May 14, 2009

Shops in TGG


Now we have an amazing market that you can reach after passing through a romantic bridge before you get out of the magic of Welcome Area. Dont be suprised when you first arrive to the town. It is not a usual SL market. You will see a small town with streets and numbers over the shops. Now shops will have adress instead of LMs.

But what will be the rules of that town?... First of all that town is managed by Erin Burks. She spended her time making it soo realistic and she will go on spending her time to keep it realistic and alive.

Here is the copy of Notecard that Erin wrote for The Gor Grid Merchants.
-----x-----
Store rent $5.00 US/month 100 prims (paypal fees not included)

HOW TO RENT A STORE:
Each store that is available for rent has a rental box inside it, (the same as in SL). When you click on the box and choose pay, a webpage will open allowing you to pay with paypal.

GROUP:
Once you have paid for your rental, you will receive an invitation to join the Merchants of Island group. Joining this group, and wearing the tag while you put out your vendors and wares, will keep you from having them returned. The return process is automatic. Should you forget to have the group tag on when putting out a vendor, just right click on the new item, go into edit mode, and "set" it to the group. As long as you do it before the autoreturn happens, the item will be ok.

SPACE USE:
All items you set down must be within your store walls, with the exception of your store sign which can be placed on the front of your store in the sign holder (any prims placed outside of your store other than your sign will be returned.
Any item found to disrupt or lag the sim will be returned.
Keep within your prim limits, if you exceed your prim limits the extra may be returned.

HOVERTEXT:
Please no hovertext should be floating through walls, if you must use hovertext, please make sure that it can only be seen from within your store.

GREETERS:
No chat greeters permitted, if you have a greeter that automatically gives out landmarks, objects, etc. ensure that it is only activated if someone enters your store.

COPYRIGHT INFRINGEMENT:
Absolutely no copyright or trademark infringing material is allowed. If you are not sure, it's probably safer to not sell it or post it. Any material considered by management to be in question will be returned.

PARTICLES/POOFS and LIGHTS:
If you are selling items that emit particles, they must NOT be constantly on. They must also only be visible from within your store and not going through walls. Any items emitting particles constantly will be returned.

Should you have any questions contact Erin Burks.

Purchase your own Merchant Island sim:
The Merchant Island group of sims will always be separated from the mainland, in the future you will be able to take a boat from the mainland to Merchant Island. If you would like to have your own Merchant sim attached to Merchant Island, they are available for purchase, please contact Aramil Ewing or Deoria Delpiaz for information, you can also purchase sims online at http://thegorlife.com.
-----x-----

The Gor Grid has its own sell system through paypal. Merchants are free to use it or as some do they can prefer to have the payment in SL and deliver the item in TGG to their customers.

So what are you waiting for? Come get your shop and have your adress before all is full!!!

May 6, 2009

Having a life in The Gor Grid

Tal,

I want to give information about the life in The Gor Grid. To have a home in TGG(The Gor Grid) you have 2 ways.
1) You can purchase a land.
2) You can rent a ready home.

In the first option you have 2 options:
1) You can purchase a land in mainland.(This is RP zone and you can be under attack as no safezone)
2) You can have a seperate sim feom the mainland to have your house. BUT you can not RP out of mainland unless you are agree with your rp partner.

How you can purchase a sim?
You can register to the www.thegorlife.com and go to Purchase a Sim button. You will have a few choices.

Master Sim: 15000prims
30$ to set up + 100$ monthly tier (so you need to pay 130 at the beginning)
Slave Sim: 3750 prims
30$ to set up + 30$ monthly tier

Beside these The Gor Grid has packages.
Homestone Package: 1 Master Sim + 8 Slave Sims
100$ to set up + 300$ monthy tier
Merchant Package: 2 Master Sims + 7 Slave Sims
100$ to set up + 350$ montly tier
Peasant Package: 4 Slave Sims
60$ to set up + 90$ montly tier
Slave Package: 2 Slave sims
30$ to set up + 50$ monthly tier

Dont wait to have your land. Each time passing spots are filling. Have fun in your lyfestyle Grid.

Safe Winds
Tiara Platthy

May 3, 2009

How to Use Second Inventory

Greetings,

As I am taking alot of questions about how to use SI, I decided to make a good blog about it to explain it perfectly.

The first thing you need to do is open your SI and connect to SL. Then click to the second tab "SL Inventory". This is your secondlife inventory. Now you need to find the object that you want to backup.

Right click on the item you want to backup and select backup from menu. You can do that to a full folder but i do not recommend it as it is taking a life.

Now we have our item in our computer. Log out from SL and log in to TGG with SI. You can have an error. Dont mind click ok and go on.

Now we will use the first tab "RL Inventory". This is where your computer keep your items. After opening the tab find the folder with your avatar name and open it. The item that we back up must be somewhere in it.

Now right click on the item and select "Open". You will see a new window. Wait for the bar to fill to make the ready(up right). After your item is ready click the little arrow near the restore and select "Advanced Restore".

Again we have another window. This window is very important because it is about the textures of your object. If it is a build with textures you need to choose "Upload new texture". It will give you the right option automatically. If not just keep in mind. Click to "Confirm Changes". After it upload the new textures (if there is) click "Go to Restore". And we are done! Congratulations!!!!

The Gor Grid Roleplay Rules

We create a RP rule skeleton before RP started. In time with our experiments and your feedbacks we will improve the rules...Here they are!


The Gor Grid General Rules.

The Gor Grid is a gorean roleplay enviroment. All sim, owned by the grid or privately owned by a resident, must follow this rules and enviroment rules.
Please read our rules fully. Ignorance of them will not be considered an excuse for inappropriate behaviour inside the grid. By looging into the grid you agree to abide by our rules and the decisions of the Grid Admins. We reserve the right to share IM conversations regarding moderation issues where appropriate.

Wherever possible please address issues with the appropriate sim admin in the first instance. They are best equipped to handle your issue in an efficient and timely manner. Roleplay issues may also be addressed to roleplay moderators in the first instance, who have the full confidence of the admin team to resolve them appropriately. Please be aware should you wish to escalate your issue to the Grid Admin Team (Priest Kings) - it is unlikely the Priest Kings will overturn decisions made by our R/P moderators.

Gorean Roles


For male avatars:


-Free Man (of any caste)
-Mercenary
-Outlaw
-Pirate
-Mamba
-Rencer
-Kajirus
-Kurii



For female avatars:


-Free Woman (of any castes except White and Black Caste)
-Panthers/Talunas
-She-Urts
-Mamba
-Rencer
-Kajira
-Kurii


The Gor Grid Academy is open for anyone that want to learn. All are welcome to learn each of the casts and character traits. There you will learn the different attributes.



Available at the Academy (this is just a small list):


a) RP Class. This would be a basic class for new people.

b) A basic history on what is Gor, and concepts from the book.

c) Trade classes. Some you would earn “credits” and “certification”. For example a thief would have to learn how to pick locks. There will be an incentive program for those that take these trade classes.

d) Learn about life of a Free Man

e) Learn about life of a Free Woman

f) Learn about life of a slave.

SLAVES RULES:

1) There are NO uncollared slaves in Mainland. If you enter to mainland uncollared, you can be collared or force collared by any Free. Please be sure to learn about gor before travel to mainland.
2) Only males slaves are allowed to fight. They can be only owned by high caste free woman and limited to 2 fighter slaves.
3) If a runaway slave is captured, the slave will be considered property of the capturer. The capturer may return the slave to the owner, kill or steal it. Written proof may be required to show ownership.
4) If a slave has no contact with his/her owner for 2 weeks then he/she may declare that she/him has been abandoned.
5) There are not “City Slaves” in the books, however there are slave houses runed by Slavers. If there is a slave with no Homestone they can be collared as paga slut or coin slut. They can be sold to a slaver who can hire them to taverns.
6) Slaves do not touch official documents therefore; they will not have their own slave papers. The owner information is showed on the collar.



PANTHERS/TALUNA RULES:


1) Panthers do not raid cities. Even for their En or Chieftess (this doesn’t mean that someone can’t disguise themselfs to try a rescue).
2) They do not get out of their Woods/Jungles (sometimes they disguise themselfs and steal)
3) Pregnant panthers cannot fight.

MAMBA/RENCER RULES:

1) Rencers live on what they grow. They do usually trade but not far from where they live. They tend to keep to themselves.
2) Mambas (I need more info on this)

FREE WOMAN RULES

1) A Free Woman can arm herself with daggers (no throwing daggers that have an endless supply), hairpins, and poisons (poisons need to be rp’d well and make sense).
2) A Free Woman should know her role and the risk of a wrong behavior (The Academy will have more information).
3) Depending on where the Free Woman lives, some laws can apply (example, some places require veils and others do not).
4) It isn’t recommended that a Free Woman travel without Guards, if they are found alone, they could be susceptible to the gor risks. No virtual Guards allowed. This is to promote rp (I know it is hard for a Free Woman to find rp Guards, if you have any other ideas send them to the Priest Kings).


OUTLAWS AND PIRATES RULES:

1) Anyone on those roles must roleplay it correctly. They are usually on disguise and do not flaunt who they are.

KURII RULES:

1) Anyone on this roles must roleplay it correctly (a class at the Academy will be available).
2) They only live in a couple areas (Northern Region) and if they are found “roaming” where they shouldn’t, they should expect to be hunted. The Priest Kings will be monitoring this to help keep this kind of rp to insure we stick close to the books.


** If you want to see a rule here, you can send a notecard to the Priest Kings for their review. This is where we will have the 11 representatives to view and agree on rules and such.**


ABOUT ADMINS AND MODERATORS


a) The Gor Grid is ruled by Priest Kings (Gor Grid Management and 11 representatives that are voted) and rules can be changed if needed by the agreement of all. More information will be put out for the 11 represenatives.

b) Each sim (or region if you own more than 1) is recommended to have 2 admins and 4 moderators, and should be arranged for different time zones. This is to help keep open communication for all on the sim and also with the Priest Kings.

c) ANY MODERATION MADE BY ANYONE OTHER THAN THE ONES LISTED, IS AN INVALID MODERATION AND WILL NOT BE HONORED
d) A moderator CAN NOT moderate their own rp.
e) If no moderator is available online, you may call upon the Priest Kings.

f) Because the Priest Kings have taken over the complaint department, no one is immune to complaints. Even admins and mods can have complaints against theirself. If the complains have a true base and the admin/mod has lots of complaints about them they the Priest Kings will resolve the issue.

d) If users disturb the Priest Kings for needless drama they will be warned 3 times and may be banned for 1 week from the whole Grid... not from a single sim.


1) GENERAL RULES

1-a) Have fun, no drama. Your character may be an ass but when resolving disputes Out of Character, the keywords are RESPECT, CALM & COMPROMISE.
1-b) You must be at least 18 years of age to be on The Gor Grid.
1-c) We do not permit child, or non gorean animals.
1-d) We allow all gorean animals. If someone decide to have an animal avatar, they must roleplay it properly (By example: Larls are wild animals, cant be trained, they cant aid, unbind a human beign. They must expect the behavior of the humans in the proper rp enviroment, like be hunted or killed to have furs or food, etc. For reference about how to rp a larl please refer to the next link: http://www.moonproductions.com/Fantasy/Gor/bst_larl.html )
1-e) People roleplaying on TGG must wear appropriate Gorean clothes.
1-f) There are not safe zones or non combat zones on Mainland.
1-g) OOC markets, or sky malls are not allowed on Mainland. We setup a separate region for merchants (The Merchant island), as a centralized shopping area. This also helps in reduce lag. The only markets allowed on Mainland are those IC/RP markets to promote good rp.
1-h) Tarns are only used by Men of Gor.

1.1) COMBAT SYSTEM:
1.1-a) The only meter allowed on all the Gor Grid, is the Honor Meter, created by QaPLa Xie.
1.1-b) The allowed weapons are the ones created by the ones listed on the Appendix 1

1.2) ENVIROMENT RULES AND SIM OWNER RIGHTS:
1.2-a) All sims must looks like part of the whole region, this means that the ground textures and terraform, must blend perfectly with the sourroundings sims.
1.2-b) Music URL for public areas, must be setted as general to http://82.182.121.75:8003 (Radio Rivendell, this is epic and fantasy soundtrack radio station). If you run a tavern and want to do streaming of music for a gorean event, the music must be medieval or gorean related, once the event is done, the music must be set up back to the general one. We want to mantain a general gorean enviroment, if you are roleplaying and enjoying the music during the rp, and you walk into a sim with, by example, Shakira, will just take you out of rp.
1.2-c) The Sims owners may have local gorean laws at will, following the region laws described on books.
1.2-d) The Sims owners can build at will over their sims respecting the enviroment.
1.2-e) Sim owners, admins, and moderators are not “Gods”. No one may ban someone permanently unless it is decided by Priest Kings. In an urgent case you may ban people if they are griefing. We setup a private forum topic as a communication channel between Sim Owners and the Priest Kings, to report griefers, bad bahaviors, etc.

2) ROLEPLAY RULES

2-a) Only Personal limits allowed are the sexual related. The goreans have a high respect for life, and actions taked against another character life and body, must have a realistic IC motive. Kill, torture and mutilate for fun isn’t gorean. In case where mutilations are placed, they must be roleplayed for 48 rl hours (2 days). After this time, the rp can be reseted.
2-b) Death time is of 72 rl hours (3 days, not online hours, by example: if you are killed at 7pm TGG Time you reborn 3 days later at the same hour.) Deaths must be emoted in a minimum of 3 emotes (( THE KILL MUST BE FULLFILLED IN THE LAST EMOTE )) and require at least 30 mins of roleplay in advance of this to be valid. You must have a good, IC stated reason to kill. The emotes must be suitably descriptive. Emotes such as "takes out knife" .. "slits your throat" .. "watches you bleed to death" are not acceptable. We do not endorse nor indulge in senseless killing. All kills by and of sim members will be notecarded and forwarded to the appropriate admin. The death will not be valid until it has been reviewed. Assassins are an exception to this rule in the prior roleplay of 30 mins requirement only. In addition they must be appropriately marked.
2-c) If you are playing Out of Character please set that option on your combat meter to alert others and don't engage in roleplay.
2-d) We want a good roleplay environment so please limit out of character conversations to IMs.
2-e) General Chat conversations are considered roleplay.
2-f) IM Birds are not allowed. The only bird messengers, must be animated (so it could be shot down) and is only 1 way. Even carrier pigeons in rl were carried to one destination, but they never forget home. The main way of communication is by bird messengers. You must carry a trained bird with you and use it under a realistic circustance. Please IM Havoc to learn about it.
2-g) Only thiefs, assassins, or recorded locksmiths can pick locks (see information at the Academy for this)

3) RULES OF ENGAGEMENT

3.1) COMBAT

3.1-a) Combat meter is to be worn at all time.
3.1-b) Resetting meter during combat is forbidden (unless it is agreed with all parties). If you get attacked while you are training/practicing you CAN NOT reset you meter. So please be carefull where you are training/practicing at.
3.1-c) Firing ranged weapons under water is not permitted. You can fight with melee weapons in water, and with time to breath. Be realistc.
3.1-d) Captives can be aided during combat, but it has to be done with a minimum of 3 emotes (bound or not).
3.1-e) We only allow the weapons of the TGG creators list.
3.1-f) Rope, fire and poison arrows are allowed.
3.1-g) Explosion and cage arrows are not allowed.
3.1-h) No dual weilding (Including attaching a second bow to your hud - and using scripted arrow hits)
3.1-i) No jumping during battles.
3.1-j) No speed enhancers
3.1-k) No shields and push scripts
3.1-l) No sliding
3.1-m) No animal walk/run ao's - unless your AV is a valid gorean animal.

3.2) CAPTURES

3.2-a) Captives can be aided during combat, but it has to be done with a minimum of 3 emotes (bound or not).
3.2-b) Valid captures must consist of a minimum of three (3) emotes, consisting of: One disarming emote (as minimum), and two (2) binding emotes (as minimum).
3.2-c) If you choose not to disarm concealed weapons, use of those weapons must be expected.
3.2-d) Hidden weapons an needles can not be inside of your body.
3.2-e) Pre-scripted or hotkeys for binding also, is not acceptable.
3.2-f) Capture and forced collars are permanent unless you escape. The reasoning is that you should find a creative way to escape.
3.2-g) If you are unbinding yourself, you need to be realistic. It won’t take 5 minutes to get free. You should have an average of 10 emotes in a 15 minutes, as a realistic roleplay time.
3.2-h) If you can't accept being capped, then Mainland is not for you.
3.2-i) If you are not one of the listed on the point 2-g), you must use the proper key to open a lock.
3.2-j) Escapes must be emoted properly in a minimum of 10 emotes and notecard for review in the case of dispute.
3.2-k) If you capture someone you are responsible for their RP experience until such a time where they are released or escape. Think long and hard about whether you wish to engage in a long term capture as you will be ultimately responsible for that person(s) RP for the entirety of that time. It is suggested that you discuss playtimes with the captive on IMs (OOC) to determine if it is even feasible for a long term capture, or if you and the captive are not on at the same times enough to make the experience for either worth while, you must release, sell or kill your captive, but is not allowed leave a player without RP for more 1 hour.
3.2-l) Where submission is obtained under torture, please respect that individual is playing their role realistically, and in turn be realistic in your expectations of them going forward. Admin will not take punitive action to enforce a collar on your behalf, in instances where it is clear the individual concerned refuses to continue in that role

Safe Winds
Tiara Platthy

The Gor Grid Academy

Our Academy has been built. We were lucky that an amazing builder imed me in Secondlife telling me that she want to help. And we asked her if she can build the academy and when she is done we were really amazed.

When you enter the Academy you find yourself in the middle of a huge library and reading saloon. When you turn right you can see a corridor with 4 classrooms for training. And when you end the corridor you open doors and you have the Headmaster office. When you climb the stairs you will see 5 rooms for 5 high caste. Each room has the color of the Caste it belong to. When you get out of doors you will be looking to the library again from up. When you fallow the path you will have a huge slave training room. And under it there is a room for weapon training.

Beside that we started to accept applications of the ones whom waht to train in TGG. The Yellow Caste Head Trainer, Head Black Caste Trainer and Head Panther Trainer positions are open. Beside that we are looking all kind of trainers.

I want to give special thanks to our amazing builder Erin Burks. She will start to build welcome area soon. I am counting to see it!

Safe Winds
Tiara Platthy

What is going on in TGG?

Greetings Goreans,

After a month i am sure you are expecting so much news. Yes i have lots of good news for you. I want to start with our meter. Qapla Xie worked hard for us and at last he placed the first release to the Merchant island. You can go and take your copy from the wall.

On the other hand we have released our RP Rules skeleton that you can find in forum. We would love to hear your opinion about them so we can improve them if needed. Of course we will change the rules in the future according to our experiments.

And the time Merchants are waiting arrived!!! Now we have ToS. Again you may find our ToS at our webpage at the bottom. Now you are safe in gorean lands.

The market to purchase sims is placed on the website also. You can choose the number you want to buy and you can purchase the sim or package you want. The Gor Grid has already 5 sim owners. And we started to have online residents more and more each day.

I hope you come and join us soon and become the part of TGG Family
Safe Winds
Tiara Platthy