Phase 4: Crime, Justice & Steel
Week 11: Criminal Law (Violent Crimes)
- Assault: Striking a Free Person vs. Striking an Official.
- Murder: Murder vs. Justifiable Homicide.
- Play: The Duel at Dawn (A fight choreography demo).
- Rape: Definitions and Punishments.
- Review: "Judge the Crime" (Audience guesses the sentence).
Week 11 Production Package.
This week shifts the focus entirely to the slave population and their owners. It covers the bureaucratic side of slavery: Papers, Medicals, and the Kennels. This is vital information for slave players to understand why they need to be "registered" to be legal.
📂 PROJECT: THE CIRCLE - WEEK 11 (SLAVERY LAW I: OWNERSHIP)
Theme: Property Status, Registration, & The Kennels Goal: Teach that a slave is an object, and objects must be registered or they become state property.
🔔 LOGISTICS: CRIER MACROS
Give these to the slave running the streets.
15-Minute Warning: /shout 🔔 HEAR YE! The Circle gathers in 15 minutes! Masters, do you own your property? Slaves, do you know who holds your leash? Come learn the Law of the Collar! 🔔
Start of Event: /shout 🔔 THE CIRCLE is now in session! The Kennel Master's ledger is open. Gather round! 🔔
📜 DAY 1: THE LECTURE (Script for Kati)
Topic: The Object (You Own Nothing)
[OPENING] "Tal. Welcome to Week 11. Look at the girls sitting at your feet. Look at the silk they wear." "To the uneducated, they look like people. To the Law, they are furniture that breathes. Law 6.1 defines the status of the slave."
[SECTION 1: PROPERTY RIGHTS] "Law 6.1.1: 'The Owner holds sole property rights... and may use, dispose of, or destroy the slave at will.'" "There is no 'Slave Rights.' There is only the whim of the Master. If he wants to sell you, he sells you. If he wants to kill you, he kills you. You exist for his pleasure."
[SECTION 2: POSSESSION] "Law 6.1.2: 'A slave owns nothing and holds no property.'" "Slaves, listen to me. That necklace you wear? It is his. That coin in your pouch? It is his. If you claim to 'own' something, you are stealing from your Master."
[SECTION 3: REGISTRATION] "But Masters, you have duties too. Law 6.4.3: You must register your slave. If you do not register a slave within 3 hands (15 days), the Kennels may seize her. Do not be lazy with your paperwork."
[CLOSING] "Tomorrow, our players will show you what happens when a Master vanishes and leaves his property behind. Come watch 'The Stray.' Dismissed!"
🎠DAY 2: CREATIVE BRIEF (For Aria/Actors)
Topic: The Stray (Kennel Law)
To: Aria / Caste of Players From: Kati Evans Theme: Law 6.5 (Kennels & Abandonment)
The Goal: A drama about a slave whose Master goes missing. It explains the "3 Hand Rule" of abandonment.
Characters:
THE SLAVE: Devoted, waiting for her Master.
THE KENNEL MASTER: Efficient, bureaucratic.
THE GUARD: Enforcer.
Plot Outline:
The Wait: The slave sits by the fountain. "He said he would return in a day. It has been ten."
The Approach: The Kennel Master approaches. "Girl, who owns you?"
The Check: The slave gives a name. The Kennel Master checks the logs. "He has not been seen in the city for three hands. Law 6.5.1 applies."
The Seizure: The slave cries, "He is coming back!" The Kennel Master shakes his head. "Abandonment for 3 hands transfers ownership to the Kennels. You are ours now."
The Collar: The Guard removes her old collar and puts on a City Collar. She is dragged to the Kennels to be auctioned.
Moral: A slave without a Master is just a stray dog. The City will catch it.
🖋️ DAY 3: CREATIVE BRIEF (For Aria/Poets)
Topic: The Brand
To: Aria / Caste of Players From: Kati Evans Theme: Law 6.6 (Tokens of Bondage)
The Goal: A poem about the permanence of the Brand. A collar can be taken off, but a brand is burned into the skin. It is the ultimate symbol of Law 6.1.
Key Elements:
The Heat: Describe the iron and the smell of burning flesh (a common Gorean literary trope).
The Mark: The brand is a signature. The girl is the canvas.
The Truth: She can never be fully "free" again because the skin remembers.
Sample Imagery: "Cold iron warms in the brazier's heart, To turn the flesh into Master's art. A hiss of smoke, a cry of pain, The mark is forged, the truth is plain. The collar may break, the silk may tear, But the brand is a garment I always wear."
📖 DAY 4: STORY BRIEF (For Guest Speaker)
Topic: The Medical Fraud
To: Guest Speaker / Storyteller Theme: Law 6.4.1 (Medical Exams) & 6.4.2 (Papers)
The Goal: A story about a Master who tried to sell a sick slave by forging medical papers.
Story Arc:
The Sale: A Master tries to sell a beautiful slave at auction. She looks healthy.
The Law: Law 6.4.1 requires an annual medical exam. Law 6.4.2 says papers are invalid without a current exam not older than a year.
The Forgery: The Master faked the Physician's seal because he knew the slave had the Pox.
The Discovery: A Scribe noticed the seal was old wax. They called a Physician.
The Diagnosis: The slave was sick. The Master was charged with Fraud (Law 5.5).
Moral: A slave must be healthy to be sold. The Physician's seal protects the buyer.
🗣️ DAY 5: THE FORUM (Script for Kati)
Topic: "The Kennel Master's Rules" (Q&A)
[OPENING] "Tal. We end Week 11. We have spoken of ownership." "In Teletus, the Kennels act as the warehouse for lost property. If you find a wallet, you give it to the guards. If you find a slave, you give her to the Kennels."
[SECTION 1: THE STRAY RULE] "Law 6.5.2: 'If the Kennels find a slave without an escort or purpose, they may hold the slave for 3 hands.'" "Slaves, do not wander aimlessly. If you are sent to the market, go to the market. If you loiter, the Kennel Master will assume you are stray. And if no one claims you? You are sold."
[SECTION 2: RENTALS] "Law 6.6.5 allows for Rentals. Yes, you can rent a girl like a tharlarion. But remember: 'Rental slaves cannot be removed from the city.'" "Do not take a rental out the gate. That is theft."
[Q&A SESSION - PLANT QUESTIONS] "I open The Circle. Ask me about Papers and Collars."
Plant Question 1: "Mistress, can I sell my slave to a stranger in the tavern?"
Answer: "You can make the deal, but Law 6.4.5 says the Bill of Sale is only valid if a Scribe signs and seals it. If you just swap coin for collar in the dark, do not come crying to the Magistrate if he steals her back."
Plant Question 2: "Mistress, my slave refuses to tell me her old name. Is that allowed?"
Answer: "She is property. She has no secrets. Law 6.3.7 says slaves may not lie. If she hides the truth, you may punish her. If she lies, the penalty is death."
[CLOSING] "Next week, we cover the rules of survival for the slave. Week 12: Slavery Law (Conduct). We discuss the Three Death Rules: Weapons, Lying, and Striking a Free Person. The Circle is closed!"
📜 SCRIPT 1: WEEK 11, DAY 1 (THE LECTURE)
Host: Kati Evans Topic: The Object (Property Rights & Registration)
(Instructions: Stand at the podium. Wait for Crier to finish.)
[LINE 1] Tal. Welcome to Week 11. Look at the girls sitting at your feet. Look at the silk they wear. To the uneducated, they look like people. To the Law, they are furniture that breathes. Law 6.1 defines the status of the slave.
[LINE 2] Law 6.1.1 states: "The Owner holds sole property rights... and may use, dispose of, or destroy the slave at will." There is no such thing as "Slave Rights." There is only the whim of the Master. If he wants to sell you, he sells you. If he wants to kill you, he kills you. You exist for his pleasure.
[LINE 3] Law 6.1.2 continues: "A slave owns nothing and holds no property." Slaves, listen to me. That necklace you wear? It is his. That coin in your pouch? It is his. If you claim to "own" something, you are stealing from your Master.
[LINE 4] But Masters, you have duties too. You cannot just hoard property in secret. Law 6.4.3 says you must register your slave.
[LINE 5] If you do not register a slave within 3 hands—that is fifteen days—the Kennels may seize her. Do not be lazy with your paperwork. If she is not in the book, she is not yours; she belongs to the City.
[LINE 6] Also, Law 6.4.1 requires an annual medical exam. You cannot sell a slave without a current health record. It protects the buyer from disease, and it protects the market from fraud.
[LINE 7 - CLOSING] Tomorrow, our players will show you what happens when a Master vanishes and leaves his property behind. Come watch "The Stray." Dismissed!
🗣️ SCRIPT 2: WEEK 11, DAY 5 (THE FORUM)
Host: Kati Evans Topic: "The Kennel Master's Rules" (Q&A)
(Instructions: This is interactive. Be prepared to pause.)
[LINE 1] Tal. We end Week 11. We have spoken of ownership. In Teletus, the Kennels act as the warehouse for lost property. If you find a wallet, you give it to the guards. If you find a slave, you give her to the Kennels.
[LINE 2] Law 6.5.2 is the "Stray Rule." It says: "If the Kennels find a slave without an escort or purpose, they may hold the slave for 3 hands."
[LINE 3] Slaves, do not wander aimlessly. If you are sent to the market, go to the market. If you loiter by the fountain looking pretty, the Kennel Master will assume you are stray. And if no one claims you after 3 hands? You are sold at auction.
[LINE 4] We also allow Rentals. Law 6.6.5 permits you to rent a girl like a tharlarion. But remember the restriction: "Rental slaves cannot be removed from the city." Do not take a rental out the gate. That is theft.
[LINE 5 - Q&A OPENER] I open The Circle. Ask me about Papers, Collars, and Sales.
(Wait for questions. If silence, use a PLANT QUESTION below).
(If needed - Plant Question 1): "Mistress, can I sell my slave to a stranger in the tavern? Just for quick coin?"
Your Answer: "You can make the deal, but Law 6.4.5 says the Bill of Sale is only valid if a Scribe signs and seals it. If you just swap coin for collar in the dark, do not come crying to the Magistrate if he steals her back. A sale without a seal is void."
(If needed - Plant Question 2): "Mistress, my slave refuses to tell me her old name. Is that allowed?"
Your Answer: "No. She is property. She has no secrets. Law 6.3.7 says slaves may not lie. If she hides the truth, you may punish her. If she lies, the penalty is death. Break her silence."
[LINE 6 - CLOSING] Next week, we cover the rules of survival for the slave. Week 12: Slavery Law (Conduct).
[LINE 7] We will discuss the Three Death Rules: Weapons, Lying, and Striking a Free Person. The Circle is closed!
◈════════════════════════════════════◈
Week 11 - 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 10 macros and installs the Week 11 versions (Topic: Law of the Collar / Ownership).
[ ] Targeted Outreach: Send a specific notice to the Kennel Masters, Scribes, and Physicians. This week covers their specific authority (Medical Exams, Registration Seizures), so invite them to stand visibly at the event.
🎠Creative Assignments (Delegation)
[ ] Send Brief to Aria (Day 2): Deliver "The Stray" brief.
Action Item: Costume Note: The slave needs to start with a specific "House Collar" (distinctive) and end with a generic "City/Kennel Collar" (usually rusted iron or plain leather) to show the status change.
[ ] Send Brief to Aria/Poets (Day 3): Deliver "The Brand" brief.
Action Item: SFX Note: If the poet has a sound emitter for a "sizzling iron" or fire crackle, ask them to use it during the line "A hiss of smoke."
[ ] Recruit Guest Speaker (Day 4): Select the Storyteller for "The Medical Fraud."
Action Item: This story involves a Master faking a Physician's seal. Ensure the speaker explains how the fraud was caught (old wax/wrong symbol) so players learn what to look for on documents.
🗓️ Daily Execution Checklist
Day 1: The Lecture (Kati)
[ ] Review Script: Memorize Law 6.1.2 (A slave owns nothing). This is the most broken rule in roleplay (slaves holding personal coin). Be ready to be firm on this.
[ ] Prop Idea: Hold up a piece of jewelry (like a necklace) and ask a slave in the front row, "Who owns this?" to demonstrate the lesson.
Day 2: The Play (Aria/Actors)
[ ] Pacing: The transition from "Waiting" to "Seized" needs to feel bureaucratic and cold. The Kennel Master shouldn't be angry; he should just be doing inventory.
[ ] Blocking: The dragging away scene needs to be swift—no long goodbyes.
Day 3: The Poem (Aria/Poets)
[ ] Visual Cue: If the poet has a visible brand on their avatar, have them touch it or reveal it during the reading .
Day 4: The Story (Guest Speaker)
[ ] Tone Check: The villain here is the Master who committed fraud, not the sick slave. The moral is about "Consumer Protection" for buyers.
Day 5: The Forum (Kati)
[ ] Review Kennel Rules: Brush up on Law 6.5 (Abandonment/Stray).
[ ] Prep Plant Questions: Ensure your confederate is ready with:
"Selling in a tavern without a Scribe?" (Invalid sale).
"Slave refusing to say her name?" (Punishable by death/torture).
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