bar

This map is intended to make our visitor's lives easier. It is not perfect, but it will help our guests to find their way to main sites of interest.

From Ground Zero..GorOasis goes out 25 degrees in each direction of the compass. So for example, to get to the far northwest corner of the city, visitors' coordinates could be set to 25n 25w.

Included below, is a generalised list of the more important sites to see, each with their coordinates listed, as well as their location within the colored areas marked on the map.

1. Ground Zero: Visitors will land at Ground Zero facing North. This area is a safe zone in the directions North, West and East. However, starting at lattitude 3south, lies the capture zone. It is recommended that you do NOT go there, unless you don't mind being taken prisioner for a 24 hour period. Please read the guidelines for capture by opening your web browser and clicking on the large black and red sign before entering. There is also a teleport to an area belowground, where our world guidelines are set out for all to see. GorOasis is our home..and these are our ways.

2. The Oasis of Nine Wells' main market area. (8n 3w 4.0a) Shops and outdoor stalls display many things for use in the world..it is at the same time decorative, as a market, and utilitarian, as it shows our residents what they have to furnish their homes with.

3. The Oasis Gorean Library: (10s 15w 4.0a) This library has been established in the hopes of furthering knowledge of John Norman's world of Gor, as presented to date, in 25 novels. To search for information, open your web browser and click on any cabinet to call up urls to notable sites with valuable information on all phases of Gorean Culture. The Brass plates on the walls will soon contain teleports to corriders below, holding urls leading to specific pages of interest. This library is a work in progress, and a ponderous undertaking. If you know of a good site you feel should be represented in some way, please let us know.

4. The Public Baths. (10s 13w 4.0a) As is the custom in many ancient cultures, bathing was not only necessary for health, but was a time to visit with friends, share the news of the day, and relax. The Public Baths are divided into two sides, the left for Freewomen, and the right for Freemen. Slaves are allowed to be with their owners on both sides.

5. The Monestary of Light: (1n 16w 4.0a) Turn to face south when you land. This is the home of the Oasis' Initiates. Visitors are asked to refrain from going into the compound..it is sacred ground to the followers of the Priest Kings. Only if permission is obtained, may any of other castes be allowed entrance. Women, however, are forbidden to enter at all, in keeping with the Caste's strict prohibition on possible physical contact of any sort with females. Transgressors will be dealt with by ejection for a brief period of time. Repeated transgressors will be banned from the city, and if needs be, the world itself.

6. The Residential Area: This section is the single largest area in the citiy. It consists of three courtyards, spanning North/South coordinates from longitude 1s moving north to 25n. Here are where our residents, ambassadors from other worlds, and transient guests live, transients such as slavers and players.

7. The HomeStone Tower: (15n 3w 4.0a) Here is kept our most precious possession, our Homestone.

8. Caste Offices: (19n 3w 4.0s) Here are located Offices for 4 of the 5 main castes: Scribes, Physicians, Builders, and Warriors.

9. Temple of Light: (13n 4e 4.0a) This building is sanctuary for freepersons. No weapons may be drawn on holy ground. Slaves are forbidden to set foot within, as decreed by the Initiates in Norman's books. Slaves may, however, stand outside the arched columns, to witness ceremonies. The Temple is maintained by the Initiates themselves, and they are the law within it's circle.

10. Main Wellhouse: (24n 9e 4.0a-- Face East when you arrive.) The city has nine wells, brownstone cylinders with domed roofs of turquoise tiles. This wellhouse is the largest, used for laundry purposes, and holds information pertaining to Freewomen and their welfare.

11. Bakery: (17n 9e 4.0a -Face East when you arrive) This building is located next to the women's well house as a convience..the women can stop in after exchanging friendly chatter and washing clothes, and pick up bread to take back to their families for the evening meal

12. Administration Building: (16n 18e 4.0a) This building would be the Pasha's residence if we had one. But since no one has earned the title, it will be used for general functions of state.

13. Grand Theatre and Forum: (13n 18e 4.0a-- Face East when you arrive.)Here are held formal meetings with all residents. The grounds are also easily converted into a theatre, for fairs, and Poetry readings, and plays. It is not far from the business district, the Slave market, the Combat Arena, and the Laughing Tarn, the Oasis' paga tavern.

14. Kassia Plaza: (7n 14e 4.0a) This giant outdoor Kassia game will have lifesized pieces that can be moved by players as the game proceeds. This is still a work in progress, and will be completed shortly.

15. Combat Arena: (4n 16e 4.0a) Here is where warriors can shine, working on finely honing their fighting skills, and settling disputes. The front of the arena is for formal challenges, while the back side is set up as a practice area for novices.

16. Street of Brands: Here lies the Slave market's branding shed and buildings for sheltering group lots of slaves until time of auction. Stalls selling bells, collars, chains, and other acoutrements of slavery are also located here.

17. Business offices for Slavers and Hostels (5s 13e 4.0a-Face east when you arrive) Residences for Slavers and Hostels for weary travelers. An excellent Paga Tavern is in close proximity.

18. Laughing Tarn Tavern: (3s 18e 4.0a --Face east when you arrive) This paga tavern is operated by Xavarian, who has promised all comers an evening of fine drink and conversation, and as soon as he can round them up..some ready, willing, and able female bodies.

19. The Silver Cylinder: ( 18s 23e 4.0a) Actually the original missle, the focus of the plot in the tenth of Norman's books, "Tribesmen of Gor", would be found far from the city, yet the world did not seem complete without it. So perhaps this is just another small craft of the Others, the Kurii, that had the misfortune to take a hard landing. No warheads aboard, so the Kurii aren't missing it much. It will, however, make a fine addition to an obstacle course planned for future events.

20. Nomad Camp: (21s 22w 4.0a) This duo of small tents is in the farthest southwestern tip of the world. It makes a good outpost for hunters, especially with ActiveWorlds new 3.0 Browser, where the avs become part of the scene. Anyone brave enough to park out there, is welcome to squatter's rights. If others come to challenge you? Well, hopefully you will have read our capture guidelines, and know the drill.

21.Slave Auction block: (1n 8e 4.0a --Face East when you arrive) All major cities have one. The Oasis of Nine Wells is one of the most important Oasis, and caravans made regular stops there to deal in all forms of merchandise, slaves included. Slaves would have made the bleak desert terrain a bit more tolerable to the fierce men of the Tahari.

bar


Home Residents Pictures Main Archives Capture Archives Slave Archives Trial Residency