Building and Bases (Rules)
From Barbarians of Gor
Season 4: Private clans are being de-emphasized in favor of Gorean settlements. The build area is restricted to the COLORED highlighted areas on the map. No residential building is allowed in the Fair Grounds. There are new pre-built buildings available this season at the /warp craft area.
Rules
Players are required to join a settlement (player-ran village) but may additionally have a private residential clan. Players are required to build within the build zone along Merchant Row. Exceptions
Settlements are public and anyone can join. Settlements may have pre-built homes available for you to move into. Alternatively, they may require you to build near by under your own private residential clan. Speak to the officers, look in discord and/or check the notice boards at the entrance or docks of each settlement.
- Cliffs
- All buildings must be accessible via walk/run from merchant road without climbing, using elevators or other man-made elevation structures requiring more than two sets of stairs. If you can not realistically reach the building by cart you should find a new location.
- Merchant Road
- Merchant Road, the brown line on the map, can not be blocked, covered or in any other way impeded. Any structure found to block the road is subject to immediate destruction.
- Further, Merchant Road is under the auspices of the Merchant Guild and the laws of Nordhagen and Aurumvale, thus no town, village, person, clan, camp or house may impose additional laws or rights upon the road or those passing through.
- Residential clan builds
- The focus of your public life should be in the Settlement Clan, but that does not mean you cannot have a residential clan with up to 6 people. Residential means where you are going to sleep and fuck - not where you work or socialize.
- Residential Clans of 6 or less are required to build within the build area.
- Once a clan has reached 6 members they may apply to become a settlement.
- All residential clans are obligated to accept and enforce the laws of the area. However, clan and house rights are accorded as long as visitors are apprised of the rules at the time of their visit.
- Residential Clans should not be walled. If there is a need for walls either move to a settlement or grow into one.
- Settlement
- With the exception of lag issues you may apply to grow your clan into a settlement. Your settlement may be built around Merchant Road as long as only the laws of the area are in effect and a reliable thoroughfare is provided.
- There are exceptions for villages that wish to have different or additional laws.
Allotment
Build Restrictions
You are not allowed to exploit the game mechanics at the expense of game play and fiction. It is one thing to build a defendable base, it's another to build one that is inaccessible or unassailable.
- You are not allowed to build in naturally inaccessible or unrealistic locations such as on top of a tower or giant cliff. Specifically, if you can not be attacked during a siege you can't build there.
- Elevators have been disabled.
- You are not allowed to construct homes where the mechanical game protection exceeds what is reasonable and immersive -- such as four tile thick walls and back to back draw bridges. No more than two lockpickable gates should be used to restrict access to the main part of the base.
- All doors and gates must be lockpickable. If you use a door or gate which can not be lock picked then it must be set unlocked.
- You are not allowed to construct unassailable bases -- such as stuck high up in a cave that can't be damaged by normal game mechanical means.
- If there is a road -- build along side it or at the end of it, not ON it.
- No bed rolls in dungeons: Bedrolls in dungeons have caused more issues than anything because they glitch the respawn and can cause the server to eventually start crashing out.
Residential Build Size
- Where to build - You must build within the highlighted colored area on the map. You may build (secondary) temporary structures outside of the build area for the purposes of events or story arcs.
- One Base per clan. All permanent buildings must be near to each other. Market areas at the Fair Grounds are built under the fair grounds clan - see the Overseer there.
- 200 build parts per person.
- 100 placeables per person.
- Two Unlock Plus containers per person. Unlock plus containers do not require the player to be in the clan that they were in when it was placed.
- One Basement used for role-play purposes, not for the purposes of storage or crafting. (Which shouldn't be the purpose of a RESIDENTIAL clan in the first place.)
- NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.
Settlement Build Size
- A MAXIMUM of 2500 build parts and 750 placeable. (Note: this is a lot of building parts and can generate a lot of lag, we reserve the right to require changes if this interferes with other players playability or the settlement never grows.)
- One of each type of crafting station per clan. This includes Campfires, Wheel of Pain, Stables, and Deconstruction Bench. Some benches are craftable and some can be purchased at the OOC Area.
- One each of the Highmane's Universal Crafting Benches
- 15 containers + 2 preservation boxes
- Up to four basements. Please make use of basements for the purposes of storing supplies and crafting stations/workbenches. It will help lag.
- NO base game lighting or lighting with flame flickering. Too many lights cause lag, reduce to the minimum, and switch to Beyond Decor lights. Most crafting benches are not available to players for use in their homes/bases.
Region Aesthetics
Settlements are likely to have stricter building material requirements to maintain the immersion of the settlement. Styles not listed are probably small build sets used for accent and are not restricted. Neither Frontier, Stormglass or Black Ice should be used for an entire build anywhere.
- Nordhagen
- Overlook, Hulneth, and Vargrheim are mostly a Norse and medieval aesthetic and should be comprised of Aesir, Nemedian, Insulated Wood, Bossonian, Northern Timber, Frontier, Stable, Stockade, Flotsam, Tavern and Poor. (These last two are not on the construction hammer.)
- Aurumvale
- Broken Pass and Blackgant Bay are mostly a medieval and Asian aesthetic and should be comprised of Insulated Wood, Bosnian, Flotsam, Murayama, Khitan, Yamato, Manor, Stable, Halfling, Tavern and Poor. (These last four are not on the construction hammer.)
- Argentora and Shensha's Outpost are mostly a Greco-Roman and Arabic aesthetic and should be comprised of desert town, Ardashir, Muran, Aquilonian, Arena, Argossean, Turanian, castle, bath house. (These last two are not on the construction hammer.)
- Use Sparingly or not at all
- Sandstone, Stonebrick, Reinforced, Black Ice, Hyperborean, Stormglass, Bank.
Exceptions
Currently only panther bands are exempt from the build area restriction, and may build any where that is realistic for role-play.
- See Also
- Season Four
- Season Four has began. We are in the process of upgrading our educational offerings, streamlining the application process, and onboarding new players. As always the wiki is a work in progress. As of Jul 9th, a significant re-organization was made.