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Port Kar
Home of The Outlaws Rebellion


The City

Chaos, carnage and terror ... the soul of Port Kar. The True Port Kar, before the introduction of the Homestone. Before, the introduction of union in order to stagnate the ever powerful ideal of confusion. Murderers, Thieves, Pirates, those exiled and frowned upon from the rest of Gor, they were the individuals which made up Port Kar. Division of the City, its power was evident. Fear was the factor, the governing factor that ruled over the Port. Strength gained from this fear, and there was power in numbers, power that was fueled by the fires that stoked deeply within the hearts of Port Kar, its Men, and their reputations.

At one time, led by a few conflicting Ubars - Gorean Men, who became leaders during times of War- their pretense at being rules was their down fall...each never recognizing the power of the others...they became figureheads so afraid of being assassinated that their thrones remained empty in the Hall of Captains, the few standards they had set were lost to them as were their followers. One came then...over time...up through the streets of Port Kar...another Gorean Man but one of cunning, daring, deceit and deprivation and He took from them their power, He took their possessions, their businesses, their friends, their loved, ones and their lives. Each had controlled sectors of Port Kar. Taxing, terrorizing those sectors into submission with the entirety of their power. But, they did organize themselves, they did not come together to fight the uprising from the masses. Discussing the 'health and welfare', of the Port. It was mere words. Words in a time of fear, power, corruption. TRUE PORT KAR!

It was rumored that those in power were of different Castes, origin and families. Caste of Thieves to Assassins, to Pirates, Warriors and Merchants it was said, ruled Port Kar. Their power were endless, their manipulation incomparable, and a strong dark haired figure sat tall at the table of Captains. Even with power of their own, even as He left them to be MEN of Gor and not the cowering puppets of Ubars and Administrators.

The eyes of the Hall of Captains turned now to each other, as their power increased, as did their grip upon Port Kar. Within this Circle of Captains, there was One, who's name was feared, and His story well known throughout Port Kar. His fleets were vast, inherited from fallen Ubars...they included merchant as well as pirating vessels, and His finger was on the pulse of the funds that flowed to and from the tax coffers of the Port. The CoT, their dealings and black-market schemes were in His pocket. He had the backing of the Pirate scourge captains who wanted more and more gold to line their own pockets, and on occasion when a venture proved profitable for Him, He backed another and then another. But always cutting down those who failed Him and the others. He was One among many with the power, the numbers, the gold, the might, and a tight grip on the fear that it took to own everything He wanted. His power was endless and so to was Theirs, their manipulation incomparable. These are Gorean Men, these are the Leaders of the True Port Kar.

The Rules

1) This is a Gorean ROLEPLAY room. Be Gor, more importantly ROLEPLAY GOR or hip hop your happy ass out the door, and take all your petty OOC nonsense with you.

2) This is a full kill, capture & collar zone. All slaves collared in Port Kar by NON-MEMBERS are still the property of the Port Kar whether wearing a personal collar or not. UNTIL the collaring Free pays an export tax of 1 silver upon their departure from the Port with the slave. Fee Men CAN and WILL be captured and may even be collared if their behavior, warrants such. 3) All kills and captures in Port Kar will be judged by Governing bodies of Port Kar and/or the Room Controller.

4) Messengers are "iffy entities" but will wear their Gorean name along with a tag indicating their messenger status. A messenger wearing a Gorean name, and a messenger sash, is TOTALLY protected, for the purpose of message delivery. Messengers DO NOT come to talk to slaves, period. Messages will be delivered, and messengers will then leave. Upon the delivery of your message, you will have one minute to depart, then your sash protection ends, and you are subject to roleplay and to all actions within the room.

5) Assassins MUST be recognized and acknowledged before allowed to hunt in this Port Kar. Evidence and proof of training is required.

6)Females, slaves NEVER travelled, or entered into Port Kar unescorted. This shall remain true. To test the resolve of Port Kar, is to test the ignorance one posseses. IF, you wish to enter into Port Kar, unescorted, then you, and solely you, challenge any and all to your freedom.

7) All enter at the docks, tarn cots, or the marshes(by boat) and MUST make their way realistically from those places into the City. A NEEDED 3 posts are required in order to leave the docks, tarn cots or marshes(by boat) and enter into the city. From there, realistic r/p continues and is required.

8) The idea of merely prancing into Port Kar, when no Free Men are about, truely is unrealistic, and shall be considered invalid if One wishes to show a lack of boldness. Thus, collared slaves, including FW of the Port, will not be and cannot be collared without FM of the Port present.

9) You may and shall be asked to prove certain things about your character. Such as gold, tarns, ships, training and so forth. We SHALL keep things gorean and realistic.

The Entrance

Port Kar, DSC