Monday, January 26, 2026

230 Week 2: The Game of Death (Counting Coup, Soldier Societies

 Here is the comprehensive lecture script for GOR 230, Week 2.


This lecture explores one of the most unique military concepts on Gor (and Earth history): Counting Coup. It explains why a Red Savage might ride through a hail of arrows just to hit you with a stick, and why killing an enemy is considered the "easy way out."


Lecture Script: GOR 230 - The Red Savages

Instructor: Magistrate Kati Evans Location: Gorean College of Lara / Ar’s Station Educational Hall Week 2: The Game of Death (Counting Coup, Soldier Societies, and The Scalp) Duration: Approx. 60 Minutes


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I. Introduction: The Stick vs. The Sword (00-10 Mins)

(Action: The room is stripped of heavy armor. On the desk sits a long, slender willow wand wrapped in otter fur and hung with two eagle feathers. It looks like a toy. You pick it up and whip it through the air with a swish.)


Magistrate Evans: Tal.


In Ar, warfare is simple. You see the enemy. You kill the enemy. You go home. The man with the most dead enemies is the hero.


In the Barrens, that man is considered... practical. But not brave.


To the Red Savage, killing is easy. An arrow kills from fifty yards. A coward can kill from behind a rock. But to touch a man? To ride up to a warrior who is trying to kill you, hit him with a stick, and ride away laughing? That is Medicine. That is Power.


Today, we study the Warfare of Glory. We will learn the rules of Counting Coup—the deadliest game of tag ever invented. We will look at the Soldier Societies—the brotherhoods that police the camp and lead the charge. And we will discuss the grim trophy of the Scalp.


Open your tablets. And do not flinch; flinching counts as a coup for me.


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II. The Hierarchy of Virtue: Counting Coup (10-25 Mins)

Magistrate Evans: The Red Savage fights for status. Every deed in battle earns "points" or "coups." When the warriors gather at the fire, they recount their coups. A man with no coups has no voice.


The Scoreboard

Magistrate Evans:


The First Coup (The Highest Honor): To touch a live, armed enemy with your hand or a Coup Stick. This proves you have no fear of his weapons.


The Second Coup: Taking a weapon from a live enemy. (Stealing his bow while he is holding it).


The Rescue: Saving a wounded friend from the enemy line.


The Kill: Killing an enemy is low on the list. Anyone can kill.


Magistrate’s Insight: This explains why battles in the Barrens can last all day with very few casualties. They are showing off. If you are a Soldier of Ar fighting Red Savages, this is terrifying. You aim to kill. They aim to humiliate you. When a Savage rides up and slaps your helmet with a stick, he is saying: "I could have killed you, but you aren't worth the arrow. I own your spirit."


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III. The Trophy: The Scalp (25-35 Mins)

Magistrate Evans: But death does happen. And when it does, they take a receipt. The Scalp.


The Theory: The Red Savages believe that the spirit (or part of it) resides in the hair. By taking the scalp-lock, you capture the enemy's power. You enslave his ghost. In the afterlife, the scalped man must serve the man who holds his hair.


The Dance: When they return to camp, they hold the Scalp Dance. The women dance with the scalps on poles. They mock the dead enemies. It is a celebration of the tribe's vitality over the enemy's death.


Note on Scalping: Contrary to Southern rumor, they do not usually scalp living men. That is considered "messy" and cruel even by their standards (unless you are the Fleer tribe, who enjoy such things). Usually, it is done to the dead.


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IV. The Soldier Societies: The Fraternities of War (35-50 Mins)

Magistrate Evans: The Tribe (e.g., The Kaiila) is the Nation. But within the Tribe, there are Societies. These are fraternities. Clubs. A young warrior must be invited to join.


1. The Dog Soldiers (The Real Dogs)

Magistrate Evans: These are the police of the camp.


Duty: They ensure order during the hunt. If a man hunts before the signal, the Dog Soldiers will beat him and kill his horse.


The Sash: The bravest Dog Soldiers carry a long leather sash. The Ritual of No Retreat: In battle, the sash-wearer pins the end of his sash to the ground with a lance. He cannot move. He is tethered to that spot. He fights there until he wins or dies. He can only leave if a fellow soldier pulls up the pin and orders him away.


2. The Kit Foxes

Magistrate Evans: The scouts. The tricksters. They are masters of camouflage. They study the land.


3. The Red Lances

Magistrate Evans: The shock troops. They are known for their flamboyant bravery and their dancing.


Tribal Politics: These societies rival each other. "The Dogs are too slow!" say the Foxes. "The Foxes are cowards!" say the Dogs. This rivalry drives them to greater feats of bravery.


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V. The Eagle Bone Whistle: The Sound of the Charge (50-55 Mins)

(Action: Pick up a small, hollow bone whistle. Blow it sharply. It makes a piercing, shrieking sound.)


Magistrate Evans: This is the last thing many intruders hear. The Eagle Bone Whistle.


They wear it around their necks. They blow it in battle. It sounds like the scream of a raptor. Combined with the war cry—the ululating shriek—it is designed to create panic.


The Psychology: The Red Savage paints his face. He puts feathers in his hair. He blows the whistle. He transforms himself into something non-human. He becomes a Spirit of War. He is not "Hrolf the Farmer" fighting for his land. He is "Takes-The-Horse," the avatar of death.


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VI. Conclusion & Assignment (55-60 Mins)

(Action: Lay the Coup Stick gently across the desk.)


Magistrate Evans: The warfare of the Barrens is personal. It is not about geometry or orders. It is about the individual soul testing itself against the universe.


When a Red Savage counts coup, he is shouting to the sky: "I am here! I am brave! My medicine is strong!" It is a war of ego, yes. But it is a magnificent ego.


(Action: Pick up the assignment scroll.)


Magistrate Evans: Your Assignment for Week 2:


You are a young warrior of the Kaiila Tribe. You are in a skirmish with the Yellow Knives (your enemies). You see a Yellow Knife chief. He has fallen from his horse but is holding his spear.


The Decision: You have a bow. You could kill him easily from here. OR You have your Coup Stick. You could ride in and strike him.


The Task: Write a Narrative of the Moment (200-300 words).


The Choice: Which do you choose? (Safety/Kill or Danger/Glory?)


The Action: Describe the ride. The dust. The fear.


The Outcome: If you count coup, how does the tribe react? If you shoot him, does the Dog Soldier mock you later?


Choose your path. Your reputation depends on it.


Next week, in GOR 230, Week 3, we look at the Cruelty of the Sun. We study the Sun Dance—the ritual where warriors pierce their own flesh to thank the Great Spirit. It is bloody, it is holy, and it is hard to watch.


(Action: Sharp nod.)


Magistrate Evans: Class dismissed.


Tal.

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