Monday, January 26, 2026

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


◈═══════════════════════◈


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.


◈═══════════════════════◈


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.


◈═══════════════════════◈


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.


◈═══════════════════════◈


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.


◈═══════════════════════◈


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.


◈═══════════════════════◈


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.

No comments:

Post a Comment