GOVERNMENT
The city is ruled by Ubar Gaven Mace. At ALL times the Ubar is the sole authority in Rovere, having the final decision on any matters brought before Him. The punishment powers given to the Council Members include imprisonment and fines. The Council will rule on minor cases not involving penalties of death or banishment. The Ubar has the final say on those matters. Each House has a member in the Ubar's Council within the city. The Council is run by Tallen Mace of Rovere. He has the authority to make decisions in the absence of the Ubar. He also has the authority to set treaties with other cities and initiate trade agreements. As the Chief Judiciary, all points of law and city changes go through Him first before being brought before the Ubar and the ruling House leaders.
Disputes between House members should be handled within the House. Disputes between two Houses will be worked out by the House Master. If a solution is not viable, the Ubar will mediate the dispute.
TYPES OF MATCHES
If you chose to duel, you take the risk. In case of a punt or screen freeze the parties are allowed 15 minutes to return, after that the Match MUST be restarted from the beginning. All Matches except a spar require logs. A copy of the Matches will be sent to the City's Scribe, to be held for future reference.
DEATH MATCH = (2d20 to 20 or Caste dice) The loser will have 48 hours to delete the losing Screen Name. This is suggested but not required, however, good roleplay should take preference. The name can be restored after 45 mun days with no ensuing complications from anyone. A Death Match should be proctored by a registered Proctor. In the event one cannot be found, a slave may proctor if both parties agree.
HONOR MATCH = (2d20 to 15 or Caste Dice) This match is between two Masters, Mistresses or Houses. It proves innocence through combat. Honor is at stake here, so beware the consequences. The required punishment of losing is to be settled before the Match begins. For example....a public apology, transfer of an owned slave, etc.
GRUDGE MATCH = (2d20 to 15 or Caste Dice) This is fought when two people have an unsolvable argument. This does not prove right or wrong, it ENDS the argument and allows both parties to cool off. The loser is required not to use their Screen Name for 3 days. During this time, no retribution shall be taken against His/Her House or His/Her property .
SLAVE MATCH = (2d20 to 15 or Caste Dice) This is held between two Free Persons when one desires the other's slave. (kajira canjellne)
CAPTURE or COLLAR MATCH = (1d20 or Caste dice for intent) This Match is begun by stating one's intent to collar or capture a Free Person. The entire Screen Name must be stated. 1 - 14 = miss, 15 - 19 = kolar and 20 or above is instant collar. The one collaring has 3 chances to roll intent if the one sought has not left the room. Once collared, the collar remains upon the person and in their profile for one mun week, until either a Release Match is fought or ransom is paid.
RELEASE MATCH = (2d20 to 10 or Caste Dice) This must be proctored and logs sent. The one captured cannot fight the RM. It must be fought by an outside party, either a member of the family or House. Upon a successful release or ransom, the one collared may then remove the collar from their profile.
MATCHES All Death Matches,Honor Matches, Grudge Matches and Slave Matches are to be kept out of the taverns. They can be held either at the Arena in Rovere, the Gorean Arena, etc. or a Private Room. Capture and Release Matches will be held where circumstances allow.
VALIDATION To validate any match, 3 logs must be sent to the Ubar. One from each contestant and a validated ( accepted ) or registered Proctor and include the following :1 = reason for the Match2 = type of Match3 = terms of Match set ( including dice used )4 = length of Match5 = acceptance of terms by both parties6 = roll for Initials (1d6) low score has Honor Strike (last hit), high score has 1st strike 7 = Proctor begins match8 = Once Initials are rolled, the Match is official9 = No one is to enter or leave the room once the match begins as this effects both parties dice rolls and im's of the combatants are to be turned off for the same reason.
HIT TABLE
1-14 = no points
15-19 = 1 point
20-24 = 2 points
25-29 = 3 points
30 = 4 points
NOT Allowed within Rovere City Walls
1. Panther Girls or, as sometimes called, taluna. Once entering Rovere, they give mun consent to a collaring attempt. On a roll of 2-21 die, a 15 or better on both constitutes an instant collar. On a roll of of 15 on one die, and lower than 15 on the other die, the Panther Girl is allowed the opportunity to fight a Capture Match.
2. Female Rarii. Any female carrying a weapon and resembling a warrior in dress, speech and/or actions will be collared.
3. Kurr are not acknowledged within the walls of the City of Rovere.
PERIOD.
ANIMALS
1. Larls : belong in the wilds as they are vicious predators, not pets. When attacking outside the city walls, they use a 2-die23. Actually, they eat too much and leave nasty claw marks on the tables and floors and get highly agitated seeing dead loved ones strewn on the floor.
2. Sleens : when ordered to attack , have a die roll of 2d25. their owners must be present and take full responsibility for the sleen's actions. It will not act without a command and is not allowed to roam freely within the city. If found loose and unattended, the animal will be captured or killed.
3. Tarns : when engaging in an attack, have a die roll of 2die25. When entering the city, tarns are handed over to a specially trained kajiru and stabled till their owner leaves. Visitors tarns are NOT set free to feed as this can and will be handled by the Tarnskeeper if so desired. Also, the tarn is a diurnal feeder, and does not hunt at night.
Kajira Gardens : This is a safe zone. If a larl or sleen is about, it stays outside the area. Animals do NOT speak, period. There is no interaction within this area at all with the creatures.
FREE WOMEN
1. Free Women in Rovere are required, while in public, to wear the traditional robes of concealment and to be properly veiled. Free Women may carry certain weapons, such as a dagger, poisoned veil pins, etc, but these are to be used only to protect themselves.
2. Free Women WILL remain respectful and maintain their proper position within the Gorean society at all times. They will NOT interfere in a male's business publicly, ever.
3. Any Free Woman with a visible brand, or known to have a brand is considered available for the collar.
4. Any Free Woman who willingly submits herself to a male and is not accepted by that male is available to the collar of any free person that witnesses this.
5. Couching laws are in effect in Rovere. If a Free Woman couches a male that is not her companion or uses a kajiru that does not belong to her, she is open to enslavement by either the male or the kajiru's owner.
6. Disrobing in public or referring to any male as Master is grounds for enslavement.
MISCELLANEOUS LAWS
1. All life scrolls are to reflect the House the person resides in as well as the name of Rovere.
2. Rovere is an independent city and does not adhere to the GHC.
3. Rovere and it's people will act according to the John Norman Books of Gor as closely as possible.
4. All residents of Rovere will swear a pledge of fealty to the Homestone of Rovere and to the Ubar. This will be logged and kept on record.
5. Rovere will recognize registered Slavers and Assassins. The life scroll of the Slaver or Assassin must reflect their registration number.
6. The Ubar reserves the right to overturn or nullify any role-play action that is deemed illegal or abusive or that goes against previously stated rules of Rovere.
Create a free website at Webs.com