters of credit. Most cities have their own mints. Coins are struck, one at a time, by a hammer pounding on the flat cap of a die. Coins are not made to be easily stacked. In some cities, such as Tharna, coins are drilled so that they might be stringed.

A coin is a way in which a government certifies that a given amount of precious metal is involved in a transaction. It saves the need of weighing and testing each coin, thus making commerce much easier. But, some less scrupulous people may shave coins, slicing slivers of metal off of them. This is akin to theft and fraud. The coin is worth less than it should be.
http://www.the-gorean.com/info/erm.html

Etiquette on Gor

The following is a collection of points of etiquette which are common to Gor. Everyone, free and slave will benefit from this paper.

Tal: Tal is a common Gorean greeting. It is often accompanied with the right hand raised to shoulder level, palm inward, facing the body. This signifies that the person being greeted is not considered an enemy. The gesture shows that the hand is devoid of any weapon. As slaves are not permitted weapons, then this salute would be ludicrous. As slaves must also respect all free persons, they cannot consider any to be their enemy. Thus the salute might even be considered an insult to a free person. Slaves may use the word "Tal" as a greeting but they would not accompany it with the hand gesture. There are examples in the books of slaves using the word "Tal" as a form of greeting.

Hail: This is a form of greeting reserved for experts and champions at some matter. An expert swordsman or kaissa player would be greeted in this manner. No slave would ever be greeted in this manner. Slaves may also use this term when referring to a qualified free person. A Ubar qualifies for this form of greeting.

I Wish You Well: This is the common Gorean phrase of farewell. It may be used by free persons or slaves.

I Ask Your Favor: This is the common Gorean phrase for "please." It may also be used by free persons or slaves.

Thank You: There is no special Gorean term or phrase to thank another person. Slaves may be thanked or not, depending on the will of the free person. Many slaves are especially fearful of any master who shows them such kindness.

Slaves Addressing Free People: All slaves must address free persons as Master or Mistress. They will only address their own Master as "my" Master or Mistress. Slaves are not permitted to address any free person by their name. The privilege of using a master's name is reserved for the free woman, in particular the Free Companion. It is said that a slave girl grows bold if her lips are allowed to touch the name of her master. But, some masters prefer to hear their name said by a slave. This is commonly permitted only in private, out of the presence of free women. A slave may tell others the name of her master for explanation purposes only, such as to identify her owner.

Ubar: Ubar is an official title. Slaves addressing a Ubar should refer to him as "Ubar" or "Master" but should not combine the two. "Master Ubar" is not a valid address. A free person's title is always considered respectful for a slave. An "Administrator" or "Regent" would be addressed as such by a slave. Most free persons should also address an Ubar by his title, and not by his name. If you have been given specific permission from the Ubar, you may then call him by his name.

Ubara: Ubara is an official title. Slaves addressing the Ubara should refer to her as "Ubara" or "Mistress" but she should not combine the two. "Mistress Ubara" is not a valid address. Most free persons should also address an Ubara by her title, and not by her name. If you have been given specific permission from the Ubara, you may then call her by her name.

Paga Tavern: When a slave enters a paga tavern, she does not have to ask permission or perform any form of obeisance at the door. A slave should enter quietly and go to kneel in the serving area. A slave should not greet any free person when she enters unless her owner is present. A slave should always greet their owner, once they have gone to the serving area. A slave does need to ask permission to leave the tavern. They should first ask their owner. If the owner is not present, any free person may be asked.

Slaves who are waiting in the serving area should pay attention to see if any free person needs food or drink. If a free person requests a server, they should not have to wait if a slave is just kneeling in the serving area doing nothing. Free persons must also be patient and wait for a slave to be available if they wish refreshment if all the slaves present are currently serving others. Free women will not serve in a paga tavern under almost any circumstances.

Order of Precedence: In group settings, certain free persons should be given precedence by slaves, especially when serving. A Ubar/Administrator should be given priority in all matters, as he is the chief of state and the highest ranking free person in the city. After them, then comes the Ubara/Free Companion of the Administrator. After that, would be any other high ranking persons present. Then, your owner should be given precedence. Finally, all other free persons would then have equal precedence.

Haggling: The rule in the marketplace and in stores is that there are no fixed prices. Haggling is the order of business. If you wish to purchase an item from someone, haggle over the price. In haggling, you start your offer low and the seller starts his price high. You try to come to a reasonable price, that makes both parties pleased. Many merchants enjoy haggling as much as getting their money.

Begging: Goreans do not favor begging and some even view it as an insult. When charity is in order, it is usually arranged by the caste or clan.

Free Women: Free women should be treated with respect and honor. Considerable deference is due to a free woman. Free women may speak freely and without permission. They may be bold and do much of what they wish. But, free women must also beware that they possess their freedom only by the will of free men. A Ubara/Tatrix should be treated with the utmost of respect as she does wield great power in the city.

Lady: This is a term of respect used for free women, especially those of high station or Caste. It is to be used only by free persons though. A slave would not use this term.

Station: Gor is a hierarchial world where your status, station and caste are vitally important. In general, you show respect to those of superior status, station or caste. That includes free women. A free woman of High Caste deserves respect from Low Caste men. A very wealthy woman would be considered of high status and would also be due respect. Though men may consider themselves dominant over women, they still respect the ideas of status, station and caste. Men also respect men of higher standing than themselves. A City Leader would have the highest status of any and would be due respect from all.

Compliments: Gorean compliments are generally meaningful for they are usually given only when deserved.

Children: Goreans are generally fond of children and do not inflict suffering or abuse on them. Even slave children are seldom abused and are given much freedom at least until they reach adulthood.

Sitting: Free men sit cross-legged. They rarely use chairs as chairs are usually reserved for special people like Administrators, Ubars and judges. Most Goreans find chairs to be uncomfortable anyways. Free women kneel to sit. Their knees are kept close together and their hands lie on their thighs, palms face down. All slaves kneel to sit, and the position of their hands and knees depend on the type of slave they are. Slaves never sit in chairs and might be whipped or even slain for sitting in them.

Streets: When walking or riding down a street or road, Goreans commonly stay to the left of the road when passing others. This is done so that your sword arm, commonly the right arm, faces the person you are passing

Information gathered at this site...

http://www.geocities.com/bpi_pk_gc_slave_girls/inbetween/GOREAN_ETIQUETTE.html

Traffic Overview of Gorean Player-Towns as of 1/30/06

A "Find" search on "Places" was run using "Gorean" as a search term during the 1/30/06 window. The following resulted (venues that when visited proved to be shopping malls but not Gorean role playing sites are excluded):

Port Cos......................... 35,958
City of Lydius...................12,462
Ko-ro-ba..........................10,040
Turia................................ 9,602
Glorius Ar..........................8,140
Torvaldsland......................5,649
Eden's Gate.......................5,827
Oblivion Outpost.................4,628
Anango Gorean Jungle........4,132
House of Neruda................3,431
City of Treve.....................2,865
Shivar Nadru.....................2,716
Isle of Tyros - Kasra..........2,538
Port Kar............................2,418
Feral Tarn Outpost.............2,290
Taluna Country (Anango)...1,973
Estate of Master B. Dulce...1,082
House of Guarded Serv........675
City of Tabor.......................668

Other private islands with Gorean names or which are adjacent properties of cities were identified by examination of the large map. Traffic figures were obtained by direct observation:

Western Ar............................75
Southern Ar (4 sections)..~2,400
The Sardar Fair....................291

If I've missed an active role-playing Gorean venue, please let me know and I'll edit the list appropriately.
 
It would be interesting to compare this list to the current number, if available, to see how things changed over time.

Setting Up House

Last night I set up the house in Rorus for the family. I had 79 prims and Sis' 15, so we are way under the 200 we may use. It surprised me that I managed to get sleeping for all of us and a fairly nice set up. Hopefully the family will like it.

I also placed a message book (or diary) at the house at the farm, the house and the merchant building in Rorus. All three have messages saying that I will not be around over the weekend.

Thursday, July 16, 2015

More Gorean Books?

Series: Gor ISFDB Series Record # 2570
Webpages: Wikipedia-EN
Bibliographic Comments: View/edit existing Series comment
Series Tags: science fantasy (1)
Gor
=======================================================================

John Norman - Counter Earth 01 - Tarnsman Of Gor.epub
John Norman - Counter Earth 02 - Outlaw Of Gor.epub
John Norman - Counter Earth 03 - Priest-Kings Of Gor.epub
John Norman - Counter Earth 04 - Nomads Of Gor.epub
John Norman - Counter Earth 05 - Assassin Of Gor.epub
John Norman - Counter Earth 06 - Raiders Of Gor.epub
John Norman - Counter Earth 07 - Captive Of Gor.epub
John Norman - Counter Earth 08 - Hunters Of Gor.epub
John Norman - Counter Earth 09 - Marauders Of Gor.epub
John Norman - Counter Earth 10 - Tribesmen Of Gor.epub
John Norman - Counter Earth 11 - Slave Girl Of Gor.epub
John Norman - Counter Earth 12 - Beasts Of Gor.epub
John Norman - Counter Earth 13 - Explorers Of Gor.epub
John Norman - Counter Earth 14 - Fighting Slave Of Gor.epub
John Norman - Counter Earth 15 - Rogue Of Gor.epub
John Norman - Counter Earth 16 - Guardsman Of Gor.epub
John Norman - Counter Earth 17 - Savages Of Gor.epub
John Norman - Counter Earth 18 - Blood Brothers.epub
John Norman - Counter Earth 19 - Kajira Of Gor.epub
John Norman - Counter Earth 20 - Players Of Gor.epub
John Norman - Counter Earth 21 - Mercenaries Of Gor.epub
John Norman - Counter Earth 22 - Dancer Of Gor.epub
John Norman - Counter Earth 23 - Renegades Of Gor.epub
John Norman - Counter Earth 24 - Vagabonds Of Gor.epub
John Norman - Counter Earth 25 - Magicians Of Gor.epub
John Norman - Counter Earth 26 - Witness Of Gor.epub
John Norman - Counter Earth 27 - Prize of Gor.epub
John Norman - Counter Earth 28 - Kur of Gor.epub
John Norman - Counter Earth 29 - Swordsmen of Gor.epub
John Norman - Counter Earth 30 - Mariners of Gor.epub
John Norman - Counter Earth 31 - Conspirators of Gor.epub
John Norman - Counter Earth 32 - Smugglers of Gor.epub
John Norman - Counter Earth 33 - Rebels of Gor.epub
John Norman - Ghost Dance.epub
John Norman - Telnarian Histories 01 - The Chieftain.epub
John Norman - Telnarian histories 02 - The Captain.epub
John Norman - Telnarian histories 03 - The King.epub
John Norman - The Totems of Abydos.epub
John Norman - Time Slave.epub

Case Study of Gorean Culture in Second Life and RFC - 2006

As Second Life continues to grow its population, it affords increasing opportunities for sub-cultures that find obstacles to realization in First Life. Some of those subcultures include communities with Elven themes, "furry" themes and Gorean themes. This is an introductory note on the study of Gorean culture in Second Life, and a request for comment and expansion (or correction) by those more familiar with it.

Gorean culture is controversial in part because it includes legally institutionalized subordination of females and human slavery, both (currently) anathema in Western culture. Both were legally recognized even in the United States as recently as 150 years ago. Despite controversy, a significant number of females and males participate in SL's Gorean culture. Several of the Gorean "player towns" have traffic figures competitive with the most popular camp chair and money ball venues.

In Second Life, participation in such virtual cultures is voluntary, and no resident can be held in a state of subjugation or "slavery" except by his or her own consent. In this regard, there is an intriguing opportunity to study what motivates women (or men who choose to portray themselves as women) to enter a virtual status of subjugation from which they can remove themselves at a keystroke.

The Gorean culture has long been simulated in text-based multi-player worlds. In other virtual worlds, game managers have understandably not focused on the game tools that would facilitate human slavery or the "not appropriate for minors" clothing and behavior customs of Gorean culture. Second Life, with its encouragement of resident-created content and activity and resident-owned virtual land, makes possible a simulation of Gorean culture.

Some background

Gorean culture derives from a series of novels written by John Norman, depicting the adventures of a man from Earth who is transported to a "counter-Earth" called Gor that is undetectable to Earth science. On Gor, a warrior culture exists with strange and dangerous wild beasts partially turned to human purposes by residents of Gor. Warring city-states operate independently, yet merchants travel between the various cities with various trade goods.

Among the trade good are slaves, almost exclusively females, which the novels invariably describe as young, attractive, scantily clad, eager to serve men and hungry for sex. Although they are bought and sold like cattle, their owners seem to quickly fall in love with them and value them; until for whatever reason they sell them and buy another.

The novels introduce other classes of females that were the majority of females in the culture, despite the books' focus on the "slave girls". "Free Women" may own slaves and other property and occupy governmental and administrative positions. Their status as "Free" is anomalous, because their "freedom" can be sacrificed by a number of behaviors that in modern western culture would be regarded as part of the natural rights of women. They must remain modestly clothed and observe cultural norms that would be familiar to middle eastern traditional cultures. Behavior regarded as sufficiently beyond the cultural limits may result in a "Free Woman" being involuntarily enslaved and sold as chattel in the public market.

Reflections

In many respects, "slave girls" have more freedom in Gorean culture than do "Free Women," a subject of several short but unpublished essays I've read in my ongoing exploration of Gorean culture. While their misbehavior may earn them punishment, short of a capital offense, they are already at the "bottom" of the social ladder. They are often able to move and behave more freely than "Free Women."

Some have observed that the only truly free women in Gorean culture are the outlaw and "wild" women, the Taluna and the Panther girls. These are females who dress in animal skins, are heavily armed hunter/warriors who live in forest camps and may conduct raids to capture males or females and either keep them as slaves for their own purposes or sell or ransom them back to their own kind. There do not seem to be any Panther boys in the Gorean fantasy, except the Panthers' male slaves.

One interesting aspect of Gorean culture in Second Life is the high ratio of females to males among its participants. I have yet to do an objective measure, but casual observation suggests that the Gorean realms in Second Life have a roughly equal number presenting as females, and many of those presenting as "slave girls." This phenomenon in itself could be the subject of study in the area of sociology, psychology or gender studies. What motivates a female to enter, even temporarily, a status of "slave girl," "Free Woman," Taluna or Panther girl?

As a study in comparative law and community dynamics, Gorean city-states offer interesting opportunities. Not only is there a divergence in interpretation of the original novels, but also a natural competition between city-states to adapt the novel's virtual world view to the Second Life experience. I will try to add responses to this "seed" message with reflections on various Gorean cities as I come to know them better, and ask that other Observers do likewise.

Gorean Venues in SL

At my last count, over a dozen separately owned and managed Gorean venues existed. Some are multi-sim complexes like Glorious Ar and its surrounds; some are single sim properties such as the Isle of Tyros. Still others are parcels within sims that present as "outposts" of Gor. Visitors frequently travel between Gorean sims, which differ in their architecture, governance and social opportunities. Most have active markets dealing in arms, furniture, clothing and implements appropriate to the Gorean experience. Several have stadiums set up for combat competitions using "scripted" weapons that simulate combat impacts and damage. I have yet to find one with camping chairs, dance halls, casinos or promotional give-aways, yet several show traffic data in the top percentile of SL venues.

Most Gorean cities in Second Life have a separate Scribery building, which can be visited freely by Free Men and Free Women and slaves alike. Several have extensive collections of written works about Gorean culture, local laws, even records of trials and virtual executions for offenses. These are proving a useful resource about the theory of Gorean culture in Second Life. Objective reports of actual experiences within the worlds would be valuable to better understand why and how this "politically incorrect" culture has come to be one of the most popular in Second Life among both men and women.

Follow Up

I will be following up with replies containing observations about the various player towns and outposts that follow Gorean culture in SL, including their ownership structure and relative traffic data. Observers and friends of the Law Society are asked to add their own objective observations and considered thoughts on the Gorean culture in Second Life.

http://forums-archive.secondlife.com/246/99/85031/1.html

Free Women - Quotes

Cruelty Hatred Veils Raiment Kneeling
Couching Price/Worth Differences - Slaves Curiosity - Sex Jealousy
Contempt Pressures Feared - Slaves Interesting Etiquette
Rejection Subjection Unclothed If Enslaved Coin Value
Utterance Seldom Raped Treatment A Riddle Unkempt
Envious Set - Masters Compete Ignorance Slavery
More Desirable More Interesting Teaching Back To Main Page

Cruelty:
...free women, it is no secret, in many respects, envy their enslaved sisters, their beauty, their joy, their attractiveness to men; this may explain why free women are often quite cruel to slave girls. ~ Slave Girl, pg. 97

Cruelty:
Free women are often cruel to beautiful female slaves. They put us under terrigying discipline. Perhaps they sense in us something of greater interest to men than themselves, something which constitutes to them a threat, something which is subtly competitive, and successfuly so, to them. ~ Slave Girl, pgs. 291-291

Hatred:
"There are few things a female slave fears more than a free female. Female slaves, so helpless in their collars, so much at the mercy of any free person whatsoever, live in terror of such females, for they know that they despise and hate them." ~ Mercenaries, pg. 328

Hatred:
It is sometimes hard to understand the hatred of the free female for her imbonded sister. It has to do…with the venomous jealousy of a woman who has taken an unhappy, path, a road commended to her by many but one which she discovered leads only to her ultimate frustration, misery and lack of fulfillment. No woman is truly happy until she occupies her place in the order or nature. ~ Mercenaries, pg. 219

Veils:
Some veils are held not with pins but with hooks or cords, passing about the back of the head. Others are a part of the hook itself. With the hooked cords, which can fasten the hood more or less closely about the neck, like a cloak, I fastened the veil in place. She then looked at me, well silenced. ~ Renegades, pg. 90

Veils:
Veils are worn in various numbers and combinations by Gorean free women, this tending to vary by preference and caste. Many low-class Gorean women own only a single veil which must do for all purposes...The veil, it might be noted, is not legally imperative for a free woman; it is rather a matter of modesty and custom. Some low-class, uncompanioned, free girls do not wear veils. Similarly certain bold free women neglect the veil. Neglect of the veil is not a crime in Gorean cities, though in some it is deemed a brazen and scandalous omission. ~ Slave Girl, pg. 107

Veils:
Free women, drinking, commonly lift their veil, or veils, with the left hand. Low-caste free women, if veiled, usually do the same. Sometimes, however, particularly if they are in public, they will drink through their veil, or veils. Sometimes, of course, free women will drink unveiled, even with guests. Much depends upon how well the individuals are known, and who is present. In their homes, of course, with only the members of their families present, or servants and slaves, most free women do not veil themselves, even those of high caste. ~ Fighting Slave, pg. 276

Veils [Unveiled]:
"In some cities an unveiled free woman is susceptible to being taken into custody by guardsmen, veiled, by force if necessary, and publicly conducted back to her home... Repeated offences in such a city usually result in the enslavement of the female." ~ Players, pg. 125

Veils:
"In some cities an unveiled free woman is susceptible to being taken into custody by guardsmen, veiled, by force if necessary, and publicly conducted back to her home... Repeated offenses in such a city usually result in the enslavement of the female." ~ Players, pg. 125

Veils [5 Described]:
Eta, from behind me, pinned the first of five beils, about my face. It was light, and shimmering, of white silk, almost transparent. Then, one after the other, she added the freedom veil, or veil of the citizeness, the pride veil, the house veil, and street veil. Each of these is heavier and more opaque then the one which lies within. ~ Slave Girl, pg. 107

Veils [Street]:
The street veil, worn publicly, is extremely bulky, quite heavy and completely opaque: not even the lineaments of the nose and cheeks are discernible when it is worn... ~ Slave Girl, pg. 107

Veils [House]:
...the house veil is worn indoors when there are those present who are not of the household, as in conversing with or entertaining associates of one's companion. ~ Slave Girl, pg. 107

Veils [Various Numbers And Combinations]:
Veils are worn in various numbers and combinations by Gorean free women, this tending to vary by preference and caste. Many low-class Gorean women own only a single veil which must do for all purposes. Not all high-caste women wear a large number of veils. A free woman, publicly, will commonly wear one or two veils; a frequent combination is the light veil, or last veil, and the house or street veil. Rich, vain women of high caste may wear ostentatiously as many as nine or ten veils. ~ Slave Girl, pg. 107

Veils [Not Legally Imperative]:
The veil, it might be noted, is not legally imperative for a free woman; it is rather a matter of modesty and custom. Some low-=class, uncompanioned, free girls do not wear veils. Similarly certain bold free women neglect the veil. Neglect of the veil is not a crime in Gorean cities, though in some it is deemed a brazen and scandalous omission. ~ Slave Girl, pg. 107

Raiment:
"Free women, in most of the high cities on Gor, particularly those of higher caste, go veiled in public. Also they commonly wear the robes of concealment, which cover them from head to toe. Even gloves are often worn. There are many reasons for this, having to do with modesty, security, and such." ~ Magicians, pg. 12

Raiment:
Many Gorean women, in their haughtiness and pride, do not choose to have their features exposed to the common view. They are too fine and noble to be looked upon by the casual rabble. Similarly the robes of concealment worn by many Gorean women are doubtless dictated by the same sentiments. On the other hand veiling is a not impractical modesty in a culture in where capture, and the chain and the whip are not unknown. One not regarded as inconsiderable, is that it is supposed to provide something of a protection against abduction and perdition. Who would wish to risk his life, it is said, to carry off a woman who might, when roped to a tree and stripped, turn out to be as ugly as a tharlarion? ~ Rogue, pg. ??

Raiment:
"Free women, incidentally, among the Wagon Peoples are not permitted to wear silk: it is claimed by those of the Wagons, delightfully I think, that any women who loves the feel of silk on her body is, in the secrecy of her heart and blood , a slave girl, whether or not some master has yet forced her to don the collar." ~ Nomads, pg. 58

Raiment:
`In Ar's Station,' he said, `as in Ar, robes of concealment, precisely, are not legally obligatory for free women, no more than the veil. Such things are a matter of custom. On the other hand, as you know, there are statutes prescribing certain standards of decorum for free women. For example, they may not appear naked in the streets, as may slaves. Indeed, a free woman who appears in public in violation of these standards of decorum, for example, with her arms or legs too much bared, may be made a slave.' ~ Renegades, pg. 367

Kneeling:
" On Gor, men sit cross-legged, not women. The Gorean female, whether free or slave, whether of low caste or high caste, kneels. This posture on the part of women, aping that of men, is a provocation. I had seen panther girls in the north, in their desire to repudiate their own nature, and in their envy of men, adopt such a posture." ~ Magicians, pg. 118

Kneeling:
"Aphris of Turia, pleased with herself, assumed her place between the merchant and Kamchak, kneeling back on her heels in the position of the Gorean Free Woman. Her back was very straight and her head high, in the Gorean fashion." ~ Nomads, pg. 94

Couching:
"Any free woman who voluntarily couches with another’s slave, or readies herself to do so, becomes the slave of the slave’s master. By such an act, the couching with, or the readying herself to couch with, a slave, as though she might be a girl of the slave’s master, thrown to the slave, she shows herself as no more than a slave, and in this act, in law, becomes a slave." ~ Magicians, pg. 303

Priceless/Worthless:
I had recalled that he had told me that although the use of an inn girl would cost me, in these times, three copper tarsks for only a quarter of an Ahn, I might have the free woman working in the paga room for an Ahn for only a tarsk bit. To be sure, that perhaps overrated her value considerably, as she was only a free woman. Whereas free women, technically, are priceless, that are also, usually, in bed worthless. They are not worthy of kneeling and humbly holding a candle within a thousand pasangs of a slave. To be sure, they commonly hold an inflated opinion of their expertise and desirability. ~ Renegades, pg. 63

Differences From Slaves:
The slave girl is in a totally different category from the free woman. It is the difference between being a person and being property, between being a respected, legally autonomous entity, entitled to dignity and pride, and being a domestic animal. The same fellow who will go to ubsurd lengths to please a free woman, and even make a fool of himself over her, will, even with the same woman, if she has been enslaved, simply gesture her with whip, and without a second thought, to the furs. ~ Renegades, pg. 65

Differences From Slaves:
"One of the major differences between the slave and free sister is that the slave is generally far more sexually fulfilled than her free sister. This is not to say that a slave may not occasionally be made to beg for sex, or that she may not, upon occasion, have to beg for it. These things help her to understand that she has sexual needs, and that whether or not these needs are to be satisfied, is at the option of the master. ~ Dancer, pg. 298

Differences From Slaves:
"How well, if haughtily, she now walked. I considered the walks of free women, and of slaves. How few free women really walk their beauty, perhaps they are ashamed of it, or fear it. Few free women walk in such a way as to display their beauty, as a slave must." "The long garments, usually worn by free women, such as that now worn be Boabissia, might cover certain defects of gait perhaps, but when one’s legs are bared, as a slave’s commonly are, one must walk with beauty and grace. Too, given the scantiness of many slave garments, it is sometimes necessary to walk with exquisite care." ~ Mercenaries, pg. 207

Differences From Slaves:
"As women, there is no comparison between a free women and her imbonded sister. Perhaps that is why free woman so hate slaves. To be sure, there is something to be said of free women. It is enjoyable to capture, enslave and train them. That is interesting. But then in a matter of time, one is not then dealing with a free woman, but another slave." ~ Mercenaries, pg. 319

Differences From Slaves:
"There is a difference" laughed Hassan, "between the pride of a free woman and the pride of the slave girl. The pride of a free woman is the pride of a woman who feels herself to be the equal of a man. The pride of the slave girl is the pride of the girl who knows that no other woman is the equal of herself." ~ Tribesmen, pgs. 332-333

Curiosity About Sex:
Naturally both free women and slaves, as both are women, are very much interested in one another's sexual activities. It is very natural. To be sure, unless the slave is a bred slave, most of this interest is on the part of the free women, for the slaves have usually, at one time or another, been free women, and have a very good idea of how narrow, dull, limited and mediocre is the sex life of the free woman. Indeed, the matter is paradoxical, for free women have a tendency both to inquire eagerly into the behaviours expected of slaves, and enjoined upon them, and, at the same time, commonly profess horror and scandal at what they hear. ~ Renegades, pgs. 403-404

Jealousy:
I saw that she was terribly jealous of the attention which men might bestow upon the slave, but how could that be, for she was, by her account, infinitely superior of the slave, and she was free? ~ Renegades, pg. 84

Jealousy:
" ‘Why are there so few slaves among the wagons?’ I asked. " ‘The free women kill them,’ said Hurtha." "She was exactly the sort of female which, in her helplessness and collar, in her vulnerability and brief tunic, tends to inspire jealous hatred, sometimes bordering almost on madness, in free women, particularly homely and sexually frustrated ones." ~ Dancer, pg. 50

Contempt:
" 'Slave girls, Mistress?' I asked. 'Yes,' she said. 'They are stinking, meaningless, lascivious little sluts who have been slaves in the arms of Gorean men. It has spoiled them for freedom. They are worthless, sensuous little beasts whose passions Gorean men have seen fit, as cruel masters, to ignite. Their sexuality, their shamelessness, their need, their helplessness, makes them an insult to free women.'" ~ Fighting Slave, pg. 63

Social Pressures:
She ties her master's sandals; she looks up at him; she loves; she serves; she is the female. The slave girl, it might be mentioned, in connection with the "releasing effects" of the collar, is relieved of many social pressures to which the free women, because of her freedom, must remain subject. The free woman, for example, may fear that men will learn of her sexual vitality. It would not do for them to know that she, that a lofty creature, on the couch, is a helpless, panting, licking she-sleen. The slave girl, on the other hand, does not have this problem. She knows that she belongs to a category of women toward which respect need not shown, and will not be shown. ~ Guardsman, pg. 210

Feared By Slaves:
"Most slave girls, incidentally, fear free women greatly." ~ Captive, pg. 197

Feared By Slaves:
"Slave girls fear free women muchly. It is almost as if there was some unspoken war between them, almost as if they might be mortal enemies. In such a war, or such an enmity, of course, the slave girl is completely at the mercy of the free person; she is only slave. One of the great fears of a slave girl is that she will be sold to a woman. Free women treat their female slaves with incredible hatred and cruelty. Why this is I do not know. Some say it is because they, the free women, envy the girls their collars and wish that they, too, were collared, and at the complete mercy of masters." ~ Marauders, pg. 154

Most Interesting Thing:
"The most interesting thing about them was that they could be seized and enslaved. After that they might become of real interest to a man. ~ Mercenaries, pg. 346

Etiquette:
"Some porridge has been spoiled," I said, "It doubtless overflowed the sides of the bowl when you pressed your face into it. That can happen when one feeds too greedily, too enthusiastically. One expects a woman to feed more delicately, more daintily. To be sure you are a free woman, and may eat much as you wish. Still, such feeding habits would disgust a tarsk. If a slave fed anything like that, she would be under the whip within the Ehn." ~ Renegades, pg. 74

Etiquette:
The principle he had alluded to pertains to conduct in a free woman which is take as sufficient to warrant her reduction to slavery. The most common application of the principle occurs in areas such as fraud and theft. Other applications may occur, for example, in cases of indecency and vagrancy. Prostitution, rare on Gor because of female slaves, is another case. The women are taken, enslaved, cleaned up and controlled. Indulgence in sensous dance is another case. Sensuous dance is almost always performed by slaves on Gor. A free woman who preforms such dancing publicly is almost begging for a collar. In some cities the sentence of bondage is mandatory for such a woman. ~ Renegades, pg. 372

Rejection:
"This thing is free!" cried the fellow, giving the Lady Temione another shake. "How dare you send it to my table! I do not want it! Send me a female! Send me a woman! ~ Renegades, pg. 78

Rejection:
Many free women regard themselves, without justification, as marvellous prizes. It can come a great shock to them to suddenly realize they are, for most practical purposes, worthtless. This rejection had shaken her profoundly, Like many free woman she probably regarded herself as inordinately attractive. ~ Renegades, pg. 79

Subjection of Slaves:
I wondered if the free woman really thought that the subjection of slaves to orders ended with such matters as cooking and cleaning, the polishing of leather, and such, and that they would not be similarly subject to orders, and also absolutely, where the intimae, marvellous, precious, private, delicious realms of the furs were concerned. ~ Renegades, pg. 81

Unclothed:
It is one thing for a free woman, tearfully, while in the dignity of robes and veil, to attempt to impose on a fellow's gullibility or good nature, and quite another for her to do so when she is unclothed. When a woman is naked it is sometimes hard for a man not to see her as a female. ~ Renegades, pg. 98

If Enslaved:
"Should you become a slave," I said, "submit yourself to your sisters in bondage, not as one who was recently a free woman but as one who is now the lowest and most ignorant of slaves, the humblest of tyros and novices. Watch them. Learn from them. Serve them. Bring them small treats which you might earn. beg them to help you, to teach you their ways, their arts and secrets. Even such small things as the use of the tongue can make a great difference in whether you survive or not." ~ Renegades, pg. 165

Coin Value:
" ‘This coin,’ I said, ‘when you were put out in the morning if you were used tonight, was to be tied there. It signifies to all who see it that you have served a man. You are given a coin because you are a free woman. That is your payment. To be sure, it is the smallest-denomination coin in common circulation. It is, thus a comment on your value.’ " ~ Mercenaries, pg. 392

Utterance of Master:
"If and when a free woman should utter this, in the Gorean culture, of course, this sort of thing is very significant. Indeed, in some cities such things as kneeling before a man, or addressing him as "Master" effects legal imbondment on the female, being interpreted as a gesture of submission." ~ Players, pg. 139

Seldom Raped:
"There seem to be two major reasons why free women are seldom raped on Gor. first, it is thought that they, being free, are to be accorded the highest respect, and secondly, slave females are regarded as being much more desirable." ~ Guardsman, pg. 184

Harsh Treatment:
"This harsh treatment, incidentally, when she is thought to deserve it, may even be inflicted on a free companion, in spite of the fact that she is free and usually much loved. According to the Gorean way of looking at things a taste of the slave ring is thought to be occasionally beneficial to all women, even the exalted free woman. Thus when she has been irritable or otherwise troublesome even a Free Companion may find herself at the foot of the couch looking forward to a pleasant night on the stones, stripped, with neither mat nor blanket, chained to the slave ring precisely as though she were a lowly slave girl. It is the Gorean way of reminding her, should she need to be reminded, that she, too, is a woman, and thus to be dominated, to be subject to men. Should she be tempted to forget this basic fact of Gorean life the slave ring set in the bottom of each Gorean couch is there to refresh her memory. Gor is a mans world." ~ Priest Kings, pg. 67

A Riddle:
"The Free Woman is a riddle, the answer to which is the collar." ~ Magicians, pg. 50

Permitted To Become Unkempt:
The lovely figures of slave girls are not accidents, only Free Women are permitted to become unkempt or gross.~ Guardsman, pg. 264

Envious of Slaves:
Indeed it was known that some free women actually envied their lightly clad sisters in bondage, free, though wearing a collar, to come and go much as they pleased, to feel the wind on the high bridges, the arms of a Master who celebrated their beauty and claimed them as his own. ~ Outlaw, pg. 66

Natural Set of Masters:
"Goreans, in their simplistic fashion, often contend, categorically, that man is naturally free and woman is naturally slave. But even for them the issues are far more complex than these simple formulations would suggest. For example, there is no higher person, nor one more respected, than the Gorean free woman. Goreans do believe, however, that every woman has a natural master or set of masters, with respect to whom she could not help but be a complete and passionate slave girl. These men occur in her dreams and fantasies. She lives in terror that she might meet one in real life." ~ Hunters, pg. 311

Unable to Compete:
"…no free woman, because she is free, can truly compete for the attention of a man as can a slave girl." ~ Fighting Slave, pg. 217

Ignorance:
"An ignorant free woman is a commonplace. An ignorant slave is an absurdity" ~ Savages, pg. 196

Beauty Enhanced In Slavery:
"Any beauty a free woman has, for example, is enhanced a thousandfold when she becomes a slave." ~ Players, pg. 92

Slaves More Desirable:
"In any contest of desirability the free woman must always lose out to the slave" ~ Mercenaries, pg. 346

Slaves More Interesting:
"The female slave, yours in her servitude, is ten thousand times more interesting than a free woman could ever dream of being" ~ Mercenaries, pg. 346

Teaching:
"It is pleasant to take a proud free woman and teach her her womanhood" ~ Vagabonds, pg. 58

Castes of Gor

The society of Gor is divided into groups referred to as "Castes". Each Cast is made up of its own profession or occupation. Castes are ranked according to their particular place in Gorean society and its interaction. Many castes contain sub-castes that are particular to a unique activity and need of the profession.

An example of such a sub-caste would be the Slavers caste which would be in the caste of Merchants. Slavers are in the business of buying and selling though their particular caste specializes in one item or product.

All Goreans (excluding Priest Kings, slaves, and Outlaws) belong to a particular caste. Castes are hereditary although it is possible for a person to change his or her caste if they possess an ability or aptitude that allows them to raise or lower their caste.

Each caste had a set of "codes" which helps them maintain a series of beliefs and rules for its members. Members hold to these "codes" as they practice their profession. Each caste's code is different and deals mainly with matters of specific interest to that caste.

Most major castes of Gor have their own colors called the "Caste Color". Colors are often worn by the members to display outwardly to others what caste they are associated with. Banners, flags, and sometimes colors of buildings will reflect the caste colors of the individual. Others can see at a glance by the clothing what caste another is affiliated with.

The Five High Castes include:

CASTE OF INITIATES: ~ White ~ Members of this caste are supposed to be representatives of the Priest Kings in Gorean society. Their responsibilities include guiding the spiritual life of Goreans by use of rituals and prayers to the Priest Kings. There are rumors that some may even be able to call down the wrath of the Priest Kings upon those who have offended the Priest Kings. They wear white robes, shave their heads as well as their faces. They do not eat meat and do not indulge in alcohol. They lead a celebrate life, are well learned and read. They are often feared and many times distrusted by members of the lower castes.

CASTE OF SCRIBES: ~ Blue ~ Members of this caste are the scholars of Gor. They are the writers and historians of Gorean society. They are responsible for accounting, record-keeping, and writing. They are usually serious and studious, have an eye for detail and a passion for knowledge. There are several sub-castes in this caste which include Mapmakers - explorers, Magistrates, and Litigators.

CASTE OF BUILDERS: ~ Yellow ~ Included in this caste are architects, draftsmen, stonemasons, engineers, and other professions which are concerned with the physical creations and engineering works of Gor. Inventors and technicians who develop these types of physical creations are also included in this caste.

CASTE OF PHYSICIANS: ~ Green ~ Those who are concerned with the healing arts belong to this caste. Members include, surgeons, apothecaries, medical researchers and health practicioners. They are recognized in all of Gor as non combatents during times of war.

CASTE OF WARRIORS: ~ Scarlet ~ Members of the military such as infantry, tharlarion calvary, and tarnsmen fill this caste. Their set of codes is known to be one of the strictest. This caste comprises the military branch of Gor government.

Low Castes Include:

CASTE OF MERCHANTS: ~ White and Gold ~ Containing literally hundreds of sub-castes this group is a very large caste. Members of this caste deal with selling and trading of merchandise for a profit. For as many products as there are that are to be sold there are about that many sub castes.

CASTE OF SLAVERS: ~ Blue and Yellow This caste deals with the buying and selling of human merchandise. It is a sub caste of the Merchants.

CASTE OF MONEYLENDERS: This caste is composed of the bankers of Gor. The members of this caste are those who trade and speculate with money for profit. The only product they handle is money.

CASTE OF BAKERS: ~Orange and Brown This caste consists of hundreds of sub castes. Generally they are members who prepare vegetarian food or sa-tarna in its many forms.

CASTE OF BUTCHERS ~ This caste and its many sub-castes concern themselves with the acquisition and preparation of sa-tassna, all forms of edible Gorean meat. In conjunction with the caste of Bakers, this caste and its many sub castes are responsible for maintaining the majority of the Gorean industries involved with food service.

CASTE OF WINEMAKERS: ~ The professional production of most fruit based Gorean alcohol is under the auspices of this caste.

CASTE OF BREWERS ~ takes care of the production of the grain based alcohols.

CASTE OF SAILORS: ~ There are several dozen sub-castes in this group. Each sub caste has its own specialty. An example would be the BARGEMEN who steer river barges on the freshwater waterways of Gor.

CASTE OF FISHERMEN: ~ This caste is a sub caste of the caste of Sailors. They harvest the differing varieties of Gorean fishes and sea life for human consumption. Some sub castes include the CASTES OF RIVER FISHERMEN, THASSA FISHERMEN, and NET MAKERS.

CASTE OF ARTISANS ~ This caste is extremely broad. It includes many hundreds of sub castes. Any production of hand-made goods for any use, is considered to be a work of art.

CASTE OF POT MAKERS: ~ Brown and Green ~ This caste is a sub caste of the Caste of Artisans. They produce vessels used to contain substances of all kinds.

CASTE OF SADDLE MAKERS ~ Tan

CASTE OF METAL WORKERS: ~ Gray ~. A sub caste of Artisans they are concerned with the production of most metal items made on Gor. Some of the sub castes under this one would include: SWORDMAKERS,

ARMORERS, and those that work with blacksmithing or farrier work repairing wagon wheels and shoeing Gorean draft and riding animals.

CASTE OF CLOTH WORKERS: ~ Another large and expansive caste, this group contains many sub castes. They are concerned with the professional production of woven cloth for use by the people of Gor.

CASTE FOR RUG MAKERS: ~ This group is a sub caste of the Caste of Cloth Workers. They produce woven rugs for general use. Members of this caste see themselves as independent from the Caste of Cloth Workers.

CASTE OF WEAVERS: ~Concerned with the professional production of textiles for the textile industry, this caste is a sub caste of the Rug Makers Caste.

CASTE OF CARDERS: ~ Sub caste of the caste of Weavers. They produce woven cloth for the textile industry.

CASTE OF DRYERS: ~ This sub caste of Weavers deals with the staining and coloring of cloth for the textile industry.

CASTE OF CLOTHIERS: ~ Another sub caste of the Caste of Weavers, they produce articles of clothing for the Gorean people.

CASTE OF DRESS MAKERS: ~ Sub caste of Weavers which makes feminine clothing.

CASTE OF ROPEMAKERS: ~ Sub caste of Artisans that produces rope, binding fiber, thread and cordage of all types.

CASTE OF LEATHERWORKERS: ~ Sub caste of the Artisan Caste, deals with the fabrication of various leather goods from animal hides of all kinds.

CASTE OF TORTURERS: ~Black and Red ~ Found only among the Wagon People of the far south they are considered to be a sub caste of the caste of Artisans. An assumption may be made that those of the Wagon Peoples consider the application of Torture as an art form.

Gorean RP 101

1. Basic Role-Play

What is role-play (RP)? What elements make up RP? What is Gorean RP? How can we improve Gorean RP? These are some basic questions about RP yet they are important questions, especially as many people’s first experience with RP is their online Gorean RP. Thus, they do not possess the experience and knowledge of the usual RP conventions, the commonalities that exist in this area.

There are many different types of RP but some generalizations can be made. Despite their differences, most RP games have at least three common elements: standardized rules, characters and adventures. The type of Gorean RP that is most common online is a free form style, often deficient in these three elements. Much of this online Gorean RP is improvisational, where nothing is really planned. Online characters often have nebulous identities, undefined personalities and abilities. Free form RP takes little effort, which can be an advantage if you do not wish to invest much time and effort into your RP. But, there is much potential in RP, a myriad of ways to bring added excitement and enjoyment. So, let’s examine the three common elements of RP and understand some of the possibilities.

First, there are standardized rules, which have been the topic of discussion online at various times. Standardized rules make for ease of play, allowing a group of RPers to know what to expect from a game. This helps to minimize arguments over the effectiveness of an action such as a capture. It also allows other players, new players, to more easily join a game as they do not have to learn a whole new set of rules. In addition, it promotes more interaction among various groups as they are using similar standards. Standardized rules can also help handle unusual situations that arise that are often not addressed otherwise.

For most offline RP games, it is not unusual to see game rulebooks containing 100-200 pages of rules. The mechanics of combat often take up the largest part of these rules. Character generation also takes up a substantial part of these rulebooks. Though the rules are fairly comprehensive they can also be fairly easy to understand. Many ten-year olds are capable of understanding such games. Online, we often see people complaining that 3 or 4 pages of rules are too complex. Such a minimal amount of pages should be, as the Goreans say, as easy as a sneeze.

If the message boards are any indication, then it is quite evident that online could benefit greatly from more standardized rules to minimize the many arguments seen over such matters as captures and combat. What rules that are used are often ambiguous and poorly defined. A rule may state that you must indicate “intent” prior to beginning a capture or combat. But what constitutes sufficient intent? Can you just type that you look at someone with intent? Or must you specifically indicate it is an intent to capture or attack? In addition, what few rules that are used online are often rather incomplete. They are not equipped to handle a variety of situations that could be encountered in role-play. For example, most online capture rules do not deal with such matters as the use of tassa powder, the use of poison or the effect of multiple combatants.

There may be some practical obstacles in establishing standardized rules for online RP but those can be overcome. They should not prove insurmountable if people are willing to work toward that objective. People need to understand that such rules are intended to help their RP not hinder it. It is meant to create more plausible and realistic RP. It is meant to minimize conflicts and arguments over whether an action was successful or not. It involves compromise though, a willingness to work towards the betterment of the overall community.

The second main element is the characters. In role-playing, you assume a certain “role” in the game, like an actor in a play. The idea is to get into that role’s mindset, to act as that character would act. The more you develop your character, the easier it can be to understand that role. The most basic information you need for your character is whether he is free or slave. Then if free, you need a city, culture or geographic location and then possibly a Caste as well. If slave, you need to determine an owner and the type of slave you are. Much of this information can be placed into your profile, if available. This will help people interact with you better because they know the type of character they are encountering. To go further, you may want to develop a personality for your character, maybe add some unique traits to him. You can also develop a mini-biography for your character, a personal history of their life before the game started. The idea is to make a character that is three-dimensional, as vivid as any person you know. Your character should be more than a stock Caste member. He should seem alive, real.

While you are RPing, you should try to remain within your role. When you speak during RP, you should limit your words to what your character would say. You should not discuss extraneous real-life matters. Save such discussions for Instant Messages, Private Messages or similar such matters. If you wish to openly discuss real-life matters, take them to non-RP rooms. The key is separating the player from the character, not mixing the two. And your character’s actions should be governed by that character’s personality, not your own. Sometimes a player will not want his character to do some action because the player knows it will lead to negative consequences. But, he should let the character govern what happens. If the character would act, even if the negative consequences will occur, then let the character do so.

The last element is the adventures. This is essentially what the characters do in RP. Sure, characters can sit in a paga tavern chatting, enjoying the kajirae serves. Sure, that can be fun at times. But, RP can be so much more than just that. There is vast potential as to what you can do with your character. You can relive the type of adventures that you found within the novels. You can defeat insidious Kurii plots, battle the evil machinations of a mad Slaver, pursue raiders from Treve through the Voltai, lay siege to an enemy city. The list is endless. And such matters can be so much more exciting than hanging out in a tavern. It helps to alleviate boredom and repetition, to do something different, something exciting.

RPing in those adventures does require some advance preparation. You could try to wing it, to improvise as you go, but unless you are very experienced in RP you might find it very difficult to do. Plus, you will encounter the obstacle of everyone involved in the RP having different ideas of what should happen. It thus often becomes a chaotic mess. To avoid such problems, many RP games use a Game Master (GM) to act as the referee and storyteller for the RP. The GM designs the adventure and then presents it to the players. The GM does have a lot of responsibility and it can be a difficult task. But if done properly, the players will have an exciting adventure that they will talk about for a very long time.

A GM is like an author and the players are like the characters in the story. The GM sets up the setting and plot. The ending remains unresolved though as it is the character’s actions that will determine the outcome. The characters must act in that story, helping to determine how the plot will resolve. The GM will act in the role of other people that the characters may encounter. The GM will also help determine the results of any actions done by the character. The GM helps to guide the adventure without forcing its results. The GM is supposed to be an impartial party, the facilitator for the adventure.

So, what would a typical GM run adventure be like? Let’s consider an example. The GM decides on a basic plot, a search for a hidden treasure cache in the Voltai Mountains. The GM then decides on a way to introduce the characters to the plot. Maybe a character’s uncle dies and in his will gives that character an ancient treasure map. The character may then organize a small group of his friends to hunt for the treasure. As they follow the map, they will encounter certain obstacles that the GM created. The characters may have to deal with a larl, some outlaws or raiders from Treve. The treasure may be deep within a cave and there might be traps in that cave. Eventually, the characters may be able to recover the treasure.

Now, adding these three elements to your Gorean RP will take some work. It will take a group of people willing to work towards a common objective, better RP. It will take the establishment and acceptance of a group of standardized rules. It will take people willing to RP in character, to take on certain roles. And it will take a few people willing to act as Game Masters, to help organize and run adventures for other people. But the ultimate rewards will make all that effort worthwhile.


2. Role-Playing By the Book [top]

If you criticize someone for not role-playing by the books, take a moment to ponder your own role-playing. Do you role-play as closely as possible to the books? Or do you bend the rules at times, veering from the books in certain areas? If you do, then why are you criticizing someone who is doing the same as you? Or do you feel that there is a difference between what you both do?

There are various ways to interpret the books. First, there are those who are very strict, accepting only what is clearly written within the books. Unless it is explicit, they will ignore it. Second, on the opposite side of the spectrum are those who are very loose, who accept nearly anything that is not explicitly prohibited from the books. Third, is everyone in the middle who may tend toward one side or the other. There are generally certain issues that they are stricter or looser on than others. Most people fall within this middle category.

Objectively, one should strive for an absolute middle ground between the two extremes. Each issue should be examined as a part of the whole, through the eyes of a Gorean and not a person of Earth. All of the evidence should be carefully assessed. And then an impartial decision can be made. Remember that the Gor novels are not complete guides to role-play so some educated guesses are necessary.



3. Why Role-Play By the Books? [top]

Role-playing by the books is a controversial subject, sure to garner some heated discussions. Your style of role-play (RP) is simply a matter of preference. You can either RP by the books or not. No one can force you to do either. My personal preference is to RP as close as possible to the Gorean books. I generally only RP with others who share that same objective. Yet, why do I want to RP by the books?

First, it shows honor and respect to John Norman, the creator of Gor. I accept the world he created, warts and all, as he wrote it. I am not trying to change his world or add items that do not fit within the themes and milieu of Gor. It is a way of paying homage to an author who has entertained and fascinated me.

Second, it is a creative challenge to follow the parameters of the books in my RP. It would be very easy to change Gor, to add things to it. It is much harder to remain true to all the restrictions and limitations of the world of Gor. It stimulates my imagination to be bound what the books in my RP.

Third, I find the world of Gor diverse enough without the need to add extra items to it. With over 10,000 pages of information in the series, Gor is quite vividly detailed. And there are still so many untapped areas within the books for RP ideas.

Fourth, I want people to clearly understand what I mean when I say I engage in Gorean RP. If they are familiar with the Gor books, then they will know exactly what I do. They can observe my RP and know where it derives from. They won’t be scratching their heads, trying to determine what book something came from, when that item actually never existed in the books. The designation “Gorean” should stand for something.


4. IC/OOC

Just a few brief comments on the matter of In-Character/Out Of Character (IC/OOC.)

Anytime someone brings a matter of real-time (RT) into a role-play (RP) room, they are speaking OOC. If you mention your RT day, you are speaking OOC. If you go to almost any Gor RP room online, you will see most people blending IC and OOC. You will find very few people who remain completely IC in these RP rooms. Even the Message boards are a blend of IC and OOC. Anytime we discuss RP rules, we are talking about OOC issues. If we analyze the validity of capture/kills, we are talking about an OOC issue. Thus, the concept of IC/OOC is not a new one. Only the terminology might be new to some people.

As per our Laws we do not OOC please see Law#6 only used in emergency case to leave room.

OOC is acknowledged in other role plays and we cant control what others do in thier own rp but when visiting we can simply say ...we do not OOC we speak as the goreans did in the books without brackets taking it out of the rp


5. Ramifications [top]

When a role-play rule is created, it is important to consider all of the potential ramifications of that rule. That is why play-testing of games is often done, to iron our potential rules problems that could result. Some people are particularly adept at using loopholes in the rules to gain an unwarranted advantage. Sometimes the creator of the rule did not consider all of the possible problems that could result from a rule. Let’s consider the example of killing slaves on a No Kill Zone (NKZ) page. Some people want to be able to kill slaves on a NKZ page if they are disrespectful, insolent or acting unslavelike. If that is permitted, what are the potential ramifications? What other factors need to be considered?

First, who defines what is disrespectful, insolent or acting unslavelike? Different people will have different opinions on that matter. Should the person who claims they are offended determine it? Should the slave’s owner determine it? As an example, a free person might command a slave to do something that her owner had commanded her previously not to do. The free person might see this still as disrespectful to him. So, the slave would thus die, even though obeying their owner, because the free person still felt this was disrespectful. If the slave was shown not to be disrespectful, insolent or acting unslavelike, would that invalidate the kill? Who can decide if it should be invalidated for that reason? This aspect contains much potential for abuse as a free person can claim almost anything to be considered disrespect.

Second, by Gorean law, it is illegal to kill or maim the slave of another. The penalty for this violation is compensating the owner for the loss of his slave. But who decides what is proper compensation? The violator? The owner of the slave? The city where the killing occurred? And how will compensation be paid? Money is a waste as online a person can possess any amount of money they wish. They could easily toss 1000 gold tarns at an aggrieved owner. Even though their character may not realistically possess such an amount. For example, if a poor Peasant killed a Passion Slave, who might be worth 20 gold tarns or more, the Peasant would not realistically be able to make such restitution. So, how does one properly assign just compensation? What type of compensation would be equivalent to an online slave? Slaves are property and some can be quite valuable. Such high compensation would definitely act as a deterrent for some.

Third, some owners especially treasured their slaves. The books state that some wars even began over a single slave. Is there any consideration given to this by those who would kill a slave? Are you willing to go to war just to kill a disrespectful slave? Would your city defend you, for killing a slave, if it meant war with another city? Or would they simply turn you over to the aggrieved city? Are you willing to risk an Assassin being sent after you because you killed a slave? These might be extreme situations but they did occur so it was a risk.

Fourth, if a slave has orders to ignore a certain free person, can that free person still kill the slaves? Would ignoring them be considered disrespect? Should we also allow nonGoreans to be allowed to kill slaves?

Fifth, the books mention that “use” discipline is permitted to free people against slaves they do not own, for instance if a slave is disrespectful. The slave is then “used” by the free person as a form of punishment. If we allow kills of such slaves, should we not allow this type of punishment, even on girls who are said to be “restricted?” Killing would be a much more serious penalty so, if permitted, any lesser penalty should be permitted as well. And if a slave is “used” she is not considered to be injured so no compensation would need to be paid.

Sixth, what is the actual effect of being killed? The slave simply creates a new identity, a new slave name and their new character can return to their previous owner. So what is really accomplished? Does the slave really learn any lesson? Does the discipline make her a better slave? For a number of slaves, I do not think it would matter much to them at all.

Killing a slave who is disrespectful, insolent or acting unslavelike was not a common occurrence on Gor. People generally respected the property rights of others. Why should online Gor make such kills commonplace? Why should the people of online Gor ignore the property rights of others? What type of person on Gor routinely ignores the property rights of others?



6. Safe Role-Playing

In offline role-playing, there nearly always exists the chance of death for a character. And that chance is rarely, if ever, questioned. It is part of what makes role-playing exciting, the risk and dangers that your character faces. And there is great satisfaction in beating the odds, avoiding death while accomplishing some great deed. Role-playing where death cannot occur is often dull and unfulfilling. Characters are able to take enormous risks without fear of any ramifications. It becomes less plausible, less realistic. There is little real challenge and it often grows monotonous.

Which is more suspenseful, a story where you know that the characters cannot die or one where a character could die? That risk of death obviously adds suspense to a story. If no one can die, then the ending is fairly certain so there is no need to get nervous during the story. Do we want safe role-play, or do we truly want to role-play on the edge?


7. God-Modding

While role-playing, some people have difficulty separating player knowledge from character knowledge. Their actions thus seem as if they possess extrasensory perception, the ability to read minds. This most often occurs when a person types the thoughts of their character on the screen. Now, any other players present can read those words, thus seeing into the mind of that character. But, realistically, the characters of those other players cannot read minds. So, their characters should not know what the other character thought. They should act as if they were unaware of the other person’s thoughts. They should not react to what was thought by that character.

As an example, a Warrior and a Free Woman are in a room together. The Warrior offers the Free Woman some ka-la-na and she accepts. The Warrior goes and pours them each a goblet of wine. At that moment, the Warrior types in his thoughts and those thoughts are visible to the person playing the Free Woman. He types the thought that he is glad he placed tassa powder into her goblet beforehand. Tassa powder will render a person unconscious and then they can be captured easily. At this point, the player of the Free Woman should not act on the information from the Warrior’s thoughts. She should not suddenly decline the wine or leave the area. Her character would not realize the danger she was in. Not all players though can differentiate between player and character. Some would have their Free Woman act on the Warrior’s thoughts and suddenly refuse the wine, or “accidentally” spill the cup. Obviously that is done to avoid the negative consequences of inaction. It is not role-playing realistically or fairly.

Typing one’s thoughts is sometimes abused as well, often by people who insult other people in their thoughts. They type many insults, stating that they are thinking them and not saying them. Thus, they avoid responsibility for their insults or disrespect. Some slaves even do that. They then feel safe from retribution knowing that people should not be able to read their minds. There is no need for such behavior. The intention of such people is often clear, not to role-play but simply to harass and insult others.



8. Thinking Like a Gorean

The essence of role-playing is that one assumes a certain role, a character within a fictional setting, much like what an actor does. The key to effectively assuming such a role is getting into the mindset of your character, trying to think as that character would. You must suppress your own thoughts in favor of the thoughts of your character. This can be difficult if your character’s thoughts are quite different from your own, alien to your own way of thinking. It takes a great effort then to remain within character, to think like someone so different. It takes a great effort to make that role seem convincing. It is far easier to impose our own mindset upon the character.

Consider all of the differences between Gor and Earth, often enumerated within the Gorean series. Goreans think very differently from the people on Earth in many respects. In addition, their entire society is geared in different directions than Earth. Consider simply the matter of legal slavery on Gor. There are no abolitionist movements on Gor, no protests over inhumanity of slavery. It exists and it is accepted. Most give it little thought in their daily lives. Gor is also not a democratic world. It is a place of hierarchies, of clear levels of power. The Low Castes do not possess the right to vote and that is simply accepted. The list of similar matters that are simply accepted are near endless.

To role-play a Gorean, one thus needs to think like one, not like a person of Earth. One must immerse one’s self into Gorean society and accept what exists as would any other inhabitant of Gor. If you are pondering an action or a decision, you must view it as a Gorean would. Do not think about what you as the player might do, but think what your character would do. They are separate entities, player vs. character. If you think as the player, then you have ended role-playing. You are acting outside of your character. Let’s consider a couple of examples.

The books state that there is clear difference on Earth between the terms “men” and “males.” On Earth, there are few men but plenty of males. But, Goreans would not understand this difference. To them, the two terms are basically identical. Thus, a Gorean would not derisively refer to a Gorean man as a “male” because it would not be considered an insulting term on Gor. Online, we primarily see Panther Girls using the term “male” in a derisive fashion. Yet that runs counter to the mindset of Gor. It is imposing Earth thoughts upon one’s role-play. It would be like an Earth person going to Gor and calling someone a geek or a nerd. The insults would be meaningless on Gor.

The Gor books discuss loyalty often, such as loyalty to one’s Caste and City. People on Gor rarely change their Caste or City because of such loyalty. But yet online, there are characters that change their Caste and City almost weekly it seems. They maintain the same character but go through a series of significant changes. They do not show that sense of loyalty that a Gorean would. They think more like an Earth person who changes jobs at a moment’s notice, who usually moves 5 or more times in their lifetime.

Not many players take on the roles of Low Castes but when they do, they often fail to consider the Double Knowledge. The Low Castes have been taught the First Knowledge which includes many falsehoods about the world. Yet how many people role-play that aspect of their character? It seems that so many Low Caste characters online seem to know all about Earth, to not believe in magic and even know about the Kurii. These characters know everything that the player does which is not properly taking on the role of that type of character. They should be role-playing the ignorance of their character, not imposing their own knowledge on their character.

Obviously getting into the mindset of a Gorean requires knowledge of what that entails. Thus, it is vitally important that one learns as much about Gor as possible. Reading the Gor novels cannot be recommended strongly enough. They provide a sense of wholeness about the world of Gor, setting forth an intricate and compelling world. You get immersed into the thoughts and deeds of the characters of Gor. A website cannot provide this entirety. At best, they give you isolated snapshots of specific topics. They do not provide that collective vision of what makes Gor.

There will be those who object at this point, who claim that there is no single Gorean way. They will state that there are always exceptions on Gor. They may be able to extract an isolated example from the books to justify their character acting in a certain manner. And to a degree that is true. There are wide variations in how Goreans act. Exceptions do exist. But should everyone be the exception? Must everyone act contrary to the average Gorean? What would online Gor be like if everyone was the exception? Why is your character an exception? What is so good about being the exception?

There should be very clear reasons for any such exceptions. They should remain exceptions and not become the norm. If all of our role-play is with the exceptions of Gor, then is it really Gor any longer? Does not the exception then become the norm, thus changing the norm of Gor? Some people think the exceptions are more interesting. I think it is more of a challenge to make an interesting character who conforms to the Gorean norm. When other people role-play with these exceptions though, they treat them as the norm. They ignore the unusual behavior. Is that proper?

An exceptional character should understand the ramifications of their behavior. The reactions of others should be plausible based on Gor. A man who is derisively called a “male” by Panther Girl would probably scratch his head in puzzlement. He would fail to grasp any insult. The man who changes Caste and City frequently would begin to find Castes and Cities who would refuse to take him in because of his record of meager loyalty. They would not trust him. The Low Caste person who did not believe in the First Knowledge might be seen by his peers to be crazy or delusional.



9. Pure Role-Play

Let us isolate the concept of role-play for a moment, distilling it to its purest form. Role-play then becomes a form of entertainment devoid of personal involvement. It becomes very similar to actors within a play, though a play with a minimal script and much adlibbing. Everyone understands that each role is simply that, a role, an assumed identity for the purposes of furthering the entertainment. Thus, the players can freely assume any type of role. Men can become women, women can become men, humans can become animals, etc. In the higher forms of Gorean theater, similar to ancient Greek theater, men took on the roles of women in such plays. Gorean men assumed the role of women because women were not permitted on the stage.

Please refer to Law #7

Much offline role-play (RP) tends more toward this ideal of pure RP. It is viewed more as simple entertainment so that people are permitted to assume any role they desire. Anyone with offline RP experience will know a number of people who have played opposite gender characters, or they may have done so themselves. This is freely accepted offline, as they understand RP is generally a game. In some fantasy RP games, characters may even change their gender during the game, though often through the form of a curse. Thus, a male character may become female for a temporary period of time.

Why then is there so much concern in online Gor about what characters a person is permitted to RP? Why isn’t online Gor closer to pure RP? First, the vast majority of people in online Gor do not possess any experience in RP outside of Gor. Thus, they do not understand many of the customs and conventions within the general RP community. They do not understand the widespread acceptance of these matters. Second, and maybe more importantly, much online Gorean RP touches on personal matters, placing it far from pure RP. This Gorean RP becomes more than just a game. It becomes a matter of relationships, of emotions. People identify more closely with their characters, investing much of themselves in them. Thus, the identity of RP characters becomes much more important to people. Because we are dealing with relationships, people want honesty and trust from those they interact with.

Is this wrong, to make the RP more personal? I do not believe there is a right or wrong in this matter. It is simply a matter of personal preference. And it is definitely here to stay. People are not just going to stay forming relationships online. They are not going to suddenly all move toward a pure RP. The fact of this existence though does place a burden on responsibility on everyone. As there is diversity online, some people who just RP and others who RP with personal interaction, then there is a need to ensure others understand your particular stance. This is only fair to all involved. And this is where most of the potential problems lie.

Please refer to Law #24

People who are going to Free Companion, or enter into an owner/slave relationship need to discuss their personal views on RP before getting so involved. Each party needs to understand whether the relationship will be merely RP or more than that. And the burden lies on both parties to present their own views on this matter. Neither should assume the other party knows their views. Waiting to tell someone your views when the relationship has already begun is too late.

Deception is always the main enemy in such circumstances. And because much of online Gor involves personal relationships, the deception is taken more seriously, closer to heart. And matters that might not be considered deception in offline RP, become matters of concern online. But then again, offline RP generally involves face-to-face interaction so one obviously knows when a person is playing someone of a different gender. As long as online Gor remains entwined with personal relationships, then certain principles will need to be in effect to reduce potential problems.

How does all this then affect the concept of secondary characters for RP? It simply means that it is a possibility for online, provided the proper rules are set in place to reduce potential hazards. Such secondary characters are often intended to be closer to the ideal of pure RP. They are characters who are not intended to have personal relationships online. They are there simply to enhance the RP, to add some variety and diversity. They will often be identified in some fashion so that all are aware they are just RP characters. There will often be rules preventing people from RPing members of an opposite gender. So, safeguards exist.



10. Storylines

How many people in online Gor use storylines in their role-play (RP)? How many people understand how to integrate a storyline into their RP? How many people understand the various types of storylines possible? How many people understand how to integrate Free Women and slaves into a storyline? How many people have experience in creating and running storylines? How many people know the definition of a storyline?

A storyline, at its simplest, is a basic plot, the nucleus around which people RP. Storylines can be very simple or highly complex. A simple storyline would be that a new tarnsman must capture his first slave. A more complex storyline might be that same tarnsman must capture a specific Free Woman while avoiding or defeating an Assassin who has been hired to kill him. Storylines can have preset endings or the ending can be totally unknown. In a preset ending, the players know how the story will conclude; such as they know the villain will be vanquished. If the ending is not preset, then maybe the villain will win. Some storylines have many set details, which others are more free form, accepting whatever may occur. A storyline where a tarnsman must capture his first slave is often more free form. He flies around waiting for an opportunity to arise. In a more structured storyline, he may have to go to a specific city, and will face several specific encounters that have been set up in advance. Then, there are what are commonly called “linear” and “nonlinear” storylines. In a linear storyline, the characters proceed along a certain path, a path that leads directly from the start to the finish. There is generally a single route. In a nonlinear storyline, there are several routes to reach the end point. A character has far more options in a nonlinear storyline.

Obviously, if you are new to creating and running storylines, then simplest is best. With experience, you can then move on to more complex matters. But it all begins with an initial idea, a basic plot. You should always start with that. Once you have that initial idea, then the rest is just adding details to it. The more details you add, the more complex the storyline will likely become. You should remember who will be RPing the storyline as well. If they are inexperienced RPers, then a simpler storyline would be better for them. A complex storyline may only frustrate them. You should also decide whether the storyline will need a specific Storyteller, an impartial referee, or whether it can stand on its own.

Let us then create a storyline to use as an example. I begin with an initial idea, a basic plot. I decide on a “hunt for buried treasure.” It is a simple idea but with many possibilities. At this point, I now begin to add on details to the plot, to “flesh” out the storyline. I need to decide whether the treasure exists or not. Maybe the characters are on a wild goose chase and the treasure has already been recovered or never existed in the first place. If the treasure is real, I need to determine what it is. And then I need to decide if I want the players to acquire it or not. Maybe it is a chest of gold tarns, or a secret journal, or a rare piece of art. As you can see, this basic plot can easily expand in so many different directions. I finally decide that the treasure will be real, and it will be a lost oil painting of a famous Gorean artist.

I then need to decide where the treasure will be hidden, and that will also depend on how hard I wish to make it to be found. Do I hide it close to where the players live, or must they travel a great distance to acquire it? Let us say my players live in Delphius, which is on the coast of Thassa. I decide to place the treasure within a cave in the Voltai Mountains, which is a good distance away from Delphius. This means the players will have to travel a good distance for the storyline. Ok, now I must create a “hook”, a way to get the players involved in the hunt. Maybe one player find an ancient map to the treasure, or it is a family secret passed down to one of the players. Or maybe they are hired by someone else to acquire it. So, I will decide to have the players hired by a Scribe who is seeking the lost artwork.

At this point, I must then decide on what the players will encounter on route to the cave. Part of this will depend on how they will travel there. If they all fly by tarn, they will have different encounters than if they traveled by wagon. I decide that the players will be traveling to tarn. So, I decide to have them encounter a group of raiders from Treve on route to the Voltai. They will have to fight these raiders to be able to continue on. Once they reach the mountain, they will need to search for the proper cave. I might then decide to have the players encounter a larl to fight, or an ost to avoid, or both. Once they find the proper cave, maybe there are traps protecting the treasure that the players must avoid or deactivate. Once they acquire the artwork, they can then fly home and the storyline will conclude.

This is a simple, fairly linear storyline. I could easily make it more complex. I could have introduced another group, enemies, who also were seeking the artwork. The players would then have had to fought them. Or maybe someone else got to the artwork first so that the players need to track down who now has the artwork. The potential choices are endless. A good storyline can enhance your RP, make it more exciting. You can share ideas for storylines with other people, or seek their advice on something you would like to do. You can look through the Gor novels for ideas. Other novels and even non-fiction books can provide ideas for storylines. Use your imagination.



11. Time Frames

If you are emulating one of the cities of the Gor books, do you want that emulation to reflect the realities of the books? If so, what time frame you choose for your emulation makes a significant difference, and it is a matter largely ignored online. For example, do you emulate the city of Tharna before or after its revolution as depicted in Outlaw of Gor? That makes a big difference over the status of women in that city. The amount of military forces available to a city will vary as well dependent upon one’s time frame. Directly after the events of Raiders of Gor, the naval forces of Port Kar, Cos and Tyros are significantly diminished. In addition, before the events of Raiders, Port Kar did not have a Home Stone. Directly after the Jason Marshall trilogy, the naval forces of the Vosk are significantly reduced after their battles with the pirates. At the time of Magicians of Gor the military of Ar has been drastically reduced, especially after the loss of about 45,000 men in the Vosk delta.

There will never be a general agreement over what time frame that all of a specific online Gorean community Gor should use. At best, some cities may choose specific time frames for themselves. And if you wish to be more realistic in your role-play, closer to the books, then choosing a particular time frame makes a lot of sense. It can help defuse arguments and give you a better guideline for your role-play.



12. Role-Playing Limitations & Restrictions

All in Schendi must abibe by the Laws and use as a guide to Limitations and Restrictions within rp

In role-play, no character is perfect. Each character has its own weaknesses, flaws, restrictions and limitations. And these can derive from a variety of sources, such as the character’s geographical location, their culture, their profession, their gender, or their physical/mental attributes. In this way, role-play mimics real life. Part of the challenge, and enjoyment, of role-play is dealing with these restrictions and limitations. And it is certainly more difficult to deal with such matters and remain engaged in plausible and realistic role-play.

Some people won’t be concerned about this. They do not want to have any limitations or restrictions. They do not want to have any weaknesses. They want to know everything, to be able to do anything. They wish to be omniscient, omnipotent. And that is their choice. It is certainly easier to view role-play from this perspective. But personally, I see it as much less of a challenge. And I strive for such a challenge in my own role-play, to push the envelope with my character, to work around my restrictions and limitations.

Let us consider some of the restrictions and limitations that exist in Gorean role-play. First, there are the differences between free and slave, with slaves possessing many limitations and restrictions. Second, there are the differences between male and female, which on Gor can be significant. Third, there are the differences between Castes, between High and Low, and between each individual Caste, each possessing their own Caste Code. Fourth, there are the differences between cities, as Port Kar and Ar would be drastically different. Fifth, there are the differences between cities and the barbarian cultures such as Torvaldsland and the Tahari. Sixth, there are the differences between an Earth mindset and a Gorean mindset. And the list could go on and on.

Often the key to dealing with a limitation or restriction is not so much to find a loophole to it, but rather find a creative way to integrate it into your role-play. You thus embrace the limitation or restriction, transforming it into an opportunity for role-play. You turn a negative into a positive. That may be easier with some limitations and restrictions rather than others, but all can be transformed. It just might take a bit more work. So, let us turn to some examples of what I mean.

The Low Castes of Gor possess the First Knowledge, a mass of lies and myths concerning Gor and the universe. This is a limitation as such individuals do not know many truths that the players would. A Low Caste believes in the existence of magic, and thus fears sorcerers and wizards. A Low Caste believes the world is flat. I once role-played a tavern keeper, a Low Caste, and spent several hours involved in a debate over whether Gor was flat or not. My character adamantly stood by his belief the world was flat. And everyone involved had an enjoyable evening. Low Castes also believe in the efficacy of divination. Yet how often do we see fortune telling and omen reading online? Mainly it is seen in the barbarians and not the cities, though it was rampant in the cities as well.

Then we have the Panther Girls who are primarily restricted to the northern forests. To travel outside the forests involves great risk, and would be an uncommon matter. So, how can Panther Girls deal with this restriction? One way is to make the forests more attractive so that people wish to visit them. They could create role-play scenarios involving hunts for various animals. They could make the exchange points more popular spots. Port Kar gets his lumber from the forests so the Panther Girls might be involved somewhere in that matter. They could work with some players to get them to enter the forests for other storylines, like seeking buried treasure, collecting rare herbs, etc. Rather than leave the forest, the Panther Girls could attract people to come to them.

The distance between cities and other geographical locations can be a limitation. As this is online, a person can “jump” to any room they want instantly. Despite the fact that it might have taken hours, days or even weeks to travel that distance on Gor. By using this “teleportation” a person is ignoring the limitation posed by geographical distance. But, one can enhance one’s role-play opportunities by being more realistic, and actually role-playing the travel aspects. Some consider how much time it would take to realistically travel to a location and keep their character “offline” while traveling. Though they might make stops on route to their final destination.

The key is to use your imagination, to try to conceive ways of working with one’s limitations and restrictions rather than just ignoring them. Discuss the matter with other people to obtain their ideas on the matter. Share any ideas you discover with others. If you learn to role-play with limitations and restrictions, I think you will feel prouder of your role-play, satisfied with a job well done. You will have met a challenge and conquered it. And does that not make you happy, to have surpassed a challenge? And you also find it to be more fun.



13. Emulating Your Character

Role-playing is similar in many respects to acting. You adopt a role and attempt to give a good performance. Now, must you role-play a character that resembles your own real-time personality? Must your character be a similar version of yourself? Or can you role-play a character that is quite different from yourself, who may even be quite your opposite? The easy answer is that you have no restrictions in the type of character you can role-play. They can be as similar or dissimilar to your real personality as you desire. This is also akin to acting. A good actor can play any type of role, even a role that varies greatly from his own personality. How else would we get someone to play evil roles? Would we require only evil actors to play evil roles? No, that would be ridiculous.

Sure, there are actors who play essentially the same type of role time and time again. It is often expected of them and they do quite well in that single type of role. But even they often struggle at times to extend their range, to play a role that is much different from their norm. Robin Williams, known for his comedies and light-hearted dramas chose several darker roles to extend his range. Arnold Schwarzenegger, known for action movies, chose to do comedies as well. They understood the challenge in breaking out of their mold of type-casting. They wanted to test their abilities in different roles, to show they were not one-dimensional.

If one role-plays frequently, one has many opportunities to role-play different characters. As a conservative figure, I have role-played over 1000 characters during my years of role-playing. Those who act as Game Masters/Story Tellers must role-play far more characters than just someone who plays the game. For example, in an ongoing role-play game that lasted for one year, a Player might only role-play a single character during that time. The Player could role-play more characters during that time, but at best it might only be a dozen characters. The Game Master though might role-play as many as a dozen characters in a single session, and hundreds over that year.

All of these opportunities allow you the chance to extend your range, to seek the challenge of playing a character very different from yourself. Online may not have as many opportunities available, but it can be quite refreshing when such an opportunity arises. Sure, every character may possess a little bit of yourself but they may also possess much that is not within you. That will most often be the case when a person is playing a villain. No one thinks that Anthony Hopkins is really similar to Hannibal. Role-playing allows one to play a villain sometimes, to enjoy the cathartic _expression of such a role. And it can be an enjoyable experience, provided you understand what you are doing.

But how does one do that? How does one role-play a character that is dissimilar to their own personality? We can save that discussion for another time.



14. Assumptions

We are often told not to make assumptions yet in role-play, assumptions in certain areas are absolutely necessary. These assumptions are akin to a suspension of disbelief, necessary for a role-play character to immerse himself in the role-playing world. The first major assumption is that our characters exist on the world of Gor, a world like the one described in the books. We assume the sun is in the sky, that there is grass beneath our feet, that larl prowl the Voltai. We assume the existence of massive tower cities, containing hundreds of thousands of people. We assume a working economy that binds cities in trade. The list can go on and on. And these assumptions are freely accepted, as a necessity. This has always been a part of role-play .

If we had to rely upon only actual players to populate our RP, then no one would control an actual city. They would be lucky if they had sufficient people to populate a hamlet, never mind a place like Ar that was said to have 2-3 million people. So we rely on assumptions, on the existence of many unnamed thousands who populate our RP cities. The tags that are used, NKZ/PKZ/etc., all rely on assumptions, on guards that would normally exist in a city but for which no RP city has sufficient players to emulate. We make assumptions of the existence of many Castes which no one RPs. For example, without Peasants, many on Gor would starve but how many Peasants are RPed online? Instead, we assume their existence and that our cities receive sufficient food for their needs.

The same assumptions would apply to the financial situation of our cities. Technically, money is relatively meaningless online as anyone can claim to have whatever amount of gold tarns they desire. That is why you sometimes seem outrageous bids of 10,000 gold tarns for a slave. Yet we must make certain assumptions concerning money. We must assume tax revenues, collection of fines, and trade revenues. We must assume a city collects sufficient revenue to pay all its expenses. We do not expect anyone to keep detailed records of such matters. It is assumed to be taken care of.

A key aspect though of all of these assumptions is that they should be plausible and realistic. Otherwise such assumptions become ridiculous. I could assume that my city’s revenues give me a profit of one million gold tarns a month. But that would be very unrealistic. I can assume I have an army of 500,000 Warriors but again, that would be very unrealistic. There may be few black and white rules over what is unrealistic. But, the Gor books need to be used as the guide as to what would be plausible and realistic. And the information in the books needs to be addressed as a whole, comparing and contrasting the various elements to derive more plausible assumptions. You should collect the various details spread throughout the series to assist in your analysis.

What is often helpful is the creation of certain benchmarks that will limit our assumptions. For example, the size of the fleets of Port Kar, Cos and Tyros, the preeminent naval powers, would be an upper limit on the number of ships a city could own. On land, the army of Ar would probably be the upper limit on the number of Warriors a city would possess. Now, by comparing your city or town to these benchmarks, you can get a better idea of what is more plausible. A city that is half the size of Ar, is likely to have an army half the size as well, within a certain margin.

Now sometimes you have very little information to work with concerning a number of cities mentioned in the books. You might only have a city name, and not even its location. How would one decide on what was plausible and realistic then for that city? Well, first try to gather any and all information about the city from the books. Second, you may need to make a rough assumption about the size and importance of the city. You can still use the benchmarks though, assuming your city is not above those benchmarks. The benchmark cities have been mentioned in the books as the elite, the top of their class. It would be unrealistic to assume your city is more powerful than them. So, always keep in mind the assumptions necessary for your RP but try to keep them on a plausible and realistic level.



15. Role-Play Realism

When creating rules for role-play, a primary consideration is that those rules should promote a more realistic and plausible environment. They should be designed to enhance the role-playing experience while providing necessary restrictions. They allow for the simulation of certain actions that would not otherwise be possible. Online Gorean role-play should not be treated any differently. Rules for such role-play should be carefully designed, to promote a more realistic experience. Let’s examine a few situations with this objective in mind.

Laws: The city-states of Gor are cities of laws. Each city has the Laws that pertain to thier group. They have collections of codified laws and judicial systems to handle violations of such laws. Goreans are generally obedient to the law, especially in their own Home Stone. They generally do not just act in whatever manner they choose. They consider the laws and their Codes in their actions. Yet how many online cities have a set of laws that are listed on their pages? Some have “rules” but they often do not qualify as city laws. They are more often role-playing quirks of that city. And these rules commonly supercede the types of laws provided in the books. For example, some online cities allow a man, on his own, to collar a disrespectful woman of their Home Stone. Yet such a law was never seen in the books. In fact, the books state often that women have the power to speak freely. We should also note here that the legal systems of the books provide for judicial enslavement in certain circumstances, such as a free woman acting slave-like. But, a man does not have the legal right on his own to collar such a woman. The courts must adjudicate the validity of such an enslavement. If online cities had a set of laws to govern conduct within their pages, a number of problems could be lessened.

NCZ/NKZ: The city-states of Gor are usually well-defended places. They have high walls and guarded gates. As most online cities have only a handful of people in their city, they do not possess sufficient people to simulate these defenses. They do not have someone to act as a guard at their city gates 24/7. Thus, rules need to be designed to simulate the strong defenses of a city, to account for the hundreds and thousands of people who would exist in such places. In RP games, these are often referred to as nonplayer-characters. Considering the existence of these people simply imitates what would normally be found within a city of the books. Thus, a NCZ/NKZ tag can be used to effectuate this simulation. Such tags should prevent any and all captures or kills on those pages. This prevents unrealistic role-play where just any person can wander into a city, capture/kill someone, and wander out. Such individuals would first have to pass through guarded city gates. Outlaws for example would be denied entrance in nearly all cities. Then, such individuals would have to locate their target. That can be difficult and should take some investigatory work. Online, most people simply use a “Search” to locate someone, which is poor role-play. Then, the person might have to gain access to the specific building that the target is in, which could also be guarded. There might be many witnesses as well. And then escaping after a capture/kill would also be difficult. Yet none of this is RPed online. People just do a Search to find someone who looks vulnerable, teleports to that page, makes a capture/kill and then teleports away. That is highly unrealistic. It runs contrary to what would occur in a real Gorean city. Yet somehow people think that it is acceptable.

Please refer to Law#11

Capture/Combat: In the most commonly used capture/combat systems online, the abilities, skills and knowledge of your “character” are meaningless. Capture/combat online is often more a real-time skill than a role-playing mechanic. One’s typing speed may be very important though such has basically nothing to do with role-play. In such speed posting systems, the secretary becomes the supreme swordsman of Gor. As another example, if such rules were used to fight a battle between Tarl Cabot and a new recruit, Tarl Cabot would have no advantage over this new recruit. Their skills would be considered the same, despite Tarl in the books being one of Gor’s best Warriors. If you examine other capture/combat systems, you will find many marked differences to the speed posting systems. Such other systems are keyed to the RP character, and not the Player behind the character. A Warrior in those systems would have a better combat ability generally than a Leather Worker or Peasant. A man would possess an advantage over a woman. And typing speed would not be an issue. By designing a system that adjusts for a character’s abilities and skills, it is more realistic. A Warrior on Gor should be better at combat than most other Castes. A woman on Gor should have the disadvantage of a lesser strength. To ignore these differences, is to ignore a significant element of Gor. It is also to ignore the essence of RP, which is emulating the role of another, not simply being yourself.

Extent of Gor: Where is Gorean role-play permitted online? To some, all pages are considered fair game for role-play. In essence, they simply mean that captures and combat can occur on any page, whether Gorean or not. That certainly is not realistic. Gor has clearly defined borders and so should online Gor. Gorean role-play should be limited to Gorean pages that permit role-play. It should definitely not extend to nonGorean pages. To do so, would be disrespectful of those who nonGorean page you are inflicting your RP on. As you would not wish others to RP nonGor games on Gor pages, you should not do the same to them. Educational pages should also be exempt from RP. There is no need to make them available for RP. It is disruptive of their educational purpose. Marked or not, an educational page should be safe from all RP.



16. Rule of Law

As I have long stated, I fully support the rule of law within each Gorean city, camp and other location. That means that the rules of that place are sovereign within that place and no one, absolutely no one, has the right to try to impose their own rules on that place. It does not matter if the rules are silly, unfair, unGorean or whatever, those rules are still sovereign in that place. If we dislike their rules, then we should simply not enter there and ignore it. I have stepped forward to support this in the past and I will continue to do so in the future. I am concerned that others may not respect the sovereignty of these places.

I see the importance of law in Gorean cities, how the laws function to keep a community together, to prevent it from falling into chaos. I view the overall Gorean legal system, extrapolating from the laws presented in the books, and from the laws that are not presented. I ask why all the time, exploring the possible answers to why certain laws exist and why certain ones do not. There are over 80 laws contained within the Gorean novels, the majority dealing with slavery. There are a variety of magistrates, judges, lawyers, and juries.

Please refer to FW Law # 9

Let us then try to break down the various types of enslavement that exist on Gor. I would place them in four general categories. First, there are the voluntary submissions. Second there are legal enslavements, where a person is made slave by operation of the law. At least a magistrate is required to make such enslavements legal and a full hearing before a judge may even be required. Third, there are forced enslavements that occur where there is no law, such as in the countrysides. They are not illegal because there is no law in operation there. Finally, there are the forced enslavements that are illegal. They essentially occur within a city or other area where the law operates. These enslavements either violate specific laws within that area or fail to follow the proper legal procedures.