
Registered Red all Male Caste
(RRaMC) Guidelines
The Balance of Armament - Dice Distribution within the RRaMC
Within the spectrum of role-playing you must find a measurement system that allows you to define what is a successful or failing action. Specifically in combat, this is a vital requirement so that strengths, and abilities may be gauged by a system. Through the years of observation and calculation, the dice system came about.
The battle system, based on 2d# (2 dice, a #
of sides dependant on your abilities/registration)
will go as follows:
| Roll | Result |
| 0-14 | 0 Damage |
| 15-19 | 1 Damage |
| 20-24 | 2 Damage |
| 25-29 | 3 Damage |
| 30 | 4 Damage |
The above table identifies the equivalent rolls made through the dice given throughout the system of Gor. It is an accepted fact that free women and slaves roll 2d20, basic male combatants (non-warriors, or other castes) roll 2d21, and within the system of the Rarii (Warriors) the base shall follow the distribution of armament, reserved to the Registered Red all Male Caste:
| Dice | Explanation |
| 2d22 |
2d22 is the allocation given to Warriors who are still in training. These are Warriors who are still in the process of application. |
| 2d23 |
2d23 is the allocation given to Registered Warriors. Those who are in the first six months of their status of registry within the RRaMC receive 2d23. |
| 2d24 |
2d24 is the maximum allocation given to Registered Warriors. It signifies that the registered Warrior has been active, and excelled within the Caste for a period equal to or exceeding one year. |
In the interests of realism, the Registered Red all Male Caste has decided to disavow and no longer recognize dice above 2d24. Those who have had 2d25 within the caste will be reduced to 2d24. Let it be reiterated, 2d25 is not recognized by the RRaMC, any registered member seen using such dice as a reference to the RRaMC will have their registry placed in jeopardy with the judges of the Caste.
Warriors grand fathered from another forum will be on a 6 month probation period with no loss of dice.
Changes noted to the dice change for 2d24 will apply to those accepted from May 2002, and beyond. Those who have as of yet to receive 2d24 may receive those armament's within the prior guideline's dictation of six months per RCC approval. It is strongly recommended that the new guideline's be enforced, however per the satisfaction for fair measure it can be allowed for the prior guideline's to still apply to those warriors who are still in their training to Mastery of their skill. Regardless, it is the decision of the individual RCC how and when these matters occur.
To the Eyecatch then, the official word of the RRaMC for dice recognition throughout Gor is the following:
| Dice | Individual/Caste Classification |
| 2d20 | Free Women, Slaves, Outlaws |
| 2d21 | Non-Registered Combatants (Assassins, etc.), Slavers, Pirates, Builders, Scribes, Healers |
| 2d22 | Applicant Pending / Training RRaMC |
| 2d23 | Registered RRaMC Rarius |
| 2d24 | Registered RRaMC Rarius - Mastery Level |
| 2d25 | -Not Recognized- |
| 2d26 | Young Kur |
| 2d27 | Adult Kur (Abandoned or Sick) |
| 2d28 | Adult Savage Kur (Military) |
| 2d29 | Adult Savage Kur (Commander) |
| 2d30 | Adult Savage Kur (Leader) |
A +1 modifier is permitted for mounted combat. Mounted combat entailing a tarn or kaiila, giving the Rarius an advantage of attacking with a moving object. Be aware that the Rarius still utilizes his armament if he is attacking with a crossbow, or whatnot, the actual additional +1 (illustrated, by a tarnsman received 2d24 when he is allocated 2d23 on foot, as per standard registry) is only for the attacking beast. Thus the attack roll which is higher is, for example, the tarns claws sinking into its prey.
In addition, let it be known that the RWoNC, (the registry of Warriors of Non-Caste) is not acknowledged by the RRaMC. The ideals that a Warrior can exist without Caste is completely ludicrous, and antithesis to the foundation of Gor. It is a condition that has been founded so that Warriors can be dishonorable, and simply engage in roll-play, not role-play. The foundation of a RPG is ROLE PLAYING GAME, thus, storylines, and so forth are encouraged...not who can bash who's face in better.
Code of the Warrior
The Code of the Warrior is, in general, characterized by a rudimentary chivalry, emphasizing loyalty to Pride Chiefs and the Home Stone. It was harsh, but with a certain gallantry, a sense of honor that I could respect. A man could do worse then live by such a code. - Tarnsman of GOR p.41
1. Your word is your bond and should be upheld at all cost.
I would betray Priest-Kings before I would betray you... The most they can take is my life, and if I were to lose my honor, even that would be worthless. - Players of Gor p.71
A last observation having to do with the tendency of some Goreans to accept illusions and such as reality is that the Gorean tends to take such things as honor and truth very seriously. Given his culture and background, his values, he is often easier to impose upon than would be many others. For example, he is likely, at least upon occasion, to be an easier mark for the fraud and charlatan than a more suspicious, cynical fellow. On the other hand, I do not encourage lying to Goreans. They do not like it. - Magicians of Gor p. 255
2. If a non-outlaw asks to be collared, you must collar or kill that person. If a warrior accepts a woman as a slave, it is prescribed that, at least for a time at his discretion, she be spared. But if she is in the least bit displeasing, she may be immediately killed.
Then, to my astonishment, the daughter of the Ubar Marlenus, daughter of the Ubar of Ar, knelt before me, a simple warrior of Ko-ro-ba, and lowered her head, lifting and extending her arms, wrists crossed. It was the submission of the captive female. Without raising her eyes from the ground, the daughter of the Ubar said in a clear, distinct voice: `I submit myself.' I was speechless for a moment, but then, remembering that harsh Gorean custom required me either to accept the submission or slay the captive, I took her wrists in my hands and said, `I accept your submission.' - Tarnsman of GOR p.93-94
`I can force you to take me,' she said.
`How?' I asked.
`Like this,' she responded, kneeling before me, lowering her head and lifting her arms, the wrists crossed. She laughed. `Now you must take me with you or slay me.'
I cursed her, for she took unfair advantage of the Warrior Codes of Gor. - Tarnsman of GOR p.109
3. Honor your opponent in victory or defeat.
`You risked so much for a mere point of
honor?' she asked.
`There are no mere points of honor,' I told her. - Vagabonds of GOR p.63
4. Pledge loyalty with due consideration, for you must honor your commitments.
5. If you want another's slave, you must challenge for her and meet your opponent with the weapon of his choice. This is also known as the claim of sword-right.
'Yield her', he snapped.
'You know the codes,' I said evenly. 'If you want her you must challenge
for her and meet me with the weapon of my choice.' - Tarnsman of GOR p.117
6. He who cannot think is not a man and neither is he who can only think.
"Men would rather die than
think," I said.
"Not all men," she said. - Explorers of GOR p.334
It was lonely here. Yet such times are
good in the life of a Warrior, times to be alone, to think. He who cannot think
is not a man, so saith the codes. Yet neither, too, they continue, is he who can
only think. - Vagabonds of GOR p.65
7. The only death fit for a warrior is in battle. Warriors do not kill themselves or aid others in doing so.
Never such things, never them! The warrior does not kill
himself or aid others in the doing of it. It is not in the codes. - Vagabonds of
GOR p.446
8. Sword loyalty is the bond of fidelity to an Ubar, a military sovereign. It is not sworn lightly. When an Ubar is thought unfit, the sword loyalty is dishonored and the Ubar may be deposed by his own warriors.
9. The only honorable reply to a challenge is to accept it promptly.
10. If you lift a weapon against a warrior, he is permitted by his codes to kill you.
11. Poisoned steel is against the codes.
'I would not have thought Sarus of
Tyros would have used poisoned steel,' I said. Such a device, like the poisoned
arrow, was not only against the codes of the warriors, but, generally, was
regarded as unworthy of men. Poison was regarded as a woman's weapon. -
Marauders of GOR p.18
12. Do not enter battle with sadness or self-pity, even if you are in an unwinnable battle.
I had been so much a fool as to be
sad. That is not the mood in which to enter battle, even the battle which one
knows one cannot win, even the ultimate battle in which knows one is doomed to
defeat. Do not be sad. Better to take the field with laughter, with a joke, with
a light heart, with a buoyant heart, or to go forward with sternness, or in
fury, or with hatred, or defiance, or calculation, but never with self pity,
never with sadness. -Vagabonds of Gor p.446
13. One who has shed your blood, or whose blood you have shed, becomes your sword brother, unless you formally repudiate the blood
upon your weapons. - Tarnsman of Gor p.118
14. Warriors, it is said in the codes, have a common Home Stone. Its name is battle. - Renegades Of GOR p.343
15. Even warriors long sometimes for the sight of their own flags, atop
friendly walls, for the courtyards of their keeps, for the hearths of their
halls. Thus admit the Codes. -Blood Brothers of GOR p.306
16. Without the Codes, Men are no better then Beasts
`Flee!' she said.
`I am of the Warriors,' I said.
`But you may die,' she said.
`That is acknowledged in the codes,' I said.
`What are the codes?' she asked.
`They are nothing and, and everything,' I said. `They are a bit of
noise, and the steel of the heart. They are meaningless, and all significant.
They are the difference. Without the codes men would be Kurii.'
`Kurii?' she asked.
`Beasts, such as ice beasts, and worse,' I said. `Beasts such as the
face you saw in the sky.'
`You need not keep the codes,' she said.
`I once betrayed my codes,' I said. `It is not my intention to do so
again.' I looked at her. `One does not know, truly what it is to stand, until
one has fallen. Once one has fallen, then one knows, you see, what it is to
stand.'
`None would know if you betrayed the codes,' she said.
`I would know,' I said, `and I am of the Warriors.'
`What is it to be a warrior?' she asked.
`It is to keep the codes,' I said. `You may think that to be a warrior
is to be large, or strong, and to be skilled with weapons, to have a blade at
your hip, to know the grasp of the spear, to wear the scarlet, to know the
fitting of the iron helm upon one's countenance, but these are things are not
truly needful; they are not, truly what makes one man a warrior and another not.
Many men are strong, and large, and skilled with weapons. Any man might, if he
dared, don the scarlet and gird himself with weapons. Any man might place upon
his brow the helm of iron. But it is not the scarlet, not the steel, not the
helm which makes a warrior.'
She looked at me.
`It is the codes,' I said.
`Abandon your codes,' she said.
`One does not speak to slaves of the codes,' I said. - Beasts of GOR
p.340
Guidelines
1. Related Guidelines: A red caste warrior follows the Guidelines of the City or Land they are in as long as it does not violate the Codes of the Warrior. The Codes are everything. The rest of this is mostly optional for those warriors who wish to use more detailed guidelines but will not be enforced upon any member of the Caste but should remain within the same basic structure of Gorean RP.
2. Sex: The Red Caste is composed of only male warriors. Females are allowed in the Red Caste thru birth or Companionship, though their purpose is Education of children, raising families, administration, and other duties in the caste excluding Fighting or Warfare.
3. Justice: Grievances against a red caste warrior are judged by his peers. If it is a Caste Matter only, it is taken care of by the Caste. If it is an external matter, it is taken before the High Council of the City or the Ubar. Matters between Cities are solved by Combat.
OOC Grievances against a RRaMC Warrior may be brought to the
attention of the Caste Chairs, who will bring it before the Caste Judges if it
is a matter which can not be resolved by the Chairs.
I. Guidelines for the Position of RRaMC Judge:
A. Caste Judges will be composed of Three existing RRaMC Registered Men. All Three Judges will be equals and reside over all decisions brought before them.
B. Caste Judges will be elected for a term of Six months with three possible reelections possible.
C. Caste Judges will be charged with presiding over possible Caste offences brought before them. These Caste Judges will use the existing Guidelines, as well as the Gor Novels, and their own judgment to bring about a decision to correct the problem. They will answer questions as they arise for problems with Caste Dice, Caste Registration, Conflicts with other Castes, or OOC Violations of an extreme nature with penalties up to, and including, removal from the Caste if so warranted.
D. The Caste Judges will be under the direct supervision of the Caste Chairs, but can also preside over problems involving a Chair, and serve as a balance to the Chairs for the betterment of the Caste. If a problem in violation of the Guidelines, or Caste beliefs, as told in the Gor novels, is witnessed, it can be brought to the attention of the Chairs and resolved. Cases such as Votes of No Confidence against Caste Chairs can also be handled in cases of abuse of position for personal gain or power.
5. Registration: New Warriors join the Caste by finding a Sponsor/Mentor who is willing to teach them and Sponsor them to the Caste after they are trained. During the Training period, they use 2d22 as dice. When the Mentor feels they are ready to join the Caste, he will send an application letter to the City Council (For Cities with 3 or more warriors Registered) or Caste Scribe (For all others.) Only one applicant may be sponsored per Month as the Mentor should spend quality time with the Applicant to ensure they are fully trained. Applications are reviewed by the applicants peers and voted on to accept the new member into the Red Caste as a full Warrior. The Applicant MUST claim a Home Stone to have an application considered for registry in the Red Caste. If you are an Outlaw, without a Home Stone, or part of one of the tribes listed on the Members Pages, do not even bother sending in an application. An Applicant Must belong to a City to join a Caste, or in AOL Gor, one of the groups which we have accepted for conformities sake: e.g., Torvaldsland, Red Savages, Wagon Peoples, Alar, Red Hunters, or the Tahari. After being accepted, it is then possible to become an outlaw and remain in the Caste, though this is not recommended. A Letter of Acceptance OR Denial will be issued to the Applicant to inform him of his peers' decision. In cases of Denial, reasons will be given for the Applicant to work on, or to recommend a Caste change for unacceptable applicants. Registered Members can put Registered Red (Male) Caste RRaMC or just RRaMC in their profiles to indicate membership in the Rarius Caste.
6. Voting: Voting is conducted by return email to the Caste scribes within a specified time period. The choice receiving the most votes wins the election with the following exception: If there are four or more choices and no choice receives more than half the votes, then a runoff election is held between the top three choices.
7. Leadership OOC: The members may elect persons to fill various leadership roles in the Red Caste. Any person seeking a leadership position must demonstrate basic knowledge of Gor, have been a member of the caste for 6 (mun) months, and be available to serve the Caste. Depending on caste size, one or more members is elected as representative for the Entire Gor Wide Caste, though their purpose is OOC management. For each election, a scribe first asks the membership for nominations, then asks the membership for votes, as described in Voting above. Positions with the Caste are for 6 month terms. For each 25 Members of the Caste, a Chair may be elected. Any leader abusing his place to further his own goals over that of the Caste can be removed thru a Vote of Confidence. This OOC Representation is the Only OOC part of the Caste and only done for realism's sake since Gor isn't large enough to support true Individual City Castes, and it isn't realistically feasible to travel from one city to another in an instant for meetings. Meetings are held OOC when involving more than one City.
7a. Leadership IC: In each individual city, there is a IC Red Caste Council when the City has reached a minimum size of at least 3 Registered Warriors. When a city obtains a RCC, they become autonomous. This means they may select new members without outside participation, can handle training, and designate their own leadership within the Caste, though they still follow the Gor Wide Caste Guidelines for conformity with other Cities. Updates to the Red Caste Scribe are requested to allow the Web Page Members list to be updated regularly.
7b. Any Autonomous RCC which violates the Warrior Codes repeatedly, accepts Females as Warriors, or does other such UnGorean acts which might damage the Castes reputation can be suspended from the RC. Proof of this will be sent out to
the Red Caste Judges for decision on Censuring the City in question. The Red Caste does not encourage UnGorean behavior and will distance itself from such behavior for the betterment of the Caste and it's reputation.
8. Termination: Registration with the Red Caste is forfeited in case of RP death, sentenced death by his peers, enslavement, or screen name deletion.
9. Amendments: The elected leadership may amend these guidelines by a vote of the membership.
10. Warrior Training: During the extensive training of warriors, they learn many matters. Their training is both physical and mental. The training of a warrior is similar to the training of an assassin in many respects. Warriors learn much from teaching scrolls at war schools. The scrolls are very similar in different cities by virtue of the Sardar fairs.
Warriors learn how to wield the weapons of a warrior: the gladius, spear, and crossbow. They are taught to use both arms to fight, in case their primary arm is disabled. They are trained in unarmed combat, similar to some of the martial arts of Earth. They learn the Warrior's Pace, a slow jog that can be kept up for hours. A warrior can usually make ninety pasangs a day alternating a warrior's pace with a warriors stride. Some warriors can do even better.
They are trained in acute observation and retention. They almost unconsciously size up every situation, analyzing where an attack might come from. This enables them to avoid surprise in many circumstances. Warriors learn the virtues of concealment and subterfuge. They also learn about the hunting and capture of women. They learn certain universal conventions concerning combat. To signify a truce or call for a parley, you place your shield on the ground and then place your spear atop the shield. If you wish to surrender, the shield straps would be broken and spear shaft also broken. During battle, you grant quarter by gesturing to the ground with your sword.
11: Subgroups: (Optional)
Tarnsmen: These are people who Fight from Tarnback, masters of the mighty War Tarn, not people who can ride Tarns. Draft Tarns and Racing Tarns are ridden by anyone, but does not make a Man a Tarnsman.
Placement Roll - Tarn combat gives an advantage from higher ground. A roll of Caste dice is used for Arial Placement. Both dice higher then the opponents indicates higher ground. Only 1 higher equals same level. The tarnsman with higher ground gets 1 Dice side higher then normal for this attack. Example, a Warrior with High Ground would use 2d24 for his attack. His opponent only uses standard Caste Dice. Placement Rolls should be made every other round of Combat.
Escape Roll - When engaged in combat, a tarnsman may roll to escape and flee. If this roll is made, the tarnsman forfeits his Attack roll to flee. A roll of 15 or higher indicates escape. Pursuit may occur.
Pursuit - Pursuit is simple, each rider rolls their Caste Dice. If the target has higher dice, they are escaping and pulling ahead. Lower dice means they are losing ground. Two rolls indicating Lost ground results in combat once again.
Surprise - Because of the ability of a tarn to attack from the air, it is able to surprise targets. When attacking by surprise, the tarn rider uses dice as if attacking from Higher Ground. Surprise will last for 1d6 Rounds. A round is defined as each round of actions by the players.
Damage - A Tarn taking 10 hits will attempt to flee. 15 points will cripple the tarn. If the tarn is crippled, it will lose it's ability for flight, then the rider will fall, usually resulting in death unless another tarnsman rescues, or the fall is above water at less then 100 feet. To make the tarn stay when attempting to flee, or bring it safely to ground when crippled, a roll of Caste dice is needed, with both dice rolls over 15 to keep control.
Rescue/Capture by tarn - To catch a person in a tarn's grip, the tarns rider will designate the target with actions and attempt to get close to them. Caste dice are rolled, 15 or higher on both dice are needed, or a single roll over 18+ to indicate success. If capturing a prisoner/slave from the ground, the action should clearly indicate the target and give them time to withdraw from the situation if Mun Consent is not granted. The second action will be followed by the capture roll.
New Tarnsmen - A new tarnsmen applicant should approach a tarn. 2d20 are rolled. If both dice succeed, then the tarn accepted him. One failure and the warrior is attacked by the tarn with a 2d23 roll. Two failures and the warrior is savagely attacked, often resulting in death. The tarn will keep attacking as long as the warrior is within range or the tarn is killed or controlled. Damage inflicted on a tarn with a Tarn Goad isn't permanent. Once a tarn has rejected a warrior, he may attempt again 1 time. He will need 18's or better on both dice in the second attempt.
Cavalry: Tharlarion and Kaiila cavalry. The High Tharlarion is used for combat, not saddle tharlarions, draft tharlarions, or racing tharlarions. These men fight with lances and spears while mounted on one of these beasts.
Charge - cavalry charges are deadly clashes. When a cavalry man is charging his beast, spear or lance lowered to strike, the momentum of the beast increases the chances of damage. Charging cavalry will get a 1 side increase in dice (2d23 becomes 2d24, etc.) on open terrain. Barricades will prevent charges from being successful. If the opponent is charging as well, he also get the increase, and both attacks are considered to occur Simultaneously. A successful hit rolling over 20 results in the opponent being dismounted, thrown from their steed by the force of the hit. An infantry Man with a set spear against a charge uses the same increase to attack a charging rider, and if the hit is successful, it results in the rider being dismounted.
Damage - A steed and rider taking 10 points of damage will usually withdraw from combat. To control the steed and make it charge into combat once again requires a successful roll using Caste dice. If failed, the beast has become skittish and will not charge, but can still be brought into normal mounted combat.
Higher Ground - A Rarius attacking from a mount has higher ground against Infantry. He uses a 1 side increase in dice (2d23 becomes 2d24, etc.) in this case. But, 3 or more Infantry can pull his beast down to dismount him. A cavalry man's advantages come in his mobility.
Remounting - A dismounted Rider can try to remount his steed if it's within range. Red Savages have a rope on Kaiila for remounting a running steed, most Tharlarions and Kaiila don't have this. A successful roll on both dice is needed to remount. If a remounting rope is present, then only 1 roll is needed.
Escape - A cavalry man who becomes surrounded by Infantry or other cavalry loses his mobility. He can either fight his way free, or attempt to escape the melee. To escape the melee, he forces his steed to push and trample everyone out of his way. A roll of 20 or higher is needed, or 16 on both dice. No attacks may be made by him while escaping, but he can be attacked.
Cavalry vs. Cavalry - cavalry men fighting each other, but not charging use standard Caste Dice.
Infantry: The Standard Soldier, Swordsmen. The most common troop in the Rarius Caste. City Guards are usually made up with Infantry, as well as the majority of a standing Army.
Familiar Ground - Infantry have an advantage on familiar ground. They know the land, the hazards, and potential points of ambush. Infantry defending their home city, and
Home Stone fight with a renewed vigor as well. Pride in their Home. These troops attack invaders with a 1 Dice Side increase (2d23 becomes 2d24, etc.) within their own walls when ambushing them, and fighting from behind barricades.
Damage - A wounded Infantry man is slower. He loses his advantage for ambushes and barricades and is usually kept to the rear lines.
Higher Ground - Infantry attacking from walls against invaders is at an advantage due to higher ground. He uses a 1 Dice Side increase (2d23 becomes 2d24, etc.) against them, but is exposed to tarn attack in this way. Also, attacking from the top of stairs, podiums, stages a ship, etc., also grants high ground advantages, as long as you are higher then your opponent.
Set Spears - Infantry use set spears and spiked barricades to stop cavalry from over running their positions. A set spear or spike grants a 1 Dice Side increase (2d23 becomes 2d24, etc.) against charging
cavalry and if successful, automatically dismounts the rider or takes down his steed. Either way, the Rider now becomes a ground troop, but not with the full advantages of trained Infantry.
Pull down - 3 or more Infantry men can pull down a mounted rider and dismount him. An Infantry man can then mount the steed, but is not trained as cavalry, so does not get all the advantages.
Archery: Bowmen, Spearmen, and Crossbowmen, experts in ranged combat.
Ranged Combat - Archers, whether Bowmen or Crossbowmen have an advantage, they cannot be attacked back, and they attack using a 1 Dice Side Increase (2d23 becomes 2d24, etc.) from their training. This advantage lasts as long as the opponents do not engage in melee range, and a sufficient supply of ammunition is kept available. Crossbow's have increased hitting power and a successful hit on both dice will knock an opponent down, causing them to lose an attack from stun.
Bola's - Bola throwers inflict no killing damage, and cannot take shelter behind a barricade, but a successful attack with both dice disables the opponent for 2 attack rounds until they can untangle themselves. A 20 + on both dice disables the opponent completely and they can only be freed by someone else. They use standard Caste dice.
Spearmen - Spear hurlers get a 1 Dice Side increase (2d23 becomes 2d24, etc.), but a limited supply of usually only 2 - 3 spears. A successful hit with both dice will knock an opponent down though, or force a dismount, causing the opponent to lose an attack from stun. Spearmen can also set for a charge against charging cavalry if out in the open.
Send mail to: The RRaMC Council