Luthers scrolls #56
Port Cos was a true colony, founded by settlers from Cos over one hundred years ago. (prior to the events in the books, ed.) Its connections to Cos now are primarily historical and cultural. It has few economic or legal ties to Cos. It also possesses its own Home Stone. Port Cos has probably the strongest navy on the Vosk. This is in part due to the skill and experience of their seamen, many who were native Cosians, mercenaries or veterans of the Cosian navy on detached duty. Most of the other river towns have merchant ships and few war ships.
The new friendship of Ar's Station and Port Cos becomes quite evident during the events of Renegades of Gor. During the Cos/Ar war, Cos opts to invade Ar's Station. The Cosian forces are led by Policrates, the pirate leader who had been enslaved at the end of Guardsman of Gor. Myron, Polemarkos of Temos and cousin to the Ubar of Cos, freed Policrates from a slave galley. Despite a valiant defensive effort, Ar's Station is conquered, burnt and the Home Stone taken. Now this touches upon an apparent and important error in the novels. As Ar's Station is only an outpost, and not a colony, it is not supposed to have its own Home Stone. It is supposed to share the Home Stone of Ar. Yet, it has a Home Stone of its own in Renegades of Gor.
The Year is now 10 159, Contasta Ar.
Agrippa Pontus, after developing connections with insurgents in Port Cos during the long absense of the previous administrator and during the recess of Port Cos's senate, arrives with a detachment of regular military marines and navy. Taking advantage of the power vaccuum, the detachment occupies and establishes itself as the new gaurd for the incoming senate, a senate whose members have yet to be elected! Most of the people of Port Cos consider Agrippa Pontus occupation to be illegitimate, but the situation provides opportunity for important citizens and foriegn land owners in the Port city to maneuver for power and quite possibly, take control of the city for themselves. Lucien the Ubar of Cos has declared Agrippa and his consorts traitors to Cos and the banks of Port Cos have been significantly drained of species in order to pay the tribute of the Cosian Ubarate. The situation is precarious.This is where you come in. You are the important citizens and foriegn land owners of Port Cos. You may be from Ar or the tahari, you may have lived in Port Cos your whole life. Now is your chance to explit the situation and become the defacto ruler of Port Cos.
email agrippapontus@aol.com for more details questions and applications.
Back to page 1 of Port Cos web site
Tuesday, June 1, 2010
Friday, July 10, 2009
Port Cos Map Shop

Need a map drawn? Plotting trouble against your neighbor and want to show your ally what you need them to do? well look no further friends then the Port Cos Cartography Store!
For a very low fee, the Port Cos Cartography Store will take your hand written move strategy and turn it into a shiny new map which you can share with all your friends. We can even design maps showing fake plans to your enemies so they are totally off guard when you betray them and make them cry.
(if you have an idea for a move strategy and want to show it to someone send it to me and I'll mock it up and send it back. Also if you have photoshop and some skills I can send you the map file.)
Wednesday, June 17, 2009
The Pharos
In conversation with Dominick the Brewer of Gor
"The lady Ostia is another Arian." He continued with Dominick when he returned his attention and then he waved off Aurel to attend to her Master, the hit little bitch. He said it, the thing about the Arian, like he was trying to jog Dominick’s memory because at this point the cities more powerful and usually wealthier land owners were Arians and there was only a 2/8 Cosian portion of the senate right now. Port Cos offered the rare focal point where the Port Cosian and not exactly friendly to Ar, and the Arian, not exactly friendly to Port Cos, struggled outright for financial control of the busy commerce port. Where better to stop, if you were a merchant ship about to run out through the Vosk channel toward Port Kar and Cos, or on the way back from the same place? Agrippa looked up at the Pharos, the tall, cylindrical structure which lay on a promontory at the southwesternmost point of the harbor. It was perhaps one hundred and fifty feet high. It tapered upward and was perhaps some twenty feet in diameter at the top. It was yellow and red in horizontal sections the color of the builders and warriors, the builders the caste that had supervised its construction and the warriors the caste that maintained its facilities. It was as much a keep as a landmark. At night in the virtues of fires and mirrors it served as a beacon:: I’m thinking about moving into the Pharos myself. Or I would, if it weren’t for all the stairs. I don’t mind the place on goat hill.
"The lady Ostia is another Arian." He continued with Dominick when he returned his attention and then he waved off Aurel to attend to her Master, the hit little bitch. He said it, the thing about the Arian, like he was trying to jog Dominick’s memory because at this point the cities more powerful and usually wealthier land owners were Arians and there was only a 2/8 Cosian portion of the senate right now. Port Cos offered the rare focal point where the Port Cosian and not exactly friendly to Ar, and the Arian, not exactly friendly to Port Cos, struggled outright for financial control of the busy commerce port. Where better to stop, if you were a merchant ship about to run out through the Vosk channel toward Port Kar and Cos, or on the way back from the same place? Agrippa looked up at the Pharos, the tall, cylindrical structure which lay on a promontory at the southwesternmost point of the harbor. It was perhaps one hundred and fifty feet high. It tapered upward and was perhaps some twenty feet in diameter at the top. It was yellow and red in horizontal sections the color of the builders and warriors, the builders the caste that had supervised its construction and the warriors the caste that maintained its facilities. It was as much a keep as a landmark. At night in the virtues of fires and mirrors it served as a beacon:: I’m thinking about moving into the Pharos myself. Or I would, if it weren’t for all the stairs. I don’t mind the place on goat hill.
Phases of play (adapted from "Diplomacy", avalon hill, 1954)
Diplomatic phase
During this phase players meet to discuss their plans for upcoming turns. Alliances are made and strategies set. These “diplomatic negotiations” take place before each turn. Negotiations last 4 days. Negotiations may end sooner if all players agree and turn in their orders. Conversations deals schemes and agreements among players will greatly effect the course of the game. During diplomatic negotiations, players may say anything they wish. Some players usually go to another room to organize private groups of two or three. They may try to keep their conversations secret. They may try to over hear the conversations of other. These conversations usually consist of bargaining or joint planning but they may also include exchanges of information, denouncements, threats, spreading of rumors and so on. Public announcement may be made and documents may be written, made public, or kept secret,, as the players see fit. These discussions written agreements, however, do NOT bind a player to anything he/she may say. Deciding whom to trust as situations arise is an important part of the game. It becomes very important to role-play with competing players to form alliances. In order to take any territory it is almost always necessary to obtain the help of a partner team to support your attack, or merely to attack another teams supporting territory to cut that support. This role-play can take the form of bribes threats negotiations black mail, sexual favors, almost anything a play can think up to influence trick or bargain with the other players in order to get them to turn in orders that help their objectives is legitimate role-play.
Order writing phase.
At the end of the diplomatic phase when players know how they want to move then comes the order writing phase. Orders are sent to the referee and All orders are revealed at the same time and worked outPlayers in Port Cos do not have to live in Port Cos, do not have to role-play in Port Cos, and can perform IC role-play negotiations in any RP environment including through “correspondence.” Players may tell other players one thing and do another. Spying for information becomes an actually valuable commodity.At the end of play when one team has taken the city (which can snowball since when one player begins to expand it becomes geometrically harder for other players to resist them,) that player becomes administrator or rule of Port Cos in the manner they see fit for a limited period of time. Defeated players need to offer or submit to some form of tribute or vengeance within reason be it payments favors, promises, the selling of slaves or the betrothal/surrender of daughters or sons. Players may set limits on what they are willing to do if they lose.
During this phase players meet to discuss their plans for upcoming turns. Alliances are made and strategies set. These “diplomatic negotiations” take place before each turn. Negotiations last 4 days. Negotiations may end sooner if all players agree and turn in their orders. Conversations deals schemes and agreements among players will greatly effect the course of the game. During diplomatic negotiations, players may say anything they wish. Some players usually go to another room to organize private groups of two or three. They may try to keep their conversations secret. They may try to over hear the conversations of other. These conversations usually consist of bargaining or joint planning but they may also include exchanges of information, denouncements, threats, spreading of rumors and so on. Public announcement may be made and documents may be written, made public, or kept secret,, as the players see fit. These discussions written agreements, however, do NOT bind a player to anything he/she may say. Deciding whom to trust as situations arise is an important part of the game. It becomes very important to role-play with competing players to form alliances. In order to take any territory it is almost always necessary to obtain the help of a partner team to support your attack, or merely to attack another teams supporting territory to cut that support. This role-play can take the form of bribes threats negotiations black mail, sexual favors, almost anything a play can think up to influence trick or bargain with the other players in order to get them to turn in orders that help their objectives is legitimate role-play.
Order writing phase.
At the end of the diplomatic phase when players know how they want to move then comes the order writing phase. Orders are sent to the referee and All orders are revealed at the same time and worked outPlayers in Port Cos do not have to live in Port Cos, do not have to role-play in Port Cos, and can perform IC role-play negotiations in any RP environment including through “correspondence.” Players may tell other players one thing and do another. Spying for information becomes an actually valuable commodity.At the end of play when one team has taken the city (which can snowball since when one player begins to expand it becomes geometrically harder for other players to resist them,) that player becomes administrator or rule of Port Cos in the manner they see fit for a limited period of time. Defeated players need to offer or submit to some form of tribute or vengeance within reason be it payments favors, promises, the selling of slaves or the betrothal/surrender of daughters or sons. Players may set limits on what they are willing to do if they lose.
Tuesday, June 16, 2009
A SIMPLE PRIMER ON HOW TO PLAY
HOW IT WORKS

]This is a Role Playing game in AOL Gor using a simple strategy system to support the RP in a struggle to take control of the city.
Using the Street of Brands District as the example with one order from Avenue of coins (gold color upper left)
The Street of Brands player wants to take control of the North Market district territory (Bottom center yellow and white) He plans a three on one move against North. At the same time, he wants to make a two on one move against the South Valleran district, (Top center in green). His orders will read:
Slavers Row supports the Square into North Market Street district, with support from the Brothels.
Silk Street moves to South Valleran with support from Bridgemont.
And that's it.
BUT. The street of brands player has held an IC role-play meeting scene with the Avenue of Coins player, (he might also have written them a letter of IC correspondence,) asking them to support his move to South Valleran. That player includes on his orders:
East Avenue supports Silk Street to South Valleran. (note the reference to Silk Street, the unit of the other player)
The Street of Brands player has just arranged two three on one moves while only controlling five territories.
Its the IC role-play meetings that actually make it possible to win.
All information concerning the current map and last moves made are on the web pages. All of these pages display better outside of AOL. (AOLs browser sucks badly.)
http://tinyurl.com/PortCos
http://tinyurl.com/PortCosVideo (turn 1) http://tinyurl.com/PortCosCurrentGameMap

]This is a Role Playing game in AOL Gor using a simple strategy system to support the RP in a struggle to take control of the city.
Using the Street of Brands District as the example with one order from Avenue of coins (gold color upper left)
The Street of Brands player wants to take control of the North Market district territory (Bottom center yellow and white) He plans a three on one move against North. At the same time, he wants to make a two on one move against the South Valleran district, (Top center in green). His orders will read:
Slavers Row supports the Square into North Market Street district, with support from the Brothels.
Silk Street moves to South Valleran with support from Bridgemont.
And that's it.
BUT. The street of brands player has held an IC role-play meeting scene with the Avenue of Coins player, (he might also have written them a letter of IC correspondence,) asking them to support his move to South Valleran. That player includes on his orders:
East Avenue supports Silk Street to South Valleran. (note the reference to Silk Street, the unit of the other player)
The Street of Brands player has just arranged two three on one moves while only controlling five territories.
Its the IC role-play meetings that actually make it possible to win.
All information concerning the current map and last moves made are on the web pages. All of these pages display better outside of AOL. (AOLs browser sucks badly.)
http://tinyurl.com/PortCos
http://tinyurl.com/PortCosVideo (turn 1) http://tinyurl.com/PortCosCurrentGameMap
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