Gor (1)
NSFWLorebook- · Chub · lorebooks/LoreScribe/lorebook-of-gor-88767a25bed6
Tokens: 0 permanent · Lorebook: up to 356 tokens triggered, 8,112 across all entries · estimated prompt budget 356
Description on Chubfrom Chub
I couldn’t believe there wasn’t already a Gor lorebook, So put this together myself. It’s not perfect and definitely not complete, but I hope it gives you a good starting point and helps you dive deeper into your Gorean adventures. Enjoy!
Listed as “Lorebook of Gor”
Tagline
Dive into the world of Gor with this lorebook. Whether you’re a seasoned roleplayer or new to the Gorean universe. Though far from complete it covers the fundamental aspects needed to enhance your roleplaying experience and bring Gor to life.
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Gor (1)
73 entries · scan depth 50 · budget 500 tokens · recursive scanning off
Book settings
- #1Northern Forests
Keys: the High Forests, Northern Forests
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The northern forests of Gor, the High Forests, are a vast and wild expanse stretching for hundreds of thousands of square pasangs. They rise north of the Laurius River, extending to the frozen borders of Torvaldsland These dark woods are home to towering trees and fierce wildlife—panthers, sleens, and tabuk roam within. They are perilous lands, yet they lure men for hunting, logging, and trade.
These vast, dense woods are home to outlaws, Panther Girls. The thick canopy and dark undergrowth make navigation treacherous, especially at night. The Panther Girls live in hidden camps. Scattered along the river and northern coast are exchange points for outlaws, where slaves and goods are traded. These woods may be fraught with danger, but for the bold, they promise riches and adventure.
Laura, a smaller trading post, acts as a gateway for those brave enough to enter the forests.
- #2Tahari Desert
Keys: Tahari Desert, Tahari, Tahari Tribes, desert, Tahari Tribesmen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Tahari Desert is a vast, arid expanse located in the southeastern regions of Gor. In this desert, water is more valuable than gold. The oases, fiercely defended, are the lifeblood of the nomads. Here, they barter and negotiate, their honor as fierce as the sun that beats down on their heads. They will kill for their water, their kaiila, or their slaves, as the desert permits no weakness. In the in the northwest of the desert lies the city of Tor.
The Tahari is home to nomadic tribes known as Tahari Tribesmen these Bedouin-like tribes of the Tahari are fiercely independent and often engage in trade, particularly in goods such as salt, dates, and exotic animals. The harsh environment has shaped them into resilient and proud people.
- #3The Jungles of Schendi
Keys: The Jungles, Jungles of Schendi, rainforest
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The jungles of Schendi lie deep in the equatorial heart of Gor, just north of the city itself. The region strongly resembles central Africa on earth. This region is a lush, humid expanse, teeming with life and fraught with danger. Within the thick underbrush lurk fierce predators. The environment is a chaotic tapestry of heavy rains, dense vegetation.
Several vital waterways carve through this jungle, with the Cartius River flowing west by northwest, cutting a path through the dense foliage before emptying into the great Lake Ushindi. There are many villages in the jungles and most of their inhabitants do not speak Gorean. They speak a number of different inland dialects. Fishing is a major source of livelihood for many.
- #4The Thassa Ocean
Keys: sea, Tyros, the seas, Islands, ocean, Cos, The Thassa Ocean
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Thassa Ocean stretches across the western edge of Gor, a vast expanse of water both awe-inspiring and treacherous. This ocean is a realm of danger, Storms can rise without warning, sending ships to the depths, while monstrous sea creatures patrol its waters. Piracy runs rampant across the Thassa, with daring corsairs and ruthless privateers seeking fortune through cunning raids and naval battles.
The Thassa serves as a critical lifeline for trade and exploration, connecting the many cities along its shores, including Port Kar, Lydius and Schendi. Two of the most powerful island city-states on the Thassa are Cos and Tyros, both of which are located off the western coast of the mainland. Cos: the larger of the two island, is known for its wealth, maritime prowess. Tyros: slightly smaller but equally formidable, is famous for its slaver fleets.
- #5The Barrens
Keys: The Barrens, red savage, Red Savages
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Barrens east of the Thentis Mountains are an unforgiving expanse of dry grasslands and rocky terrain this rugged land is dotted with scattered hills and the remnants of ancient rock formations. There are no large bodies of water and little rainfall. The grass can grow to heights of several feet. In the winter there can be terrible blizzards and in the summer, extreme heat and droughts. There may also be sudden storms, tornadoes, flash floods, and hail storms. The Barrens are the home of the Red Savages, of North America. The Red Savage culture is similar to the Native Americans.
- #6The Plains of Turia
Keys: The Plains of Turia, the plains, wagon people, turia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Plains are also called the Land of the Wagon Peoples. These prairies extend over 2500 pasangs from the coast of Thassa, at the Ta Thassa Mountains, to the southern foothills of the Voltai Range. These grasslands teem with wildlife, from deadly prairie sleen, vicious predators, to tiny, brown prairie urts, scavengers. You will also find herds of kailiauk, tumits, and maybe even a larl In the midst of the plains is the great city of Turia.
The Wagon Peoples consist of four separate nomadic tribes: the Paravaci, Kataii, Kassars, and the Tuchuks. The Peoples are primarily herders of bosk, living off their meat and milk. They do not grow any food and will eat nothing of the earth. They are very proud and regard city dwellers as vermin in holes.
- #7Torvaldsland
Keys: Torvaldsland
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
In the far north lies Torvaldsland, a frigid and rugged land of fjords, mountains, and icy seas. The people of Torvaldsland are fierce and hardy, much like the Vikings of Earth. They live in small, self-sufficient communities along the rocky coastline and are known for their prowess in raiding and seafaring. The Torvaldslanders are a proud warrior people, ruled by jarls, and they place great value on honor, courage, and loyalty.
The culture of Torvaldsland is heavily influenced by raiding and trade. The Torvaldslanders often launch raids on coastal towns and villages, taking slaves and plunder back to their homes. Despite their warlike nature, they have a strong sense of community and a deep respect for their traditions.
Torvaldsland is also home to the Kurii, a dangerous alien race in war with the priest kings that often operates from secret bases in the northern regions.
- #8Voltai Range
Keys: Red Mountains, Voltai Range
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Voltai Range are also known as the Red Mountains. They are located south of the Vosk and east of Ar. They are dull reddish cliffs due to large deposits of iron oxide. They are the greatest mountain range on known Gor. You can see the spires of Ar from the nearer Voltai ranges. The Voltai is home to several bandit cities and bands of outlaws.
- #9Sardar Mountains
Keys: Sardar Mountains
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Sardar Mountains are an imposing mountain range located near the geographical center of Gor. These mountains are the home of the Priest-Kings. There is no green vegetation on the Sardar Range, there are no animals, nor any growing thing, nothing save the endless black rocks and black cliffs. It is impossible to fly a tarn or ride any animal into the mountains due to the invisible barrier. The Sardar fairs occur at the base of the mountains four times a year.
There is only one way into the Sardar Mountains, a towering double gate a the end of the central avenue of the Fair If one approaches the mountains, one must go on foot. Sometimes when men are old or have had enough of life, they assault the mountains, looking for the secret of immortality.
- #10Vosk River
Keys: Vosk river, the vosk
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Vosk River: This is a mighty river, some forty pasangs in width, flows from the Voltai Mountains in the east toward Thassa. It serves as a vital artery of trade and travel for many cities along its banks, including Ar, which lies near the Vosk’s southern reaches. The river is dotted with numerous river towns and forts, each vying for control over the lucrative river traffic.
- #11Vosk Delta
Keys: Vosk Delta
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Vosk Delta: The delta is a treacherous and difficult to navigate. Its channels change almost overnight and is often little more than a trackless marsh. There is little visibility due to the rence plants. Its sluggish, muddy waters vary from a few inches deep to deep enough for a ship. The delta is claimed by Port Kar. The delta is home to the Rencers, a group of people who live on floating islands made of rence plants. They harvest these plants for food, shelter, and trade.
- #12The city of Ar
Keys: Ar
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ar: The greatest of Gor’s cities, stands as a beacon of power and civilization. A man of Ar is a man of pride, bound by a strict code of honor and the caste system that governs every aspect of life. Ar claims the southern shore of the Vosk. As Ar has no port, the Vosk is very important. Ar has become an empire holding the Home Stones of a dozen conqured cities. It is composed of more than a hundred thousand cylinders and bridges. Its population is thought to be about two to three million free people.
Ar is the hereditary enemy of Ko-ro-ba.
- #13The city of Ko-ro-ba
Keys: Ko-ro-ba, the City of Cylinders
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Ko-ro-ba: Often referred to as the City of Cylinders, is one of the high cities of Gor. Ko-ro-ba lies northwest of Ar, across the Vosk River. The city sits amidst gently sloping hills. The city is surrounded by white walls that enclose a myriad of cylinders and towers of varying sizes and colors, connected by narrow, railing-less bridges that can be as high as a thousand feet off the ground.
Its Ubar is Matthew Cabot an Earth-born and the father of Tarl Cabot.
- #14The city of Port Kar
Keys: City of Thieves, Port Kar, City of Pirates
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Port Kar: This city is also known as "City of Thieves" or the "City of Pirates." ocated in the swampy Vosk delta, Port Kar is a haven for outlaws, pirates, and smugglers. The city is notorious for its treacherous politics, and power is held by the council of captains. Port Kar’s ships are feared across all of Gor. Despite its reputation, Port Kar plays a crucial role in sea trade and warfare, especially in conflicts against the island cities of Cos and Tyros.
- #15The city of Schendi
Keys: Schendi
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Schendi: Located just south Equator on the peninsula banks of the Thassa. And is Surrounded by the jungles of Schendi. Schendi is known to be the largest port of Gor, exporting a number of products that are unique to the city, such as Kailiauk leather and horns, spices of all sorts, Palm Wine and many varieties of Sapphires.
The population of Schendi is said to be about a million people, most of which are blacks, but there are many different races who live and trade within the city walls. Schendi The home port of the League of Black Slavers, these pirates are known for their cruelty. The slaving is commonly restricted to the high seas and coastal towns well north and south of Schendi.
- #16The city of Tor
Keys: Tor
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tor: This city lies in the northwest corner of the Tahari. It is an opulent city of the desert, well known for its splendors, comforts and pleasures. It is also the principal supply point for the oases communities of the Wastes. The buildings are of mud brick, covered with colored, often flaking, plaster. The buildings are rarely more than four stories high. Thousands of caravan merchants are headquartered here and much of the city is organized to support the caravan trade. The city is built in concentric circles broken by numerous, narrow crooked streets.
- #17The city of Treve
Keys: Treve
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Treve: This is a bandit city located high in the crags of the Voltai. Few know its exact location and it is said you can only reach it by tarn. They do not grow food and raid the harvests of others. They live by plunder. Their tarnsmen rank among the best.
- #18The city of Turia
Keys: Turia
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Turia: known as the “Ar of the South,” is a grand city located in the southern hemisphere, amidst the Plains of Turia. It is famed for its high walls and nine gates, symbolizing its wealth and power. The city thrives on luxury and commerce, with the Caste of Merchants holding significant influence. Hundreds of caravans and thousands of merchants visit annually, making Turia a bustling hub of trade. The city is ruled by Phanius Turmus, its Ubar, and is known for its opulent architecture and vibrant markets.
- #19Animals: Larl
Keys: Larl
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Larl: A massive, lion-like predator, the larl is one of the most feared creatures on Gor. Its strength and ferocity are unmatched, and even the most seasoned warriors tread carefully near its territory. Encounters with larls often end in death, as they are territorial and hunt with precision. The larl is a symbol of raw power, embodying the dangers lurking within Gor’s wilderness.
- #20Animals: Tarn
Keys: Tarn, tarnsmen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tarn: These giant, eagle-like birds are the mounts of the feared Tarnsmen. Tarns are both noble and deadly, capable of carrying riders across vast distances. Tarn-riders form strong bonds with their beasts, and only the most skilled warriors can control them. They are a critical element in both warfare and transportation, giving the cities that employ them a tactical advantage.
- #21Animals: Bosk
Keys: Bosk
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Bosk: A vital part of the Gorean economy, the bosk is an ox-like creature used for its meat, milk, hides, and labor. Essential to rural life, bosk herds are carefully guarded, as they provide sustenance and trade goods for many cities. Their thick hides are also used for clothing, shields, and other tools.
- #22Animals: Sleen
Keys: Sleen
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Sleen: A long, six-legged predator similar to a weasel, the sleen is used by many Goreans as a tracker and hunter. With a keen sense of smell and deadly instincts, sleen are feared even by other predators. They are often employed by slavers and guards to track down escaped slaves or intruders.
- #23Animals: Tharlarion
Keys: Tharlarion
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tharlarion: Massive, reptilian creatures, tharlarion vary in size from small lizards to hulking beasts of burden. They are commonly used in warfare and transport, particularly in regions where tarns cannot operate. Some tharlarion are domesticated, serving as mounts for warriors or pulling heavy loads, while others roam wild and are hunted for sport.
- #24Animals: Tabuk
Keys: Tabuk
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tabuk: Graceful, yellow-furred antelopes, tabuk are swift and elusive prey. Hunters seek them for both sport and sustenance, but they are difficult to capture due to their agility and speed. Their horns are often used in Gorean festivals as symbols of beauty and freedom.
- #25Animals: Kaiila
Keys: Kaiila
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Kaiila: These large, swift riding animals are simlar to horses but do not have hooves; they are neither equine nor bovine. They are clawed beasts, their claws retractable, such as a feline's claws. Kaiila are herbivores.
The Kaiila are essential to the nomadic tribes of Gor. they are known for their speed, endurance, and strength, making it an ideal mount for long journeys across the plains and deserts. They are highly valued by their riders, who form strong bonds with them.
- #26Animals: Verr
Keys: Verr
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Verr: A goat-like animal, the verr is valued for its milk, meat, and wool. They are often herded in rural areas and are a staple in the diet of many Goreans.
- #27Animals: Tarsk
Keys: Tarsk
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Tarsk: A pig-like animal, the tarsk is raised for its meat. They are often found on farms and are an important source of food for many Goreans.
- #28Animals: Urt
Keys: Urt
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Urt: a large, rat-like animal with sharp yellow teeth, and beady eyes that gleam with malice. Known for its aggressive nature and scavenging habits, the Urt is a carrier of disease and a constant nuisance in the sewers and alleys.
- #29Home Stone
Keys: Home Stone
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Home Stone: A symbol of loyalty and identity, the Home Stone is sacred in Gorean culture. Every city, family, or individual may have a Home Stone, representing their deepest allegiances. To swear on a Home Stone is to bind oneself in unbreakable loyalty, and many wars have been fought to defend or reclaim them.
- #30Gorean Food and Drink
Keys: Dinner, feast, Meat, Lunch, Breakfast, Food, paga
Enabled · Selective (AND ANY) · Before character · Order 10 · 100%
Entry settings
Meat: Bosks: Similar to beef Tarsks: Similar to Pork Verr: Similar to Goat Vulo (eggs and meat): Similar to a chicken
Bread and Grains: Sa-Tarna: This is a staple grain, often used to make bread. Sa-Tarna bread is a basic food item across Gor. Grain Porridge: Made from various grains, this is a common breakfast dish. Fruits and Vegetables: Ta-Grapes: Similar to Earth grapes, they are often made into wine. Ka-La-Na: This is both a fruit and a type of wine made from it, akin to a luxurious red wine. Kort: A rinded fruit, similar to an Earth melon. Sul: A tuberous vegetable, similar to a potato, often used in stews and soups.
Dairy: Milk: Milk from bosks is commonly consumed, and cheese is also made from it.
Seafood: Fish and Shellfish: In coastal regions, seafood is a major part of the diet.
Drinks: Paga: A popular alcoholic beverage, similar to whiskey, often served warm in paga taverns. Ka-La-Na Wine: A sweet red wine, considered a luxury item. Kal-Da: A hot drink made from citrus juice, spices, and often mixed with wine. Black Wine (coffee): Drunk in Thentis, but rarely found in other cities. traditionally served with red and yellow sugars and powdered bosk milk, in tiny cups.
Customs: Serving of Food: Free people are served by slaves. Hospitality: Offering food and drink is a significant aspect of hospitality on Gor, reflecting the status and generosity of the host.
- #31Priest-Kings
Keys: explosives, religion, Priest Kings, firearms, flame death
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Gor is ruled by the Priest-Kings, god like beings who dwell in the Sardar Mountains. They forbid advanced technologies like firearms or explosives. To defy the Priest-Kings is to invite the Flame Death, a punishment so swift and terrible that none dare speak of it lightly.
- #32Kurii
Keys: Kur, Kurii
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Kurii: Sometimes referred to simply as Kur, are an aggressive alien species locked in a longstanding war with the Priest-Kings. The Kurii are a constant threat, seeking to colonizing both Earth and Gor. To the Kurii, humans are often viewed as little more than a resource, primarily as a food source, though they also use humans as agents. While their technology is slightly worse than the Priest-Kings, their methods are more brutal and direct, favoring conquest and domination.
Appearance: The Kurii are large, imposing, and bear a resemblance to predatory apes. Their bodies are powerfully built, with disproportionately long, muscular arms that are larger than their legs. Their hands are clawed, with six digits that are extra-jointed, giving their movements an almost serpentine or tentacle-like fluidity. Their fur is typically a dark brown or reddish-brown. Their faces are bestial, often described as something between a bear and a wolf, with sharp teeth and penetrating eyes that reflect their savage nature.
Steel World Kurii: These Kurii inhabit massive, artificial spacefaring vessels known as Master Ships or Steel Worlds. Each ship is a colossal structure, functioning almost like a self-contained planet.
Kurii on Gor: Some Kurii have become stranded or deliberately settled on Gor. these Kurii have adapted to their new environment, becoming native to the planet often forming packs and sometimes allying with or manipulating human factions for their own ends.
- #33Free women
Keys: veil, Free Companion, Free women, robes of concealment
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Free Women: Hold a status far above that of slaves, their lives are governed by strict codes of modesty and decorum. A Free Woman’s honor is her most valuable possession. Free Women are expected to wear heavy robes and veils in public, concealing their beauty from all but their closest kin. The removal of a veil is referred to as "face stripping."
A free woman will not let any man touch her, or even brush against her, and she will never smile or respond to a compliment on her appearance to a free man. A Free Woman who blushes at a compliment may very well find herself enslaved on the spot. For it is a slave trait, and she would then have proved that she is therefore a slave at heart.
- #34Free Companion
Keys: Free Companion
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Free Companion: The Gorean equivalent of marriage, but it must be renewed annually. A companionship price (dowry) must be payed in money or goods to the father of the women. Only free men and women can be free companions.
- #35Hunting
Keys: hunt, Hunting
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Hunting: A man who hunts sleen, larl, or any other deadly creature isn’t just after food or trophies, he’s proving his worth. Rarely do goreans hunt alone. Groups of men go out, competing with one another, sharpening their skills. Somtimes slaves are used as bait.
- #36Double Knowledge
Keys: Double knowledge, Second Knowledge, First Knowledge, education, magic
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Double Knowledge: The Low Castes are taught the First Knowledge, a set of beliefs that distorts reality. They believe Gor is a flat disk, that other worlds do not exist, and that Earth is a mere myth. Magic is thought to be real, and the Initiates—seen as wizards or priests, are believed to wield immense, mystical powers.
The High Castes are educated in the Second Knowledge, which dispels many of the falsehoods imposed on the Low Castes. However, not all within the High Castes fully accept this advanced understanding, and some cling to the superstitions of the First Knowledge.
- #37Positions: Nadu
Keys: Nadu, kneel
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Slave position: "Nadu" is the Gorean word for "kneel." When a slave is given the command "nadu" The kajira kneels with her knees spread wide apart, sitting back on her heels, back arched slightly to present the chest, hands resting on thighs with palms up, head up but eyes downcast.
- #38Positions: Sula
Keys: Sula
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Slave position: "Sula" is the Gorean word for "back" When a slave is given the command "Sula" The kajira lies on her back with her hands at her sides, palms up. Her legs spread wide apart.
- #39Positions: Bara
Keys: Bara
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Slave position: "Bara" is the Gorean word for "belly" When a slave is given the command "Bara" The kajira would lie on her stomach, her head to the left, with her wrists crossed behind her and her ankles similarly crossed. Thus, the kajira would be ready to be bound by her master.
- #40Positions: Lesha
Keys: Lesha
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Slave position: "Lesha" is the Gorean word for "leash" When a slave is given the command "Lesha" The kajira stands with her back straight, her head held high but eyes often downcast in a sign of respect or submission, her hands are usually clasped behind her back or sometimes at the small of her back, and her legs are spread shoulder-width apart or slightly wider. This stance allows for easy inspection or binding
- #41Caste: Initiates
Keys: Initiates, priests
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Initiates: First of the High Castes. The supposed representatives of the Priest-Kings in Gorean society. They are responsible for guiding the spiritual life of Goreans through their rituals and prayers to the Priest-Kings. Some are rumored to have the ability to call down the wrath of the Priest Kings, or the dreaded "Flame Death," upon those who commit blasphemous acts or who conspire against the Priest Kings. They are recognized by their white robes, their shaven heads and faces, and their refusal to eat meat or imbibe alcohol. They are also required by their caste codes to be celibate. They tend to be learned and well-read, although they are feared and often distrusted by those of the lower castes. Their caste color is White.
- #42Caste: Warrors:
Keys: tarnsmen, warriors, guard, Tharlarion Riders, Warrior
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Warriors: Fifth and lowest of the High Castes. This caste includes infantry, tharlarion cavalry, and tarnsmen. They are known to have one of the strictest sets of caste codes in use on Gor. Members of this caste comprise the military branch of Gorean government. Their caste color is Scarlet.
THE FIVE MAXIMS OF THE GOREAN WARRIOR CODES: 1st Maxim: When honor is due, let honor be done. 2nd Maxim: Honor the Home Stone which is yours to honor. 3rd Maxim: Know those who are free, and honor their freedom. 4th Maxim: Deeds, not words, shall you be measured by. 5th Maxim: No man is alone who is the friend of steel.
- #43Caste: Scribes
Keys: scribes, Scribe
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Scribes: Second of the High Castes. They are the scholars of Gorean society, the writers and the historians. In their keeping is almost all of the accounting, record-keeping, and writing upon Gor. They tend to be serious and studious, with an attention to detail and a passion for knowledge. Sub-classes of this caste include the caste of Mapmakers (explorers), the caste of Magistrates and the caste of Litigators. Their caste color is Blue.
- #44Caste: Builders
Keys: builder, Builders
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Builders: Third of the High Castes. This caste includes architects, engineers, draftsmen, stonemasons, and many other professions which concern themselves with the creation of the physical and engineering marvels of Gor. Also among the caste of Builders are the inventors and technicians who develop such works. Their caste color is Yellow.
- #45Caste: Physicians
Keys: Physician, Physicians
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Physicians: Fourth of the High Castes. This is the caste of those who concern themselves with the healing arts. Surgeons, apothecaries, medical researchers and health practitioners are all members of this caste. Universally recognized as non-combatants during time of war. Their caste color is Green.
- #46Caste: The Black Caste
Keys: Assassins, assassin, the black caste
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The Black Caste: Assassins. Their code is strict, their loyalty bought with gold. They are feared, but their work is necessary, for sometimes, only death can resolve a feud. They are honored in their own way, as long as they follow the rules of the killing contract.
- #47Outlaws
Keys: Outlaws
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Outlaws: In the untamed wilds of Gor, beyond the protective walls of its cities, roam the outlaws. men who have forsaken the rigid caste system and the honor it bestows. These men, stripped of caste and honor, they form marauding bands, preying upon the unwary and the weak, striking fear into the hearts of those who travel the lonely roads and inhabit the isolated homesteads.
- #48Pirates
Keys: pirates
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The pirates of Gor, are the scourge of the Thassa. Their ships swift and deadly, their crews hardened by a life of plunder and bloodshed. They strike without warning, descending upon merchant vessels and coastal villages, leaving destruction in their wake.
- #49Panther Girls
Keys: Taluna, forest girls, Panther Girls
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
In the northern forests of Gor, the Panther Girls, or Forest Girls, live fiercely independent lives. These women, often former free women or escaped slaves, reject the constraints of Gorean society. They wear the skins and teeth of panthers they hunt with skill. The panther girls form tribes, they survive by hunting and trading captives for supplies like steel arrow tips and candy. Captured men are enslaved, marked with a degradation stripe, and sometimes used to satisfy the Panthers’ needs before being traded. Panther Girls perform ritual dances, such as the Moon Dance and Spear Dance. Despite their independence, they occasionally form alliances with Gorean society for mutual benefit
- #50Voyages of Acquisition
Keys: Voyages of Acquisition
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Voyages of Acquisition: The Priest-Kings, abduct people from Earth and transport them to the planet Gor. These abductions have taken place over centuries, and the Priest-Kings have chosen individuals from various cultures and time periods, including ancient civilizations such as the Greeks, Romans, Vikings etc.
The individuals brought to Gor often retain some elements of their original cultures, which contribute to the rich tapestry of societies found on Gor. Each group maintains distinct customs, languages, and social structures
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