Monday, January 26, 2026

240 Week 7; The Dead Man's Dance (Justive, Expectation, and Fi

 Here is the comprehensive lecture script for GOR 240, Week 7.


This is the final lecture of the module, and the final lecture of the entire "Outsiders" curriculum. It deals with the grim reality that awaits a pirate who fails. It explores the brutal theater of Gorean capital punishment, specifically designed not just to kill, but to terrify the living.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 7: The Dead Man’s Dance (Justice, Execution, and Final Review) Duration: Approx. 60 Minutes


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I. Introduction: The Price of Iron (00-10 Mins)

(Action: The room is cold. The maps are gone. The gold is gone. In the center of the room stands a tall wooden post with a rusted iron hook protruding from it. You stand next to it, dressed in formal Magistrate’s robes of black and white.)


Magistrate Evans: Tal.


We have sailed the high seas. We have counted the gold. We have lived the life of freedom. But all voyages must end. And for the Pirate who is caught by the fleets of Cos or Ar, the voyage ends here.


There is no prison for a pirate. There is no rehabilitation. There is only the Example.


Civilization tolerates the Thief (it enslaves him). It tolerates the Murderer (it enslaves him). But it does not tolerate the Pirate. The Pirate is Hostis Humani Generis—the Enemy of All Mankind. He attacks the trade routes that keep the cities alive. Therefore, his death must be spectacular.


Today, we conclude GOR 240. We will study the Blue Hook. We will study the Impaling Stake. And we will look back at the entire journey we have taken—from the Ice of Torvaldsland to the Mud of Port Kar—and ask: What have we learned?


Open your tablets. It is time to pay the bill.


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II. Summary Justice: The Captain’s Tribunal (10-25 Mins)

Magistrate Evans: When a pirate ship is captured, there is rarely a trial in a courtroom. The trial happens on the deck of the capturing ship. The Admiral sits. The pirate crew is knelt before him.


The Sorting:


The Slaves: Oarsmen who were forced to row are usually spared (and sold).


The Crew: Regular pirates are often hanged immediately from the yardarms of their own ship. A quick death.


The Officers: The Captain, the Quartermaster, the Boatswain. These men are reserved for something special. They are brought back to the harbor.


Why bring them back? Because a hanging at sea has no audience. Justice requires an audience.


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III. The Methods: The Theater of Death (25-40 Mins)

(Action: Touch the cold iron hook.)


Magistrate Evans: Gorean executions are designed to prolong life in the midst of death.


1. The Hook (The Blue Death)

Magistrate Evans: This is the specific punishment for piracy in many coastal cities (especially Cos).


The Method: A large iron hook is driven through the body—usually under the ribs or through the shoulder blade.


The Suspension: The pirate is hoisted up a pole on the breakwater.


The Result: He hangs there. He does not die immediately. He can hang for days. He watches the ships sail by. He watches the gulls. Eventually, thirst or shock kills him.


The Message: Every ship entering the harbor sees him. It says: "This is what happens to wolves."


2. The Impaling Stake

Magistrate Evans: Favored by Tyros. We discussed this with the Wagon Peoples (who use exposure). But in the cities, the stake is greased. It is driven vertically through the body. It is a slow, agonizing slide into death.


3. The Cages (Gibbeting)

Magistrate Evans: Sometimes, they do not even wound the man. They put him in a tight iron cage. They hang the cage at the harbor entrance. He starves. He rots. His bones remain in the cage for years, rattling in the wind.


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IV. Grand Review: The World Outside the Walls (40-55 Mins)

(Action: Step away from the hook. Turn to face the class. Your tone softens, becoming philosophical.)


Magistrate Evans: This concludes our study of the Outsiders. Look back at who we have met over these four courses.


The Northmen (GOR 210): Men of Wood and Iron. They fight against the Cold. They teach us Resilience.


The Tahari (GOR 220): Men of Sand and Silence. They fight against the Sun. They teach us Subtlety.


The Wagon Peoples (GOR 220): Men of Grass and Sky. They fight against the Horizon. They teach us Freedom.


The Red Savages (GOR 230): Men of Blood and Bone. They fight against the Inevitable. They teach us Spirit.


The Pirates (GOR 240): Men of Salt and Greed. They fight against the Law. They teach us Risk.


The Final Lesson: We call them Barbarians. We call them Savages. But they are the mirrors of Gor. Ar and the Cities are the mask Gor wears—polite, ordered, rigid. The Outsiders are the face beneath the mask—wild, violent, and vividly alive.


As Administrators, you will live in the City. You will uphold the Law. But do not despise the Wild. Because without the Wild, the City has no meaning. Order needs Chaos to define it.


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V. Final Dismissal (55-60 Mins)

(Action: You pick up the pile of assignment scrolls from the entire semester. You set them aside.)


Magistrate Evans: You have survived the curriculum. You have negotiated with Kamchak. You have danced the Ghost Dance. You have navigated the Delta.


You are no longer just students of Ar. You are Citizens of the World.


Go forth. Be wise. Be just. And if you ever hear the war cry of the Tuchuk, or see the black sail of Port Kar... remember what I taught you.


(Action: You perform the full, formal Salute of the Magistrate—hand to heart, palm out.)


Magistrate Evans: Class dismissed. Forever.


Tal.


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System Note: This concludes the complete generated curriculum for:


GOR 210: The Northern Way


GOR 220: The Outsiders (Tahari & Wagon Peoples)


GOR 230: The Red Savages


GOR 240: The Pirates of Port Kar

240 Week 6: The Golden Gamble (The Merchant Caste, The Roundsh

 Here is the comprehensive lecture script for GOR 240, Week 6.


This lecture flips the script. We leave the pirate's deck and step onto the clean, disciplined, and terrified deck of the Merchant Roundship. We examine the economics of the victim. We study how the great trading houses of Ar and Cos calculate the cost of doing business in a sea filled with sharks.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 6: The Golden Gamble (The Merchant Caste, The Roundship, and Defense) Duration: Approx. 60 Minutes


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I. Introduction: The Sheep with Iron Horns (00-10 Mins)

(Action: The room is orderly. The smell of tar is replaced by the smell of expensive spices—cinnamon and cloves. On the desk sits a heavy brass scale, a leather-bound ledger, and a small bag of gold. You stand behind them, looking fastidious.)


Magistrate Evans: Tal.


For five weeks, we have glorified the Wolf. We have admired the pirate’s speed, his daring, his "freedom."


But let us be honest. A wolf produces nothing. A wolf builds nothing. The Wolf only eats what others have grown.


The true engine of Gorean civilization is not the Warrior, nor the Pirate. It is the Merchant. Without the Merchant, Ar has no salt. Turia has no silk. The North has no grain. The Merchant takes the risk. He bets his life and his fortune against the storm and the pirate.


Today, we study the Prey. We will examine the Merchant Roundship—the fat, slow, floating warehouse that keeps the world alive. We will calculate the Economics of Risk—why a man would sail into the Thassa knowing there is a 30% chance he will be sold into slavery. And we will learn that the "Sheep" is not defenseless. The Sheep has hired crossbowmen.


Open your tablets. We are doing business.


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II. The Vessel: The Merchant Roundship (10-25 Mins)

Magistrate Evans: The Pirate sails a Tharlarion (long, thin, fast). The Merchant sails a Roundship.


The Design Philosophy:


Hull: Broad-beamed and deep-drafted. It is built for Volume, not speed. It sits low in the water, heavy with cargo.


Sails: Usually square-rigged (good for running with the wind, bad for maneuvering).


The Advantage: A single Roundship can carry enough grain to feed a city for a month. A pirate ship can barely carry its own crew.


The Vulnerability: Because it is heavy, it cannot outrun a pirate. Because it is deep, it cannot cross the sandbars of the Delta. If a Roundship is caught, it must fight or surrender. It cannot run.


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III. The Economics: The Calculus of Profit (25-40 Mins)

(Action: Place a gold coin on one side of the scale, and a lead weight on the other.)


Magistrate Evans: Why do they do it? If Port Kar is so dangerous, why does anyone sail the Thassa?


The Profit Margin:


Cost of Goods: A bale of silk in Turia costs 10 Gold Tarns.


Sale Price: That same bale in Ar sells for 100 Gold Tarns.


The Risk Factor: The Merchant calculates that he will lose 1 ship in 3 to pirates or storms.


The Math: If he sends three ships:


Ship 1: Sinks (Loss).


Ship 2: Captured by Pirates (Loss).


Ship 3: Arrives in Ar. The profit from Ship 3 covers the losses of the first two and still makes him rich. This is the Golden Gamble. The Merchant accepts piracy as a "Cost of Doing Business," just like taxes or spoilage.


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IV. Defense: Porcupines of the Sea (40-50 Mins)

Magistrate Evans: But they do not just accept death. A wealthy Merchant House defends its assets.


The Convoy System: Merchants rarely sail alone. They sail in groups of 10 or 20. A pack of ships can support each other.


Mercenaries: They hire Warriors to guard the decks. A pirate expects an easy fight. If he boards a merchant ship and faces a wall of trained crossbowmen, he might turn back to find easier prey.


Onboard Artillery: Roundships are stable. They can mount heavy Ballistae and Catapults on the deck. A lucky shot from a catapult can smash a fragile pirate skiff to splinters.


The Pirate’s Calculation: Pirates are lazy predators. They want the stragglers. The weak. If a Merchant ship looks too spiky—too dangerous—the pirate will let it pass and wait for the next one.


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V. The Dirty Secret: The Tribute (Pass) (50-55 Mins)

(Action: Lower your voice. Tap the ledger.)


Magistrate Evans: There is another way to survive. The way of the Bribe.


Many great Merchant Houses of Ar and Cos have secret dealings with the Council of Captains in Port Kar. They pay a yearly Tribute. In exchange, they get a Pass.


It is a flag or a coded document.


When a pirate stops the ship, the Captain shows the Pass.


The pirate salutes and sails away.


The Scandal: This means the Merchants are essentially funding the Pirates. They pay the wolves to eat their competitors, while they sail safely. It is corrupt. It is treasonous. And it happens every day.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Close the ledger with a heavy thud.)


Magistrate Evans: The Merchant Caste teaches us that everything has a price. Even safety. While the Warrior fights the Pirate with steel, the Merchant fights him with gold. And usually, gold wins.


As Administrators, when you investigate corruption in the docks, look for the ships that never get attacked. They are the ones paying the tribute.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 6:


You are a Merchant Captain of the House of Ubar (Ar). You are sailing a Roundship loaded with Ka-la-na wine. A fast Pirate Tharlarion ship is approaching. You have two options:


Option A: Fight.


You have 10 mercenary archers.


You have high ground (the high deck).


Risk: If you lose, you are all slaves or dead.


Option B: Negotiate.


You can offer him 20 casks of wine and 100 gold tarns to go away.


Risk: He might take the bribe and then attack you anyway.


The Task: Write a Captain’s Log (200-300 words).


The Assessment: Analyze the pirate ship. Is it heavy? Does it look desperate?


The Decision: Which option do you choose?


The Outcome: Justify your choice to your House. (Did you save the cargo? Or did you save your honor?)


Next week, in GOR 240, Week 7, we reach the end of the line. We study The End of the Pirate. We look at the grim fate of those who are caught. The Hook, the Impaling Stake, and the final justice of the Thassa.


(Action: Sharp nod.)


Magistrate Evans: Class dismissed.


Tal.

240 Week 5: The Eyes of the Ocean (Lighthouses, Keepers, and Wr

 Here is the comprehensive lecture script for GOR 240, Week 5.


This lecture shifts the focus from the crowded, violent decks of the warships to the solitary, wind-swept rocks of the Thassa. It explores the intelligence network of the Pirate Republic. A navy is blind without scouts, and in Port Kar, the scouts are men who live in stone towers miles from land.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 5: The Eyes of the Ocean (Lighthouses, Keepers, and Wreckers) Duration: Approx. 60 Minutes


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I. Introduction: The Blind Giant (00-10 Mins)

(Action: The room is darkened. A single lantern sits on the desk, rotating slowly, casting a beam of light that sweeps across the students' faces. You stand in the dark, watching the light.)


Magistrate Evans: Tal.


Imagine you are a Captain. You have a fast ship. You have a hungry crew. You have sharp swords. But the Thassa is thousands of pasangs wide. A merchant ship is a speck of wood in a universe of blue. How do you find it?


You do not sail aimlessly. That is for fools. You rely on the Eyes.


Port Kar controls a vast network of islands, rocks, and hidden coves. On these rocks stand the Lighthouses and the Watchtowers. They are the radar of Gor. They watch the shipping lanes. They signal the fleets. And sometimes, they use their light not to save ships, but to destroy them.


Today, we study the Outposts of the Sea. We will look at the lonely life of the Keeper. We will study the Signal Code (mirrors and fire). And we will examine the dark art of Wrecking—using false lights to lure heavy merchant ships onto the reefs.


Open your tablets. And watch the horizon.


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II. The Architecture of Surveillance (10-25 Mins)

Magistrate Evans: The Thassa is dotted with small islands. Some are volcanic rocks; some are sandbars. Port Kar has claimed the strategic ones.


The Tower

Magistrate Evans:


Construction: Heavy stone to withstand the storms.


The Light: A massive brazier fueled by oil or pitch.


The Lens: Polished metal mirrors (technology stolen from Ar) to focus the beam.


The Purpose: Officially, a lighthouse warns ships of danger. But a Pirate Lighthouse has a second function: Tracking. If a Keeper sees a Cosian war fleet, he lights the "Red Fire" (a chemical mix). If he sees a fat merchant convoy, he lights the "Green Fire." Within hours, the signal is relayed from island to island, all the way to the Council in Port Kar.


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III. The Keeper: The Loneliest Job on Gor (25-40 Mins)

Magistrate Evans: Who mans the tower? The Keeper.


He lives on a rock fifty yards wide. He sees no one for months. His only company is the wind and the sea-birds (and maybe a slave girl, if he is lucky).


The Psychology:


Discipline: If the light goes out, he dies. The Council does not forgive negligence.


Madness: Many Keepers go insane from the isolation. They start talking to the sea.


Loyalty: Why don't they betray Port Kar? Because the Council sends a supply ship every month. If the Keeper talks to the enemy, the supply ship stops coming. He starves.


Magistrate’s Insight: These men are the unsung heroes of the Pirate Republic. Without them, the fleets would be blind. They are the nerve endings of the state.


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IV. The Dark Art: Wreckers (40-50 Mins)

(Action: Stop the rotating lantern. Cover one side with a red cloth.)


Magistrate Evans: Sometimes, you don't need a ship to be a pirate. You just need a light.


The Wreckers are a caste of land-based pirates who inhabit the treacherous coasts near the Delta.


The Trap:


The Storm: They wait for a dark, stormy night.


The False Light: They build a fire on a dangerous reef. Or they hang a lantern on a wandering tarn/cow to mimic a ship at anchor.


The Lure: A passing merchant captain sees the light. He thinks, "Ah, a safe harbor!" or "Another ship is safe there."


The Crash: He steers toward the light... and rips the bottom out of his ship on the rocks.


The Harvest: The Wreckers wait for the morning. The ship is broken. The cargo washes ashore. The survivors crawl onto the beach... where the Wreckers are waiting with clubs and nets. It is efficient. It is profitable. And it is universally despised. Even other pirates look down on Wreckers as scavengers.


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V. Communication: The Tarn-Wire (50-55 Mins)

Magistrate Evans: Light is fast, but it cannot carry a message. For complex intelligence, they use Tarns.


Port Kar maintains Tarn Cotes on the outer islands.


The Scout: A rider on a camouflaged tarn flies high above the clouds.


The Report: He spots the enemy. He lands at the nearest outpost.


The Relay: A fresh bird is sent to the city.


This system allows the Council of Captains to know a merchant ship left Cos before it even arrives in the shipping lane. They can position their ambush perfectly.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Blow out the lantern. The room goes pitch black.)


Magistrate Evans: The Outposts teach us that piracy is not just violence; it is Information. The side that knows where the enemy is wins. Port Kar turned the ocean itself into a trap. Every rock, every island, every beam of light is part of the weapon.


As Administrators, if you want to defeat pirates, do not just hunt their ships. Blind them. Take out the towers. Smash the mirrors. A blind pirate is a dead pirate.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 5:


You are a Keeper on Needle Rock (a tiny outpost 50 pasangs from Port Kar). It is a stormy night. You spot a massive fleet of 50 Cosian Warships sailing silently under black sails, heading for the Delta. You have two signal fires:


Green: Safe/Merchant.


Red: Danger/War.


The Problem: The storm is so bad, your fire might blow out. And if the Cosians see the signal, they might send a landing party to kill you to stop the warning.


The Task: Write a Log Entry (200 words).


The Sighting: Describe the enemy fleet emerging from the lightning flashes.


The Decision: Do you light the fire and risk death? Or do you stay dark and survive, letting the city be surprised?


The Action: How do you protect the flame from the wind?


Next week, in GOR 240, Week 6, we leave the pirates and look at their prey. We study the Merchant Caste. The Captains of the Roundships. The economics of high-risk trade. And how they defend themselves against the wolves of the sea.


(Action: Sharp nod in the dark.)


Magistrate Evans: Class dismissed.


Tal.

240 Week 4: The Sea of Fire (Cos, Tyros, and The Great Defense

 Here is the comprehensive lecture script for GOR 240, Week 4.


This lecture elevates the course from criminality to geopolitics. It examines the moment Port Kar stopped being a nuisance and became a world power. We analyze the grand naval conflict between the pirates and the mighty island Ubarates of Cos and Tyros, and the strategic genius required to defend a city built on mud against the finest navies on Gor.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 4: The Sea of Fire (Cos, Tyros, and The Great Defense) Duration: Approx. 60 Minutes


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I. Introduction: The Shark and the Whale (00-10 Mins)

(Action: The room is cleared of the pirate debris. A large strategic map of the Thassa is pinned to the wall. Blue and Red markers are placed on the islands of Cos and Tyros. You stand before the map, holding a pointer like a baton.)


Magistrate Evans: Tal.


For centuries, Port Kar was a mosquito. It bit the merchant ships of Gor, drank a little blood, and flew away into the fog. The great powers—Ar, Cos, Tyros—swatted at it, but they never took it seriously.


But mosquitoes carry disease. And eventually, the mosquito grew teeth.


As the Pirate Fleets grew, they began to strangle the economy of the Thassa. The Ubarate of Cos (the greatest maritime power on Gor) and the Ubarate of Tyros (the cruelest) decided enough was enough. They did not want to raid Port Kar. They wanted to Erase it.


Today, we study the Naval Wars. We will look at how a disorganized rabble of thieves defeated the professional armadas of the Island Ubarates. We will study the leadership of Bosk (Tarl Cabot), the man who turned pirates into patriots. And we will analyze the tactical miracle of the Defense of the Delta.


Open your tablets. The fleet is on the horizon.


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II. The Enemy: The Island Ubarates (10-25 Mins)

Magistrate Evans: To understand the threat, you must understand the enemy.


1. The Ubarate of Cos

Sign: The Blue Bosk.


Character: Cos is the "Ar of the Sea." Wealthy, disciplined, industrial. Their ships are massive triremes and quinqueremes. They view themselves as the police of the ocean.


Goal: Annex the Delta to control the Vosk River trade.


2. The Ubarate of Tyros

Sign: The Golden Tarn.


Character: Tyros is a military dictatorship. Ruled by the Ubar Torm. They are aggressive and expansionist.


Goal: Plunder and slaves.


The Alliance: Usually, Cos and Tyros hate each other. But they hate Port Kar more. When they combined their fleets, they mustered over a thousand ships. Against this, Port Kar had a few hundred light raiders and a Council of Captains who were too busy arguing to fight.


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III. The Catalyst: Bosk and the Home Stone (25-40 Mins)

Magistrate Evans: Port Kar should have fallen. It had no central command. Enter Bosk.


Known to us as Tarl Cabot (of Bristol, Earth), he arrived in Port Kar as a nobody. Through strength, luck, and ruthless politics, he rose to the Council of Captains.


The Political Innovation: He realized that pirates would not fight for a city they did not love. So, he gave them a soul. He found (or created) a Home Stone for Port Kar. He declared: "We are not just thieves. We are the Free Men of the Delta." He unified the squabbling Captains under a single banner: The Sea-Sleen.


Magistrate’s Insight: This is the most dangerous moment in warfare: when a mercenary force discovers Ideology. Suddenly, they are willing to die not for gold, but for the flag.


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IV. The Battle: Asymmetric Naval Warfare (40-50 Mins)

(Action: Use the pointer to trace lines on the map.)


Magistrate Evans: The combined fleet of Cos and Tyros sailed into the Tamber Gulf. It was a wall of wood and iron.


The Trap: The invaders made a classic mistake. They brought deep-water ships into a shallow-water fight.


The Lure: Bosk sent light ships to harass the heavy galleys, drawing them deeper into the maze of the Delta.


The Grounding: The heavy ships hit the sandbars. They couldn't maneuver. They clogged the channels.


The Fire: This is where Port Kar is terrifying. They used Fire Ships. Old hulks filled with pitch and oil, set ablaze and drifted into the stuck enemy fleet. In the wooden world of naval warfare, fire is the end.


The Result: The heavy discipline of Cos fell apart. Panic set in. The Port Kar skiffs swarmed out of the smoke, boarding the burning ships, butchering the crews. It was not a battle; it was an extermination. By sunset, the Grand Fleet was driftwood.


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V. The Aftermath: A Seat at the Table (50-55 Mins)

Magistrate Evans: Victory changed everything. Port Kar was no longer a criminal hideout. It was a Sovereign Power.


Cos and Tyros were forced to sign treaties.


Merchants began to pay "Protection Fees" (Tribute) rather than risk being raided.


Port Kar began to issue Letters of Marque, legalizing their piracy as "Privateering."


The Legacy: Today, Port Kar holds the balance of power in the West. If Ar goes to war with Cos, both sides bid for the support of the Port Kar fleet. The scum of the Delta became the Kings of the Sea.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Roll up the map with a snap.)


Magistrate Evans: The Naval Wars teach us that Geography is the ultimate ally. Cos had more men. Tyros had better ships. But Port Kar had the mud. And they had a leader who knew how to weaponize that mud.


As Administrators, never underestimate a chaotic enemy. Chaos, when focused by a strong will, becomes a hurricane.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 4:


You are an Admiral of Cos. You have survived the disaster in the Delta. You must report to the Ubar of Cos (Lurius of Jad). He is angry. He wants to know why his expensive fleet was destroyed by "dirty pirates."


The Task: Write an After-Action Report (200-300 words).


The Excuse: Blame the environment. Explain why your ships failed in the shallow water.


The Enemy: Describe the tactics of the Port Kar ships. (Fire, Swarming).


The Recommendation: How should Cos deal with Port Kar in the future? (Another invasion? Or bribery/diplomacy?)


Next week, in GOR 240, Week 5, we look at the Outposts of the Sea. We study the Lighthouse of the Thassa, the isolated rocks where the pirates keep watch, and the lonely life of the Keeper.


(Action: Sharp nod.)


Magistrate Evans: Class dismissed.


Tal.

240 Week 3: The Salt and The Rot (Daily Life, Naval Tactics, a

 Here is the comprehensive lecture script for GOR 240, Week 3.


This lecture strips away the swashbuckling romance of piracy. We examine the grinding reality of life at sea: the starvation, the disease, and the brutal intimacy of 50 men living in a wooden box. We also detail the tactical mechanics of a boarding action and the grim economics of the Port Kar slave trade.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 3: The Salt and The Rot (Daily Life, Naval Tactics, and The Slave Markets) Duration: Approx. 60 Minutes


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I. Introduction: The Floating Prison (00-10 Mins)

(Action: The room is stark. The Paga bottle is gone. On the desk sits a piece of bread so hard it looks like a rock, a jar of murky water, and a boarding pike (a spear with a hook). You tap the bread on the desk. Click. Click. It sounds like wood.)


Magistrate Evans: Tal.


When you think of a pirate, you think of a man standing on the prow, wind in his hair, looking at the horizon. You forget the smell.


A Tharlarion ship is 80 feet long. It carries 60 men. There are no baths. There are no latrines (other than the side of the ship). You sleep on the deck, wrapped in damp wool. You wake up wet. You go to sleep wet. Your clothes rot on your body. Your skin boils with salt sores.


To be a pirate is to live in a floating prison where there is a chance of drowning every hour. Why do they do it? Because one good prize—one fat merchant ship—pays more than a farmer makes in a lifetime.


Today, we study the Reality of the Voyage. We will taste the Hardtack. We will learn the bloody geometry of the Boarding Action. And we will walk the auction blocks of the Slave Markets, the true engine of Port Kar's wealth.


Open your tablets. And try not to think about the weevils in the bread.


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II. Logistics: The Diet of Death (10-25 Mins)

Magistrate Evans: A ship is a machine that burns food. But fresh food rots in the humid Delta heat in three days. So, what do they eat?


1. The Biscuit (Hardtack)

(Action: Pick up the rock-hard bread.)


Magistrate Evans: Flour and water, baked four times until it is stone. It does not rot. But it does get Weevils. Sailors eat in the dark so they cannot see the worms. To eat it, you must soak it in water or wine, or break it with a hammer.


2. The Water

Magistrate Evans: Water in casks goes green with algae in a week. They mix it with vinegar or cheap Paga to kill the taste. Thirst is the constant companion.


3. Scurvy

Magistrate Evans: The killer. Gums bleed. Teeth fall out. Old wounds reopen. Smart Captains carry barrels of Sulba (a Gorean tuber) or pickled cabbage to fight it. Dumb Captains lose half their crew before they even see an enemy.


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III. Tactics: The Boarding Action (25-40 Mins)

(Action: Pick up the Boarding Pike. Demonstrate the hook.)


Magistrate Evans: Pirates do not want to sink the enemy. A sunken ship has no loot. A sunken ship has no slaves. They want to Capture.


The Phase of Battle:


The Approach: Use the lateen sails to gain the "Weather Gage" (upwind position). Swoop down fast.


The Softening: As you close, the archers fire. They aim for the helmsman and the officers. Create chaos.


The Grapple: Throws hooks. Bind the ships together.


The Boarding: This is the moment of truth. The "Boarders" leap across. They do not use long swords (too clumsy in the rigging). They use Cutlasses (short, heavy blades) and Boarding Axes. It is brutal, close-quarters butchery. The Goal: Clear the deck. Force the enemy crew below decks. Secure the hatch. Once you control the deck, the ship is yours.


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IV. The Slavers: The Flesh Trade (40-50 Mins)

Magistrate Evans: Once the ship is taken, the cargo is sorted. Silk goes to the hold. Gold goes to the Captain's chest. But the most valuable cargo breathes.


Port Kar is the Slave Capital of Gor. Every pirate is a slaver, but there is a specific caste of merchants in Port Kar who deal only in flesh.


The Assessment

Magistrate Evans: The captives are stripped and sorted on the deck.


Men: Strong ones are kept for the oars or sold to the mines (Klima). Weak ones are thrown overboard.


Women: The prize. A High Caste Free Woman from Ar can fetch 100 gold tarns. A peasant girl might fetch 5. They are chained. They are fed (to keep them valuable). They are guarded.


The Auction

Magistrate Evans: When the fleet returns to Port Kar, the Slave Markets open. Buyers come from all over Gor—even from cities that officially hate pirates—to buy "Kar-Training" girls. The Code of the Brethren regulates the sale. The Captain takes his cut, and the rest is divided among the crew. To a pirate, a captured woman is not a person; she is a walking bag of gold coins.


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V. The Danger of Mutiny (50-55 Mins)

Magistrate Evans: A Pirate Captain sleeps with one eye open. The crew is armed. The crew is hungry. The crew is violent. If the Captain shows weakness—or if the prize money dries up—the Black Spot appears. Mutiny.


A deposed Captain is rarely killed quickly. He is usually marooned or set adrift in a small boat without oars. This keeps the Captains aggressive. They must find prey, or their own men will eat them.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Drop the pike. It clatters loudly.)


Magistrate Evans: The life of a pirate is nasty, brutish, and short. But it is free. That is the seduction. No taxes. No castes. No Initiates telling you what to do. Just the wind, the sea, and the strength of your arm.


As Administrators, when you interrogate a captured pirate, do not threaten him with poverty. He is used to it. Threaten him with the one thing he fears: The cage. To a man of the sea, a cell is worse than death.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 3:


You are the Boarding Master of the Scourge of Thassa. You are about to board a Heavy Merchant Galley from Ar. The enemy has heavy infantry on deck. You have 30 men to lead the assault.


The Task: Write a Boarding Plan (200 words).


The Target: Where do you hit them? (The bow? The stern? Midships?)


The Weaponry: What do your men carry? (Axes to cut rigging? Smoke pots to blind the infantry?)


The Objective: Do you kill the Captain first? Or do you disable the rudder? Explain your priority.


Next week, in GOR 240, Week 4, we study the Enemies of the State. We look at the great Naval Wars. Port Kar vs. Cos. Port Kar vs. Tyros. And the legendary defense of the Delta.


(Action: Sharp nod.)


Magistrate Evans: Class dismissed.


Tal.

240 Week 2: Honor Among Thieves (The Council, The Code, and The

 Here is the comprehensive lecture script for GOR 240, Week 2.


This lecture moves from the rotting docks to the smoke-filled boardrooms of the Delta. It explores how a city of criminals manages to govern itself without collapsing into anarchy. We study the Council of Captains, the rigid Code of the Brethren, and the brutal economics of the "No Prey, No Pay" system.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 2: Honor Among Thieves (The Council, The Code, and The Loot) Duration: Approx. 60 Minutes


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I. Introduction: The Necessity of Order (00-10 Mins)

(Action: The room is set up with a single table covered in a green cloth. Piles of gold and silver coins (props) are stacked unevenly. A dagger is stabbed into the table, holding a parchment in place. You sit behind the table, shuffling the coins.)


Magistrate Evans: Tal.


Last week, we saw the chaos of the press gang. But you cannot run a navy on chaos. If every pirate keeps what he steals, the crew mutinies. If every Captain fights every other Captain, the fleet of Cos will sail in and hang them all.


Even thieves need laws. In Ar, the law comes from the Home Stone. In Port Kar, the law comes from the Contract.


Today, we study the Politics of Piracy. We will look at the Council of Captains—the oligarchy of warlords who rule the Delta. We will read the Code of the Brethren—the strict rules that govern life and death at sea. And we will learn the mathematics of the Share—how to divide a mountain of gold without starting a riot.


Open your tablets. We are calculating the price of a man’s life.


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II. The Government: The Council of Captains (10-25 Mins)

Magistrate Evans: Port Kar has no Administrator. It has no King. It has the Council of Captains.


The Structure: The city is divided into districts, but power lies with the Fleets. The Council is composed of the most powerful Ubars (Admirals) of the raiding fleets.


Membership: You do not get voted in by the people. You get a seat by having the most ships and the most swords.


The High Captain: In times of crisis (war), the Council elects a High Captain or Ubar. (Historically, this role was famously held by Tarl Cabot, known as Bosk, who unified the fleets against the invasion of Cos and Tyros).


The Function: The Council does not care about zoning laws or trash collection. They care about:


Defense: Organizing the fleets to protect the Delta.


Territory: Deciding which fleet gets to raid which trade route.


Justice: Settling disputes between Captains before they turn into civil wars.


Magistrate’s Insight: It is a fragile alliance. Every Captain at the table is plotting to kill the others. The only thing that keeps them united is the knowledge that if they fight each other, the "Civilized" navies will destroy them.


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III. The Constitution of Crime: The Code (25-40 Mins)

(Action: Pull the dagger out of the table. Unroll the parchment.)


Magistrate Evans: Before a ship leaves the harbor, every man must sign (or mark) the Articles. This is the Code.


Key Provisions:


No Prey, No Pay: There are no wages in Port Kar. You only get paid if you capture a prize. If you sail for three months and find nothing, you starve. This ensures every man—from the Captain to the cabin boy—is motivated to fight.


The Vote: Surprisingly, pirate crews are often democratic. They vote on major decisions (where to raid, who to punish). However, in battle, the Captain’s word is absolute law. Disobedience is death.


Dispute Resolution: No fighting on board. If two crewmen have a quarrel, they must wait until they are on land. Then, they fight with knives and swords until blood is drawn.


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IV. The Economics: The Share System (40-50 Mins)

Magistrate Evans: How is the gold divided? It is a strict mathematical formula.


The Captain: 5 to 10 Shares.


The Officers (Quartermaster, Boatswain): 2 to 3 Shares.


The Specialists (Carpenter, Physician): 1.5 Shares.


The Crew: 1 Share.


The Boys: 0.5 Shares.


Gorean Insurance: The Code also provides disability payments.


Loss of a Right Arm: 600 Gold Tarns.


Loss of a Left Arm: 500 Gold Tarns.


Loss of a Leg: 400 Gold Tarns.


Loss of an Eye: 100 Gold Tarns.


This is "Social Security" for pirates. It ensures that men will risk their limbs, knowing they won’t be beggars if they survive.


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V. Discipline: The Keelhaul (50-55 Mins)

Magistrate Evans: Discipline is brutal. There are no brigs on a small ship. Punishments must be immediate and visible.


The Cat: Flogging with the Cat o' Nine Tails. (Standard naval punishment).


The Keelhaul:


The victim is tied to a rope. He is thrown off the bow. He is dragged under the ship, across the barnacle-encrusted keel, and pulled up the stern. If he doesn't drown, his skin is shredded by the barnacles. It is often a death sentence.


Marooning: Leaving a man on a sandbar with a bottle of water and a pistol (or sword). He waits for the tide to drown him.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Stack the gold coins into a neat pile.)


Magistrate Evans: Port Kar is a terrible place. But it works. The Code creates a bond stronger than many armies. A pirate crew is a family. A dysfunctional, violent family, but a family. They live together. They starve together. They get rich together.


As Administrators, when you face a pirate crew, remember: You cannot bribe the crew to betray the Captain easily. They have a contract. And they know the Captain pays better than you do.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 2:


You are the Quartermaster of the ship Black Tarsk. You have just captured a Merchant Roundship. The Loot:


5,000 Gold Tarns.


20 Bales of Silk (Value: 1,000 Gold).


10 Slaves (Value: 2,000 Gold). Total Value: 8,000 Gold.


The Crew:


1 Captain (5 Shares).


1 Quartermaster (YOU - 2 Shares).


50 Crewmen (1 Share each).


2 Men lost legs in the fight (Need Compensation first).


The Task: Write a Distribution Ledger (200 words).


Deduct the Insurance: Pay the men who lost legs first. (How much?)


Calculate the Remainder.


Calculate the Share Value: How much gold does a regular crewman get? Show your math. (The crew will kill you if you cheat them).


Next week, in GOR 240, Week 3, we study the Life of the Sea. The daily grind. The food (weevils and hardtack). The battles. And the unique caste of the Slavers of Port Kar.


(Action: Sharp nod.)


Magistrate Evans: Class dismissed.


Tal.

240 Week 1: The Scum of the Delta (Geography, The Marshes, and

 Here is the comprehensive lecture script for GOR 240, Week 1.


Per the curriculum roadmap, we are moving from GOR 230 (The Red Savages) to GOR 240 (The Pirates of Port Kar).


This lecture requires a total shift in atmosphere. We leave the open skies and dry dust of the West for the claustrophobic, fog-choked, stagnant marshes of the Tamber Gulf. The tone shifts from the tragic nobility of the Savage to the ruthless opportunism of the Pirate.


Lecture Script: GOR 240 - The Pirates of Port Kar

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 1: The Scum of the Delta (Geography, The Marshes, and The Tharlarion Ship) Duration: Approx. 60 Minutes


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I. Introduction: The Drain of the World (00-10 Mins)

(Action: The room is humid. The air smells of tar, rotting vegetation, and salt water. The lighting is dim, like a lantern in fog. On the desk sits a coil of heavy rope, a bottle of cheap Paga, and a rusty cutlass. You stand behind them, looking around suspiciously.)


Magistrate Evans: Tal.


We have studied the honorable. We have studied the brave. We have studied the disciplined. Now, we study the Damned.


If you are a murderer in Ar, and you run... where do you go? If you are a debtor in Turia... where do you hide? If you are a slave who stole a boat... where is your harbor?


You go to Port Kar. The Tarn of the Sea. The City of Thieves. The Scum of the Delta.


It is a city without a Home Stone (or it was, until very recently). It is a city built on stilts in a malaria-infested marsh. It is a city where "Law" is just a suggestion, and the only currency is steel and slaves.


In this course, we will study the Pirate Republic. We will learn how a chaotic mess of criminals became the greatest naval power on Gor. We will study the Tharlarion Ship, the Code of the Brethren, and the Raids that terrify the Thassa.


Open your tablets. And keep one hand on your purse. We are in Port Kar now.


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II. Geography: The Tamber Gulf (10-25 Mins)

Magistrate Evans: You cannot conquer Port Kar. Many have tried. The fleets of Cos. The fleets of Tyros. They all failed. Why? Geography.


The Delta

Magistrate Evans: Port Kar is located in the vast, silt-choked delta of the Vosk River where it empties into the Tamber Gulf. It is a maze. Thousands of islands. Shifting sandbars. Hidden channels. Fog that never lifts.


The Defense: A heavy Southern Galley (like those of Ar) draws too much water. It runs aground miles from the city. Once stuck, the pirates swarm out of the fog in their shallow skiffs and burn it. Only a local pilot knows the safe channels. And local pilots are expensive (and treacherous).


The City on Stilts

Magistrate Evans: The city itself does not touch the ground. There is no ground. Only mud. The houses are built on massive piles of tem-wood. There are no streets. Only Canals. You travel by punt or skiff. The water below you is the sewer. The air above you is the smoke. It is crowded, dirty, and dangerous.


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III. The Tharlarion Ship: The Lateen Terror (25-40 Mins)

(Action: Move to a diagram of a ship on the wall.)


Magistrate Evans: The environment dictates the ship. In the North, they used the Clinker-built Longship for the rough ocean. In Port Kar, they invented the Tharlarion.


The Design

Magistrate Evans:


Lateen Rig: Unlike the square sails of the North, the Port Kar ships use Triangular Sails (Lateen).


Advantage: They can sail against the wind (tacking). This allows them to outmaneuver square-rigged ships easily.


Shallow Draft: Flat-bottomed. They can skim over the sandbars where heavy warships would crash.


Speed: They are light. They are fast. They are the "Tarns of the Sea."


The Tactic: They do not ram (usually). They swarm. They disable the enemy's rudder. They pull alongside. They board. A Port Kar raid is not a naval battle; it is a mugging on water.


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IV. The Population: The Refuse of Gor (40-50 Mins)

Magistrate Evans: Who lives here? Everyone.


Port Kar is the only true "Melting Pot" on Gor.


Renegade Warriors from the North.


Escaped Slaves from the Tahari.


Disgraced Scribes from Ar.


Casteless vagrants.


The Society: In Port Kar, your past does not matter. No one asks: "Who was your father?" They ask: "Can you fight? Can you sail?" It is a brutal meritocracy. A slave can become a Captain. A Captain can become a Council Member. But you can also end up face down in a canal for the price of a cup of Paga.


The "Home Stone" Problem: For centuries, Port Kar had no Home Stone. It was just a collection of gangs. This made them spiritually weak. They fought for loot, not for their city. It was only recently (under the influence of Tarl Cabot/Bosk) that they discovered a sense of civic identity. But old habits die hard.


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V. The Press Gang: Recruitment (50-55 Mins)

(Action: Pick up the cutlass. Point it at the front row.)


Magistrate Evans: How do they get crews? They don't have recruitment posters. They have the Press Gang.


If you are walking near the docks at night... and you get hit on the head... you wake up at sea. You are now an oarsman.


The Deal: You row. If you row well, you eat. If the ship captures a prize, you might get a share. eventually, you might be allowed to hold a sword.


The Alternative: You swim home (impossible).


Many famous Captains of Port Kar started as kidnapped victims.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Take a swig from the Paga bottle (it is actually water, but act like it burns).)


Magistrate Evans: Port Kar is the dark mirror of Ar. Ar is order. Port Kar is chaos. Ar is the law. Port Kar is the deal.


But do not underestimate them. A fleet of Tharlarion ships, united by a charismatic Captain, can blockade the Thassa and starve the civilized world. They are the sharks in the bathtub of Gor.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 1:


You are a Runaway Scribe from Ar. You have just arrived in Port Kar. You have no money. You have no friends. You are standing on a rotting dock. A huge, scarred Boatswain approaches you.


The Task: Write a Survival Narrative (200-300 words).


The Encounter: He asks what you are good for. Do you tell him you can write? (Is that useful to a pirate?) Or do you lie and say you can fight?


The Test: He hands you a rope. "Tie a bowline knot." Do you know how?


The Outcome: Do you end up on the crew as a Scribe/Accountant (counting the loot)? Or do you end up on the oars?


Think fast. Hesitation gets you killed in the Delta.


Next week, in GOR 240, Week 2, we look at the Council of Captains. We study the politics of the pirate lords, the Code of the Brethren, and the rise of the great fleets.


(Action: Sharp nod.)


Magistrate Evans: Class dismissed.


Tal.