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| Barbarians of Gor is a ''[[By the Book|by the book]]'' (BtB) Gorean role-play server that is set in a group of islands many hundreds of pasangs west of the mainland in the middle of Thassa (the sea). The group of islands is collectively known as [[World's End]], and this season we are playing on the island of New Sardar (Exile Lands Map). Goreans, from the mainland, are marooned on these islands with no opportunity to return home and must make the best of it on a small island surrounded by hostile flora, fauna and natives. This island is less then 200 pasang square and numbers a [[Population |population]] in the thousands, not tens of thousands.
| | Planet of Gor is a btb book server, looking to provide an accurate Gorean experience. The stories take place on a decent size island thats uncharted beyond the cluster of islands known as the World's end. |
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| This season the people of [[Vargor (RP Hub)|Vargor]] have pushed back the Stygians and begin to expand into the nearby protectorates. All story and role-play is centered around the immediate area of Vargor with its different cultures and regions.
| | **The Call of the New Land** |
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| How will your character adapt to an unfamiliar land and the making of allies from those once enemies? Some things will change simply because you aren't in Kansas any more, and some things will [[In Character Restrictions|remain the same]]. Only the adaptable will survive.
| | **Rumors and Whispers** |
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| ''While it is valid for a character to be antagonistic towards other cultures, the setting is one of survival and characters may have to “adapt or die”. We encourage players to moderate their BtB opinions against the reality of the setting. There are many examples in the books of characters integrating, however temporarily, into situations not of their Home Stone/Land.<includeonly>[[: Category:Gor Roleplay |<Read More>]]</includeonly><noinclude>
| | *In the dim glow of candle-lit taverns and bustling marketplaces, whispers began to circulate about a mysterious new land across the ocean. Tales of this uncharted territory painted vivid pictures in the minds of those who listened. The stories spoke of lush landscapes, unspoiled by human hands, where towering trees reached for the sky and rivers sparkled like liquid diamonds under the sun.* |
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| =Location=
| | **The Promise of Riches** |
| ;Land Mass
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| :{{:World's End}}
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| ;[[Population |Population/Wysiwyg]]
| | *Among the most enticing of these rumors were those of unimaginable riches waiting to be discovered. It was said that the land overflowed with gold and precious stones, treasures that promised wealth beyond the wildest dreams of any who dared to seek them. The prospect of fortune was a siren's call, pulling at the hearts of the brave and the adventurous.* |
| :{{: Population}}
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| ==Vargor==
| | **A New Beginning** |
| ;Vargor, the RP Hub
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| :{{:Vargor (RP Hub)}}
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| ;Vargor, Laws & Elections
| | *For many, the tales of the new land were not just about wealth but also about the promise of a fresh start. The land was rumored to be a place where anyone could carve out a new life, free from the constraints of the old world. Families dreamt of fertile soil where crops would flourish, and individuals imagined opportunities that had been elusive in their current lives.* |
| :{{:Vargor, Laws}}
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| {| class=wikitable align=right
| | **Gathering the Pioneers** |
| | [[Turan Cliffs]] || {{: Turan Quarter}}
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| | [[Torvaldsaer]] || {{:Torvald's Quarter}}
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| | [[Argentum Hills]] || {{:Argentum Quarter}}
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| | [[Mizu Valley]] || {{: Mizu Valley}}
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| | [[Northern Trade Post]] || {{: Northern Trade Post}}
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| | [[Vagon Plains]] || {{: Vagon Plains}}
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| | [[Karian Outpost]] || {{: Karian Outpost}}
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| |}
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| | *As the rumors spread, they ignited a spark within those who had always yearned for adventure. Pioneers began to gather, sharing their plans and pooling resources. They were a diverse group, bound together by a shared dream of discovery and a desire to explore the unknown.* |
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| [[image:horizontalline.png|890px]]
| | **Becoming Part of the Legend** |
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| =Season 3 Fiction=
| | The pioneers knew that settling in the new land would not be easy. It would require courage, resilience, and a willingness to face the unexpected. Yet, the allure of becoming part of something grand, of writing their own chapter in the history of this mythical place, was irresistible. |
| <I>The volcano's silence was a blessing and a curse. Returning Gorean settlers, weary from battle on a neighboring isle, found not the expected eruptions, but instead a land in upheaval. The native Stygians, seizing opportunity in the chaos, had risen to reclaim their territories from the would-be invaders. The settlers were forced to regroup around Telith's Island, its valley rich in resources and natural defenses. Months of bitter fighting ensued, until a final, decisive assault on the Stygian fortress ended the threat in a blaze of fire and rubble.
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| Yet, with the immediate danger past, a new kind of storm clouds gather. The fragile unity forged in battle begins to fray. Some protectorates remain loyal to the Vargor banner, but others - the Karian Outpost, Vagon Plains, Northern Tradepost - have declared their independence, embracing a lawless existence on the fringes of the fledgling civilization.
| | **The Journey Begins** |
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| The political landscape seethes with tension. Will Torvaldsaer's growing numbers cleave them from Vargor's alliance, or will they remain loyal? Can Argentum Hills muster enough strength to preserve the Gorean caste system in this untamed land? Turan Cliffs teeters on the brink - will they turn their backs on Ubar and join the outlaws of Karian? The Wagon People and Vagon's other nomadic tribes have choices to make - will they find common cause with those of the north, or forge their own path? And as always the might and honor of the enigmatic Pani people leave all wondering where their swords will stand.
| | And so, with hearts full of hope and a spirit of adventure, they set sail. Their ships cut through the waves, leaving behind the familiar and heading toward the promise of the new land. As they ventured forth, they carried with them the hopes and dreams of all who believed in the tales of mystery and wonder. |
| | | The journey to the new land had begun, and with it, the creation of a new legend! |
| This is a crucible, a powder keg of rival interests and conflicting desires. Alliances will be forged and broken, heroes will rise and fall, and the very soul of this young nation hangs in the balance. What will be the fate of this tumultuous land, where the only constant is change?</I>
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| [[image:horizontalline.png|890px]]
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| =Character=
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| [[image:serverssettingmap.jpg|right|400px]]Barbarians of Gor allows players to transport their previous Gorean characters into our setting through mishaps while sailing. For those characters who are unlikely to get on a ship, we allow a generic hand waving of "I don't know how I got here" with the implication that someone brought them here against their will.
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| Those with ''modern-day'' Earth-born characters are encouraged to have their character know enough Gorean to get by but can otherwise have arrived here directly via spaceship or have first gone to the mainland and then arrived via a sea vessel mishap.
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| Hyborian characters have all been born on one of the three islands shown on the map; New Sardar (Exile Map), World's End (Siptah Map), or New Tabor (Savage Wild Map). There is no other place that Hyborian characters to have been born - the whole of the Conan world existed 10,000 years before our current fiction - and on another planet. Additionally, these three islands are small and do not have large cities. For example, New Sardar has only Vargor, Sepermeru, and Asgard. New Tabor has only Muran. There is no main city on World's End.
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| ==New Story==
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| ;Free Persons
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| [[image:GorAi6.jpg|300px|right]]
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| :Your character's story arc must now align with the world in which they find themselves. Their Home Stone is far from here and there is no reasonable chance of return. There is nothing to be gained as an outlaw, you must join forces with the other Goreans.
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| :For the success of the server we are not accepting characters who intend to "go their own way" and divide the player base. To reach a point where multiple RP centers can co-exist we must first grow the current population, for as we all know - if new players can't find RP quickly, they do not stay. [[:Category talk:Server Setting|<Read Me>]]
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| ;Slaves
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| :{{:Slaves, Roleplay Options}}
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| ==[[Races]]==
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| {{:Races}}
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| [[image:horizontalline.png|890px]]
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| =Best Practices=
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| ==[[By the Book]]==
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| {{: By the Book}}
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| ==[[In Character Restrictions]]==
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| {{:In Character Restrictions}}
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| ==[[Caste, a Reality Check]]==
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| {{:Caste, a Reality Check}}
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| ==[[Medicine, Gor|Medicine]]==
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| {{:Medicine, Gor}}
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| ==[[Slavery is a Sliding Scale]]==
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| {{:Slavery is a Sliding Scale}}
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| ==Thralls==
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| Conan Exiles has functioning combat NPCs called Thralls. These thralls can be used in almost any fictional way a player can imagine including a free man of their clan, a free woman of their clan, a guard protecting them, an owner, a free companion, a slave, etc. We encourage free women and slaves to make use of these thralls as their primary mode of combat using what is known as an "authority build", in which the thralls fight for you allowing you to maintain the fiction of being non-combative. These thralls also allow free women and slaves the freedom to travel with the fiction that they are either "with their guards" or "in the company of their owner/clan free men". However, please note that the IC restrictions for women and weapons still apply -- a "slave thrall" walking around with a two-handed sword is not by the book.
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| ;Note: The word "Thrall" in Conan Exiles refers to the mechanical NPC of any gender and is not the same as the Gorean thrall of Torvaldsland.
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| ==[[Conflict Progression and Resolution]]==
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| {{:Conflict Progression and Resolution}}
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| {{:BottomBar}}
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Planet of Gor is a btb book server, looking to provide an accurate Gorean experience. The stories take place on a decent size island thats uncharted beyond the cluster of islands known as the World's end.
- The Call of the New Land**
- In the dim glow of candle-lit taverns and bustling marketplaces, whispers began to circulate about a mysterious new land across the ocean. Tales of this uncharted territory painted vivid pictures in the minds of those who listened. The stories spoke of lush landscapes, unspoiled by human hands, where towering trees reached for the sky and rivers sparkled like liquid diamonds under the sun.*
- Among the most enticing of these rumors were those of unimaginable riches waiting to be discovered. It was said that the land overflowed with gold and precious stones, treasures that promised wealth beyond the wildest dreams of any who dared to seek them. The prospect of fortune was a siren's call, pulling at the hearts of the brave and the adventurous.*
- For many, the tales of the new land were not just about wealth but also about the promise of a fresh start. The land was rumored to be a place where anyone could carve out a new life, free from the constraints of the old world. Families dreamt of fertile soil where crops would flourish, and individuals imagined opportunities that had been elusive in their current lives.*
- As the rumors spread, they ignited a spark within those who had always yearned for adventure. Pioneers began to gather, sharing their plans and pooling resources. They were a diverse group, bound together by a shared dream of discovery and a desire to explore the unknown.*
- Becoming Part of the Legend**
The pioneers knew that settling in the new land would not be easy. It would require courage, resilience, and a willingness to face the unexpected. Yet, the allure of becoming part of something grand, of writing their own chapter in the history of this mythical place, was irresistible.
And so, with hearts full of hope and a spirit of adventure, they set sail. Their ships cut through the waves, leaving behind the familiar and heading toward the promise of the new land. As they ventured forth, they carried with them the hopes and dreams of all who believed in the tales of mystery and wonder.
The journey to the new land had begun, and with it, the creation of a new legend!