Monday, February 2, 2026

AR’S STATION - HISTORY & VISION

 AR’S STATION - HISTORY & VISION

A Brief History


Ar’s Station stands upon the Vosk River as a place shaped by loss, endurance, and rebuilding.


Once tied closely to the great city of Ar, the Station served as a fortified river outpost - a point of trade, passage, and watchfulness along the waterway. War and upheaval left its walls broken and its people scattered, and for a time the Station fell quiet, remembered more as a name than a living Outpost.


Now, Ar’s Station rises again.


Stone by stone, dock by dock, the Station is being reclaimed by those willing to invest time, effort, and story. Its strength does not lie in numbers alone, but in continuity - in the return of craft, council, and community to a place that refuses to be forgotten.


⚔ Our Vision


Ar’s Station is envisioned as a long-form, story-driven Gorean roleplay sim where characters grow over time, and actions carry weight.


⚔ We value:


Immersive, By the Books Gorean structure


Shared storytelling over rapid progression


Character development is built through presence and interaction


A respectful, supportive community for both new and experienced players


This is an Outpost meant to be lived in, not rushed through - a place where castes have purpose, relationships take time, and stories unfold naturally.


⚔ Moving Forward


Ar’s Station welcomes those who are curious, patient, and willing to contribute to a shared narrative. Whether you arrive with years of Gorean experience or are taking your first steps into Gor, there is room here to learn, observe, and find your place.


The Station is not yet finished - and that is its strength. Its future is being written by those who choose to stay, build, and breathe life into its streets.


Ar’s Station

A river-bound Outpost reclaimed by story, purpose, and presence.


Visiting Ar's Station - Taking a look around

 


You’ve arrived at Ar’s Station, a place built for Gorean role play that unfolds over time rather than all at once.


Some people arrive knowing exactly what they’re looking for. Others arrive simply curious. Both are welcome here.


Ar’s Station is shaped by the people who pass through. Conversations on the docks, the tavern, quiet moments in the bath house and stories that grow naturally instead of on a schedule. You don’t need to decide your place right away.


If you’d like to get a feel for the sim, the best way is often to stay a little while. Listen. Wander. Notice what catches your interest.


If questions come up, feel free to ask in IMs. If the Station draws you back another day, that’s how many journeys here begin.


Take your time, we’re glad you found us.


- Ar’s Station

THE HOME STONE RETURNS

 THE HOME STONE RETURNS

A Major Role-Play Event – February 2026


In the confusion of war and the sacking of the City of Ar, Ar’s Station was separated from her Home Stone.

Its removal was not an act of abandonment, but of preservation - carried out under necessity, when the Station could no longer be held.


Time passed. Ar fell silent.


Recently, citizens of Ar’s Station walked the Viktel Aria to the fallen City. They passed through dust and ruin, and stood where Ar once lived and breathed. There, amid stone and memory, the Home Stone of Ar’s Station was found.


It has been secured. Now, under guard, the Home Stone travels upon a wagon, borne carefully along the Viktel Aria toward the Station that has endured without it.


As the wagon approaches Ar’s Station, preparations are underway for the rites by which a people are made whole again, rites of binding, remembrance, and renewal. Castes will gather. Slaves will witness. The Station will stand as one before its Stone.


This is not a single moment, but shared history in the making:


-The arrival of the wagon


-The guarding of the Stone


-The rites of return


-The reaffirmation of Home, duty, and belonging


-All castes and slaves are invited to take part.


Walk with it. Stand before it. Bear witness as Ar’s Station is bound once more to its Home Stone.


The Home Stone Returns.

February 2026.

Ar’s Station.


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Please contact Asher Laurent about being involved and for more information.


      􀀀


    

AR'S STATION LAWS 2025-12-17

 AR'S STATION LAWS


SECTION 0 - CITIZENSHIP


• Citizens are any Free who have sworn to the Home Stone of Ar’s Station

• Residents are any Free living in the Station who have not sworn to the Home Stone and registered to pay tax

• Children are residents until of age

• All citizenship and residency are recorded by the Scribe Caste

• Residents and citizens are protected under Station law


SECTION 1 - GOVERNMENT


• Ar’s Station is governed by a High Council of the five High Castes

• The Council serves under the authority of the Governor of Ar

• Laws are made and amended by Council vote

• Magistrates and Warriors enforce city law

• Merchant matters fall under Merchant law


SECTION 2 - ALLIANCES & WAR


• Trade alliances are handled by the Ambassador and Merchant Head of Caste, with approval of the High Council and the Governor of Ar

• Private merchant agreements fall under Merchant law and do not require Council approval

• Ambassadors may be of any caste and are appointed with Council and Governor approval

• Military alliances and declarations of war are made with counsel from the Warrior Caste and approval of the High Council and Governor of Ar

• Safe Passage may be granted by the High Council or Governor for a set time; visitors must obey Station law while under such agreements


SECTION 3 - JUDICIAL PROCESS


Magistrates are recommended by the High Magistrate and the Head of the Scribe Caste, and serve under the authority of the High Council. In caste matters, they also answer to the Head Scribe.


SECTION 4 - CIVIL CRIMINAL ACTS


All citizens, residents, and visitors are subject to investigation, hearing, and judgment under the laws of Ar’s Station. Punishment follows Gorean custom and the severity of the offense.


Crimes include, but are not limited to:


• Assault, battery, or attempted murder

• Damage to property or Station structures, including arson

• Theft, vandalism, or desecration of the Home Stone

• Disobedience of lawful orders from Station officials

• Slander, false accusation, or false testimony

• Spying or acts against the Station's security

• Treason against the Station, its Council, or Home Stone

• Assisting in the escape of a prisoner

• Disturbing the peace or disrupting Station life

• Unauthorized access to restricted areas (such as rooftops)

• Forgery, fraud, unauthorized maps, seals, or keys


Additional Notes:

• Theft includes misuse of property, services, or slaves without permission

• Caste violations are handled by the appropriate Head of Caste

• Punishments may include fines, imprisonment, banishment, enslavement, or death, according to Gorean law


SECTION 4.1 - SLAVE OFFENSES


Slaves are subject to punishment under Gorean law, regardless of owner preference, for the following offenses:


• Striking or harming a Free without permission

• Touching a Free Woman without command

• Impersonating the Free or claiming a caste

• Carrying or using weapons without permission

• Playing Kaissa

• Correcting or instructing the Free

• Touching the Home Stone


SECTION 4.2 - OWNERS OF SLAVES are responsible for the actions and conduct of their slaves and may face fines or other penalties for serious damage, misdeeds, or disruption caused. 


SECTION 4.3 - ACTS AGAINST MERCHANT LAW


• Merchant Magistrates are appointed by the Head of the Merchant Caste and serve under the authority of the High Council

• Merchant Magistrates judge violations of Merchant law


Merchant crimes include:

• Fraud or deception in trade

• Use of false weights or measures

• Operating without proper registration or permit

• Altering or falsifying coinage

• Forged or falsified bills of sale or slave papers

• Misrepresentation of goods, including slaves


Serious violations may result in expulsion from the Merchant Caste and further punishment under city law.


SECTION 4.4 - ADDITIONAL FRAUD OFFENSES


Punishable under Merchant law according to severity:


• Failure to pay taxes or debts

• Avoiding dock or trade fees

• Selling items without legal ownership

• Sale or trafficking of stolen goods


SECTION 4.5 FRAUD INVOLVING SLAVES


• Public sale of an unbranded or uncollared slave

• Slaves falsely claiming Free status without proof

• Misrepresentation of a slave during sale, including undisclosed dyed hair


Such offenses are punishable under Merchant law according to severity.


SECTION 4.6 - IMPROPER / UNLAWFUL ENSLAVEMENTS


• Enslaving a member of the Players or Musicians Castes

• Enslaving a Free Woman without lawful authority, contract, or Magistrate approval


Such actions are punishable under city and Merchant law.


SECTION 4.7 - LAWFUL ENSLAVEMENT OF A FREE WOMAN


A Magistrate may order the enslavement of a Free Woman under Gorean law for the following reasons:


• Unpaid or lawfully adjudicated debts

• Voluntary submission

• Conditions within a valid Free Companion contract

• Interference with another’s slave without permission

• Proven slavish conduct unbecoming of Free status

• Being found branded or collared without valid manumission papers


All such cases require lawful review and Magistrate judgment.


SECTION 4.8 - CAPTURE & COLLARING OF CITIZENS


A Free citizen of Ar’s Station who is captured and collared by enemies or outlaws is still considered Free, unless clear evidence of voluntary submission exists.


A Free Companion may choose to recognise such enslavement as valid, provided their Companion Contract allows it. 


SECTION 4.9 - MAGISTRATES & APPEALS


• Civil and Merchant Magistrates determine whether laws have been broken and issue judgment

• Matters falling under Merchant law or Civil law may be transferred between Magistrates as appropriate

• Any Free accused of a crime is entitled to a hearing and may request an advocate

• The High Council may review, vary, or overturn Magistrate rulings through appeal

• Appointed Magistrates may issue immediate judgment within their assigned areas, such as docks or markets

• Appeals by citizens are heard by the High Council; appeals by visitors are heard by the High Magistrate 


SECTION 5 - INVESTIGATIONS & EVIDENCE


• Investigations are conducted by Magistrates and the Warrior Caste within their duties

• A determination will be made as to whether a trial is required

• Findings may be shared among relevant authorities

• Citizens may request an investigation by submitting an inquiry to a Magistrate

• Evidence must be credible; hearsay is not accepted

• Physicians must provide autopsies to the court when lawfully requested


SECTION 6 - ARREST POWERS


• Magistrates and the Warrior Caste may detain or arrest any citizen or visitor for breaches of the peace or investigation of law

• Lawful orders issued by the Warrior Caste or Magistrates must be obeyed, including disarmament

• If a matter falls outside a Magistrate’s jurisdiction, the case will be transferred to the appropriate authority


SECTION 7 - FAMILY LAW


• Households are governed according to Gorean custom, with authority resting in the appropriate male guardian

• Upon death or enslavement, property and estates transfer according to Gorean inheritance law

• Free Women may own property, businesses, and slaves


Conduct of Free Women:

• Free Women are required to veil

• Hair should be worn up or braided in public, except where circumstances reasonably allow otherwise

• Free Women are expected to conduct themselves with decorum befitting their status

• A Free Woman may not be collared except by lawful judgment, contract, or her companion


Public Restrictions:

• Free Women may not carry restricted weapons within the Station's walls

• Entry into restricted areas, such as taverns, is governed by Station custom and law


SECTION 8 - CASTE LAW


• Each caste is governed by its Head of Caste and internal codes

• Heads of Caste may be removed by majority vote of the High Council and their own caste

• All Heads of Caste and Magistrates serve with the approval of the High Council and the Governor of Ar

• Caste rules must align with the Station and Merchant law

• Any request to change caste requires approval of both the current and intended Heads of Caste, and Council consent


SECTION 9 - MERCHANT LAW


• Merchant law governs all trade and commercial matters within Ar’s Station

• Merchant law applies equally to citizens, residents, and visitors

• Merchant Magistrates enforce Merchant law; Civil Magistrates may act in their absence


General Principles:

• Fraud, false weights, altered coinage, and forged documents are crimes

• Registered crests, marks, and emblems are legally protected

• Debts, contracts, and lawful instruments of trade are enforceable

• Coin shaving, false measures, and misrepresentation are theft


Status & Slavery Under Merchant Law:

• All persons are either Free or slave

• Prisoners are not slaves unless lawfully collared or branded

• Ownership of slaves follows Merchant law regarding recovery, transfer, and sale

• Public sale of slaves requires proper papers and truthful representation


Debt & Enslavement:

• Lawful debt may be settled through service or enslavement under Merchant law

• Once enslaved, prior debts and crimes are considered erased

• Property of the enslaved transfers according to law


Violations of Merchant law are punishable by fines, loss of trade rights, expulsion from caste, or further judgment under city law. 


SECTION 10 - SLAVE LAWS & REGULATIONS


• All slaves within Ar’s Station must be registered with the city through the Scribe Caste

• A current physical examination by a Physician is required

• Slaves sold publicly must have proper papers 

• Privately acquired slaves must complete registration within a reasonable time

• Slaves must display a visible mark of slavery (collar or brand)

• Use of another’s slave without permission is theft

• Owners are responsible for the care and control of their slaves

• Slaves left without owner care for an extended period may be deemed abandoned

• Abandoned or newly arrived slaves fall under city custody

• Slave rental and sale practices are governed by Merchant law and Station oversight


SECTION 11 - TAXES


• Taxes are set by the High Council of Ar’s Station

• All Free citizens, residents, and visiting traders are subject to taxation

• Caste work and services are taxed at 3%

• Rental and real estate are taxed at 5%

• Goods sold are taxed at 2%

• Imports and exports are taxed at 1%, collected by the Harbor Master


Failure to pay taxes may result in penalties as determined by the Council.


FINAL NOTE


Ar’s Station follows By the Books Gorean structure, applied with patience, fairness, and respect.

Law exists to support roleplay, not replace it.


BTB in structure. Patient in practice.


AR’S STATION OOC SIM RULES

AR’S STATION OOC SIM RULES

Ar’s Station is a By the Books Gorean roleplay sim focused on long-form storytelling, respectful interaction, and shared community. These OOC rules exist to support a fair, welcoming, and enjoyable environment for everyone.

RESPECT AND CONDUCT (OOC) 

• Treat all players with courtesy and respect

• Disagreements should be handled calmly and privately

• Harassment, bullying, or public shaming will not be tolerated

• Remember there is a real person behind every avatar


ROLE PLAY PHILOSOPHY

Ar’s Station follows BTB Gorean structure and lore.

We also recognise that learning takes time.

BTB in structure. Patient in practice.

• New and returning Goreans are welcome

• OOC questions are always permitted

• Observing role play without participating is allowed

• Guidance is offered kindly and with respect


NEW PLAYERS AND VISITORS

• You are not required to join the group immediately

• You are not required to choose a caste right away

• Temporary or apprentice roles may be offered

• Take your time to become familiar with the sim


IC AND OOC BOUNDARIES

• Keep OOC chat clearly marked

• Do not use OOC knowledge in IC situations

• If confusion arises, pause and clarify OOC calmly in IMs

• No Godmodding And Metagaming


CORRECTIONS AND LEARNING

• Corrections should be handled privately whenever possible

• Mistakes are treated as learning opportunities

• Public correction or humiliation is not acceptable


If you are unsure about something, ask, help is available.

REAL LIFE COMES FIRST


Ar’s Station is maintained by players balancing real life alongside roleplay.

• Activity levels may vary

• Response times may differ

• Quiet periods are normal

Understanding and patience are appreciated.


CONFLICT RESOLUTION

If an issue arises:

• Pause the scene if needed

• Speak OOC calmly in IMs

• Contact sim staff if assistance is required

Do not escalate issues publicly.


STAFF AUTHORITY

Sim staff are present to support roleplay and community.

Staff decisions are made in the best interest of the sim and should be respected.

Sim Administrators

• Asher Laurent

• Magnus Ravenwood

• Tyrian (mattis.vella)


Sim Moderators

• Drusus Amadeus Titus (abel.belgar)

• Conrad (achlysnightfire)

• Samuel Theodore Massey (samvimesofank)

• Luciana Rowan-Massey (wildone.battitude)

• Sphere Proto

• Valerius Triarius (xxhenriusxsevariusxx)


Heads of Caste

• Sphere Proto - Scribe Caste

• Asher Laurent - Building Caste

• Samuel Theodore Massey (samvimesofank) - Physician Caste

• Valerius Triarius (xxhenriusxsevariusxx) - Warrior Caste

• Drusus Amadeus Titus (abel.belgar) - Merchant Caste

• Conrad (achlysnightfire) - Assassin Caste


FINAL NOTE

• zCS/Meter to be worn or roll dice.

• Ar’s Station values presence over numbers and story over speed.

• We ask all visitors and residents to help maintain a respectful and welcoming environment.

• Housing, offices, and shops are provided at no cost to active role-players. Activity is defined as participating in role-play at Ar's Station at least twice per week. Should a resident be absent for more than two weeks without notice to the Council, their residence and post may be reassigned.


Thank you for your time in visiting Ar’s Station.





Rules for assassins v.1

RULES FOR ASSASSINS

We welcome assassins to Ar Station, provided they understand and properly perform their role.

Behaviour contrary to the codes and traditions of the Black Caste will result in the individual being considered an impostor. Impostors will be hunted by members of the Caste.

Non-hunting assassins are subject to the general rules, including general engagement rules. 

The rules below apply only to hunting assassins.

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HUNTING ASSASSINS

We do not discriminate between trained and untrained assassins, but between those who know the books and the rules and those who do not.

In order to verify the knowledge of the role and the quality of the role-play, all assassins hunting in Ar Station must submit to the local Black Caste moderator (Conrad (AchlysNightfire)) the notecard of the meeting with the client, and must visit IC the local Court before beginning the hunt.

Assassins normally enter the kill phase displaying their caste colours.

If there are valid IC reasons to kill while still in disguise, this can be done.

Regardless, the assassin’s mark must be displayed on the forehead at the moment of the kill.

The hunt must include actual role-play and interaction with the city’s citizens. 

The kill must consist of one detailed emote, posted before striking.

Non-metered kills are allowed ONLY if the hunting assassin has informed the BC moderator before beginning the hunt.

 The moderator will see that all relevant parties are informed. (A non-metered kill implies non-metered action by the warriors as well.)

Group assassinations are allowed. However, the organisation and coordination of the group hunt must be role-played and documented via a notecard.

Contracts may be passed between assassins, either up or down the chain of command, as the situation demands.

The transfer of the contract must be role-played and documented via a notecard.

Weapons must remain sheathed until the moment of the kill.

Slaves may accompany an assassin and assist in gathering information, but may not kill the mark. 

Poison slaves are not allowed

Slaves who are proven to be collaborating with a killer can be executed or interrogated under torture.

After the assassination attempt, the assassin must successfully reach the arrival/exit area and emote at least one line describing their escape before teleporting out.

 If you intend to escape using a tarn or any other tool, you must have role-played flying in on it or acquiring it beforehand.

It must be documented in the notecard.

After the kill, the assassin must submit complete documentation of all stages of the hunt and kill.

Failure to do so will invalidate the kill.

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CAUSES FOR INVALIDATION

1 - OOC-Based Contracts

 Assassination contracts based on direct or indirect OOC reasons are invalid.

 The notecard of the meeting with the client must not be redacted. The client’s name is required so we can verify that no OOC drama is involved.

 This information will be treated as confidential and will not be shared with the mark.

2 - Metagaming

 You must have a thorough IC understanding of your mark, including habits, whereabouts, and a certain IC identification.

 You must also possess IC knowledge of the city and its exits.

 Camming from above is not allowed. The city must be scouted ICly.

3 - God-modding

Pay special attention to the kill post. Give time to your mark to react to your post.

4 - False Representation

 If in disguise, you may not provide via thought emotes inaccurate descriptions of your character to protect your disguise.

Disguises must be realistic and logical.

 Example: emoting empathy, emotional attachment, or a desire to help others constitutes false representation. Assassins are trained to be cold and unemotional.

4 - Failure to Follow the Rules

 Any violation of the rules listed above may result in invalidation.

PLEASE NOTE:

If the assassin is killed or captured after the kill, the assassination remains valid, provided all rules were followed.

No aid, retaliation, or revenge will be recognised.

The Black Caste does not avenge failed or captured killers.


Sunday, February 1, 2026

Merchant Law vs. High Caste Honor - February 1

Journal Entry: 2026/02/01 Location: Ar's Station Mood/Title: Merchant Law vs. High Caste Honor

The quiet of the morning was quickly eclipsed by a heavy, private council in my home. Samuel and Luciana came to me, seeking legal guidance regarding a growing conflict with the Titus family—specifically Drusus, the newly appointed Head Merchant. It seems the "family business" is attempting to squeeze the Infirmary, demanding they cease trading with outside NPC merchants and buy exclusively through the Titus family shops at inflated prices.

As a Magistrate, I found the situation troubling. Luciana spoke of verbal abuse and loathing directed at Samuel—a High Caste Physician—by a low-caste merchant. Furthermore, Drusus’s claim that "Merchant Law prevails over City Law" is a gross overestimation of his authority. While Merchant Law governs trade standards and measurements, it does not grant a merchant the power to dictate the procurement of medical supplies for the city’s health, nor does it excuse the besmirching of a Physician’s honor.

There is also the curious matter of Drusus’s brother, Nero, being named "Merchant Magistrate." In my experience, Magistrates are drawn from the Scribe Caste, not appointed by a Head Merchant. I will be looking into this "new Magistrate" and bringing these hostile missives to the Governor’s attention. We cannot have the stability of Ar's Station undermined by a family attempting to monopolize trade through intimidation.


The Dispute: Physicians vs. Merchants

  • The Conflict: Drusus Titus is pressuring the Infirmary to reveal their suppliers and buy local (family) goods at nearly ten times the cost (70 copper vs. 7 copper for antiseptic).

  • The Accusations: Drusus has accused Samuel and Luciana of "unloyalty" to the Station and of acting as merchants themselves for gifting salves to a visiting physician.

  • The Legal Standing: I have advised Samuel to withhold his supplier list and reminded him that professional recusal will be necessary if this reaches the full Council.


To Do:

  • Governor’s Briefing: Prepare a summary of the hostile exchange between the Merchants and Physicians for the Governor.

  • Magistrate Research: Verify the credentials of "Nero," the purported Merchant Magistrate.

  • Fair Presentations: Review the invitation for the En'Kara Fair and the [AC] Building Sets update.

  • School Launch: Finalize the teaching list for my new school room and announce the first session.

  • Social Check-in: Follow up with Caroline to see if she truly intends to leave the Station or if it was just a rumor.