Friday, May 8, 2026

"The Circle" by Arealius the Sailor, Scribe of Port Olni, inspired by Lady Kati Evans

https://wanderingsofasailor.blogspot.com/2026/05/the-circle-by-arealius-sailor-scribe-of.html  

Copied here so I would not lose the story.... 


This manuscript was developed by the author with the assistance of AI tools. Google Gemini used for drafting support, language refinement, and idea exploration. All intellectual contributions, narrative decisions, and final edits are the sole work of the author. AI was employed strictly as a tool, not as a co‑author, and its role is disclosed here in accordance with publishing integrity standards.

Gor is Copyrighted by John Norman

The Circle

By Arealius the Sailor, Scribe of Port Olni
Inspired by Lady Kati Evans, Scribe of Port Olni

The shadows of Scribe Tower grew long as the sun descended toward the Olni River, washing the upper chamber in amber. Below, the docks kept their steady rhythm — water against timber, commerce against stone — but here, among the scrolls and cushioned benches, four members of the Scribes of Port Olni had drawn themselves into a quieter world.

Ana Barbosa, keeper of the caste's records, adjusted her robes and glanced toward Arealius with the particular warmth of someone who has long since stopped distinguishing between pride and affection. Lady Sho sat across from them, her Northern composure settling over the room like the cool of the tower itself. Beside her, Lady Kati Evans — a woman whose history in the Sardar-touched lands predated most living memory — watched the exchange with eyes that missed very little.

"We really should have a case built for your histories," Ana said to Arealius. "Of all the things that belong in this library, your city records belong at the top of the list."

The reunion warmed the room for a time, but the warmth carried its own shadows. The name of Aldo (named Aldae Nagy) drifted through the conversation — his impatience had called him back toward the stations, another departure in a caste that had seen too many.

"I have been missing my Olni family," Lady Sho admitted, her voice softened by her veil. "I appreciate what you have kept together in my absence, Ana."

"I have done little but keep records," Ana replied. "I am clearly not much good at keeping *people*."

A silence followed — not uncomfortable, but honest. Then the conversation turned, as conversations among Scribes inevitably do, toward the work itself.




Kati began to speak of her path into the caste — an unusual one, as most were. She had served as a Magistrate in Fina years before she had officially taken the robes, and the experience had sharpened her in ways the scrolls alone could not. She recalled a particular afternoon when two warriors had come to blows in an infirmary, and she had reduced the matter to a legal summary so precise and so brief that the High Magistrate had elevated her standing before the afternoon was out.

Arealius listened with the attention of a man who collects such details for reasons he doesn't always articulate immediately. When she finished, he tapped a finger against his chin.

"Let me ask the group a question," he said. "Would it be more productive to establish something like a Gorean Cultural Center — public forums, talks, artworks, a gathering point — or to build toward something more formal? The Imperial Ar model has its merits. A *litterator* gathering students in a rented hall, a single teacher, rows of pupils receiving instruction in an orderly progression from letters to rhetoric. It produces citizens capable of navigating courts and commerce. But it is a contained thing — it assumes the student comes to knowledge, rather than knowledge going to the student."

Kati turned to face him more directly, something quickening in her expression. "Tell me what you know of how they actually did it — the ancients of those city-states. I have read fragments, but you have studied them more deeply than I have."

Arealius settled back slightly, the posture of a man who has been waiting, without knowing it, for precisely this question.

"Before we speak of how they taught," he said, "we should speak of how we came to be here at all — because the two are not unrelated. You know, as any Scribe should, something of the Voyages of Acquisition. The Priest-Kings did not scatter humans across Gor at random. They were meticulous in a way that speaks to a very particular kind of intelligence — one that valued control above all else, and preservation above intervention."

"The reasoning was elegant, in its cold way," Arealius said. "They selected regions of Gor that mirrored, as closely as possible, the climate and geography of the Earth regions from which the humans had been taken. Not out of compassion — or not primarily — but to ensure survival and to minimize what I can only describe as the shock of displacement. A man from the northern steppes of Earth woke to find northern steppes beneath him. A man from the coastal plains woke up to the coastal plains. The Priest-Kings were not interested in watching their specimens die of confusion."

"And they placed cultures together," Sorana added. "Groups from the same origins, settled in proximity."

"Generally, yes — though they were careful to separate those groups with geography. Mountains, seas, deserts. Enough isolation to allow distinct cultures to develop, but within environments suited to those cultures' existing knowledge. People who knew how to fish were placed near water. The people who knew used herd animals were placed on open ground." He paused. "The transition itself left no memory. Humans were taken unconscious — placed into something like a deep sleep for the voyage — and they woke in their new world with basic tools, perhaps some livestock, enough to survive the first days. No Priest-King stood among them to explain what had happened. To those first settlers, it must have felt like a divine relocation. A mystery with no author willing to step forward and claim it."

"And then the Priest-Kings withdrew entirely," Sorana said.



"They withdrew to the Sardar, yes, and watched. They considered themselves gardeners rather than rulers — which is a distinction that flatters the gardener considerably, I have always thought. They observed through means we do not fully understand, and they intervened in precisely one circumstance: when a colony developed technology they deemed dangerous. Impersonal ways to kill an opponent from a great distance. Anything that threatened the controlled, low-technology order they had designed. In those cases, the intervention was swift and absolute. Flame from the sky. No warning, no negotiation."

"Enforced without appeal." Arealius let that settle for a moment. "Beyond that single constraint, the colonies were left entirely to build what they would — their own cities, their own laws, their own castes. Which means that everything we are — the Scribes, the Warriors, the Builders, the way a city like Olni organizes itself and teaches its children — all of it emerged from what those original settlers carried inside them when they woke. Not instructions. Memory. Cultural memory, embedded so deeply it survived displacement, survived the loss of their world, and reasserted itself here."



Kati was quiet for a moment, turning that over. "Which means the way we teach is also a memory."

"Precisely," Arealius said. "And it is worth asking which memory we are drawing on — because not all of them were brought here equally. The city-states of the Vosk and Olni rivers were modeled, whether consciously or not, on the earliest Greek-speaking settlements of Earth's ancient world. Which means that buried somewhere beneath the way we have always done things is a particular tradition of learning — one that predates the later Imperial Ar pipeline, one that is older and in some ways more honest about what a city actually requires of its people."

He leaned forward.

"We should begin at the beginning..."

Kati reached into her robes and produced a scroll, setting it on the bench between them. There was something almost careful in the way she placed it — as though the idea deserved a moment before it was spoken aloud.

"The Imperial Ar way has its virtues," she said, "and I do not dismiss them. But what I have in mind is older, and I think better suited to where we are. The ancient city-states of the Greek-speaking world — the ones the Vosk and Olni cities were modeled upon — did not teach behind closed doors. Their scholars walked. They argued in motion, through groves and open colonnades, in the market and along the waterfront. Knowledge was not delivered; it was *drawn out*, through question and challenge and the friction of minds in disagreement. The teacher did not stand above his students. He moved among them."

She tapped the scroll. "I called this 'The Circle'. It is not a classroom. It involves poets, theater, lectures, storytelling — and it does not wait for the people to come to it. It goes to them, wherever they are. Thirteen weeks, moving through the city, finding its audience in the streets rather than summoning them to a bench."



Arealius looked at her for a long moment, then gave the short, satisfied sound that passed with him for a laugh.

"Young lady," he said, "we have arrived at the same clearing by different paths. I was thinking of a location. You have planned a curriculum. But the root of it is identical — and you have named the distinction I was reaching for. The Imperial Ar method produces a certain kind of mind. Orderly, literate, prepared for civic function. But it assumes a stable city with citizens already engaged. What we have here requires something different. The oral tradition, the walking dialogue, the question that does not let a man sit still and simply receive — that is what puts people back into the life of a place."

Kati turned to face him more directly, something quickening in her expression. "Tell me what you know of how they actually did it — the ancients of those early city-states. I have read fragments, but you have studied them more deeply than I have."

"We should begin at the beginning," he said, "because the philosophical tradition everyone remembers was built on a foundation that is easy to overlook. Before any child in those city-states could sit with a great thinker and argue the nature of justice, he first had to learn his letters. That was the work of a *grammatistes* — a teacher of basic reading and writing — who operated out of a rented room or a shaded porch, charging whatever the family could afford. The child wrote on a wax tablet with a stylus, tracing the teacher's letters until his hand knew them without instruction from his mind. Arithmetic was learned through counting stones and the abacus, practical enough to be useful in the market before it was ever useful in philosophy."

"And the girls?" Kati asked.

"Largely taught at home by their mothers," Arealius said, "though this varied considerably. Basic letters found their way into many households regardless of what the formal schools provided. One city-state in particular — famously martial, famously severe — educated its girls with nearly the same rigor it applied to its boys, including physical training that would shame most warriors I have known. But that was the exception. In most cities, the *grammatistes* served the sons of citizens, and the daughters learned what their mothers thought worth knowing."



"So the philosophical tradition — the walking, the questioning, the open dialogue — that was not for the unlettered."

"No," Arealius agreed. "Basic literacy was the threshold. You had to be able to read before a teacher would invest a serious question in you. The foundation came first, and higher learning was built upon it. The two were distinct — a child did not move seamlessly from one to the other as part of a single designed system. He crossed a threshold. He became, in a meaningful sense, a different kind of student."

Kati nodded slowly. "And in the Imperial Ar tradition? Was the threshold the same?"

"That is where the difference becomes instructive," Arealius said, leaning forward slightly. "In Ar, the system was more deliberately continuous. The *litterator* handled the earliest stage — reading, writing, and basic arithmetic for children of seven or eight — in settings that were genuinely classroom-like. A rented shop front, wooden benches, students reciting aloud together, often loudly enough to disturb the street outside. Above the *litterator* came the *grammaticus*, who taught literature and language to older students. Above him, the *rhetor*, whose domain was oratory and the art of public argument. Each stage fed directly into the next. It was a pipeline, not a series of thresholds. A citizen who completed it was equipped for courts, for commerce, for civic participation at every level."

"Efficient," Kati said again, with the same measured tone she had used before.

"Efficient," Arealius agreed. "And not without genuine merit. Ar produced administrators, lawyers, military commanders of considerable intellectual formation. But the pipeline had a shape, and that shape pointed toward a particular destination — the capable, functional citizen who operated well within the existing order. It was not designed to produce the man who questions the order itself."

"Which brings us back," Kati said, "to the teachers who worked in the open air."

"It does. The most celebrated of them charged nothing for instruction. He owned no hall, kept no roster of students. He simply appeared — in the market, near the fountains, at the edge of a crowd gathered for some other purpose entirely — and he began to ask questions. Not to demonstrate his own knowledge, you understand. Quite the opposite. He presented himself as a man who knew very little and wished to know more. He would take a word — courage, or justice, or piety — and ask his companion what it meant. When the answer came, he would examine it. Gently, but without mercy. He would find the edge where the definition failed, and press there, not to humiliate but to *reveal*. The student discovered, in the course of the conversation, that what he had assumed he understood, he did not understand at all. And that discovery — that moment of recognized ignorance — was the beginning of genuine learning."

Kati was quiet for a moment. "He taught by making people uncomfortable."



"He taught by making people *honest*," Arealius said. "Which is not the same thing, though it often feels like it. And he did it in the open air, among ordinary people, not in a hall reserved for those who could afford the bench. A cobbler could stop and listen. A warrior passing through could find himself drawn into an argument he had not anticipated. The market did not pause for the lesson — the lesson lived inside the market."

"And the others?" Kati asked. "The ones who came after him, who built on what he had begun?"

"Those who followed," Arealius said, "were more systematic, but no less committed to the living exchange. One of his most celebrated students gathered his own followers and walked with them — that was the practice, quite literally. They would set out in the morning and walk the colonnades of a grove or a public garden, and the teaching happened in motion. The act of walking together put teacher and student on the same physical level. No one sat at the feet of another. They moved, and as they moved they reasoned — about nature, about politics, about what a city owed its people and what a person owed their city. The questions were never finished by the time they returned. That was considered a sign the conversation had been worth having."

"That is almost exactly what I imagined for ‘The Circle’," Kati said, and there was something in her voice that was neither boast nor surprise but a kind of quiet recognition. "Not a lecture given to a sitting crowd, but a movement through the city that gathers people as it goes. A question put to a dockworker in the morning that he is still turning over by evening."

"Yes," Arealius said. "And there was a third tradition, somewhat different in form but rooted in the same understanding — that knowledge must be earned through argument, not simply received. These teachers gathered students in more dedicated spaces, gardens and halls set apart for the purpose, but the method remained dialectical. A proposition was advanced and then attacked, from every angle, by everyone present. The teacher's role was not to provide the answer but to ensure that no weak argument survived unchallenged. Students learned to hold a position and defend it, or to abandon it gracefully when the better argument emerged. They learned that truth was not a possession but a *direction* — something you moved toward together, never quite arriving."

Kati looked down at her scroll for a moment, then backed up. "The Imperial Ar method would have none of that. A child sits. A teacher speaks. The child repeats. It is efficient, I grant you."

"Efficient for producing a certain kind of citizen," Arealius agreed. "One who can function, who can read a contract and file a petition. But not one who can ask why the contract exists, or whether the petition ought to be necessary. The ancients understood that a city is not a machine to be staffed. It is an argument to be continued. And the education they gave their people was preparation for that argument — not relief from it."



"Then 'The Circle' must do both," Kati said, something hardening pleasantly in her voice — the tone of a conclusion being reached rather than announced. "It must be the *grammatistes* and the open colonnade at once. Those who cannot read must find a way in through the spoken word, through the story and the poem and the public question. And those who already carry their letters must be drawn out of the hall and back into the street, where what they know is tested against the living city rather than the scroll."

Arealius regarded her for a moment with the particular expression of a man who has spent a long career being the most prepared person in a room and has just encountered someone who may require him to work harder.

"That," he said quietly, "is a better synthesis than I had managed."

Ana had been leaning forward on her bench through all of it, and now she spoke with a directness that surprised no one who knew her. "We need more instruction in simply being Gorean — in understanding what a city requires of its people. If they are not in the streets, the city does not breathe. What you are both describing — it could bring them back. Not to a classroom, but to each other."

Lady Sho, who had been listening with the patience of someone who has learned to let ideas find their own shape, offered a quiet observation: "It builds on the old fire talks. It is intuitive. It feels like something that was always waiting to be named."



"Perhaps that is what 'The Circle' is," Kati said, looking at the scroll. "Not an invention. A remembering."

The light continued to fade. The four Scribes remained where they were, the scroll open between them, its thirteen weeks of mobile, public education already beginning to feel less like a proposal and more like an intention.

Outside, the Olni moved steadily toward the sea. Here, the old tradition was shifting — not away from the scroll, but beyond it, back toward the riverbank and the open air, where truth was not merely archived but spoken, contested, and lived.


Editor’s Note:

In the Chronicles of Gor, John Norman provides a fair amount of detail regarding the "Voyages of Acquisition" and the subsequent settlement of humans on Gor. The Priest-Kings were meticulous, though their logic was driven by a mix of biological preservation and a desire to maintain a controlled, low-technology environment.

The Logistics of Deployment

The Priest-Kings did not simply drop humans randomly across the planet. Their placement followed a specific "Matching Principle."

Environmental Parity: The Priest-Kings purposely selected regions on Gor that mirrored the climate, geography, and ecology of the Earth regions from which the humans were taken. This was done to ensure the survival of the "specimens" and to minimize the psychological shock of the transition.

Cultural Clusters: Humans were generally placed in groups according to their original cultures (e.g., Vikings were placed in the northern wastes to become the Red Hunters or the inhabitants of Torvaldsland; nomads from Earth’s steppes were placed in the Plains of Turia).

The logic of Isolation: While they matched environments, the Priest-Kings also strategically separated these groups with vast geographical barriers—seas, mountains, or deserts—to allow distinct cultures to develop in relative isolation under the "Gorean" umbrella.

The "Awakening" and Interaction

The transition from Earth to Gor was rarely a conscious experience for the original settlers.

The "Great Sleep": Humans were typically taken while unconscious or placed into a state of suspended animation during the voyage through the Sardar Mountains or via the "Steel Doves" (spacecraft).

The Initial Settlement:
There is no record in the novels of Priest-Kings standing among the colonies to give instructions. Most settlers simply woke up in their new environment with the basic tools or livestock necessary to survive the first few days. To the humans, it often felt like a divine or mystical relocation.

Policy of Non-Interference: Once the colonies were established, the Priest-Kings adopted a strictly hands-off approach. They viewed themselves as "gardeners" rather than rulers. They remained hidden within the Sardar Mountains, observing through advanced surveillance but never directly interacting.

The Only Form of "Interaction"

The only way the Priest-Kings "interacted" with the colonies was through the enforcement of the Stabilization Laws. If a colony developed technology that the Priest-Kings deemed dangerous (such as gunpowder, advanced electronics, or flight), they would intervene—usually by destroying the technology and its creators using "Flame Deaths" delivered from the sky.

Beyond this enforcement of technological stagnation, the human colonies were left entirely to their own devices, forced to build their own cities, laws, and "High Castes" from the ground up.

The Mechanics of a Classical Lesson in Bronze Age Greece

The Setting: Lessons often took place in the open air—under the shade of a plane tree or within the colonnades (stoas) of a gymnasium. There were no blackboards or fixed rows of chairs. Students often stood, walked, or sat on stone benches or the ground around their teacher.

The Socratic Method:
Teaching was rarely a one-way lecture. It was built on dialectic—the art of investigation through conversation. A teacher would pose a question, and through a series of responses and counter-questions, the student would be led to "discover" the truth or identify the flaws in their own logic.

The Tools: While the primary medium was speech, students used wax tablets (pinakes) and a metal stylus for temporary notes or mathematical proofs. More permanent texts were written on papyrus scrolls, though these were expensive and usually held by the teacher.

The Peripatetic Style: As seen with Aristotle, lessons were frequently mobile. Teachers believed that physical movement stimulated the mind, so they would pace through the groves while explaining complex biological or metaphysical concepts.
---------------------------------------------------

Education in Imperial Rome was not a state-run system but rather a private, tiered journey designed to transform young boys—specifically those of the elite—into effective orators and statesmen. For the Romans, education was less about acquiring broad knowledge and more about mastering the art of persuasion and Roman virtue (virtus).

1. The Three Tiers of Schooling

Roman education was divided into three distinct stages, though only the wealthy progressed through all of them.

The Ludus Litterarius (Primary Stage): Around age 7, children (both boys and some girls) attended a basic school run by a litterator. Students learned the "Three Rs": reading, writing, and basic arithmetic. Discipline was famously harsh; the use of the cane was common to ensure focus.

The Grammaticus (Secondary Stage): From ages 12 to 15, boys of the higher classes moved on to study under a grammaticus. The curriculum shifted heavily toward Greek and Latin literature, particularly epic poetry like Virgil’s Aeneid. Students analyzed grammar, style, and the moral lessons found in mythology and history.

The Rhetor (Advanced Stage): Reserved for the elite, this final stage focused on rhetoric. Under a rhetor, young men learned the nuances of public speaking, legal argument, and debate. This was the "law school" or "political science" of the day, preparing them for careers in the Senate or the law courts.


2. Pedagogy and Materials

The Roman classroom was often a small room or even a rented porch off a public street, meaning students learned amidst the noise of the city.

Writing Tools: Students wrote on wax tablets (tabulae) using a pointed metal stylus. For permanent work, they used reed pens and ink on papyrus.

Memorization: Rote learning was the standard. Students were expected to memorize massive passages of poetry and the Twelve Tables (the foundation of Roman law).

Declamation: To practice rhetoric, students performed suasoriae (speeches to persuade a historical figure to take a certain action) and controversiae (debates on hypothetical legal cases).


3. The Role of the "Paedagogus"

For a wealthy Roman family, education didn't just happen at school. A paedagogus—usually a Greek slave—was assigned to a young boy.

The Guardian: He walked the child to school, carried his tablets, and sat in the back of the classroom.

The Tutor: More importantly, he supervised the boy's behavior and helped him practice his Greek, which was considered the language of high culture and intellect.

4. Education for Women and the Poor

The educational experience varied wildly based on social status:

Women:
While some girls attended the litterator, their education usually ended there. Wealthy girls were often tutored at home in music, dance, and household management to prepare them for marriage, though some became highly cultured and well-read.

The Lower Classes: For the vast majority of Romans, formal schooling was an unaffordable luxury. Most children entered apprenticeships early, learning trades like pottery, weaving, or carpentry through hands-on labor.

5. The Greek Influence

By the Imperial period, Roman education was essentially bilingual. The Romans held Greek culture in high esteem; to be considered truly "educated," a Roman man had to be fluent in Greek. This "Graeco-Roman" synthesis ensured that Greek philosophy, medicine, and science were preserved and integrated into the Roman world.




Thursday, May 7, 2026

The House and Office in Olni

Love having a nice patio,

Added a wall for the mailbox

A great mailbox
- New Design Above -


Office and Home sign.

I love how the office came out.  Still looking for the 
other map with the trade routes on it though.

My certificate.


Price list for services.






Family pictures and shelf.


Class room at Scribe Hall.










 

New Port Talis Laws (Reopened May 2026)

 PORT TALIS — A BTB GOREAN CITY


Located along the Cartius River, Port Talis is a southern Gorean city

committed to, adult, BtB roleplay.


Port Talis envisions itself as a dominant Merchant City, controlling trade along the Cartius River and defending its waters from piracy. But beneath the surface, whispers tell of hidden black markets, pirate dens, and forbidden dealings tucked deep within the port’s underbelly. Whether these shadows will rise to challenge the lawful keepers of the city remains uncertain.


For now, the docks are quiet… and peace lies like a thin veil across the streets.


By entering this region, you agree to all rules below.

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􀀂  Port Talis - Housing Rules

PORT TALIS — HOUSING RULES


◈◉◈═════════════════════════════════════════════════════════════ ◈◉◈

SECTION 1. GENERAL CONDUCT


Roleplay Etiquette


All residents must adhere to the Gorean theme at all times while within the sim. This includes appropriate attire, language, behavior, and general conduct.

Play Gor.


Respect for Others

All players and roleplay styles deserve respect.

Harassment, griefing, OOC attacks, metagaming, or abusive behavior will not be tolerated under any circumstance.


Community Participation

Residents are encouraged to take part in city events, gatherings, and roleplay scenes to help build and maintain the roleplay environment Port Talis strives for.


Doors & Lockpicking 

Understand that in Second Life, any door can be lockpicked whether you are inside or not. This cannot be controlled by the sim. IC consequences apply if lockpicking is used as part of RP.


SECTION 2 - RENTAL AGREEMENT


Payment Terms

Rent is due on a weekly basis. Payment must be made in full to maintain residency. Payments not received within 5 days of when it is due can result in eviction if prior arrangements with sim staff are not made. 


Rental Duration

The minimum rental period is one week. Continued residency is contingent on adherence to these and other sim rules. 


Refund Policy

Refunds will be permitted if requested and there is time left on a rental. Once refund has been given any items left will be returned and the rental will open for new renters.


Authority of Sim Management

Sim Owners and Management have the final word in all matters concerning

housing, rentals, and conduct. Non-compliance with rules or management decisions may result in eviction and/or removal from the sim.


Script Limits

Residents should use low-lag, low-script furnishings whenever possible.

Excessive script usage may result in requests to reduce load.

If you are using older furniture with pose balls, you MUST stop all pose ball animations before leaving the sim. This helps maintain performance for all residents.


Rule Changes

Sim Management reserves the right to update, amend, or expand these rules

as required. Residents will be notified of changes, but it is each resident’s

responsibility to remain informed.


Return of Prims & Lost Items

Port Talis is not responsible for any lost items if your objects

are returned due to:

• non-payment of rent

• eviction

• parcel reassignment

• rule violations


Returned items in SL can break or vanish. This is beyond our control.


Agreement to All Rules

By renting a house or shop in Port Talis, you automatically agree to

all Sim Rules and Rental Rules, whether you have read them or not.


Reading the rules is your responsibility— not the responsibility of Port Talis.


SECTION 3 - GENERAL RENTAL RULES


Group to Rez

You must have the MMD Estate Group to rez or rent. Obtain it from the Sim Bot or request it from Staff. If someone is rezzing items in your house ensure they are listed on your rental. 


Furnishings

Homes must remain Gorean appropriate. No modern décor, neon, electronics, or futuristic items. Furnishings should reflect your caste, status, and role.


Scripts and prims

No excessive scripts. Items that lag the region may be returned.

Prims must remain within parcel boundaries. Do not encroach on public walkways, docks, roads, or waterways.


Final notes

Rentals must appear lived-in. Vacant or empty homes may be reclaimed for active citizens.


Sub-renting is not allowed. Sharing your home with a non-citizen requires admin approval.


If absent for 10+ days, notify Staff or your home may be reclaimed.


The City may reclaim parcels for:

– rule violations

– abandoned rentals

– excessive lag

– OOC misuse of property

􀀃 Port Talis Slave Rules 

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PORT TALIS — SLAVE RULES


Welcome to Port Talis.

These rules outline expectations for all slaves entering the Port.

Please consider your choices carefully before stepping into the

roleplay area.


All Sim Rules apply equally to Free and slaves.


◈◉◈═════════════════════════════════════════════════════════════ ◈◉◈

1. OWNED SLAVES


• Owned slaves will be assigned to their appropriate groups once

their Owner has completed the HoC interview or process to make Port Talis their home. If this is not completed please reach out to a member of the admin team.


• If an Owner becomes a resident of Port Talis and rents a home,

they will receive the land group from the Sim Bot.

(Land group is for renters only.)


• All other tags will be assigned as needed based on caste, location,

or roleplay function.


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2. UNOWNED SLAVES


• All unowned slaves entering Port Talis must join the Port Talis

Slave House if they wish to be sold to a citizen of the city.


• Port Talis maintains a slave market, where slaves may be sold

through RP to lawful Free of the city.


• Unowned slaves seeking to submit may:

– Ring the Visitor Bell, or

– Walk the city and actively engage in RP.


• Do not sit inside cages unless that is your intended RP choice.

If you place yourself in a cage, ensure that someone’s attention is

gained so the action is witnessed IC.


• If no one arrives, do not remain idle.

Seek RP, approach scenes, and facilitate your own play.

In Port Talis, slaves are expected to participate, not wait for

others to entertain them.


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3. NPC OWNERS


• A slave may use an NPC Owner for RP purposes.

• NPC Owners may not affect outcomes for other players nor prevent punishment of the slave for IC actions.

• NPC Owners may not engage in combat or influence combat scenes.

• Slaves using NPC Owners are still encouraged to:

– Join the Slave House

– Receive training

– Be sold through the city’s slave market


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RULES FOR WANDERING SLAVES


Wandering Is a Privilege, Not a Right

Free-moving slaves must understand that wandering the city is an IC risk.

Gor is not safe for unescorted slaves. By wandering, you accept all IC consequences. At the same time we want everyone to have fun and  enjoy their time in the city. This is not to discourage such, just to make aware. 


Unknown Slaves Are Subject to Seizure

Slaves without clear ownership, tags, or escort may be:

• questioned

• detained

• taken to the Slave House

• collared

• sold


This is BtB and part of Port Talis RP.


Present Yourself Clearly

When wandering, your ownership should be obvious:

• Wear your collar visibly

• Wear appropriate city or caste tags

• Follow any posted city protocols


Uncollared or untagged slaves may be assumed unowned.


Do Not Wander Idly

Slaves wandering should engage in meaningful RP. Standing around waiting for someone else to initiate RP is discouraged in Port Talis. Lingering to listen to conversations and gain IC information without properly posting as if spying is not allowed. Using information not gained legitimately IC is not allowed.


Actively seek scenes, assist Free, or approach the Slave House

to offer service or inquire about training.


Slaves Must Yield the Road

When moving through the city, slaves should:

• step aside for Free

• avoid blocking doorways

• kneel or bow if required 

• speak respectfully and without negative thought emotes


Wandering Into Restricted Areas

Slaves may not enter:

• private homes

• administrative buildings

• caste headquarters

• the barracks

• areas marked IC as restricted or any other location noted by a Free person


Unless escorted by a Free or granted IC permission.


Misconduct While Wandering

Slaves wandering the city may be punished for:

• disrespect toward Free

• ignoring commands

• entering restricted spaces

• attempting to flee

• failing to behave as a Gorean kajira/kajirus


All punishments must remain within sim rules and BtB standards.


Capture of Wandering Slaves

Any Free Citizen of Port Talis has the right to capture a wandering unowned slave — or an owned slave behaving dangerously or improperly

outside their Owner’s supervision.


Captured slaves may be taken:

• to the Slave House

• to the Market

• to the Defender Caste

• or to their lawful Owner (if one exists)


Responsibility for Your RP

Wandering slaves are expected to create and facilitate RP. Do not linger silently in corners or stand idle waiting for scenes. You are part of the city — engage with it.

􀀁  Port Talis Combat, Raid, and Assassin Rules

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Port Talis - Combat & Raid & Caste of Assassin Sim Rules 11-3-2025

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ABDUCTION/KIDNAPPING


1) *Sixty (60) minutes of RP required with target before attempt*

If you have your sights set on taking someone, keep in mind that it will NOT be honored if there are not at least 3 active warriors on sim at the start of the RP. There is no way in all Gor that a land would be without their warriors, so please ROLEPLAY realistically.


2)  You must RP your intent to grab, apply capture scent, knock unconscious, draw your weapon, etc. AND allow the target to emote a reaction to the aggressive action.


3)   You must RP leaving from the main docks (where the ship is) - [You Cant leave at Tavern dock]


4) There must be a minimum of 3 active warriors on Sim (if unsure check with an admin or mod)


Sixty (60) minutes of RP required with target before you can attempt to initiate 1:1 combat - why?? because we are a roleplay sim - no exceptions


Sixty (60) minutes required for RP prior is meant to prevent 'pew pew' situations and facilitate RP to best extent possible. 


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METERED 1 v 1 COMBAT (Player vs Player)


For use with the zcs meter.

-1- Initiator of combat: You cannot draw your weapon without first emoting your intent to.

-2- Initiator of combat: You cannot strike before the other person emotes a reaction to the weapon draw. 


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* A Warrior must be active for meter combat


At least 3 Warriors must be on sim with active meter for any meter combat to take place besides a duel.


For raids at least one Warrior must be active, along with two defenders. Minimum raid number for Port Talis defense must be three, or no raid can take place. 


* Contact Mod to get count before raid, Ratio 1:1+1. Our ratios and rules will mirror your own.


Any raiders that attack without contacting a Mod first will be ejected, and the raid invalidated. The Ratio is 1:1+1, with previous rule followed of at least three defenders.


* Must show intent of meter combat


In aggressive RP, the player initiating meter combat must post that they are going to attack in some way, then wait for the other player(s) to post before attacking and after 60 minutes of RP.


In raids, contacting a Mod for count is considering showing intent.


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Limited raids


Being a BtB city, we are focused on RP. That being said, we will not allow several raids a day. So our players have time to RP and enjoy their storylines, without being constantly in combat.


-One Raid a day max, contact Mod to see if you can raid

-Two hour rescue time, before you can raid in return.

-Trade for prisoners accepted any time. [Rp only]


* No GE Sims/groups


This is a BtB sim, so will only be raiding BtB cities.


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***Raid Rules


* No grapples

* No ropes

* No Melee switching

* No jumping

* No movement enhancers, besides beasts

* No Fire or Bombs

* Sheaths must be worn

* No self unbind

* Slaves and free women can defend themselves if attacked

* Slaves must use slave damage (%19) and melee weapons only. If you have any questions about legality contact the mod.

* Free Women, besides panthers, must use dagger damage

* One tarn per side, both sides must have tarns to use them at all. No ferrying!

* Binding: 3 lines of minimum 10 words, one line with players name

* disarming: 3 lines ten words each melee, ranged and all then all others 

* Bandaging: No emote

* Aiding: 1 line of minimum 10 words, must include player name.

* Lock picking: no emote, cannot be fighting

* Stealing keys: 1 line of minimum 10 words, must include player name

* Sailing: 1 line of minimum 10 words, must include captive's name from main docks

* Defending Larls/sleen, fighting male slaves (with owner permission in defense only) can join raid, counted in Ratio.

* No running with leashed captives

* No cheat huds

* No Lag creating exploits

* incoming raids may bring 1 raid slave per 3 men. (5 men = 1 slave 6 men= 2 slave etc.) They may heal only no fighting. City slaves and free may heal the fighters but no combat unless attacked first

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CASTE OF ASSASSINS RULES


                                   =============✤✤✤✤✤=============

CASTE OF ASSASSIN RULES


                                       These rules cover all Caste of Assassins

                                       

                                       

                        Remember All Kills Need To be Approved First By Tom Valencia (Tom Leeder)

                

       

                                              ========✤✤✤✤✤========

 

                                                          GENERAL RULES

                                                       

                                              ========✤✤✤✤✤========

                                              

                                              Please contact Tom Valencia (Tom Leeder)  prior the contract starting if you doesnt Contact him                                              

                                             before you start prior contract it will be invalid only Tom Valencia (Tom Leeder) can ooc aprive a kill 

                                              


No one wants their character to be killed after having spent time on story lines, family and roleplay scenarios. However Assassins are a necessary part of Gorean society. For these reasons, the following rules have been implemented in order to make sure this part of Gorean life as as fun as possible for all roleplayers involved. 



1. We do not recognize one BC Group over any others. We expect you to have been trained and behave accordingly. If your Assassin roleplay does not come across as authentic, then the OOC Admin Team, have the right to end, or invalidate the entire RP and could cause you to be banned. Please know your role and our rules.


2. Any member of the Caste of Assassins hunting must first contact Tom Valencia (Tom Leeder) for contract validity, to avoid OOC drama. There must be valid IC reasons for the contract. 

You are required to provide the client and target names to avoid any drama over issues prior to your involvement. It is far easier to avoid OOC Drama before it happens, than it is to fix it afterwards. And keep in mind, there are two sides to every story. The OOC Sim Admins may know more about it than you!


3. The OOC Admin team are also held to the agreement that what they have learned OOCly, will not be relayed to the intended target should it be deemed a Valid Contract, either ICly, or OOCly!

We understand that people may not want their character to be killed, but Assassinations are a part of Gorean Life. As a roleplayer on this sim, you have agreed to adhere to By the Book Gorean Roleplay, and assassinations are part of that roleplay. 

However, it is acknowledged that you, as a player, are in control of your own roleplay and what you will or will not accept to play out. For this reason the same "Fade to Black" rule applies for assassinations, as it does for rape or torture. Just because you don't wish to roleplay the scenario, does not mean it didn't happen. 


4. All Caste of Assassin's avatars MUST be 180 days, or older. This is to prevent someone from making alts and using them to harass others. 


5. All Caste of Assassin's avatars MUST be human and male.



                                             ========✤✤✤✤✤========

                                         

                                                              KILL RULES

                                                        

                                             ========✤✤✤✤✤========

                                                    

                                                           Hunting phase


Assassins did kill men, free women, and slaves. There can also be more than one assassin working on the same contract as this is by the books, but please, do not make a fool of yourselves. The hunt must be done according to the following rules. We want you to have as much fun here as possible, and return to roleplay even if you are not hunting. 


1. Everything must be available for the OOC Admin Team if needed. All information should be provided including who hired you. Failure to abide by the rules may cause your roleplay to be invalidated and possibly ruin months of good work. ((please see General Rules #2)) 


2. Prior to the 'kill phase' Assassins must enter the City and research on their target. You are not required to be marked during this time.

There are no time minimums to hunt as long as you can prove, if needed, that you gained knowledge of your mark through roleplay.


3. While gathering information Assassins may use disguises, covers, etc... . Information on a mark can be obtained by use of informers, spies and slaves, but the whole process has to be done through roleplay, and logs provided if asked.


                                                                 

                                                               Kill phase

                                                       

1. During this phase assassins most commonly wore the black livery of their Caste, but please note they are not required to. They can, and did, kill while disguised. 

Wearing the black dagger is also not a requirement, but a common practice. Every situation requires its own solution.

This is different than the old rules, but it is by the books. Just remember, if no one knows you are marked, the normal allowances you are afforded are not given. 


2. Assassins ARE NOT required change their Meter Label to read 'Marked'. Too many people like to meter read and act upon that OOC knowledge. However, changing your meter, if your mark is clearly displayed, can invite interesting RP. Not everyone cams your head to see the mark.  


3. When the mark is worn, an Assassin may enter the City/Village with their weapons - crossbow included -  unhindered by the Gate Guards. This does not mean that the Assassin will not be watched, and the mark protected (if known).  In fact, after you draw a weapon, you are fair game to anyone close enough to react (see #7 below). So be quick, be efficient, and be gone.

We also encourage disinformation roleplay in order to have the wrong person protected. Have fun with this. That's why we are here.


4. All weapon sheaths must be worn, no sheath, no weapon. Though you are permitted to hide them, if you hide them in a place that is difficult to get to, then you should, as good roleplayers, emote properly about drawing them. 


5. The 'Kill' roleplay does NOT have to adhere to other Sim Laws regarding death roleplay. It does, however, require DETAILED ROLEPLAY of at least 30 words in length, including the name of your target.  One line, swift kills are not acceptable. 


6. Assassins are silent and deadly killers. In order to react to an Assassination attempt, you MUST be within chat range (Ie... 20 meters) of the assassin or his target. Anyone NOT in chat range CANNOT react to the assassins kill. If they do so their rp will be invalidated, the kill will be considered valid and the Assassin successfully escaped. Although, yelling for guards and running for help are acceptable


7. After the kill, or kill attempt, the Assassin must leave the sim via the VISITOR DOCK (the dock they arrived on). They must emote one full sail post which is a minimum of ten words long. 

Before they have 'sailed' they can be downed while fleeing.  If the Assassin is captured, or killed on his way to the exit, that does not automatically invalidate the 'Kill' assuming everything else was valid.


8. Teleporting out directly after the kill will result in automatic capture. Failing to report back, will result in a ban


9. Once a person has been killed, they cannot be killed again for the same reason. Even if the Assassin that made the kill, was killed before escaping.

.

􀀄 Port Talis Alt Rules

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ALT ACCOUNT RULES


Alts are welcomed in Port Talis with the understanding that we are all adults and will use them as they should be used, to drive stories and enjoy roleplay.


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Disclosure of alts should be kept confidential and not shared with others without prior approval from the person on the alt. The only exception to this rule is with the admin team. If you are found to be disclosing alts in order to start drama then you may be asked to leave the sim. 


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Players may have alts in dramatically different roles as long as they are responsible with them and keep their stories completely separate.

Your alts must never influence each other’s outcomes, share information, or create unfair advantages. 


This avoids conflict of interest and metagaming issues.


No Using Alts to Circumvent Consequences


Alts may not be used to escape:

• bans

• IC consequences

• OOC disputes

• combat injuries

• RP commitments

• punishment or arrest


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No Using Alts to Spy

Alts may not be used to gather OOC or IC information by:

• joining multiple castes

• sitting silently in scenes

• reading local from afar

• infiltrating RP groups

• joining Discord groups under alternate names


Spying via alts is strictly prohibited.


No OOC Drama Between Your Own Accounts

Players may not create OOC conflict, stir drama, or manipulate stories

through multiple accounts,


One Active Caste Role Per Player

Players may only hold one caste role across all accounts at a time unless prior approval is granted. This ensures fairness and prevents caste stacking or power inflation.


Separation of Knowledge

Your alts must not share knowledge. Information gained on one account may not be used on another — ever.

This includes:

• locks

• secrets

• crimes

• locations

• personal details

• black market operations

• city affairs

• punishments or arrests


Violation is considered metagaming.


Behavior Across Alts Still Counts

Player behavior is linked across accounts. If you cause OOC problems, harass others, or break rules on one alt, administration may take action on all associated accounts.


Alts Are Allowed — Within Limits

Port Talis welcomes creativity, and alts are permitted as long as they:

• follow all rules

• do not create confusion

• do not manipulate storylines

• are used responsibly


Sim management has final authority in all alt-related issues.

􀀀 Port Talis Landmark

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SECTION 1 — SIM PHILOSOPHY


• BtB Gorean roleplay.

• Adult region: RL 18+ required.

• All RP styles welcomed.

• IC actions bring IC consequences.

• Unrealistic limits will not be recognized in this city. Nor will adding in limits once rp has started. Limits are not allowed to be used to get out of IC trouble.

• No metagaming or godmodding. These situations will be handled at the discretion of admin. What admin says stands for this sim.

• OOC kept to IMs and OOC groups only.


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SECTION 2 — OBSERVERS & VISITORS


• Meter must be set to OOC.

• No speaking or interacting in local chat.

• Do not disrupt active scenes.

• Observation is a privilege; misuse may remove it.


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SECTION 3 — JOINING & CITIZENSHIP


1. RP your way into a caste; HoC or AHoC assigns your group roles.


2. To rez or rent, obtain the land group from the Sim Bot by renting a house or shop



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SECTION 4 — AVATAR REQUIREMENTS


Age Requirements:

• RL 18+ only.

• Avatars must appear adult.

• Avatar age must be 30+ days unless approved by administration.


Height & Appearance:

• Realism expected.

• Men: too tall if head reaches doorframe.

• Women: too short if nose reaches a man's crotch.

• Admin decisions on childlike avatars or height distinctions are final.


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SECTION 5 — METERS & COMBAT SETTINGS


• zCS Meter required at all times.

• No OOC settings except for Staff or approved visitors.

• Do not reset your meter without moderator approval.

• Excessive meter resets may result in removal.


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SECTION 7 — ANIMAL AVATARS


• Only realistic Gorean animal avatars allowed.

• No modern animals or shoulder pets that do not pertain to a story.

• Large animal avatars must stay within the allowed areas when alone and in realistic areas with a designated person.

• Animals must be pre-approved by sim owners before entering RP.

• Admin decisions on animals in case by case basis are final.


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SECTION 8 — LAW, PUNISHMENT & KILLING


Killing:

• Requires a valid IC reason.

• Requires 30 minutes of RP prior unless:

• Warriors/Defenders may bypass the 30 minutes in emergencies.


Slaves:

• Any Free may punish a slave.

• Killing a slave without clear IC justification may lead to IC restitution.


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SECTION 9 — ROLEPLAY ETIQUETTE


• Keep OOC out of local except short notices (brb/afk).

• Please try not to log out in public RP areas.

• If AFK, move out of view and set meter to “away.”

• Allow reasonable time to post; 15+ minutes with no communication

is excessive.

• IM harassment is frowned upon. If someone asks you to leave them alone do so. We are all adults.

• Do not use cammed OOC information IC (metagaming).


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SECTION 10 — OOC CONDUCT


• IC conflict must remain IC.

Do not bring in-character issues into OOC spaces.


• OOC conflict is not tolerated.

Keep all personal disagreements out of RP and out of local chat.


• Do not allow OOC emotions to influence IC behavior.

This includes ignoring players, avoiding scenes, or retaliating IC.


• OOC communication is permitted only in:

– IMs

– OOC City Group

– Caste Groups


• Information gained OOCly (Discord, group chats, IMs, etc.)

may NOT be used as IC information under any circumstances.


• Discord is an OOC platform.

– No IC use of Discord information

– No pressuring players to join

– No gossiping, rumor spreading, or drama

– No sharing screenshots of private conversations


Violating these rules may result in warnings, removal from RP,

or a ban from the sim.


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SECTION 11 — ADMINISTRATION


• Moderators intervene only when necessary.

• Adults are expected to resolve disputes respectfully.

• Report rule breaches to a Moderator or Sim Owner.

• Staff decisions are final.


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SECTION 12 — FINAL DECLARATION


Our home is your home. If you have ideas or suggestions reach out to an admin or moderator. Please note this does not guarantee your idea or suggestion will be used but it is greatly appreciated and will be used when its feasible for the sim.


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SECTION 13 — PANTHER AVATARS


• Panthers are encouraged to be in disguise if they enter Port Talis however do not have to be in disguise if they enter with the purpose of theft only. 


NOTE: They can be captured on sight without 30 minutes of roleplay if not in disguise. There were no panther raids on cities.


• If a panther wishes to trade, there is a trade bell.  In this case they do not have to be in disguise, if they wish their identity to be known. Stepping up  past the dock area negates any Merchant Law protections and panthers may be captured without further roleplay. 


• Anyone who utters threats and belittling comments during trade may negate the protection of Merchant Law and may be captured without further roleplay.


• The trade zone is NOT a safe zone. The protection of Merchant Law is an in-character protection, not an OOC rule. There are no 'safe zones' in active roleplay




NOT READING THESE RULES WILL NOT PROTECT YOU FROM ENFORCEMENT.


KNOW THEM.

HONOR THEM.

RESPECT PORT TALIS.

Saturday, April 25, 2026

Mercenaries on Gor

In John Norman's Gorean series, mercenaries play a crucial role in the military and political landscape of Gor. While individual mercenaries or small bands might be mentioned throughout the series in passing, there is a specific book dedicated to exploring their culture, companies, and their pivotal role in a major war.

Primary Appearance

  • Book 21: Mercenaries of Gor (1985)

    This is the definitive book in the series concerning mercenaries. The story centers heavily on the various independent mercenary companies—"whose services may be purchased or bid upon for given periods of time"—and their strict allegiance to their pay and their captains.

    • The Plot: The protagonist, Tarl Cabot, arrives at the city of Torcodino just as it is seized by a famous mercenary captain named Dietrich of Tarnburg in a surprise attack. Dietrich is attempting to stall the massive invasion forces of the maritime ubarates of Cos and Tyros, who are marching on the great city of Ar. Tarl Cabot is tasked with delivering urgent, secret letters to the administration of Ar, navigating a city rife with treason and dissension. The existence of the independent mercenary companies is threatened if the balance of power on Gor shifts too drastically.

The Role of Mercenaries on Gor

Throughout the series, it is established that cities and private individuals often hire soldiers to supplement their own forces or to conduct reprisals and acquisitions. The mercenaries of Gor are professional soldiers for hire, and their companies vary greatly in size and reputation. Their neutrality and independence are vital to the complex political balance of the planet.

Are you looking for information on a specific mercenary company or captain from the series?