CITY OF TURMUS Laws and Rules
Updated March 31, 2026
✤✤✤ SIM OOC RULES ✤✤✤
===✤✤✤=== WELCOME TO THE CITY OF TURMUS ===✤✤✤===
A Thrones of Gor Sim
"The last major port on the Vosk River before it spreads into the wide Marsh Delta. Located on the northern bank of the Vosk."
This is an immersion role-play sim based on the series of Gor books by John Norman, where players play characters and situations similar to and inspired by those portrayed in those books. We are a By-The-Book (BTB) sim, but we welcome Gor-Evolved (GE) players as long as they play by BTB expectations.
ADULT CONTENT: Role-play scenarios involving nudity, sex. rape, violence, abuse, domination, capture, combat, kidnapping, and many other acts that some people might find objectionable are common on this sim. If you are easily offended you may wish to play elsewhere, but we are far more than just those things! Players MUST be at least age 18 to role-play here.
=====✤✤✤==== THE SETTING ====✤✤✤=====
Turmus is a prominent city located on the banks of the Vosk River. It serves as a vital trading hub and a significant center of commerce and culture. The city's strategic position along the river allows it to connect various inland and coastal trade routes, making it a bustling marketplace and a melting pot of diverse cultures. In addition, it is able to control a sizable area of the southern part of the river, including the ferries that take travelers from one bank to the other, for a price of course. Their harbor is protected by huge chains that are only dropped for approved ships. Not far past Turmus the wide river spreads out wider, becomes shallower and changes into the vast Marsh Delta, where their influence ends as it becomes the domain of panther girls, outlaws and deeper into its expanses, the Rencers.
Turmus is renowned for its grand architecture, with towering structures made of stone and marble, showcasing the wealth and power of the city's ruling elite. The city's residents take immense pride in their craftsmanship, producing exquisite goods and artwork that attract traders from far-flung corners of the realm. As with many cities in Gor, Turmus adheres to the strict social structure governed by the caste system, which dictates the roles and responsibilities of its inhabitants. Slavery is also prevalent, with both male and female slaves being common commodities.
Beyond its urban splendor, Turmus is surrounded by lush farmlands and picturesque landscapes, providing the city with ample resources and sustenance. The Vosk River, flowing majestically through the heart of the city, not only facilitates trade but also serves as a scenic backdrop to this vibrant and dynamic city on Gor. Everyone is welcome to visit The City of Turmus and call it home, with many open positions of every caste that you could make your own.
THE TURMUS IC LAWS June 2025
******** THE LAWS OF THE CITY OF TURMUS AND ALLIED TERRITORIES *********
Published for the People and Visitors on this day of ((February 22, 2024)) by the High Scribes of the City
*** These laws herein being the updated and most complete publishing yet, superseding all previous ones **
Hail Turmus!
---------------SECTION 0 - CITIZENSHIP---------------
0.1 A citizen of Turmus is any free man or woman that has sworn to the Turmus Home Stone. Also, every child born of a father being resident or citizen is automatically a resident until it comes of age and can swear to the Home Stone.
0.2 A resident of Turmus is any free living in Turmus but not sworn to the Home Stone that has registered as such, lives in and pays taxes in Turmus.
0.3 Official city positions to include HoC, aHoC, Magistrate, High Magistrate, Merchant Magistrate, Ubar, Ubara, and Administrator, can only be held by citizens and certain residents of Turmus. Residents may hold office with approval of the High Council and/or the Ubar, Ubara, or Administrator.
0.4 Everyone petitioning to be a resident and/or by subsequent swearing to the Home Stone a citizen, has to complete Citizen Papers with the Caste of Scribes.
0.5 Pending acceptance or rejection of the Citizen Papers, the Free is considered a temporary resident and is by that under the protection of Turmus law.
0.6 All Turmus-born and sworn citizens are protected by Turmus laws.
---------------SECTION 1 - GOVERNMENT---------------
1.1 Turmus is governed by a High Council. It consists of one member from each of the five High Castes (Initiate, Scribe, Builder, Physician, Warrior) or an appointed voting member or AHoC authorized to represent a caste in the absence of the HoC and is overseen by the Ubar, Ubara or Administrator.
1.2 The High Council makes all city laws and changes. This is done by majority vote. In the event a vote results in a tie due to only 4 Caste representatives present, the Ubar or Ubara or Administrator may cast a tie-breaking vote if they wish, otherwise the matter may be tabled until a following meeting.
1.3 The High Magistrate and High Ambassador may attend upon invitation of the High Council. They may advise the High Council when prompted to do so, but have no voting rights, unless one is the Scribe HOC. The HOC of the Merchants may also be invited to attend but have no voting rights unless they have been assigned as a Proxy for one of the five castes.
1.4 In times of war, the High Council must ask the Caste of Warriors to nominate an Ubar, who upon their approval will have full authority over the City of Turmus, military and civil matters, leaving the High Council to act as advisors to the Ubar. Once war has ended, or when the Warriors Caste deems an Ubar is no longer needed, full authority reverts to the High Council.
1.5 When Merchant Law applies, the Merchant Magistrate will hear the case and rule in the Merchant Court. This will often take place outside the city walls if appropriate, but is not forbidden within.
1.6 The laws of the city bind every citizen, resident, and visitor within its walls and also any domain beyond that which Turmus claims domain over, such as outposts and trade/exchange points, and are enforced by the Magistrates and Warrior Caste.
1.8 ALLIANCES AND WAR:
1.8.1 Trade alliance negotiations will be the responsibility of the appointed Ambassador and Merchant HoC, pending final approval by the High Council. All cities negotiated with will need approval from the Ubar, Ubara or Administrator.
1.8.2 Deals between Merchants or Merchant Houses are designated as private matters and not subject to Council rulings as long as they adhere to Merchant Law.
1.8.3 Ambassadors may be from any Caste and are appointed by the Ubar, Ubara, or Administrator through recommendation of their Head of Caste.
1.8,4 Military alliance negotiations are the responsibility of the Commander of the Turmus Warriors or any of his designated military Ambassadors, and must be signed by the Ubar,Ubara or Administrator to be binding.
1.8.5 Declarations of war only become valid when made by the Ubar. If there is no acting Ubar, then it is through majority vote of the High Council when the Commander or his military Ambassador bear evidence of military aggression to the City of Turmus, or its controlled regions, or its allies.
1.8.6 Safe Passage Agreements, such as made for an allied city in times of war or elevated levels of threat, may be granted by High Council Members or an Ubar, Ubara, or Administrator, and will be for whatever duration it is set by those who grant it. Visitors will be bound to obeying corresponding city laws. During those times visitors must present a Safe Passage Permit signed and sealed by a scribe.
---------------SECTION 2 - JUDICIAL PROCESS---------------
2.1 Magistrates are recommended by the High Magistrate and Head of the Scribes Caste, or an Ubar, Ubara or Administrator should there be no appointed High Magistrate at that time. Magistrates report directly to the High Council but also to the Head Scribe in matters of Caste, as they play a dual role as both upholder of Civil law and their duties as a caste member.
2.2 CIVIL CRIMINAL ACTS:
2.2.1 CITIZENS: Shall be subject to hearing investigation, trial, judgment, fines and in some cases banishment, death or impalement if found guilty:
2.2.1.1 Assault: physical attack that causes harm.
2.2.1.2 Battery: not consented to physical contact with another person.
2.2.1.3 Attempted murder: any action aimed at killing a free intentionally.
2.2.1.4 Damage/Destruction of property or city (includes arson)
2.2.1.5 Face stripping a free woman who is not officially to be enslaved.
2.2.1.6 Failure to obey the orders from City Officials, e.g. impeding an official investigation.
2.2.1.7 Theft, attempted theft, or Vandalism of the Home Stone.
2.2.1.8 Slander: slander is defamation aimed to damage TO reputation or business of another that is spoken of, yet proven to be false ((“If it were true, in Gorean law, it could not be slander.” - Slave Girl of Gor.))
2.2.1.9 Spying.
2.2.1.10 Treason: The offense of acting to overthrow or interfere with one's city administration or to harm or kill any member of its ruling body (High Council, Ubar, Ubara or Administrator), or to cause intentional damage, including arson, to the city without permission of the Builders. Or a violation of allegiance to one's ruling body or Home Stone, including any treachery to the Home Stone itself.
2.2.1.11 Any Citizen, Resident, or business owner/operator in Turmus can be charged with treason, regardless of sworn status. Punishment shall include possible impalement. However, the removal or encouragement to step down of an Ubar due to ending of a war, or due to the Warrior caste losing faith in him, is not an act of treason.
2.2.1.12 False accusation with Malicious Intent: Charges brought up that are not backed up by any accepted proof or witness are considered slander.
2.2.1.13 False testimony: if a trial or investigation without a doubt turns out to uncover any given testimony as an intentional lie it is a capital crime. False testimony charges can be placed for anyone giving testimony in a trial or during sworn investigation.
2.2.1.14 Helping a prisoner to escape is viewed as an act of treason.
2.2.1.15 If a prisoner escapes from a cell after being placed in there by one of the warrior caste or under order of a Magistrate, Ubar, or Ubara, they will have escape charges added to the charges they were originally jailed for.
2.2.1.16 CLIMBING ON ROOFS unless a builder, warrior, or on other approved city business is unlawful. They must be protected from damage, and kept clear for raid defense.
2.2.1.17 DISTURBING THE PEACE is a crime that involves causing or continuing any action or speech that is deemed to disrupt the smooth workings or safety of the city in any way, including affecting of business and trade.
2.2.2 OFFENSES RELATED TO MAPS; KEYS; FORGERY and FRAUD shall be subject to judgment and punishment.:
2.2.2.1 Making/Distributing an unauthorized map of Turmus. An authorized map shall bear a Turmus scribe seal.
2.2.2.2 Forgery/Unauthorized use of the Official Turmus Seals.
2.2.2.3 Making an unauthorized key.
2.2.3 THIEVERY shall be subject to notching of an ear or for a second offense removal of a hand for a man, and enslavement for a woman, and may prosecuted for thefts of the following:
2.2.3.1 of property
2.2.3.2 of service: use of any slave or property without permission, rental agreement or consent of the owner.
2.2.3.3 Altering of caste without consent from the High Council or Ubar, Ubara or Administrator, and appropriate HoCs. Any petition to change one's caste MUST be submitted to the HOC of one's current caste and one's desired caste, be approved by both, and gain the Ubar, Ubara, or Administrator approval.
2.2.3.4 Misgivings deemed falling under Caste Law and conduct will be handled by the HoC of the caste or by its own codes.
2.2.4 SLAVE OFFENSES: May be subject to severe punishment by the Magistrates for any of the following, in some cases even overriding the wishes of the owners:
2.2.4.1 Striking a Free without permission.
2.2.4.2 Touching a Free Woman without command/permission.
2.2.4.3 Dressing as or Impersonating a Free or claiming a caste.
2.2.4.4 Wearing/using weapons without permission.
2.2.4.5 Playing a game of Kaissa.
2.2.4.6 Correcting a Free or instructing a Free on what they may or may not do.
2.2.4.7 Touching the Home Stone
2.3 OWNERS OF SLAVES will, in appropriate instances, be held directly responsible for any significant damage, misdeeds or disruptive behavior that their slaves commit, and may incur fines or other punitive measures.
2.4 ACTS AGAINST MERCHANT LAW. Merchant Magistrates are appointed by the HoC of the Merchant Caste, or Ubar, Ubara, or Administrator. The Merchant Magistrate reports directly to the High Council, and will adjudicate the following:
2.4.1 TRADE (Fraud): Shall result in Merchant Caste expulsion.
2.4.1.1 Scales failing calibration, commonly tested 4 times a year.
2.4.1.2 A merchant using a deceptive Foot or Stone ((measurement or weight))
2.4.1.3 Working without a permit or registration.
2.4.1.4 Alteration of coin weights (shaving, etc.).
2.4.1.5 Falsification of Pedigree Papers on any slave.
2.4.1.6 Falsification of any bill of sale.
2.4.1.7 Selling of a slave with auburn-dyed hair, or any color dyed hair, without first informing buyers.
2.4.2 ADDITIONAL ACTIONS OF FRAUD - Punishable dependent upon their severity:
2.4.2.1 Not paying Taxes
2.4.2.2 Failure to pay debts
2.4.2.3 Docking and not paying dock fees.
2.4.2.4 Sale of items unowned
2.4.2.4 Sale of stolen goods.
2.4.3 FRAUD INVOLVING SLAVES:
2.4.3.1 Public sale of an unbranded, uncollared slave. The Owner will be fined.
2.4.3.2 Slaves claiming to be Free without documentation will face punishment or death.
2.4.3.3 Selling of a slave with auburn-dyed hair, or any color dyed hair, without first informing buyers.
2.4.4 IMPROPER/UNLAWFUL ENSLAVEMENTS:
2.4.4.1 Enslaving one of the Caste of Players or Caste or Musicians.
2.4.4.2 Enslaving (permanent or temporary) a Free Woman of Turmus (other than one's companion) without approval of the Civil Magistrate, or a Merchant Magistrate.
2.4.4.3 REASONS THAT MAGISTRATES MAY ENSLAVE A FREE WOMAN:
a) Unpaid debts
b) Submission
c) Stipulations within a FC contract that lead to enslavement
d) Couching another's slave or readying to do so without owner's permission or rental agreement.
e) Slavish behavior, to include:
- Public dressing/acting in a lewd or scandalous manner
- Public Performing of a Sensuous dance
- Addressing a man as 'Master'
- Kneeling other than in free woman tower
- Indecency and vagrancy
- Public drunkenness
f) Being found branded without valid manumission papers
g) Existence of proper slave papers without valid manumission papers
2.4.4.4 TURMUS CITIZENS COLLARED WHILE CAPTURED
a) Any free Man or free man or woman sworn to Turmus who has been captured within or outside the territories controlled by Turmus and collared or branded during their captivity, especially by an enemy city or outlaws, will be considered still free citizens of Turmus, barring any reliable evidence of acts of submission were voluntarily made.
b) However, it is the right of Free Companions of those collared or branded to consider the enslavement valid if they wish and if their Contract does not disallow it.
2.5 CIVIL AND MERCHANT MAGISTRATES decide if laws have been broken and how they are redressed. The High Council can overturn or vary the ruling of a Magistrate through the appeals process or put them to open trial.
2.6 Civil and Merchant Magistrates will pass over cases or parts of them handed to them falling in the other’s jurisdiction at their discretion.
2.7 Any free person accused of a crime may request an advocate (lawyer) to represent them before the Civil and Merchant Magistrates in hearing and trial. Any investigation requires a hearing of the accuser, the accused and the named witnesses to the matter. Slaves testimonies will only be taken under torture, if no Free witness can be named.
2.8 The Ubar, Ubara or Administrator can overturn any Civil and Merchant Magistrate's ruling through appeal.
2.9 Magistrates specially appointed by the High Magistrate have the authority to adjudicate (judge) any crime in the area they are charged to patrol, usually markets and docks. The consequence can be immediate. If the convicted citizen wishes to appeal, their case will automatically go to trial. If a convicted visitor wishes to appeal, their case will be heard by the Head Magistrate.
---------------SECTION 3 - INVESTIGATIONS & EVIDENCE---------------
3.1 Investigations are conducted either by the law branch under authority of the Civil and Merchant Magistrates and Warriors of Turmus within the performance of their duties.
a) At that time it will be determined if a trial is needed or not and the date set within one day of the completion of the investigation
b). Results of said investigations are to be shared among those authorities if needed. Initial investigations are to be completed and submitted to the Magistrates Office within 4 (RL) days of the incident discovered.
3.2 Any citizen may request an investigation of suspected illegal activity by lodging a Citizen's inquiry with the appropriate Civil and Merchant Magistrates office.
3.3 All evidence of possible violations of the law will be brought to the attention of the Civil and Merchant Magistrates for investigation. Hearsay will not be accepted.
3.4 Autopsies shall be provided to the Courts upon request and must not be withheld by the Physician Caste of Turmus.
---------------SECTION 4 - ARREST POWERS---------------
4.1 Civil Magistrates and any member of the Warrior Caste of Turmus- employing and representing the authority of the High Council- may detain or order the arrest of any citizen or visitor for breaches of the peace or investigation of violations of the applicable law. Any order issued by a member of the Warrior Caste must be obeyed, including removal of weapons.
4.2 Magistrates can place anyone under arrest for any crime committed in their area. If it is discovered during investigation that the crime committed no longer falls under their jurisdiction, the suspect will be arrested and the case taken to the fitting Magistrate.
---------------SECTION 5 - FAMILY LAW---------------
5.1 The eldest male of any household is the governing authority. If no male resides in the household, the closest related living male blood relative or guardian shall have governing authority over the female relatives, even if they do not reside in the same house.
5.2 Upon death or enslavement of a Male Citizen of Turmus privately held assets and estate shall transfer to his eldest known male relative, then female, then to the City of Turmus
5.3 Upon death or enslavement of a Female Citizen of Turmus, privately held assets and estate shall transfer to either her companion, if she has one or nearest related male relative or guardian.
5.7 Free Women are not required to wear a veil, head covering or scarves. They are required to wear their hair up, or in braids, but not flat.. Wearing the hair down and loose without acceptable reason (for example, bathing, strong winds or rain) may be considered an act of claiming the status of slave.
5.7.2 Free women are expected to conduct themselves with a certain level of decorum in public, one that is worthy of their status as a free woman.
5.7.3 If a free woman deliberately and outright insults, belittles or ridicules a free man to his face, he is within his rights to reprimand her on the spot. However, the collaring of a free woman for this offense is not permitted, as such power rests with the Magistrates. A possible exception would be the right of a companion to collar his own Free Companion, if his Contract does not disallow it.
5.7.4 Free Women have the right to own property, including real estate, businesses and slaves.
5.7.5 A Free Woman Citizen or Resident of Turmus may only be collared with agreement of the Merchant Magistrate, by sentence of a civil Magistrate over a civil crime or by her companion unless prohibited in their contract.
5.7.6 A Free Woman may not enter the Turmus tavern except should their duty to the city require it (for example, physician treating an injured man, or a Magistrate to gain evidence). Otherwise, to enter the main area of the Tavern the Free Woman must be escorted or will be subject to punishment that may result in temporary slavery and Tavern service.
5.7.7 No Free Woman can carry weapons such as: Bows, spears, swords or shields within the city walls. The acceptable weapons are: Daggers, fans, and hair pins, or any household weapon a slave girl might use (such as a frying pan). Any women caught carrying weapons that are restricted are subject to punishment under the law.
----------------SECTION 6 - CASTE LAW---------------
6.1 The Head of Caste may be dismissed by a majority vote of the High Council and their own caste.
6.2 All HoC, High Magistrates, Magistrates and Merchant Magistrates must be approved by the Ubar, or Ubara, or Regent, and the High Council of Turmus.
6.3 Each Caste is expected to devise its own Caste rules and Codes to be able to assist in High Council matters. Caste codes, registration, expulsion and regulations of caste work are left to the discretion of the Head of Caste and representatives. For both high and low castes, compatibility with merchant law must be observed.
6.4 Any petition to change one's caste MUST be submitted to the HOC of one's current caste and one's desired caste, and be approved by both, and gain the Ubar, Ubara, or Regent approval.
---------------SECTION 7 - MERCHANT LAW---------------
7.0 It is important to understand the separation of jurisdiction when it comes to areas which have matters of civil law from matters of merchant law. The City of Turmus adheres to merchant law and enforces it even against its own citizens and residents.
7.1 Merchant Law Shall be subject to enforcement, judgment and punishment of the Merchant Magistrate, and if none are easily available, then by a Civil Magistrate.
7.1.1 Instruments of debt can be transferred, usually for some discounted amount, and the transferee can then attempt to collect on the face value of the instruments.
7.1.2 Shaving, clipping, cutting or slicing off metal from any coin is considered to be theft and fraud.
7.1.3 Crests, signs and family emblems can be registered, and their use will be legally restricted within the city.
7.1.4 There are two basic legal statuses among all the cities of Gor: Free and slave. Unless you are legally owned, then you are considered technically free, even if you are a prisoner, captive, outlaw, or contract man or woman. Lost or abandoned slaves are still considered legally owned, even if their legal owners are unaccounted for.
7.1.5 According to Merchant Law, a person is considered to be a prisoner and not a slave, as long as they have not been illegally branded, collared, or performed a definitive gesture of submission.
7.1.6 If a lost, stolen or runaway slave is taken by another person, the original owner has only 7 days to regain his property before legal title passes to the new owner.
7.1.7 A person who is found to possess a stolen slave might not be convicted for any crime if they are truly ignorant of the fact that the slave was stolen.
7.1.8 "The collar, by Gorean law, erases the past." When a person is enslaved, they begin a new life as a slave and may not be held accountable for any crimes or debts that occurred while they were free.
7.1.9 The property of a person who is enslaved will be transferred to the oldest male relative or the nearest relative if no male exists, or to the guardian or City Treasury.
7.1.10 It is illegal to offer an unbranded slave in a public sale. It is illegal to sell a slave as auburn haired if she is truly not so. Any color of dyed hair must be revealed prior to sale.
7.1.11 It is a crime to forge or falsify pedigree papers on any slave.
7.1.12 A Free woman in debt may sell herself into slavery to pay off her debt, and may petition for release once the debt has been fully paid. A temporary submission contract is also allowed.
7.1.13 A Man in debt may sell his Daughter into slavery to the city, the coin made from her sale would then go to the Creditors to pay off said debt.
7.1.14 A Man in debt may also arrange to work off his debt as a slave and then be freed once that debt is paid and the creditor satisfied.
7.1.15 If a woman is enslaved by another city her rescuer is under no obligation to free her.
7.2 SLAVE LAWS AND REGULATIONS:
7.2.1 All Slaves of Turmus must be registered with the City, slaves of the kennels, and the slave houses which requires a physical exam sealed by the Physicians of Turmus to complete Slave Papers with the Scribe Caste.
7.2.2 Slaves must have an exam record under a year old.
7.2.3 All slaves publicly sold by the City Kennels, slave houses, businesses or in at public auction must have Slave Papers, a bill of sale, and shall be branded prior to completion of the transaction.
7.2.4 Privately acquired slaves – bought outside of Turmus, captured outside of Turmus or sold between private Turmus Citizens or dwellers – do not need to be branded but do need a slave exam and complete Slave Papers with the Scribe Caste within 10 days.
7.2.5 Slaves must wear a visible token of their slavery. A collar. A brand.
7.2.6 While it is recommended that a restricted slave be belted by the owner, it is not required. As use of another person's slave without permission by the owner is Theft.
7.2.7 Slaves that have no contact with their owner or are not given in care of a renter during prolonged absence longer than 20 days (RL) are considered abandoned after that timespan.
7.2.8 Owners of slaves may enter into a rental agreement for a duration of time. Slave houses may rent out slaves prior to sale or if slave renting services are offered to citizens and residents. Terms of rentals are left to the discretion of slave owners. Copies of rental agreements shall be sent to the Scribe Caste.
7.2.9 Any slave abandoned at the city dock or any new slave to the city is to be rendered to the city kennels immediately. Failure to do so will be considered theft. Such slaves can be obtained after a 2-week training period by other slave houses or individual prospective owners.
7.2.10 All slaves for sale from the kennels must be rented out to their prospective future owners for a period of two weeks minimum, in order to assure they will not simply be returned within a short time. The Kennels will have the right of first refusal of any slave sold by the Kennel, should the Owner wish to rid himself of the slave after purchase, unless the Owner receives special permission from the Ubar/Ubara to resell the slave to a different buyer.
7.3 TAXES:
7.3.1 All Free citizens, residents and visitors of Turmus must pay taxes as set by The Council, who may apply reasonable punishments for those who do not pay as required:
7.3.2 The tax on caste work and services is 3%
7.3.3 The tax on rental and real estate (homes) is 5%.
7.3.4 The tax on goods sold is 2%.
7.3.5 The Harbor Master, as appointed by the Ubar, Ubara or Council, will be responsible for charging a 1% tax on all imports and exports of Turmus.
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Laws revised by the Chief Scribe on 02/22/2024
Laws Revised by:
High Magistrate: Kelli Aingeal Alainn-Rizzo 02/22/2024
and Administration of Turmus 02/22/2024
TURMUS RAID RULES AND PERSONAL COMBAT RULES June 2025
TURMUS RAID RULES AND PERSONAL COMBAT RULES
May 7, 2024 version
---QUICK RAID RULES----
A RAID CONSISTS OF THREE OR MORE ATTACKERS. ALL RAIDS MUST ENTER AND EXIT TURMUS VIA THE RAID DOCK, RAIDERS MUST GET A RAID COUNT FIRST AND WAIT FOR START FROM MODERATOR.
METER : ZCS
RAID RATIO: 1:1+2
MEDIC SLAVES: Raiders may bring one to bandage and aid, ONLY, No Free Women among the raiders. Turmus can have unlimited slave and FW aiders to defend.
BINDING : 3 lines of minimum10 words, must name the person in at least one emote.
BANDAGING : No Emote Needed
AIDING : No Emote Needed
DISARMING: 1 line of minimum 10 words, for each weapon. Name the weapon.
UNBINDING : 1 line of minimum 10 words
SELF-UNBINDING : 3 lines of minimum 10 words after 20 minutes, or after the last raider has existed the sim. No self-unbinding while leashed.
GRAPPLING : Not Allowed
LOCK PICKING : No emote needed, Not allowed to fight, bandage or aid while lock picking.
STOPPING A LOCK PICK: Can be stopped 3 times.
STEALING KEYS : 1 line of minimum 10 words.
TARNS : Not Yet allowed, possible in the future.
ATTACK ANIMALS : Not Allowed.
SAILING : 1 line of minimum 10 words, Must include name of captive(s).
RESCUE : 24 hours after last raider is sailed
JUMPING : Not Allowed
CROSSBOWS: Allowed but normal 20% arrow damage only! 30% damage not allowed.
LONG ARROWS: Allowed.
SWORDING THROUGH GATES: Not Allowed
WEAPON SHEATHS: Must be worn for each weapon.
NO QUICK SWITCHING OF MELEE WEAPONS: 'Quick Switching' is defined as continuous cycling through weapons, using gestures, etc. to cheat the meter. This is not permitted. Swapping between weapons for normal combat purposes (for example, bow and sword) is permitted.
NO RUNNING WITH LEASHED CAPTIVES: Males may have two captives leashed, Females may have one.
TAKING CAPTIVES: Captives can only be taken to recognized and raid-able BTB sims that use a combat meter. A maximum of TWO captives can be taken, per raid.
RAIDERS FROM GE SIMS: Allowed but MUST follow all BTB rules.
FREE WOMEN DEFENDERS: FW can defend themselves if directly attacked. Free women are not allowed bows, swords, or other free men weapons. They may use whips, daggers, hair pins, books, and slave weapons.
SLAVE DEFENDERS: May defend themselves with slave weapons only.
RAID GATHERING POINT INSTRUCTIONS:
In the sim arrival skybox (sometimes called an OOC Landing Zone), there is an Experience Doorway that will teleport you to the Raid Dock .The Raid Dock represents a way that the raiders covertly approach the city without being noticed far in advance and intercepted by tarns, ships, or other means. Raiders must gather at the Raid Dock, and if they have not already done so, contact OOC an admin, mod, or warrior Commander/Captain for a raid count. Once a raid count is determined within the proper raid ratio, please ring the Raid Bell at the Raid Dock to start the 10 minute countdown, which represents that a lucky tarnsman or wall look-out did finally spot you to sound the alarm, but too late to stop you from getting close to the walls of the city. When that 10 minutes is up, you may proceed through the caverns, around the perimeter of the walls, to the entry portcullis which will have been closed after the alarm is heard.
SCOUTING MISSION (RP REQUIREMENT)
In is required that one or more members of the raiders scout the city sometime before they arrive for a raid. Counting dots on the map won't tell you how many of those dots are active fighters.. Come here and roleplay a scouting mission, and that will also give you a chance to learn our streets and gates somewhat.
RAID RATIO:
Raid Ratio is 1:1+2, meaning raiders can bring two more raiders than there are defenders. In addition, the Raiders may also bring one slave.to bandage/aid/etc. There is no limit to the number of Turmus slave participating, but they will only fight within the city walls. There must be a minimum of 3 active warriors in Turmus in order for a raid to occur. This is to ensure the citizenship has sufficient awareness to organize defense and have available defenders ready.
RAID MODS:
Raiders are welcome to bring along their own raid mod, but it is not a requirement. Someone of Turmus will serve as a Raid Mod as needed, so that most OOC communications can go through them ("Joe's meter is set to Game" "Tom crashed and will be right back" etc.)
WALL GRAPPLING & LADDERS:
Due to the great height of the city defense walls, and the inherit problems with grappling mechanics, grapples are not allowed. Ladders would only be allowed within the city walls, and only to use upon buildings, not defense walls, and would have to be RP'd carried in.
LOCKPICKING:
Lock-picking requires three separate 10-word (at least) emotes. A lock-picking can only be stopped 3 times by the defenders. Once a door or gate has been lock-picked, one 10-word emote is required to restore the lock.
KEYS, AIDING, & BANDAGING
Stealing keys requires one 10-word emote mentioning the player's name. Aiding requires one emote mentioning the player's name. No emote needed for Bandaging.
BINDING AND UNBINDING
Binding requires three emotes with one including the player's name. Unbinding requires one emote including the player's name.
EXITING FROM THE RAID, AND WITNESSES:
Leaving the sim requires RP done via the trading point at the end of the main road, or back through the caverns at the Raid Dock arrival point. Even if the city is invaded, the giant ship-chains that protect the harbor (they are in the books) will prevent an exit via ships at the Turmus docks. There will always be NPC witnesses to any resident removed from the sim. Captives must be taken to only a BTB Gorean sim where the raiders reside (if the raid group is comprised of men from more than one city, then captives must be taken only to the sim that is leading the raid), so as to allow the possibility of a logical RP rescue attempt.
CAPTURE LIMIT:
Turmus uses a 3-day capture limit, which can be overridden by the captive's preference should they wish to let it play out longer. Captives of Turmus may leave a capture RP if they deem it non-BTB, and they reserve the right to "fade to black", meaning it is acknowledged something bad has happened to them (disturbing rape, torture, terrible RP, etc') but they did not need to actually RP it out.
KILLING:
Killing usually kills story lines and makes for drama. However, sometimes it can play out just fine. Kills are allowed but there must be an excellent IC reason for doing so. Proof may be requested by a mod afterwards. An adequate amount of RP MUST precede any killing (60 minutes). Combat, or any lead up to that combat is not included in the time. Death is not necessarily permanent in Turmus. After 24 hours, if a player wants to resume their character's story, they can do so with healing role play. Or, the death could have happened, but it was to an NPC instead. We don't condone suicide here. Suicide will result in a ban.
========✤✤✤✤✤========
◆ PERSONAL COMBAT REQUIREMENTS
***( The 30 min RP rule below applies to free people only. Slaves will not have 30 min to run around without being downed in case of punishment. 30 minutes does applies to kidnapping.***
***(The 30 minute requirement is NOT needed under the following conditions:***
• Refusal to cooperate with arrest / attempt to run away.
• Kurii or non-disguised Panther Girl in the city
• Encountering a crime in progress.
➨ Personal Combat requires 30 minutes of role play, or at least 5 emotes of at least 10 words each, before meter damage is dealt,
➨ At least two lines must have been posted by the victim of an attack during these 15 minutes
➨ The Aggressor must make a challenge in order to initiate Personal Combat
• A challenge is a post indicating you intend to harm the victim verbal or non verbal + the drawing of a weapon
• Drawing a weapon is not a challenge on its own it is a "Ready" action. Do not draw your weapon if you are not "Ready"
➨ The victim of an attack must take a "Ready" action in response to your challenge in order to be meter damaged
• Drawing a weapon is a Ready action
• Running away is a Ready action
• If the victim walks away (not runs) you must demand they stop once, if they do not obey it is a Ready action
➨ If the Victim is unarmed (Free or slave) you may attempt to roleplay subduing them first before fighting
➨ If personal combat has already begun between two or more people, anyone else can join in on that fight immediately..
➨ As stated above, non-disguised Panthers may be attacked on-sight, but we do encourage rp first!
◆ NON-METER COMBAT
Turmus is a "ZCS Meter Required" sim, meaning they must be active when in RP and damage from attacks accepted. However, should two players in a private RP (or duel) mutually agree to engage in physical conflicts with system dice, or RP itself, instead, that is allowed, but if the fight is to be in a public area where others may approach and be involved, meter combat is required to allow ease of taking action.
◆ NOT ALLOWED
➨ Attack on sight or random attacks without role play reason are not permitted
➨ Attacking someone who has a weapon in their hand normally as part of their "Look" at random is not permitted
• However if that person is nearby a fight going on, and appears to be engaged they are free game
• Aggressor must IM the victim to ask if they are typing a post before attacking if they have gone silent
NPC GUARDS/CHARACTERS - NPC Guards, and Characters are permitted, they can be spoken about and used to add depth to a scene. They cannot engage in combat, or be deemed to effect the outcome of any combat. In other words; a Free Woman traveling with an NPC guard has no more protection in the real sense than one traveling without one.
WEAPONS: Use of non Gorean weapons will result in being immediately banned from the Sim. Such weapons include, but not limited to: spamming tools, guns, explosive devices, light sabers, mechanical weapons, push weapons and so on. If you're uncertain your weapon is a valid weapon for the sim, contact the Administrator or a Moderator before wearing it. Use of Siege Weapons such as Catapults or Siege Towers require enough men to haul and operate these devices. (Please discuss with a mod before use in a raid)
◆ ASSASSINS:
Any Black Caste on a hunt will have to do the RP to correctly identify their prey, and not use tags or other means of learning names. Black Caste on the hunt must wear a dagger mark on the forehead of their avatar, or if not applying one, at least do RP emotes so that people they encounters are aware of that mark. Black Caste on a hunt must RP in a city for at least 2 days before attempting a kill. (Please see Assassin rules)
◆ KURII: wishing to visit the city do so at their own risk, as they may (and probably will) be attacked at any time without the requirement of RP. However a "safe for kurii" cave at the "edge of the woods" has been provided where kurii and human interactions can occur without danger to either
.
KURII WEAPONS:
Ranged: Kuri Air Gun, Kuri Air Rifle, Bows, rocks
Melee: Claws, Axes, Swords, Whips, Spears. Pole-Arms
For any further information about our sim, story, cluster or administration don't hesitate to reach out to the following administrative team located upon the landing point's "moderators" board.
Selia (violet325)
亗Bactu亗 (conner14144)
Brannon Lowenhart (brannon.lowenhart
Augustus Bade
Ella De Wren Bade (elladewren)
Äɭεη ηуţє (alen.briggs)
TURMUS APPROVED WEAPONS October 2025
THE TURMUS ALLOWED WEAPONS AND TARN LIST October 2, 2025
The following is a list of all weapon types valid for use in the Turmus sim and Shades of Turmus sim (Wagon sim). For the adjoining forest sims, we'll be using these same rules as on this note card, but are willing to negotiate alternative ones.
◆ FREE MEN -
➨ MELEE -
• Swords, Spears, Staffs. Whips, Pole-axes, Pole-Arms, Glaives, Axes, Slave Goads, Whips, Knives, and Fists.
➨ RANGED -
• Bows, and Crossbows (20% damage only, NO BOLTS). No blow darts.
** PLEASE NOTE THIS SIM IS SET TO FEMALES DOING WEAKER DAMAGE **
◆ FREE WOMEN -
➨ MELEE -
• Daggers, Fans, Hairpins, Slave Goads, Whips, and Fists. They may also use any female slave weapon listed below.. It is expected all weapons to be set to the lowest possible settings. They may not use Swords. Spears, Axes, Glaives, Pole-axes, etc.
➨ RANGED- None.
◆ PANTHER GIRLS/TALUNA;
➨ MELEE -
• Spears, Polearms, Sticks, Claws, Whips, Daggers, Fans, Hairpins, Slave Goads, Fists.
• Slave weapons such as brooms, pans, rocks, shovels, etc.
➨ RANGED -
• Bows, Rocks, (no bows in the city, panthers seen armed in the city are subject to downing on-sight, although some RP MAY happen first)
Note that since the sim is set to weaker females, Panthers/Taluna need not set weapons to slave damage.
Note that per the books, panthers attacking a walled city would be crazy. However, a hit-and-run skirmish outside the city might occur.
◆ MALE SLAVES:
➨ MELEE -
• Male slaves may use the same weapons as female slaves, plus wooden sticks (Shaolin Stick) or similar wooden weapon set to 19% slave damage
➨ RANGED -
• No ranged weapons! However, if the enemy sim allow their slaves to throw rocks in their rules, we will consider mirroring their slave rules for our sims.
◆ FEMALE SLAVES:
➨ MELEE -
• Female slaves may only use slave melee weapons - brooms, frying pans, rolling pins, shovels, fists, etc. They must be set to the lowest damage..
➨ RANGED -
• None at this time, but some (rocks, for example) may be approved for the slave rules against certain attacking enemies if their own sim rules allow it.
Note that use of weapons by a slave carries a risk of harsh reprisal!
◆ KURII WEAPONS:
➨ Use of Kurii requires mod approval.
➨ MELEE: Axes, Swords, Whips, Spears. Pole-Arms
➨ RANGED: Kuri Air Gun, Kuri Air Rifle, Bows. Rocks
◆ TARNS:
➨ The use of a tarn must be mod-approved before the raid.
➨ One tarn per side, 20/20 No ferrying, no fire bombs.
➨ No re-rezzing a tarn if the tarn is downed.
➨ Only the original rider of the tarn may pilot it, if rider is incapacitated or hops off the tarn, no one else can pilot it.
➨ No jumping onto the back of a enemy tarn unless landed.
◆ ALLOWED TARN DESIGNERS -
➨ Tudu v2.1.a Non regenerative
➨ Havoc Rau No Regen v1.4 or higher
➨ Dove Rau 20/20 Standard Tarn (S20)
➨ Black Rose (Vivienne Daguerre)
➨ Rochambeau Eagle
➨ All Tarns regardless of maker must be 20/20 non-regen.
◆ NOT ALLOWED -
➨ Any kind of Raycaster, no-friendly-fire technology
➨ Any kind of WoW or aim-assisting scripts
➨ Quick switching melee weapons to bypass the normal delay between strikes
➨ Dual wielding weapons (an off hand weapon that is a re-skinned shield does not count as dual wielding).
➨ Speed enhancement or any HUD or device that increases your avatar performance beyond SL norms or your weapons beyond ZCS specifications.
➨ FIre Bombs not allowed.
➨ No Ferrying via tarn into the city
➨ Any weapons from a maker not on the list below:
◆ ALLOWED WEAPON DESIGNERS (as selected from the ZCS meter-maker's published list for ranged and melee compatible weapons:
➨ EQ (Equinox) Weapons
➨ LR Weapons (Larion Rhode)
➨ VF/VFX Weapons (VoFang)
➨ EZ Weapons / The Forge
➨ GTS Weapons
➨ PFC Weapons (Pucca Firecaster Creations)
➨ [JB] Weapons
➨ Iroas Weapons
➨ Anyon
➨ [A.W.]
➨ HZ Weapons
➨ Markz
➨ Myst Weapons
➨ Ancient Builds
➨ Norse Weapons
➨ ShekinahArani Weapons
➨ [A.K] weapon store
➨ Jungle Weapons
END
City of Turmus Assassin Rules March 31, 2026
The city of Turmus welcomes assassins as long as they respect the city laws and the following rules.
Any assassin coming to the city must contact the Master Assassin, possibly IC. This is a courtesy visit, and is something that any assassin must do out of simple respect, even if you are just visiting, but especially if you have business in the city, either a hunt or training. As a caste member, the local Master assassin will not stand in the way of a fellow assassin. We are aware of different BC Groups, and for your information this is GBC, the Assassin is Akeshi Reardon (pyrat.buccaneer)
If a personal meeting is not possible due to time zone differences, please note that you can send a scroll to the assassin or place a message in the mailbox of the house with the black banner. Your messages will then be received and answered as soon as possible. Pyrat Buccaneer
We expect the assassin to know his role as represented in the Books. Assassins who show no knowledge of the role, will be requested to leave, independently of whether they have trained or not.
Non-hunting assassins will respect the city laws like anyone else. The special privileges depicted in the books apply only to hunting assassins.
Assassins who reside in the city of Turmus- with Turmus keys(tags) are not allowed to hunt or kill in the city.
Assassins members of the local Black Court will not accept kill contracts on Turmus citizens in force of an agreement with the city administration (Some rich men pay local black courts not to accept commissions against them. - Plunder of Gor)
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RULES FOR HUNTING ASSASSINS
Remember that WHAT IS NOT ROLE PLAYED AND NOTECARDED, NEVER HAPPENED (IMs are considered OOC). The hunting assassin has to notecard the complete hunt, from the acceptance of the contract onward. A NON-NOTECARDED HUNT/KILL WILL BE DEEMED INVALID
NO DEUS-EX-MACHINA.
Weapons and any tool you are going to use must be worn in stealth or described in role play.
Any knowledge/information you use, must be gathered IC.
1. Contracts MUST be based only on IC reasons (see point 10 for sanctions). Before starting a hunt, an assassin must contact the local Master Assassin in IM and show/send him a non-evicted copy of the contract. We know that ICly assassins will never reveal their client's identity, therefore the information will be considered strictly OOC and absolutely confidential. If the master assassin knows of a possible OOC drama, he will contact the assassin as soon as possible.
2. Once the assassin is given green light, he can elect to hunt in disguise or in black. In all cases he will be wearing the mark of the dagger on his forehead, which can be hidden during the hunting phase if the assassin is in disguise. Disguises should be realistic and logical. A poor choice of your disguise can lead your RP to unexpected consequences, be ready to accept them.
4. Death is a serious thing, even in SL, and the mark deserves at least a great role play. Therefore, the assassin will actively role play within the city for at least 3 days during which he will:
a) interact with citizens in order to identify the mark IC and gather useful information (e.g: on the mark, on his family, on guards shifts at the gate, ecc.)
b) interact with the mark in order to ascertain his identity and get to know his habits
c) scout the city to plan the kill and the exit strategy.
5. An assassin will avoid metagaming, godmodding and giving false representations (i.e. It is perfectly acceptable that you pretend to be blind as part of a disguise, BUT you cannot emote that your character's eyes appear to have been 'burnt out', because that will be misinformation). If in violation, the kill may be deemed invalid. Should the assassin believe to have been metagamed or godmodded, he will contact the local moderators. Please, avoid raising a fuss or causing drama.
6. The kill must be realistic and in the ways of a Gorean assassin. Gorean Assassins are professionals, they kill quickly, silently and efficiently and leave.
7. Normally, when killing the mark, the assassin will don the colours of the caste and the mark on his forehead. It is possible, though, in special cases, to kill while still in disguise. Check ICly with the local master assassin before killing while still in disguise. In any case, before drawing, the assassin will display the mark on his forehead and give time to the mark to see it. Using a disguise in the kill phase without a good reason may result in the kill being invalid.
hunting in disguise
- “This was not a typical hunt, I gathered, in which the tunic is worn openly, the sign emblazoned publicly upon the brow, the prey helpless, cornered, as vulnerable as a vulo.” - Mariners of Gor, Chapter 1;
: - The newcomers cast down the bows and, together, reached within their robes to unsheathe blades, the common gladius, but the cloaks, hitherto so convenient in concealing their caste, their intent, their weapons, cost them an unencumbered draw” - Mariners of Gor, Chapter 1.
8. The kill attempt may be metered, in which case the assassin will post a detailed description of the attack before actually hitting. The city welcomes other kinds of kill attempts such as using dice or role playing the kill, previous an agreement with the mark. The assassin who does not use metered attacks may require the same treatment from the city warriors. In that case, he will set the label of his meter to “non-metered combat”.
IMPORTANT!
If a warrior stumbles across the assassin whilst he is in the act of killing his mark, the Warrior has every right to intervene and capture/kill the assassin.
9. After the kill, the assassin must run from the city and leave from the landing point. Teleporting out from any other location will result in the kill being invalid and the assassin being banned. In special situations, it could be possible not to run immediately out of the city, but check OOCly with the local Master Assassin before doing so. Being slain during the escape does not make the kill invalid.
10. The assassin will submit the notecards of the hunt and the kill to the local Master Assassin for validation. Once the kill has been validated, the assassin has fulfilled his contract. What happens to the mark afterwards is none of the assassin’s business.
Please, be aware that should it be necessary to reveal the client’s name to the mark after the kill, this will be strictly OOC. Any subsequent IC retaliation on the assassins and/or the client will be automatically invalid unless the information is gathered by means of further role play and duly notecarded.
In the event of OOC reasons for the contract, the following applies:
a) if you did check with the client prior to accepting the contract and they lied to you, you will not be considered responsible but we will have to call the kill null (you can consider it valid but it will have no effect on the mark);
b) If you did not take any step to make sure of it, not only the kill will be invalid but you will be banned from the city.
As to the client, subsequent OOC drama will be dealt with OOC: this is a game, personal conflicts must be dealt with OOCly, not by means of an IC kill.
Finally, have fun, that is why we are all here. Spread your jolly span of darkness across the city, bring them to laughter, or tears as the mood presents itself.
Gold and Steel
Akeshi Reardon (pyrat.buccaneer)
====✤✤✤=== OOC SIM RULES - IMPORTANT=====✤✤✤====
A ZCS meter is to be worn at ALL TIMES on the ground level and on sky levels where RP takes place. Do not reset without moderator confirmation. We enjoy dramatic storylines, interesting characters, and exciting combats, but an adequate amount of RP should precede any meter-based combat engagement.
AVATARS: Gorean clothing MUST be worn. Human avatars must be adult looking; no avatars that look under eighteen years of age or are unusually short. The minimum height requirement for Turmus is 5’6”. Gorean animal avatars are permitted. Kurii avatars are permitted in certain areas (see Kurii info near end). No shape shifting; if you come to the sim as a human, you must wait at least one hour before returning as an animal, or vice versa. If your avatar is less than 30 days old, you must contact an Administrator or Moderator to get approval to Roleplay here. Only one human character per avatar is allowed.
METERS: Everyone teleporting from the dock MUST wear an active current version of the ZCS Meter. If you are new to Gor and/or just wishing to observe the roleplay, then please wear an Observers tag. NO OOC (Out of Character) emoting without permission from a sim Mod/Admin outside of moderation situations. If you are not wearing a valid meter then you will be given a warning first, then face ejection if you fail to rectify the situation. No role-play allowed in Away or OOC meter mode.
◈ No female outlaws.
◈ No clothing that does not belong on Gor
◈ No Jumping
◈ No leaping from walls (they are very tall, and severe injury or death would result!)
◈ No dual wielding weapons
◈ No flying
◈ No prim-sitting to pass magically through walls
OOC HARASSMENT: Harassment will result in one warning, and a second offense will cause a ban from Turmus. Any form of OOC abuse or bullying will not be tolerated. We understand that OOC relationships develop, but Turmus does not promote the sharing of personal information (real name, age, etc.). Repeatedly asking others for real life pictures, voice, other Second Life accounts, intimate details, or any RL information is not acceptable. If you ask once and someone says no, then the answer is NO. Anyone found to be coercing others into any of the above will be banned.
DRAMA: We do NOT tolerate OOC drama in any form. Anyone role-playing in Turmus is expected to understand the distinction between IC (in-character) and OOC (out of character). If we discover OOC reasons bleeding into IC action, then any role-play surrounding that will be shut down by the moderators. If you have an OOC problem either deal with it in an adult fashion, or mute and role-play ban that person.
NO OOC DISCRIMATION: While for RP purposes adversarial attitudes, actions, and conflicts between characters are an appropriate part of any storyline, we do not tolerate OOC discrimination against anyone on the basis of sex, gender, sexual orientation, race, nationality, ethnic heritage, religion, or political beliefs. Any player exhibiting such behavior against other players will be warned and if such behavior continues will be no longer allowed in the sim.
REASONABLE AVATAR SCRIPTS: Players are expected to equip their avatars with clothing, hair, AOs, weapons and so on that have as few running scripts as possible, so as to REDUCE SIM LAG. Collars and jewelry are often high script items. There is a board in the sky landing zone to check scripts, and when you receive a warning from that system, reduce what it says you have too much of. Repeated inconsiderate offenders will be asked to leave the sim. The same goes for running scripts in home items.
ONE HUMAN CHARACTER ALLOWED PER AVATAR: Using a single avatar/account to play multiple characters is not allowed, as it can be very confusing for others. If you wish to have a second or third human character to play, they must be of different avatar/accounts, and are commonly called Alts.
ALTS: Turmus supports the use of alternative characters (alts) under certain circumstances. Alts can be used to enhance role-play and allow certain stories to progress without the fear of long-term consequences for 'main' characters. We ask, however, that any duel/relationships are transparent and if possible avoided. Anyone using alts for nefarious purposes will be warned, repeated offenses will result in a ban. Although it is not necessary, please consider making admin aware when bringing in alts. Again, only one human character per avatar is allowed. Alts must be a different avatar/account.
LIMITED DUEL GROUPING: Being part of a sim's group means you are a part of their city, and it is not BTB to be apart of two cities at one time. However, certain individuals such as merchants who maintain branches of their business (trading companies, etc) in various cities may, or traveling entertainers, can, with admin approval, duel group so as to receive important sim notices. If you are duel grouping, inform Admin so that when people report you as duel grouping, we can assure them all is fine. If you also play your avatar/character in a GE city that never interacts with BTB, that is allowed.
THOUGHT EMOTES: Thought emotes can be a destructive form of emote if they are negative, contain insults, or are mocking. If we hear of repeated instances of insulting or mocking thought emotes, admin will issues a warrning and if additonal instances occur, the player may be banned. Either say it, play it out, or keep it to yourself. Role-players in Turmus are automatically given the right to be able to respond as if the character accidently spoke aloud what the insult or other negative comment they were thinking and respond to them as if they were spoken word.
GROUP CHAT & DISCORD: Group chat and discord are for OOC purposes only (unless during a raid situation). Avoid discussing role-play or controversial RL or Second Life issues. No venting your anger because you are having a bad day, no passive aggressive behavior, or drunken stupidity. Let us keep everything that should be in-character just in-character. It means more role-play for all of us. Repeated abuse of Group Chat by a player will result in removal of Group Chat Privilege temporarily or permanently.
LIMITS: Unreasonable non-Gorean personal limits will not be recognized nor will limits that come in conflict with the laws of Gor and the laws of our city. Such limits would include: No collaring, no binding, no punishment, no consequences to dramatic actions. If you have a question about these please contact an Admin or Mod. Remember ICA=ICC: IC ACTIONS HAVE IC CONSEQUENCES.
RAIDS AND HIDING: Women, slaves, and males whose computers or connections may be too slow to move well and/or do not want to be involved in raiding events must set OOC or AWAY and be inside a room, preferably a private residence so as to not interfere (or temporarily leave the sim). They may also elect to stay with an active meter and hide in the special fortified Secure Room which will be breached only with the cleverest of role-play. Note that since most doors are phantom to reduce lag, raiders can intentionally or accidentally enter most any building, and may role-play looting or damage.
DEATH: All deaths require a valid in-character reason. Deaths can only happen after one hour of role-play and they require three full emotes; each emote must be a minimum of ten words each. Personal combat requires 30 minutes of role-play with both sides acknowledging before zcs meter combat may commence. If you are killed in Turmus you will remain a ZCS Meter ghost form for a minimum of 24 hours. This can also provide infirmary role-play opportunity, so after the 24 hours the player is expected to remain in the infirmary for two days to fully recover. Suicide is discouraged in Turmus and will result in a 7-day ban. Any character change resulting from death, or suicide MUST be approved first by the Sim Admin. If we discover the involvement of OOC grudges, or meta-gaming in any death role-play then the kill will be invalidated. All death role-plays should be saved to notecard in-case a Mod is called. Death in Turmus is NEVER permanent unless agreed by both sides before the role-play continues further. Remember these protocols can't cover every instance. Situations will arise not covered in here where mods and admins must improvise.
NOT ALLOWED: Random attacks without role play reason are not permitted. Attacking someone who has a weapon in their hand normally as part of their "Look" at random is not permitted. However, if that person is nearby a fight going on, and appears to be engaged they are free to engage in fighting with.
TRADE & EXCHANGE POINTS: Goreans respect such marked places, as without them much valuable trade would be impossible. Therefore, treat them as a "Safe" area for all humans to interact. Combat is still theoretically possible under unique circumstances (such as someone accidentally shoots someone, and a fight breaks out), but any intentional breaking of Merchant Law will result in a very bad reputation, and possibly prosecution.
NPC GUARDS/CHARACTERS - NPC Guards and Characters are permitted, they can be spoken about and used to add depth to a scene. They cannot engage in combat or be deemed to affect the outcome of any combat. In other words; a Free Woman traveling with an NPC guard has no more protection in the real sense than one traveling without one.
WEAPONS: Use of non-Gorean weapons will result in ejecting and possible banning from the Sim. Such weapons include spamming tools, guns, explosive devices, light sabers, mechanical weapons, push weapons and so on. If you are uncertain whether your weapon is a valid weapon for the sim, contact a mod or admin before wearing it. Use of Siege Weapons such as Catapults or Siege Towers are usually impractical in Second Life and require enough men to haul and operate. (They must be discussed with a mod before use in a raid) (Please see list of approved weapons).
FREE WOMEN and PANTHER GIRL GUIDELINES: Veils are not required but Free women should be covered from neck to toes. We are a by-the-book sim with ZERO TOLERANCE for women with bows and swords outwardly displayed or prepared for battle or used. This does not apply to panther girls outside the walls who may have bows, spears, and sticks. Any panther girl who enters the city, armed or not, will likely be downed. Of course, panther girls coming into the city in disguise is perfectly fine! Such a panther could have a knife and pins hidden within their clothing, doing slave/Free Woman damage. (Please see combat rules)
TAVERNS: There is no OOC rule regulating the tavern, however, it is a foolish free woman that enters one, for some men will see that as an invitation to collar. But there IS an IC Law forbidding it, so as to keep our Free Women safe from their own mistakes. However, in an emergency where a physician is needed and only a woman physician is available, it would be understood she is required to be there by her caste oaths to heal and would safe (as physicians are supposed to be treated extra-kindly anyway).
.
KAJIRAE (female and male slaves) RULES AND GUIDELINES:: Any slave abandoned at the city dock or any new slave to the city is to be rendered to the city kennels immediately. Failure to do so will be considered theft. Such slaves can be obtained after a 2-week training period by other slave houses or individual prospective owners.
If no slavers are active on sim for a period of 30 minutes after the slaves make their presence known by entering the city, or ringing a bell at the entry path, unowned slaves or runaways can be captured or gained submission from after 30 minutes of roleplay and dealt with as the acquiring Free wishes, in accordance with the IC city laws. While all the following is not official sim rules, it is strongly advised that slaves should greet free and kneel when approaching the Free, Slaves on their owner's business should not be stopped or apprehended unless they were not acting in an expected fashion or appear to be loitering. Slaves may defend themselves with slave weapons only if attacked or are given specific authority by warriors during a raid, but are not allowed to start aggression under threat of severe punishment.
KURII: The Kurii are portrayed similar to exceptionally large bipedal werewolves, very few of them speaking Gorean, and cause great fear in humans, and for good reason! Many humans have died at their hands, or rather claws and jaws. Kurii wishing to visit outside the city walls do so at their own risk, as they may (and probably will) be attacked at any time with requirement of RP. However a "safe for kurii" cave at the "edge of the woods" has been provided where kurii and human interactions can occur without danger to either. Caught inside the walls of the city can and will get the kurr attacked by defending warriors.
ANIMAL RULES:
• All animal roleplayers need to get approval from a sim admin before role-playing here. Once approved, they must be metered at all times.
• Small animals are permitted in the city with Admin approval. This includes Gianni, verr, larts, and frevets. Baby larls will need to find a handler after approval and must grow at a slow rate.
• Large animals such as larls, sleen, and tharlarion are not permitted within the city except in very specific situations with admin approval.
• If playing a dangerous animal, such as a sleen, larl, etc. You will be required to be caged, tethered or leashed. And be registered by a handler with the scribes. Those type of animals do not wander freely.
• Tarns should have a rider, at least an NPC but preferably active player. They are not to land on ground level without one, except for loading or unloading. They are not land animals.
• Beasts may only participate in combat if attacked or defending an owner/someone they have bonded with, but only after the attack on the owner has started.
• The ZCS Beast meter is to be only worn by mature animals, young animals must use standard meter.
• Note there are people who wish not to roleplay with Gorean animals. Do not force this interaction as their are others that will role play with them.
Thank you so much for reading!
For any further information don't hesitate to reach out to the following administrative team located upon the landing point's "Moderators" board.:
Selia (violet325)
亗Bactu亗 (conner14144)
Brannon Lowenhart (brannon.lowenhart)
Augustus Bade
Ella De Wren Bade (elladewren)
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