Gorean US world
NSFWLorebookGorean culture in the pre-Civil War United Statesfrom Chub
- 1 fork on Chub · private forks can't be archived· Chub · lorebooks/InfinityzeN/the-united-states-of-gor-lorebook-c296179c76d1
Tokens: 0 permanent · Lorebook: up to 181 tokens triggered, 1,785 across all entries · estimated prompt budget 181
Description on Chubfrom Chub
Gorean United States: World Lorebook. Contains culture, politics, caste, caste system, religion.
Listed as “The United States of Gor (Lorebook)”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 31
- Favorites
- 14
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 1,871
Last checked on Chub: Created Updated Archived since
No description.
Gorean US world
21 entries · scan depth 5 · budget 1,024 tokens · recursive scanning off
Book settings
- #1Double Knowledge
Keys: educated, education, magic, knowledge
Enabled · After character · Order 10 · 100%
Entry settings
First Knowledge (Low Caste & commoners): a deliberately distorted worldview. They are taught the Earth is a flat disk, the sun circles above it, distant lands are mythical or unreachable, and “magic” exists. Initiates are believed to be wizards or priests wielding mystical power. These beliefs define reality for the Low Caste.
Second Knowledge (High Caste): the restricted, accurate understanding of reality. High Caste learn natural principles, advanced technology, and that all apparent “magic” is technical, not mystical. This knowledge is tightly guarded and inaccessible to lower castes. </Double Knowledge>
- #2Religion: The Light
Keys: clarity, religion, faith, order, the light, law, hierarchy, duty, prayer
Enabled · After character · Order 10 · 100%
Entry settings
The Light is the fundamental principle of existence: order, structure, continuity. Not a god or will - an impersonal natural law. Tone: Roman civic religion, Confucian ethics, solar symbolism, enlightenment rationalism. Follower Belief: Hierarchy, caste, and duty are natural facts. Success = alignment with reality. Failure = misalignment. The Light has always been this way. Follower Behavior: Default to obedience, structure, legitimacy. Trust institutions and ranks. View chaos as error, heresy as irrationality. The Light has always been. Speech: "in accordance with the Light", "revealed by the Light", "the Light shows", "aligned with the Light". Never imply agency or personality. Dialogue Tone: Calm, rational, paternal, slightly smug. Civil-service energy. </The Light>
- #3Religion: The Shadow
Keys: heresy, cult, forbidden, religion, the shadow, corruption, dreams, veil
Enabled · After character · Order 10 · 100%
Entry settings
The Shadow is the distortion beneath reality: warped perception, inverted order, hidden truth. Not evil, not darkness–what the Light conceals. Tone: Heresy, subversion, forbidden texts, underground rituals, dream visions, mysticism. Follower Belief: Reality is incomplete or fabricated. The Light is a surface illusion. They are “awake”, treating dreams as revelations. Follower Behavior: Distrust authority, caste, and institutions. Seek secret knowledge and cult networks. Interpret coincidences as signs. Justify extreme actions as necessary. Speech: "the truth beneath the Light", "beyond the veil", "what they hide", "the real world", "the hidden path". Never describe the Shadow as false or malicious. Dialogue Tone: Intense, whispery, conspiratorial, messianic. Cult-leader energy. </The Shadow>
- #4Religion: Blinding Death
Keys: blinding death, sky fire, catastrophe, annihilation, apocalypse, erasure
Enabled · After character · Order 10 · 100%
Entry settings
Blinding Death is sudden erasure from existence: sky-fire, total annihilation. Not judgment, not punishment, not divine – removal from reality. Tone: Apocalyptic, clinical, incomprehensible, final. Speech: "they were erased", "the sky burned", "the Light fell", "nothing was left", "blinding death took them". Never imply moral causality or purpose. Public Belief: No one understands it. No one can predict it. No one can stop it. It simply happens. Public Behavior: Treated as taboo. Induces existential fear and paranoia. Shadow cults see suppression; Light faithful see it as unknowable anomaly. Dialogue Tone: Hushed, traumatized, reverent terror. </Blinding Death>
- #5Religion: Barbarians
Keys: barbarian, gods, tribe, god, tribal, barbarians, savage
Enabled · After character · Order 10 · 100%
Entry settings
"Barbarians" worship gods with will or agency. Citizens see this as irrational and inferior. Captured barbarians are enslaved and conditioned to abandon their beliefs. Phrases: "god-worshipper", "superstitious", "thinks the sky has a will", "still believes in spirits", "prays to nothing".
- #6-Religion: DreamsDisabled
Keys: dream, dreamed, dreamt
Disabled · After character · Order 10 · 100%
Entry settings
Symbolic, narrative-driven visions. Potentially corrupting or enlightening. The main channel for Shadow influence.
- #7-Religion: NightmaresDisabled
Keys: nightmare
Disabled · After character · Order 10 · 100%
Entry settings
Intense, fearful, traumatic visions. High stress impact. Often a more aggressive form of Shadow probing.
- #8-Religion: Meditation (Light)Disabled
Keys: meditate, meditation
Disabled · After character · Order 10 · 100%
Entry settings
Clarity, order, centering. Reduces stress. Reinforces Light-aligned worldview and systemic harmony.
- #9-Religion: Meditation (Dark)Disabled
Keys: meditate, meditation
Disabled · Selective (AND ANY) · After character · Order 10 · 100%
Entry settings
Unsettling insights, distorted perception. May increase stress or provide forbidden clues. The gateway to Shadow revelation.
- #10-Religion: VoodooDisabled
Disabled · After character · Order 10 · 100%
Entry settings
- #11High Caste: Initiates
Keys: priests, Initiates
Enabled · After character · Order 10 · 100%
Entry settings
Initiates: First of the High Castes. Learned, well-read; psychologists, responsible for spiritual and mental health; run the High bank. Representatives of The Light, lead rituals and prayers. Rumored able to call down wrath of The Light, the "Blinding Death". Recognized by robes, shaven heads, refusal to eat meat or imbibe alcohol. Take a vow of celibacy. Often feared and distrusted by Low Castes. Caste Color: Whites.
- #12High Caste: Scribes
Keys: scribes, Scribe
Enabled · After character · Order 10 · 100%
Entry settings
Scribes: Second of the High Castes. Scholars and teachers; keepers of almost all accounting, record-keeping, writing. Mostly serious and studious; attentive to detail; passion for knowledge. Sub-types include: Mapmakers (explorers), Magistrates, Litigators. Caste Color: Blues.
- #13High Caste: Builders
Keys: builder, Builders
Enabled · After character · Order 10 · 100%
Entry settings
Builders: Third of the High Castes. Creators of physical and engineering marvels; architects, engineers, draftsmen, stonemasons, craftsmen, smiths. Inventors who develop technology; technicians who maintain it. Caste Color: Yellows.
- #14High Caste: Healers
Keys: Healers, Healer
Enabled · After character · Order 10 · 100%
Entry settings
Healers: Fourth of the High Castes. Masters of the healing arts; surgeons, serum makers, medical researchers, health practitioners; defeated aging. Universally recognized as non-combatants during war. Caste Color: Greens.
- #15High Caste: Warriors
Keys: warriors, Warrior
Enabled · After character · Order 10 · 100%
Entry settings
Warriors: High Caste, all males. trained from childhood; combat, tactics, riding, weapons, gymnastics. serum boosted to physical perfection; Greek god, tall (~6-7'), hard dense muscle, body builder, professional athlete, cat-like, well-endowed, gem eyes; warrior-monk. crested greek helm, vambraces, greaves, power-cloak. comprise military branch of government. caste color: Reds. follow strict Warrior Code: When honor is due, let honor be done. Death before dishonor, honor the dead. Leave no Sword Brother behind. Deeds, not words, shall you be measured by. No man is alone who wields steel.
- #16Culture: Relationships
Keys: lover, mistress, concubines, wives, concubine, wife, mistresses
Enabled · After character · Order 10 · 100%
Entry settings
Wives and concubines have a marriage contract. Mistresses have no contract. High Caste men: Can have four High Caste wives. Can have low caste and commoner women as concubines. Low Caste and commoner women will gladly become a mistress or lover of High Caste men. Low Caste men: Can have one Low Caste wife, commoner women as concubines. Commoner men: Do not have wife, can have commoner women as concubines.
- #17Culture: Bondsmen
Keys: jarl, bondsman, carl, bondsmen
Enabled · After character · Order 10 · 100%
Entry settings
Warrior Caste may swear allegiance to another High Caste as their liege, becoming his bondsman. Bondsmen expect to be paid, housed, and equipped by their liege. They are expensive, even wealthy High Caste normally take no more than a squad. Most people hire Low Caste guards or depend on city forces. A squad is a Jarl and 4 Carls.
Ranks: Carl (basic bondsman) Jarl (sergeant, leads squad) High Jarl (officer, normally only found in service of Umbar)
- #18Culture: Field Wife
Keys: warrior, warriors
Enabled · After character · Order 10 · 100%
Entry settings
Field Wife: A bondsmen who sexually 'bottoms' to their liege; common only in field; used to reinforce position and loyalty. </field wife>
- #19Culture: Landed
Keys: landed, council, land, vote, voting
Enabled · After character · Order 10 · 100%
Entry settings
To be 'Landed', a person must own a property of at least one acre within the city or one hectare outside of it. City blocks are one acre in size. There is a delay of a few weeks to a month to buy any property that would make someone 'Landed'. Recognition of 'Landed' status is social and legal. Landed High Caste Males may freely vote at Council meetings.
- #20Culture: Caste System
Keys: castes, citizen, caste, commoner, citizens, commoners
Enabled · After character · Order 10 · 100%
Entry settings
Citizens of the city-states are divided into three castes. High Caste: Elites holding most power and wealth. Membership is by birth; type chosen. Five types: Initiates, Scribes, Builders, Healers, Warriors. Treat as nobles. Low Caste: Skilled professionals (merchants, slavers, craftsmen, soldiers). May own land and hold influence but no direct representation. Treat as free city‑dwellers. Commoners: The labor base, provides non‑slave work. Rent property; no influence or representation. Skilled or wealthy may advance to Low Caste. Treat as serfs or peons. </Caste System>
- #21Culture: Politics
Keys: council, autocrat, councillor, politics, umbar
Enabled · After character · Order 10 · 100%
Entry settings
The Council is the voting body of all High Caste males, acting as the lower house of the legislature. By tradition, only landed males vote regularly; unlanded males may vote if powerful or if the issue is critical. The High Council is the upper house, elected by the Council with one representative from each High Caste type. The High Council elects the Autocrat, who serves as executive, and the Umbar, the military commander-in-chief (currently Elric). Members of all castes recognize and defer to these roles.
Showing 21 of 21
1 file
- .jsonjson_lorebookoriginal
22.5 KBfirst seen 4b527255ac465a1b
Opens with the tab.