Tal and welcome to the holdings of the Wolf Brothers.

Here are guidelineslines for our role-play. These rules are based on the Gorean novels. Please read these rules very carefully. We feel that our rules are very realistic and truer to the novels. We are not your typical Gorean city. We have created a place where those new to Gor, and those that are not, can come together. beware:

MOST OF OUR HOMES ARE KILL/CAPTURE ZONES



  1. Purpose of our homes: There are many Gorean cities and taverns on the internet, so why create another camp? The answer is that We found none of these existing places adequately represent Gor as depicted in the twenty-five books of the Gor series by John Norman. Thus, We created our homes to be just such a place. They are meant to be a place that holds very closely to the Gorean novels. They will not be perfect, but it will always strive for perfection. Unfortunately, the medium does not permit perfection.

    The Wolf Brother holdings is not a place for everyone. They are not meant to be. The Wolf Brother holdings are intended only for those who wish to role-play in a world that is as close to Gor as possible. There is a knowledge that is used to create rules to simulate the novels, remaining true to the essence of Gor.

    First and foremost, The Wolf Brother holdings are intended to be a roleplay and a lifestylers room. As a roleplay room, the holdings must have rules to make the play of the roleplay run smoothly. These holdings have been created in an attempt to emulate the world of Gor as most accurately as possible in this medium. This objective also requires certain rules to maintain. As these are homes that hope to grow and evolve, these rules are subject to change. Hopefully, any changes made will only serve to enhance play in the holdings.

  2. Gorean Education: Wolf Brother holdings will also be educational homes. It will be a learning experience, clarifying misconceptions about Gor that many have learned from the internet. You will find that no other online home does more to teach its players than the holdings of The Wolf Brothers. We welcome those new to Gor, who truly desire to learn about the Gor within the novels. We also welcome anyone else who truly desires to learn about Gor.

    It would be helpful if you have read the books to be in the holdings, but it is not a necessity. Unfortunately, only the first ten books are in print, and they are not easily available to everyone. Used bookstores are a good way to find the books, and they can usually be bought very cheap. You can also buy some of the books online, at places like Barnes & Noble. Information on the internet may be a start for basic information on Gor, but beware that there is some misinformation out there too. I strongly advise trying to obtain the novels if you are able.

    The Wolf Brother holdings will teach its citizens much about the Gor of the novels. We have numerous ways to help teach and train our citizens.

  3. Entrance To The Holdings: Any who wish to enter a holding of the Wolf Brothers, must first please have read these rules thoroughly. The Wolf Brothers are the sole persons who can remove someone from the holdings. All slaves must beg to enter and leave the holdings.

    There are certain requirements.
    1. First, you must be an adult, at least eighteen years of age. Gor is not for children. It is an adult world.
    2. Second, good role-players are sought. We wish to bring a high level of play to the holdings and avoid immaturity.
    3. Third, you must be willing to role-play a Gorean character. We are seeking people who are willing to commit to the holdings, people willing to role-play there, and help make them a great home. Besides these matters, there are no other absolute requirements.

  4. Rules/Holding Decisions:The Wolf Brothers shall presently be the single authority on rules questions, clarifications and adjudications. The Wolf Brothers shall endeavor to create an environment for role-playing fun within the strictures of the Gorean world. Hopefully, The Wolf Brothers will be needed infrequently to adjudicate any situation. It is hoped that the holdings will be able to flow smoothly according to the rules set out below. The Wolf Brothers will intervene though, when any player begins to ruin the fun of others.

    The Wolf Brothers wears two hats in thier holdings.
    1. First, in character, they are the leaders of the holdings, and shall act as such. They enforce the laws of the holdings. What The Wolf Brothers do is done in role-play only. They do not act out of character.
      In THe Wolf Brothers Absence- Any First Sword or equal officer of the Wolf Brothers has the same power as The Wolf Brothers in character.
    2. Second, out of character, The Wolf Brothers are the ones who adjudicate the rules of our role-play here, such as those set forth in these pages. They are the persons who can invalidate role-play that violates the rules. They interpret the rules of the holdings, and make all final decisions on rule questions and problems.


    Try not to confuse the two roles The Wolf Brothers must play. If you message a Wolf Brother, please inform him if you wish to speak IC, in character, or OOC, out of character.

    Please remember that The Wolf Brothers will not be able to please everyone all the time. They must sometimes make some very hard decisions and rulings. Nothing personal is ever intended by any of those decisions. Such decisions are always made after careful thought and analysis. Please understand that everyone cannot have their own way all the time. It is always a series of compromises.

  5. WARNING: The Holdings of the Wolf Brothers attempt to accurately portray Gor, and its rules are directed toward that goal. Abuse will not be tolerated. Any player who is determined to be abusive will be permanently exiled from the holdings. If you believe that someone is being abusive, please log the matter, and send it to a Wolf Brother in his mailroom.

    Gor is not a fair world. Slaves may be harshly disciplined and some people may even be killed. Those are legitimate actions in a holding of the Wolf Brothers. But, there is a line where role-playing crosses over to abuse. We are supposed to be mature adults, and we should know where that line is drawn.

    Again, I repeat, abuse will not be tolerated!

    But, also remember that false accusations of abuse are not legitimate grounds to avoid proper role-play actions. If you are killed in proper role-play, do not try to overturn the results by false accusations of abuse.

    Gor is a barbaric world of blood and steel. People die violently every day. The holdings of the Wolf Brothers will reflect that image. Death will be a possibility for anyone, especially for Warriors. But, these homes will not tolerate Player-Killers, the bane of many an online game. That means that if you kill indiscriminately, often and just for the thrills, you will find yourself being asked to leave. But, if we all play maturely, then this should not be a problem.

    The Wolf Brothers reserves the right to nullify or overturn any role-play action in the holdings of The Wolf Brothers, that is deemed abusive or illegal. Abusive and illegal role-play will not be considered legitimate role-play. Such bad role-play will not be permitted to ruin the fun of the other players. Hopefully, this right will only be rarely exercised, if at all.

  6. Mun Consent: All players who agree to play in holdings of the Wolf Brothers, consent to certain matters concerning their characters.
    1. They consent that their character may die during roleplay. Assassination attempts, death matches and such are a part of our holdings. It is difficult to lose a cherished character, but the possibility of that loss will lead to more realistic role-play.
    2. Players who choose slaves as characters must be prepared to act as a Gorean slave, as depicted in the novels. This means that slaves may be sold or even destroyed by their Owner at anytime. In addition, punishment may be doled out by Masters. {WB} slaves may only be punished by the Wolf Brothers. Kolared slaves may only be punished by their Masters. Unkolared slaves are at the mercy of all. If you have a problem with an owned slave, or a {WB}slave, you may chain them until the appropriate person is notified, and the matter is dealt with. Choose your character wisely knowing your limitations.
    3. Anyone is susceptible to being enslaved. This includes all free persons, male or female. Slavery is a threat to all, though women are the primary targets. If men go to the northern forests, they have the potential to be captured and enslaved by panther girls. Certain laws may also lead to the enslavement of men.

    As this is roleplay, mun consent should be largely irrelevant. But, if you are uncomfortable with such play, then do not enter the holdings. Gor is not a fair world. There is one area though where mun consent is involved. No player in this game is under any obligation to reveal any personal information about the mun to anyone else in roleplay. No Master may force any slave to give out personal mun information. In addition, no Master can make a slave do something in real time, such as phone that Master. If any Master tries to do any of this, please log this matter and contact The Wolf Brothers as soon as possible in thier mailroom. This does not apply if it is mutual consent. This just means you cannot be forced to do this.

  7. Poor Role-Playing and Cheating:
    1. Punting(booted), signing off, and similar methods of trying to avoid an unpleasant role-play situation, like your character's death or collaring, are prohibited. You cannot sign off and avoid a death match. An "accidental" punt will not save your character from a proper collaring. If you do happen to go offline during a role-play scene that is not finished, when you return online, the scene will be continued from the point that you left. And in that situation, the scene will progress without outside interference. The scene will be continued as soon as possible after the original incident. If this happens to you, please log the incident and contact a Wolf Brother in his mailroom.

    2. Leaving a room quickly to avoid an unpleasant role-play situation is also considered poor role-play. If you wish to leave the holding, you should declare that action and then give everyone else in the holding adequate time to react to your intention. Someone may want to try to prevent you from leaving. Realistically, it does take time for someone to leave a holding. It is not just as easy as typing that you are leaving and then instantly leaving the holding. You must allow others in the holding to react.

    3. Cheating in any form will not be tolerated in a holding of The Wolf Brothers. Unfortunately, some forms of cheating are difficult to detect. But, there are ways to detect cheating and The Wolf Brothers will be paying attention. Please be on notice that if you are discovered cheating, you will be exiled from the camp. We are all adults and there is no real reason for cheating in our role-play. Cheating only robs you of your complete role-playing experience.

  8. Character Choice: Players have a myriad of choices of characters to play in the holdings. You may play a Free Person or a Slave. Each choice has different options. All characters that enter the holdings must obey all holdings and Gorean rules. Players may bring in their existing screen-names, provided their profiles are acceptable.

    Be creative in your choice of character. Creativity and imagination can make for much more interesting role-play. Do not make carbon-copy warriors. Play some of the Low Castes. If you choose a caste, consider choosing one of its subcastes. For example, the subcastes of the Scribes Caste include lawyers, scholars, record keepers, teachers, clerks, historians, accountants, geographers, and cartographers. Make your character stand out and be memorable.

  9. Caste System: Gorean society has a firmly established Caste System. Almost all Free Persons belong to a Caste. Each caste has its own Code to govern the conduct of its members. Caste is primarily governed by birth and free companionship. Children take the caste of their father. A woman who joins in Free Companionship can keep her own caste or take her partners. Caste is relatively immobile but not frozen. A show or lack of ability can raise or lower your caste. To change caste, The Wolf Brothers must approve the change, based on your qualifications, for the new caste and the willingness of the new caste to accept you. To most Goreans though, it is unthinkable to alter their caste. Most Goreans are proud of their caste, even peasants and laborers. Their skills are appreciated by others and not looked down on.

    Belonging to a Caste also gives you certain privileges, such as receiving charity when needed, and Caste Sanctuary, the protection of caste members in times of need. Caste is vitally important to Goreans.

    There are three basic categories outside of the caste system: Priest-Kings, slaves and outlaws. This is not fully accurate as there are some occupations that are not traditionally associated with this caste, such as gardening, domestic service and herding. But, as few people will choose to role-play characters who engage in this work, this should be irrelevant.

    Priest-Kings are the "gods" of Gor and live hidden away in the Sardar Mountains. Few people on Gor know the true nature of the Priest-Kings. Even most Initiates know little about them. Players in the holdings of the The Wolf Brothers may not be Priest-Kings. Outlaws belong to no city, and usually live hidden in the forests or mountains. Panther girls are considered outlaws.

    There are also certain cultures that do not follow a caste system. If you belong to one of these cultures, such as the Torvaldslanders, Wagon Peoples, Red Hunters, Red Savages, and the Tahari Tribesmen, you will not have a caste.

    Castes are divided into High Castes and Low Castes. There are only five High Castes:
    1. Initiates - White
    2. Scribes - Blue
    3. Builders - Yellow
    4. Physicians - Green
    5. Warriors - Red


    Each has its own color listed above respectivly, which is also their ranking of order of importance. The High Castes elect the Administrator and Council of a city for stated terms. There are subcastes of some of these castes. For example, cartographers and lawyers belong to the Caste of Scribes.

    The Lower Castes includes all the other established castes. These includes such castes as:
    1. Assassins
    2. Bakers
    3. Bleachers
    4. Woodsmen
      Charcoal Maker
    5. Cloth Worker
    6. Cosmeticians
    7. Dyers
    8. Goat-keepers
    9. Growers of Rence
    10. Leather Workers
    11. Metal Workers
    12. Musicians
    13. Peasants
    14. Potters
    15. Saddle Makers
    16. Singers/Poets
    17. Smiths
    18. Tarn Keepers
    19. Vintners
    20. Weavers.


    There are many more castes and subcastes.

  10. Caste Leaders: Each Caste, when it gathers enough roleplayers(5), will be able to elect one of their members as their Caste Leader. The Caste Leader is responsible for resolving caste problems, teaching new caste members, and other matters. The Caste Leaders make up the Advisors to The Wolf Brothers. They may petition The Wolf Brothers with any suggestions in thier mailroom.

  11. Free Men: Players who choose to be Free Men have many available options. They may choose to be from any High or Low Caste. Port Kar has the only established Thieves' Caste. A player may choose to play a thief character, but that thief will not belong to any caste. In addition, being a thief is very dangerous, and your career may be short if you are caught. The only other restriction is that some castes may be limited in the number permitted. This is done only to promote variety in the holdings. Who needs a home of fifty assassins?

    You may also choose to role-play someone from a different Gorean culture that does not have castes, such as the Wagon Peoples, the Torvaldslanders and the tribesmen of the Tahari. If you choose to do this though, you should be familiar with their cultures so that you can properly role-play that character. You should also decide on a good reason why your character has come to a holding of The Wolf Brothers.

    Free Men shall act as Gorean men at all times. They shall act according to their Caste Codes and treat Free women and slaves each as they deserve. Free Women should commonly be treated with respect and honor. Slaves may be treated in any manner that you desire. Remember that Gor is a male dominated world. Also remember that most Gorean men are governed by a sense of honor.

  12. Free Women: Free women have some limitations on their character options, but still have lots of options available. They may choose to be from almost any Caste with a few exceptions. They may not be members of the Initiate, Assassin, or Thieves castes. Women of many castes often did not engage in caste work. For example, women commonly did not work as smiths or metal workers.

    Free women may also choose to role-play someone from a different Gorean culture that does not have castes such as the Wagon Peoples, the Torvaldslanders and the tribesmen of the Tahari. If you choose to do this though, you should be familiar with their cultures so that you can properly role-play that character. You should also decide on a good reason why your character has come to a holding of The Wolf Brothers.

    Free Women must remember that if they act as a slave in any manner, they risk being collared as a slave. There are laws that dictate automatic slavery for certain behavior. Free Women normally are accompanied by bodyguards when they walk a city, or they risk being captured by slavers. Free women though, do have some flexibility. They are not all demure and shy. They are permitted to freely speak their minds. Some can be very overbearing. Free women of High Caste command respect. Merchant daughters are known for being haughty and proud. There are even female slavers.

  13. Citizens/Residents/Visitors: Free Persons may choose to be residents of a holding of The Wolf Brothers. If you are a resident, then you may be from almost any other area on Gor. If you come from another area, please be familiar with that area so you can properly role-play such a person. All residents will swear their allegiance to the holding and The Wolf Brothers. Though there is much loyalty to a Home Stone, some people did change Home Stones in the novels.To pledge to a holding of The Wolf Brothers one must ask a audiance with a Wolf Brother.At this audience the pledge will be given and then the Wolf Brothers will decide if the character will be of a holding or deny citzenship.

  14. Home Stone: The Home Stone is a valuable symbol of sovereignty and territory. In most cities, it is placed, though well guarded, freely in the top of the highest tower. These stones are of various shapes, sizes, and colors, and some are intricately carved. Some large cities have small stones of great antiquity. The Home Stone is the center of various rituals. Stealing a Home Stone is a heinous, sacrilege, and punishable by the most painful of deaths. It is also the greatest of glories to steal one from another city. Each city has a citizenship ceremony, where children, who reach intellectual majority, swear an oath of allegiance to their city while touching the Home Stone. Non-performance of this ceremony can be cause for expulsion from the city.

    Goreans view cities and camps almost as a living thing. A city or camp is an entity with history, tradition, heritage, customs, practices, character, intentions, and hopes. To be "of" a city or camp gives a person a sense of immortality though Goreans know that even a city can be destroyed. This love is invested in the Home Stone. A Home Stone has deep meaning to a Gorean. There is a Gorean saying that "One who speaks of Home Stones, should stand for matters of honor are involved."

    When you are personally defending your Home Stone, you will wield whatever weapon you are using at Master level. This only applies when your Home Stone is directly endangered and it is close to you.

  15. Slavery: Both male and female slaves exist on Gor. A male slave is a kajirus, and a female slave is a kajira. Male slaves are commonly work slaves. Male slaves may also be fighting slaves who fight in arenas for entertainment, or act as bodyguards. They may also be silk slaves, men trained to please Free Women. Female slaves come in many more varieties, from work slaves to passion slaves. You may choose to be any type of slave you desire, as long as you are willing to role-play that type of slave accurately.

    Slaves are either White Silk - virgins, or Red Silk - non-virgins. In the novels, some Masters wished to reserve the use of their girls. If you do not wish your Red Silks available to any others, they should state they are Red Silk Reserved. Any slave that is a Red Silk Reserved is not subject to unauthorized slave rape.

    Gorean slaves, by law, are property. They are on the same level as animals. Slaves do not even own their own name. A slave's Master has absolute power over the slave, and may even kill that slave without repercussion. The primary duty of a slave is absolute obedience. Disobedience will be punished, sometimes severely. Slaves must be deferential and generally obedient to all Free Persons.

  16. Slave Capture: These rules deal with the theft of slaves and the enslavement of Free Women. These rules rely heavily on the information in the Assumptions section of these rules. When slaves are stolen, most often they are immediately transported out of the city to avoid the wrath of the Owner. Slaves are very rarely stolen and kept in the same city. There is too much danger for the thief if the girl remains in the same city. In the case of Free Women, this is also very common. Captured Free Women are also usually taken by people from outside the city. Men protect the women that share their home Stone. Though there are certain city laws that will also place a Free Woman in automatic slavery.

    Slaves are rarely taken from heavily populated areas, like taverns and marketplaces. Slaves are normally taken in isolated areas, or when they go off in private with strange Men. Free women are also normally captured in isolated areas. No thief would brazenly grab a Free Woman in the marketplace, and try to abduct her with hundreds of other people around.

    Holding guards patrol these areas well, and will react to such public thefts. If you wish to conduct such a public theft, consult The Wolf Brothers.

    The primary means to steal anothers slave is to get that slave into a private, isolated area. Most men can easily overpower any female slave, and such theft is automatic. Female slaves would rarely resist, as they could be severely disciplined for daring to raise a hand to a free man. The pleasure alcoves of a tavern do not count as a legitimate private area for slave theft. In addition, you must somehow get that slave to move into an isolated area. Any member of a holding must also send a log of the theft to The Wolf Brothers for any stolen slave they wish to bring to a holding.

    The thief must also send The Wolf Brothers a detailed plan about what he intends to do with the slave after the theft. There are alternatives other than theft. You can always try to buy the slave, or challenge the owner in a non-lethal duel.

    The enslavement of Free Women is similar in many respects to slave theft. If you can get a Free Woman to follow you, without her bodyguards, to an isolated area, then she can be enslaved. Her only chance to resist will be if she can surprise her captor and stab him with a dagger or poisoned needle. If the captor is not surprised, then a Free Woman, even with a weapon, is still defenseless. She could then be collared easily. All the same restrictions on getting to an isolated area, as discussed above, apply here as well. Free Women should be very careful where they travel, and should normally be accompanied by guards. Logs must be saved of all such incidents for the capture to be recognized.

    Automatic enslavement, or judicial enslavement, are also dangers faced by Free Women. Essentially, if they perform certain public behavior that is more appropriate for a slave, they risk enslavement. Free Women must not act like slaves. If any Free Women is suspected of such behavior, please log the event, and submit it to The Wolf Brothers. The names of all witnesses should also be submitted to The Wolf Brothers.

  17. Abandonment of Kajirae: There are times when the owners of kajirae either vanish, lose interest, or are otherwise not around for some length of time. We all wish to be able to role-play, and it is difficult for a kajira to role-play if her owner is never around. If an owner fails to maintain contact with a kajira for 14 days, then that kajira has been considered abandoned. If that happens, The Wolf Brothers automatically take ownership of the kajira.

    After the first week of non-contact, the kajira must email their owner for an explanation. The kajira should also send a copy to The Wolf Brothers. If an owner is to be gone for a lengthy period of time, he should contact his kajira and inform her of the situation. After 14 days, if the kajira becomes a {WB} slave, her original owner will have to purchase her from The Wolf Brothers if he wishes to own her again. Such purchase is not automatic though, and she may be sold to another.

    As a practical matter, if you are a slave owner, and you do not have sufficient time to spend with your kajirae, you should consider selling them. Being a "collector" is an immature action. As there are real people behind these characters, and all wish to role-play, it is not fair to the player to limit their role-play due to the fact that you cannot be online very much. This is not a Gorean issue, but a role-play issue. Please be considerate of each other. Keep only those kajirae that you can spend adequate time role-playing with.

  18. Character Knowledge: You should try to role-play your character as realistically as possible. One area where this is important, is in the level of knowledge your character would possess. Your character may not know everything that you, as a player knows. Try to act as your character and not as the player.

    Literacy is rare among the lower castes, and many Warriors are also illiterate. Illiteracy though, is not considered a mark of stupidity. Many poets and singers are also illiterate, but this does not hamper their careers. If your character is illiterate, role-play that. Do not be ashamed of your illiteracy.

    The Low and High Castes are also divided by the Double Knowledge, what common people believe and what intellectuals know. The Lower Castes have the First Knowledge, which includes some falsehoods taught by the Higher Castes. They believe that the world is flat, and know nothing about Earth. The Higher Castes have the Second Knowledge, which contains most of the truths about Gor and Earth. Yet there are a few things that they do not know. Thus, there might be a Third Knowledge of the Priest Kings. For instance, few Goreans know the true nature of the Priest-Kings or the Kurii. Try to role-play the type of knowledge that your character would possess

  19. Combat Rules: The following combat rules are made to be realistic. They are complex, though you will find they are actually easy to use after you fight a few battles. These rules are still not made to be fully realistic. They only add further options to enhance the reality. If there is a further need, more combat rules may be added.

    Combat may either be a death match or a non-death match. Non-death matches include honor duels, sparring, and some tournaments. Damage must be healed after a match is over, unless your character is dead. The decision of which type of match it will be needs to be announced by both players before the match begins.

    Combat Types: There are four basic areas of combat, including melee combat(Raids), unarmed combat, thrown weapon combat, and missile combat.

    Melee combat(Raids) involves the use of hand-held weapons such as swords, axes and daggers. When a holding is raided there must be at least 1 freeman in holding to protect it for a raid to be valid.Raiders must be of a known camp,city,or home to be valid.Freewomen and slaves may be captured during raids all must be a 3 unanswered post capture.Each post must be at least 1 minute in between.
    No Deaths will be honored during a raid!
    Raid realisticly you cannot be on one side of a holding and hit someone with a sword on the other side of a holding ect.
    One of the Wolf Brothers make on final decsions on whats valid or not.They also decide on issues not covered here.

    Unarmed combat involves no weapons at all, and includes punching, kicking, grappling and the martial arts.

    Thrown weapons commonly include daggers, quivas, spears, axes and bolas.

    Missile combat primarily involves bows and crossbows.

    Combat Sequence:
    1. All matches will be fought in the pit.
    2. No deaths outside the pit will be honored.
    3. All non-death matches will consist of 3 post.Death matches will consist of 5 posts.
    4. The one challenged will get the first post.
    5. Both combatants will announce what weapons they have before the match begins.

    Judging:
    1. All non-death matches will consist of 3 or 5 judges.
    2. All death matches will cosist of 5 judges.
    3. Judges will be Free Persons.
    4. The one challenged gets to chose the first judge, with both combatants taking turns picking judges until all judges are chosen.
    5. The contest will be judged on reality & damage.
    6. No death blows will be rendered during the match.
    7. Judges will not judge and announce post by post, but by the match as a whole, announcing at the end who won.
    8. Judging will be done by honor. The Judges honor will be at risk.
    9. Unfair judging will be handled by The Wolf Brothers, and if they deem a judge was unfair, that person will be exiled from the camp.


    If a combatant loses a death match, his character will be banned from the room, and all his possesions including kajira go to the winner. A new character may be built, but will have to start over with nothing.

    Death Matches: As long as one person involved in a combat wishes a battle to be a death-match, that combat will be a death-match. You cannot refuse a death match. If someone wishes to try to kill you, then you must try to defend yourself. Death matches can be deadly so enter one with caution.

    Non-Death Matches: Non-death matches include honor duels, sparring, and some tournaments. Both parties must agree for a battle to be a non-death match. No one is actually killed in these matches.

    Unarmed Combat: There are three basic forms of unarmed combat, punching, grappling and martial arts.

  20. Warriors: Warriors are bound by their Codes, a rudimentary chivalry, emphasizing loyalty to the Pride Chiefs and the Home Stone. It has a certain gallantry and a sense of honor. Their codes state that the only honorable reply to a challenge is to accept it promptly. If you lift a weapon against a warrior, he is permitted by his codes to kill you. Thus, do not draw a weapon against a warrior unless you are prepared to battle to the death if necessary. Warriors do not break their sworn word. Warriors are respected. They have pledged themselves commonly to defend their camp to the death if necessary.

  21. Assassins: They are the most hated caste on Gor. "Killer" is a title of respect for an assassin. Their Caste color is black. Assassins have no Home Stone, as they are not supposed to have allegiance to anything but their caste. By their codes, they must make their own kills. They are usually too proud to use poison, and it is against their Codes.

    Withdrawal from the caste is not permitted. Death is the only way out of this caste. Assassins only work for a fee. They wear a mark of a black dagger on their foreheads when they receive fee for a mission, so they may enter any city without interference. They do not assassinate people at random. They are dangerous men, and most are quite somber in their demeanor. Their training is similar to the training of warriors in many respects.

    If an assassin wishes to commit an assassination, he should enter the room and challenge the intended victim to the pit.

  22. Poison: Poison is commonly a woman's weapon. The Caste Codes of the Warriors and Assassins forbid the use of poison. Ost venom and kanda paste are the most commonly used poisons. Such poisons are usually applied to a weapon such as a dagger or needle. Poison is not easily available. Poison is not guaranteed to kill someone. Poison works against people, Kurii and animals. All poison deaths will be declared honored or not after a copy and paste of the event is sent to The Wolf Brothers. They have the final judgement.

  23. Thievery: Thievery is a dangerous skill, as the penalties for failure can be quite severe. Most Goreans despise thieves. Only Port Kar has an actual Thieves Caste.

    If you succeed on a thieving attempt, your victim is unaware of the theft. The victim must role-play the event as if he was unaware of the presence of the thief.

  24. Children: Children are a part of Gor, as they are a part of all life. But, there is no place in the holdings of the The Wolf Brothers for the players as child characters. As Gor is an adult world, adding child characters can create some uncomfortable scenes. We do not wish to condone child abuse in any context. You may list children in your profiles, and you may discuss about them. But, no player may create a child character.

  25. Logs: It is a wise idea to log your role-playing in the holdings of The Wolf Brothers. Many of these rules require logs for certain actions to be valid. Logs are also the only way your character can earn experience for their skills. Everyone involved in a role-playing incident should log the matter on their own. Logs may be altered so it is very important to have multiple logs from different people involved. This will help prevent any dishonesty. Logs are also needed if you have any complaints about a matter. Without a log, it may be difficult to adequately address the complaint.

  26. Player Questions/Complaints: If you ever have a question or complaint concerning the rules of the camp, Gorean matters, or anything else, please mail The Wolf Brothers as soon as possible. One of The Wolf Brothers will try to respond quickly to your inquiries. If you do not get a reply in a couple days, please resend your mail. The Wolf Brothers get a lot of mail and sometimes he may miss one.

    If your question or complaint concerns a role-playing incident, please log the incident and submit it with your inquiry. You must contact The Wolf Brothers as soon as possible concerning any complaints. If you wait more than a couple days, it may be difficult to rectify the situation. Timeliness is very important.

  27. Commitment: We wish for the holdings of The Wolf Brothers to be a great home, and a fun place to role-play. But, to do so we need a commitment from our players. We need players who desire to role-play. Most Gorean sites all have a common problem, their rooms are empty at times. Part of this is due to a lack of commitment on behalf of their players. Players should wish to spend time in the home. They should be proud of it and desire to be there. If the players role-play in the holdings, then the rooms will not be empty often.


    ~Basic rules taken from the city of Delphius on AOL with permission of Ubar Luther and adapted for our holdings~