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Season Four is in full swing, this is the time to get in on the ground floor and help build a By the Book Gorean community.
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Category:Season 3

From Barbarians of Gor

Season 3 on Barbarians of Gor ran from December 15th to Jun 22nd, and the following documents are now archived.

Barbarians of Gor is a by the book (BtB) Gorean role-play server that is set in a group of islands many hundreds of pasangs west of the mainland in the middle of Thassa (the sea). The group of islands is collectively known as World's End, and this season we are playing on the island of New Sardar (Exile Lands Map). Goreans, from the mainland, are marooned on these islands with no opportunity to return home and must make the best of it on a small island surrounded by hostile flora, fauna and natives. This island is less then 200 pasang square and numbers a population in the thousands, not tens of thousands.

This season the people of Vargor have pushed back the Stygians and begin to expand into the nearby protectorates. All story and role-play is centered around the immediate area of Vargor with its different cultures and regions.

How will your character adapt to an unfamiliar land and the making of allies from those once enemies? Some things will change simply because you aren't in Kansas any more, and some things will remain the same. Only the adaptable will survive.

While it is valid for a character to be antagonistic towards other cultures, the setting is one of survival and characters may have to “adapt or die”. We encourage players to moderate their BtB opinions against the reality of the setting. There are many examples in the books of characters integrating, however temporarily, into situations not of their Home Stone/Land.


Vargor, the RP Hub
Barbarians of Gor has one primary role-play hub with many regions such as; a northern Gor non-caste district, a central Gor greco-roman district, a southern Gor desert district, and an asian district. All role-play, events and server storylines are central to Vargor and its immediate surroundings. Vargor is reminiscent of many northern free ports such as Kassau, Skjern, and Lydius. The regions around the central town proper are comprised of cultural unique areas, many of which are directly allied to Vargor as protectorates. Small allied clans are settled in the surrounding area and are easily accessible via foot, mount or caravan.

Vargor is player run not admin run, with leadership positions being chosen by election. The future of Vargor is in the hands of the players and the developing role-play. <Read More>
Vargor, Laws & Elections
Most Gorean behavior is dictated by tradition rather than law. Goreans are, for the most part, traditionalists and law abiding. Vargor's laws specifically address modesty, theft, property damage, assault, merchant law, submission, and slave law. Most minor issues are handled by immediate ruling or challenge, with more significant issues being brought before the court for litigation. <Read More>
Turan Cliffs Turan Cliffs is home to any who hail from the southern deserts of Gor such as the cities of Turia, Tor and Turmas. The region is lead by a Pasha who sits in the Kasbash in the regions center. The build style of the region is desert/moroccan. <Read More>
Torvaldsaer Torvaldsaer in the far north west corner of Vargor is home to those who hail from Torvaldsland. The building style is strictly viking. The region is ruled by a High Jarl when one is chosen. <Read More>
Argentum Hills Argentum Hills is home to those who hail from central Gor north of the Tahari and south of the Laurius river. The building style is strictly greco-roman. The region is ruled by a patrician when one is chosen. <Read More>
Mizu Valley In the far south east of the Vargor area lies a rich tropical valley that is currently home to the Pani. The leader of the region is known as the Kijin. The building style in this area is asian. <Read More>
Northern Trade Post On the border of the Tur Woods and Vargor is a region loosing identified as the Norther Trade Post. It is home to a wide variety of residents from the mainland north of the Laurius. The building style in this area is predominantly wood and plaster ranging from rustic cabins to little Tudor cottages. (This region is only now developing and new players are encouraged to join the channel and get involved.) <Read More>
Vagon Plains In the far southwest lies an area of plains that attract those of a nomadic life such as the Alar, Red Hunters, Red Savages, Wagon People and even some Tahari nomads. The region is currently contested by the Stygians and unable to organize properly. (You can build here but the region isn't officially recognized by Vargor, consider joining an active region unless you have the means to grow a large nomadic clan -- in which case please reach out via discord ticket to staff.) <Read More>
Karian Outpost In the central south lies an area of desert plateaus and deep canons. Due to the nearness of the Stone Ship, most avoid this region. The region is currently contested by the Stygians and unable to organize properly. (You can build here but the region isn't officially recognized by Vargor, consider joining an active region unless you have the means to grow a large outlaw clan -- in which case please reach out via discord ticket to staff.) <Read More>

Season 3 Fiction

The volcano's silence was a blessing and a curse. Returning Gorean settlers, weary from battle on a neighboring isle, found not the expected eruptions, but instead a land in upheaval. The native Stygians, seizing opportunity in the chaos, had risen to reclaim their territories from the would-be invaders. The settlers were forced to regroup around Telith's Island, its valley rich in resources and natural defenses. Months of bitter fighting ensued, until a final, decisive assault on the Stygian fortress ended the threat in a blaze of fire and rubble.

Yet, with the immediate danger past, a new kind of storm clouds gather. The fragile unity forged in battle begins to fray. Some protectorates remain loyal to the Vargor banner, but others - the Karian Outpost, Vagon Plains, Northern Tradepost - have declared their independence, embracing a lawless existence on the fringes of the fledgling civilization.

The political landscape seethes with tension. Will Torvaldsaer's growing numbers cleave them from Vargor's alliance, or will they remain loyal? Can Argentum Hills muster enough strength to preserve the Gorean caste system in this untamed land? Turan Cliffs teeters on the brink - will they turn their backs on the Ubar and join the outlaws of the Karian Outpost? The Wagon People and other nomadic tribes of the Vagon Plains have choices to make - will they find common cause with those of the north, or forge their own path? And as always the might and honor of the enigmatic Pani people leave all wondering where their swords will stand.

This is a crucible, a powder keg of rival interests and conflicting desires. Alliances will be forged and broken, heroes will rise and fall, and the very soul of this young nation hangs in the balance. What will be the fate of this tumultuous land, where the only constant is change?

New Story

Free Persons
Your character's story arc must now align with the world in which they find themselves. Their Home Stone is far from here and there is no reasonable chance of return. There is nothing to be gained as an outlaw, you must join forces with the other Goreans.
For the success of the server we are not accepting characters who intend to "go their own way" and divide the player base. To reach a point where multiple RP centers can co-exist we must first grow the current population, for as we all know - if new players can't find RP quickly, they do not stay. <Read Me>


This category has only the following subcategory.

Pages in category "Season 3"

The following 9 pages are in this category, out of 9 total.