"...Sharks, and sometimes marine saurians, sometimes trail the ships, to secure discarded garbage and rob the lines of the fishermen. The convoy, by its size, had doubtless attracted many such monsters. I had seen, yesterday, the long neck of a marine saurian lift from the waters of gleaming Thassa, It had a small head, and rows of small teeth. Its appendages were like broad paddles. Then it had lowered its head and disappeared. Such beasts, in spite of their frightening appearance, are apparently harmless to men. They can take only bits of garbage and small fish. Certain related species thrive on crustaceans found among aquatic flora. Further, such beasts are rare. Some sailors, reportedly, have never seen one. Far more common, and dangerous, are certain fishlike marine saurians, with long, toothed snouts; they are silent and aggressive, and sailors fear them as they do the long-bodied sharks..."-Slave Girl of Gor, 360


Waters of Gor is a general role-play room used for travel, role-play, and naval battles upon the Vosk, Laurius, and Olni rivers and Thassa, the sea. Any and all Gorean ports are welcome to brave Waters of Gor, so bring your tarnships, roundships, riverboats, longboats, and crews!


This room is a full Kill/Capture/Forced-Collar/Mirror Zone covered by all Portal of Dreams General Role-play Rules. By entering Waters of Gor, you indicate your agreement to abide by all rules listed on and linked to this page.


Basic Rules:
  1. No anonymous or observer names. You are expected to take a valid name and role-play, or else face a boot by PoD Management.
  2. No excessive OOC. Keep out-of-character conversations private to avoid disrupting role-play, or else face a boot by PoD Management.
  3. Role-play must be realistic and appropriate. For example, flying a tarn from the delta of Port Kar to the island nation of Cos would not be realistic. Not only would the tarn likely die of exhaustion long before it reached its destination, a tarn will not leave the sight of land and will only fly over the sea if it was first blindfolded and transported into the open waters in the hold of a ship.
  4. No Priest-Kings. The denizens of the Sardar Mountains fiercely guard the secrets of their technology and physical appearance. They would not venture from their hidden mountain lair to sail Thassa or the Vosk, Laurius, and Olni rivers; accordingly, no Priest-King characters are permitted in Waters of Gor. Anyone entering Waters of Gor as a Priest-King will have violated rules #1 and #3 and will be dealt with accordingly.
  5. Limited portrayal of Kurii. Anyone portraying a Kur character must respect the laws of Priest-Kings forbidding advanced weaponry. Additionally, this must be your ONLY Gorean character, or else you will be considered dualling. Anyone entering the Waters of Gor as an unrealistically portrayed Kur will have violated rules #1 and #3 and will be dealt with accordingly.
  6. Animal Role-play must conform to PoD Rules for NPC Animals. No non-played NPC animals may be used to fight or actively participate in the capture of a human character.
Combat:

All combat within Waters of Gor is in accordance with Prodigy Rules for General Role-play Combat. If the parties involved are unable to agree on a judge, the combatants may seek the ruling of one of our Gorean Site Judges. The first judge available and willing will decide the matter. All rulings are final. Please be aware of the latest additions to Open Combat rules, as follows:

2.1 When a conflict breaks out, those who are able to participate and become a factor in the scenario will be limited to those who are already present within the room. A scenario is seen as beginning at the moment of the first attack.

Travel:
  1. Please use the Location Pulldowns.
  2. Everyone must make two entry posts before beginning any interaction with other people.
  3. You may not attack anyone during the entry or exit posts, although you can defend attacks during the exit posts.
  4. Your travel from one location to the other must be realistic, per the following guidelines:


  5. Type of Character Posts to Enter Activity Zone Posts Posts to Leave
    Free Men 2 4 2
    Outlaws 2 3 2
    Free Women 2 5 2
    Slaves 2 6 2
    Escapees 2 7 2
    Animals/Mounted Riders 2 2 2
    4.A. Parties travel at the quickest unmounted/human member's rate.
    4.B. Injured parties add 1 to the number of activity posts needed unless on an uninjured mount.
    4.C. Travelers may subtract 1 from the number of activity posts needed if traveling near their home.
    4.D. "Animals" does not pertain to Kurii.

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