Turia

The Jewel of the South ~ The city of Nine Gates

 

Turians are people who enjoy various forms of entertainment. This section will describe some of the games that are favored in the City of Turia, from racing to hunting and gambling. Turia supports the Arts by creating an atmosphere that encourages people to be creative.

Turians do not live a fast-paced life style. They often will take the time for a stroll through the city and  lunch at a cafe or even stop at the Arena for an ahn.

Tharlarion Races & Kaiila Races

 

Bola Race Rules { Men Only}

Preparing:

A Lance is set into the ground 400 yards away. The kaiila rider readies himself on the beast. The slave readies herself in the boskhide whip circle. The proctor, the palm of his hand on the beating heart of a standing kaiila, readies himself.


Starting:

The slave runs from the circle toward the lance. The proctor begins the head start count of 15 kaiila beats. The rider races after her. The count is begun again from this point.


The Catch:

The rider throws out his bola to catch the girl. Men rolling Skill Level Dice, Women Skill Level Dice. Taking the highest score as the throw. The girl attempts to dodge. Rolling 2d20. Taking the highest score as her dodge. If the slave succeeds in gaining the higher score. She has dodged the throw and she reaches the lance. The rider thereby loses automatically. Otherwise, the game continues.


The Binding:

The rider jumps off his kaiila and rushes to the bola lashed slave to bind her. Men rolling Skill Level Dice, Women rolling Skill Level Dice. The highest score being his efficiency and success at binding. The girl struggles to escape his efforts. Rolling 2d20. Taking the highest score as attempt for escape. If the slave succeeds in gaining the higher score. She has escaped the binding and she reaches the lance. The rider thereby loses automatically. Otherwise, the game continues.


The Count:

The girl is thrown over the pommel of the kaiila saddle. The rider races back to the boskhide whip circle and tosses the girl within it. The count is called. Rolling 2d40. Taking the highest score as the count then adding 15 beats of the kaiila for a total time.


The Finish:

The slave tests the bindings. Struggling to get a hand or a foot free. Even if she should only loosen them. The rider will be disqualified. Rolling 2d20. A 19 or 20 she has loosened them. If the slave succeeds in gaining a 19 or 20. The rider thereby loses automatically.
 

**rules for the game from Kavar Reagan

Bosk Riding Contest

Larma by Lance or Bow

 

Free Men - Lance     -    Free Women - Arrow

A larma is set upon a wooden wand. The rider races towards it with either lance or bow. The rider rolls 2d22 or 2d20 (women & men)

1-14 is a miss

15-17 is a hit that splits the larma into two pieces = worth 1 point.

18-19 is a hit, the larma slides down the shaft of the lance or arrow = worth 2 points.

20-22 is an expert hit with the larma pierced upon the tip of the lance or arrow = worth 3 points.

 

 

Kaiila Jousting Rules  {men only}

Jousts are done two riders at a time, each has a path separated by a wooden rail. The riders carry rounded off jousting lances and shield.  Each round begins with a signal at which point riders ride at each other and aim their lances. When they reach each other, roll 1 caste dice [ roll 1d23]. Joust is won by scoring three lances with the following scoring system-

14 & under- Miss
15-18- Lance broken on shield or body, 1 Lance
19-21- Lance breaks on helm, 2 Lances
22-24- Rider dismounted, instant win

**rules taken from the Sardar Faire

 

Rafting Competition

 

 The Rafting Course 

The river is about an hour from the city of Turia. At this time of the year, the melting snow from far away mountains and the rain swells the river to a level that makes this rafting competition. 

Scoring: points are the same as in Sparring. The scores are posted at the end of the rafting race. 1-14/no points  15-19/ 1 point   20 up/ 2 points 

Dice: FW 2d21 ; FM 2d23; Slaves 2d20 

The Goal: Is to maneuver your raft to the downstream beach. 

Missing Obstacles: Just roll-play yourself out of the dilemma do NOT go back and roll, just continue on. 

Get ready for a very wet, adrenalin-filled day! 

  1. Paddle into the smooth slow moving waters as quickly as possible – ROLL
  2.  First Rapid – ROLL
  3. Underwater rocks just ahead – ROLL
  4.  Smooth waters – ROLL
  5.  A fallen tree partially blocking your way – ROLL
  6. Waterfall!!!! Take a chance and  go over the waterfall –ROLL ………… or …………. Beach your raft and carry it down the trail pass the waterfall (lose one point from your overall score) ROLL
  7. Smooth water to the downstream beach - Roll

 

Archery

 

Straw dummies of : Larls - Panthers - Tuchuk Warriors -

Each contestant is given 5 arrows to strike their target of choice. Winners are determined by the highest scores.

Men 1d23

Women 1d20

Slaves may throw small rounded stones 1d20 (Pit Slave 1d21)

1-14 = 0 pts

15-19 = 1pt

20+ = 2 pt 

 

Ladies Ring Toss  {Free Women Only}

 

The participant standing behind the red line and releases the rings toward the stake which is surrounded by a red ring. There are 2 rounds, each round consists of tossing 3 rings [6 rings total]. The highest score after both rounds will determine the winner.

SCORING:

1d20

1 - 12 = 0 pts

13 - 17 = 1 pt

18 - 19 = 2 pts

20 = 3 pts

  

Gorean Trivia

Test your Gorean knowledge. 

Tug of War

It can be played with any numbers of players as long as the number is equal on both side of the rope.

Each person gets to roll their dice as a tug for the team.

1d6

First team to get to 20 points wins and goes up against the next team.

If the team is one on one the first to get to 10 points wins.

* Between the two team is a mud bath so ladies dress accordingly!

 

 

Slave Games

  

Bean Race

Several slaves are lined up on hands and knees.


Each must push a bean with her nose 1D20 across a finish line yards away (first to reach 10 points wins)

 

 

 

 

Meat Catch

Slave girls are knelt in a line, hands bound at their backs.
Each slave, one at a time, is thrown a piece of meat.
If the girl catches it, her Master scores two points.

1D6      

1-4 misses 

 5-6 good catch

If the meat is missed, all girls scramble on their bellies for it, the winner scoring one point for her Master.

1D6 girl with higest score gets the meat

 

 

 

 

 

Gorean Charades

Rules:

Players will be divided up into two teams.  Each will then appoint a captain.
 
A list of un-related Gorean topics, numbered 1-10 will be delivered by the "mediator" to each team captain. The lists given each team will be different.
 
Each team member will roll 1d10 to determine order (if more than 3 players per team, if not the team captain will determine who goes first, second, etc.)
 
Player 1 will roll  1d/10 to get their topic from the opposite team captain.  For example, if the player on team A rolls a 14, then the captain on team B, looks at the list that he/she had kept private, and then sends the topic listed at #14 to the player  that rolled  from team A. 
 
The player will then have a pre-determined amount of time to then, without saying the actual topic,  describe their actions and get their team to guess what they are acting out.  We will have to use the honor system here, no one should be shown the topic but the player that does the actual "charade".
 
After each team has completed their players turns, the one with the most correctly guessed answers before time had run out, is the winner.

Upcoming Events

Thursday, Dec 17 at 10:00 am
Wednesday, Feb 17 at 10:00 am