Monday, July 3, 2017

How much is that Kajira in the Window?

In order to better recruit and retain kajirae and to understand their progress I plan to assign a coin value based on their training.  This assumes they come to us as visitors and spend a couple weeks owned by the Seraglio to we can vet them and deliver some basic training.   If they are collared before the boat rests at the dock their new owners will be responsible for both their training and feeding, and may owe a commission to the slaver's house!

See our Onboarding and Education scrolls for details on our program.  Much of it is a year old, but has been streamlined and better communicated so all my benefit from the quality such order offers our fine city.


Thursday, June 22, 2017

Six Reasons to be a Mirage Dancer

Some of you have completed our Impromptu Tavern Dance series.  Some just want to dance, or sharpen your skills.

Mirage Dancers - now you see them, now you don't.  Join our troupe as we rehearse or perform three Fridays a month at 6pm SLT.  Kontact Koardan or his Snow for details.   Dancers of all cities are welcome.


Mirage Dancers work as a Team

Mirage Dancers Dance

Mirage Dancers are Pleasing and Disciplined

Mirage Dancers are Artful

Mirage Dancers are Limber

Mirage Dancers are Musical

Sunday, June 18, 2017

Wed June 21 - Part 7 of 7 - GDO Tavern Dance Workshop

What Kind of Dancer are You?


Find out in our last session of the Tavern Dance Workshop, the conclusion of the series..  

Is the last of two repeated sessions:
- Sat, Jun 17  (done!)
- Wed, June 21 at 6PM  (don’t miss!)

Hosted in the beautiful city of Teehra.

Come learn how you can find your place in the Gorean Dance Community, whether you wish to be dancer or a supporter.

If you beg nicely we may repeat the series.



Overview of the Series:

Gorean Dance Oasis Impromptu Tavern Dancing

8+ Episode Series Workshops

Classes are 60-90 mins
Instructors: Master Koardan and Snow Mistwood

Hosted by City of Teehra in a safe zone.

Each workshop is a stand-alone class. No need to attend the whole series unless you wish a certificate of completion.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Episode 1

Movement ~ Wiggle that ass!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on movements.

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Episode 2


Movement Continued - Dance HUDs for Gorean Dancers!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on using dance HUDs to control movement.

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Episode 3


The Tavern ~ Sights and Sounds!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on the tavern atmosphere and as a group we will participate in the following:

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Episode 4

Dip that Quill ~ Crafting an Emote!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on the tavern atmosphere and as a group we will participate in the following:

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Episode 5

Lick Your Lips ~ Table Dancing!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on dancing anywhere/anytime.

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Episode 6

Off-the-Cuff ~ Dance a Serve!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on building self-confidence and extending skills.

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Episode 7

Alcove Dancing ~ Alone at Last!

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on building self-confidence and extending skills.

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Episode 8

Find Your Style ~ Impromptu Dancing vs Book Dancing ~ What Kind of Gorean Dancer are You?

This workshop is aimed at those who wish to build confidence in dancing impromptu within a Gorean Tavern atmosphere. Through a facilitated open discussion we will cover the elements of dancing impromptu centered on building self-confidence and extending skills.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

OPTIONAL ~ Mentor Project!


What's Next? Putting it all together ~ Dance!

In essence, you take all parts of this series to earn a Gorean Dance Oasis Certificate of Completion and Master Koardan and Snow will be here to mentor the dancer as they wish:

1. Perform in a Gorean Dance Exhibition
2. Perform in a Gorean Dance Competition - Submit Notecard of Event
3. Perform an Impromptu Tavern Dance (Private or Group)
4. Perform in a Gorean Troupe Dance

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Saturday, June 10, 2017

I See Fire in the Tavern

Every two weeks this Summer we are hosting a small dance event at Teehera's Guilded Cage tavern.  The goal is to have more fun and less stress by using short events.  It combines talents of Teehra, Gorean Dance Oasis, and our new "Mirage Dancers" troupe.

We started with Hoshi performing her 'Fire Dance'.  This was anything but impromptu.  She works hard on every word of each performance.  We were well rewarded with her work.  Though she does not use classical book form, I enjoy her work.  If the both the free and performers are pleased than it seems a worthy venture, as long as we also honor our classical dance faction roots on occasion as well.

For editing and DMCA purposes I replace the music with something I have either (badly) composed, or (expensively) bought. Hoshi performed this dance live to the music of Ed Sheeran "I see Fire" https://www.youtube.com/watch?v=2fngvQS_PmQ. Here is a direct link to Hoshi's video: https://player.vimeo.com/video/221084917.

The format for our Tavern night included this prepared dance by Hoshi, then impromptu dances in the Korner format - 4 dancers, (optionally some musicians), and a master directing them.  We will share pictures and posts from that later, but for now, let's enjoy Hoshi's opening performance.

Thursday, May 25, 2017

Korner Dancers

Do you love Gorean Dance but sometimes find it hard to find 2 hours for a contest or expo?  Welcome to a new format: "Korner dancing".  

Our goal is to add (not replace) existing event formats with something fun that will also exercise our impromptu dance chops.  It can be done near a role-play context so you can please more free from your home.

We focus on low stress fun.  You don't need to buy a lot of animations, write a lot of posts, splice a lot of music, or plot a lot of movers.  It's fault tolerant in case extra dancers show up, or some crash (or never make it).  A good sessions should take 45 minutes.

Two of my Korner dancers practice their instruments.


Here is how to do it.

Roles:  

  • One MC (Master of Ceremonies).  They will need to know how to use dance huds.
  • and from 4 to 7 dancers.

 Items needed: 

  1. An animation HUD for the MC that can invite others.  (Recommended, SpotOn Smooth Dancer)
  2. Animations for the dancers in the Hud. (Recommended, stuff from Henmations - get the Copy version of the animation to keep your life simple)  Put them in your HUD so you can animate your dancers.
  3. A musical instrument for most dancers (incase too many show up and you need to give them something to do as they wait - or if you wish to treat the musicians as a first class function).  Pick something that has an animation but allows you to play with sounds Off.  (Recommended: Haiku: or Mikki Miles)
Though we love our DJs and music, actual sound will be handled informally to keep things simple.  For fancy preplaned stuff you can organize a traditional exposition event or competition.  The Korner format is simply a more structured impromptu tavern dance designed to minimize work and maximize entertainment for the audience (and dancers).  Yes to silence, imagine the music in your mind.  Yes to music from scripted objects.  Yes to pasting a soundcloud or youtube link.  No to fiddling with a stream and dealing with it's delay  (steams are possible but discouraged for this format).

Steps


  1. Pick an MC to lead the session.
  2. Invite dancers to attend.  Hope for four dancers.  Extra people will be musicians.  If you have less than four you can bring an alt or rezz fewer movers.  But in keeping with 'Corners' theme, always four there are (ideally). That's part of what makes it a Korner format session.
  3. The MC will rezz your controller for your group mover if desired and rezz 4 movers (or not using that, order the dancers to stand where you wish). 

    If you have more than four dancer, put the extra in a row to the side to be musicians.
  4. The MC will invite them to dance using your hud.  Make them dance per the animations of the MC's choice.
  5. The MC will prompt each of the dancers in turn to post an emote (short paragraph) on the fly describing how people can see them react to something in the environment (Impromptu Dance Faction).  Impromptu!  Use your senses - no thought emotes allowed.  If the audience can't perceive it imply it with things they CAN perceive. 

    Good example: The dancer reached for the ceiling with slender arms, her hands twisting like osts in the noon sun.  Her gaze falls from her hands down to the foreign Jarl passed out at the far table as the smell of his spilled mead fills the room.

    Bad example:  The dancer wonders who this Jarl is, where he comes from.  Her heart yearns out to him without him even knowing as she pleases the crowd with her motions.

    (Recommended: My Snow's Impromptu tavern dance workshop series to learn more)
  6. If a girl crashes drag a musician in to dance.  If a dancer comes late give them a flute and put them work pleasing the crowed with their musical tones.
  7. After a post or 3 by each girl conclude the event, and send people to the alcoves, kennels, or kitchens as desired (Back to roleplay!)  Do not let it drag on for more than 40 Ehn.
Wardrobe Note: Koardan's Mirage dancers will wear the Alaaya black chalwar with belt, wrist and arm bracelets and chest jewelry, but not the toe jewelry, circlet, or veil, unless otherwise specified.  It is rigged mesh and comes with different sizes.  Link to Marketplace: Alaaya black chalwar by Mirage Treasure Company & Kastle Rock.

Uniform for Koardan's Mirage and Korner dancers.

Variants

  • 'Unity'  Variant: Have everyone dress the same
  • 'Regions' Variant: Have them dress to each represent a different region of Gor  (Gorean Dance Oasis and others teach more about regions).  Max of 4 per session.
  • 'Book Dance' - Have each of the four dancers prepare a different type of book dance.
  • 'Factions' - Have each of the four dancers perform something from this list.  Dance Faction, Story Faction, Verse Faction, Creative Faction.   

Note these skills will add to your GDO Banner and learning.  But more importantly, you will please the free, and practice your skills.

See you in the Taverns.
~ Koardan Head of Slaver case at Teehra, and co-founder of Gorean Dance Oasis ~

((Fine Print: Korner Dancing is CC BY - M. Koardan, ndp.  Use it, tweak it, enjoy it, but reference me as the author of the Korner format when listing credits.))

Tuesday, May 23, 2017

Kajira Stages


(Click to expand the diagram - shows the progression of kajira over time)


So you want to join Teehra?  Here are the different stages new girls go through.  We have practiced it informally but want to restate it here for clarity.  We may make updates later this Summer based on your feedback, or may leave it in place if it works well.

Summary

  1. Visitor
  2. Sand Slave (vetting and training time)
    Belted
    Owned by Seraglio (Head Slaver)
    (unless a free has added them to their private house off sim)
    Matched with a mentor
    Not yet for sale.  Unbranded unless they already have one.
  3. Kajira (full Kajira of Teehra)
    Unbelted (with some exceptions per their owners)
    Owned by the Seraglio (Head Slaver) but quickly rented out to a business or other house for work and experience.
    May also be rented with an eye towards sale.


Step 1 - Visitor

People may arrive on our shores to checkout our fine city to see if it meets their roleplay needs.  While they wear the visitor tag we assume no commitment to Teehra, but treat them like guests to make the good ones feel welcome. 

Step 2 - Sand Slave

We don't choose everyone to roleplay with us at Teehra.  Training and establishing jobs and roleplay lines takes time, so we want people who can add a bit to everyone's experience.  Kajira wishing to join Teehra will let any free or established kajira know, and they will
  • be added to the Teehra group (with humble privalges)
  • wear a 'rope collar'
  • belong to the the Head Slaver on behalf of the Seraglio on paper, but quickly be assigned a mentor (who can be an experience kajira, or free)
  • they will be belted.  Consider them a tower slave.  This is to encourage finer roleplay attitude and ability down the road and weed out the ones who simply want a quickie kinky scene.  Use is fine, but should be done with roleplay for girls who have earned the attention through some work.   There are other sims that are better suited to quickies.
  • Vetting We want both our city and the applicant have a chance to see if we have a mutual fit.  
  • Training.  Promising ones who are simply new to Gor will make good use of this time for training (as discussed on our training page.  Quality - not quantity.
  • They should be paired with a mentor (free, or experience kajira)
If you recruit a girl for your own house off sim that is fine, but be VERY clear with her, her paperwork, and her collar if she will be owned privately by you, the city Seraglio (head slaver), or another private business (and the owner of the establishment).  Otherwise, girls will advance from sand slave to kajira as described here.  The head slaver will probably be more than happy to sell the to you have a brief vetting and training time (a week or 'two').

They are not for sale yet.  

Step 3 - Kajira

After  completed basics girls will be added to the Slaves group and be a full Kajira. They will be branded soon if they are not already.  They will quickly be rented out to one of our establishments in the city
  • A Tavern
  • The Baths
  • The Dance Troupe
  • The harem (of belted tower slaves)
  • A physicians infirmary
  • A scribery
  • The Kaiila stables
  • The docks (for fishing)
  • A slaver house for further training (outer chain, not yet a private slave)
The purpose of this system is give people a connection and tasks to do - as many leave if they do not feel 'owned' by a person.  A building is not enough to keep them.  Technically, the head slaver will 'own' them for clear paperwork, and chance to vet sales (and earn commission).  But it also makes it clear that the person who brings them to Teehra (gives them a rope collar and admits them to the group) is not necessarily their owner yet.



Attributes of Kajirae

  • Branded - Kajira at step 3 should be branded 
  • Rented - Many will be rented out to a business for work, or slaver house, or a free who is interested in a sale.
  • Trained - Each will have a training certificate indicating their level of knowledge (and attitude!)
  • Unbelted (often) - They will be unbelted, unless directed otherwise by their owner.  Even if belted they are expected to serve the free well, including food and drink in the tavern, and some seductive attention (without removing the belt) that will leave the free happy.   
* Some experienced kajira  will serve as mentors.  

* Some who wish to contributed will be 'ordinal girls' First Girl, Second Girl, etc - (Senior Girls).

About protection.  In some rare cases a free may 'protect' a slave who is owned by another who is often away. This is viewed as short term  support for cases where it is not clear if the owner is returning, and we don't want the slave poached away at our docks (or in a raid).  It is preferable to make arrangements for the owner to rent the kajira in exchange for some slave labor.

Sidebar: Though rental and protection is not strictly by the book we aim for quality roleplay.  This protects our fine people of Teehra from being chased away or stolen by people without an IC sale or other RP (and some OOC vetting).  We set our rules by the circle of our swords.  This system has been proven to be a good mix of BtB and OOC sanity over 7 years.  We are roleplaying slavery, but prefer all people behind the keyboards to be enthusiastic about their leisure time or lifestyle.  Otherwise they will find other activities.   (Informed consensual Dom/sub is great.  The world has a bit too much non-consenual traffic these days, which is not what we are about). 

How do I get sold?

First, be level 3 (Kajira)
Second, get branded
Third, notify the Head Slaver
Fourth be rented for a small number of weeks. The Head Slaver makes little coin off of returns!
The head slaver will discuss ((OOC)) with both parties and if all goes will will roleplay a sale.

We recommend people own no more than four slaves for their private house.   Exceptions can be made, but the price goes up ((OOC - a stern gut check)).  Depending on the depth of the connection and time available, 1 or 2 may be advisable.   Businesses in the meat business may have more, but they all have to be managed.  Also, we want to spread the labor somewhat fairly among the free based on their needs.

How do I get feed to a Sleen?

Attitude, as determined during your time as a sand slave.
((OOC, this means you and Teehra will be happier if your roleplay occurs elsewhere - ie, removed from the groups -maaaybe able to visit, but may also risk and estate band))

(we may instead roleplay sending you out the salt pits, never to return, incase my sleen is full or hunting runaway slaves) 

If you are a free we will also raise an eyebrow if you private collar visitors on the dock before they have a chance to go through the level 2 sand slave vetting / training process.  This leads to high turnover and extra work to deal with it, as well as discouraged kajira confused about who owns them who may be more likey to run (thereby wasting ink on our scrolls).

See you in the Sands

 We strive for quality roleplay at Teehra (with a dash of spice and romance) so people enjoy their Go so much they would not think of trading it for other entertainment.  Your contribution makes the world come alive for us all.


((Appendix - on cool letters of the Tahari))

As seen in the picture at the top of this scroll:
  • Guest / visitor - zayir زائر
  • Girl (Level 2 sand slave) - shabb شابة
  • Slave (Level 3) -  eabd عبد - Teehra Collar, Branded.
  • First Girl ‘awwal fata  أول فتاة   (I use the runes generically for all senior girls)
  • Property (Private Girl) - khasia خاصية
  • Rented -  mujir مؤجر  - to business, or prospective owner.  Businesses include the baths, a tavern, the Seraglio, or a Slaver house (outer chain).
  • Mentor alnnasih الناصح
  • Lady - sayida  سيدة
  • Sir - Sayidi  سيدي

Sunday, April 23, 2017

Tavern Dance Class

Our student dancers are benefiting from  Snow's Impromptu Tavern Dance series at Teehra.  These pictures show that the free have also discovered how pleasing these classes can be - even to watch.














Thursday, April 20, 2017

Music in the Market



We sometimes take a break from our roleplay story lines to enjoy some great music at Teehra.  Here we are cutting the rugs with our boots and sandals in the night market to the desert tunes of Gorean Whip Radio.

Wednesday, April 19, 2017

Remodelling



We were lucky to have the building skills of master Ramius to enhance our marketplace.  One thing that has always attracted me to Teehra is the quality and exotic feel of the build. I can almost feel the sand in my boots.  The market is well positioned near the entrance to the city which is important for a trade minded culture.  You don't have to go far to find your first adventures.

Monday, April 10, 2017

A New Pasha

"Let it be known throughout the Lands that I, High Pasha Jabari Adheem ibn Yusuf, Victorious of the Aretai, Owner of the Land of Sand and Salt,  Right Flank of the Thousand , Keeper of the Gates and Master of a Thousand slaves do confer upon my son Khalil Farras ibn Jabari, the title of High Pasha, Victorius of the Aretai, Right Flank of the Thousand, Keeper of the Gates, and Master of a Thousand slaves.  By my hand and seal on this the 5th day of the 3rd Hand of the Month of En'Kara, 10,168 Contasta Ar"

Monday, April 3, 2017

Kaiila Tracks




One thing that makes the sands of our home different that more Northern climes if our reliance on the kaiila.  Nothing can match these for speed, travel over distance, and ferocity in battle - especially when arrayed in a troupe of our skilled riders and warriors.  They do require their share of food and upkeep, but our tribes would be vulnerable without them. 

We are not the only peoples to prize such animals.  For more, review the sketches taken by a Tuchuke rider, and one of the finest hands in Gor.  I hope you learn more about these steeds as I have during your stay at Teehra.

Read more at  Black, a Kaiila, feeds in the plains

See you in the sands....Koardan of Teehra

A day in Teehra

I make my rounds, ensuring things are in in order.

First, I encounter a slave (Phoebe, our En) who is busy preparing to train our kajirae.


As you can see, we attract high quality kajirae to our home.


They are so valuable, I always worry about raiders.  But out walls are high enough, and our guards are skilled enough were we conduct our trades in relative peace - thanks to the strength of arms of our warriors.


These men watch the dock for both trouble and riches arriving at our shore.

But at the days end, we relax at last with a serve at Inn or Tavern - drenched by the music of our traveling performer.


Let the echos of his notes fill your dreams after a typical day at Teehra.



Perhaps it says something I have known the people in these sketches for several years each - or at least ten combined.  See smell profit and opportunity in the next ten. Will you wield blade, string, coin, leather, herb, or ink?

What's in a Language?

One benefit in my eyes of Second Life has been the ability to meet people from across the world.  While sims have a predominant language (English in our case) I would hate to lose people from our community just because they use a translator.

In my first role-play scenes I wondered if the translator would affect the depth of my 'immersion'.  But after getting to know people better I felt I rather adjust my eyes and lose their minds.  The Tahari is a big place, so it may reasonable to think of this in charter of straining to understand far flung dialects.  So far I have been impressed by how good people's English is for the odd bits of IM needed.

There are some tools and practices that can help.
  1. I added a translate widget to this blog :-)
  2. Use translator tools in local chat, and become used to people employing them.
  3. Give a little extra time when responses are required. 
  4. Provide logs of classes people can translate and view later.
  5. Keep your English simple or standard enough so we don't choke the translator.  (/me laughs at his own overly complicated flowing writing)
  6. Remember there are sims based on a given language if that is preferable for some people.
It struck me yesterday in a class that I was actually getting a free lesson in another language as I watched the quick translations roll by. 

Though it's nice when we all speak the same language, I would hate to loose friends or good role players simply because they use a translator.   Using a few techniques may help in this effort.   What suggestions do you have to make our world come alive in an occasional blend of languages?


Example of a translated blog entry

"Roleplaying  - definido como fingindo ser outra pessoa ou fingindo estar em uma situação específica que você não está realmente na hora. O objetivo do role-playing é proporcionar uma experiência agradável não só para si mesmo, mas também para os outros participantes em uma cena."

Tuesday, January 24, 2017

Moderation and Banning

MODERATION

Administration and Moderators are not here to mod your OOC conflict or drama.  Our views on OOC/IC are explained in the "Etiquette" section and you should be familiar with this. We believe strongly that ICA=ICC, it is OK for individuals not to like you, and that personality conflicts will arise but it's a big sim and there are plenty of places to be to avoid an individual you do not care for. If OOC is brought IC there is a very strong likelihood that those players who were involved will be asked to adult, behave or leave the sim. 

The sim Administration and Moderators when called will ask all involved players to step OOC, and to provide notecards of all relevant roleplay up to the point a call was made.  The moderators will declare a roleplay invalid if any of the involved party refuses to provide the requested notecard, if it is determined OOC has been brought IC, or if the roleplay directly violates one of the standards and guidelines that appear here.  You are responsible for making sure that you have read and understand the guidelines before you enter into roleplay.

In *all* mod calls, the moderators will refer to "Tribesmen of Gor" and to the common and accepted standards of by the book Gor to make the most informed decision possible. Once a decision has been rendered, a summary of that decision and the notecards will be sent to all other moderators and the administration, so that all relevant parties are informed of the decision.

Players who wish to argue with a decision, or who are intent on causing further disruption will be immediately banned for 24 hours.  In short, the moderators word is final and all moderators and administration members will be aware of that decision.  The administration has placed their trust in the person who has been chosen as a mod, and that decision will not be overturned because the players involved did not care for the final outcome.

BANNING

The types of behavior that will get you banned from the sim are listed below.

*Improper use of the Raid Teleport - this is a big no-no.  The raid teleport is for raid only.  Using the teleport itself will trigger the alarm. It is the administrators opinion that anyone improperly using the raid teleport should be treated as hostile and should consider possible consequences of their actions before doing so.

First Offense - The administrators and moderators assume that this is an accident and you get a pass.

Second Offense - The administrators and Moderators assume that you cannot read English or that your actions are deliberate.  You will be banned.


* Violation of LL TOS, including harassment, griefing, stalking of another player, etc.
* Player Abuse - This includes spamming another person(s) with vulgar, hateful or offensive messages either IC or OOC, thought emotes, in open chat and private messages.
* Repeated violation of Sim Standards and Guidelines
* Metagaming & Godmodding
* Misuse of Alts (we do allow alts as long as the sim administration is informed of who the alt is)
* Behavior deemed by at least two mods or administration members to be disruptive to the entirety of the sim
* OOC conflict brought IC
* Insulting or arguing in group chat with group members

First Offense - Banning from the sim, which may last for a short period of time, or could be indefinite depending upon the action that led to the banning and reporting to Linden Labs.

Second Offense - Permanent Ban

Monday, January 16, 2017

Assassin

Assassins are a part of Gor but not mentioned in the book "Tribesmen of Gor".  Refer to the guidelines below if hunting.

Teehra

BLACK CASTE LAWS
<<------------------------------------------------------------------------------------------------------------------->>
Updated 10/5/2016


Off sim OOC BC Moderator:    Dagik (Kerok Toxx)

Teehra Administration Team:      

As such, we are trying a new approach.  These revised rules have been discussed at length with our Off sim BC Moderator as well as several other veteran BC players who serve in BC Moderator positions on other sims. 

The significant change is that we are no longer going to provide for OOC client anonymity.  The   un-redacted client meeting and Hunt Log will be provided to the mark following the 24 hour meter death if requested.  The BC's RP will be validated separately from the Client's.  Both will be necessary for the mark to have been killed validly IC.  If there is substantive evidence of OOC client motive at that point, admin action may be taken, just as it would be in any other circumstance of metagaming

Should a client's motives be revealed to be OOC, the kill will be invalidated, allowing the mark to proceed in their RP as if it never happened.  As long as the BC's RP adhered to the rules, their reputation will not suffer nor will it affect their ability to hunt in Teehra in the future.

Assassins will need to make clients aware of this OOC before the contract is accepted, and clients should understand that they may be asked to provide proof of IC motivation for the contract.  They should also be made aware that should the mark produce OOC drama or retaliatory metagaming, it will be dealt with swiftly as per sim rules. It is a bannable offense. 

We realize this is a sea change, and that it may not solve these problems, but in the interest of
improving the roleplay experience for all players which includes fair moderation for all players,
we're going to give it a try.  We hope that you understand and invite you to work with us on this
endeavor.

BEFORE THE HUNT

·       In order for any player in the role of a Black Caste Assassin to hunt in Teehra, certain OOC criteria must be met:

·       →  AVATARS must meet the minimum age of at least six (6 months) old, must be male, and must follow appropriate avatar dress and appearance guidelines for Gorean roleplay.

·       →  RULES:  Assassins should read and understand all sim rules.  Black Caste Rules deal specifically with the procedure for hunting in Teehra, but Assassins will be expected to comply with all sim rules and approved weapons.

·       →  APPROVAL:  Prior to hunting in Teehra, the Assassin is required to contact a Sim Administrator and the Off sim BC Moderator to get approval to hunt in Teehra.  Those who are unknown in BC RP circles or whohave a dubious track record may, at the discretion of the Off sim BC Moderator and Admins, be denied permission to hunt or kill a mark in Teehra.

  • ·       You do not need to reveal any further information about the client nor the mark at this time to anyone, nor will your presence/purpose be revealed beyond the Admin team and Off sim BC Mod.   
  • ·       Special permission must be obtained from the Off sim BC Moderator and Sim Admin Team if more than one Assassin is knowingly hired to kill the same target.  The Assassin must include the roleplay bringing the other Assassins into the hunt in the Hunt Log. 
  • ·       An Assassin may not complete more than two contract per month in Teehra, though they may be part of a group hunt at the discretion of the Admin Team and Off sim BC Moderator. 
  • ·       Contracts may be passed from one Assassin to another, and the roleplay of such must be included in the Hunt Log.

DURING THE HUNT

→   LIVERY & MARK:  Approved Assassins wearing the black habiliments of their caste and who display the mark of the dagger on their forehead will be permitted to enter the village, keep their bows, and in general be left alone to do their work.  If the Assassin wears a helmet or other garment that obscures the mark, they may be asked to show it by any citizen.

Assassins in livery who are not clearly marked or whose mark is obscured may be stopped and asked to reveal their mark at any time; however, it is acceptable for Assassins to use their meter label to clarify their mark's visibility if it is reasonable to do so given their attire.

→   DISGUISES:  Approved Assassins may conduct all phases of their hunt in disguise, including thekill phase.  Disguises should be logical and fall within the acceptable bounds of BTB Gorean RP.

Believability of your disguise is dependent as much or more on your roleplay as the way you dress your avatar.  Realistic, convincing roleplay is expected.

If hunting in disguise, Assassins cannot expect to have the immunity of a marked Assassin such as being able to retain their bows at the gate, and they will still need to reveal their mark to their target before the kill.

Assassins in disguise when doing the actual kill must have the mark clearly visible to the victim at the time of the kill ((marked assassin)) on your meter at the time of the kill is acceptable for visual clarity.

It is not acceptable to join any group of Teehra in the course of a BC hunt, even as part of a disguise.

Group membership provides OOC advantages, will be considered metagaming, and your hunt
invalidated.

→   DURATION OF HUNT:  In order to support a more positive roleplay experience, a valid hunt must take place over 3 days (72 hours) , after which the mark may be killed at the soonest opportunity. 

If the mark is an Teehra resident or citizen, at least two of the three days of the hunt must take place in Teehra.  If a portion of the hunt takes place elsewhere, the Assassin is still required to contact the Teehra Off-sim BC Mod and Administrator to seek approval prior to beginning the hunt.
            
If the mark is not a resident or citizen of Teehra belonging to its main group, the hunt may take place in any location as long as it meets the other criteria.

THE KILL PHASE

→   Once an Assassin has confirmed the mark's identity via role-play and completed a 3-day hunt, the Assassins can attack their mark whenever the opportunity presents itself.  No 30-minute rule applies.

→    REVEALING THE MARK:  Prior to attacking the mark, the Assassin must reveal their mark to their target in an emote of at least fifteen (15) words. 
              
If the Assassin has been hunting in disguise, they may complete the kill in disguise, but must be marked and must reveal the mark at the time of the kill prior to engaging in meter combat.

→    KILLING BLOW: This must be a minimum of three (3) descriptive posts of at least (15) words, after which the kill button on the meter may be clicked. 

→    LEAVING THE KILL:  Following the assassination attempt, the Assassin must make their way to either the raid dock or the RP dock to emote leaving Teehra with one (1) post of at least ten (10) words in length.

If the Assassin fails to make the kill, having to abort the attempt after the attack has started, they may try again to complete the kill or may pass the contract as long as they successfully leavethe sim through the method described above.
               
If the Assassin has completed the kill but is captured or killed on his way to the exit, that does not invalidate the assassination, assuming everything else would have been otherwise valid.

MODERATOR REVIEW

→    HUNT LOGS:  Hunt logs must be complete and submitted to the Offsim BC Moderator in a timely manner or the kill may be ruled invalid.  The BC Moderator has up to 24 hours to review the HuntLogs and determine if the kill was valid.
             
→    RULES:  A valid kill may not have any portion of the hunt record in violation of any Teehra sim rule, up to and including the BC rules and combat rules.

→    BC MODERATOR RULING:  The review of the Hunt Logs by the Offsim BC Moderator will be done in a timely fashion, and he will issue a ruling the validity of the BC's roleplay.  If all requirements are met and no rules broken, the BC's RP will be considered valid.  Once the mark is provided with the un-redacted logs and is able to provide a sim admin with substantive evidence that there is OOC motive and/or lack of IC motive, the admin team will investigate further in conjunction with the BCModerator.  Should it be proven that the client has no valid IC motivation, the mark will not need to honor the death.

→    METER DEATH:   Anyone killed on Teehra must accept the meter death, which on Teehra is 24 hours. Should the kill be ruled invalid, a Moderator will allow them to reset their meter.



AFTER THE KILL

→    If a kill is successful and valid, the target will be "dead" and ghosted on the meter for 24 hours as per sim rules.

→    24 hours after the kill, the BC Moderator may provide the mark with the complete, unredacted Hunt Log if it is requested.  The Hunt Log is purely OOC information and while it may be used to make OOC decisions about roleplay, it is not information that can be used in roleplay for any reason, including metagaming or reprisals.  Doing so is a bannable offense.
              
If the mark can present substantive evidence that would inavalidate the client's IC motivation and provide OOC motive, that should be presented to the BC Moderator at this time as an appeal.  The client may be asked by the moderation team to provide proof of IC motivation.

→    The mark may choose a variety of ways to deal with his or her death in roleplay.  This is entirely their choice as a role player.  What they absolutely may not do is seek any reprisals on the client or the Assassin.  Some of the options for dealing with the assassination include:

- Permanently kill off your character.  You may choose to reuse the avatar and give it a new name, history, and clothing, and retire the old character permanently.  This is a "clean slate."
- Temporarily "kill" the character, only remaining "dead" to the client and Assassin.  Thismeans that client and that Assassin may not pursue further RP with your character, including another contract for any reason.  This may "incapacitate" your character and after the 24 hour meter death, and play the assassination off as an attack in which you sustained grievous injuries that robbed your memory of any knowledge that would involve reprisals.

[10/05/2016]

Raids

Raid Information

Roleplay based raids are encouraged, and will be reciprocated once we are open for raids. Please read our combat rules carefully, they are not the standard norm. Because our market gates are open raids will require three entry posts. Ideally these posts will be made by the person in charge of the raid. Only one voice will be recognized, that will be the first voice used and that person is responsible for ensuring three entry posts before entering the city. The need for posts removes the need to make you stand there and wait "X" number of minutes before entering.  There are no minimum word requirements but please use a complete sentence. Example: 1) "Looks to the men that I have brought with me. " 2). Calls out "Men arm up!" 3) "To Glory!" runs towards the gates.

Raid Ratio: 1:1

Raids at a Glance


  1. Moderation will be kept to a minimum. Try to keep your roleplay plausible, be fair and have fun.  When all else fails use the books as your guide--if it's not found in the books, and a mod needs to be called, chances are very likely it will be ruled invalid. 
  2. Anyone not wishing to actively participate in raids can do so by not wearing a meter or moving inside and placing themselves in "OOC/AWAY" status until the raid has ended. 
  3. Our women and slaves can and will defend their home. Women and slaves who arrive with you are subject to being captured.
  4. During real time combat or raid scenarios, the need for stopping to "post" is an excuse to add "role-play". The GM meter already has time sinks built into it for certain actions for fairness of play.  As such, the  posting requirements that you find on other  BTB SIMs are not required here, with the exceptions listed below.
          Roleplay actions that require one or more emotes during a raid include: 
  • DISARMING will require ONE EMOTE per item of ten words, because of the time it can take, disarming during a raid is discouraged.  
  • INTENT TO REMOVE CAPTIVE FROM SIM must also be emoted, and must include captives name and the location where the captive will be taken and kept. 
  • KILLS that occur during raids  will not be recognized as an actual death.  The person will instead be injured seriously enough to render them unconscious. TWO EMOTES are required to render a player unconscious during a raid.  The injured party will revive after an hour and will be required to seek medical attention--this includes raiders as well as defenders.  You must include the name of the person in at least one emote. You must give an indication as to the type of injury the player experienced.  
  • A rescue attempt will be mounted within 24 hours of a captive leaving the sim.  No attempt will begin until a reasonable by the book ransom has been sent to the sim and the sim has had an opportunity to respond.  Ransoms are only to be paid in by the book, reasonable, NON-linden trade items. Within the first 24 hours of captivity no free person will be forced into a collar nor can any captive be killed. The only time a kill will be recognized is if the behavior of the captive was so heinous or against the books that a kill was necessary- both parties will need to provide scripts. 
  • Captives can only be taken to a sim that will reciprocate our rules, or are recognized and raidable BTB sims. Captives *may* roleplay an escape, or will need to be returned to sim at the end of four days (remember the first 24 hours will be a waiting period--this allows three days of extensive RP). Captives may elect to extend captures for the good of a storyline and will communicate that to the Admins & Moderators. We recognize that downtimes do occur on sims-escape attempts will not be valid nor recognized if there is no active roleplay on sim at the time the attempt occurs. In other words, if there is no witness, it cannot be validated. 

Complete Raid Rules

Rules, standards of conducts and or guidelines cannot possibly cover every minutia of roleplay, so we ask you to fall back on common sense as your guide.  Try to keep your roleplay plausible, be fair and have fun.  When all else fails use the books as your guide--if it's not found in the books, and a mod needs to be called, chances are very likely it will be ruled invalid.

       *******ONLY RP MODS OR ADMINISTRATORS MAY DECLARE RP INVALID*****

WE would like to keep moderation to a minimum. Always try to resolve any issues yourself before calling a Moderator.   DO NOT declare a combat or role-play invalid and take it upon yourself to make the resolution to it.  If you are calling a Moderator, you and the persons involved will be removed from Combat until the issue is settled. Other Role-players will Continue in Roleplay.

In the event a moderator is required, notecard the situation.  Be prepared to have the exact rule that has been broken available. We prefer not to moderate your roleplay in-character actions. IF a mod is contacted for an IC situation--be prepared for IC consequences.  All actions will be invalidated if meta gaming or god-moding are discovered.

NON-COMBATANTS - Anyone not wishing to actively participate in raids can do so by not wearing a meter or moving inside and placing themselves in "OOC/AWAY" status until the raid has ended. At that time, you can put your meter back on and continue roleplay as normal.  If you choose not to participate during the raid, you cannot participate as a member of the rescue group.

CHEATING - We all know what it is and how it is done.  No jumping or flying, no teleporting in after the raid has started,  no speed enhancers, displacers, attack huds, weapons that continue to do damage after an individual has been bubbled, or anything else widely considered a "cheat" The consequences of cheating and being caught will affect your entire group.  First offense- a slap on the wrist and a warning not to do it again.  Second offense? Your group is no longer welcome to raid, skirmish, kidnap or capture from our sim. You are urged to police your own, before it becomes necessary for us to do so.

SLAVES/FREE WOMEN - Our women and slaves can and will defend their home. They are limited to the following weapons: dagger, poisoned pins, whips, sticks, stones, fists, brooms, or any other weapon on the allowed list which do appropriate damage and have administrative approval. They are not allowed to openly attack.

Women and slaves who arrive with you are subject to being captured. They may be enslaved, held for a reasonable BTB ransom, or impaled,  they may even be invited for an extended visit.  You are discouraged from placing the women and slaves of your home in such a perilous position, but if you need to, understand the consequences of doing so.

FIGHTING SLAVES - Fighting slaves are trained fighters and have the approval of Teehra to defend their owners and their cities.  a weapon will be handed to them in the event of a raid IF it is known they have permission to do so from their owners.  It is the owners responsibility to inform the city officials of their slaves ability to fight, and consent. The rules regarding killing during a raid apply to them as well. Because permission to handle weapons is a given, they are exempt from the the usual punishment of death for attacking a free as a result of the raid. If a fighting slave is caught on that raid by the raiders he may be killed.


RAID 

Raids or skirmishes by definition are hostile or aggressive actions that take place within the city by those who are visiting. You must have a valid reason for the raid. If a moderator is called, you may be required to produce that reason.  If this is the start of a longer storyline, or the culmination of a storyline, try to make it part of something larger and more creative then "I'm bored, let's raid."

EMOTES: During real time combat or raid scenarios, the need for stopping to "post" is an excuse to add "role-play". The GM meter already has time sinks built into it for certain actions for fairness of play.  As such, the  posting requirements that you find on other  BTB SIMs are not required here, with the exceptions listed below.

Roleplay actions that require one or more emotes during a raid include: 


  • DISARMING will require ONE EMOTE per item of ten words, because of the time it can take, disarming during a raid is discouraged.  
  • INTENT TO REMOVE CAPTIVE FROM SIM must also be emoted, and must include captives name and the location where the captive will be taken and kept. 
  • KILLS that occur during raids  will not be recognized as an actual death.  The person will instead be injured seriously enough to render them unconscious. TWO EMOTES are required to render a player unconscious during a raid.  The injured party will revive after an hour and will be required to seek medical attention--this includes raiders as well as defenders.  You must include the name of the person in at least one emote. You must give an indication as to the type of injury the player experienced.  


Assassins are not required to abide by this rule for contracted kills; they must be a recognized member of the Black Caste and follow Black Caste Guidelines.


CAPTURE -Captures will not be considered valid if no witness can validate it.  Roleplay is why we are here, lets do it! CAPTIVES MAY COMMIT GM METER SUICIDE--at their option--INSTEAD OF BEING TAKEN OFF-SIM--we don't condone it, but neither do we condone forcing a roleplay on someone who vehemently disagrees with it to the point they would rather suicide then commit to the roleplay. Remember--it's your character.  GM Meter suicide is a 72 hour (three day) death.  When you return you will return as someone else.

DRAGGING CAPTIVES - Dead weight is heavy - One Captive at a time - Intent must be announced via emote which includes location of where captive will be taken -No fighting - Running - Swimming- while dragging a captive.

RESCUE ATTEMPTS - A rescue attempt will be mounted within 24 hours of a captive leaving the sim.  No attempt will begin until a reasonable by the book ransom has been sent to the sim and the sim has had an opportunity to respond.  Ransoms are only to be paid in by the book, reasonable, NON-linden trade items. Within the first 24 hours of captivity no free person will be forced into a collar nor can any captive be killed. The only time a kill will be recognized is if the behavior of the captive was so heinous or against the books that a kill was necessary- both parties will need to provide scripts.
 If at any time a Free Woman loses all means of self-protection and falls prey to a Warrior or one who is stronger than she, she is said to be within the boundaries of "capture rites."

          Capture Rights 


  • If she is to be held for ransom, then she retains her free status... she is not branded or collared, though depending upon the whim of her captor she might be facestripped or put to sexual use. 
  • During the period of her captivity she does not refer to freemen as Master, but rather as "Captor." In some cases she is simply chained in the holding of her captor and ignored until she can be exchanged for ransom. 
  • Since Free Women of high caste typically fetch a ransom equal to or in excess of their bride price, the richer and more powerful her family the greater her chance of being ransomed. For a poor Free Woman, perhaps of the peasants or a similar low caste, she can usually not expect such treatment. In such a case the Free Woman in question typically may expect nothing better than either her enslavement, if she proves to be pleasing, or her execution if she is not.


Captives can only be taken to a sim that will reciprocate our rules, or are recognized and raidable BTB sims. Captives *may* roleplay an escape, or will need to be returned to sim at the end of four days (remember the first 24 hours will be a waiting period--this allows three days of extensive RP). Captives may elect to extend captures for the good of a storyline and will communicate that to the Admins & Moderators. We recognize that downtimes do occur on sims-escape attempts will not be valid nor recognized if there is no active roleplay on sim at the time the attempt occurs. In other words, if there is no witness, it cannot be validated.

SKIRMISHES

Skirmishes, are brisk and brief encounters with a specific goal in mind and are intended to enhance the aura of Teehra. The skirmish is a roleplay tool and is meant to be used as such.   Do not abuse it-it is not intended to be a tool that will allow abusive actions, nor is it a tool to be used to rape, torture or kill at whim.  If you are here to kidnap a specific person--they will be returned alive and relatively unharmed (freedom is iffy) at the end of the story.

Skirmishers will arrive at the visitor docks. The party will involve no more then three individuals.  Upon arrival, the end goal of the skirmish must be announced and it must be specific. If you have been employed to kidnap a person, that person must be named. If you have arrived to bully or harass a specific person, they too  must be named.  Raid rules apply in a skirmish.

Examples of skirmish goals include kidnapping a specific named individual, harassing a specific named person,  or theft of goods from a specific merchant or captain. No captives other then the named individual will be removed from sim. Likewise, no random willy-nilly killing of folks.  It is assumed that you A) have scouted out the location where you will be going and B) are arriving only to snatch and grab with little or no RP interaction. That being said, after you have announced your intention you are NOT required any further roleplay until you have reached the individual or item involved. Have fun and be imaginative!