UPDATED: 02/26/20
"Port Kar, squalid, malignant Port Kar, scourge of gleaming Thassa, Tarn of the Sea, is a vast disjointed mass of holdings, each almost a fortress, piled almost upon one another, divided and crossed by hundreds of canals. It is, in effect, walled, though it has few walls as one normally thinks of them. Those buildings which face outwards, say, either at the delta or along the shallow Tamber Gulf, have no windows on the outward side, and the outward walls of them are several feet thick, and they are surmounted, on the roofs, by crenelated parapets."- Raiders of Gor, page 103.
Welcome to Port Kar. The following are some OOC guidelines to make sure everybody has an enjoyable time while visiting our home. It is by no means a way to dictate RP, but to ensure everybody is protected from common issues that plague the RP entertainment medium.
If you have any issues or questions, please do not hesitate to contact an administrator for further discussion.
✿ OOC SIM RULES ✿
◆ REQUIREMENTS -
You must comply with the following criteria to RP in Port Kar.➨ Adult roleplayers only.
➨ Avatars must be a minimum of 30 days old. Any exceptions to this rule must be made by an admin.
➨ No child avatars. If it is deemed your avatar is child like in nature, you will be asked to change the appearance or leave the sim.
➨ 75 script limit.
➨ Resident status and access to chat in raiders group requires 3 days of active RP on sim, as well as intending to make Port Kar home.
Port Kar Group Chat Protocol
➨ Gorean/Medieval Dress only (Exceptions: Pirate attire).
➨ All individuals on the sim are required to wear the ZCS meter at all times.
• You may wear the observer tag instead, but then you must not participate in rp or speak out loud.
• Not wearing a meter or observer tag in RP, may result in automatic capture if attacked.
• You may set your meter to "Away" if necessary, however, please move away from areas undergoing RP to avoid confusion. Repeat offenders may "kicked" by admin, to move them out of RP areas.
• Strictly NO use of the "OOC" setting of your meter. This is reserved for admin.
• You may not RP while set to "AWAY". Use of this may result in a temporary ban. You are expected to take whatever consequences of the actions you do. Rping in away mode prevents this and wont be tolerated.
➨ No OOC chat in local please. Repeat offenders may be banned from sim temporarily.
➨ ZCS Weapons only from the approved weapons list. Port Kar Allowed & Disallowed Weapons
◆ BASIC ROLEPLAY AND SIM ETIQUETTE -
➨ Port Kar, like all of SL Gor, is an adult sim. Various acts of adult pleasure may take place on the sim at any given time. If it offends you, please walk away.➨ Griefing and bullying WILL NOT be tolerated, and may result in a permanent ban.
➨ Renters pay for their privacy. RP within is valid on invitation, or when it will not disturb the resident. Only exception is during a raid. There is no safe zone in a raid. There is a safe room at the fort. That is the only place safe. Port Kar Renting & Housing Rules
➨ If you capture someone on sim. It is expected you RP them. If you must leave, it is expected you either put the captive in a public place, so others can RP with the captive or pause the RP until you can resume it. Leaving someone in a cage with no RP and expect others to RP them is frowned upon. Do not capture someone if you dont have the time or desire to RP with the captive.
➨ Meta-gaming, god-modding, RPing another person's response, and thought emotes will not be tolerated. Meta-gaming is at times hard to prove. No one can know all the goings on of another RPer. They may have secret conversations with another RPer, to inform them of information on another player. So be ready to prove something has been meta gamed before you cry foul.
• If you thought emote at somebody maliciously, they may respond as if you had said it aloud.
➨ Be realistic. Goreans are physically fit beyond Earth capabilities, but this has obvious limits. Acknowledge it in RP.
• Acknowledge the possibility that if you try to hit someone, they could possibly dodge or block.
• Never roleplay imperviousness to attacks, or the ability to defeat everyone. Goreans were not gods. ** Note - The one exception to this is that females are considered easily subdued in Gor.
➨ Slaves and Free Women traveling alone or without protection should be careful within RP. Port Kar is a dangerous place full of cutthroats, pirates, and mercenaries, and will be RPed as such.
◆ CAPTURE/KIDNAPPING RP -
➨ Kidnappers must have an IC reason to take someone from the sim.➨ There can be no more than two kidnappers. Anything above that number is considered a raid and must abide by raid rules. If you are panthers in disguise and coming to kidnap, same rules apply. Only difference, more than two disguised panthers, coming to kidnap, cannot follow raid rules, as we do not allow raids from panthers.
➨ Kidnappers can enter the sim via the Roleplay Docks, but must RP with the victim for the minimum of one hour before attacking. (This is to prevent and discourage snatch and grab RP)
➨ Kidnappers must also adhere to the following: Port Kar Personal Combat Rules
➨ Witnesses to a kidnapping or capture may RP sending scouts after the kidnapper to find their location, otherwise you may be shadowed by a PK ship and your destination known. There is an NPC harbor master, who would have seen you dragging someone away. This prevents our citizens to be taken, when not many are on sim, to act as witnesses and not have any IC information to be rescued. This can be negotiated if the captive wishes to be taken with no IC information of their location. We leave it up to the captive.
➨ If the captive has no issue being taken when the rules arent followed, that is their prerogative. But if there is repeated incidents of the kidnapping party, not following rules, then you may not be rescued. We have rules for a reason. and find those who dont wish to follow our rules, make sure their home sim rules are followed to the T.
➨ Captives can not be taken to "No raid", "No rescue", "No combat", or privately owned sims.
➨ A "sailing" emote is required to leave the sim after combat.
• The emote is deemed valid after it has been made, even if the person has not TPed out yet.
• Sail emotes must include the name of your captive for moderation purposes (if required).
• Port Kar has a standard One Day capture limit unless otherwise agreed upon by all parties.
• Captives may leave after 30 minutes without role play. it is expected you RP with prisoners taken from Port Kar.
◆ DEATH AND KILLING -
➨ All forms of killing ICly must be within a detailed post explaining exactly how you killed the individual.➨ You MUST have a good reason to kill somebody. Such a reason can be requested by a moderator at any point of such RP, and must be provided for it to carry on. Killing is NOT something to be taken lightly.
➨ Killing is only allowable after a minimum of one hour of RP. Combat and the preamble to combat is not considered part of this time frame.
• The ONLY exception to this rule is a Black Caste on a hunt. Port Kar Black Caste Rules
➨ After killing somebody, it may be RPed out as one of the following results:
• RPing a grievous injury and spend 24 hours in the infirmary while you recover from your wounds.
• RPing a permanent death, and returning as a new character with a different backstory. This also concludes any IC animosity between your former character and the killer.
• 24 hour death timer, and the RP leading to your death being erased from memory, placing you and your attacker in a neutral state.
✿ No one can force a Rper to have a permanent death. This is purely up to the person being killed. If the person is taken to another city that requires permanent death, it will not be valid in Port Kar. The person can return to our Port and resume their character they had, before the death, after 24 hours.
✿ Suicide will result in a 7 day ban.
Thank you for your time in reading the rules, and we hope you enjoy your stay in Port Kar.
**For new Roleplayers**
RP Etiquette by Mazzy
Building upon the rich story detailed in the Raiders of Gor, the city of Port Kar offers its citizens, rogues and slaves alike, an immersive RP experience. Ruled by the Council of Captains, under the leadership of a greedy, yet dedicated First Captain, the citizens of Port Kar are known for pulling together in times of crisis to defeat external threats. But when the danger from outside disappears they rapidly descend into internal strife that often spills into the streets. Even during times of relative peace, free women in the Port are warned to keep their knives and hairpins within reach. Likewise, free men are advised to keep their blades sharp and their slaves within sight. Yet, for those who can understand and appreciate the risk, Port Kar also offers rich opportunities for profit and to build compelling stories, free and slave alike. Come to Port Kar and see which path lies ahead for you. Will you find gold for your pocket, steel around your throat or a watery death in the canals?
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