Week 10 March 16 - 21

Phase 3: Commerce & Contracts

Week 10: The Beast Laws (Animal Avatars)

  1. Control: Meters, Leashes, and Attacks.
  2. Nature: No human speech (Emoting properly).
  3. Hunt: Raid rules vs. RP kills.
  4. Safety: Tying and binding animals.
  5. Demo: "Good Beast / Bad Beast" behavior examples.


Week 10 Production Package.

This week moves from the "Street" (Crime) to the "Courtroom" (Justice). It demystifies the legal process, teaching citizens their rights during an arrest and the terrifying consequences of lying to a Magistrate.


📂 PROJECT: THE CIRCLE - WEEK 10 (CRIMINAL LAW II: THE PROCESS)

Theme: Arrests, Warrants, & The Trial Goal: Explain how the law captures you, how you are tried, and the penalty for perjury.


🔔 LOGISTICS: CRIER MACROS

Give these to the slave running the streets.

15-Minute Warning: /shout 🔔 HEAR YE! The Circle gathers in 15 minutes! If the Guards seize you, do you know your rights? Come learn the Law of the Warrant! 🔔

Start of Event: /shout 🔔 THE CIRCLE is now in session! The Court is in order! Gather round to learn how Justice is served! 🔔


📜 DAY 1: THE LECTURE (Script for Kati)

Topic: The Warrant & The Arrest

[OPENING] "Tal. Welcome to Week 10. Last week we talked about crimes. Today, we talk about the cage." "When a Warrior puts his hand on your shoulder, do you panic? Or do you know the Law? Law 4.5 governs Arrests."

[SECTION 1: THE WARRANT] "Law 4.5.1 is your shield: 'No Free Person shall be arrested without a warrant issued by a lawful authority.'" "A Guard cannot just drag you away because he does not like your face. He needs paper. He needs a seal."

[SECTION 2: THE EXCEPTION] "But... do not be foolish. Law 4.5.2 gives Warriors the right to act without a warrant in cases of Immediate Danger." "If you are standing over a body with a bloody knife, the Guard does not need to run to the Magistrate for permission. He will secure you first, and get the warrant later."

[SECTION 3: THE HEARING] "Once you are caught, Law 4.5.3 says you are entitled to a hearing for your first and second offense. You have the right to speak. You have the right to face your accuser. We do not rot people in dungeons without cause. Law 4.6.5 demands a full account of your imprisonment within one hand."

[CLOSING] "Tomorrow, our players will show you the deadliest sin in a courtroom: Lying to the Judge. Dismissed!"


🎭 DAY 2: CREATIVE BRIEF (For Aria/Actors)

Topic: The Liar's Tongue

To: Aria / Caste of Players From: Kati Evans Theme: Law 4.6.4 (False Testimony)

The Goal: A tense courtroom drama. It teaches that trying to save your skin by lying will actually get you killed.

Characters:

  1. THE ACCUSED: A man on trial for a minor crime (like theft).

  2. THE WITNESS (LIAR): His friend, trying to provide a fake alibi.

  3. THE MAGISTRATE: Scary smart.

Plot Outline:

  1. The Trial: The Accused is charged with stealing a barrel of wine.

  2. The Lie: The Witness takes the stand. "He was with me all night! We were playing Kaissa!"

  3. The Trap: The Magistrate asks a simple detail. "Who won the game?" or "What color was the board?" The Witness stumbles. The Magistrate reveals proof the Accused was elsewhere.

  4. The Pivot: The Magistrate ignores the thief and focuses on the Witness.

  5. The Law: Law 4.6.4'False testimony shall be punishable by execution or exile.'

  6. The Outcome: The thief gets his ear notched. The Witness (the Liar) is sentenced to Death.

  7. Moral: The crime might hurt you, but the Lie will kill you.


🖋️ DAY 3: CREATIVE BRIEF (For Aria/Poets)

Topic: The Empty Chair

To: Aria / Caste of Players From: Kati Evans Theme: Law 4.6.2 (Trial in Absentia)

The Goal: A poem about the futility of running away. Even if you hide in the woods, the Law can still convict you.

Key Elements:

  • The Ghost: The accused is not there, but his crimes are.

  • The Verdict: The gavel strikes even if no one is there to hear it.

  • The Outlaw: When the verdict is read in absentia, the man becomes a wolf's head—hunted by all.

Sample Imagery: "He fled the city, he fled the light, To hide his shame in the woods of night. But the Court does not need a man to stand, To strip the rights from his shaking hand. The gavel falls on the empty air, And brands the ghost in the vacant chair."


📖 DAY 4: STORY BRIEF (For Guest Speaker)

Topic: The Double Jeopardy

To: Guest Speaker / Storyteller Theme: Law 4.6.3 (Double Jeopardy/Reopening)

The Goal: A story about fairness. Once you are cleared, you are safe... mostly.

Story Arc:

  • The Acquittal: A merchant was accused of fraud. The evidence was weak. The Magistrate declared him innocent.

  • The Harassment: His rival tried to drag him back to court the next day for the exact same thing.

  • The Law: The Magistrate cited Law 4.6.3'No Citizen shall be tried twice for the same offense.' The merchant was safe.

  • The Twist: A week later, the rival found new evidence (a hidden ledger).

  • The Reopening: The Law allows trials to be reopened if new evidence is discovered. The Merchant thought he was safe forever, but the ledger sank him.

  • Moral: Justice is final, unless the Truth changes.


🗣️ DAY 5: THE FORUM (Script for Kati)

Topic: "Courtroom Etiquette" (Interactive)

[OPENING] "Tal. We end Week 10 inside the imaginary courtroom." "Many of you will face a Magistrate one day—perhaps for a debt, perhaps for a fight. Your behavior can determine your sentence."

[SECTION 1: SUMMONS] "If you are called, you must go. Law 4.6.1'A Free Person... who refuses to appear may be seized and compelled.'" "Do not make the Warriors drag you. It looks bad for your defense."

[SECTION 2: ADVOCATES] "You do not have to stand alone. Law 4.1.4 mentions Advocates. You can hire someone to speak for you. If you are not good with words, hire a Scribe or a Lawyer. It is worth the coin."

[Q&A SESSION - PLANT QUESTIONS] "I open The Circle. Ask me about Trials and Warrants."

  • Plant Question 1: "Mistress, can a slave testify in court?"

    • Answer: "Yes, but it is unpleasant. Law 6.8.1 says Magistrates may compel a slave’s testimony under torture. A slave’s word is only trusted if it is forced."

  • Plant Question 2: "Mistress, who decides the sentence? The Ubar?"

    • Answer: "Usually the Magistrate. But for huge crimes like Treason, the High Council or Ubar decides. And remember Law 4.8.4: The Ubar can reduce a sentence, but he does not have to."

[CLOSING] "Next week, we look at the property that breathes. Week 11: Slavery Law (Ownership). We will discuss papers, collars, and the Kennels. Slaves, pay attention. This concerns your survival. The Circle is closed!"


📜 SCRIPT 1: WEEK 10, DAY 1 (THE LECTURE)

Host: Kati Evans Topic: The Warrant & The Arrest

(Instructions: Stand at the podium. Wait for Crier to finish.)

[LINE 1] Tal. Welcome to Week 10. Last week we talked about crimes—theft, assault, and arson. Today, we talk about the cage. When a Warrior puts his hand on your shoulder, do you panic? Or do you know the Law?

[LINE 2] Law 4.5 governs Arrests. Law 4.5.1 is your shield: "No Free Person shall be arrested without a warrant issued by a lawful authority." A Guard cannot just drag you away because he does not like your face. He needs paper. He needs a seal.

[LINE 3] But... do not be foolish. There is an exception. Law 4.5.2 gives Warriors the right to act without a warrant in cases of Immediate Danger.

[LINE 4] If you are standing over a body with a bloody knife, or if you are burning down a shop, the Guard does not need to run to the Magistrate for permission. He will secure you first, and get the warrant later. Do not argue "Where is your paper?" while you are holding a weapon. You will lose that argument.

[LINE 5] Once you are caught, Law 4.5.3 says you are entitled to a hearing for your first and second offense. You have the right to speak. You have the right to face your accuser.

[LINE 6] We do not rot people in dungeons without cause. Law 4.6.5 demands a full account of your imprisonment within one hand. If you are held longer than five days without a charge, the Magistrate is breaking the law, not you.

[LINE 7 - CLOSING] Tomorrow, our players will show you the deadliest sin in a courtroom: Lying to the Judge. Come watch "The Liar's Tongue." Dismissed!


🗣️ SCRIPT 2: WEEK 10, DAY 5 (THE FORUM)

Host: Kati Evans Topic: "Courtroom Etiquette" (Interactive)

(Instructions: This is interactive. Be prepared to pause.)

[LINE 1] Tal. We end Week 10 inside the imaginary courtroom. Many of you will face a Magistrate one day—perhaps for a debt, perhaps for a fight. Your behavior can determine your sentence.

[LINE 2] First, if you are called, you must go. Law 4.6.1 states: "A Free Person... who refuses to appear may be seized and compelled." Do not make the Warriors drag you to court. If you run, you look guilty. If you walk in with your head high, you look innocent.

[LINE 3] Second, you do not have to stand alone. Law 4.1.4 mentions Advocates. You can hire someone to speak for you. If you are not good with words, or if you have a temper, hire a Scribe or a Lawyer. It is worth the coin to have a calm voice speak your defense.

[LINE 4 - Q&A OPENER] I open The Circle. Ask me about Trials, Warrants, and Judges.

(Wait for questions. If silence, use a PLANT QUESTION below).

  • (If needed - Plant Question 1): "Mistress, can a slave testify in court?"

    • Your Answer: "Yes, but it is unpleasant. Law 6.8.1 says Magistrates may compel a slave’s testimony under torture. A slave’s word is only trusted if it is forced. If your defense relies on your slave, be prepared for her to suffer for it."

  • (If needed - Plant Question 2): "Mistress, who decides the sentence? The Ubar?"

    • Your Answer: "Usually the Magistrate. But for huge crimes like Treason, the High Council or Ubar decides. And remember Law 4.8.4: The Ubar can reduce a sentence, but he does not have to. Mercy is a gift, not a right."

[LINE 5 - CLOSING] Next week, we look at the property that breathes. Week 11: Slavery Law (Ownership).

[LINE 6] We will discuss papers, collars, and the Kennels. Slaves, pay attention. This concerns your survival. The Circle is closed!

◈════════════════════════════════════◈   


Week 10 - To Do Items 

🛠️ Immediate Setup (Administrative)

  • [ ] Create Notecards: Create 6 separate Notecards inside Second Life (Logistics/Crier + Days 1–5).

  • [ ] Distribute to Staff: Pass the relevant Notecards to your staff and talent pool.

  • [ ] Update the Crier: Ensure the street slave deletes Week 9 macros and installs the Week 10 versions (Topic: Warrants and Rights).

  • [ ] Targeted Outreach: Send a notice to the Magistrate and Warrior groups. This week covers their specific police procedures (Warrants vs. Immediate Danger), so they should audit the class to ensure everyone is on the same page.

🎭 Creative Assignments (Delegation)

  • [ ] Send Brief to Aria (Day 2): Deliver "The Liar's Tongue" brief.

    • Action Item: Scripting Note: The "Trap" question needs to be specific. Suggest Aria uses a detail like "What color was the tunic he wore?" or "Who won the game?" so the lie is obvious when it crumbles.

  • [ ] Send Brief to Aria/Poets (Day 3): Deliver "The Empty Chair" brief.

    • Action Item: Ask the poet to emphasize the term "Wolf's Head" if possible—it’s the classic Gorean term for an outlaw who can be hunted by anyone.

  • [ ] Recruit Guest Speaker (Day 4): Select the Storyteller for "The Double Jeopardy."

    • Action Item: The speaker needs to be clear on the distinction: You cannot be retried for the same evidence, but you can be retried for new evidence.

🗓️ Daily Execution Checklist

Day 1: The Lecture (Kati)

  • [ ] Review Script: Memorize Law 4.5.2 (Immediate Danger Exception). This is the most common argument players have with guards ("Where is your warrant?!"). You need to shut that argument down.

  • [ ] Tone Check: You are empowering the citizens today by teaching them their rights (The Hearing), but warning them not to abuse them.

Day 2: The Play (Aria/Actors)

  • [ ] Prop Check:

    • Kaissa Board: If the alibi is about a game, have a board on a table nearby to reference.

    • Executioner: Needs to be present to drag the "Liar" away at the end.

  • [ ] Blocking: The Magistrate needs to be the center of power here. He should be calm, while the Witness becomes increasingly sweaty/nervous.

Day 3: The Poem (Aria/Poets)

  • [ ] Stage Prop: Highly Recommended: Place a literal empty chair in the center of the stage for the poet to gesture toward.

Day 4: The Story (Guest Speaker)

  • [ ] Pacing: The story relies on a "False Finish." The audience should think the merchant won, before the "Twist" (New Evidence) hits at the end.

Day 5: The Forum (Kati)

  • [ ] Review Advocate Rules: Brush up on Law 4.1.4.

  • [ ] Prep Plant Questions: Ensure your confederate is ready with:

    • "Slave Testimony?" (Only under torture/duress - Law 6.8.1).

    • "Who decides the sentence?" (Magistrate or Ubar).









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