Sunday, February 16, 2014

Condensed infor on Gor - Luther Scrolls Scrolls #1 - #30 (There are 90 scrolls)

http://www.geocities.com/delphius2002/id17.htm
(Scroll #1)
What is Gor? What does it mean to be Gorean?

The answers to these questions have been endlessly debated online and still there is confusion and disagreement. There are many answers to these questions, some simple and some complex. The answers will also vary based on your own perceptions and viewpoints. In different contexts, your definition may also vary. The answers are important to anyone who truly desires to understand Gor, live according to the Gorean philosophies, or role-play by the books. I am not going to try to provide definitive answers in this essay. I am only going to provide an overview and some guidance to the relevant issues surrounding the answers to these questions.

The simple answer is that Gor, also known as the Counter-Earth, is a fictitious planet that is supposed to be in the same orbit as Earth, but on the opposite side of the Sun. Thus, a Gorean is simply a person born on the world of Gor. Gor is a barbaric world, ruled by steel and concerned with honor. It is primarily a male dominated world where slavery is an ancient and universally accepted institution. The overseers of Gor, the Priest-Kings, are technologically advanced aliens who monitor and protect Gor. The Priest-Kings have transported numerous people from Earth to Gor over a period of thousands of years. They have also restricted Goreans from using many forms of technology but have allowed them to excel in a few limited areas where their technology even surpasses that of Earth. For example, Gorean Physicians have created the Stabilization Serums, a cure for aging. Such a cure would be priceless on Earth.

But usually when someone online says that they are Gorean, or are acting Gorean, they do not mean that they were actually born on Gor. They are basically stating that they are acting as a person would act who was born on Gor, that they are acting within the customs and conventions of Gorean culture and society. Some of these Goreans may only engage in role-play. Some may introduce elements of Gor into their lifestyle. And some may even do both. And their definitions of what it means to be Gorean will differ, sometimes drastically.
The world of Gor is detailed in a series of twenty-six, best-selling books written by John Norman. Norman is a pseudonym for John Lange, a university philosophy professor, who currently lives in New York. Additional books may eventually be published in this science-fiction series. Prize of Gor is the proposed title for the twenty-seventh novel in the series. This book has been completed and will be published in the future though no publication date has yet been announced. Presently, the series consists of over 10,000 pages, a vast amount of information.

The series includes the following books. The dates in parentheses are the dates of their first publication. Most of the books are currently out of print.

1.  Tarnsman of Gor (December 1966)
2.  Outlaw of Gor (December 1967) 
3.  Priest-Kings of Gor (December 1968)
4.  Nomads of Gor (November 1969)
5.  Assassin of Gor (December 1970)
6.  Raiders of Gor (December 1971)
7.  Captive of Gor (December 1972)
8.  Hunters of Gor (March 1974)
9.  Marauders of Gor (March 1975)
10. Tribesmen of Gor (March 1976)
11. Slave Girl of Gor (March 1977)
12. Beasts of Gor (March 1978)
13. Explorers of Gor (March 1979)
14. Fighting Slave of Gor (March 1980)
15. Rogue of Gor (March 1981)
16. Guardsman of Gor (November 1981)
17. Savages of Gor (March 1982)
18. Blood Brothers of Gor (November 1982)
19. Kajira of Gor (March 1983)
20. Players of Gor (March 1984)
21. Mercenaries of Gor (March 1985)
22. Dancer of Gor (November 1985)
23. Renegades of Gor (March 1986)
24. Vagabonds of Gor (March 1987)
25. Magicians of Gor (June 1988)
26. Witness of Gor (August 2002)
27. Prize of Gor (Awaiting publication)
Note: There is now 33 books.


The more complex answers concerned with defining Gor involve an examination and analysis of the entire series and distilling what is and what is not Gorean. This then raises even more questions. Many people claim to know Gor well yet how many of them actually do? What does it take to know Gor well? How does a newcomer learn about Gor? If you role-play and wish to remain true to the novels, what is and is not permitted? How do you make decisions on the ambiguities within Gor? What aspects of Gor can be used in one's life? What are the tenets of Gorean philosophy?

To truly be able to define what it means to be Gorean requires an extensive knowledge of the novels. It is nearly impossible to fully know Gor without having read all of the novels. And not only must you have read them, but you must also have understood them and retained your knowledge gleamed from the books. It would obviously help if you have read each novel more than once. With over 10,000 pages of information, there is a lot of detail to retain. A casual reader will miss many such details. And it is the richness of those details that serves to make Gor seem realistic.

Does this mean that if you have not read the books that you cannot live as or role-play a Gorean? No, you still can. But, you may not be a proper judge of everything about Gor. Few are likely to possess that much information about Gor. There are many basics of Gor that are easy to understand by everyone. But when you begin more extensive discussions concerning more specific details, a greater knowledge is required. Casual readers cannot adequately discuss more esoteric Gorean issues. They may be unable to assume a Gorean mindset and consider issues solely from the viewpoint of a Gorean and not from the viewpoint of Earth.

The Internet contains many dozens of Gorean web sites that try to describe and explain the world of Gor. Unfortunately, most of these sites contain erroneous information. Some of these errors are based on online "myths" that have been around for years, and which few have tried to debunk. As many have not read the books, they must rely on either web sites or what they are told by others. Thus, these errors can continue to perpetuate. There is no guarantee that newcomers will receive the correct information. I have endeavored to make my web site as accurate as possible, to clarify prior misconceptions about Gor. And I continually work by revising and expanding it to help ensure that accuracy.

The earlier Gor books, often the first ten books, are the most easily available. Thus, numerous people base their knowledge just on these early books. This can cause problems when new information arises in the later books that either adds to prior information or modifies the prior information. In any lengthy series, an author is bound to make mistakes and to contradict himself. He will also change his mind about certain matters as the series progresses. Thus, the more authoritative books in a series are usually the most recent ones. The later books benefit from much more thought and purposefulness. When you consider what is Gorean, more weight should be given to the later novels.

If we look in the Gor novels for some examples of this, we can find areas where the latter books went into much greater detail than the earlier books. Let's look at the monetary system used on Gor. It is not until the later books that Norman gives an in- depth description of this topic. Interestingly enough, the early books introduced two coins, the copper tarn and the silver tarn, which eventually vanished in the latter books. Those two coins were not mentioned in the lengthier descriptions in the latter books concerning the Gorean monetary system. Even when those coins were mentioned in the early books, they were never described in any detail sufficient to determine their exchange rates. It thus seems that once Norman settled on his concept of the monetary system, after more thought about the matter, he decided to eliminate those tarn pieces.

Now, pure knowledge alone does not suffice. You must also be able to use that knowledge to interpret and extrapolate from the given materials. The novels do not include every single detail about Gor. They omit many issues, leaving areas of gray. That is where the complexity of defining Gor comes into play. In this gray area, there are no correct answers, only well supported opinions. Anyone's interpretation could be incorrect, but how you support your opinion is relevant. The more support you can find within the books tends to lend greater credence to your opinions. One such gray and controversial area involves the proper role of free women of the Warrior's Caste.

Free women may become members of the Warrior Caste by birth or Free Companionship. Norman never explicitly states that such women do not receive a warrior's training. He never explicitly stated that they do not battle with swords against other warriors. But, there is not a single reference showing that any women ever did receive such training. The answer to the question of whether women of the Red Caste were trained as Warriors will depends on your interpretation of the novels.

A number of people claim that since there is no explicit prohibition against it, then women could have been trained as Warriors. But, that is too simplistic of an answer, ignoring the other evidence that exist in the novels. There are many items not specifically prohibited by Norman that would clearly not be Gorean. Norman does not specifically state that there are no fire-breathing dragons on Gor. Does that mean they might exist then on Gor? Did Norman ever intend dragons to exist on Gor? I very much doubt it and few, if any, would contend that they should exist there.

There is ample evidence in the novels to support the contention that female Red Caste women never received a Warrior's training. The issue of female warriors is discussed in much great detail in Education Scroll #15, Female Warriors. It is a complex issue that requires extensive explanation and references. The main idea I am promoting right now is that such issues are not easily answered. They require a good knowledge of the books and an examination of multiple references and issues raised in various books. Most arguments supporting female Warriors are not supported by information from the novels. They primarily rely on the absence of any specific prohibition but that is a fallacious argument.
Some people also attempt to justify their positions based on a single example presented in the books. This is not always a valid or logical argument. First, you must consider the context of the example. What are the circumstances surrounding that matter? Second, you must also analyze the rest of the information on the subject in question and understand how it is all related. For example, some people point to the character of Tarna in Tribesmen of Gor for their justification of sword-wielding women.

Tarna was a bandit in the Tahari region and wielded a scimitar. But, you must analyze the context of her character to fully understand her. Many people ignore the surrounding evidence and rely simply on the fact she wielded a scimitar. Education Scroll #15 more fully explains about Tarna but I will briefly recap a couple points. First, Tarna is an unwitting pawn of the Salt Ubar and the Kurii. She does not earn her position as a bandit chieftain by her skill. Second, Tarl Cabot is the only person who comments about her skill with the scimitar and he is not very complementary. Despite her boasts about her skill, there is no evidence to support it. Third, she is seen as an oddity by all. She is compared only to male warriors. If female warriors existed, then she would have been compared to them.
The primary point here to understand is that when you are trying to justify your position by the use of a single example, you must fully understand the factors surrounding that example. There are normally reasons that support such exceptions yet they remain exceptions and not the rule. Tarna was a woman who wielded a sword but she is a rare exception. Such an exception does not justify a generalization that women warriors existed on Gor.

The Goreans within the novels engaged in a wide variety of behaviors, just as any humans would. But, does that mean that all of these behaviors are "Gorean" just because a single Gorean, or even a small group of Goreans, engaged in such behavior. Obviously, such behaviors can be Gorean if we define it as such. But that would mean then that almost any behavior could be Gorean, thereby destroying any uniqueness of that term. To mean anything, the term "Gorean" must refer to something more limited. It cannot simply refer to any behavior conducted by any person from Gor.

Maybe we want to limit what we consider Gorean to the most common behaviors on Gor. But then we run into the different cultures on Gor. Do we really mean the most common behaviors of the Goreans of the city-states? But then each city-state has its own quirks and differences. Compare the multitude of differences between Tharna, prior to the events of Outlaw of Gor, and the city of Ko-ro-ba. Do we want to include the various barbarian lands as well? Defining "Gorean" thus is not a simple task. Matters will get even more complex, and controversial, when we try to define Gorean in a real-time context.

This is the first essay of many on my Gorean educational website. These educational essays will contain numerous generalizations concerning Gorean behavior. Please remember though that these are often meant to reflect the norm on Gor. They do not mean that all Goreans will act in that manner though. You may find examples that do not follow the generalizations but they do not necessarily dispute the validity of the generalizations. Gor is a diverse world with a diverse populace. There will be little that applies to every single person on Gor. Just do not mistake an exception for a general rule.

I consider myself a scholar of the Gorean novels. I also integrate a Gorean philosophy into my life. In addition, I enjoy role-playing in a Gorean context. I created my own online, Gorean role-playing city, a city that attempted to remain very faithful to the spirit of the Gorean novels. One of the primary objectives of my city was to educate its citizens and residents. Few know everything about Gor so it would be beneficial to learn while role-playing. This website began as a few simple educational "scrolls" that were used to help teach my citizens and resident about Gor. It has now grown tremendously, to become a vast and comprehensive reference tool concerning a myriad of aspects of Gor. But, why should you listen to me?

I feel that my credentials are respectable. I have read all of the Gor novels, multiple times each. I have also written and compiled a 400+ page A to Z encyclopedia of Gor, with over 2200 entries, supported by numerous book and page references. This is a large reference book that helps to keep the small details of Gor handy in an easy manual. Most other Gorean dictionaries online are much shorter. They are very incomplete, do not provide page references and contain errors. I continually add to my encyclopedia, constantly going over the books for any details that I missed. I believe this research has given me an excellent grasp of Gor. If you examine my web site, you will see that a lot of work has gone into its creation and to ensure its accuracy.

I have also spent much time and effort researching the various inspirations of Gor, trying to further my understanding. Those efforts too have resulted in numerous essays, detailing my researches. All of the educational essays that I have been written are primarily based on information from the Gorean novels and not from any web site. I also have an essay listing numerous non-Gorean books that are helpful in understanding Gor. My Gorean encyclopedia is the framework for many of those essays. The raw information is taken from that resource and then compiled into a more user-friendly narrative. If anyone ever sees something they believe is in error, please bring my attention to it. The essays are continually revised and expanded to ensure they are the most informative and accurate they can be.

If someone else claims to know Gor very well, ask them for their qualifications in that regard. If they have not read all of the books, their claim may be suspect. If they have read all the books, but many years ago, their claim may be suspect. If all of their learning was from online sources, their claim may again be suspect. Let them back up their knowledge of Gor with logic and page references. Seek out those who truly know Gor to answer your questions. If you think you know Gor well, then what is the basis for your knowledge? Having read the books once is not necessarily enough. Memory is a fragile object.
Remember though, the novels are the sole authority on Gor. It is highly recommended that anyone who wishes to truly know Gor should read the books.



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http://www.geocities.com/delphius2002/id18.htm
(Scroll #2)
Laws and Legal Principles

(Essay #2)

"Too, I considered the nature of legalities. One tends, if na?ve, to think of those legalities with which one is most familiar as being somehow the only ones possible. This view, of course, is quite mistaken. This is not to deny that all civilizations, and cultures, have their own customs and legalities. It is only to remark that they need not be the same. Indeed, the legalities with which I was most familiar, as they stood in contradiction to nature, constituted, I supposed, in their way, an aberration of legalities. They were, at the least, uncharacteristic of most cultures, and historically atypical. To be sure, if the intent is to contradict nature rather than fulfill her, there was doubtless much point to them. Thusly, that they produced human pain and social chaos, with all the miseries attendant thereupon, would not be seen as an objection to them but rather as the predictable result of their excellence in the light of their objectives. But not all legalities, of course, need have such objectives. As I lay there in the darkness, in my chains, and considered the factuality and simplicity of my predicament, and the apparently practical and routine aspects of my helplessness and incarceration, I suspected that my current situation was not at all likely to be in violation of legalities. Rather I suspected it was in full and conscious accord with them. I suspected that I was now, or soon would be, enmeshed in legalities. To be sure, these would be different legalities from those with which I was most familiar. These would be, I suspected, legalities founded not on politics, but biology."  ---Witness of Gor, p.9

Legal Systems

There are two primary legal systems in the cities of Gor, that of the civil government and that of the Initiate Caste. The areas of jurisdiction of these two different systems is sometimes vague though the Initiates do claim supreme authority in all matters. But, the amount of actual involvement of the Initiates in each city will vary depending on the Caste's power in that specific city. They obviously have a stronger hold in some areas than others. For the most part, they will definitely claim jurisdiction in any religious related matter. They will often ignore petty civil matters that they feel are beneath their worry. The strength of the civil government, and their concern about specific matters, will also affect jurisdictional matters.

Each of these two court systems will possess their own buildings to handle their legal matters. For the civil government, many of their legal offices will be located within the vast Central Cylinder, which is commonly the seat of government. There might also be a Cylinder of Justice where trials and punishments are conducted. Atop some such Cylinders, such as in the city of Ar, there will be a large impaling spike. It is a functional spike, used for actual impalements. A city might also have a Cylinder of Documents where legal and official documents are securely stored. The Initiates are likely to have most of their legal offices in their temples.

Within a city, the type of ruler will determine who is the ultimate law maker. The dictatorial forms, such as a Ubar, Ubara and Tatrix, possess the power to change any law by simple decree. An Administrator though does not have such absolute power. Instead, he must work closely with the High Council of the city to get laws passed. Despite their power though, the Ubar, Ubara and Tatrix are still subject to their own laws. If they violate a law, they cannot then retroactively change it to avoid the violation. Talena, Ubara of Ar in Magicians of Gor, tried to do that exact thing when she fell afoul of the couching law of Ar. But, even though she was Ubara, she could not retroactively change the law to avoid committing such a violation.

Within a city, you are most likely to encounter the legal officials of the civil government, no matter what type of ruler is in control. These legal officials are commonly referred to as magistrates and there are a variety of different types of magistrates. As legal matters apparently fall under the purview of the Scribe Caste, most magistrates likely belong to the Scribe Caste. For example, attorneys are a subcaste of the Scribe's Caste. Magistrates often wear special robes and fillets, ribbons, to denote their office. They may also carry a wand of their office and some of those wands may carry concealed blades. Magistrates are able to act as ex officio witnesses who can certify the legality of certain matters. They also can rule in certain legal matters without the need for a trial.

Some of the different types of magistrates known to exist on Gor include aediles, archons, praetors, prefects and quaestors. These terms are derived from ancient Greek or Roman terms that they used for magistrates and other officials. Executioners on Gor are also a type of magistrate. The exact duties of each type of magistrate on Gor is very unclear as the books provide little explanation or detail. Some brief details are provided, but insufficient to determine whether such details are the extent of the duties of the magistrates.

For example, an individual known as the "records officer" is also called the "archon" of records thus indicating that an archon is a type of officer. An archon, with an office in Venna, tried to identify the owners of slaves that were lost or had run away. The slaves would be displayed in the office and if the owners could not be located, the slaves would be auctioned. A prefect was seen certifying documents with a seal, like a notary. He also was able to enact a legal enslavement, pronouncing that a female debtor was a slave because she could not pay her debts. There was a commercial praetor who possessed jurisdiction over the business court, subject ultimately to the High Council. This praetor was able to attest to a ransom payment for a free woman.

Most Gorean law is municipal law, restricted to each individual city. But, there is one type of law that does extend coverage over the various cities of Gor. This is Merchant Law, a joint legal agreement between the various Merchant Castes of different cities. Merchant Law permits commerce to exist much more easily on Gor. The books do not provide a comprehensive description of everything covered under Merchant Law though some provisions are given. But, Merchant law does not cover all aspects of commerce. There are gaps in that law, though efforts are made to close those gaps. Aspects of Merchant Law are most often decided at the Sardar Fairs, when Merchants from all over Gor meet to discuss such issues.

To administer and enforce Merchant law, there are specific Merchant magistrates. These magistrates belong to the Merchant Caste and not the Scribe Caste. They are separate from the other magistrates. Merchant magistrates wear white robes, trimmed with gold and purple. They too have the power to make some legal decisions without the need for a formal trial.

There are few details provided on Gorean trial procedures. Criminal defendants can be treated quite harshly. Prisoners, of either gender, are rarely pampered. They are often kept naked in their cells and denied even the availability of a bath. It is unknown whether bail exists or not. From the scant information in the books on trials, it seems a person is presumed innocent until found guilty. It does not seem that the accused must prove his innocence but rather that the state must prove his guilt. This is only speculation though. Certain crimes are described as felonies so there are likely misdemeanors as well, though the difference between the two is not given and few crimes are specifically delineated as one or the other.

There are magistrate hearings and jury trials. The books do not clarify which crimes can be handled by which judicial method. There is no indication on what type of crimes warrant a jury trial. In the few magistrate hearings that are described in the books, they are often quick matters. Though these hearings usually deal with quite clear cut matters, with little room for ambiguity. There also does not appear to be any appeal from the decision of these magistrates as sentence is often enacted immediately after a decision is made. We do know that a defendant can acquire immunity from prosecution if they provide assistance in the prosecution of someone else.

"More broadly, order and structure in human life, stability in society, even, in a sense, civilization itself, depends on sanctions. A civilization must be willing to impose sanctions, and to impose them reliably and efficiently. A lapse in such resolve and practice is a symptom of decline, even of impending disintegration. Ultimately civilization depends upon power, moral and physical, upon, so to speak, the will of masters and the reality of the whip and sword."
---Magicians of Gor, p.124

Punishments for the violation of Gorean law can be quite severe. Capital punishment is common for a wide variety of offenses and some of those offenses are not what many on Earth would consider serious crimes. Mutilation, enslavement and exile are other common punishments. For particularly heinous offenses, torture may precede death. There are some lesser penalties as well, such as fines.

Impalement is a common method of capital punishment for both free men and women. Men would be bound but women are usually just set upon the spear. It is not necessary to bind them as they cannot reach the spear or get the leverage to remove themselves. Such a fate is a slow death, giving people the time to consider and be remorseful for their crimes. Slaves though are not commonly impaled. They would be far more likely just tossed to a sleen. But, there are offenses where impalement of a slave does occur.

In the northern forests, hanging and hamstringing are common punishments. When a person is hamstrung, the two large tendons behind each knee are cut. The legs may then no longer be contracted and become basically useless. You can't even stand erect anymore. Such individuals often end up as pitiful beggars, pulling themselves along with their hands and arms.

The Frame of Humiliation is a unique punishment. The Frame is a hollow wooden frame to which a condemned person is tied. He is then set adrift on the Vosk River and the frame will float atop the water. The person might then die of exposure, dehydration, or be eaten by tharlarion or other carnivorous reptiles. Custom dictates that the person placed onto the frame is to be spit upon before being placed into the water. Other cities and areas have their own unique punishments as well.

"Before the sword," he said, "there is no right, no wrong, only fact-a world of what is and what is not, rather than a world of what should be and what should not be. There is no justice until the sword creates it, establishes it, guarantees it, gives it substance and significance." He lifted the weapon, wielding the heavy metal blade as though it were a straw. "First the sword-" he said, "then government-then law-then justice."
---Tarnsman of Gor, p.156

The following laws, legal principles, rights and rites exist in various Gorean cities, some being quite common across Gor. But, this is by far not an exhaustive list but only a sampling of relevant ones listed in the books. Please remember that not all of these will be in force in every city. Cities will certainly have other laws that are not listed here. As ignorance of the law was often not considered a viable defense, it was imperative that Goreans be aware of the laws in each city they visited.

THE LAWS


1.  "There is a saying on Gor that the laws of a city extend no further than its walls." (Outlaw of Gor, p.50) This is one of the most basic principles of Gorean law yet it is more a generality than an absolute. For the most part, once you step outside the walls of a city, their city laws will no longer apply and the city will not protect you. But, there are exceptions to this rule. First, many cities claim do sovereignty over the lands surrounding their city. They may try to enforce their will upon the surrounding terrain. Tarn, tharlarion or infantry patrols often monitor the tenuous borders of a city's claimed territory and either question, detain or kill non-citizens trying to enter their lands. That is only as effective as the strength of the city's military forces. Second, there are certain locations located outside a city over which a city exercises full legal control, such as a banner keep. A banner keep is a Merchant Keep owned by a specific city, and governed by that city's laws. Third, Merchant Law exists, that set of common laws that binds many of the cities of Gor. Merchant Law extends past city walls, protecting commerce.

2. To make a claim as to unowned land outside of a city, you must place a yellow stake of claimancy into the ground during the morning. You must then wait by that stake and protect that land until sunset. At that time then, the land becomes yours and you may lay your Home Stone there.

3. The theft of a Home Stone may be one of the most heinous crimes that exists on Gor. This should not be surprising considering the Gorean beliefs concerning the importance of the Home Stone. Theft of such is commonly punished by extreme torture followed by death in boiling oil. Despite this, the theft of a enemy's Home Stone is also considered the greatest of glories, showing that the thief is favored by the Priest-Kings.

4. A person might be slain for not standing when speaking of his own Home Stone. It is unknown whether this is by law, Caste Code or simply custom. There is no description of the circumstances when this may be applicable either.

5. Only members of the High Castes may be elected to the High Council of a city. Each of the five High Castes votes for their own representatives on the High Council.

6. Only members of the High Castes may vote to elect a city's Administrator or to appoint a Ubar. Low Castes do not possess any voting rights.

7. There is a question as to whether free women may be members of the High Council and whether free women of the High Castes are permitted to vote. This is likely an issue decided on a city by city basis. There is some confusion because of a statement that seems to imply women are not permitted to vote. "Whereas it is only the men of high caste who elect members to the Council of the City,?" (Assassin of Gor, p.16) It is unclear whether "men" in this context refers solely to the male gender or whether it is used in a more generic sense to indicate all within the High Castes. But, as women are permitted to occupy the highest political position in a city, that of ruler, then it makes little sense why they couldn't occupy a lesser political position, such as being on a High Council or why they could not vote.

8. It is illegal to take a map of a city out of that city. It is also illegal for a non-citizen to make their own map of a city. As many city streets do not possess set names, it can be difficult for visitors to find their way around in a city. This can be an added defense mechanism, preventing invading armies from easily moving through a city toward intended targets.

9. In the high cities of Gor, the length of each Ahn during a day are all of the same duration. In other cities, they divide a day into ten Ahn during the daytime and ten at nighttime. Thus, the length of each Ahn will vary by season though the day is the same length. Thus in summer, daytime Ahn are longer than nighttime Ahn.

10. Citizenship is a privilege, not a right, and thus you must actively apply for it as well as continue to earn it throughout your life. "Citizenship, or its retention, on other than a nominal basis, in some cities, is contingent on such things as attending public ceremonies, such as an official semi-annual taking of auspices, and participating in numerous public assemblies, some of which are called on short notice." (Dancer of Gor, p.302-303)

11. "Citizenship in most Gorean communities is not something accrued in virtue of the accident of birth but earned in virtue of intent and application." (Slave Girl of Gor, p.394) Upon reaching your intellectual majority, you must perform the citizenship ceremony. The specifics of the ceremony will vary from city to city. In some cities, there may be a requirement that other citizens, non-blood relations, must vouch for you. In other places, you might be questioned by a committee of citizens to determine your worthiness for citizenship. The oath of allegiance may involve the touching or kissing of the Home Stone, the swearing of oaths, and maybe even the sharing of bread, fire and salt. A laurel wreath and mantle of citizenship may then be conferred upon the new citizen.

12. The nonperformance of the citizenship ceremony, within one year of reaching your intellectual majority, is punishable by expulsion from the city. This applies only to those individuals born within the city or born to citizens of the city. "The rationale seems to be that the community has a right to expect allegiance from its members." (Vagabonds of Gor, p.303)

13. Though reference is made to the age of intellectual majority, no specific age is ever provided. From circumstantial evidence in the books, the highest probability seems to be that it is fifteen years old.

14. You can renounce your existing citizenship and acquire citizenship in another city. Obviously, you must be accepted by this other city as a citizen, meeting all prerequisites that are in place.

15. One of the benefits of citizenship is that it provides some protection against foreign creditors. It is unknown whether this area is covered by Merchant Law or not.

16. The oath of disownment is a part of the Warrior Caste Codes as well as the rites of a city. In this irreversible ceremony, a family member is disowned. That family member loses all connection to their family, as well as losing their Caste. It appears that this oath is taken according to the Warrior Caste Codes by swearing upon the hilt of your sword. It is unknown how it is done according to city rites. The Ubar of a city took the oath on the medallion of his city. A common citizen would obviously need to use something else for such an oath.

17. Every citizen must journey, at least once, to the Sardar Mountains before they are twenty-five years old. The Initiate Caste monitors who goes and who does not. The Initiates also teach that misfortunes will strike a city if their youth try to avoid this sacred obligation. Sometimes the Initiate Caste will ask a person to make the journey at a specific time. In some cities and islands, such as Teletus, your family will receive a gold tarn disk if you make the journey when the Initiates request it.

18. "A man who refused to practice his livelihood or strove to alter status without the consent of the Council of High Castes was, by definition, an outlaw and subject to impalement." (Tarnsman of Gor, p.46) Outlaws lose all connection to their Home Stone and Caste, a terrible fate for a Gorean. They must live in the wilderness, struggling to survive. Few Goreans envy the fate of an outlaw.

19. Each city determines which Castes and subcastes will be legally recognized. They will also determine which Caste will be recognized as High Castes. For example, there may be cities where the Merchants Caste, normally a Low Caste, is legally recognized as a High Caste.

20. There is a crime of "attempting to deceive with respect to caste." This encompasses such actions as engaging in business under false pretenses and claiming explicitly to be of a caste other than your own. Such deceptions most often occur when people pretend to be Physicians. This crime does not apply to all actions that are part of a Caste's primary focus. For example, anyone, and not just a member of the Slaver's Caste, can legally sell a slave. But, that same person cannot claim to be a member of the Slaver's Caste if he is not.

21. It is legally permissible to change one's Caste though most Goreans would not willingly change their Caste, being proud of their Caste no matter how low it might be. In a Free Companionship, the woman can take the Caste of the man though the man cannot do the same. Otherwise to change caste, the High Council of the city must approve the change, based on your qualifications for the new caste and the willingness of the new caste to accept you.

22. Women in the Physician's Caste cannot engage in the full practice of medicine until they have first bore two children. In many cities, at age fifteen, women of the Physician's Caste will place two bracelets on their left wrist. One is then removed for each child that she bears. When both bracelets are removed, she can then engage in the full practice of medicine.

23. It is a capital offense for a locksmith, usually a member of the Metal Workers, to make an unauthorized copy of a key.

24. A Free Companionship, the Gorean form of marriage, lasts for a single year. If it is not renewed by the twentieth Ahn of the anniversary date, it will automatically dissolve.

25. A Free Companionship will dissolve earlier than one year if one of the parties is either enslaved or dies. The books do not state if the contract can be legally dissolved prior to the year end if the parties so agree. It seems likely most Goreans would simply wait out the year.

26. A woman does not change her name in a Free Companionship.

27. The "gens" name is the clan name (derived from an ancient Roman term). The gens can only pass through the male line. Females can keep their gens in a Free Companionship, if it is part of their contract, but they can never pass on the gens.

28. A person may have only one Free Companion at a time. In the equatorial jungles, men may possess multiple companions. For example, Bila Huruma possessed over two hundred companions.

29. Port Kar does not recognize the institution of Free Companionship. Free women in that city are simply known as the women of their men.

30. Many cities have at least one Sun Gate, a primary gate that is only open from dawn to dusk. Once dusk arrives, the gate is closed and it is very unlikely that it will be opened during the night. Most cities will have a special night gate that allows citizens to enter and leave the city at night.

31. Anyone who enters a city without permission is punishable by impalement. "Pikes on the walls of Gorean cities are often surmounted with the remains of unwelcome guests." (Outlaw of Gor, p.49)

32. All outlaws are forbidden entrance into the city and subject to impalement. Panther girls and talunas are considered outlaws.

33. Assassins, when bearing the mark of the black dagger on their forehead, are permitted entrance into a city without interference.

34. Members of the Castes of Players, Poets, Musicians and Singers may freely enter any city.

35. Heralds, bearing a gold slash on the left temple of their helmet or headgear, are immune from interference by any within a city. This is a form of diplomatic immunity.

36. Ambassadors possess the same diplomatic immunity as heralds.

37. Patents, which cover inventions, and copyrights, which cover written materials, are available in a city but their power extends only as far as the city wall. Merchant Law has been unsuccessful in introducing such on a more global scale. Thus, many craftsmen and manufacturers keep their formulas and plans in cipher to protect them from theft and unauthorized copying.

38. Forgery of an official city seal on mercantile products is illegal. This is to help protect the integrity of official city products.

39. Each city commonly holds a Merchant's Foot and Stone and these are available for the city's Merchants to verify their own personal measuring devices. Any Merchant found to be using a deceptive Foot or Stone will be punished.

40. For legal and commercial purposes, certain letters have been standardized. These would include those representing weights and measures, as well as the "kef."

41. Instruments of debt can be transferred, usually for some discounted amount, and the transferee can then attempt to collect on the face value of the instruments. Bounty creditors often avail themselves of this opportunity.

42. Shaving, clipping, cutting or slicing off metal from any coin is considered to be theft and fraud. This debases the value of the coin.

43. Crests, signs and family emblems can be registered and their use will be legally restricted.

44. Robes of concealment and veils may or may not be required by law for free women. In some cities, such as Ar and Ar's Station, it is only custom while in others it is actual law. In some cities, an unveiled free woman is susceptible to being taken into custody by guardsmen, then to be veiled, by force if necessary. Repeated offenses can even lead to enslavement. Even where it is only custom, it is strongly recommended that all free women wear robes and veils in public.

45. In cities where robes and veils for free women are not legally mandatory, there are other pertinent laws restricting how much bare skin a free woman may show. If too much skin is shown, then the woman is subject to possible enslavement. "If you would be stripped as a slave, then be a slave, it is said." (Dancer of Gor, p.157)

46. Face stripping a free woman, forcefully removing her veils against her will, is a serious crime.

47. In some cities, it is a crime to bring pleasure silk in contact with the flesh of a free woman. It is considered to be too exciting and sensuous.

48. Free women are rarely, if ever, permitted to play Kaissa. It also does not appear that women may belong to the Caste of Players.

49. Weapons are not prohibited from being carried into an Initiate's temple.

50. Non-Initiates may not enter the sanctuary area of an Initiate's temple unless they have received the chrism of temporary permission. This is considered to be an inferior annointing and of temporary efficacy.

51. Insulae, tenements, may be constructed no higher in a city than a certain height. That height restriction will vary from city to city.

52. By law, the central waste vat in all insulae must remain covered at all times.

53. Any person apprehended wearing or possessing a tunic that is lined with a different color, which could be turned inside out to alter one's identity, is subject to possible impalement.

54. Dar-Kosis is a dreaded and highly contagious disease without a cure. Dar?kosis is considered to be a holy and it is considered heresy to shed their blood though they can be stoned. It is also considered heresy to try to seek a cure for this disease. It is unknown if this has been enacted as a law in any Gorean city.

55. "Those who contract the disease are regarded by law as dead." (Assassin of Gor, p.266) Thus, a person who contracts Dar-Kosis will lose all of their possessions, which shall then pass either by will or by the intestate laws.

56. Thievery is illegal and harshly punished. In most cities, a first offense is punished by an ear notching. Penalties for subsequent offenses will vary by city and gender. In most cities, a free women found guilty of a second offense is enslaved. If a free man is found guilty of a second offense, he often will lose one of his hands. For a third offense, a man might lose his other hand, or in some jurisdictions, his other hand and both feet.

57. There is a Caste of Thieves in Port Kar, the only one of its type on Gor. Thievery is still illegal in Port Kar, though the penalties are different. It is legal to slay a male thief, or enslave a female thief, if the thief is caught within one Ahn of the theft. Once an Ahn has passed though, then the thief must be handed over to the Arsenal police for a hearing or trial. If then found guilty, a male thief will be sentenced to hard labor in the Arsenal or on the wharves for a period ranging from one week to one year. A female thief would be sentenced to serve in a penal brothel for a period ranging from one week to one year.

58. There is a method of dispute resolution called the "rite of knives." Unfortunately, there is little information on its application. It is essentially a fight to the death and is used in place of a trial. The fight may be just with daggers. As it is called a rite, it may not have any true legal effect but may instead be an ancient custom. This might even be a part of the Warrior Code. We do know though that a freed Panther Girl asked to participate in this rite against another woman. Tarl Cabot granted her request. Thus, this rite apparently may include female participation.

59. Adoption is legally practiced on Gor.

60. Forest fires are considered to be terrible disasters and the penalty for anyone who starts such a fire is to be burnt alive.

61. It is illegal to smuggle the beans used to make black wine out of the territory of Thentis. These beans are only grown within the territory of Thentis.

62. It is the right of all people, free and slave, to receive the Stabilization Serums, the Gorean life extension treatment. This may be one of the only rights that a slave possesses. It is unknown whether a slave owner could deny the Serums to his own slave, though there would seem to be little reason for such a denial.

 

Slavery Issues


63. By law, the Slaver's Caste is a subcaste of the Merchant's Caste. The Slaver Caste though often prefers to consider themselves a separate Caste. It is unknown whether this determination is part of Merchant Law or not.

64. Any person, male or female, is subject to potential enslavement. Though women are more likely to be enslaved, men can still be enslaved through capture or legal process. Women are about ten times more likely to be enslaved than men.

65. There are two basic legal statuses on Gor: free and slave. Unless you are legally owned, then you are considered technically free, even if you are a prisoner, captive or outlaw. As a free person, you possess legal rights that slaves do not possess.

66. According to Merchant Law, a person is considered to be a prisoner and not a slave, as long as they have not been branded, collared or performed a gesture of submission.

67. Legally, slaves are considered property, on the same level as domestic animals. Their owner may do anything they wish to them without repercussion. An owner can even mutilate or kill his own slave with impunity. Their power over their own slave is absolute.

68. Slaves may not own anything. Even though they may use goods, they do not own them. Such items remain the property of the slave's owner. No matter what gifts a slave may receive, they cannot own such gifts. Those gifts too would belong to the slave's owner.

69. A slave does not even own their own name. Their owner can change their name at will, and as often as they desire. "Indeed, from the Gorean's point of view, one of the most fearful things about slavery is that one loses one's name. That name which he has had from birth, by which he has called himself and knows himself, that name which is so much a part of his own conception of himself, of his own true and most intimate identity, is suddenly gone." (Outlaw of Gor, p.197)

70. No Player, Musician, Poet or Singer Caste member may be enslaved within a city's limits. This does not mean they are immune from prosecution from violating city law. They can still be arrested, imprisoned, tortured and executed. They are simply immune from enslavement. "There is a saying to the effect that he who makes music must, like the tarn and the Vosk gull, be free." (Kajira of Gor, p.298)

71. The institution of the capture of women is honored by most cities, provided the women captured belong to an enemy. The subject of "capture rights" pertains to all forms of property, including slaves. Active possession is regarded as crucial by the law. Thus, theft and capture will confer certain rights over the property.

72. A slave must fully serve anyone who possesses her, even a thief or captor. If the slave attempts to run away from her thief or captor, she will be deemed to be a runaway. Free women are permitted to escape from a captor as long as they have not yet been enslaved. The point of this law is to maintain slaves in a state of bondage while also encouraging men to be bold. "The average man of this world would no more think of stealing a slave within his own city, or a host city, one which has extended the courtesy of its walls, than he would of any other act of illicit and dishonorable brigandage." (Witness of Gor, p.497)

73. If a lost, stolen or runaway slave is taken by another person, the original owner has only one week to regain his property before legal title passes to the new owner. The slave remains the property of the original owner only for that one week if he does not regain possession. This likely refers to a Gorean week, which is only five days long.

74. A person who is found to possess a stolen slave might not be convicted or any crime if they are truly ignorant of fact that the slave was stolen.

75. If a captured free woman submits to her captor, she will become his slave. "It had been within the context of his capture rights that she had, as a free woman, of her own free will, pronounced upon herself a formula of enslavement. Automatically then, in virtue of the context, she became his. The law is clear on this. The matter is more subtle when the woman is not within a context of capture rights." (Players of Gor, p.21)

76. A free woman who submits to a particular man, when there is no capture involved, may or may not become a slave. This will be dependent upon city law. "The matter is more subtle when the woman is not within a context of capture rights. Here the matter differs from city to city. In some cities, a woman may not, with legal recognition, submit herself to a specific man as a slave, for in those cities that is interpreted as placing at least a temporary qualification on the condition of slavery which condition, once entered into, all cities agree, is absolute. In such cities, then, the woman makes herself a slave, unconditionally. It is then up to the man in question whether or not he will accept her as his slave. In this matter he will do as he pleases. In any event, she is by then a slave, and only that." (Players of Gor, p.21)

77. "In other cities, and in most cities, on the other hand, a free woman, may, with legal tolerance, submit herself as a slave to a specific man. If he refuses her, she is then still free. If he accepts her, she is then, categorically, a slave, and he may do with her as he pleases, even selling her or giving her away, or slaying her, if he wishes." (Players of Gor, p.21)

78. In some cities, a free woman who kneels before a man or addresses him as Master effects legal imbondment on herself. Such actions are considered to be gestures of submission.

79. A free woman can sell herself into slavery. But, once the sale is complete, the woman cannot then revoke it.

80. "Any free woman who couches with another's slave, or readies herself to couch with another's slave, becomes herself a slave, and the slave of the slave's master." (Magicians of Gor, p.7) This is known as the "couching law" and exists in Ar, though it may have been adopted by other cities as well. There are clearly though some cities, like Vonda, that do not have such a law because reference is made to free women freely lending their male slaves to a female guest. The couching law does not prevent a woman from having sex with a slave she owns. It is important to note that a violation can occur even though actual sex never occurs. Simply preparing to have sex is sufficient. "By such an act, the couching with, or readying herself to couch with, a slave, as though she might be a girl of the slave's master, thrown to the slave, she shows herself as no more than a slave, and in this act, in law, becomes a slave." (Magicians of Gor, p.303); . Special seduction slaves are used by some slave owners to trap free women. Milo, from Magicians of Gor, is a prime example of a seduction slave. His owner, Appanius, used Milo to entrap numerous free women. Tarl Cabot would also use Milo to entrap Talena and enslave her.

81. If a father cannot pay his debts, his daughter will become a slave of the state. She will then be put up for sale at a public auction. The proceeds of her sale will be used to equitably satisfy her father's creditors.

82. A free woman who cannot pay her own debts will be enslaved. Under the redemption laws, a person can pay the woman's debts and thus claim ownership of her. That owner could free the woman if he so desired, or keep her as a slave. If no one redeems a female debtor within a certain time period, not specified in the books, she will then be sold to
Slavers.

83. There is no law that states a man may enslave a free woman of his Home Stone because she has insulted or disrespected him.

84. Free women may be legally enslaved if they engage in "conduct indicating suitability for the collar." "The principle he had alluded to pertains to conduct in a free woman which is taken as sufficient to warrant her reduction to slavery. The most common application of this principle occurs in areas such as fraud and theft. Other applications may occur, for example, in cases of indigency and vagrancy. Prostitution, rare on Gor because of female slaves, is another case. The women are taken, enslaved, cleaned up and controlled. Indulgence in sensuous dance is another case. Sensuous dance is almost always performed by slaves on Gor. A free woman who performs such dancing publicly is almost begging for the collar. In some cities the sentence of bondage is mandatory for such a woman." (Renegades of Gor, p.372). Other actions can qualify as well. "In many cities, such actions, attempting to spy on masters and slaves, disguising oneself as a slave, garbing oneself as a slave, even in the supposed secrey of one's own compartments, lingering about slave shelves and markets, even exhibiting an interest in, or fascination with, bondage, can result in a reduction to bondage. The theory is apparently that such actions and interests are those of a slave, and that the female who exhibits them should, accordingly, be imbonded." (Magicians of Gor, p.50) Even wearing slave beads could be a reason for enslavement. This principle only deals with actions and not thoughts. "Conduct indicating suitability for the collar, of course, can be interpreted in various ways, and more broadly and narrowly. It is almost always understood, of course, fortunately for women, and as I suppose the phrase itself makes clear, in the special legal sense of the phrase, as having to do with overt behavior rather than psychological predispositions and such." (Renegades of Gor, p.372)

85. It is illegal for a person on their own to collar a free woman for "conduct indicating suitability for the collar." Free women who may have violated this legal principle must be brought before a magistrate or judge for a legal determination as to whether there has been a violation sufficient to warrant a reduction to slavery.

86. Earth girls do not have a Home Stone so there are no legalities that prevent their capture and enslavement.

87. A free woman may do a form of limited self-contracting where she legally becomes a slave for a specific time period, commonly ranging from one night to one year. She cannot end this contract earlier than the specified time period. Once the contract takes effect, she becomes a slave with no legal powers at all. This curious contractual arrangement is not described in great detail. It raises numerous legal dilemmas that can only be speculated about. The books do not state that the contract covers any contigencies or limits the slavery in any way. The woman becomes an actual slave. That would seem to mean she could be freely killed. What would happen is she was sold? Does the contract prevent that? Would the time period still apply if she was sold? What would happen if she was stolen? This passage seems to raise far more questions than it answers.

88. "And yet it was not a strange thing, particularly not on Gor, where bravery is highly esteemed and to save a female's life is in effect to win title to it, for it is the option of a Gorean male to enslave any woman whose life he has saved, a right which is seldom denied even by the citizens of the girl's city or her family. Indeed, there have been cases in which a girl's brothers have had her clad as a slave, bound in slave bracelets, and handed over to her rescuer, in order that the honor of the family and her city not be besmirched." (Priest-Kings of Gor, p.161) It is unknown whether this is codified in city law or whether it simply exists as custom.

89. "The collar, by Gorean law, cancelled the past."   When a person is enslaved, they begin a new life as a slave and may not be held accountable for any crimes that occurred while they were free.

90. The property of a person who is enslaved will be transferred to the nearest male relative or the nearest relative if no male exists, or to the city, or a guardian. Even if the slave is later freed, their property cannot ever be recovered.

91. A child, born of a slave, becomes a slave and belongs to the mother's owner. The key to this law is the status of the mother at the time of birth, not conception.

92. By the law of Tharna, a person conceived by a free person on another free person is a free person, even if later carried and borne by a slave. Thus, slaves would often be temporarily freed for the purpose of conception and then reenslaved afterwards.

93. By recommendation of Merchant Law, there are three standard marking places for brands, on the left thigh, right thigh, and lower left abdomen. Slaves though may be branded on any part of their body.

94. It is illegal to sell a slave, without the owner's permission, that is not your own. The penalty varies according to the gender of the seller. If the seller is a man, the penalty is exile, and if the seller is a woman, the penalty is enslavement.

95. It is illegal to offer an unbranded slave in a public sale.

96. It is illegal to sell a slave as auburn haired if she is truly not so.

97. It is a felony to forge or falsify pedigree papers on any slave. Such papers might include information on brand type, a number of different measurements, types of training received; a place for sales endorsements for when a girl changes hands and a remark section for miscellaneous information.

98. A certification of a slave girl's heat may be given in certain cities. Her degree of heat will be listed on the sale documents. It is done in few cities though because of the potential for fraud on the part of the buyer. A buyer might use a girl for a month and then seek a refund based on the guarantee of her level of heat.

99. A slave, on threat of torture and impalement, must endure whatever abuse a free person cares to inflict on her. This is stated to apply within Ar and on Gor in general.

100. Any free person may discipline an insolent or errant slave, even one who is in the least bit displeasing. If the slave is killed or injured, the free person need only pay compensation to the master and only if the master requests such compensation. This does not give you the right to injure or kill someone else's slave. It simply states the penalty for such a violation. "One did not have the right, for example, to kill or maim the slave of another, any more than any other domestic animal which might belong to someone else. In this sense the slave is accorded some protection from free persons who do not own her in virtue of certain general considerations of property law." (Magicians of Gor, p.330)

101. If a slave strikes a free person, the penalty is commonly death by impalement, preceded by lengthy torture.

102. It is a capital offense for a slave to wield any weapon. The definition of what constitutes a weapon is unclear. It does appear that slaves may use razors and knifes for certain domestic duties. Though that may be permissible, if the slave attempted to use those items as weapons, then they would be guilty of this offense.

103. It is a capital offense for a slave to claim caste.

104. It is a capital offense for a female slave to wear the garment of a free woman.

105. It is illegal for a slave to wear veils.

106. A male slave may be slain for touching either a free woman or a female slave without permission.

107. If a slave fails to kneel in the presence of a free person, it can be a capital offense, especially if the slave intentionally fails to do so. In that case, the slave may be tortured to death.

108. Slaves may not touch or handle money. This is not applicable in all cities. For example, in Ar, at least one prominent slave, Milo, was given spending money.

109. In any legal proceedings, the testimony of slaves may be taken by torture. This is solely in the discretion of the courts.

110. For a slave to runaway from her owner is a serious offense. For the first offense, the penalty is commonly a severe beating. But she is only allowed that single mistake. The penalty for a second offense is usually hamstringing. That will makes her useless, but it is considered a good object lesson for other slaves.

111. Slaves are not permitted outside a city's gates unless accompanied by a free person.

112. Slaves are not permitted on the city streets after nightfall.

113. Slaves are not allowed in temples. It is felt that they would defile it.

114. It is illegal for slaves to play Kaissa. It is considered an insult to free men, not only for a slave to play but even to touch the pieces. A slave might have their hands cut off or be killed for touching Kaissa pieces without permission.

115. The crime of false yielding is a capital offense. It is considered to be easy to detect, through infallible physiological signs.

116. Female slaves must wear a visible token of their slavery within the city limits. Male slaves are usually exempt from this law because it is thought that it would not be beneficial for male slaves to understand their true numbers. There are worries of slave revolt.

117. Slaves are not allowed to build anything. That right is reserved for free people only. Port Kar though is an exception as it was the only city built by slaves.

118. It is illegal for slaves to touch or handle legal documents.

119. Slaves may not teach free people. By teaching someone, they are placed in your debt and nothing can be owed to a slave.

120. A slave may not laugh at a free woman and may be whipped for such an action.

121. The unauthorized rape of slave girls, without the permission of her master, is officially frowned on, and even illegal in some cities, but it is often ignored. Such actions are not uncommon in peasant villages. Sometimes such actions are even encouraged. Such encouragement may be done to pacify the natural aggressions of male youths, aggressions that might otherwise result in destructive behavior. It may also be a means to encourage manhood as well as to protect free women from their attentions. Slave owners who are truly worried about such unauthorized slave rape should keep their slaves inside or put them in iron belts.

122. Slaves are not permitted to sit in chairs and might be whipped or slain for doing so.

123. Freed slaves require explicit papers of manumission or they may be enslaved again without repercussion. Slaves who have been branded or had theirs ears pierced and later freed should definitely keep their papers handy at all times.

Miscellaneous Items


124. In Tharna, prior to its revolution, any non-citizen who remained in the city for more than ten Ahn would be enslaved. No warning of this law was given to those who entered the city and ignorance of the law was not a defense.

125. In Tharna, after its revolution, any free women entering the city, who are non-citizens, must temporarily don slave collars, slave tunics and leashes while she remains within the city.

126. In the city of Port Kar, if you defeat a man in fair combat, and then permit him the death of blood and the sea, then all of his properties became yours. Essentially, you permit the victim to see Thassa before he dies. This is how Tarl acquired his initial fortune when he arrived in Port Kar.

127. Port Kar owns several preserves in the northern forests so that they can claim its timber. They punish anyone who engages in illegal cutting or pasturage.

128. In the port city of Schendi, they sometimes use a "scimitar of discipline" to sever a slave's feet that have been locked in an ankle rack. It is unknown whether the scimitar is used only on slaves or not.

129. Within the city of Tor, they are very strict against thievery. For a first offense, a male thief will have his right hand severed while a female thief will be enslaved.

130. In the Tahari region, the destruction of a water source is a terrible offense, probably the most heinous crime in that area.

131. In Torvaldsland, if you kill someone, you may be assessed a wergild, a price that must be paid in compensation for the death. The amount of a wergild is generally set by the victim's family.

132. In Torvaldsland, there is an ordeal to determine whether someone is telling the truth. A man must hold two red hot, metal bars and carry them a distance of twenty feet. The book does not explain though what will determine whether he is honest or not. Is it merely being able to accomplish this task? Or are the hands examined to see if the person is burnt or not, with a burn indicating dishonesty? That was how honesty was determined in some places in the Earth's history.

133. In the equatorial regions, under the hegemony of Bila Huruma, areas of Lake Ushindi are used for punishing some criminals. In those areas where many tharlarion are known to exist, there have been placed high poles in the water. These poles do not have any platforms. Criminals are placed on these poles, to cling to them for a period of time.

Obviously, if they cannot hold on, they will fall to the tharlarion.

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http://www.geocities.com/delphius2002/id19.htm
Scroll # 3
Gorean Time, Money, and Measurements
(#3, Version 5.0)
Time

The passage of years is measured differently in each city, usually according to that city's list of Administrators or Ubars. For example, it might be the tenth year in the Administration of someone or the fifteenth year of this Ubar. Some cities rely upon the calendar of Ar which is considered a standard in certain areas. In the Arian calendar, the years are marked in Contasta Ar (C.A.), since the founding of Ar. Ar is allegedly over 10,000 years old. Some of the barbarian cultures, such as the Wagon Peoples and Red Savages, have their own calendars. The Wagon People actually have two different calendars.
Gorean years are generally calculated from one vernal equinox to the next. Turia though uses the summer solstice as their New Year. There is no known Gorean term for a year. A year consists of twelve months and thirteen hands. Each month equals five weeks, each week consisting of five days. This means a Gorean year has 365 days. There is no known Gorean term for a month. In between each month is a Passage Hand, a five-day period. In many cities the Twelfth Passage Hand is a time of carnival, a festival of merriment. Players of Gor provides an excellent example of a carnival in Port Kar.
The Twelfth Passage Hand is followed by the Waiting Hand, a five-day period prior to the vernal equinox, which marks the New Year. The Waiting Hand is a solemn time when little business is done and many Goreans stay home. It is a time of fasting, meditation and mourning. The doors of many homes are painted white, sealed with pitch and branches of the brak bush are fastened to them. The brak bush is meant to keep bad luck away. On the dawn of the vernal equinox, a ceremonial greeting of the sun takes place within the city. The end of this greeting is signified by the ringing of great bars suspended above the city. The people then exit their houses, washing the pitch away and burning the brak bush. The festivities will last for the first ten days of the month. The Initiates do not make much of the Waiting Hand in their ceremonies and preachments so it is unlikely of much religious significance.
En'Kara-Lar-Torvis, commonly called En'Kara, is the first Gorean month, which would correspond roughly to the middle of the Earth month of March. It is the month of the vernal equinox. The term translates as the "First Turning of the Central Fire." The Central Fire is a Gorean term for the sun. According to Ar and some other cities, Hesius is the second month and Camerius is the third month. In Ko-ro-ba, the month of Camerius is known as Selnar. Se'Kara-Lar-Torvis, or Se'Kara, is the month of the autumnal equinox. The term translates as the "Second Turning of the Central Fire." En'Var-Lar-Torvis, or En'Var, is the month of the summer solstice. The term translates as the "First Resting of the Central Fire." Se'Var-Lar-Torvis, or Se-Var, is the month of the winter solstice. The term translates as the "Second Resting of the Central Fire." The four "Lar-Torvis" months are common to most Gorean cities. The names of the rest of the months vary widely.
A Gorean day is divided into twenty Ahn, numbered consecutively. The tenth Ahn is noon and the twentieth Ahn is midnight. A Gorean day is the same length as an Earth day. An Ahn is similar to an Earth hour but the length of each is different. Each Ahn consists of forty Ehn, or minutes, and each Ehn of eighty Ihn or seconds. An Ihn is only a little longer than an earth second. In Earth terms, an Ahn is equal to 1.2 hours, or 72 minutes. An Ehn is equal to 1.8 minutes, or 108 seconds. An Ihn equals 1.35 seconds.
The duration of an Ahn may vary in other cities. Some cities divide their days by assigning ten Ahn to their daylight hours and ten to their night hours. Thus, in the summer, the day Ahns last longer than the night Ahns. Despite these differences, their days are still the same length as all other cities. It is only the length of some Ahns that varies.
Time bars are commonly rung in the city to signal each hour. Chronometers, watches, are rare and valuable. Their hands move counterclockwise and have a sweeping Ihn hand. Official clocks are adjusted, according to certain astronomical measurements, by the Scribe Caste. The average Gorean also has a variety of other simple devices to mark the passage of time. These include marked or calibrated candles, sun dials, sand glasses, clepsydras (water clocks) and oil clocks.
Gorean Calendar (Not all the months were named in the books)
En'Kara (Vernal equinox/First month)
First Passage Hand
Second Month (Known as Hesius in Ar)
Second Passage Hand
Third Month (Known as Camerius in Ar and Selnar in Ko-ro-ba)
Third Passage Hand
En'Var (Summer solstice/Fourth Month)
Fourth Passage Hand
Fifth Month
Fifth Passage Hand (Love Feast)
Sixth Month
Sixth Passage Hand
Se-Kara (Fall equinox/Seventh Month)
Seventh Passage Hand
Eighth Month
Eighth Passage Hand
Ninth Month
Ninth Passage Hand
Se'Var (Winter solstice/Tenth Month)
Tenth Passage Hand
Eleventh Month
Eleventh Passage Hand
Twelfth Month
Twelfth Passage Hand (Carnival time)
Waiting Hand
Coinage
There is little standardization in currency exchange rates throughout Gor. These ratios vary from city to city. The bankers, or literally the coin merchants, try to standarize coinage at each Sardar Fair but their motion never passes. Certain coins though are respected and accepted throughout the civilized cities. These include such coins as the gold tarns of Ar, Ko-ro-ba and Port Kar, golden staters from Brundisium, and the silver tarsk of Tharna.
On Gor, the basic unit of currency is the tarsk coin, made of copper or silver. Each city then decides on the ratio between such coins. A tarsk bit is the smallest unit of currency. From four to twenty tarsk bits equals one copper tarsk. From forty to one hundred copper tarsks equals one silver tarsk. Ten silver tarsks equal one gold tarn disk. Gold tarn disks are also made in double weight. Some coins may be split into pieces to make change. A coin is about 1.5" in diameter and 3/8" thick. There is a tarn or tarsk on one side and usually a letter to identify the city of origin on the other side. There is no paper currency on Gor.
The early novels mentioned the existence of copper and silver tarn disks but the later books, especially when discussing exchange rates, omit these coins. If you monitor the appearance of these tarn disks, they begin to disappear from the books as they progress. And the initial books neglect to mention tarsk disks. This seems to be another area where Norman chose to change matters in the latter books. The latter books should be taken as more authoritative in this matter as they are the ones where the issue of coinage is more thoroughly described. Tribesman of Gor, #10, may be the last book to mention a copper or silver tarn disk.
To most Goreans, a silver tarsk is a coin of considerable value. A gold tarn disk is more than many common laborers earn in a year. A gold tarn may buy a tarn or five slave girls. Five pieces of gold is a fortune and one can live in many cities for years on such resources. For the most part, many items on Gor will sell for copper tarsks. Business is often conducted by notes and letters of credit. Most cities have their own mints. Coins are struck, one at a time, by a hammer pounding on the flat cap of a die. Coins are not made to be easily stacked. In some cities, such as Tharna, coins are drilled so that they might be stringed.
A coin is a way in which a government certifies that a given amount of precious metal is involved in a transaction. It saves the need of weighing and testing each coin, thus making commerce much easier. But, some less scrupulous people may shave coins, slicing slivers of metal off of them. This is akin to theft and fraud. The coin is worth less than it should be.
Measurements
All directions on Gor are calculated from the Sardar Mountains. There are two main directions, Ta-Sardar-Var and Ta-Sardar-Ki-Var. They are also simply called Var and Ki-Var. Var means a turning toward the Sardar, almost like facing north. Ki-Var means not turning to the Sardar. But, Ki-Var is never used as a designation or direction on a map. The Gorean compass is divided into eight quadrants, as opposed to the four used on Earth. Starting with Var, in clockwise order, then comes Ror, Rim, Tun, Vask (also known as Versus Var), Cart, Klim and Kail. There is also a system of longitude and latitude figured on the basis of the Gorean day with Ahns, Ehns and Ihns.
A Gorean compass commonly has a luminescent dial and needle. The needle always points to the Sardar Mountains. It may also have a chronometer on the back. You press a tab to open the back panel and reveal the time piece.
A pasang is about seven-tenths of a mile. Most travel distances are expressed in pasangs. Speeds are also expressed in these units.
A hort equals 1 1/4 inches. Ten horts equal a Gorean foot, which is about 12 1/2 inches long. Height is normally expressed in horts. There are tape measures that are marked in horts.
An ah-il is the distance from the elbow to tip of the middle finger, about eighteen inches. This is similar to an Earth cubit. Ten ah-il equal one ah-ral. Cloth is commonly measured in these units. Ah-ils are not used to express height.
A huda equals five tefa. Six tefs equal one tefa, a tiny basket. A tef consists of a handful, with the fingers closed, of produce.
A stone equals about four pounds. A weight equals ten stone. Weight is normally expressed in stones.
A talu is equal to about two gallons.
There is an official Merchant's Stone, Weight and Foot. The Stone and Weight are solid metal cylinders while the Foot is a metal rod. They have been standardized by Merchant Law and are kept near the Sardar. Each city also keeps their own standard and can compare it to the official ones at any of the Sardar Fairs. Each Merchant will also keep their own standard that they can check against their city standard. Less scrupulous Merchants may use deceptive standards to cheat their customers.
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Scroll #4Gorean Language and Terms
http://www.gor-now.net/delphius2002/id20.htm

(#4, Version 5.0)
Language

The "Language" is the common tongue of Gor, with several related dialects or sublanguages. It helps to hold together Gor's many diverse parts. If you cannot speak it, you are commonly considered a barbarian. Gorean is considered a strong language but that can also be supple and beautiful. Those of Ar are said to have a gentle, liquid accent. There is also an accent that differentiates the High and Low Castes, though some of the higher artisan castes speak with an accent close to the High Caste. There is also an archaic form used mainly by the Initiates called Old Gorean. Physicians also keep their records in Old Gorean. Other languages also exist on Gor including those of the red hunters, the red savages and the natives of the southern jungles. The Priest Kings and Kurii also possess their own languages.

In Gorean script, the first line is commonly written left to right and the second line from right to left. This continues in an alternating manner. Thus, you must read and write even numbered lines backwards. It is said to be read and written "as the ox plows." Gorean may be printed or written in cursive script. Each city usually has a recognizable style of writing. Certain letters though have been generally standardized for legal and commercial purposes. There is also a shorthand form of script. Goreans capitalize more nouns than we would in English. Context usually denotes when a Gorean noun will be capitalized. In the Tahari region, though they speak Gorean, they use a different system of writing called Taharic.

The Gorean alphabet has twenty-eight letters including: al-ka ("a"), ba-ta ("b"), delka ("d" shaped like a triangle), eta ("e"), homan ("h"), ina ("i"), kef ("k"), mu ("m"), nu ("n"), omnion ("o"), kwah ("q"), ar ("r"), shu ("s"), tau ("t"), sidge, tun, val, altron. The last four letters are not explained in the books so it is only guesswork as to what they may represent. Sidge, likely derived from cuneiform, may represent "c." Val could represent "v." Altron may represent an "l" sound. There are nine vowels in Gorean, four of which have been identified. There are two "l" sounds and one of them is rolled. "W" exists only in words of Earth origin. Many letters have a variety of pronunciations depending on their linguistic context. Unfortunately, a complete alphabet is not listed in the novels.

Illiteracy is common on Gor, especially for those of the Low Castes. Literacy usually follows caste lines, the High Castes tending to be literate. But, some Warriors are illiterate or pretend to be as they do not feel warriors should be so. Other warriors are very proud of their literacy. But, illiteracy is not taken as a mark of stupidity. Many Goreans also possess remarkable powers of memory. As children, they learn a variety of mnemonic devices to train their memory retention skills. Many poets and singers remember their works and never put them down on paper. Music is never written down either, it is simply memorized and passed down from teacher to student. In addition, many Goreans play Kaissa without the use of a board, relying on memory alone.
 
Words

The following are some selected Gorean words and their meanings. The meaning of some of these words was never explicitly stated so guesses have been made in a couple areas. This list is not comprehensive and just includes a number of useful or interesting words.

1.  "Ai, Aii, Aiii"==variously spelled, this is a word of exclamation that at times means "yes" and at other times may be an exclamation of surprise, fright or acknowledgment. But, this is not a word in the Gorean language. It is simply English slang. This is verified by consulting Norman's three books of the Telnarian Histories. Those novels do not deal with Gor but they do use the word "Ai" in the exact same way as it is used in the Gor novels.

2.  "Aria"==a word of possession for Ar; may be translated as "Ar's" or "of Ar"; For example, the phrase "Viktel Aria" can be translated as "Ar's Triumph" or the "Triumph of Ar."

3.  "Aulus"==flute

4.  "Ax"==this word is the same in Gorean as in English.

5.  "Bana"==beads of great value like gems or a string of pearls; a slave would rarely wear these

6.  "Bara"=belly

7.  "Bina"==slave beads; cheap beads of little value, usually on a necklace

8.  "Canjellne"==a challenge

9.  "Civitatis"==of the city of; "Civitatis Trevis"==of the city of Treve

10. "Con"==from

11. "Da"==here

12. "Dar"==holy, priest

13. "Delka"==delta of a river

14. "En"==first

15. "Fora"==chain. plural==fori

16. "Gor"==Home Stone; It means the same thing in all the languages on the planet.

17. "Har-ta"==Faster

18. "Ho"=common prefix indicating a lineage. The word "Ho" is also used almost as a form of greeting or attention getting in the books. But, in that context, it is not an actual word in the Gorean language. It is simply English slang. This is verified by consulting Norman's three books of the Telnarian Histories. Those novels do not deal with Gor but they do use the word "Ho" in the exact same way as it is used in the Gor novels.

19. "Hrimgar"==barrier

20. "Kaissa"==this is a generic term for a game, but often refers to Gorean chess

21. "Kajira"==female slave, plural=kajirae

22. "Kajirus"==male slave, plural=kajiri (This plural also refers to a group of mixed-sex slaves)

23. "Kan-lara"==slave brand; "Kan-lara Dina"==dina slave brand

24. "Kara"==turning

25. "Ki"==indicates a negation; the word is usually translated as "not"; this is not the general word in Gorean for "no."

26. "Ko-lar"==collar (Some claim this is not truly a Gorean word. There is a single passage concerning this word in Slave Girl of Gor. The Gorean word is not pronounced the same as the Earth word "collar." It is pronounced the way "ko-lar" is spelled. The words "kajira" and "kan-lara" seem to indicate a preference for the "k" sound in such words. This would lend some support to the acceptance of "ko-lar" as a valid Gorean word.)

27. "Kosis"==disease

28. "La"==Multiple meanings depending on the context. May mean "Who are you?" "You are?" "I am" This is the feminine version.

29. "Lar"==central

30. "Lar-Torvis"==The Central Fire, the Sun

31. "Lesha"==leash

32. "Lo"==Masculine version of "la"

33. "Mira"==my

34. "Nadu"==kneel

35. "Nykus"==victory (This is derived from the Greek word "nike" which has the same meaning)

36. "Or"==Ten

37. "Oralu"==Thousand

38. "Orlu"==Hundred

39. "Pagar"==Pleasure

40. "Rarius"==warrior; Rarii=plural

41. "Sa"==daughter.

42. "Sa-Fora"==Chain Daughter, a slave.

43. "Sa-Tarna"==Life-Daughter, the staple yellow grain.

44. "Sa-Tassna"==Life-Mother, meat; Also refers to food in general

45. "San"==one; feminine is sana

46. "Sa'ng"==without

47. "Sa'ng-Fori"==Without chains: freedom or liberty.

48. "Sar"==king

49. "Sardar"==Priest-King

50. "Se"==second

51. "Ship"=this word is the same in Gorean as in English.

52. "Sula"==may mean either "back" or "prone"

53. "Ta"==to

54. "Ta-Sardar-Gor"==To the Priest Kings of Gor; a toast (This is sometimes seen online as "Tar-Sardar-Gor, but "Ta" not "Tar" is correct)

55. "Ta-teera"==slave rag

56. "Tasta"==the founding, the start or beginning

57. "Tor"==light

58. "Tor-tu-Gor"==Light upon the Home Stone: the Sun; most common phrase for the sun

59. "Torvis"==fire

60. "Tu"==two meanings: First, you are; Second, upon.

61. "Urth"==This is not a Gorean word. It was never used in the books. There is no known Gorean term for "Earth." Simply use the term "Earth."

62. "Var"==This has three meanings. First, a resting in months. Second, a turning in directions. Third, "what is."

63. "Veck"==possibly means "stand" or "awaken" (This is never clearly defined in the novels but from its context either of these two might be the definition)

64. "Verus"==true

65. "Viktel"==triumph
 
Common Phrases, Word Concepts and Gestures

1.  The Gorean word for "stranger" is the same as enemy.

2.  The Gorean word for "mountain" refers to a mountain of soil, stone or ice. There is no difference to Goreans as to the makeup of a mountain as to call it something different. An iceberg is simply a mountain of ice.

3.  The term "we" refers to only a group of free persons. A single free person, with many slaves, would not refer to his group as "we."

4.  "Hail (followed by a name)" is a form of greeting reserved for experts and champions at some activity. A Master Player, Tarn Racing Champion, Master Swordsman or Ubar would be greeted in this manner.

5.  "Tal" is the most common greeting and is usually accompanied with the right hand raised to shoulder level, palm inward, facing the body. This signifies that the person being greeted is not considered an enemy. The gesture shows that the hand is devoid of any weapon. As slaves are not permitted weapons, then this salute would be ludicrous. As slaves must also respect all free persons, they cannot consider any to be their enemy. Thus the salute might even be considered an insult to a free person. Thus a slave may use the word "Tal" as a greeting but they would not accompany it with the hand gesture. The gesture would be for free persons only.

6.  "I wish you well" is a phrase of farewell.

7.  "I ask your favor" is a phrase equivalent to "please."

8.  "Tonight let us drink wine" is a fatalistic maxim in which the events of the future are cast into the hands of the Priest-Kings.

9.  Gorean applause: Most people would do this by a quick, repeated striking of the left shoulder with palm of the right hand. Warriors, if they had their weapons, would instead strike their spear blades on their shields.

10. Gestures for silence: Either, holding a finger across the lips, or you can do it by touching the fingers twice lightly to the lips.

11. Universal gesture for trading: gesturing as if taking something from a buyer and giving something in return.

12. To blow a kiss in the Gorean fashion, you brush it upward with your fingers.

13. "Share our kettle" is an invitation to a dinner, usually a Low Caste dinner.
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Scroll #5
GOREAN ETIQUETTE (#5, Version 5.0)
     The following is a collection of points of etiquette which are common to Gor. Everyone, free and slave will benefit from this paper.
     Tal: Tal is a common Gorean greeting. It is often accompanied with the right hand raised to shoulder level, palm inward, facing the body. This signifies that the person being greeted is not considered an enemy. The gesture shows that the hand is devoid of any weapon. As slaves are not permitted weapons, then this salute would be ludicrous. As slaves must also respect all free persons, they cannot consider any to be their enemy. Thus the salute might even be considered an insult to a free person. Slaves may use the word "Tal" as a greeting but they would not accompany it with the hand gesture. There are examples in the books of slaves using the word "Tal" as a form of greeting.
     Hail: This is a form of greeting reserved for experts and champions at some matter. An expert swordsman or kaissa player would be greeted in this manner. No slave would ever be greeted in this manner. Slaves may also use this term when referring to a qualified free person. A Ubar qualifies for this form of greeting.
     I Wish You Well: This is the common Gorean phrase of farewell. It may be used by free persons or slaves.
     I Ask Your Favor: This is the common Gorean phrase for "please." It may also be used by free persons or slaves.
     Thank You: There is no special Gorean term or phrase to thank another person. Slaves may be thanked or not, depending on the will of the free person. Many slaves are especially fearful of any master who shows them such kindness.
     Slaves Addressing Free People: All slaves must address free persons as Master or Mistress. They will only address their own Master as "my" Master or Mistress. Slaves are not permitted to address any free person by their name. The privilege of using a master's name is reserved for the free woman, in particular the Free Companion. It is said that a slave girl grows bold if her lips are allowed to touch the name of her master. But, some masters prefer to hear their name said by a slave. This is commonly permitted only in private, out of the presence of free women. A slave may tell others the name of her master for explanation purposes only, such as to identify her owner.
     Ubar: Ubar is an official title. Slaves addressing a Ubar should refer to him as "Ubar" or "Master" but should not combine the two. "Master Ubar" is not a valid address. A free person's title is always considered respectful for a slave. An "Administrator" or "Regent" would be addressed as such by a slave. Most free persons should also address an Ubar by his title, and not by his name. If you have been given specific permission from the Ubar, you may then call him by his name.
     Ubara: Ubara is an official title. Slaves addressing the Ubara should refer to her as "Ubara" or "Mistress" but she should not combine the two. "Mistress Ubara" is not a valid address. Most free persons should also address an Ubara by her title, and not by her name. If you have been given specific permission from the Ubara, you may then call her by her name.
     Paga Tavern: When a slave enters a paga tavern, she does not have to ask permission or perform any form of obeisance at the door. A slave should enter quietly and go to kneel in the serving area. A slave should not greet any free person when she enters unless her owner is present. A slave should always greet their owner, once they have gone to the serving area. A slave does need to ask permission to leave the tavern. They should first ask their owner. If the owner is not present, any free person may be asked.
     Slaves who are waiting in the serving area should pay attention to see if any free person needs food or drink. If a free person requests a server, they should not have to wait if a slave is just kneeling in the serving area doing nothing. Free persons must also be patient and wait for a slave to be available if they wish refreshment if all the slaves present are currently serving others. Free women will not serve in a paga tavern under almost any circumstances.
     Order of Precedence: In group settings, certain free persons should be given precedence by slaves, especially when serving. A Ubar/Administrator should be given priority in all matters, as he is the chief of state and the highest ranking free person in the city. After them, then comes the Ubara/Free Companion of the Administrator. After that, would be any other high ranking persons present. Then, your owner should be given precedence. Finally, all other free persons would then have equal precedence.
     Haggling: The rule in the marketplace and in stores is that there are no fixed prices. Haggling is the order of business. If you wish to purchase an item from someone, haggle over the price. In haggling, you start your offer low and the seller starts his price high. You try to come to a reasonable price, that makes both parties pleased. Many merchants enjoy haggling as much as getting their money.
     Begging: Goreans do not favor begging and some even view it as an insult. When charity is in order, it is usually arranged by the caste or clan.
     Free Women: Free women should be treated with respect and honor. Considerable deference is due to a free woman. Free women may speak freely and without permission. They may be bold and do much of what they wish. But, free women must also beware that they possess their freedom only by the will of free men. A Ubara/Tatrix should be treated with the utmost of respect as she does wield great power in the city.
     Lady: This is a term of respect used for free women, especially those of high station or Caste. It is to be used only by free persons though. A slave would not use this term.
     Station: Gor is a hierarchial world where your status, station and caste are vitally important. In general, you show respect to those of superior status, station or caste. That includes free women. A free woman of High Caste deserves respect from Low Caste men. A very wealthy woman would be considered of high status and would also be due respect. Though men may consider themselves dominant over women, they still respect the ideas of status, station and caste. Men also respect men of higher standing than themselves. A City Leader would have the highest status of any and would be due respect from all.
      Compliments: Gorean compliments are generally meaningful for they are usually given only when deserved.
     Children: Goreans are generally fond of children and do not inflict suffering or abuse on them. Even slave children are seldom abused and are given much freedom at least until they reach adulthood.
     Sitting: Free men sit cross-legged. They rarely use chairs as chairs are usually reserved for special people like Administrators, Ubars and judges. Most Goreans find chairs to be uncomfortable anyways. Free women kneel to sit. Their knees are kept close together and their hands lie on their thighs, palms face down. All slaves kneel to sit, and the position of their hands and knees depend on the type of slave they are. Slaves never sit in chairs and might be whipped or even slain for sitting in them.
     Streets: When walking or riding down a street or road, Goreans commonly stay to the left of the road when passing others. This is done so that your sword arm, commonly the right arm, faces the person you are passing.
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Scroll #6
KAJIRAE BASICS (#6, Version 5.0)
     On Gor, slavery is an ancient, historically developed institution. It is complex, with its hundreds of aspects and facets, legal, social and aesthetic. Slavery has its basis in the biological differences of men and women. Male dominance is pervasive among mammals and universal among primates. Goreans accept slavery as a natural part of life and few question its basic validity. "Female slavery is the institutionalized expression, in a civilization congenial to nature, of the fundamental biological relationship between the sexes. In the institution of female slavery we find this basic relationship recognized, accepted, clarified, fixed and celebrated." (Savages of Gor, p.193-4)
     Gorean mythology even provides a story justifying the creation of slavery. Long ago, there once was a war between the men and women of Gor. In the end, the women were defeated. But, the Priest-Kings did not want all of the women killed so they made them beautiful. This was to entice the men to want to keep them instead of slaying them. But as a price for their beauty, the Priest-Kings also decreed that women would forever be slaves to men.
     Sometime in the past, there were a series of wars loosely called the Slave Wars. They occurred among various cities in the middle latitudes, off and on, for over a period of about a generation. Though the wars involved large-scale slaving, there were other causes too, like the levying of tribute and the control of trade routes. Much of the Merchant law concerning slavery evolved out of these wars. The wars also developed some of the standardization of the slave as a commodity.
     The Gorean novels portray a skewed image of the amount of slaves on Gor. As slaves are often important characters in the novels, the books at first glance might cause you to believe that most women were slaves on Gor. In actuality, only about 2 to 3% of all women on Gor are slaves. Free women vastly outnumber kajirae on Gor. These ratios do vary though from city to city. For example, in Ar there are about 20% slaves. In Tharna, after the revolution against the Tatrix, almost all of women in that city were slaves. (Online, the number of slaves is over 50%.) Of all the slaves on Gor, 90% of them are female. So, male slaves are a very rare item, only about .2 to .3% of the men on Gor. There are many terms used for female slaves such as chain sisters, slut, collar meat, tastas, tasty pudding, morsels, and candies. Kajira is one of the most common terms for a female slave. Sa-Fora, which means Chain Daughter or Daughter of the Chain, is another common expression. For the most part, these terms are considered complimentary.
     Slaves are broken down into two major categories, white and red silk. Simply, white silk girls are virgins and red silk girls are not. The color of the silk bears no reference to their level of training. A White Silk girl could be a fully trained Pleasure Slave while a Red Silk girl could be a new recruit from Earth who did not even speak Gorean yet. No other color silk means anything on Gor. Yellow silks, black silks and the such are online creations and are not based on information from the books.
     White silk girls may also be known by the term "glana" but that is usually only used by slavers. A kajira would not refer to herself as "glana." Red silks may also be known by the term "falarina" and its usage is similar to glana. Slave may also be referred to as "opened" or not. If you have not yet been opened, you are a virgin. Virgins are almost never available in the slave markets. Most Gorean men prefer opened women. Virgins present special problems, especially psychological ones. Within these two categories of red and white silk, there are many different types of slaves.
     Slave types include bath girls, camp slaves, coin girls, debtor slaves, exotics, house slaves, inn slaves, lure girls, passions slaves, pleasure slaves, state slaves, tavern girls, tower slaves, work slaves and many more. 80% of these slaves must sexually please their masters as part of their duties. The condition of slavery requires no overt sign of bondage. Such items are useful mostly for marking property, the identity of owner and such. An uncollared, unbranded slave is still but a slave
     Bath girls are the kajirae who serve at the public and private baths. They commonly wear a chain and plate collar, the plate giving their name and cost. They aid men in the taking of their baths and are also available for sexual services. They wear towels with nothing beneath them. Their hair may be cut short to protect it from the water. Others wrap a long, broad strap of glazed leather about their heads like a turban. Most are great swimmers and it is said they are more at ease in the water than a Cosian song fish.
     Camp slaves are owned by authorized Merchants, who hold contracts for certain seasons or campaigns. The girls are kept within the military camp and travel with it. The girls are rented out to the soldiers at fees that are stipulated in the contracts. The fees are fixed and almost nominal.
     A coin girl is usually regarded as the lowest form of street slave. She is sent into the streets at dusk with a chain on her neck. A bell is attached to her chain to call attention to her. She also carries a small, locked coin box. A man pays her price and places the coin into the box and may have his way with her. Satisfaction is guaranteed or you receive your money back from the master as the girl cannot get to the coins in her box. Though the sexual skills of coin girls are commonly low, a few are actually quite skillful. Sometimes, privately owned girls are sent out as coin girls as a form of punishment.
     A display slave is a kajira whose primary purpose is for the display of her beauty to reflect the wealth and status of her master. She will often be chained in coffle with other display slaves behind the transport of her master. The master will often be seen in public with these girls to show everyone his property.
     Feast slaves are girls, usually rented in groups, to individuals or organizations for feasts, parties and other functions.
     Flute girls are able to play the single or double flute. They are rented out for parties and other functions. They will also commonly serve the pleasure of the guests.
     A Kettle-and-mat girl is a slave whose function is divided between household tasks and sexual servitude. It is considered a low form of slave.
     A lure girl is a slave who serves as bait for captains who need crewmen and masters of work gangs. The slave pretends to desire a man and distracts him while her owner and his men capture the unfortunate victim.
     A Message girl is used to send secret messages. The girl's head is first shaved and then a message is tattooed on her head. The girl is commonly illiterate. Her hair is allowed to grow back. She will then be sent to the person who is to receive the message. She is also usually given to the receipient to keep as well. Later, her head will be shaved again and the message read. A Physician will then use needles to remove the message.
     A pot girl may be one of the lowest forms of slave. Her main function is cooking, cleaning and other menial tasks. The term is sometimes used as an insult as well.
     A secret slave is a woman who is a slave but who most believe is free. Her true status is concealed by her master. This deception is difficult to maintain for a long time as the girl becomes more like a slave over time. It is also dangerous as Goreans do not like to be duped and they might take it out on the slave. In Magicians of Gor, Talena was made the secret slave of Tarl Cabot. Talena was Ubara of Ar at that point and Tarl permitted her to remain as such until he came to claim her one day.
     State slaves are owned by the city and they may tend the central kitchens, care for children, clean apartments, launder clothes, etc. Some are used at state banquets to serve and entertain the guests. It is generally regarded as a slavery of great deprivation though they may sometimes be made available to male slaves and guards. Because of this, state slaves often bring good prices when sold into the private sector.
     Work slaves include a variety of slaves such as pot girls, kettle-and-mat girls; laundresses, stable sluts, cleaning slaves, mill slaves, and more. Such slavery serves almost a penal function in some cases. These are generally considered the lowest of slaves.
     Some slaves even have professional competencies like in law, medicine or scribe. They may have once belonged to that Caste. They thus possess skills in those areas though they are no longer considered members of the Caste. Many people frown upon slaves using such skills, especially where those skills may place the slave in a position of power or trust.
     Earth women are considered natural slaves as they have no Home Stone. They have a reputation of being the lowest and hottest of slaves. They are generally considered barbarians because they know nothing of Gor and must be trained even to speak Gorean. There are extremely few Earth girls who are ever freed on Gor. Both agents of the Priest-Kings and the Kurii make stops on Earth to obtain women to become slaves. Raids by the Kurii have brought a lot of Earth women to Gor in recent years.
     By law, slaves are animals and their owner can do anything he or she wishes with them. Slaves are considered to be goods, property. They do not even own a name and cannot own any property. They may use goods but cannot possess them. In most cities, even the offspring of a slave is a slave and belongs to the mother's owner. There are numerous laws preventing slaves from doing many things. For example, it can be a capital offense for a slave to touch a weapon, strike a free person or even to wear robes of concealment. See Education Scroll #2, Laws and Legal Principles, for more laws concerning slavery.
     Slave breeding is carefully controlled and free men seldom have children with their slaves. In most breedings, a slave girl and kajirus are taken to a breeding cell or stall. They are both hooded to preclude any attachments and the slaves may not even speak. The coupling is observed by the master and any others in an official capacity. Only a small fraction of the breeding is carefully done by slave houses with a specific intent in mind. Some specially bred girls have a pedigreed lineage that extends back for twenty-five to thirty generations. The most commonly bred slaves are passion slaves and exotics. Passions slaves are women who have been bred for their beauty and sensuality. They typically only receive training as a Pleasure Slave. Exotics are kajirae specially bred for some unique quality, sometimes even bizarre ones. One such type is a girl who is bred to have poisonous saliva. Even some male slaves are bred Exotics.
    Slave wine is a Gorean contraceptive, given to all slaves to protect them against conceiving. It is intentionally made to be bitter for slaves. The active ingredient in slave wine is sip root. Sip root, in its raw form, may be chewed as a contraceptive. The raw form's effects last for three to four months. The Red Savages in the Barrens use sip root in its raw form. One drink of slave wine lasts indefinitely, until a releaser is given. This was not always the case. In the beginning of the Gor series, slave wine only lasted a month or so. But, medical technology advanced during the series and its effects are now indefinite. But, out of tradition and to remind a girl she is a slave, it is usually given once or twice a year to her. The antidote is called breeding or second wine. It is a smooth and sweet drink. Its active ingredient is a derivative of the teslik plant. On Earth, slave wine would conquer the birth control market.
     Almost every city and town has its own Street of Brands, either a street or a district which handles slave sales and items connected with slavery. The peak season for buying slaves is the spring and early summer. The greatest period for sales is the five days of the Fifth Passage Hand, also called in many cities the Love Feast. Slaves may be auctioned or sold in private sales. Slavers are legally a subcaste of the Merchant Caste though they tend to consider themselves a separate caste. Their caste colors are blue and yellow. Yet, not all slavers belong to the Caste. People of almost any caste can engage in the business of slavery. The primary difference is that these people generally do not derive the major portion of their income from the business of slavery.
     At slave auctions, girls are sold on blocks where buyers may inspect them, touch them, have them move and position themselves. Girls are always sold naked though they might begin an auction clothed. During the auction, the clothes would be removed. This is done to entice the crowd and build excitement. It is said that only a fool buys a kajira clothed. By tradition, the blocks are wooden and rounded. Sawdust is usually sprinkled on their tops. In many slave houses, there are usually multiple blocks, one central block and a number of side blocks. The side blocks are commonly about three feet high and five feet in diameter. But, it is a matter of prestige to be sold from the central block. Girls are seldom auctioned from the side blocks. Usually, fixed prices are set, marked on their bodies with a grease pencil. It is a disparaging term to be called a "side-block girl" similar to being called a "pot girl."
     Colored tags may be wired to the collars of girls at the auctions. White tags signify that a girl is being "held" for a prospective buyer. A red tag signifies the girl has been "sold." A black tag signifies a girl is "ill." A yellow tag signifies that a girl is not to be sold without prior consultation with the slaver. Some colored tags may also be correlated to classes or grades of slaves. A brown tag may be on a low slave such as a female work slave, pot girl, and kettle and mat girl. A gold tag may be on a trained pleasure slave or dancer. There is no uniform color coding though and different houses have their own conventions. It is not common for slaves to be tagged in a regular market except for sold and holding tags. Tagging is most common in auctions. A sales disk, bearing the girl's lot number, is common so men can inspect the girls before the auction begins and decide who to bid for. Sold girls can also be marked by placing them in a white hood marked "sold" or by writing "sold" in grease pencil on their left breast. It is standard in marking girls to use grease pencil on that breast.
     Block measurements are a girl's measurements when she is sold by a slaver. Some slavers take very complete measurements including a girl's height, weight, structure of ear lobes, width and length of fingers and toes, width of heels, distance between nostrils, etc. Most of these measurements are taken by a "slave tape" that is marked in horts. Weights are taken on a grain or tarsk scale that is marked in stones. Finger and toe prints may also be taken.
     Block melodies are songs commonly used in slave markets in the display of their girls. Some songs were devised specifically for that purpose and others are just utilized for it. They are usually sexually stimulating. The slaves may dance to this music while on the block. The "Hope of Tina" is a popular block melody of Cos. It is supposedly the expression of the yearning of a young girl that she may be so beautiful, feminine and marvelous, as to prove acceptable as a slave. As a joke, young men may whistle or hum such melodies near free women who are generally unaware of their true nature. Free women may be drawn to them too, not understanding the reason.
     Prices for slave girls varies according to the type of kajira, location of the market, time of year, and many other factors. Some generalizations can be made though please remember that these are not absolutes. The cheapest slaves are usually female work slaves purchased for public kitchens, laundries or mills. They are commonly sold in multi-item lots. The next level are the male work slaves. Then come the girls who can be used as a pleasure slave. The next level includes the male silk slaves. The highest level are special female pleasure slaves, dancers or bred passion slaves.
     Many kajirae are sold for copper tarsks. A lovely girl may often go for a silver tarsk. A silver tarsk is a very high price for a semitrained girl. An excellent paga slave would generally go for one to three silvers. Fifteen silver tarsks would be the cost for a good dancer or a lesser girl in an Ubar's pleasure gardens. The major auction house in Ar, the Curulean, is one of the most prestigious of slave markets. A girl there is seldom sold for less than two gold tarns. Beautiful women of High Caste might sell for thirty to fifty gold tarns. The top price for a slave might be gotten for an Ubara or the daughter of an Ubar. She might bring 10000 gold tarns in a private sale.
     The vast majority of slaves are branded, marking them nearly permanently as slaves. Slavers will only rarely sell a girl who has not yet been branded. In some cities, it is illegal to offer an unbranded girl for public slave. Branding is commonly done by a trained Iron Master as most owners rarely brand their own girls. Branding requires a sure hand and experience to properly do it. By recommendation of Merchant Law, there are three standard marking places: left outer thigh, right outer thigh, and lower left abdomen. The most common site is high on the left outer thigh, high enough to be covered by even a brief tunic. A slave may be branded anywhere on her body but it is not as common.
     Many Goreans prefer a girl to be hand branded. Some slavers use mechanical branding devices but such brands are too uniform. It takes some time to bring an iron to the necessary branding temperature. The iron must also be cleaned and reheated before branding another girl. The cleaning is important for the precision and clarity of the brand. A branding rack is often used to hold a girl's thigh in place to prevent her from moving when the hot iron is applied. This helps prevent a blurred brand. A girl is commonly shown the iron before the branding so that she may fully understand its power, its heat and its meaning. A girl is usually branded for about three Ihn, about four Earth seconds. The girl is permitted to scream during the branding.
     The most common brand is the "Kef", the first letter of the word "Kajira" in cursive script. It is also known as the "staff and fronds" because it resembles a staff with two, upturned frondlike curls, joined where they touch the staff on its right. It is usually one and a half to two inches high. The Kef is more floral than the common cursive Kef. The two curls are meant to symbolize femininity and beauty. The upturned curves on the fronds indicate total openness and vulnerability. The staff symbolizes that the femininity is subject to discipline. Male slaves are branded with a large block "Kef", not the cursive letter. There are many other types of brands such as the Dina and the Palm brand. Some cities have their own special brand as well. Some merchants make up their own new brands. There are collectors who collect girls with exotic brands.
     A small and beautiful brand enhances a girl's beauty. It also has definite psychological benefits to instilling the idea of slavery on a girl. It is easy to consider that you are property when you have been permanently marked like livestock. A girl will basically only be branded once in her lifetime. A brand simply signifies that you are a slave. It does not commonly serve to identify your owner. Thus, there is little reason for an owner to want to rebrand a girl. Certain penalty brands may be added to punish a girl but their intent is not show a girl's slavery or identify her owner.
     A slave with a brand can still be freed. But, the mark is permanent and there was no method ever mentioned in the books that would remove or alter it. If such a freed girl wishes to remain free, she better ensure that her papers of manumission are kept handy. Luckily, most brand spots can be well hidden so others cannot notice a woman's brand. But, if a man does see that a free woman has a brand, he might try to enslave her unless she can prove she was freed.
     The most common garment for slaves is a brief slave tunic, sleeveless and with a deep plunging neckline. It may be made of a great variety of materials from satins and silks to clinging rep-cloth. Rep cloth is very popular because it is inexpensive, thin and clings well to a body. Leather is generally not permitted to slaves as the softer and more feminine fabrics are preferred by Gorean men. The tunic has no nether closure as a kajira is expected to be ready for her master at any time. Many of these tunics also have a disrobing knot so that a light tug will cause the entire garment to fall to a girl's feet.
     There are a number of other garments also worn by slaves. The common camisk is a narrow, poncholike garment. It is little more than a long, narrow, rectangle of cloth with an opening for the head. It is worn belted, falls to just above the knee and does not cover the brand. The Turian camisk is like an inverted "T" in which the bar of the "T" is beveled on each side. It is fastened with a single cord. The cord binds the garment at three points, behind the neck, back, and in front of the waist. The garment is fastened at the neck, and then passes before her passing between her legs. The sides fold about the hips. It covers the brand, but leaves the back bare. In Turia, it is simply called the camisk and the common camisk is called the "northern camisk." Ta-teeras are slave rags, usually a brief bit of rep cloth, torn here and there, or even just rags sewn together. Kajirae may also use slave girdles, belts, to tie around their clothes to accent their figures.
     In addition, slaves almost always go barefoot and rarely are permitted sandals. Slaves rarely walk the city streets naked except as discipline. Free women object to them being naked publicly and most men abide by this. The area of a girl's abdomen around the navel is called the "slave belly" because only slave girls expose their navels. In a family house, the slaves are modestly garbed because of the children. A slave may be a nurse, governess and playmate to a child. Slaves may also dress modestly so as to not offend free women. If a young man is giving a proper and refined dinner, his slave will be modestly attired.
     The primary functions of slave clothes is not to clothe the slave but to display her and to show her that she is a slave. Thus, most slave clothing is made of sensuous fabrics and is cut very revealingly. Some slave clothes may also be practical depending on the function or location of the slave girl. A girl who works in the mills would wear a more practical outfit than a paga slave. A slave in Torvaldsland would obviously be dressed warmly. A new slave may have to earn the priviliege of getting to wear clothes. An owner controls fully if a girl is allowed clothes and what clothes she may wear.
     Almost all slaves must wear a ko-lar, the Gorean word for a collar. The most common collar is a light, steel-like band, snugly fitting, that locks in the back. But Gorean collars can vary from simple iron bands to enameled bands to ornate, bejeweled collars. Obviously only the wealthy would ever place jewels on a slave's collar. Such jewels make a girl a tempting target for thieves so it is likely the girl would not be free to wander the city without her owner. Instead, most men would place costume jewelry onto a collar if they wished to enhance its look.
     All collars have two things in common: they cannot be removed by the girl and they mark her as a slave. The collar is secured with a six pin lock, one pin for each of the letters in the word "kajira." The most common sizes for collars are the ten to twelve hort ones. On Earth, this would be about 12.5 to 15 inches. Some masters also cover collars with collar stockings or sleeves. They are simply pieces of fabric that cover a collar. They are used as an accessory to enhance a girl's beauty and come in a variety of materials. The Turian ko-lar is another common collar on Gor. It is a round ring, which lies loosely on a slave so that if a man holds the ring, the girl can turn in it. It is harder to engrave though than a normal collar.
     A collar identifies a kajira's master and city. This information would be engraved onto the collar itself. The collar also serves as a visible token of a girl's bondage. In some cities, such visible tokens are required by law. But, a slave without a collar is still but a slave. There is a kind of implicit claim of ownership involved in the collaring of a kajira so it is seldom done save by her master. Some say that the collar releases the beauty in a woman though it is likely just the effects of her slavery and not the collar itself. The collar transforms a woman psychologically and sexually. She undertands that she has no choice but to be a total female. It is also said that a collar has an "intensification effect" on a kajira that deepens and intensifies a woman's sexuality. She can then be driven to "?almost excruciatingly ecstatic orgasmic heights,.." (Guardsman of Gor, p.210)
     Slave steel is a generic term for the metal implements and equipment worn by slaves, such as collars, chains, manacles, siriks, etc. Slave manacles, also called slave bracelets, are fixed-ring sized for wrists and ankles. There are four numbers in the series: one is small, two and three are normal, and four is large. But, most are adjustable for any of the four sizes. The manacles for wrists and ankles though are sized differently. A size two wrist ring has an interior circumference of five horts and a size two ankle ring of seven horts. Many men prefer the sizes of wrists and ankles to match. There is an implicit claim of ownership involved in putting a girl in slave steel so it is seldom done except by a girl's master. Female slaves do not escape from Gorean iron.
     When slaves are bound, they are tied by men who know what they are doing. Thus, struggling is futile. It is common practice to place one bond before removing another. One standard binding position is for the girl to be on her belly, crossing her wrists and ankles behind her. Bonds are never placed over clothing. Different ties have different purposes. Ties include such types as control ties, discipline ties, and pleasure ties. It is common in times of crisis and danger to secure slaves.
     A coffle is a method of chaining a line of slaves together for travel. It is common to link the slaves by either the left ankle, left wrist, or throat. Chaining the left wrist or throat are useful for traveling. Chaining the left ankle or throat frees the girls to carry burdens. The link to the main chain may be either solid or loose. If it is solid, the girls will be spaced evenly. If it is loose, the girls will be able to move up and down the chain. A coffle may also be called a "slaver's necklace" and the kajirae referred to as "jewels" or "beads." There is a large variety of coffle or chaining arrangements. The common chain, also called the March or Trekking chain, arranges the girls from tallest to shortest. In a Display or Selling chain, the arrangement of the girl's can be determined by a variety of considerations, aesthetic or psychological. You can rank the girl's by beauty, or alternate them by hair color or size.
    Much of the chaining on Gor is primarily aesthetic and symbolic. Chains are used far less for bondage than many would think. There are many reasons for chaining. Security against theft and the prevention of escape is but two reasons. It may also be done for educational reasons, to remind a girl she is a slave. It may be done to humiliate, especially in certain positions, or as punishment. If a girl is placed into close chains, her wrists and ankles are chained closely together. Over time, it builds up a considerable amount of pain. After about five Ahn, a girl is ready to serve most willingly. Chains can also enhance a girl's beauty. The matter is partly aesthetic, partly emotional and partly intellectual. The greatest beauty of the chain lies in the realm of the intellect and emotions, in its meaning, and how it makes a girl feel. Brands and collars offer little impediment to a girl's actions, unlike a chain. Thus, chains show her slavery in a clear, unmistakeable manner. Just the sight of chains can make many women, even free women, sexually uneasy.
     A sirik is a common type of slave steel. It consists of a collar and three light chains attached. The collar may be of any type. The chain is ten to twelve inches longer than is needed to reach from her collar to her ankles. To the chain, at the natural fall of the wrists, are attached slave bracelets. At the end of the chain, is a set of linked ankle rings. The sirik is graceful and designed to enhance a girl's beauty. The sirik can also serve as a leash. The chain widths are adjustable to adjust the latitude of movement. It is even possible in some siriks for a girl to dance. On a work sirik the wrists are granted about a yard more of chain so she can work without impediment.
     An iron belt is a Gorean chastity belt. It consists of two major pieces. One is a rounded, fitted, curved, barlike waistband that is flat at the ends. One end of this band, the right side, standing behind the woman and looking forward, has a heavy, semicircular ring, or staple, welded onto it. The other end, looking forward, has a slot in it which fits over the staple. The other major portion of the belt consists of a curved band of flat, shaped iron. One end of this flat band is curved and closed about the barlike waistband in the front. This produces a hinge. The flat, U-shaped strap of iron swings on this hinge. On the other end of this flat band is a slot. It fits over the same staple as the other slot. The belt is then put on the girl and locked with a padlock. There are many varieties of this belt. The above is a plain one. It may be used on white silks, to protect their status, or as discipline. Some jealous masters may also put their red silks in such a belt to prevent the use of others.
     Ear piercing is an act of claiming, akin to collaring. It is seen as tantamount to a sentence of irrevocable bondage. Ear piercing was a custom of Turia and spread north after Turia was conquered by the Wagon Peoples. It was originally done only to the lowest and most sensuous slaves but as time went on, it has become common for all pleasure slaves to have it done. Many Gorean men find ear piercing extremely provocative. Ear piercing is done by leather workers using long needles. Pierced ear girls get high prices at auctions and sales. Earrings also play a part in the arousal of a kajira. The brushing of the side of her neck by an earring stimulates a sensitive area. The tiny sounds of an earring can also stimulate her. The whole of the idea makes a girl more responsive. The septum of the nose may also be pierced and a nose ring worn. Nose rings are most common for free women and slaves of the Wagon Peoples. It is considered more respectable than an ear piercing. Many domestic animals on Gor have nose rings.
     There is a large industry in cosmetics for slaves. Most of the cosmetics that are worn by free women are not considered appropriate or sensual enough for slaves to use. Slave perfumes are usually heavier and more sensual scents than free women ones. There are hundreds of varieties of slave perfumes. There are even colognes and perfumes for male slaves. There are one hundred and eleven basic shades of slave lipstick including flavored lipsticks. Toenails and fingernails are rarely painted on slaves. Most men prefer the natural look. Some slaves may have painted nails at night though. In Turia and Ar, it is not uncommon for a slave to be depilated.
     Auburn is a popular hair color for slaves and brings a high price. But, the dyeing of a girl's hair is frowned upon. Goreans prefer natural colors, even if they are not auburn. Goreans also tend to like long hair on women. A girl with short hair is often scorned and ridiculed. Slave hair is often worn long and loose, or confined in some simple way as with a ribbon or wooden fillet. Long hair can be used to secure a girl or gag her. Some masters like ponytails which is called the "leash" or "hair leash" as it can be used to grab and control a slave. Upswept hairdos are reserved for free women or high slaves as it is a mark of status. The loosening of one's hair is considered to be a sensuous act. If you ask "who loosens her hair?" you are asking to know who owns her. A "slave flame" is a haircut where the hair comes swirling down the back. Many masters cut their girls' hair. Shaving a slave's head may be a punishment or a protection against lice in a confined area, especially aboard ships. The hair is also valuable and can be sold for profit.
     Every woman, slave and free, is taught by puberty how to render submission. Her life might one day depend on it. If a free women is ever captured, she must be prepared for that eventuality. Free women learn how to prepare exotic dishes, the arts of walking and standing, the care of a man's equipment, the love dances of a city, and much more. Once a girl is made a slave though, her training becomes much more intense. Slave training covers many diverse areas from the sexual arts, to cosmetics and perfumes, to the ways to entering a room. All slaves learn the ways to please men, physically, emotionally and intellectually. Proper training commonly takes several months to complete, at about five hours each day. A girl though will always receive additional training by her master, according to his own interests and tastes.
     The training of a Pleasure Slave is long and arduous. During the first week of training, a girl does nothing but kneel before a mirror in the position of a Pleasure Slave for several Ahn a day. In the second week, she kneels the same but repeats out loud, "La Kajira." In the third and fourth weeks, she learns the laws of natural order, relation of the sexes, and that women are natural slaves. The girls are allowed to argue and debate during this time. They also learn in the fourth week to respond by rote to certain questions, some of them being quite complex. In the fifth week, she kneels again, repeating the questions and answers she learned. In the sixth week, she kneels and repeats aloud "I love being a slave girl." The next weeks include a period of exercises. When not being trained, barbarians learn Gorean. After the period of exercise training, they learn how to stand, to walk, to kneel, to recline, to eat, and to drink. They also learn the domestic chores of sewing, laundry, and cooking. Their training also includes dances, songs, variety of kisses and caresses and sexual techniques. This is a very comprehensive training program.
     Most slaves learn how to respond to various questions. Some common questions and answers are given here.
"What are you? I am a slave girl.
What is a slave girl? A girl who is owned.
Why do you wear a brand? To show that I am owned.
Why do you wear a collar? That men may know who owns me.
What does a slave girl want more than anything? To please men.
What are you? I am a slave girl.
What do you want more than anything? To please men."
     It can be easily seen that slave training is deeply psychological. It attempts to instill in a woman that she is only a slave whose duty is to please men. This indoctrination is the framework for all further training. Without it, a kajira would not be happy or dutiful. Slaves must learn more than the actions of a slave. They must learn how to be a slave in their minds and hearts. To the Goreans, a girl is simply releasing her true inner nature. It is less an education that a simple acceptance of a girl's place within nature.
     Goreans prefer a wide variety of kajirae. They find beauty in many different forms though some generalizations can be made. Many men prefer rounded bellies on slaves as they feel that firm, flat bellies are too much like young men. They also prefer normal-sized, lovely breasted, sweetly thighed girls with broad hips. The typical model on Earth would not fare well on Gor. They would be too tall and too thin. Goreans also realize that many women, after a year or two as a slave, increase considerably in beauty. Thus, an ordinary looking woman can transform into a vision.
     Goreans commonly like spirited girls who fight the collar but eventually submit. They relish the challenge of breaking such women. Goreans also value intelligent and imaginative slaves. Most Goreans enjoying talking to their slaves so they want a responsive partner. The common ideal slave is highly intelligent, beautiful, imaginative, strong willed, and proud. But, the most fundamental property prized in women is their need for love and their capacity for love.
     A slave does not even own their name. Their master names them and can change that name at will. Changing a kajira's name or taking it away are common modes of discipline. A free woman's name, when enslaved, becomes a slave name even if not changed. Often, a new slave is not immediately named. If one is unsure if she will work out or be kept, it is thought not worth the while to waste a name on her. Other times, a master simply waits a few days until an appropriate name arises. Most masters won't name a girl they pan on immediately destroying so a name gives a kajira some sense of security. "A" is a common ending for many feminine names on Gor. A humbling or punishing name, like Ugly Girl or Wart, is as much a real name as a beautiful name. All Earth girl names are considered slave names, though the pronunciation is commonly changed to more closely reflect Gorean sounds.
     Slaves must address all free people as Master or Mistress. They address only their own Master as "my Master or Mistress." Slaves are seldom permitted, at least publicly, to address any master by his name, only his title. The privilege of using a free man's name is reserved for free woman. Many masters though prefer to hear their name said by a slave, in private, out of the presence of free women. Kajirae may tell others the name of their master for explanation purposes only. For example, they may use his name to tell others the identity of her master.
     It is not uncommon for slaves to refer to themselves in the third person. But, it is not a necessity to do so unless they have been specifically told to do so by their Master. "Speak as a slave" is generally the command for a kajira to speak in the third person. The novels contain a multitude of examples where slaves commonly speak in the first person. It all depends on each kajira's master and her training. It is not wrong for a slave to use the first person unless she is under specific orders to speak in third person.
     Any free man may discipline an insolent or errant slave, even one who is in the least bit displeasing. If she is killed or injured, he need only pay compensation to her master and only if the master can be located within a specific time and requests such compensation. Discipline of a slave may be attended to by any free person, otherwise she might do much what she wished, provided only that her master did not learn of it. Gorean masters, though often strict, are seldom cruel. Sadism and wanton cruelty are almost unknown. Any cruelty done is usually purposeful, as in teaching a woman that she is a slave. Sometimes they are punished without the master explaining the reasons. It is then for the kajira to guess and wonder the reasons. She may even be punished for no reason at all. A girl is seldom punished for trying to be pleasing, at least at first. A public master is more likely to punish a girl than a private master. Part of this has to do with how a master is perceived in public, by others, in how his slave acts. In private, a girl has more leeway to avoid discipline by being pleasing.
     The whip is available as a discipline tool but it is seldom used, though it would be if necessary. Often, a whip is prominently displayed in a home to remind slaves of its potential. The common slave whip, also known as a kurt, has five broad straps, each about two and a half feet long and one and a half inches wide. The handle is about eighteen inches long. When used properly, it will not mark the victim. The snake is a single-bladed whip, weighted, of braided leather. It is eight feet long and half an inch to one inch thick. It is sometimes set with tiny particles of metal and can easily strip flesh.
     In a whipping, a set number of lashes are usually given and then often one more lash added. This is the "blow which reminds a girl she is slave." It is also called the gratis blow or the mnemonic blow. It is commonly the hardest blow of all. Prior to a whipping, a girl is usually stripped so her clothes are not ruined and her hair will be put aside. In a formal whipping, no clothing may constitute a shield, even symbolically, and allowed to intrude between the slave and justice. Even free women may be whipped, though differently than a slave, usually much easier. The whipping itself is insignificant when compared to the lesson it teaches. It shows a girl she is under the total domination of a man, at his mercy. This fulfills something deep in the female.
     Some cities, especially those of the Vosk River, have a custom of an initiatory whipping when they obtain a new slave. The girl knows she will be carried into the house as a helpless slave and then the whipping shows her that she is under discipline. There are no set amount of blows for this whipping. It all depends on the whims of the master.
     A slave's diet is commonly supervised by her master. Many masters wish to keep their slaves at a certain weight and in a certain condition. Slave gruel and slave bread are common items. Slave bread is coarse-grained and rough. Slave gruel or porridge, is commonly tasteless, but with its various supplements, is extremely nourishing. Most of a slave's diet is normally quite bland. Thus, sweets are a much cherished reward. It is a common problem for girls to steal sweets too. Before being fed, a slave is commonly to be presentable and beautiful. Normally, they may not eat until after the men have begun or even finished. A master must give specific permission for the slaves to eat. Slaves often are not allowed utensils to eat.
     Slaves are not permitted wallets or pouches so must carry coins in their mouths or hands, though the use of hands is rare. Slaves are generally forbidden to touch coins without permission. But there is no law preventing a slave from touching money with their hands. But, if they are found with unaccounted coins, it is a serious offense. Sometimes the money is tied in a scarf about a wrist or ankle. Sometimes it is placed in a bag tied about the girl's neck while her hands are tied behind her. When a slave buys baked goods, the baker may tie a bag to her neck, using a "baker's knot." This is to prevent pilfering by the slave.
     Many slaves must keep their master's compartments clean. They will dust and cleans though it does not take long to so as Goreans live simply and do not like cumbersome furniture. When they don't use the public kitchens, a slave girl must cook for him. If he does not use the public laundries, the kajira must wash and iron. She also may shop for him. Overall, these chores do not take a long time. Masters do not want to come home to an exhausted slave, tired from chores. Some slaves may even work outside their master's home. They might go to work in a free woman's clothes and return home to don their slave clothes. This is very rare though.
     The mobility and freedom of a slave girl is usually greater than a free woman. They may go almost anywhere in a city. If they are permitted outside their home, they can usually wander the city freely. But, they can not leave the city gates without a free person accompanying them. In addition, slaves must also be inside by dark. Slaves are often taken many places by their master, such as the theater, tarn races, and kaissa matches. While following their master in public, a slave girl commonly walks behind her master and to the left. Girls seldom follow behind on the right because that is seen as a sign that she is in disfavor. If multiple girls follow a master, the closest one is the one in most favor.
     Gorean men tend to be less gentlemen, than owners and masters. Most Gorean men won't admit to caring for a slave. But, more than one war has been fought to recover a single slave. But, for the most part, Gorean men are not jealous over their slaves. It is a common hospitality to offer the use of one's slaves to your guests. Some masters though may have one certain slave that they do not share with anyone, even at the risk of breaking hospitality. A slave girl's first duty is to her own master. Slave girls do not dally when their master calls and his call takes precedence over a detention by strangers.
     It is a rare event for a slave girl to meet her love master and a man his love slave. The slavery of a love slave is an unusually deep slavery. The kajira must serve more perfectly than any other slave. No woman can be more in a man's power and with no woman must a man be stronger. The love slaves is held in her bondage by the strongest of all bonds, love, stronger even than the collar on her neck. Love on Gor does not purchase a girl leniency and neither does it mitigate her bondage. It actually renders it the more complete, the more helpless and abject. Many love slaves are kept as the lowest of slaves. Goreans are not easy with their slaves, even those they care deeply for.
     Most Gorean masters can not afford to purchase more than one kajira. But that kajira can later be sold, usually at a profit, and her price applied to the next slave that is bought. Thus, you can eventually acquire further slaves with the profits you reap. New slaves are commonly carried over the threshold when they first enter a new master's residence. Some girls may though be leashed and have to enter on their hands and knees. In some cities, new girls receive an initiatory whipping. Many men celebrate the monthly anniversary of the acquisition of a slave and seldom forgot that date. A master will know every inch of his slave's body.
     When a master owns multiples slaves, it is common to appoint a "first" or "en" girl whose authority to the other girls is akin to that of a master. She can order the other slaves around and even beat them. The other girls must call the first girl "mistress." This tends to reduce squabbling between the girls. Sometimes, a hierarchy is formed so each lower girl must address all higher girls as "mistress." The first girl is usually is the favorite though not necessarily. There is often much competition to be first girl. Masters rarely interfere in the squabbles of slaves. Men do not care to direct slaves in small tasks. They only care that the work is done.
     Slaves normally sleep at the foot of their master's couch, often on a straw mat with a thin, cottonlike blanket, woven from the soft fibers of the rep plant. A couch is a stone block with furs on it. The dignities of the couch are usually reserved for Free Companions. A slave cannot ascend to the bed unless the master says so and that rarely happens. A slave may be permitted the couch after many months. She enters it as a slave, from the lower left or bottom, after first kneeling and kissing the furs. When a master wants his slave in the love furs, he tells the slave to "light the lamp of love." This is called the ravishment lamp and it is placed in the window so that they won't be disturbed. Men prefer soft lighting for their pleasure so they can see the beauty of their slave. The light of the lamp is soft and sensuous, quite adequate to illuminate her. Her tiniest movements and subtlest expressions will be fully visible.
     Much sex between a master and slave is spontaneous and casual, occurring whenever and wherever the master wishes, and not unoften when the slave begs for it. Gorean sexual tastes are much broader and more tolerant than those of Earth. Many Goreans enjoy lengthy feasts of love. A girl might be ravished for several Ahn or even over a day or two. There are many ways for a slave to beg for sex. Some examples include the bondage knot, offering the master wine, holding fruit up to him, and begging explicitly. There are many ways to take a woman, all of them pleasurable. Much depends on the situation, time of day, preference and tastes of the master. It is common to make a slave reveal in detail her secret sexual fantasies. If she is literate, she may even be commanded to write them out.
     "One of the great pleasures of making love to a slave is the uncompromising exploitation of her marvelous sexual sensitivities, her helplessnesses, they putting her so much in your power, enabling you to do with her as you please and obtain from her what you want. She may be brought up and down, as you please, at your will, at your mercy, and played like an instrument. She may, if you wish, be held short of her ecstasy, cruelly, if you desire, or, in a moment, with a touch, granted it. There are few sights so exciting and beautiful as a helplessly orgasmic slave crying out her submission and love." (Vagabonds of Gor, p.216)
     After the slave fires have been ignited in a girl's body, which usually occurs in the first days of her slavery, the denial of sex amounts to a torture. Slaves are rarely deprived of sex, except for discipline. In the case of the kajira, her entire life is one of sexuality, vulnerability and love. To her, bathing a master is sexually stimulating. Even a simple task like tying his sandals can arouse her. Her sexuality is a mode of being. Her entire life is one of sexuality, vulnerability and love.
     A kajira can attain an orgasm much quicker than a free woman. It might take a free woman a third to half an Ahn to attain what a slave can do in three to four Ehn. It is even said, that a trained and conditioned slave girl might find herself on the brink of orgasm simply by finding her master's eyes on her. If a slave has been deprived of sex for some time, she may almost immediately reach orgasm. Kajirae are often forced to endure lengthy, multiple orgasms, sometimes for up to an Ahn. They will be carried from one peak to another by her Master. A true slave orgasm can only be experienced by a slave and not a free woman. It takes place within a unique conditioning context, physical, psychological and institutional. "It is said that a woman who has experienced slave orgasm can never thereafter be anything but a man's slave. She then knows what men can do to her, and what she herself is, a woman. Never thereafter can she be anything else." (Explorers of Gor, p.13)
     Slaves tend to speak openly and honestly to free people. Slaves may not hide anything or have any secrets from their masters. Most masters become adept at reading the body language of their slaves and being able to detect their lies. It is especially difficult for a naked slave to lie. Clothing makes it easier to lie. Naked, she is exposed physically and in a sense, psychologically too. When she lies, there is fear involved and this can be detected in subtle body signs such as in tenseness. Slaves often hear lots of information as many people speak freely in front of them. But, curiosity is not becoming in a slave. They may listen carefully but rarely may they ask questions. Most slaves are illiterate as most men do not want them to learn. They are kept deliberately ignorant to enhance their helplessness. But, literacy does increase the value of a slave. Slaves are also not entitled to privacy or modesty. Their master may go to them where ever they are. He does not knock before entering a room where they are. Slaves are used to being eyed boldly by free men. They grow to expect and relish such attention.
     Slavery is normally a permanent condition. It is said that only a fool would free a slave. Even most slaves who are free eventually desire to be enslaved again. The most common reason to free a slave is so a master can make her his Free Companion. It is also nearly impossible for any slave to successfully run away from a master. Most girls who do flee eventually end up claimed by another master. The penalties for attempted flight are also severe. For a first offense it is commonly only a severe beating. Most slaves, especially new ones, are allowed a single mistake. But, for a second offense, the penalty is commonly a hamstringing or even death.
     Above all else, the most important thing for a kajira to understand is that her primary duty is absolute obedience.
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Scroll #7
GOREAN FOOD AND DRINK (#7, Version 5.0)
     Gorean food and drink is quite varied. Slave girls are trained to serve, prepare and cook a wide variety of foods and recipes. Even free women also learn how to prepare many recipes. Paga kajirae must be familiar with many foods and beverages so that they can properly serve the patrons of the tavern. Some foods and beverages are very similar to Earth ones and others are uniquely Gorean. This scroll shall explain a wide variety of foods and beverages on Gor. This is not an exhaustive list as there are obviously other foods and drinks on Gor which have yet to be described in the novels.
     Not all of the food and beverages listed below will be available everywhere on Gor. Some are regional items that would be very rare outside of their place of origin. Not every tavern will stock all of these products. Some items would be too expensive for an average paga tavern to keep on stock such as Falarian wine or black wine. Other items would be so rarely ordered, that a tavern would see little profit in stocking the item. For example, a paga tavern in Thentis would see little need to stock fermented milk curds, a drink of the Wagon Peoples.
BEVERAGES:
Ale: The north regions, like Torvaldsland, have a strong ale. Ale would be rarer outside of the northlands. In Torvaldsland, it would commonly be served in a drinking horn. In taverns south or Torvaldsland, it would simply be served in a cup or goblet.
Bazi Tea: This is an herbal tea that comes in many different varieties. Consider all the varieties of tea on Earth and you can see the multitude of possibilities for Bazi tea. Most people seem to forget that Bazi tea has such variety. Bazi tea is a common Gorean drink, enjoyed by High and Low Castes. It is commonly served hot and heavily sugared. It may be served in either of two fashions. First, there is a more traditional and formal serve. This serve does not reach the level of a Japanese tea ceremony, it is simply a more formal serve. The tea is carefully measured into three tiny cups, which are drank in rapid succession. Various sugars and milks may be added. Such a serve would rarely, if ever, be done in a paga tavern. It is more likely to be done in one's own home while entertaining. Second, Bazi tea is also drank informally, in regular-sized cups, with or without sugars and milks. Some taverns may have a pitcher of tea ready for its customers. Cakes and Bazi tea is a popular breakfast on Gorean holidays.
Black Wine: This is a coffee-like drink made from beans grown in the mountain city of Thentis. It is very strong and bitter. It is traditionally served very hot, with yellow or white sugars and powdered bosk milk, in tiny cups. Other sugars, spices or cream may also be served with it. The cups may have small handles or not. In some ways, it is like expresso coffee. In the river cities and some northern cities, the phrase "second slave" indicates that you do not want any creams or sugars with your black wine. This comes from the custom in some areas for two kajirae to serve black wine. One kajira is responsible for putting down the cups, taking the orders and seeing that the drink is prepared according to the customer's preferences. The second kajira only pours the black wine. In some areas, there are more formal blackwine services, such as in the Tahari region. Thentis does not trade the beans to make this drink. In Thentis, it is commonly only served in High Caste Homes. It is an expensive luxury outside the area of Thentis, affordable only by the wealthy. Most paga taverns would not serve blackwine due to its rarity and expense.
Hot Chocolate: Warmed chocolate is made from the beans of the cacao tree from the tropics. It is a rich and creamy drink. There are no known marshmallows on Gor. Not all tavern would carry this item.
Juices: There are a variety of juices on Gor as there are numerous fruits. Larma fruit juice is very popular.
Milk: Milk from the verr, bosk, and kaiila are common. Hot milk is also drank. Kaiila milk is reddish and has a strong, salty taste as it has a lot of ferrous sulphate. There are milk vendors in Gorean cities like the milkmen of Earth.
Beer: Rence beer is commonly available only in the marsh communities. It is steeped, boiled and fermented from crushed seeds and the whitish pith of the rence plant. It would be very rare to find this available in a tavern.
Falarian wine: This is an extremely rare wine that is rumored to exist. It is said to cost enough gold to buy a city. There is some indication that it does exist though only wealthy Ubars or Merchants might own a precious bottle. No paga tavern would have this wine.
Fermented Milk Curds: This is an alcoholic drink among the Wagon Peoples. It would be very rare to find this drink available outside of the lands of the Wagon Peoples.
Kal-da: This is an alcoholic drink that is served hot, almost scalding. It is made of diluted Ka-la-na wine, mixed with citrus juices and stinging spices. It is cheap and most popular with the lower castes. Paga taverns that catered to the Low Castes would serve this but higher class taverns would not. Most Warriors would not deign to drink kal-da.
Ka-la-na: This is commonly an almost incandescent red wine, bright, dry and powerful, made from the fruit of the Ka-la-na tree. The fruit can also be used to make dry, sweet and light wines. There are actually quite a variety of types of this wine. Many cities make their own brands and most people have their personal preferences. Boleto's Nectar of the Public Slave Gardens is a major brand of Ka-la-na served in Ar's public slave gardens. Boleto is a well-known winegrower from the vicinity of Ar. He is famous for the production of a large number of reasonably good, medium-grade Ka-la-nas. Ka-la-na is normally sold and served in bottles. It is said that this wine makes any woman a slave if but for an hour. An unnamed white wine exists on Gor and there are inferences in the books that lead one to conclude that white, or other color, ka-la-na may exist. There is no passage in the books that states ka-la-na is only red.
Mead: This is made with fermented honey, water and often spices. It is primarily drank in the north and favored over paga there. It would be rare to find this is a paga tavern.
Pagar-Sa-Tarna: This word translates to the "Pleasure of the Life-Daughter" and it is commonly called "paga" for short. Its full name is rarely used. It is a fermented brew made from Sa-Tarna grain. It is probably the most popular alcoholic drink on Gor. There are many varieties, usually named for their city of origin, such as Ar, Tyros, Ko-ro-ba, Helmutsport, Anango, and Tharna. The primary difference in these pagas is usually the spices or grains added. Paga is normally served at room temperature. Paga may also be served warm or hot, which is most popular in Cos and the lands of the north. Some claim that you feel the effects of paga sooner if it is heated. In taverns outside of Cos and Torvaldsland, you would need to specifically asked for your paga to be heated. Paga is a strong drink and is commonly cut with water in taverns. It may be bought from merchants in bottles or botas.
Palm Wine: This is a big export from the city of Schendi. There was no description given of this wine so its color, flavor and such are unknown.
Sul Paga: This alcoholic drink is made from suls, a vegetable like a potato. It is most like strong vodka or moonshine. It is clear, almost tasteless, and very strong. It is served at room temperature. It is seldom available outside of a peasant village. It would be a rarity in a paga tavern to find sul paga available.
Ta Wine: This wine is made from the famous Ta grapes of Cos. Ta grapes also grow in areas outside of Cos and wine can also be made from those grapes. Thus, different cities have their own varieties of Ta wine. The color of this wine was never stated in the books.
Turian Liquors: Turian wines are sweet, syrupy, flavored and sugared heavily. Their wines are made specfically so that you can add various spices and sugars to it. They are an acquired taste. The liqueurs of Turia are regarded as the best on Gor.
     Many Gorean wines are very strong, 80 to 100 proof. Most Earth wines in comparison are only about 12 proof. Thus, wine may commonly be cut with water. This occurs often when wine is drunk at homes at meals, at certain parties and in some taverns. A wine krater, a mixing bowl, is used to mix the wine and water. "Krater" is an ancient Greek term that means "mixing bowl." If the wine is not cut, it might also be served in very small amounts. At more raucous parties or taverns, the wine is rarely cut or only in a slight amount.
     There are a number of common drinking vessels in the taverns of Gor. There are generally no restrictions over what cup or bowl you use to serve a certain drink. Paga and wine can be served in nearly any drinking vessel. Most taverns will have ordinary vessels of cheap metal or pottery. They will not have vessels of gold or silver. Only the most expensive of taverns might have such expensive items.
     Goblets, of various materials, are the most common vessel in taverns. Some goblets have rings, aybe four or five, around the cup area and a patron may ask for his cup to be filled to a certain ring. Sometimes bowl-like vessels are also used. A kylix, an ancient Greek term, is a footed, two-handled cup. A kantharos is a deep drinking cup with a high-footed part and upraised handles to grip it. It derives from the Greek word meaning "dung beetle." Some peoples use drinking horns. The Wagon Peoples and Torvaldslanders both use such horns. A bota is a leather flask commonly used for paga and wine. Most botas are made of verrskin. A bota is squeezed to release a stream of liquid. Botas are commonly carried by travelers, as they are portable and not subject to breakage. A bota would not be served within a paga tavern. Wine and paga may also be sold in bottles of various sizes. A hydria, another Greek term, is a high-handled, water vessel. It is a curious aside that the drinking vessels on Gor almost all derive from Greek sources.
FOOD:
     There are many types of food on Gor and all women, free and kajirae, learn how to prepare a variety of meals. Trained kajirae especially learn how to prepare intricate meals, many with an alleged aphrodisiac effect. "Sa-Tassna," that literally means "Life-Mother," is the general Gorean word for "meat" though it can also refer to "food" in general.
Fruits: These include such fruits similar to Earth fruits like apricots, berries, cherries, dates, grapes, melons, olives, yellow peach, yellow pear, plums, pomegranates, raisins, strawberries. The cherries of Tyros are famed. There is a yellowish, red-striped spherical variety of melon. The red olives of Tyros and the Torian olives are very popular. There are also fruits indigenous to Gor. These include larmas, ram-berries, Ta grapes, and tospits. There are two varieties of larma, a hard larma and a segmented juicy larma. The hard variety is red with a crunchy shell like an apple. It has a single-seed, a large stone, and thus is also called a pit fruit. If a slave offers a larma to her master, it is a plea to be raped. The segmented type is more similar to an orange. Ram-berries are small, succulent reddish berries with edible seeds. It is like a tiny plum. The tospit is a yellowish-white peachlike fruit, about the size of a plum. It has a fairly hard-fleshed fruit and a bitter taste. It is commonly eaten sliced with honey, used in syrups, or its juices used as a flavoring. It usually has an odd number of seeds except for the rare, long-stemmed variety. Seamen eat it to prevent against disease and is thus sometimes called seamen's larma. Ta grapes may have originated on the island of Cos though they are now grown in many areas. They may be the size of a tiny plum and are often peeled by slaves before eaten.
Vegetables: These include such vegetables similar to Earth ones like cabbage, carrot, corn, garlic, mushroom, onions, peas, peppers, pumpkins, radish, squash, and turnips. There are also vegetables indigenous to Gor such as katch, korts, suls and vangis. Katch is a foliated leaf vegetable, likely similar to lettuce, cabbage or spinach. The kort is a brown and thick-skinned, sphere-shaped vegetable which is about six inches wide. The interior is yellow, fibrous and heavily seeded. It grows in the Tahari region and is often served sliced with melted cheese and nutmeg. Suls are a tuberous vegetable like a potato. They are large, thick-skinned, starchy, and yellow-fleshed. There are a thousand ways to prepare and serve suls. Vangis are an unknown type of produce. They are mentioned though never described in the novels.
Sa-Tarna: This is a yellow grain and the staple crop of much of Gor. There is a brown variety grown near and in the Tahari that has been specifically developed to withstand the hotter temperatures of that area. Most Sa-Tarna is now ground in mills. It is used to make the popular Sa-Tarna bread. This bread is baked in ovens and commonly made in round flat loaves. Larger loaves are commonly cut into eight pieces and small loaves into four pieces. The bread may be served with honey, melted cheese, melted butter or unmelted butter. Many are under the misconception that the bread is cut into six pieces. This is based on two references in the early books. Multiple references in the latter books though correct this error and even give a reason for commonality of the eight-slice cut. As there are eight tarsk bits in a copper tarsk, bread is also similarly cut. There are other grains available on Gor. One type makes black bread which is most common with the Low Castes. It is cheaper and of poorer quality than Sa-Tarna bread.
Soups and Stews: These are very popular on Gor and come in a wide variety. One such soup is sullage made from Tur-pah leaves, suls, kes, and anything else around. Kes is a salty, blue secondary root of the Kes shrub. Stews with meat and vegetables are very common in low caste homes.
Porridge: There is sul porridge and grain porridge. Both are often seasoned and some people prefer to season it themselves. A hand-rack of small vials and pots of seasonings, spices and condiments will often be brought with the porridge.
Meats: The most common meats are tabuk, bosk, tarsk and verr. Tarsk is rather salty, like pork. Many of these meats are roasted over an open flame. They are served in a variety of ways. In taverns, cubes of meat may be cooked and served with a variety of sauces for dipping. Sausages are also made with some of these meats. Vulo is the primary type of poultry. At least some of the meat of the vulo is white meat. It too is served in a myriad of ways. Its eggs are also eaten.
Seafood: There are many varieties of fish and shellfish eaten including carp, clams, oysters, eels, crayfish, grunts, shark, and parsits. The blue, four-spined Cosian wingfish is a tiny, delicate fish and is a great delicacy, especially its liver. The clustered, black tiny eggs of the white grunt are similar to caviar. In the equatorial waters, most of the fish are poisonous to eat due to certain seaweeds they eat which are harmless to them. The river fish though are generally good to eat.
Other foods: Butter and cheeses from verr, bosk and kaiila are common. Rice and beans are also common.
Wakapapi: This is a word in the languages of the Red Savages that means "pemmican." Pemmican is a word used by the Native Americans of Earth to describe a certain type of food, similar to the one on Gor. Pemmican are soft cakes, made in various ways depending on what one adds in the way of meat, herbs, seasonings and fruit. One common way on Gor is to take strips of dried kailiauk meat, thinly sliced, and pounded fine almost to a powder. Then you add crushed fruit, commonly chokeberries, to the meat. This is then mixed with kailiauk fat and then divided into small, flattish, rounded cakes. It is normally carried by hunting or war parties.
Spices: There are many spices including nutmeg, cinnamon, cloves, spikenard, various salts including red and yellow salt, and hot peppers. The Tahari is known for very spicy foods.
Desserts: Desserts are very popular on Gor especially with kajirae. Chocolate, pudding, pastries with creams and custards, molasses, honey, hard candy, mint sticks, flavored, minced ices and nuts are all common. Sweetmeats are candied or crystalized fruits. There are at least four varieties of different sugars including white and yellow. Not all of the types of sugar are listed though so various other colored-sugars may exist. Red sugar is a real possibility. Tastas, also known as stick candies, are soft, rounded, succulent candies, usually covered with a coating of syrup or fudge, and mounted on a stick like a candy apple. Sweets are a common reward for kajirae whose diet is commonly rather bland.
MISCELLANEOUS:
     There is little cold storage on Gor. Most food is preserved by being dried or salted. Ice is cut from ponds in winter and then stored in icehouses under sawdust. You may go to the icehouse to get it, or have it delivered from ice wagons. Ice is an expensive luxury, especially in the summer. Few paga taverns will have cold storage areas. It would be much more common for them to store certain foods and drinks in a basement area to keep it cool, though not really cold. An amphora is a two-handled, narrow-necked vessel with a narrow, usually pointed base. It is a storage container for liquids and is commonly put into a storage hole in the ground at night to keep it cool.
     The most common utensils used on Gor are knives and spoons. There is an eating prong, similar to a fork, which was invented in Turia. It is not commonly used outside of that city. The wealthy of other cities though may use these prongs. Eating prongs would be very rare in taverns outside of Turia.
     Goreans are very sociable people and enjoy giving dinners and having parties. At such events, it is an honor to be seated above the bowls of red and yellow salts. It denotes your high station and status. The Turian feast is a unique dinner. It consumes the better part of a night and there may be as many as 150 courses. Etiquette requires that you at least taste each course. Guests may use a tufted banquet stick, dipped in scented oils, and a golden bowl to vomit into between courses. Different wines are commonly served with each course, specially chosen to complement the cuisine.
     There is no precise Gorean expression for a restaurant. There are public kitchens where people can get a meal but they are more functional than social places. You can get food at paga taverns and cafes but those establishments serve many other functions as well. There is no social place where you simply go to eat that would be akin to an Earth restaurant.
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Scroll #8
PAGA TAVERNS (#8, Version 5.0)
     A paga tavern is a combination bar, restaurant and brothel. In the southern hemisphere, cafes often take the place of paga taverns but are essentially the same type of entity. Paga taverns exist primarily for the pleasure of men, but such pleasures range widely. Men go there to relax or be sociable. They often play Kaissa there. Some taverns even have special tables with a Kaissa board inlaid on the table. Men may wish to watch slave dances or other men duel in the sands. It is also a place where men can learn a lot about a city and hear the latest news. A new visitor to a city can learn much at a paga tavern about his new surroundings. A paga tavern is much more than just a place where men go to fur kajirae. Many patrons may never make use of a kajira in that manner.
     A tavern commonly has a number of low tables of various sizes. A man can remain by himself at a small table or party with his friends at a larger one. Men sit cross-legged on the floor at these tables. There may be a sandpit in the paga tavern for slave dancing or battles by the men. There is an area of curtained pleasure alcoves where men and slaves retire for sexual pleasure. There is often a kitchen area, commonly separated from the main area by swinging doors or a beaded curtain. The doors or curtain are easy to negotiate by a girl carrying something. Curtains are used more often than the swinging doors.
     Other varieties of paga taverns exist on Gor. The paga enclosure is a transportable tavern. The owner generally makes a circular area of leveled earth about forty yards in diameter. The area is fenced in but the fencing is little more than symbolic. It consists of light railings, set on tripods and is about waist high. The fence is made to be easily taken down and reconstructed at another site. There will be tiny, alcovelike tents within the perimeter and several small fires. At night, the girls are not belled. Thus, the camp can be quickly made dark and silent if necessary.
     The Wagon Peoples have public slave wagons, a combination paga tavern and slave market. Slave girls can be bought, sold and rented there. They may also set up a curtained alcove when they have dancers performing. There is nothing else like it anywhere on Gor. This idea could be the basis of some good story-lines. Maybe a group of enterprising Wagon Peoples decide to take their slave wagon to visit the cities. While they were earning money, maybe they could also be spying. Or, an ingenious Merchant might decide to copy this idea and create his own traveling public slave wagon.
     In paga taverns, the men are served by paga kajirae, slaves who are a combination waitress and prostitute. For the price of a cup of paga, from a couple tarsk bits to a couple copper tarsks, a man is also entitled to the use of one of the servers. Commonly, the patron will use the kajira that serves him but this need not be the case. He may take a girl to one of the pleasure alcoves for sex. He may keep that girl for as long as he desires or until the tavern closes at dawn. It appears that once the man leaves the pleasure alcove, his time with the girl may be over. There are references that you keep the girl until you choose to open the leather curtains over the pleasure alcove. This prevents a man from stacking up a stream of girls at his table. For each cup a man purchases, he may use a different slave. Once the tavern closes though, any cups not used are lost. You cannot save them for another night. A paga dancer usually costs a customer extra and you would negotiate the price with the tavern owner. Any exceptions to these common rules must be posted clearly in advance.
     When a girl first becomes a paga slave, it is usually the first two or three nights that are the most difficult. If the girl has not learned properly by then, her throat will likely be cut by an angry customer. Her sales price would then be paid to the tavern owner, plus a token copper or two for goodwill. A girl is considered "paga hot" if she is hot enough to be able to serve as a paga slave. Any girl in the tavern is subject to the discipline of a customer. Bruises on the girls are common hazards of business and tavern owners do not see such as wrong. Some taverns allow you to have your own slaves serve you.
     Men may also work in paga taverns. Paga attendants are male employees of paga taverns and they generally supervise the serving of paga by the slave girls and collect payment for the paga and the use of the girls. There might also be a tavern owner, kitchen master, cooks and musicians present.
     The pleasure alcoves are often small and their entrances may be circular, about twenty-four inches in diameter. They are commonly stacked in levels and reached by narrow ladders fixed into the walls. A typical alcove has curved walls, and is about four feet high and five feet wide. It is lit by a small lamp, set into a niche in the wall. It is lined with red silk and floored with love furs and cushions. The furs are usually about six to eight inches deep. The alcoves have a subtle but efficient air circulation system, possibly some vent holes high in the walls. An alcove will usually contain chains, rope and a whip. You may also request any special equipment you may desire such as hook bracelets. Some taverns may have different types of alcoves but most are fairly similar.
     In most paga taverns, the girls wear diaphanous silks. These silks can be worn in many ways. It may be worn on or off the shoulder, with high or plunging necklines, tightly or flowingly, in halters or G-strings, or brief tunics that may be partable or wraparound. Some tunics have a disrobing loop, usually at the left shoulder, where a tug will drop the entire garment to the girl's ankles. Only in the lowest taverns do the girls serve naked. It is also common to bell paga slaves, to make them more appeasing. Most paga girls also have pierced ears now. After the defeat of Turia, ear piercing has spread throughout Gor and has become the new fashion.
     A parade of slaves commonly takes places in paga taverns and brothels. The paga slaves present themselves one by one, often accompanied by music, for the inspection of the guests. This allows the guests to better decide which kajira they might wish to use in the alcoves later. This may be repeated a couple times during a night so that patrons that enter later can view the kajirae.
     Free women are not permitted in most paga slaves though they are permitted entrance into a few. In some taverns, even families are permitted entrance. In such taverns, efforts are made to promote modesty and decorum. Men in these places try to restrain their natural tendencies so as to not offend the free women. Tavern owners would try to enforce this decorum so that they can maintain their reputation and protect their business. Men have plenty of taverns they can go to where they do not need to be restrained so there is no reason for them to do so in these places. Most free women though would rather not attend such establishments. They do not wish to see their men fawning over such lascivious kajirae.
     Slaves who are not paga slaves may enter taverns only if on an errand or in the company of a free person. There are often slave rings on one wall to chain your personal slaves. Most men would leave their personal slaves there. Some paga taverns would permit men to have their personal slaves serve them.
     In the majority of taverns, paga is the most common beverage. No bottle or bota of paga is brought to the table. Cups, goblets or bowls are generally filled from a vat of paga behind the counter, from a huge bottle of paga put into a pouring sling, or from bronze vessels carried in leather harnesses by the kajirae. Botas of paga are only used while traveling or camping. Paga is not served warm or hot unless it is specifically ordered as such. Most people prefer room temperature paga. Torvaldsland and Cos are two places that normally prefer heated paga. There is also nothing in the books to suggest paga has a lumpy consistency. If paga was lumpy, it would be very difficult to fill or empty a bota.
     Ka-la-na and other wines are commonly served from bottles. Other beverages may be contained in pitchers, small kegs, or bottles. Some of these beverages may be stored in the basements of the taverns to keep them a bit cooler as few taverns would actually have an ice room, especially in the summer or in warmer climates. Amphorae are frequently used to store beverages underground to keep them cooler.
     Many online kajirae have learned very specific ways to serve in a tavern. There are websites that instruct them exactly how to serve each food and drink. Girls then memorize these serves and do it the same way every time. Thus, service becomes a boring repetitive act that is not true to the novels. Service should be as creative as any other kajira action. There are 105 ways just to enter a room, dozens of ways to kiss, and numerous slave dances. Why should food and drink service be performed only by one method? The answer is that it should be done in a myriad of ways. The method of the service should conform to the circumstances. What is appropriate at a formal feast may not be so at a cheap paga tavern.
     In a paga tavern, when a slave serves, she is also offering herself to the customer. Thus, she will desire to please the customer as much as possible and make herself as desirable as possible. Gorean men enjoy imaginative and sensual women. Let your serve show your creativity and sensuality. You are selling yourself, not just a cup of paga or wine. Show how well you can move. Accentuate your allure and desirability. Make the customer lust for you. A kajira that could not entice the customers into the alcoves would be severely disciplined by the tavern owner, sold or even killed. You are there to make money for him so if you cannot earn your keep, you are useless to him.
     What is required as a part of a serve? There are only a few items that are absolutely necessary. Everything else depends on the situation and location. Generally, the less formal the setting, the shorter and less rigid the serve. But, most serves have these few things in common.
     First, make sure that you know exactly what your customer orders. Do not serve him sul paga if he orders regular paga. Do not serve him warm paga if he wants it at room temperature. If you are unsure about an order, ask the customer. Not every Master likes his food or drink prepared the same. If he orders Sa-Tarna bread, ask him what he wishes to go with it. Some prefer honey while others want melted butter. Try to ensure that you are going to bring him exactly what he desires. If you try to guess what the customer wants, you are taking a big risk.
     Second, make sure the drinking vessels, serving trays and utensils are clean. You do not need to wash or wipe every goblet you get but at least indicate that you have found a clean cup. Once washed, likely by a slave, the vessels usually hang upside down on racks to drip dry. A quick glance at the vessel before using it will ensure it is adequate. Do not wipe a vessel with your silks. That would ruin the silks and the taverns have rep cloths for such cleaning. A chipped or broken vessel would be immediately thrown out. Also remember that most paga taverns have inexpensive cups and dishes. They would be cheap metal or pottery, not gold and silver that would most likely be stolen. This though would depend on the quality of the paga tavern. A very expensive tavern might have gold and silver cups and dishes but few such places exist.
     Third, make sure you kneel when serving. The customer is sitting on the floor at a low table. You need to get down to his level and kneeling is the only proper way to do it. Proper kajirae do not bend over. In addition, kneeling is a proper way to show deference to a man. Kneeling expresses the proper servitude and submission of a slave. A girl would learn how to carefully balance a tray or other accoutrements while attempting to kneel next to a table.
     Besides these three basic items, everything else is up to your imagination. The most common serve that many kajirae have learned on AOL or the IRC involves cleaning a cup, pouring the paga from a bota into a bowl, holding the bowl low against their belly, running it up their body, holding it for three heartbeats at their chest, kissing the rim and then offering it to the customer. This is not a required serve as depicted in the novels. Some kajirae in the novels did parts of that serve but many others did not. And some parts of that serve did not exist at all in the novels.
     The cleaning of the cup and botas were already discussed above. The three heartbeats and the love, devotion and honor pledge never occurred in the novels. Thus it is not a necessary part of a serve. They are online creations only. Holding it low against your belly does occur in the novels but it is not a constant. It is also not a required part of a serve. "Sweetening" the cup is another online creation that does not exist in the books.
     Kissing the rim of the goblet does occur a number of times but it is again not a necessity as many serves are done without it. There are examples from the books where paga slaves may kiss the rim twice, or lick it deferentially. Kissing is done primarily as a sign of obeisance, deference to the patron. Slaves would also never sip a master's drink before serving it. If they were permitted to take a drink from the same cup, they would never drink from the side of a cup where their master has already drank from. No girl in the books ever tested a man's drink for poison. Poison is not that great of a threat in taverns. It would be an insult to a tavern for girls to be routinely checking for poison.
     Long involved serves were more common at feasts where the host is trying to impress his guests. In most taverns, long serves are impractical and unnecessary. Be creative in your serves but do not over do it. Save long serves for special occasions. In a cheap paga tavern, the men simply want their food and drink without some long presentation. The patrons would likely get angry at a girl that took too long to deliver or serve their order.
     Most service online is so boring, for the customer and the kajira. Vie for the attention of the customers. Become the most popular kajira in the tavern by being the most imaginative server. You may kiss the rim of the cup or hold it deep against your belly but you may also skip it. Vary how you perform your serves. Make it a true presentation instead of a "canned" service by rote. Make the serve fit the situation as well.
     There are a few others matters of tavern etiquette. First, there are no such things as serving furs. If anything, paga kajirae would kneel on the bare floor while waiting in the tavern. In true taverns, the girls would rarely have a free moment to relax. She would be constantly serving customers food and drink or in the pleasure alcoves. Second, when a kajira enters the tavern, she does not need to seek permission or perform obeisance. She should just quietly walk to the serving area and kneel until she is needed. This is partially intended to promote the flow of role-play as massive greetings can be distracting. Third, a kajira should seek permission to leave the tavern. First, she should consult her owner. If the owner is not around, she should ask any other free person present.
     Remember, the key to good service, like good role-play, is creativity.

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Scroll #9
KAJIRAE POSITIONS AND COMMANDS (#9, Version 5.0)
     A well trained kajira is expected to know a variety of slave positions and be able to respond to a series of common commands.  There is some erroneous information online concerning Gorean positions and commands as depicted in the novels.  Positions such as "kar-ta" and "sula-ki" are never explicitly named in the novels.  Their names have been created by others online to describe certain matters mentioned in the novels but never formally named.  Other such positions have been created out of nothing and have no basis in the novels.  This work shall show a number of named positions that exist in the novels and describe some unnamed positions and their uses.  Other positions and commands do exist.  The following is not an inclusive list.
     Kneeling:  The primary position for all slaves is kneeling.  The Gorean word for kneel may be "nadu" but that is only speculation.  In the books, "nadu" is only used as a specific command that will be further on in this scroll.  All women, free and slave, kneel when sitting.  Women who dare to sit cross-legged, like men, are seen as insolent and insulting.  Slaves are not permitted generally to sit in chairs and could even be whipped or slain for daring to sit in one.  Kajirae must commonly kneel when entering her owner's presence, if her owner is present nearby, or in the presence of any other free person.  Kneeling though is a position that can be assumed easily and beautifully.  A kajira can also rise from the kneeling position with beauty and grace. Kneeling is seen as a sign of respect, expressing the submission of a slave.  In kneeling, all women, free and slave, are expected to carry themselves well.  Their backs should be straight, their chin high, and they should be properly poised.  Women do not slouch in such a position.
     When a girl kneels, it is customary for her to remain a few feet away from her owner.  This distance symbolizes, along with the difference in height between a standing owner and kneeling kajira, the inferiority and lowly status of the slave.  It also puts the slave in a position where she can be readily viewed.  In addition, it puts enough space between the slave and master so that if the master desires to ravish the kajira, such desire will require an active decision to bridge that distance toward the girl.  Thus, his desire will not be reflexively triggered.  If a girl was to purposefully kneel very close to her master, this would be an indication of her desire to be ravished, hoping her master will act on his urges without consideration.
     The position of a woman's knees when kneeling is very important.  Free women will always keep their knees tightly closed, thus being modest.  Tower and house slaves also commonly do the same.  Tower and house slaves are generally assigned domestic duties but there are times when they might also serve a master's pleasure.  At those times, they might kneel with their knees open if commanded to do so.  Pleasure slaves, and similar kajirae, generally always keep their knees wide open while kneeling.  They are bereft of modesty and open for all to see.    In general though, even if a girl is kneeling with her knees open, you are most likely only to see some pubic hair.  Such a position is not as revealing as many would think.
     The position of one's hands while kneeling is also important.  Free women will rest their hands on their thighs, their palms face down.  Tower and house slaves will keep their hands in front of them, usually crossed if not otherwise occupied.  Pleasure slaves rest their hands on their thighs, either palm up or down, though in some cities they will keep their hands crossed behind them.  The palms of the hands, when facing upwards, is a way of signaling a girls' need, helplessness, and desire to please.  It is a silent signal of a girl's desire for her master.
     "Position" is a common command that is given when the kajira is expected to assume the common kneeling position for her slave type.  Thus, tower and house slaves will assume a specific position that is different from the position assumed by the pleasure slave.  Sometimes, a master may wish his kajira to assume a different position than her type and he will then specifically tell her which position to assume.   This is where a tower or house slave might be ordered to kneel in the position of the pleasure slave.  A position may also be commanded as part of a girl's discipline.  If this is so, the girl must remain very rigid in her position.  If it was not ordered for discipline, a kajira has much more leeway.  Her body is permitted to move some, such as allowing her to rise a bit on her heels, turn her head or such.  The key remains that the girl should be appealing in her movements.
     Most often in these positions, the kajira keeps her head raised.  This will depends greatly on the specific discipline the kajira is undergoing and the preferences of her master.  By keeping her head up, this will eliminate the need to command her to raise it.  It also shows the facial beauty of the slave.  In addition, the slave can see who is in the room and is able to better judge the moods, needs and desires of her master or any other free person in the room.  She can be more pleasing if she is fully aware of her surroundings. A kajira may not break any of these positions until she receives explicit permission to do so.      
Nadu, Sula, Bara, Lesha
     These four terms are used infrequently in the books.  They are Gorean words but their meanings are never clearly defined.  They are used in the context of being commands to a kajira.  When the command is given, the girl is expected to assume a certain position.  It is unclear if these words are solely meant to refer to these specific positions or if the words may have greater meaning. It is only speculation at this point.
     "Nadu" might be the general Gorean word for "kneel."  But, each time a girl is commanded to "nadu" in the books she assumes the position of the pleasure slave.  The slave kneels back on her heels, resting her hands on her thighs.  She maintains excellent posture with her back straight, her head up, and her breasts thrust forward.  Her knees are widely spread.  Thus, "nadu" may only refer to the pleasure slave position though the root word may derive from the Gorean word for "kneel."  If a tower or house slave had been commanded to "nadu" and assumed the closed knee position, then it would be easy to see that "nadu" simply means "kneel" but without such a reference, we can only speculate.  You will see many websites state that "nadu" means "kneel" but that is not necessarily accurate.  The books are not clear on that matter.
     "Sula" is another undefined Gorean word that might possibly mean "back" or "prone."  It was always used in the books as a command to a kajira.  The kajira would lie on her back with her hands at her sides, palms up.  Her legs would be spread wide apart.  In this position, a kajira is ready for her master's pleasure.
     "Bara" is another undefined Gorean word that might possibly mean "belly."  It was always used in the books as a command to a kajira.  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.  This position is also known as the "standard binding position."  "Bara" should not be confused with the command "belly" which has a much different meaning, which will be discussed later in this scroll.
      This word is the first indication that these four words may simply be specific commands and not general words.   Since "bara" and "belly" are two very different commands, a couple matters might be correct.  First, bara may not be the exact Gorean word for "belly."  Second, if this is true then the other words, nadu, sula and lesha, might also not be exact translations of Gorean words.  They might all be only specific commands. But, without further evidence, again we can only speculate.
     "Lesha" is another undefined Gorean word that might possibly mean "leash."  This word is always used in the books as a command to a kajira.  The commanded girl can be either standing or kneeling.  She will then lift her chin, turning her head to the left.  She also places her wrists behind her as though they were manacled.  This would allow an owner to leash and bind a girl for travel.
     In most positions, the head is kept raised.  This all depends on the specific discipline the kajira is undergoing and the preferences of her master.  This precludes a command to raise it.  It also shows the facial beauty of the slave.  The slave can also see who is in the room and is able to better judge the moods, needs and desires of her master or any other free person in the room . A kajira may not break any of these positions until she receives explicit permission to do so.
     "Leading position" is a command where a girl places her head down at her master's waist.  He then fastens his left hand in her hair, keeping his right hand free to grab his sword if necessary.  The master then walks, pulling his kajira behind him.  This is usually only done for short distances.  It may also be done in crowded areas if the master does not have a leash.
     "Heel" is a command for a girl to stand behind her master, usually to walk behind him.  Kajirae heel to the left of a right-handed master.  If you walked on the right side, it would be seen as a sign of disfavor.  If there are several girls following a master, the girl who is closest to the master is the one most favored.
     "Bracelets" is a command generally given when a master wishes to place manacles upon a girl.  It may also be given as a command simply to have the girl assume the position.  In this position, the slave stands before her master, with her hips slightly turned to one side and her back and shoulders erect.  Her wrists are then crossed behind her back and she turns her head to the left.
     A common neck chaining position is for a girl to get on her hands and knees.  This allows the master to easily attach a chain to a girl's collar.  It could also be used to leash a girl as well.
     "High-harness position" is another position used if you wish to leash a girl.  The girl stands straight, her head held far back so a leash can be attached to her collar.  It may also be used simply as a position for a girl to assume for either discipline or training purposes.
     The position of the "serving slave" is mentioned very briefly in the books but is not described.  It is named in opposition to the pleasure slave position.  We can only speculate on how it differs.
Obeisance
     "Obeisance" is a command, commonly given as "perform obeisance."  Obeisance essentially is a gesture or body movement that shows respect.  There are many ways in which a kajira can respond to this command. Three common forms were listed in Mercenaries of Gor, book #21.  Note though, that these forms are not specific positions.  They are only a few examples of how obeisance can be shown.  There are many others.  If you are commanded to "perform obeisance," any of these forms will suffice unless your master has previously told you that he requires a specific form when he gives such a command.
     The first form listed is mentioned as a possible obeisance position though there are authorities who claim it is not such a position.  At any rate, it is a common position of slave submission.  Essentially, it is the Nadu position where the kajira also lowers her head in deference.
     The second form listed is similar to what is known online as "kar-ta."  But, the term "kar-ta" is never used in the novels.  It is an online creation only.  It is not a valid Gorean term and should not be used.  The second form also differs in a few ways than the "kar-ta" position.  In the second form, you begin in the kneeling position.  You then lower your head to the floor and place the palms of your hands on the floor.  You then raise your head a bit and move forward, maintaining your position.  You finally then lick and kiss the feet of your master, doing it softly, lingeringly and lovingly.
     A third form is to "belly."  There are various forms of "bellying."  One simple variation involves lying on your belly and slowly inching forward.  When you reach your master's feet, lick and kiss them as in the second form.  "Bellying" may be given as a specific command.  In some instances, this means for the kajira just to lie on her belly.  In others, it refers to this form of obeisance.  The command "bara" is similar but will be used instead of "bellying" when the master wishes you to assume that exact position.
     In all of these forms of obeisance, you may not rise to your feet until you receive explicit permission to do so from your Master.
     A quote from the novels explains the meaning behind obeisance quite well. "It is pleasant to have a woman perform obeisance before one. It is also appropriate. In such a way, in such symbolisms, may the order of nature, and its profound truths, in a conventional and civilized manner, be expressed and acknowledged." (Vagabonds of Gor, p.205)
Discipline Commands
      Masters may give certain commands, which at times have disciplinary purposes.  These commands may also be given for other purposes.
     "Gag law" is a discipline where a girl is forbidden speech, save for moans and whispers.  Though she wears no actual gag, she must act as if she does.
     "Bound by the master's will," also known as a "will bond," means that a kajira must remain as if she was chained, braceleted or bound by actual equipment, even though no such items truly bind her.  She may have to keep her hands crossed behind her, touching each other and cannot release them without permission. Her ankles may be similarly crossed and expected to remain that way.  Some men leave a girl holding a public slave ring without chaining them to that ring.  The kajira is expected not to release the ring under any circumstances until her master returns.  Almost any position will suffice, subject to the desires of the master.
     "Discipline of the she-quadruped" is sometimes called online the discipline of the she-sleen yet that is an erroneous name, one not listed in the novels.  In this modality, a kajira pretends to be an animal in all respects.  Speech is forbidden, except for certain animal sounds.  She is forbidden human posture and must walk around on all fours.  Food will be thrown to her or put in pans and she must eat without her hands.  She may even be taught pet tricks.  If she is used sexually, she will be used as an animal.  This modality may be used as a punishment or for training a new kajira.  It teaches a kajira that she is on the level of an animal.  It is often imposed on captured Ubaras.
     There are a variety of common whipping positions.  In all forms, the kajira is stripped so as to not ruin her clothing.  One standard form is for a girl's wrists to be braceleted and her hands then raised above her head.  The bracelets are commonly chained to a beam on the ceiling.  The chains are then raised until the girl's heels are about a quarter of an inch off the ground.  In many whipping positions, the girl's hair is also moves aside so it will not be ruined by the whip.
Other Commands
     Kajirae are often rewarded with pastries if they are pleasing.  If given one, a Master may command the kajira to "eat it very slowly, making it last a long time."  This means the kajira must eat the pastry incredibly slowly, barely touching it.  Primarily she is to use her tongue on it, only nibbling it once in a while. This serves to put her under good discipline, is good exercise for the tongue, and increases her sexual heat.  A master could also ask a kajira to eat other items in this same manner besides pastry.
     When a master wants his slave for pleasure in his home, he tells the slave to "light the lamp of love", the ravishment lamp.  The kajira will light the lamp and place it in the window so they will not be disturbed.
     "Slave lips" is a command for a kajira to purse her lips as if she is ready to kiss someone.  She cannot break this command until she has been kissed by her Master.
     "Speak as a slave" is a command for a kajira to speak in the third person.  Some wrongly believe that all slaves must speak in the third person.  The novels though contain a multitude of examples where slaves commonly speak in the first person.  It is also common that slaves do speak in the third person but it is not an absolute.  It all depends on each kajira's master and her training.  It is not wrong for a slave to use the first person unless she is under specific orders to speak in third person.
     "Show rebellion" is a cruel command, where a mock rebellion is permitted.  "Kneel" is the command that commonly tells the kajira to stop the mock rebellion.  When a girl has been permitted defiance, it is very sweet to bring her back under absolute control.
     "Sandals" is a command for a kajira to place sandals on her master.  The girl gets the sandals and kisses them.  She then places the sandals on his feet, thonging them tightly, and kissing each knot as she completes it.  After tying both sandals, she puts her head to his feet in a graceful gesture of submission
     "Pretended disinterest" is a dangerous command.  It is usually given to a slave in reference to a supper guest who the master intends to give the girl to later in the evening.  She must pretend disinterest, and sometimes loathing, to the guest though she must still serve in absolute perfection.  She then gradually permits her true feelings to come out, giving the impression of having been seduced by the guest.  Some guests may be angered by this "joke" if they discover it.  A host should know his guest well before trying such a joke.
     "Hair" is a command given generally at feasts and banquets.  A girl would kneel before a guest and lower her head.  A guest could then wipe and clean his hands on her hair.  Napkins are not apparently a big thing at such feasts.
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Scroll #10
FREE WOMEN (#10, Version 5.0)
     The proper role of free women in Gorean society is one of the most misunderstood aspects of Gor.  This misunderstanding is perpetuated by several factors.  First, the rhetoric in much of the books states that all women should be slaves.  Second, a cursory reading of the novels shows that basically all of the major free women characters, who are often haughty, end up as slaves.  Third, there is a popular myth that male dominance is absolute on Gor.  These three matters combine to skew one's view of free women on Gor.  It is only through a deeper study of the novels do you better understand the actual complexity of the role of free women on Gor. They are far more than just potential slaves.
     The vast majority of the women on Gor are free women.  Only 2 to 3% of all the women on Gor are actually slaves.  That statistic alone speaks volumes about the place of free women in Gorean society.  Despite all the rhetoric, Goreans do not follow through on those platitudes and enslave most of their women.  They do not even enslave a significant portion of their women. There must be some compelling reasons to support this stance.  Free women must be able to fulfill important roles that slaves cannot.  The need for those roles must supercede the need for slaves.  This scroll will address the many different facets of free women on Gor, helping people to better comprehend their proper place on Gor.
Personal Appearance
     The norm for the free women of the cities of Gor is for them to wear Robes of Concealment and veils.  Women of High Caste are much more likely to wear Robes of Concealment and veils though many Low Caste women do as well.  The general idea of this garb is to conceal a woman from head to toe, allowing only her eyes to be revealed, and even if that.  This garb is reminiscent of the clothing worn by Muslim women on Earth though the Gorean garb may be even more intricate and bulky.  Basically, the higher your Caste or station, the more complex your clothing will be.
     A Low Caste woman may only own a single or a couple Robes while a High Caste women might own dozens of different ones.  The robes are worn in layers, each outer layer being stiffer and bulkier than the one below it.  Only a couple of robes were specifically named in the books though undoubtedly other robes are named as well.  The street robe is a very stiff robe and it goes over the house robe, which is more flexible.  The robes are kept secure by a series of eyes and hooks and it can take some time for a High Caste women to dress in her multiple layers.  She will likely need help dressing properly.  Gloves are also commonly worn.  The robes may be of any colors though one's Caste colors will often be the predominant color. Beneath these robes, a woman may wear a sliplike undergarment, its fabric dependent upon the wealth of the woman.  High Caste women are more likely to own an undergarment of silk or a similar material.  A Low Caste woman is more likely to wear an undergarment of rep cloth. Bras, panties and hosiery are not worn on Gor.
    Like robes, veils are worn in various numbers and combinations dependent upon one's Caste and station.  Many Low Caste women possess only a single veil which must suffice for all occasions.  High Caste women often own many veils and will wear a number commensurate with the occasion.  Some wealthy women may wear up to ten veils on a formal occasion.  But in general, most women will wear only one or two veils, such as the last veil and the street veil. Each veil is heavier and more opaque than the veil beneath it.  A veil is commonly a long length of fabric that is wound around a woman's head and secured by veil pins.  A narrow gap is left for one's eyes.  There are a number of veils named in the books and others may exist as well.
    The last veil, also known as the light veil, is often worn next to one's face.  It is similar in some ways to the intimacy veil.  The intimacy veil is also worn next to the face but it is diaphanous.  This veil is long though and can be wound several times around one's face, thus making it more opaque with each revolution. T he freedom veil, also known as the citizeness veil, is worn above the last veil.  The pride veil is then worn above the freedom veil.  The house veil is worn over the pride veil.  The house veil is often worn indoors when the household is having guests, especially guests unfamiliar to the woman.  The street veil is commonly the topmost veil worn in public.  This veil is very heavy and absolutely opaque.  There are also veils that signify one's position, such as the veil of state, an item worn by a Tatrix or Ubara.  This will be an intricately embroidered item, fancy but still opaque.
     In many Gorean cities, such as Ar and Ar's Station, it is not legally mandatory for free women to wear Robes of Concealment and veils.  It is more a matter of custom, tradition and modesty.  But, there are some cities that make it mandatory and repeated violations can lead to enslavement.  Part of the justification for this garb is to protect free women from being kidnapped by raiders.  Most men will not risk their life to try to abduct a woman who might turn out to be ugly.  It is much more profitable to steal a slave who they can easily see is attractive.  Gorean men are aware that many free women do not take care of their figures. There are Slavers though who specialize in the abduction of free women.  "There is a Gorean saying that free women, raised gently in the high cylinders, in their robes of concealment, unarmed, untrained in weapons, may, by the slaver, be plucked like flowers." (Hunters of Gor, p.118)
     In the Robes and veils, it is easy for a free woman to disguise her identity while she travels around the city.  Another justification is that free women are supposed to be modest and not act like a slave in any way.  Wearing clothes that are too revealing would be a social faux pas. Even in cities where such garb is not mandatory, there will still be laws that prevent free women from baring too much flesh in public.  Violations of such laws can lead to enslavement.  In addition, some High Caste women do not want the Low Castes to see their faces.  They feel they are above the Low Castes who are not worthy to look upon their faces.
     Normally only one's family may look upon a free women without her veil.  Within their homes, some women may not wear a veil in the presence of certain special guests.  Free women, when drinking in public, commonly lift their veils with their left hands to drink.  Others will drink right through their veils.  In public, some Low Caste women don't wear veils and a few bold High Caste women may also not wear them.  This is more likely to lead to negative ramifications for the High Caste woman.  Peer pressure helps to contribute to women wearing veils.  If a High Caste woman does not wear veils in public, she may find herself shunned by other women or even publicly insulted.  Women of the barbaric lands often do not wear veils, and even women of some of the northern cities do not commonly wear veils.  In the cities, it is often a serious crime for someone to face strip a free women, to remove her veils against her will.  It can be dangerous for other reasons as well.  "It is not wise to try to tear away the garments of a free woman with one's bare hands. They may contain poisoned needles." (Beasts of Gor, p.402)
     Footwear for free women is commonly either sandals or slippers, dependent on Caste. Boots may also be worn, dependent on the situation.  Some women wear platform shoes, especially those of High Caste or station.  For example, Talena once wore platform shoes that were about ten inches high so she could look down upon the citizens of Ar.
     Certain women may wear garb other than robes, dependent on the situation.  For example, wealthy free women who own orchards, fields, ranches, vineyards or such may wear different clothes when they are supervising or inspecting their properties.  One type of such outfit includes a full skirt, its hem about six inches off the ground, a blouse, a belted jacket that falls to the thighs, a hood attached to the jacket by hooks, leather boots, and an opaque veil.  The height of the skirt hem is to protect it from dirt, water or mud.  Interestingly enough, it also functions as a slave control device for kajiri.  The sight of a Mistress' ankle, even booted, is very alluring to a kajirus.  He will want to stare at it but understands he can be punished for doing so.  This will make him a bit tense and wary around his Mistress and this can be used to control the kajirus.  Women who go hunting may also wear different garb such as hunting leathers or a tunic, long hose, a cape and boots.
     Most free women rarely wear cosmetics or perfume, believing they are only for slaves.  But in certain cities, such as Ar, many free women do commonly use them.  There are even stores that cater specifically to free women.  Those stores do not commonly stock products for slaves, only free women.  It is interesting though that many perfumers, hairdressers and cosmeticians treat their free women clients almost like slaves.  This does not stop the free women from patronizing their establishments.  Free women may wear upswept hairdos, something generally not permitted to slaves who must often wear their hair long.  Some free women even may purchase wigs or falls though they only want items made from the hair of free women.  Women's hair is a common trade item and is especially prized for catapult ropes. During times of war, some free women will give their hair to the city to use for catapults.
Treatment of Free Women
     Free women are commonly treated with respect, courtesy and honor, especially free women of high station or Caste.  Free women on Gor would be considered to possess a greater status than a typical Earth women.  Free women, especially those of high station, are often referred to as "Lady."  On the other hand, men are not referred to as "Lord" in the books. Free women may often say what they wish, without anyone's permission, and many men will listen to what they have to say.  Part of the key is that those free men and women who share a Home Stone have much in common.  Thus, they are more apt to listen to the thoughts and feelings of one another.  Free women may often be bold, within certain limits.  "A free woman is inordinately precious. She is a thousand times, and more, above a mere slave." (Players of Gor, p.92) "For example, there is no higher person, nor one more respected, than the Gorean free woman." (Hunters of Gor, p.311)  Free women are rarely raped unless it is leading to their direct enslavement.  Even a Slaver who enslaves a free woman will treat her with courtesy until she has been branded.
     But, many men find free women boring, preferring the company of slave girls.  Free women are seen to be ignorant, arrogant and frigid.  Yet, free man often will take no action against a free woman who annoys them.  "A free woman may often make a man angry with impunity, she being lofty and free, this latitude is seldom extended to the slave." (Blood Brothers of Gor, p.221)  A male relative or a Free Companion of a free woman does have some options to discipline her.  The punishment will fit the woman's status and dignity.  The books do contradict themselves as to whether free woman may be whipped or not.  If so, they are whipped differently from a slave, much easier.  A Free Companion might chain his woman to his couch, like a slave.  This may occur even though a free woman is muchly loved.  Some men do take risks to get back at a free women who they feel requires punishment.  This is a risk because their actions are generally illegal.  One extreme example is that sometimes free women are captured, bound and gagged and then made to work in a brothel for a night.
      One key to the treatment of free women is their station and Caste.  The higher a woman's station or Caste, then the more likely she will be treated with courtesy and deference.  Her wealth and position are powerful factors that must be considered.  A man ignores these factors at his peril.  A second key is whether or not one shares a Home Stone with a woman.  Those who share Home Stones generally respect and protect each other.  Men do not willingly let men of other Home Stones enslave their women.  They do not let their women come to harm if they can intervene and protect them.  A third key is simply tolerance for the actions of free women. I think Tarl Cabot said it best, "It is not difficult, of course, to take insolence from a woman." (Mercenaries of Gor, p.7)  Many Gorean men will just laugh off a woman's insults.
Free Women Roles
     Free women on Gor fulfill a number of different roles, roles that essentially cannot be filled by kajirae.  These are important roles, ones that contribute significantly to the effective functioning of Gorean society.  These roles include positions of power, Caste membership, Free Companions and mothers.  These roles are far more important than the role of a slave. Slaves, in general, contribute little to the operation of Gorean society.  Though there are work slaves, the primary purpose of the majority of slaves is for the pleasure of men, a type of luxury. A city could exist without slaves but not without free women.
Positions of Power:
     In general, Gorean do not prefer to place women in positions of power.  "Women, ?, seldom release the following instinct in men.  Men, accordingly, do not on the whole, care to follow them.  In doing so they generally feel uncomfortable.  It makes them uneasy.  They sense the absurdity, the unnaturalness, of the relationship.  It is thus that normal men commonly follow women only unwillingly, and only with reservations, usually also only within an artificial context or within the confines of a misguided, choiceless or na?ve institution, where their discipline may be relied upon.  Their compliance with orders in such a situation cannot help but be more critical, more skeptical.  Their activities tend then to be performed with less confidence, and more hesitantly.  This often produces serious consequences to the efficiency of their actions. It is interesting to note that even women seldom care to follow women, particularly in critical situations. The male, biologically, for better or for worse, appears to be the natural leader.  In the perversion of nature, of course, anything may occur."  (Players of Gor, p.288)  But, this is a generality for which there are a number of exceptions.  A free woman of superior ability can achieve much, including ruling a city.  That is fully supported by the philosophies of Gor.
     Women have ruled on Gor as Administrator, Ubara and Tatrix.  An Administrator is an elected position so a woman would have to win either the vote of the High Council of the city or the vote of the High Castes.  Tharna was led by a woman Administrator until she chose to step down.  A Ubara is a female ruler of the Warrior Caste.  She may rule as the Free Companion of a Ubar or on her own.  As the Free Companion of a Ubar, a Ubara possesses great power, second only to the Ubar.  There is nearly nothing she cannot accomplish with her power.  A Ubara, with no Ubar, can rule on her own if the city supports her.  Talena was made the sole Ubara of Ar when Marlenus was thought dead and the Regent had been deposed.  She would thus possess ultimate power within Ar.  A Tatrix is similar to a civil Ubara.  It is a female dictator who does not belong to the Warrior Caste.  She remains in power only through the support of the people though she was not elected into her position.  Tharna, Port Olni and Corcyrus were all ruled at one time by a Tatrix.
     If a woman can attain the highest position in a city, its ruler, then there is no logical reason why a woman could not fill other positions of leadership within a city such as a member of the High Council of Castes or Caste Leader.  There are no specific prohibitions in the books that prevent free women from attaining such positions.  It simply takes a woman of superior ability to be found worthy of such a position.  On Gor, it may be rare but it is definitely within the realm of possibility.
     Women may also possess power in other ways.  They may own and operate their own Houses, often Merchant Houses.  Their business skills and wealth allow them to possess various degrees of power.  There are a number of examples in the books of women who own Houses by themselves and wield power through their wealth and status.  There are no laws prohibiting their ownership of property or real estate.  It is often said that Merchants are power brokers within many cities.  Female merchants enter into that equation as well as men.
Caste:
     Free women belong to almost all of the Castes on Gor except the Initiates, Players and Assassins.  The books specifically state that women may not belong to the Initiate Caste. Though there is no specific prohibition in the books against women belonging to the Players and Assassins Castes, the evidence supports their exclusion.  Both are Castes you must actively petition to join.  Mere birth does not grant one membership in those Castes.  The books state that generally women do not or may not play Kaissa.  The books also state that the Assassin Caste seeks men of a particular caliber.  There is no indication that either Caste permits women or has female members.
     Free women are either born into their caste, assume the Caste of their Free Companion, or petition to join a Caste.  Children take on the Caste of their father.  This permits a woman to become a member of the Warrior Caste if her father is a member.  Normally, Free Companions share the same caste though it is permitted for people to Free Companion people outside of their Caste.  When a woman joins in Free Companionship, she has the option to assume the Caste of her mate.  She can choose to retain her Caste.  It is unknown if the woman retains the option to change Caste throughout the length of the Free Companionship or if there is a time limit on her choice.  Even if she retains her Caste, her children will still assume the Caste of their father.  Women can petition to join a Caste and they follow the same rules as a man would in such a petition.  The High Council of the city would need to approve of the change as well as the intended new Caste.
     When you become a member of a Caste, you will receive all of the normal benefits of that Caste such as Caste Sanctuary and charity.  But, you generally cannot work in your Caste until you complete an apprenticeship or accepted training program.  You may be permitted to engage in some limited Caste activities without such training but your role would always remain limited.  Many women choose not to perform the work of their Caste but there are numerous exceptions. In general, women do not engage in work requiring a lot of physical strength such as working at a forge, woodcutting and such.  Woman often work as Scribes and Merchants. There are even female Slavers, some who engage in field captures though the majority just manage Slave Houses within the cities.
     Women also engage in work in the Physician's Caste.  But, there is a common limitation on such women.  They cannot engage in the full practice of medicine until they have first given birth to two children.  It is likely their function before birthing the requisite children might be akin to being a nurse.  In many cities, at age fifteen, a woman of the Physician's Caste will be given two bracelets to wear.  She can remove one bracelet each time she has a child.  When she has removed both bracelets, she may then practice medicine as a full Physician.  The rationale behind this prerequisite is that professional women tend not to have children.  If this were allowed to occur, it would serve over time to diminish the quality and size of the Caste.  Thus, the rule helps to preserve the future of the Caste.  The welfare of the Caste takes priority over the ambitions and desires of specific individuals.  The needs of the many outweigh the needs of the few, or the one.  Caste is vitally important to Goreans so this logic is accepted as valid and is not questioned.
     Women may become members of the Warrior's Caste by birth or Free Companionship. Yet, women are never trained by the Caste to become warriors.  There is no instance in any of the novels where a woman was ever trained as a warrior in the Warrior's Caste.  The books do not explicitly state that women are never trained as Warriors but the evidence supporting that conclusion is very compelling.  A deeper analysis of this issue is the topic of Education Scroll #15, Female Warriors.  Probably the most compelling argument is the same logic used by the Physician's Caste.  Female Warriors would be less likely to reproduce and their deaths in combat would also serve to decrease the birth rate.  Combined, these would tend to destroy the Warrior Caste over time.  And this would never be permitted to occur.
Free Companionship:
     Free Companionship is the Gorean equivalent of marriage and it is common to most of the cities of Gor except for Port Kar.  Free Companionship lasts for a single year at a time when it either must be renewed with the wines of love or it will dissolve.  The renewal must be performed by the twentieth Ahn, midnight, of the anniversary date.  If either party dies or is enslaved, the Free Companionship will also dissolve.  It is unknown whether the parties can voluntarily choose to dissolve, like a divorce, the Free Companionship prior to the year's end. As it is a contractual matter, the possibility exists, but the books do not speak on this matter. But, Free Companionship is a very serious matter to Goreans.  It is not entered into lightly and seems unlikely that Goreans would see a need to end it earlier than the year's end.  There are others who feel differently about Free Companionship.  "Some Goreans think of the Free Companionship as being a form of contract slavery." (Blood Brothers of Gor, p.246)
     Free Companionships may either be arranged or entered into voluntarily by both parties.  If it is an arrangement, there is often a Companionship Price also known as a bride-price.  This is the amount of money or goods that the prospective man must pay to the father of the woman he desires to be his Free Companion.  The bride-prices of High Caste women are often in gold or tarns.  A beautiful women might cost as much as forty tarns while the daughter of an Administrator could go as high as one hundred tarns.  The daughter of a Ubar might even cost one thousand tarns.  Low Castes also arrange Free Companionships though the bride-price would be much lower.  The woman is often not consulted concerning the matter.  She must accept what her father arranges for her.  Some women might not even see the face of their intended until the Free Companionship ceremony.  Many Low Caste women will though know their intended Companion though they will pretend otherwise.  It will often be someone of their Caste, someone they might see in the market or on the city streets.  The woman might be "?the same girl who slapped him with a fish yesterday and hurled such a stream of invective at him that his ears still smart,?" (Outlaw of Gor, p.68)
     The books do not contain a complete Free Companionship ceremony, only small bits of information about its contents.  In addition, it is clear that the ceremonies vary city to city.  The only common denominator is that the ceremony include the drinking of special wine, the wine of love.  In some ceremonies, the couple will interlock their arms as they drink the wine.  The wine must often be drunk to conclude the ceremony.  In some ceremonies, the woman will wear eight veils, several which will be removed during certain phases of the ceremony.  Some cities then have the final veils removed in private by the man while in other cities the final veils are removed in public during the ceremony.
     A person is only permitted to have a single Free Companion at a time.  There is no limit to the number of subsequent Free Companions you may have.  Free women do not change their names in a Free Companionship like Earth women do in a marriage.  A Free Companionship generally is supported by a Companion Contract outlining the conditions of the Companionship. The books again do not contain the details of such Contracts.  There may be a feast celebration of the Free Companionship.  At this event, it is common for the woman to wear a garland of talendars.  If the prospective Free Companions are of different cities, the ceremony may be preceded by a Companion or Betrothal Journey, where the woman journey's to the man's city. The wealthier the couple, the more involved this journey will be.  Tarnsmen have a custom where the warrior playfully captures his intended woman and binds her across the saddle of his tarn.  He then flies away with her, tossing her clothes to the ground below.  Some men will even free a slave to make her his Free Companion.
     A female Free Companion, especially one of High Caste, will often perform only the type of work they choose to do.  They do not commonly work as a domestic servant in their home. There are public slaves who tend to chores such as cooking, cleaning and laundry.  Such work is considered beneath most free women, especially those of High Caste or station.  This does give free women a lot of free time, especially if they do not work in their Caste and do not have children.
Children:
     But a vital function of the free women of Gor is to reproduce, to provide children to give longevity to their family and Caste.  The child of a slave is most often legally considered a slave. Few free men will thus have children with their slaves.  That is considered a privilege of free women.  In general, it is free women who care for and teach the children in their crucial beginning years of development.   Slaves are not permitted to teach free people so they could not teach even children.  Slaves are limited to lesser roles with children, more a playmate than much else.  Children will thus learn a lot from their free mothers so it is the obligation of their mothers to ensure they learn the proper information.  It is likely they are the ones that begin to teach children about the Caste Codes, their proper modes of behavior.
     Goreans are fond of children and rarely would cause them harm or suffering.  Even slave children are seldom abused.  Slave children may not even realize they are slaves until they are in their teenage years.  Despite this general love of children, there is also a dichotomy involved as well.  Some free women sell their infant children into slavery, mostly their daughters.  Some women even do this on a regular basis.  The standard price for an infant girl is about two tarsk bits, a very low value.  Some infants, if they appear sickly or too weak, may be left out to die, exposed to the elements.  Some children are left in the Voltai Mountains, a wooden skewer through their heels.  Goreans do not consider this to be cruelty.
     Female children learn many ways to please men, including such matters as the preparation of exotic dishes, the arts of walking, standing and being beautiful, the care of a man's equipment, and certain dances.  These dances may include the love dances of their city and the stately dances of free maidens.  These stately ones might be performed to honor and welcome visiting dignitaries.  It is a slow and graceful dance, very modest.  Female children must also learn how to submit to a man as they never know when that might save their life one day.   The threat of enslavement is a very real danger for all women.  Thus, they want to be prepared as most women would prefer slavery to death.
Laws Concerning Free Women
     Within the books, there are basically two types of laws that deal with free women. There are laws that protect free women and there are laws that state when a free woman may be legally enslaved.  In addition, there are certain universal conventions that exist dealing with the enslavement of free women.  Though these do not have the power of law, honor often dictates that the conventions will be followed if appropriate.  An important point to consider is that it is generally illegal to collar a free woman, within the city of her Home Stone, on your own.  Even if a free woman violates one of the city laws where the punishment is slavery, the legal process must still be followed.  Either magistrates or a court will decide if the woman's actions warrant her judicial enslavement.  Men will act to protect women of their Home Stone from being illegally enslaved.
     Please also remember that the following list of laws may not apply in all Gorean cities.  This is simply a list derived from the books.  Each city will have their own laws and may or may not follow one of the laws listed here.  Other laws, that are not listed here, will also exist.
Laws:
     It is illegal to touch pleasure silk to the skin of a free woman.  It is considered too sensuous a material for them.
     Face stripping, removing the veils of a free woman against her will, is considered a serious crime.
     A free woman may engage in a form of limited self-contracting where she legally becomes a slave for a specific time period, commonly ranging from one night to one year.  She cannot end this contract earlier than the specified time period.  Once the contract takes effect, she becomes a slave with no legal powers at all.  This curious contractual arrangement is not described in great detail.  It raises numerous legal dilemmas that can only be speculated about. The books do not state that the contract does or does not cover any contingencies or limits the slavery in any way.  The woman does becomes an actual slave.  That would seem to mean she could be freely killed.  What would happen if she was sold?  Does the contract prevent that? Would the time period still apply if she was sold?  What would happen if she was stolen?  This passage seems to raise far more questions than it answers.
      The Couching Law states: "Any free woman who couches with another's slave, or readies herself to couch with another's slave, becomes herself a slave, and the slave of the slave's master." (Magicians of Gor, p.7)  This basically means that a free woman cannot have sex with a male slave she does not own.  It does not prevent her from having sex with a slave she does own.  It also means that she only has to prepare to have sex with someone else's slave to be in violation.  Actual sex is not a requirement.  Special seduction slaves are used by some owners to trap free women.  Milo, from Magicians of Gor, is a prime example of a seduction slave.   Tarl Cabot uses him to entrap Talena and enslave her by this law.  The Couching Law exists in Ar and may have been adopted by other cities.  There are other cities though like Vonda that clearly do not have such a law because free women there may freely give their male slaves to a female guest.
     Debt can lead to a free woman's enslavement in either of two ways.  First, if a father cannot pay his own debts, then his daughter may become the property of the state.  She would then be publicly auctioned and her sale price would be used equitably to pay off her father's debts.  The books do not state that sons are also susceptible to this law though it would seem unlikely that would be the case.  Second, a free woman who cannot pay her own debts may be enslaved. There are redemption laws whereby another person can pay off the woman's debt and thus gain ownership of that woman.  If no one chooses to pay off her debts within a specified time period then she will be sold to a Slaver, the proceeds used to pay off her debt.  The books do not specify the exact length of time before she would be sold to a Slaver.  This law is sometimes used by unscrupulous people to entrap free women.  They may purchase a woman's debt from another and then request that the woman make good on the debt immediately.  If the woman cannot do so, she will be enslaved.
     A free woman can sell herself into slavery but once the transaction is completed, it is too late for her to revoke it.
     If a free woman willingly submits to be a slave to a specific man, the city laws vary on what can happen.  Some cities state that the woman becomes a slave automatically even if that particular man does not accept her submission.  It seems probable she would thus become a state slave at that point.  Other cities state that the woman remains free if that particular man does not accept her submission.
     If a free woman kneels before a man or addresses him as Master, this is sufficient to make her a slave.  Her actions are interpreted as a gesture of submission.
     There is no law in the books that states a free woman may be legally enslaved for being insolent, insulting, ridiculing or demeaning a man.
     Some city laws require women to wear Robes of Concealment and veils.  Repeated offenses of failure to wear them can lead to enslavement.  Even in cities where the Robes and veils are not mandatory, a free woman can still be enslaved for baring too much skin, especially her legs.
     There is an important legal principle concerning free women and "conduct indicating suitability for the collar."  It deals with overt conduct that shows a predisposition to slavery, behavior that is considered sufficient grounds to legally enslave a woman.  It will be judges or magistrates who make the decision on whether a particular woman's behavior warrants such a penalty.  There would sometimes be a hearing with a presentation of evidence.  Some of the behaviors known to warrant such a sanction include fraud, theft, indigency, vagrancy, prostitution, and performing sensuous dance.  In addition, free woman who show an inordinate amount of interest in slavery may also be found to suitable for this sanction.  If a woman tries to spy on men and their slaves, if they disguise themselves as a slave, or linger around slave markets, then they might find themselves being judicially enslaved.  These cases will not always be clear cut and could entail a lengthy hearing.
Conventions:
     Here are two important conventions dealing with enslavement and free women.  They do not have the effect of law but honor often dictates these conventions will be followed.  These conventions are part of the Gorean tradition and thus are accorded much respect.
     The institution of capture is practiced by nearly every, if not every, city on Gor.  If you capture women from another city, your own city will recognize the legality of that capture and your rightful possession of the new slave.  Remember that those women must belong to another city.  You cannot legally raid your own city to obtain women to be your slaves.  The city you are raiding will defend its woman but they also understand that captures are a part of life.
     If a man saves the life of a woman, convention states that he has the option to enslave her. In essence, the man has won the right to the woman's life by saving it.  Though this is not a law, few people would refuse a man this right.  Even a woman's own family would be likely to honor this convention.  It would be considered to be the honorable course of action.
Restrictions
     Free woman have a number of freedoms and restrictions within different cities, not all that reach the level of an actual law.  They are much more based on tradition and Goreans are very supportive of tradition.  The general freedom of a free woman is closely tied to each particular city. Ko-ro-ba may be the Gorean city that accords the most personal freedom to free women and Tharna, after its revolution, may be the most repressive.  For example, in Tharna, free women who visit must temporarily wear a collar, slave tunic and leash.  The other cities of Gor fall somewhere in between this spectrum.
     In some cities, free women are not permitted to leave their homes without the permission of a male relative or their Free Companion.  In addition, some cities permit their women only to speak to blood relatives.
     Women commonly travel outside the cities only accompanied by a sufficient group of armed guards.  They do not commonly travel with only a single guard.  It can be very dangerous for women outside the cities.  Even within the cities, some women will travel with guards though they are more apt to only travel with a single guard.  This would apply more for women of High Caste or high station who can afford such protection.  The average Peasant women would not walk around Ar protected by an armed rarius.
     There are no known laws limiting the type of weapons that women may carry but practicality commonly limits their choices to daggers and/or poisoned needles.  Poison is considered to be a woman's weapon, not a weapon of Warriors or Assassins.  Women will carry their weapons concealed, hoping to rely on surprise if they ever need to actually defend themselves.  Without the element of surprise, most men could easily disarm a woman.
     Some free women engage in the sport of hunting and are skilled in the use of the crossbow or small bow.  They may even dress in hunting leathers, ride a tharlarion and hunt on their own, though that is dangerous.
     When sitting, free women kneel in what would be considered almost a tower slave position. Their hands though lie on their thighs, palms down.   Free women maintain good posture while kneeling.  Free women do not sit cross-legged as that is only for men.  It is considered an insult to men for women to sit cross-legged.
     Free women may enter a house first, rather than behind a man like a slave.
     Free women commonly drink delicately and eat in small bites.  A free woman might eat larger bites, though that is most often done to arouse a man she desires.
     Free women are rarely permitted to observe slave dances that are erotic or especially sensuous.  This is not because they might be offended but it is for their own protection.  It is thought that such sights might inflame the slave desires within a free women.
     Most free women dislike the theater, especially its more vulgar and ribald minor forms.  If anything, they will attend performances incognito so others can not identify them.  It is only the more serious and major forms of theater that free women feel comfortable attending.
     The Twelfth Passage Hand, just before the solemn Waiting Hand, is often a time of great festivities, a Carnival.  Carnival is also a time for people to don masks and bizarre costumes, allowing an opportunity for jokes and pranks.  They also permit incognito assignations between free people.  Some free women even go as far as to masquerade as slaves and run naked through the cities.  Another common game during the Carnival is called Favors.  In the basic version, free women are given ten scarves, each set unique to each woman.  The free women then pass out the scarves to men and receive a kiss in return.  The first woman who passes out all of her scarves and returns to the starting point wins.  This gives free women a valid way to flirt during this specific time.
Frigidity
     In general free women are seen as frigid and sexually repressed.  Many know little about sex and see it more as a duty and a chore rather than as a matter of mutual pleasure.  This frigidity is considered acceptable for free woman though slaves are not permitted that quality. Men are commonly disappointed by this frigidity, especially if they have experienced the wanton sexuality of a slave.  It generally takes from a third to a quarter of an Ahn, 18 to 24 minutes, to arouse a free woman to orgasm.  Some free women are proud of their frigidity. They consider it important to show how different they are from slaves.  Other free women seek to change that aspect of themselves and learn how to be more sexually responsive.  Physicians commonly tell free women who seek advice on changing their frigidity to learn slave dancing. Most consider it appropriate though that free women remain ignorant of the sexuality of the slave.
     "An unowned girl, a free woman, thus, can never experience her full sexuality?Passion, it is thought, deprives the free woman to some extent of her freedom and important self-control; it is frowned upon because it makes her behave, to some extent, like a degraded female slave; free women, thus, to protect their honor and dignity, their freedom and personhood, their individuality, must fight passion;? the free woman must remain cool and in control of herself, even in the arms of her companion, to avoid being truly 'had,'?" (Tribesman of Gor, p.17)
Slaves
     Free women may own slaves, both male and female.  There are no legal restrictions on their ownership rights concerning slaves.  Silk slaves are special male slaves trained to please women.  You can find more information on them in the Education Scroll #19, Kajirus Basics.
     In the presence of free women, slave are commonly required to be more modest.  This applies mostly in public places though it may apply elsewhere as well depending on the circumstances.  On city streets though, kajirae are rarely punished for a lack of modesty.  Free women must tolerate almost any type of slave behavior that occurs there.  A free man can walk his kajira naked through the streets if he so desires and the free women would just avert their eyes.  But, men are often solicitous of free women so they would rarely walk their slaves naked except maybe as a form of discipline.  Men generally do not openly flaunt the sexuality of their slaves in front of free women.  They often try to respect the sensitive feelings of the free women.
     In general, free women despise kajirae, treating them with cruelty and viciousness.  If a slave is especially attractive, a free woman will treat her even worse.  This is motivated in part by envy and jealousy.  Free women know that men often prefer the company of slave girls. This resentment is thus taken out on the slaves and not the men.  Free women also envy the slave's freedom to be sexual beings, especially of those slaves that seem the happiest.  Some free women also despise slaves in a denial of their own feelings and desires to be a slave.  The consequence is that most kajirae fear free women.  They understand the power free women have over them and they do not want to irritate free women any further.  They dread the possibility of being owned by a free woman.  And as most men do not interfere when a free woman punishes a slave, a slave knows she has little recourse except to be as pleasing as possible to free women.
Rhetoric
     The Gorean novels are filled with much rhetoric concerning beliefs about free women.  Many of these sayings allege that all women are natural slaves.  Most of these sayings are not mentioned in the presence of free women though.  They are what men say when they get together to discuss women.
     "Every woman in her heart wants to wear the chains of a man." (Priest-Kings of Gor, p.204)
     "The institution of freedom for women, I decided, as many Goreans believed, was a mistake." (Nomads of Gor, p.286)
     "?the garments of a free woman are designed to conceal a woman's slavery,?" (Rogue of Gor, p.276)
     "On Gor it is said that free women are slaves who have not yet been collared." (Magicians of Gor, p.22)
     "A Gorean saying came to mind, that the free woman is a riddle, the answer to which is the collar." (Magicians of Gor, p.50)
     Some of these sayings also allege that true love can only exist between a man and a kajira, not a free woman.  The general idea is that, for women, the price of being free is that they must sacrifice love.  Again, these are sayings generally not spoken of in the presence of free women.
     "A woman , I had learned, must choose between freedom and love." (Slave Girl of Gor, p.412)
     "A man can truly love only that woman who is truly his, who belongs to him. Otherwise he is only a party to a contract." (Slave Girl of Gor, p.444)
     "?no free woman, because she is free, can truly compete for the attention and affection of a man as can a slave girl." (Fighting Slave of Gor, p.217)
     "Bondage is a soil in which it is natural for love to blossom." (Blood Brothers of Gor, p.113)
     Yet, despite all this rhetoric, free women remain in the overwhelming majority on Gor.   If all women are natural slaves, then why haven't the majority of women been enslaved.  If true love is only find with a slave, does that mean the vast majority of male Goreans live without love?  It seems obvious, based on the evidence within the books, that all of this rhetoric is mostly just talk.  It is manly banter that has little basis in the realities of Gorean society.  Though generalizations can be made about free women, there are surely many exceptions as well. Some free women are capable of intense passion and love.  Many men must find contentment with their Free Companions as Gorean men in general are said to be happy people.  Do not confuse the rhetoric with the reality.  Look deeper than the surface to find the true answers of Gor.
Free Women Online
     There are a limited number of women in online Gor who act as free women.  Most choose to be slaves.  Of those who choose to be free women, many become panther girls, talunas or female Warriors.  You will often hear complaints from free women that it is too difficult to be a free woman online unless you are a panther girl, taluna or female Warrior.  They do not see any viability in other roles, seeing too many restrictions on those others.
     Let us first consider the role of free women in Gorean role-play.  Many feel that role-play opportunities for women are too dull and limited.  That is why many create a female warrior though I feel this indicates that Gorean role-play is primarily combat oriented.  That is not the case. Gor is a varied and vibrant world.  Your Gorean role-play is limited only by your imagination.  You can create any number of exciting story-lines, many of which do not involve any combat.  It is easy to add some intrigue and mystery into a storyline.  Free women have freedom in many areas on Gor and could be involved in a myriad of activities.
      Let me give you some examples of the possibilities that exist for free women in Gorean role-play.  First, you should try to elevate your role-play out of the "tavern" mode.  Too many people center their role-play in cities in a tavern.  They ignore the possibilities that exist outside that tiny location.  Free women have better opportunities for role-play in such areas as a marketplace, public gardens or the library.  Why should they sit in a tavern and watch the kajirae serve men?  It gets boring quickly.  Free women should get out into the city streets and seek the possibilities for adventure there.
     Here are a few possible storylines for free women.  A free women Physician may be researching a cure for Dar-Kosis, a disease the Initiates do not want cured.  Trying to outwit the Initiates, dealing with other Physicians and working with the inflicted are a few areas to consider.  A free woman Scribe may stumble upon an ancient secret in an old scroll.  She must decide how best to handle it.  Maybe others want the scroll and she must elude those people while best discerning what to do with the secret.  A free woman Merchant gets to deal with all types of people.  Maybe one of her customers orders a special item and then he mysteriously vanishes, leaving behind a cryptic note.  Maybe she can you solve the mystery of the customer's fate.  Mystery and intrigue storylines work well for free women.
     Real time free women have numerous opportunities as well though their online opportunities do appear limited in some respects.  Many online areas are geared toward Master/Slave interaction, i.e. paga taverns.  There are very few places that cater specifically to real time free women.  There is an additional problem of dealing with people who do not properly understand the role of free women on Gor.  These people may often disrespect such free women.  Such free women should find other women to interact with and find ways to get involved in the online community.  It may not be easy, but there are places there for you.
     Gor is a wonderful and varied place. Do not think of its limitations. Think of all of its opportunities.

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Scroll #11
GOREAN ARMS AND ARMOR (#11, Version 5.0)
     The Priest-Kings have promulgated certain Weapon Laws on Gor.  These laws limit the type of arms and armor that Goreans may use or invent.  Except for the shield and helmet, no other forms of armor are permitted.  There is no chain mail, plate armor or even leather armor on Gor.  The leathers worn by tarnsmen and others is not a form of armor.  It is more akin to heavy clothing than actual armor and is meant to protect your body from your mount.  No weapon more powerful than the lance and crossbow is permitted.  Firearms, gunpowder, tasers, stun guns and similar technological weapons are forbidden on Gor.
     The Priest-Kings have numerous space ships that constantly scan the surface of Gor seeking violations of the Weapon Laws.  They also have numerous human agents who keep them informed about what is happening.  A violation of the Weapon Laws is a capital offense.  The Priest-Kings use Flame Death as their method of execution.  In the Flame Death, an offender is suddenly vaporized in a flash of blue fire.  The Flame Death mechanism is located on a space ship as well.  It might take up to a year before you are caught in violation of these laws, but eventually they will get you.  The Priest-Kings do not listen to excuses from violators. They simply observe a violator and then execute him.
     The Kurii do smuggle some forbidden weaponry to Gor.  In general, Kurii on Gor are bound by the same weapon restrictions as all other Goreans.  But, the Kurii are willing to risk the Flame Death at times to use certain weapons and they have also be known to supply Goreans with forbidden weapons.  For example, in Assassins of Gor, a shipment of firearms is delivered to the House of Cernus.  Their ultimate fate is never detailed in that book.  Such items would be rare though as the Priest-Kings will eventually locate it and destroy the possessor.  You should use such weapons sparingly in your role-play.  Even a Kur would be subject to the Flame Death if he was observed using forbidden weaponry.
Armor:
     Shields:  The most common Gorean shield is a round shield like those used by the ancient Greeks.  The shield is made of concentric, overlapping layers, usually seven, of hardened leather riveted together and bound with hoops of brass.  It is fitted with a double sling for carrying on the left arm.  It is usually painted boldly with a device to identify your city.  Only exiles and outlaws have no shield markings.  A shield requires skill to use it properly and this is likely one reason why the Priest-Kings permit their use.
     Some of the lands of Gor carry shields of different styles.  Wagon Peoples use small, round leather shields that are commonly glossy and lacquered.  Turian and Alars shields tend to be oval shaped.  Rencers use small shields of rence wicker.  The shields of the natives of the jungles near Schendi tend to be long and oval.  In the Ukungu region of the jungle, there is commonly a tuft of feathers fastened to one point of the shield.  If it is placed at the bottom of the shield it means that you hunt animals.  If it is placed at the top, then it means that you hunt humans.  The shields of the Red Savages are small, round shields made of the hide of the kailiauk. They are inscribed with medicine signs.  It is believed that if they are unworthy or lie, their shields will fail to protect them.  The shields of Torvaldsland are circular and wooden.
     Helmet:  The common Gorean helmet is also like an ancient Greek helmet.  It is made of a nearly solid metal, with a "Y" shaped slot for eyes, nose and mouth.  Many helmets are cushioned with leather.  They may be crested with sleen hair.  Most helmets also have a crest plate on the front to affix your crest or symbol. A strike to the head with a sword or other weapon is often fatal.  A helmet protects this very vulnerable area and makes the combatants rely more on skill than simply a lucky blow to the head.  This is also the same reason why many gladiators in the days of ancient Rome were permitted helmets though often little other armor.  The Romans wanted the battles to be tests of skill, not just luck.  The Priest-Kings also want Gorean matters to be decided more by skill than luck.
     Many of the less civilized lands do not use helmets or have helmets of different styles.  The men of Torvaldsland have helmets that are commonly conical with a nose guard that can slip up and down.  At the neck and sides, attached by rings, usually hangs a mantle of linked chain.  Some of their helmets may also be horned.  The Wagon People have conical, fur-rimmed helmets with a net of colored chains over the face. There are only holes in the chains for their eyes.
Arms:
     Short sword:  The most common weapon of the Warrior is the gladius, a type of short sword.  The gladius is derived from the Earth sword of the same name.  The gladius is of Spanish origin and was widely used by the ancient Romans.  It is about twenty to twenty-two inches long, double-edged, and well balanced. Its blade is so sharp that it will slice a piece of silk dropped down on it.  The gladius is heavy enough to have a considerable striking force in saberlike trajectories but light enough to have some of the swiftness and play of a foil.  The gladius is maneuverable enough to work its way behind the guard of a longer, heavier weapon. There are other benefits of a short sword over a longer blade as well.  A gladius can clear the scabbard a fraction earlier and that can be vitally important.  The short blade can also be moved with greater swiftness than a long blade.  It allows you to work close to your opponent.  If a swordsman with a longer weapon can not finish a battle in the first thrust or two, he will generally lose the battle.  The gladius though is very ineffective, due to its smaller size, when used from the back of a mount such as a tharlarion, tarn or Kaiila.
     The speed with which one can draw a sword is especially crucial in many battles.  In many combats, the first warrior to draw is often the winner.  Warriors learn the habit of drawing their sword each day, ensuring that it comes out smoothly and without incident.  This helps work on your speed.  It is also done to test the scabbard to ensure that it has not swelled or such.  An enemy might also have tightened or fastened your blade in the scabbard by a tiny wooden plug, shim or bit of wire.  A quarter of an inch, where hundredths of an Ihn are involved, can be a considerable advantage.  Some Warriors may partially draw their blade if they feel combat is imminent.  Usually the scabbard strap is hung over the left shoulder so it may be easily discarded in battle.  The scabbard is at the left hip to ease the swift across the body draw.  In some situations, the scabbard is discarded to prevent it being a hindrance.  Warriors also take care of their own swords, not relying on others to do so.  They will be the only ones to hone and oil their blades.
      Other swords:  Some different Gorean cultures use other types of swords those these weapons are much less common in the northern cities.  The Alar use the spatha, a long and heavy, double-bladed sword. This is more effective from the back of a tharlarion, a common mount of the Alars.  The Alars do use a short sword as well, called the sacramasax.  This is similar to the gladius.  The men of the Torvaldsland also use a long sword.  The scimitar is commonly used in the Tahari.  It is a long, curved blade that is effective from the back of a kaiila. There is even a two-handed variety called the scimitarus that is effective from tharlarion back. The saber is almost unknown on Gor as it is regarded as too long and clumsy for the close, sharp combat common to Gorean warriors.  The Wagon Peoples rarely use swords.
     Non-Existent Swords:  A number of Earth swords do not exist in the Gorean novels.  Rapiers, epees and foils do not exist.  Such fencing is not a normal part of Gorean combat.  Katanas and other such oriental swords also do not exist.  Though there are Orientals on Gor, there is no evidence that there is a specific oriental culture that would create such weapons.  Other types of European weapons such as broadswords, claymores and main-gauches also are foreign to Gor.
     Now, it is possible that an Earth person could have a Metal Worker design one of these blades.  It would be a rarity.  It is also possible that these weapons exist on Gor though they have yet to be mentioned in the books.  But, why do you need or want such a blade?  Such a blade is against the traditions of Gor.  If you wish to role-play like a Gorean, it makes more sense to use their weapons.  Why set yourself apart so?  Also remember that making such a unique weapon would be very costly.  Metal Workers on Gor would be unfamilar with the weapon so it would take them longer to do so.  Would your character be able to afford such a blade?
     Crossbow:  This is primarily an infantry weapon.  It can shoots iron bolts with an initial velocity of about a pasang per second.  It has a considerable striking power and can penetrate most shields.   It is easier to fire at short ranges but does has a slower rate of fire.  It is the Assassin's weapon of choice.  There is a calvary crossbow.  It has an iron stirrup in which the rider, without dismounting, may insert his foot to gain the leverage to draw the cable back.  This is done with the right foot if you are right handed.  It is still a slow weapon though.   Most Gorean warriors receive training in this weapon.  It is a common weapon used on tarn back.  Most crossbows are of either the draw or windlass varieties, referring to the method used of drawing back the cable.
     Longbow:  This is also known as the great bow or peasant bow.  It is mostly a peasant weapon and few others, including most warriors, will use it.  They look down on the weapon because it is used by the lowly peasant.  Yet, it is due to the power of the longbow that many villages are able to successfully defend their Home Stones.  It is not well known in Port Kar or Ar but is well known in Thentis and Ko-ro-ba.  The Rencers, since the events of Raiders of Gor, have also begun to use the longbow.  The longbow is usually made of supple Ka-la-na wood, tipped with notched bosk horn at each end, and loosely strung with hemp whipped with silk.  It is the height of a tall man, about six feet or higher.  Its back is flat and its belly is half rounded.  The bow is about one and a half inches wide and from one and a quarter to one and a twelfth inches thick at its center.
     It requires considerable strength to wield and women cannot commonly draw the bow.  Many warriors even do no possess the strength to wield it successfully.  There is a peasant saying that "?he who can bend the longbow cannot be slave?" (Slave Girl of Gor, p.112)  As women cannot do so, it is additional evidence for some that women are meant to be slaves.  The longbow has a fast rate of fire.  It can fire nineteen arrows in an Ehn, about eighty seconds.  Nine arrows can be fired aloft before the first one falls to the ground.  It also has a powerful penetrating force.  At point blank range, it can be fired completely through a four-inch wooden beam.  At two hundred yards, it can pin a man to a wall.  At four hundred yards, it can kill a bosk.  A typical skilled bowman, not even an expert, is expected to be able to fire nineteen arrows, within an Ehn, into a man-sized target at a range of 250 yards.  Each of the arrows must also make what would be a mortal hit.
     The longbow does has its disadvantages though.  It generally must be used while standing or at least kneeling.  This tends to expose the archer more as a potential target.  It is very difficult to use from a saddle and impractical in close combat.  You cannot keep it loaded like a crossbow. In fact, it is painful to hold the bow drawn for more than an Ehn or two.
     Many other varieties of bows exist.  Small straight bows are commonly used for hunting qualae, tabuk and slaves.  Horn bows are used by the Wagon People, Red Hunters and Torvaldslanders.  A hornbow is formed of pieces of split tabuk or bosk horn, bound with sinew.  Such bows lack the range and power of the longbow and crossbow.  But, at close range, they are very effective.  They are also more manageable in close quarters or from the back of a mount.  In Torvaldsland, such bows are often used on ships as they can be fired through oar ports.  The Wagon Peoples most often use their bows from the saddle.  A Wagon Person can fire twenty arrows in half an Ehn.  The Red Savages use a small bow and there is no other bow that can match its rate of fire.  It is very maneuverable and can be easily concealed.
     There are a variety of different arrows used in bows.  The sheaf arrow is slightly over a yard long while the flight arrow is about forty inches long.  Both are fletched with three half feathers from Vosk gulls.  A hunting arrow has a long tapering point that is firmly fastened to the shaft and thus easier to withdraw from the target. A war arrow has an arrowhead base that is angled backwards, forming barbs, or cut straight across, making it more difficult to extract.  The head is less firmly attached to the shaft.  There are also a variety of arrowhead types.  These include such as broad heads, Tuchuk barbed arrowheads and simple pile heads.
     Lance:  The common lance is about eleven feet long and has a very narrow, lanceolate-shaped blade.  The shaft is usually tem wood that is black, supple and strong.  There are several varieties of lances.  The Wagon Peoples use a kaiila lance, which was designed for kaiilaback and used in hunting and war.  The kaiila lance is not couched, but carried in the right fist.   It is flexible and light.  It is used for thrusting, unlike the battering ram effect of European lances.  It can almost be as delicate and swift as a saber.  It may even have a rider hook under the point to help dismount opponents.  Hunting lances are longer, heavier and thicker than a war lance.  Hunting lances are usually undecorated, except for maybe a knot of prairie fleer feathers.  Its point is longer and narrower as it must strike deeply to pierce the heart of a kailiauk.  Tharlarion lances, are longer and heavier, and used primarily in war.  Due to their size, they may be used with a lance rest.  Alars often use such lances and use them couched due to their size.  Stabbing lances, which are smaller and thicker, are used by some pedestrian nomads.  The tarn lances used by the red savages are very similar to the Kaiila lance, though it is longer and more slender.  Even the red hunters use hunting lances.
     Spear:  The spear is a common weapon of the Gorean warrior.  The spear is about seven feet long, with a bronze-head about eighteen to twenty inches long.  The blade is double-edged.  The shaft, commonly made of Ka-la-na wood, is about two inches wide.  It is a heavy, stout weapon.  It is able to pierce a shield at close quarters or even strike a foot deep into a wooden beam.  A couple varieties of spear exist including the pronged urt spear and the marsh spear, also known as the trident.  Javelins are also used though the spear is more popular.
     Axes:  There are a few variety of axes on Gor. The axe of the north areas, like Torvaldslands, is a large, broad ax, with a single curved blade.  It has a hammer-like back, of hardened iron.  They are quite skilled in its uses.  There are many tricks in the use of the ax such as feints, short strokes, using the handle to jab and punch, etc.  In the north, it is regarded as clumsiness to have to strike a foe more than twice.  The Alars are also widelt known for their skill with the axe.  They use the francisca, a heavy, single-bladed war axe.
     Other weapons:  There are a wide variety of other weapons used on Gor.  Many of these weapons are cultural weapons, known to few outsiders.  Most common warriors of Gor would not be proficient in the use of these weapons.
     Knives:  The Hook knife, with its small, thick curved blade, is used in some gladitorial combats. The Sleen knife is a common weapon of the panther girls.  There is a type of throwing knife, used in Ar, which is tapered on one side.  It is designed for killing.  All Tarn Keepers carry such a knife.  The panga is a two-foot long, heavy, curve-bladed bush knife.  The whip knife is a delicate weapon, unique to Port Kar.  It is a whip but set into its final eighteen inches, arranged in sets of four, are twenty thin, narrow blades.  Their tips vary. Some have a double-edged blade of seven to eight inches at the tip while others have a stunning lead.  Other similar weapons include the curved dagger of Schendi and the Turian dagger.  Some people use a sheath to hide a dagger in their sleeve.
     Quiva:  The quiva is a balanced saddle knife of the Wagon Peoples of the prairies.  It is about a foot in length, double edged, and tapers to a daggerlike point.  The quiva is used more as a missile weapon than a hand-to-hand weapon.  It is not necessary to throw it hard as its sharpness and weight do the work for you. Most quivas are made in Ar and sold in sets of seven, as there are seven sheaths in the kaiila saddles of the Wagon Peoples.  The quivas are almost always kept in their saddle sheaths.  The quivas are also made differently for each tribe of the Wagon Peoples.  Despite the fact that they are manufactured in Ar, the quiva is almost exclusively a weapon of the Wagon People.  In the novels, Tarl Cabot is the only non-Wagon Person who ever used a quiva.  Tarl even creates a carnival act out of the use of the mysterious quivas, a weapon known to few.  The use of quivas outside of the Wagon Peoples should be rare.  
     Rope:  The rope is a weapon commonly used by Gorean warriors.  Its primary use is in the capture of slaves and other peoples.  These ropes are usually braided leather.  The Tuchuks are skilled with the use of the rope.
     Cestus:  These are spiked leather gauntlets, used primarily in gladiatorial combat.  There are also knife gauntlets, which are a bit more deadly, such as the four-bladed dagger cestus of Anango.  There is also the hatchet gauntlet of eastern Skjern.
     Bola:  This is a primary weapon of the Wagon Peoples.  It consists of three long straps of leather, about five feet long each, terminating in a leather sack which contains a heavy, round metal weight.  If it is thrown low, with its ten foot sweep, it is almost impossible to evade.  It can entangle or even break one's legs. If it is thrown higher it can lock your arms to your body.  Thrown even higher, it can strangle a man around his neck. The most difficult cast is to the head but a successful hit could crush someone's skull.   The Wagon Peoples usually entangle a foe and then kill him with a quiva.  Bolas are also used to hunt tumits.  There is also a bladed bola used more to kill than to capture.  
     Staff:  This is also primarily a peasant weapon.  It is commonly about six feet long and two inches wide.  A skilled combatant with a staff can hold his own against most warriors with a sword.  Such a staff can be quite agile and nimble in skilled hands.  The staff also has practical uses such as an aid in traversing unsteady terrain or to carry suspended baskets.  Thus a peasant will often have this weapon handy.
     Net and trident:  This combination of weapons is the traditional weapon of fishermen of the western shore and islands.  The trident may be two or three pronged and is also known as a marsh spear.  These are also common weapons in gladiatorial combat.  During the days of ancient Rome, these were also common used in their gladiatorial combats.
     Red Savages:  They use two weapons not common elswhere on Gor.  One is the canphi, a long-handled, stone-bladed tomahawk.  The other is the war club, which may have nails or blades in it.
     Garrote:  This is usually armed with wire to cut a throat.  There are two wooden handles at the ends so you can hold it safely.  There is also a version without the wire that can be used to capture people without injuring them.  One such variety is the girl-capture chain.  It has a narrow golden chain that will choke someone without cutting their throat.  You can adjust the chain by spinning one of the wooden handles.
     Poison:  Poison is prohibited by the Warrior and Assassin Codes.  It is most commonly a woman's weapon.  Some methods of holding poison include fang rings and poison teeth.  With a fang ring, you fold your hand into a fist and use your thumb to press a switch.  That activates a fang of hollow steel to spring up, the fang holding some type of poison.  The teeth are most common in Turia and usually contains ost venom. Ost venom and kanda paste are two of the most commonly used poisons.  Ost venom can be made into a powder to poison a drink.  Kanda paste can be applied to a weapon.  It can also be added to liquids and has been used to poison reservoirs.  Free women often conceal poisoned daggers or needles in their clothing.  This can make it dangerous to try to collar a free woman.
     Gorean poisons are quite deadly and little is said in the novels about antidotes or preventative measures. For example, the bite of an ost leads to death within seconds.  That gives one little time to prevent one's death. It is likely that the potency of the poison is lessened to some degree when it is removed from the ost and used as a powder or in a fang ring. You are likely getting a smaller dose of the poison or a more diluted form than from an actual bite.  Antidotes could potentially exist though they are not explicit in the books.
     Animals:  Certain Gorean animals are trained to hunt or attack.  The sleen and tarn are two of the more common such animals.  There are two less commonly used animals as well, the urt and the vart, similar to the rat and bat of Earth.
     Several varieties of the rodent known as the urt exist.  The typical urt is sleek and white with three rows of needlelike teeth.  They also have tusks that curve up form their jaws and two horns that stick out over their eyes.  Most urts are small and could be held in the palm of your hand.  Others can range as large as a pony. Some of the varieties include the gliding, ground, leaf, tree, brush, canal and forest urts. Some of the larger urts can be trained to attack and kill.
     A vart is a blind, bat-like flying rodent.  They are generally small but some get as large as a small dog. They are carnivorous and can strip a carcass in minutes.  Another potential danger is that some varts are rabid.  On the island of Tyros, there are numerous caves inhabited by varts.  The men of Tyros have trained some of these varts to be used as weapons.  This appears to be restricted to this island.
     Practice Sheathes:  Leather practice sheathes, that cover swords, are often used for nonlethal combat and practice.  Obviously, these weapons will cause bruises when they hit but they will not cut your skin.
     Gunni:  These are normally training devices though they may be used in some gladitorial contests.  They are curved weights of lead, weighing several pounds, with handles.  They are cushioned with cloth.  They are capable of breaking through walls or bending iron.  They are like boxing gloves filled with lead.  The gunnis help to strengthen the muscles of the shoulders, back and arms.  When you fight without them, your fists seem to move with blinding speed.
     Harpoon: This is a hunting weapon used primarily by the Red Hunters.  It is commonly about eight feet long and two and a half inches in diameter.  Though most of the shaft is wood the foreshaft is made of bone. The head is set in the foreshaft, drilled by a point of sharpened slate.  It is used to hunt sea creatures such as see sleen and whales.
     Pike:  This pole-arm is sometimes used as a weapon aboard ships.
     Whip:  Whips are generally not used as weapons but more often as a form of punishment.  The normal five-bladed Gorean whip is most often used on female slaves as it has the advantage of leaving a girl's body unmarked.  The snake is a more dangerous whip.  It is a single-bladed whip of braided leather.  It is about eight feet long and half an inch to one inch thick.  It may sometimes be set with tiny particles of metal.  Such a whip can easily strip the flesh from one's back and could kill its victim.  The previously mentioned whip knife of Port Kar is the primary whip used as a weapon.
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Scroll #12
WARRIOR CASTE (#12, Version 5.0)
     The Warrior Caste is one of the five High Castes on Gor, though it is the least of the High Castes.  Red , or scarlet, is the color of the Warrior Caste and Warriors often wear red tunics to denote their status.  The usual garb of a Warrior is a scarlet tunic, sandals and cloak.  The books do not explicitly state that there are any subcastes to the Warrior Caste but it seems reasonable that some do exist such as Tarnsmen and Tharlarion Cavalrymen.  It can be difficult at times to differentiate between what would be considered an actual subcaste and what would simply be considered a different position.  A City Guardsman may simply be a possible position and not an actual subcaste.  It generally seems that subcastes possess certain skills that others may not.  Being a City Guardsman does not really take special skills but obviously a Tarnsman would.
     The Gorean term for a Warrior is "rarius" and the plural form is "rarii."  A rarius denotes any type of Warrior and not just a member of the Warrior Caste.  The warriors of the Wagon Peoples, Torvaldsland and other such cultures are rarii.  This term was never used to refer to a woman in any of the novels.  A pride consists of a hundred Warriors.  It appears to be an older term that has fell out of use by the timeframe of the novels.  In Gor's past, there were once Pride Chiefs who ruled rather than the Ubars and Administrators of today.  It is unknown if Pride Chiefs still exist.   
Warrior Training
    During the extensive training of Warriors, they learn many matters.  It does appear though that this training can be accelerated if necessary.  Tarl Cabot apparrently completed his training in a matter of months, if not weeks.  This may simply have been a plot device though and not indicative of the normal training process. The training is of a Warrior is both physical and mental.  The training is similar to the training of an Assassin in many respects, mostly in the area of combat skills.  Warriors learn much from teaching scrolls at special war schools.  These scrolls are very similar in the different cities by virtue of the Sardar fairs where Castes meet to share ideas.
     As a number of Warriors are illiterate, then it can be assumed that Warrior training does not require reading.  It would though require excellent memorization skills, something most Goreans are quite adept at. Teachers may tell the students what they must know, probably repeating themselves often to instill the necessary knowledge.  Much of this learning will entail the aspects of the Warrior Code.  As the Code appears to be rather comprehensive, its memorization is a daunting task.   
     Warriors learn how to wield the weapons of a warrior: the gladius, spear, dagger, and crossbow.  They are taught to use both arms to fight, in case their primary arm is disabled.  They are trained in unarmed combat, similar to some of the martial arts of Earth.  They learn the Warrior's Pace, a slow jog that can be kept up for hours.  A Warrior can usually make ninety pasangs a day alternating a Warrior's Pace with a Warrior's stride.  Some Warriors can do even better.  This Pace was created to be used even under the heavy weight of one's weapons and equipment.
     They are trained in acute observation and retention.  They almost unconsciously size up every situation, analyzing where an attack might come from.  This enables them to avoid surprise in many circumstances. Warriors also learn the virtues of concealment and subterfuge.   A Warrior is not always direct in his approach to a problem as many might think.  Circumstances dictate the actions of the prudent Warrior.   They learn that if they move slowly, they will commonly convey the impression that they do not intend any harm.  Quick movements often lead to defensive reactions from others.  It is better to lull your foe into a false sense of security. 
     They learn the tactics of night fighting.  Most of the time, in dark conditions, luck is the deciding factor in combat.  But, there are certain tactics that can enhance your chances.  Misdirection can be effective.  You can throw pebbles or other small objects away from you making noise.  This might make your foe move in that direction.  The use of back kicks gives an extension to your striking ability but also provides minimum exposure of your vital areas.  You might stab into the dark with a full arm extension, trying to get your foe to lunge after you, overextending himself.  Most of the time, you will not be in complete darkness.  There will be maybe starlight or faint illumination.  In true darkness though, there would be little you could do except to rely on chance.
     Warriors prefer to have the sun and wind behind their backs when they are fighting.  The glare of the sun can distract a foe and also will wear on him after a time.  The wind will help propel ones arrows or spear, adding momentum.  Dust, sand and other debris are also more likely to adversely effect your enemy.  
     Warriors also learn much about the hunting and capture of women.  They are encouraged to capture slaves from other cities.  They are taught the capture knot, a special knot often used to bind a captive.  Most Warriors can make this knot in less than three Ihn.  The knot is done by flipping a thong or cord about a captive's wrists twice and then turning a double opposite overhand with a twist following the first overhand. It is basically two simple loops and a double knot.
     Warriors learn the virtues of patience.  "When men stalk one another with weapons it is well to have patience, great patience." (Priest-Kings of Gor, p.54)
     They also learn certain universal conventions concerning combat.  To signify a truce or call for a parley, you place your shield on the ground and then place your spear atop the shield.  If you wish to surrender, the shield straps would be broken and spear shaft also broken.  During battle, you grant quarter by gesturing to the ground with your sword.
Sword Fighting
     The most common weapon of the Warrior is the gladius, a type of short sword.  The gladius is derived from the Earth sword of the same name.  The gladius is of Spanish origin and was widely used by the ancient Romans.  It is about twenty to twenty-two inches long, double-edged, and well balanced.  It is heavy enough to have a considerable striking force in saberlike trajectories but light enough to have some of the swiftness and play of a foil.
     The gladius is maneuverable enough to work its way behind the guard of a longer, heavier weapon.  There are other benefits of a short sword over a longer blade as well.  A gladius can clear the scabbard a fraction earlier and that can be vitally important.  The short blade can also be moved with greater swiftness than a long blade.  It allows you to work close to your opponent.  If a swordsman with a longer weapon can not finish a battle in the first thrust or two, he will generally lose the battle.
     In sword fighting, both strength and skill are significant.  Strength is most important if a battle is prolonged. You can turn aside a sword with either skill or strength.  If you use your strength, your foe must exert more effort to return his sword to a ready position.  It is very difficult to strike a foe who is both competent and careful.  It can be dangerous though over a long time to rely solely on defense.  "One who limits oneself solely to defense, and is unwilling to attack, obviously can never win. Too, sooner or later, it seems, he must be doomed to lose. There is no wall so strong that it will not one day crumble." (Rogue of Gor, p.190)  Becoming highly skilled with the sword comes only with long practice and study.  The best swordsmen are differentiated by the "?subtle differences, and dimensions and increments, which tend to divide masters." (Rogue of Gor, p.190)
     The speed with which one can draw a sword is especially crucial in many battles.  In many combats, the first warrior to draw is often the winner.  Warriors learn the habit of drawing their sword each day, ensuring that it comes out smoothly and without incident.  This helps work on your speed.  It is also done to test the scabbard to ensure that it has not swelled or such.  An enemy might also have tightened or fastened your blade in the scabbard by a tiny wooden plug, shim or bit of wire.  A quarter of an inch, where hundredths of an Ihn are involved, can be a considerable advantage.   Some Warriors may partially draw their blade if they feel combat is imminent.  Usually the scabbard strap is hung over the left shoulder so it may be easily discarded in battle.  The scabbard is at the left hip to ease the swift across the body draw.  In some situations, the scabbard is discarded to prevent it being a hindrance.  Warriors also take care of their own swords, not relying on others to do so. They will be the only ones to hone and oil their blades.
Warrior Code
     The conduct of the Red Caste is governed primarily by the Warrior Code.  The Warrior Code is a rudimentary form of chivalry, emphasizing loyalty to the Pride Chiefs and the Home Stone.  It is harsh but with a certain gallantry and sense of honor.  All Warriors are supposed to obey this code.  The code is never fully laid out in the novels but many important details were given. More information about the Warrior Caste Codes was given in the novels than for any other Caste.  Certain quotes help to delineate the importance of the Codes to Warriors.
     "What are the codes?  They are nothing, and everything.  They are a bit of noise, and the steel of the heart.  They are meaningless and all significant.  They are the difference.  Without the codes men would be Kurii" (Beasts of Gor, p.340)
     "What is it to be a warrior?  It is to keep the codes.  Nothing else matters." (Beasts of Gor, p.340)
     "One does not speak to a slave of the codes" (Beasts of Gor, p.340)
     Yet, a number of Goreans acknowledge that the Codes may not be absolute.  There may arise situations not covered by the Codes.  Or there may arise times when a Warrior feels he must violate his Codes for some reason or another.  A couple quotes illustrate this viewpoint.
     "?all wisdom and truth does not lie in my own codes." (Priest-Kings of Gor, p.14)
     "?all truth and reality is not written in one's own codes." (Raiders of Gor, p.310)
Warrior Code Specifics
     Here are some of the items that are specifically included in the Warrior Codes in the novels.  This is not an exhaustive list though of everything in their Caste Codes.
Code: The only honorable reply to a challenge is to accept it promptly. (Warriors do not back down from challenges. They face such matters with bravery.)
Code: One who has shed your blood, or whose blood you have shed, becomes your sword brother, unless you formally repudiate the blood on your weapons.  This is part of a bond shared by Warriors that overcomes city barriers.  It is a matter of Caste that supercedes allegiances.  It is a showing of respect for those who this Caste.
Code: Warriors do not break their sworn word.
Code: The only death fit for a warrior is in battle.
Code: If you want another's slave, you must challenge for her and meet your opponent with the weapon of his choice. This is also known as the claim of sword-right.
Code: He who cannot think is not a man and neither is he who can only think.
Code: Warriors do not kill themselves or aid others in doing so. (Suicide is not an option for a warrior.)
Code:  "I had been so much a fool as to be sad.  That is not the mood in which to enter battle, even the battle which one knows one cannot win, even the ultimate battle in which one knows is doomed to defeat.  Do not be sad.  Better to take the field with laughter, with a joke, with a light thought, with a buoyant thought, or to go forward with sterness, or in fury, or with hatred, or defiance, or calculation, but never with self pity, never with sadness.  Never such things, never them!" (Vagabonds of Gor, p.446)
Code: When a women kneels, lifts her hands up with wrists crossed, and submits to a warrior, custom demands that he either accepts the submission or slays the captive.
Code: If a warrior accepts a woman as a slave, it is prescribed that, at least for a time at his discretion, she be spared. But if she is in the least bit displeasing, she may be immediately killed.
Code: In times of crisis, a war chief, or Ubar, is named whom rules without check and by decree until he decides the crisis has passed.  Sword loyalty is the bond of fidelity to a Ubar.  It is not sworn lightly.  When an Ubar is thought unfit, the sword loyalty is dishonored and the Ubar may be deposed by his own warriors. Those who don't surrender are usually deserted by their men.  When the men don't desert, the Ubar then rules as a tyrant.
Code: Warriors have a common Home Stone. Its name is battle.
Code:  The slave is a joy and a convenience to the warrior.  Taking slaves is not only permitted, it is encouraged.
Code: If you lift a weapon against a warrior, he is permitted by his codes to kill you. (Do not draw a weapon against a warrior unless you are prepared for battle.)
Code: There is nothing in the codes that explicitly demands resistance to brigands.
Code: Poisoned steel is against the codes.
Code: The oath of disownment is an irreversible ceremony.  You esssentially disown a family member so that they lose their family and caste.  Basically you make the pronouncement with your hand on the hilt of your sword.   
Code: 97th Aphorism of the Warrior Codes: "What is invisible but more beautiful than diamonds?" The answer is "Honor."  Other answers could include "that which is silent but deafens thunder" and "that which depresses no scale but is weightier than gold."
Code: Even warriors long sometimes for the sight of their own flags, atop friendly walls, for the courtyards of their keeps, for the hearths of their halls.
Warrior Sayings
     There are also sayings of the warriors which may or may not be actual parts of the codes but which are commonly followed.
"The bite of the ost to be one of the cruelest ways to die." (Outlaw of Gor, p.118)
"Be strong and do as you will. The swords of others will set you your limits." (Marauders of Gor, p.10)
"A warrior takes what he wishes." (Outlaw of Gor, p.28)
"I am of the Warriors. I will take by the sword what women please me." (Beasts of Gor, p.348)
"Steel is the coinage of the warrior. With it he purchases what pleases him." (Marauders of Gor, p.10)
"Within the circle of each man's sword, therein is each man a Ubar." (Marauders of Gor, p.10)
"Until you find (someone or something), your companion is peril and steel." (Priest Kings of Gor, p.307)(Nomads of Gor, p.287)
"A sword must drink until its thirst is satisfied." (Guardsman of Gor, p.17)
"Where weapons may not be carried, it is well to carry weapons." (Marauders of Gor, p.41)
"Did he think that the color of a fellow's garments was what made him a warrior? Surely he must realize that one not of the warriors might affect the scarlet, and that one who wore the grimed gray of a peasant, one barefoot, and armed only with the great staff, might be of the scarlet caste. It is not the uniform which makes the warrior, the soldier." (Magicians of Gor, p.129)
"There are no mere points of honor." (Vagabonds of Gor, p.63)
"Tears are not unbecoming to the soldier?The soldier is a man of deep passions, and emotion. Many men cannot even understand his depths. Do not fear your currents and your powers. In the soldier are flowers and storms. Each is a part of him, and each is real. Accept both. Deny neither." (Guardsman of Gor, p.238)
"No one can take the scarlet from you, once it is granted, unless it be by the sword." (Tribesman of Gor, p.218)
"There is no incompatibility between letters and arms. The greatest soldiers are often gifted men." (Mercenaries of Gor, p.48)
"Many are the causes of Gor and so too, many are the captains. Many captains choose their causes on the scales of merchants, weighing their iron against gold." (Mercenaries of Gor, p.48)
"Steel can always command a price." (Explorers of Gor, p.86)
"Causes exist that men may fight." (Guardsman of Gor, p.16)
"War is a perilous and exhilarating sport, a game of warriors and Ubars." (Vagabonds of Gor, p.18)
"It is no dishonor to surrender." (Beasts of Gor, p.421)
"There is a time and place for speaking, as there is a time and place for steel." (Slave Girl of Gor, p.269)
"Not everyone who is of the Warriors knows that he is of the Warriors." (Rogue of Gor, p.317)
"Is it not a paradox? Men need us in order to bring about a world in which we may be scorned and disregarded?..Men seldom recall whom it was who brought them the fruits of victory." (Beasts of Gor, p.31)
"I had heard warriors say that they would rather be poisoned by a woman than slain by an arrow." (Raiders of Gor, p.4)
"The steel, as is often the case, had seemed to think for itself." (Savages of Gor, p.92)
"The cynical, mercantile mind will never understand the mind of the soldier." (Explorers of Gor, p.229)
Tarnsmen
    A special type of Warrior, possibly even a subcaste, is the Tarnsman.  Tarnsmen ride the mighty tarns, giant birds, also called the Brothers of the Wind.  A tarn resembles a hawk but possesses a crest like a jay.  It is surprisingly light for its size due to the hollowness of its bones.  Despite its lightness, it is still an extremely powerful bird that can fly from the ground with a spring and sudden wing flurry.  It is a diurnal creature and a carnivore.  They usually only eat what they catch themselves, commonly tabuks and wild bull.  If enough food is available, they will eat half their own weight.  But, near the end of the Gorean series, by the time of Renegades of Gor, some tarns have been trained to eat prepared meat.   Tarns are trained by the Caste of Tarn Keepers, a low Caste.  
     A tarn is seldom more than half-tamed, and it is not unknown for a tarn to even attack its own rider.  Tarns do not thrive well in captivity.  It is said that: "To live a tarn must fly, far and often." and "Like its brother the wind when the tarn is not free it has no choice but to die." (Priest Kings of Gor, p.191-2)  Tarns are basically fearless, fearing only the tarn goad.  And only trained tarns will fear that.  It is also extremely difficult to fly a tarn from the sight of land.  If they were hooded and brought by ship to the open sea, they would be fine but they won't willingly leave the sight of land.    
     The plumage of tarns varies and many are bred for their color.  The most common color is a greenish-brown.  Black tarns are used for night raids and white ones for winter raids.  Multi-colored tarns are used by proud warriors who do not care for camouflage.  There is even a jungle tarn, a rare creature, that is gloriously plumaged and comes from the tropical reaches of the Cartius.  War tarns have their talons shod in steel.  There are also draft tarns, used for transporting cargo, and saddle tarns, used as transport.
     The capacity to master a tarn is thought to be innate.  It cannot be learned.  Warriors who wish to become Tarnsmen are taken to meet a tarn.  The Warrior must be accepted by the tarn or he will be eaten by the mighty bird.  It is unknown how many Warriors meet their death in this manner.  A war tarn must be controlled by a strong master, and if that master ever gets weak or helpless, the tarn may kill him.  Tarnsmen wear leathers though this is not really a form of armor but more a protection against the elements and against the bird. Tarnsmen have a few tools they use to aid in their control of their tarns.  
     The tarn goad is a metal rod, about two feet long, with a leather loop attached.  It has a switch on the handle for on and off, and emits an electric shock in a sparkled of yellow sparks.  It will hurt your flesh but won't mark it if you are hit by one.  It is used primarily to control the tarn and the goad is the only thing a tarn fears.  A tarn goad may also be used to direct the tarn.  One hits the bird in the direction opposite to the one you wish to go.  But this is imprecise and there is a danger in using the goad too much as it will become less effective. A tarn whistle, also called a tarn call, is used to call specific tarns.  It has a single, shrill note and summons only one tarn.  If you lose your whistle, you have basically lost your mount so they are guarded well.
     Tarns are commonly guided by a throat strap, to which are attached six leather streamers, or reins.  They are fixed in a metal ring on the forward portion of the saddle.  The reins are of different colors but you learn them by ring position and not color.  Each rein attaches to a small ring on the throat strap and the rings are evenly spaced.  One draws on the rein which is attached to the ring which most closely resembles the direction you wish to go.  To land or lose attitude, use the four strap which exerts pressure on a ring beneath the tarn's throat.  To rise in flight or gain altitude, use the one strap which is on the back of the tarn's neck. The six strap makes the tarn veer to the left and climb slightly.  The two strap makes it veers to the right and climb slightly.  The throat strap rings are numbered clockwise.  Letting the reins hang on the saddle ring, with no pressure on the throat strap, is the signal for a constant and straight flight.
    Tarn saddles have a five-rung leather mounting ladder, on the left side, which folds up at the side of the saddle. You strap yourself into the saddle with a strap, a saddle belt.  Tarn saddles are wide enough to accommodate a bound female slave across it.  There are other ways to carry a captive girl  as well such as saddle cages and nets.  Tarn saddles are rather large with saddle packs, weapon sheaths and paired slave rings.  Tarn baskets may have guidance attachments to control the tarn from the basket, similar to the normal guidance from a saddle. There are many sizes and varieties of baskets.  The most common basket is flat-bottomed, square-sided, and about four feet deep.
     One of a young Tarnsman's first mission is commonly to capture a slave from another city for his personal quarters.  When he returns home with his new captive, he gives her over to his sisters.  They will bathe, perfume and cloth her in slave livery.  There will then be a feast where the slave will be presented to his parents, friends and Warrior comrades.  As the music plays, the girl will be collared and later will be made to dance.  She will then eventually offer her new master wine.  Once he drinks, then everyone can commence eating and from then on, his sisters will no longer serve him.  Thus, it seems likely that most Tarnsmen will own at least one slave girl.   
     There are several ways to capture a girl from your tarn.  A tarn may grab the girl in its talons and then land. At that point, you can dismount, remove the girl from its talons, bind her and then fasten her to your saddle. A Tarnsman could also fly low and hit a girl with a wing so that she is sent sprawling.  The warrior could then quickly dismount and capture her.  A Tarnsman might also hit a girl with the butt of a spear instead of the tarn wing.  Still other Tarnsmen will fly low and rope a girl using the braided leather ropes familiar to all tarnsmen.
     Tarns can make a rapid diving descent.  The tarn does not breathe during the entire descent until the point of impact or vicinty of the area if no impact occurs.  Tarnsmen are trained to take a deep breath before such a descent and are recommended not to breathe during the dive.  The descent velocity of a tarn has been estimated at about four hundred pasangs an Ahn, a little over 200 miles per hour.  
     A raiding tarnsman usually carry his weapons, rations, a compass, maps, binding fiber and extra bowstrings.  They commonly use spears and crossbows from tarnback.  A tarn can even carry a knotted rope of seven to ten men without difficulty.  This is helpful in attacks on a city.
     There are some excellent quotes about tarnsmen as well.
     "The spirit of the tarn must not be broken, not that of the war tarn. He is trained to the point where it is necessary for a strong master to decide whether he shall serve him or slay him. You will come to know your tarn, and he will come to know you. You will be as one in the sky, the tarn the body, you the mind and will. You will live in an armed truce with the tarn. If you become weak or helpless, he will kill you. As long as you remain strong, his master, he will serve you, respect you, obey you." (Tarnsman of Gor, p.58)
     "Once one has been a tarnsman, one must return again and again to the birds." (Outlaw of Gor, p.130)
     "The element of the tarnsman is?the clouds, the saddle and the sky; his steed is the tarn, his field of battle, strewn with light and wind, higher than mountains, deeper than the sea, is the very sky itself." (Captive of Gor, p.190)
Tharlarion Cavalry
     Tharlarion are a species of Gorean lizards, ranging from tiny hand-sized creatures to massive beasts. Certain types of tharlarion are used as mounts, especially by those peoples who have not mastered the tarn. Tharlarions have been used as mounts by Goreans far longer than tarns. Tharlarions have been specially bred for a thousand generations before the first tarn was ever tamed. Tharlarions generally need far less water than tarns and their metabolism is slower. They seem almost impervious to pain, having a sluggish nervous system. Most of the larger varieties, such as war tharlarion, have not only a brain but also a smaller brainlike organ that is located near the base of their spine. They basically respond to voice signals but sometimes a strike with the butt of a lance is needed to move them. They must be hit around the eye or ear openings as they are a couple of the only sensitive areas on its massive body.
      Tharlarion cavalrymen ride war tharlarions, a variety of high tharlarion. These cavalrymen may be a subcaste of the Warrior Caste. Unfortunately, the books only contain brief references to these Warriors. War tharlarion are huge creatures, several tons in weight, and they move on two legs. Their saddles are meant to absorb shock but Warriors still wear a leather belt around their waists to help keep them in place. Tharlarions move almost in a leaping fashion so a ride can be unsteady. The cavalrymen also wear high, soft leather boots to protect their legs against the abrasive hide of the creatures. Nothing on Gor can face the mighty impact of a tharlarion charge. The best defenses are a series of ditches or pointed stakes/spears. The mobility of infantry units can also be important defensively as fast units can separate to allow the charging beasts between their lines, thus isolating and surrounding them.
     The Alars are quite skilled tharlarion riders and some cities use them in their cavalries. The Alars commonly use the medium-weight, saddle tharlarion. Their saddles have stirrups so they can use a couched stock lance.
Mercenaries
     A mercenary is essentially a warrior who fights for money.  They generally do not fight for a Home Stone or even honor.   Most mercenaries on Gor are little more than armed thugs or cutthroats.   It is often tough or even dangerous to try to control such men.  They must be assured of receiving ample loot and promises of booty are a major inducement for recruitment.  A silver tarsk a month for a hired sword is a high price for such a man.   Many would not receive such a wage.  Their strategy and tactics are more indicative of organized brigandage than sound military theory.  They do not wear uniforms though they might wear armbands, scarves, ribbons or plumes of certain colors to identify their employer.  These though can be easily discarded or changed during a battle.  Some have been known to turn on their employer.
     Mercenaries generally form into mercenary companies, also known as Free Companies.   There are dozens of such companies and they vary widely in size, skill level and trustworthiness.  These companies obtain war contracts, sometimes by competitive bidding.  They recruit men, usually willingly, though some have been known to impress men to meet their quotas of forces.  Impressment is the recruiting of men, against their will, through deception or force.   Lure girls might be used for this impressment.  Famous mercenary captains can easily fill their companies with men.  Some companies will supply weapons for their men.  If you own your own weapons, you may get a preference as it is assumed you know how to use them.  Companies often number no more than one or two hundred men.  A force of a thousand would be an unusually large force.
     Many companies are disbanded during the winter.  The Captain will retain only a cadre of officers and professionals.  In the spring, the company will start over with training and recruiting, almost from the beginning again.  They frequently move their camps to avoid being located easily by their enemies.  Mercenaries in a battle may also be paid by both sides.  Their contract may specify certain actions that must be taken but omit others.  The sides in a battle may begin a bidding war over the mercenaries.  Another potential problem is that it is not difficult to infiltrate spies into mercenary troops.  Mercenaries are men from different backgrounds, castes and cities.  Little is asked of them other than their ability to handle weapons and obey orders.  Few get questioned much about themselves.
     So, why would you want to hire mercenaries?   First, there are some well respected mercenary companies that can be trusted.  They are usually the more expensive groups.  Second, you might need a certain type of force you lack such as tarnsmen.  Not all cities have armies of tarnsmen and such a force can aid a war effort thus a city may seek out to hire such a force.  Third, your own army might be significantly weaker than your opposition so you need an additional force to create more parity in your forces.  Despite such needs though, it is always better to rely on men who fight for a Home Stone over those who fight only for money.
     Some of the most well known mercenary captains include Raymond of Rive-de-Bois, Conrad of Hochburg, Pietro Vacchi, Terence of Treve, Oleg of Skjern, Leander of Farnacium, William of Thentis, Artemidorous of Cos, Ha-Keel and Dietrich of Tarnburg.
     Terence of Treve helped Port Kar in their epic naval battle against the combined forces of Cos and Tyros. Terence agreed to store tarns on Port Kar ships and then release them in the middle of the sea battle.  The tarns fought well, ignoring the fact they were far from land, and helped Port Kar prevail.
     Ha-Keel of Port Kar was originally banished from Ar.  His true origins are misted in legend.  He wears a gold tarn disk of Ar around his neck.  Some say he cut a man's throat for the disk to buy silks and perfumes for a woman he loved.  Allegedly, the woman ran off with another man.  Ha-Keel pursued them and might have killed the other man.  He then either sold the woman into slavery or never found her.  Ha-Keel is a true mercenary and works for the highest bidder.  He commands a force of one thousand tarnsmen.  He has even worked on the side of the Kurii.
     Dietrich of the city of Tarnburg is a legendary mercenary captain, probably the most famous captain on Gor.  He is one of the most feared and skilled commanders on Gor, mercenary or otherwise.  His victories are very well known.  He has won battles on the fields of Piedmont and Cardonicus.  He led the Forty Days' March relieving the siege of Talmont.  He crossed the Issus River in 10122 C.A. in the night evacuation of Keibel Hill.  He has been the victor in the battles of Rovere, Kargash, Edgington, Teveh Pass, Gordon Heights, and the Plains of Sanchez.  His standard is a silver tarn and his force numbers about five thousand men, far larger than most such armies.  His contracts are very expensive and his is choosy in which battles he will fight.  His campaigns are studied in war schools throughout Gor.   He is an innovative military leader and has created many new tactics and strategies for war on Gor.
Gorean Warfare
     There are numerous war scrolls concerning the practice, strategy and techniques of war.  War is studied intently by many Goreans.  Two famous war scrolls are the commentaries of Minicius and the anonymous analyses of "The Diaries," sometimes attributed to the military historian, Carl Commenius of Argentum.  Carl was rumored to have once been a mercenary.  There are war schools that teach these subjects and to which Warriors can go for further education.  These schools have libraries filled with scrolls of many diverse topics on warfare.
     Most Gorean wars are small-scale events, confined to a limited area.  Most wars occur between only a few cities rather than large alliances of dozens of cities.  It would be rare for a battle to include more than five thousand men.  Goreans would find Earth wars, involving millions of lives, to be nearly unthinkable.  Most Gorean wars are more similar to a large raid rather than an open, pitched conflict.  Mobility and surprise are common elements of such warfare, contributing to the small sizes of their forces.   War is generally performed by members of the Warrior Caste, professionals who are well trained and know what war entails.  Only in large scale conflicts, especially when a city is endangered, do others besides the Warrior Caste join into the conflict.   If a city is in dire need, they may arm any able-bodied man, of whatever Caste.  Peasant levies, armed with long bows, are common.  A city may even free and arm its male slaves in especially dire circumstances.
     One of the most common reasons why wars begin are when one city raids the merchant caravans of another city.  Sometimes these Warriors will don the uniforms and colors of another city to disguise their true identity.  This will put suspicion on another city, commonly the enemy of the disguising city.  Another reason a war might begin is over trade rights to a certain area.  The ownership of natural resources such as silver mines may also precipitate war.  Cities may also battle over their territorial limits, such boundaries being very fluid matters.
     Warfare involves more than simply military considerations.  There is a significant political aspect as well. Conquering a city or piece of land is but the beginning.  "Territory must be held as well as won." (Mercenaries of Gor, p.142)  What good is winning if you cannot keep what you have fought and gained? Warfare may also be preceded by diplomatic efforts to prevent a war.  Ambassadors, who possess immunity, will often try to resolve a dispute amicably before committing their resources to warfare.  This alternative dispute resolution will continue throughout the length of the war, trying to stem the actual bloodshed.
Gorean Infantry
     Gorean infantry usually marches light, a factor of the nature of Gorean warfare.   They commonly march at a measured pace, the counting of the cadence often kept by a drum.  Forty pasangs, about twenty-eight miles, is an average da's march.  Thus, military supply posts have been placed at intervals on major roads, usually about forty pasangs apart.  Such major roads are kept in excellent condition in case there is ever the need for an army to travel them.  The officers will march in the front of the infantry.  A standard barrier will then march behind the officers but a step or two in front of the front rank of Warriors.  Many Gorean standards are over a century old.  To supply the army, the army may bring its own supplies, carried in bosk or tharlarion wagons. Tarns may also be used to supply the troops.  Due to the abundant availability of game, many armies do not need to bring many supplies.  They can often live off the land. In addition, they can levy the local villages for provisions if needed.
     The phalanx used to be the most common infantry formation.  A phalanx consists of several rows of men, each row holding a spear.  The rearward rows held longer spears than the front rows.  When a phalanx would charge, it would be quite the force to be reckoned with.  No other military formation was able to meet it headon.  You either had to meet a phalanx with another phalanx or try to outmaneuver it.  But, such a close-formed military formation is hard to maintain over rough terrain.  Thus, the Torian Squares eventually made the phalanx much less common.  The Torian Squares possess superior mobility and regrouping capacities, even over rough terrain.  The actual make-up though of the Torian Squares is not discussed in detail in the novels.  The use of cavalry though drastically changed warfare.  The Torian square is still used but the phalanx is almost obsolete.  One defensive relic of the phalanx is still used, the Wall. The Wall is a group of massed infantry who remain stationary against a tharlarion charge.  It is not a recommended tactic.
     Dietrich of Tarnburg has been a major innovator in Gorean warfare.  He was the first to introduc the "harrow" to positional warfare.  The harrow is named for a large rakelike farming tool.  In this formation, spikes of archers, protected by iron-shod stakes and sleen pits, are placed in front of the normal infantry Warriors.  This formation is meant primarily against cavalry forces.  It creates a deadly gauntlet that must be passed through to reach the main forces.  But, once the cavalry is heavily wounded, the infantry can then surge forward and decimate the remaining cavalry.
     Dietrich also introduced the "oblique advance" where large numbers of men are concentrated at crucial points while the balance of the opposing army is unengaged. This allows a smaller force to engage an army up to three times its size.  It may be able to turn the flank of the larger force, causing chaos and rout.  If the advance fails, you can retreat your men knowing that much of your force probably did not engage in the battle.
Tarnsmen Attacks
     There are numerous defenses to tarnsmen attacks, depending upon the location of the attack.  Within a city, tarn wire is often used, though generally only when danger is imminent.  This is thin, almost invisible, wire that is stretched over the city like a net.   It will slice a tarn that tries to pass through them.  Some tarnsmen may carry bladed hooks on long lines to sever these wires.   In cities, towns and small villages an overhead network of ropes, cloths and tarnwire present a good defense.  The network will present certain small holes that ground based archers can use to fire at the tarns.  But the tarnsmen, due to the swift speed of their mounts, will find they ave insufficient time to acquire a proper target for their own missile fire through the cover.  Iron stakes on the ground will also help prevent talon attacks from tarns.
     Out in the open, the most common defense to an aerial attack is the "shield roof" or "shield shed" which is similar to the old Earth formation called the "tetsudo" or "tortoise."  Shields are held to constitute a wall for the outer ranks and a roof for the inner ranks.  Dietrich was the first man to properly coordinate air and ground forces.  He coordinated these forces so as to force his enemies into sturdy but relatively inflexible defensive squares.  He would then advance his archers in long enveloping lines so they would present a much broader front for low-level point-blank firepower.  The archery of tarnsmen is most effective against massed infantry or cavalry.  It is much more difficult to strike a man or mount when he is wary of you and ready to evade your missile fire.  Tarn drums are used to control the complex war formations of tarsnmen.
Siege Warfare
     Gorean siege warfare, as it was in Earth history, is commonly unsuccessful.  Starvation of a city is usually ineffective as they will generally have sufficient supplies to last a year or so.  The city will also have siege cisterns for water.  Statistically, the besiegers would run out of supplies first.  Most sieges will not last much longer than a few weeks before the besiegers will break it off.  To directly attack a city requires often three times the force of the defenders.  Siege weapons are also a necessity, requiring siege engineers to construct and maintain such equipment.
     Some cities are surrounded by a moat that must be over come.  The moat might be drained, bridges or small dugout pontoons used to cross it.  Catapults and ballistae of various types are used, including chain-sling onagers and springals.  They can fire spears, rocks, flaming naptha and more at the city walls.  A giant chain grapnel may be thrown by such an item.  The chain will then be drawn back with great force, attempting to rip parts of the walls down.  This grapnel though must be used close to its target, thus being more vulnerable to attack by the besieged.  Archer blinds, movable wooden screens to shield archers and light missile equipment, are used as protection.  Siege towers with battering rams may be used against city gates.  Tunnels may be dug underground, trying to pass the city walls though the besieged city will dig their own tunnels to engage the attackers underground.  The besieged city may also use a grapnel derrick to topple siege engines close to the city walls.  Dietrich was the first one to utilize mobile siege equipment in open warfare.  By placing catapults and ballistae on wheeled platforms, they became field artillery.  They could launch tubs of burning pitch, flaming naphtha, siege javelins, boulders, and more.
     Most cities though fall due to trickery, bribery or betrayal.   Dietrich has likely taken more towns with gold than steel.  The Tuchuks conquered Turia through trickery.  Cos conquered Ar through the betrayal of several key figures in Ar.  Torcadino was taken by Dietrich through trickery.  Several quotes support this proposition.
     "He has sowed silver and harvested cities." (Magicians of Gor, p.188)
     "More gates are opened with gold than iron." (Magicians of Gor, p.188)
     "Any city can fall behind the walls of which can be placed a tharlarion laden with gold." (Mercenaries of Gor, p.101)
     "I can take any city behind whose walls I can get a tarn of gold." (Hunters of Gor, p.140)
Spoils of War
     The spoils of war are the usual fees demanded by a conquering city.  These fees are meant to remove any potential future threat the conquered city will ever be.  The following is a typical set of such fees though it will vary depending on the desires of the conqueror.  The population is disarmed and possession of a weapon is made a capital offense. All of the officers in the Warrior Caste, and their families, are impaled.  A thousand of the most beautiful free women are given to the conqueror's highest officers as slaves.  Thirty percent of the remaining free women will become slaves for the troops.  Seven thousand free men will become siege slaves. All of the children under twelve years old will be randomly distributed to the other free cities.  This seems to support that adoption does exist on Gor.  Any slaves in the city will belong to the first man to recollar them. As can be seen, such fees devastate a conquered city.
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Scroll #13
THE KURII  (#13, Version 5.0)
     "A creature who had not known hatred, lust and terror, I suspected, would be ill-fitted to understand the Kur, or men." (Tribesman of Gor, p.218)
     Gor is not safe.  Neither is Earth.  An alien race, the Kurii, wish to conquer both worlds. "Kurii" is a Gorean corruption of their own name for themselves and in Gorean it means "beasts."  "Kur" is the singular form of this word.  They are also sometimes called the "Others" by those less familiar with them.  There are two primary types of Kurii, those of the Steel Worlds and those living on Gor, some which are now native after several generations on Gor. The Kurii are the great enemies of the Gorean series and serve as villains in a fair number of the books.
     The Kurii have had a civilization for about one hundred thousand years, much longer than mankind has had such.  Kurii legends state that many thousands of years ago, in internecine wars, the Kurii destroyed the viability of their native world.  There is no reason given for these massive wars between themselves.  Their sun was a yellow, medium-sized slow-rotating star with a planetary system, one small enough to nourish life but large enough to have a suitable habitable zone.  Maybe forty thousand years ago, the Kurii possessed incredible technology, far beyond what they have now.  But most of this technology was destroyed in the wars among themselves.  Their civilization has regressed in some ways and appears on a technological decline.  At least twenty thousand years ago, the Kurii possessed a deep space capability.
     At about that time, the Kurii came to our solar system seeking a new home.  Nothing is mentioned about the type of starships they possess and how they were able to reach our system.  We do not know how far or for how long the Kurii traveled until they reached our system.  We also do not know how many other planetary systems they might have first stopped at before deciding on our system.  We also do not know if they still possess the means to travel between the stars.  If they do not, it might explain why they have remained for so long in our solar system fighting a battle they have lost so many times.
     Once they arrived in our solar system, the Kurii came into contact with the Priest-Kings and war was the result and has been ongoing for almost twenty thousand years.  We have no information on this first contact.  We do not know how the Priest-Kings initially treated the Kurii.  We do not know if the Kurii met force from the start or if the Kurii were the first to use force.  Based on our knowledge of the two races, it is more likely the Kurii were the initial aggressors.  The Kurii have been driven from our solar system eleven times but they always eventually return.  They refuse to close with the Priest-King ships because they know that their own ships are no match for the superior weaponry of the Priest-Kings.
     Why haven't the Kurii given up and gone elsewhere?  They have been unsuccessful for about twenty thousand years, a very long time.  Are there few planetary systems conducive to their biology?  Are they simply so headstrong that they will always strive for success no matter how many defeats they must face?  Have their starships lost the ability for intergalactic travel? Have they run out of the necessary fuel for intergalactic travel?  Do they have an unknown vested interest in Gor?  Lots of questions exist but no answers.
     Most Kurii live in their spaceships, steel worlds called Master Ships.  Each ship is almost an artificial planet, some pasangs in diameter.  The steel ships wait near Jupiter, called Hesius by Goreans.  For thousands of years, the Kurii had left Gor alone but have recently begun to direct their attentions to it.  Though they outnumber the Priest-Kings by more than a thousand times, the superior power of the Priest-Kings continues to hold them off.  Kurii starship sensors may be the match of the Priest-Kings.  Kurii weapons, though primitive, are effective at ranges of up to one hundred thousand pasangs, about seventy thousand miles.  Priest-Kings expeditions to repel the Kurii are costly, dangerous and difficult.  Thus, the Priest-Kings take little direct action against the Kurii ships.  They prefer more defensive than offensive actions. Kurii have never met or captured an actual Priest-King.  Since they are ignorant of much of their nature, the Kurii are hesitant to fully attack Gor.
     Some Kurii ships have crashed on Gor over the years.  The Priest-Kings will destroy the ships but they do little about any Kurii who escape from those ships.  As long as these Kurii obey the Technology and Weapon Laws, the Kurii are allowed to remain on Gor.  Generally, these Kurii degenerate quickly to a state of barbarism and anarchy.  Some Kurii have lived on Gor for several generations and know little, if anything, of the Steel Worlds.  They usually live in isolated areas of Gor such as the frozen wastes of the north.  The Kurii that live in the cold north live in field shelters made of skins and furs arched over bent saplings.  Kurii do not like sleeping exposed.  In an open field, they will burrow into the ground.  These northern Kurii commonly wield great axes.  White-furred Kurii are called ice beasts by the Red Hunters of the polar basin.  These Kurii hunt from ice floes and have an affinity for water unlike other Kurii. There are few Kurii in the Barrens and Tahari as there is too little cover, the summer heat is too severe and game is scarce in the winters.
      Kurii usually range from seven to nine feet tall and weigh from seven to nine hundred pounds. Their arms are longer and larger than their legs.  Their biceps are commonly about eight inches wide and their wrists are about five inches wide.  Their hands are clawed and pawlike with six digits, extra-jointed, and almost like tentacles.  These hand claws are usually filed allowing them to better able use tools and technological items.  Most Kur are right-handed as the left hemisphere of their brain is dominant.  Their hind legs are eight to ten inches wide. Though their legs are short, with their arms they can move on all fours rapidly like an ape.  For short distances it can even outrun a tarsk.  They are also excellent climbers.  The claws on its feet are retractable, usually not filed and over four inches long.  Their most common fur color is dark brown though they can also be brownish red, sable or white.  A mottling of white in their coloration commonly denotes disease.
     Their heads are the width of the chest of a large man with a mouth large enough to cover a man's head.  The mouth contains two rows of fangs, four being prominent in the position of canines.  The upper two canines are long and curved.  Its tongue is dark.  Their eyes are large and round, with black pupils and a yellowish cornea.  They have excellent vision in the dark and their eyes adjust to light changes quicker than humans.  Their ears are large, pointed and wide.  They can be laid back flat against its head.   Its snout is wide and leathery with two slitlike nostrils.  They have a tracking capacity, including both smell and hearing, equivalent to a larl though not as good as a sleen.
     Their blood is red but the plasma has a very high percentage of salt that acts as a protein solvent.  This means that they can eat vast quantities of meat, which would kill a man who tried to eat a similar amount.  They also have a second stomach, a storage place where food is not digested.  The food can be moved at will to their true stomach, or chemical stomach.  They usually do not carry excess food and water unless when they are anticipating a time of scarcity. Additional food is a weight burden and impairs their performance.  Kur also have good metabolic control and can slow or speed their digestion at will.
     They speak with rumbles, snarls, growls, and half roars.  Though it may sound like animal noises initially, once you listen to the noises they do form the rhythms of a language.  Kurii phonemes for the most part elude representation in the alphabets of men.  No known Gorean can speak the language of the Kurii.  Kurii find it difficult to speak Gorean and most do not speak it.  When they do speak it, it is a horrifying approximation.  It does not actually hurt them to speak Gorean, it is only difficult for them to do so.  They prefer to use translators when dealing with Goreans.  This produces a flat, mechanical form of speech that is often awkward and choppy.  Translators are notorious for being too literal at times due to the limitations of the translation.
     Kurii are divided into four sexes: Dominant, Nondominant, Egg-carrier, and Blood-nursers. The order of structure in their society is the Dominant, Egg-carrier, Nondominant and Blood-nurser.  The Dominants correspond roughly to the human male.  Their instinct is to enter the killings and to mate.  Most Kurii are born Dominants but many do not survive the killings. Nondominants are Dominants who do not join in the killings or mating.  Nondominants are despicable and hated by the Dominants.  Sometimes though a Nondominant will transform into a Dominant if there are no other Dominants around or the Nondominant is particularly stressed. Egg-carriers, also known as conceivers, are the ones impregnated by a Dominant.  They roughly correspond to the Gorean female.  They can be frequently impregnated, about once a month, which helps promote a rapid reproduction rate.  An Egg-carrier is smaller than a Dominant and they do not participate in the killings.  Shortly after an impregnation, within a moon, the Egg-carrier deposits the fertilized egg into a Blood-nurser.  Blood-nursers, also known as Carriers, are basically baby incubators.  They are sluggish, immobile and mouthed. They fasten themselves to hard surfaces.  An egg will develop inside their body and the unborn receives blood from the Carrier.  Some months later, the baby will tear itself free of the Carrier, likely killing the Carrier.
    The newborn Kur will follow the first Egg-carrier of Nondominant that it sees.  It will ignore a Blood-nurser.  If it sees a Dominant, its response will depend on its own sex. If the newborn is also a Dominant, it will bare its tiny fangs and claws.  The Dominant will ignore the newborn.  If the newborn is an Egg-carrier or Nondominant, it will shun the Dominant that might decide to kill it.  The newborns live on water and common protein.  They are capable of hunting small animals shortly after leaving the Blood-nurser.
    Kurii of the Steel Worlds consist of several "Peoples" who speak different languages, vary in coloration, texture of fur, temperament, tooth arrangement, ear shape, and more.  These different Peoples form differing factions and continually vie for control.  The Steel Worlds are led by a High Council, composed of seventy-two members elected from the representatives of the thousand tribes of the cliffs.  All these Kurii are bound by Ship Loyalty and Ship Law. In the statutes of the Steel Worlds, the High Council is the judge and jury.  A criminal defendant's presence is not necessary at a trial.  Evidence against the court is inadmissible and it is wrong to speak on behalf of a criminal.  You have little chance of being found innocent in such a trial. The majority vote of the High Council rules.   Much depends on which Kurii faction is in power and which Kurii are currently in favor.
     The Steel Worlds even have some Kurii groups in hibernation.  Little is said in the books about these hibernated Kurii.  We do not know how many are hibernated, for how long they remain in hibernation, or why they are hibernated. It may be that the Steel Worlds have limited space and resources and must conserve by placing a portion of their population into a hibernated stasis.  Such hibernation may have been very important when they travel through space to avoid relativistic effects such as time dilation.
     Killing is not discouraged on their ships except under conditions of battle or when the functioning of the vessel might be impaired.  Killing helps to cull the weak.  Kurii have traditions of dueling, and the tradition of the fang and claw.  Their Killings are arena-like battles fought for the joy of killing and the reward of mating.  Kurii may fight amidst themselves but they would never betray each other to another species such as man.  A single Kur against a man is a formidable opponent.  Men commonly must gang up on a Kur to kill it though some Goreans have ben able to single-handedly vanquish a Kur.  They hold glory above all else.
     The military of the Kurii is well organized into specific units.  Six Kurii equal a "Hand" and its leader is called an "Eye."  Two Hands and Two Eyes equal a "Kur," or Beast, which is commanded by a "Blood."  Twelve Kur equal a "Band" which is also led by a Blood of higher ranking.  Twelve Bands equal a "March" which is also led by a Blood.  A March consists of 2,173 Kurii.  Twelve Marches equal a "People" which is also led by a Blood.  A People consists of 25,977 Kurii.  The term "blood" has been adopted for use to denote a leader from an old belief that thought was a function of the blood and not the brain.
     Kurii are also divided into those either below the rings, within the rings, or above the rings. Those below the rings are the non-warriors, such as the Nondominants, and lesser warriors. Those within the rings are the leaders.  Those above the rings are the Chieftains of the People. The Blood of a Band wears two plain rings, of a reddish alloy, welded onto his left wrist.  This unknown metal is immune to Gorean files.  The Blood of a March wears only one ring.  The Blood of a People wears no rings as he is above the rings.  Some Kurii may wear decorative rings, including earrings, but these signify nothing.  There are also Kurii "Princes" who earn that title by skill in battle.  The books do not detail any privilieges gained by Princes.  Failure is not tolerated by the Kurii, especially for one of the rings.  A kur may make a solem vow by swearing and placing a paw upon the rings of a leader.
     Kurii are carnivorous and view man as a foodstuff.  Their words for "food" include humans which is sometimes translated as "cattle" or "meat animal."  They have difficulty differentiating humans from each other.  They prefer raw meat as they feel that cooked meat weakens the jaws.  Blood is an agitant to them like it is to a shark.  A Kur will not eat another Kur.  Kurii respect the prowess of the sleen, considering it a worthy adversary.
     Kurii are predominantly nocturnal creatures though they have no difficulties acting during the daytime.  When their ears are laid back, it is commonly a sign of readiness to attack.  The baring of their fangs can also indicate agression.  Kurii are highly intelligent creatures.  The number six is important to them as that is how many fingers they have on one hand.  Thus, they use base-twelve mathematics.  A Kur day is divided into twelve hours.  Kurii highly value grooming themselves with combs and brushes.  Some would be even considered vain about their appearance.  They commonly do not swim well or like the water.  Some Kurii can ride tarns.  We are unsure if they have any type of religious beliefs.  They do not believe in immortality.  A sprinkling of some dust on a body can count as a Kur burial.
     Besides their Master Ships, the Kurii have a number of smaller spaceships they use for various missions.  Most of these ships are black, saucer-like vehicles similar to the ships of the Priest-King.  Kurii ships though have observation apertures that the Priest-Kings ships lack. One type of Kurii ship is about thirty feet in diameter and eight feet high.  Other sized ships also exist.  Their ships have a hatch on the top of the disk as well as a side hatch that opens to form a type of ramp.  They are similar to the "flying saucers" seen in many "B" movies.  Kurii ships have a radar-screening device and a light-camouflage system to reduce detection of their ships.
     These ships, usually the smaller ones, visit Earth to capture women and to obtain certain Earth items.  Human agents of the Kurii often man such ships.  Captured Earth girls have an identification bracelet placed on their ankles.  Kurii slaves may be sold in Gorean markets or eventually end up as Kurii food.  They burden their male slaves heavily but they do not allow their female slaves to engage in heavy labor.  It is though that such labor will toughen the meat. There are likely even Kurii on Earth, maybe exiles, degenerate castaways and such, hidden in the isolated areas of the world.  They may be the basis for the Earth legends of the yeti and sasquatch.
     A few other items of Kurii technology were mentioned in the books.  Their agents engaged in captures on Earth use an ointment on cuts that is odorless and appears to be absorbed into the skin almost immediately.  Its effect is to heal the wounds quicker without a scar.  They have language translators.  These are metallic, instrumented, boxlike devices.  They have a small, conical red light that glows on the top of the device to show it is operating.  The Kurii possess physical and chemical techniques to date the age of objects.  They have a projectile weapon that fires a six-inch long, conical, gas-impelled dart.  The weapons have carved wooden stocks with unusual designs on the stocks.  The weapon is fired by a button on the forepart of the stock.  They can also create an aurora borealis-like effect.  They saturate the atmosphere with certain patterns of charged particles.  This can be used as a signaling device to other Kurii and their human agents.
     Prasdak of the Cliff of Karrash was a famous Kur scientist.  He was also very secretive in his creations.  Thousands of years ago, he created five rings that allowed a Kur to become invisible.  Before Prasdak died, he destroyed the plans to create these rings.  Two years after he died, his city was sacked and the rings were uncovered.  Three of them were eventually destroyed.  Tarl Cabot obtained one of the rings and it ended up in the hands of the Priest-Kings.  The ring is a heavy, gold ring set with a tiny square of silver.  If you turn the bezel inward so the silver faces inward, you can see a circular switch.  Pressing this switch will turn you invisible and you will also see everything in a red light.  The ring is a light diversion device that encircles you in a field.
     Undoubtedly, the Kurii possess other advanced technology that we have yet to see.  But, much of this technology is only remnants from their past glory days.  Little new technology appears to be produced currently.  They are on a technological decline.  They must also be careful about using high technology on Gor as the Priest-Kings will then take notice and act to destroy the technology.  Most of the technology the Kurii have used on Gor has been in isolated areas where the Priest-Kings are less likely to watch such as the frozen north or the heart of the Tahari desert.
     During the Gorean series, Tarl Cabot and others have often faced the Kurii and attempted to thwart their plans.  In Marauders of Gor, book #9, the Kurii made a major strike against Gor.  They attempted to invade Gor from the northlands and sweep down toward the southern lands.  They were defeated after a few major battles.  In Tribesmen of Gor, book #10, the Kurii offered an ultimatum to the Priest-Kings.  They told them to surrender Gor.  The unspoken threat was that would destroy Gor.  Tarl Cabot was able to stop a terrible explosive device that would have destroyed the entire planet. In Beasts of Gor, book #12, a Kurii General, Half-Ear, comes to Gor to create a secret base in the frozen north.  Tarl helps stop the Kurii and Half-Ear activates a self-destruction mechanism at the base.  Half-Ear is presumed killed in the massive explosion.  In Savages of Gor and Blood Brothers of Gor, books #17 and #18, it is learned that Half-Ear survived and is hiding in the Barrens.  A Kurii Death squad is sent to kill him for being a traitor.  Tarl helps save Half-Ear's life.  Half-Ear then learns that the death sentence had been lifted and he returns to the Steel Worlds to lead them once again.
     After this point in the series, the Kurii try to become much more subtle.  They try to infiltrate their human agents into Gorean cities.  These agents try to seize control and accomplish certain goals of the Kurii.  The Kurii take a much more behind the scenes approach.  Several of their plans are foiled.  It is possible, though there is no proof as of yet, that the Kurii may even be behind the Cosian invasion of Ar.  Subtlety is their new chosen strategy.  If they are behind the Cosians, then their new strategy has been more effective.  We do not know what Half-Ear has been doing since the events of Blood Brothers of Gor.
     Most Goreans, if not all, would either attack or flee when confronted by a Kur.  Kurii do not walk the streets of Gorean cities. They may sometimes be hidden within buildings in some cities but they do not walk around freely, even in those buildings.  Few Goreans know of their war with the Priest-Kings or much about them at all.  Most Goreans would view them as animals or monsters that should be destroyed.  And killing Kurii is not an easy task.
     Kurii do not make friends of humans.  They use them and then eliminate or eat them.  Kurii know that they cannot openly operate on Gor so they need human agents.  Yet, the Kurii believe themselves to be superior to man.  They would not deign to make friends with a race they consider food.  The closest a Kur has come to friendship with a human has been the case of Half-Ear and Tarl Cabot.  These two bonded as warriors, not as friends.  They respect the abilities of each other. They understand that they will always be enemies but also know that battle joins them as brothers.  They were civil and respectful toward each other in the Barrens, but they each know that they are at war.  They would battle each other if necessary.
      The Kurii are the enemies of Gor and Earth.  They wish to destroy the Priest-Kings and claim the planets for their own.  This is a battle that has gone on for 20,000 years and the end is nowhere in sight.  The Nest War did weaken the Priest-Kings but a number of years have passed since then and the Priest-Kings have been regaining their power.  Neither side can easily gain a complete victory.  It is a war of inches.
     Beware the Kurii!
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Scroll #14
ASSORTED EDUCATION ITEMS (#14, Version 5.0)
     In this scroll, I have compiled a number of educational tidbits into a single scroll.  Many of these items are too small to have their own scroll at this time.  Over time, this scroll will see a number of changes.  Some prior items will be deleted as become part of their own scroll. Other items will be added as well.
1. Urth and Mun:  These two words are quite common in the online Gorean community yet neither of these words actually exist in the novels.  Earth is always referred to by Goreans as "Earth" in the books.  Many Low Caste people also do not even know that Earth exists.  The term "Urth" should not be used for in-character play or in profiles.  Please use the term "Earth." The term "Mun" refers to the real person behind the role-play character.  It is also not a term used in the books.  It should also not be used for in-character play or in profiles.  "Mun" is fine in OOC chats but not for role-play.
     Both "Urth" and "Mun" originated in the world of science fiction/fantasy fandom.  "Urth" is used in several science fiction/fantasy books as a term for Earth.  "Mun" is short for "mundane" and refers to someone who is not into science fiction/fantasy.  The online community has just adopted these terms for their Gorean role-play though neither term was ever used in the novels.
2. Voyages of Acquisition:  Spaceships belonging to the Priest-Kings and Kurii visit Earth and sometimes bring people and items back to Gor.  These spaceships have been making trips to the Earth for many thousands of years, though the ships do not make as many trips as they once did.
     Thousands of years ago, a wide variety of people, animals and plants were taken from Earth by the Priest-Kings to help seed and populate Gor.  Yet, within the last few hundred years, these trips have had only limited goals.  The primary goal is the acquisition of Earth women as slaves.  These women may retain their clothes but they normally do not retain any other personal effects.  The Priest-Kings rarely bring Earthmen to Gor.  The Priest-Kings also rarely bring any other items from Earth.  Sometimes, a man from the Sardar who is manning the spaceships may bring back some item but this does not go any further than the Sardar.  For example, one man in the Sardar brought back some tobacco on an Earth voyage.  He grew it in the Sardar but it never spread to anywhere else on Gor.
     This has two practical effects in role-play.  First, Earthmen on Gor are very rare.  There are only a handful of men on Gor who have been brought from Earth within the last few hundred years.  Second, people brought from Earth will rarely, if ever, possess any Earth items brought from Earth during one of these voyages.  Almost everyone arrives only in the clothes on their backs.  Earth weapons are not brought to Gor during these voyages.
     The Kurii spaceships to Earth have more leeway and sometimes bring Earth items to Gor. Yet, the items they choose to bring are normally in violation of the Technology and Weapon Laws of the Priest-Kings and subject to the Flame-Death.  In addition though, the Kurii primarily bring Earth women to Gor and not men.  Again characters from Earth, even if brought by Kurii, will rarely, if ever, possess any Earth items brought from Earth during these voyages.
3. Music:  Here are a few items concerning music on Gor.  Zills are finger cymbals, used primarily by kajirae dancers.  The musician with the most prestige on Gor is the czehar player. The czehar is eight-stringed instrument, like a large flat oblong box, and is held across the lap when cross-legged.  It is played with a horn pick.  One of the best czehar players on Gor is Lysander of Asperiche.  After czehar musicians, those instruments with prestige are the flutists, then the kalika, drums and then miscellaneous instruments.  Bowed instruments do not exist on Gor.  Written music does not exist on Gor.  All music is memorized and melodies are passed down to children or students.
4. Vengeance Slavery:  One interesting form of this type of slavery is the proxy slavery.  In this form, a woman, totally innocent, is enslaved.  This kajira stands proxy for a hated, at least temporarily inaccessible, woman.  The proxy may even be given this woman's name.  The master treats the proxy as if she were the woman he hates and desires.  When the true woman is eventually enslaved, the proxy slave remains a slave.  The proxy though is usually given away or sold at that point.
5. Earth Brands:  There are two brands that almost never occur on Gor but are commonly used.  These brands are the moons and the collar, and the chain and claw.  The first occurs in Gorean enclaves on Earth, which serve as headquarters of agents of the Priest-Kings.  It consists of a locked collar and ascending diagonally above it, extending to the right, three-quarter moons.  It indicates that the girl is subject to Gorean discipline.  The second brand occurs in enclaves of Kurii agents on Earth.  It signifies slavery within the Kur yoke. Women branded with either of these two brands rarely, if ever, are brought to Gor.  It is difficult to recruit Gorean men to go to Earth, so Priest-Kings and Kurii both hire native Earthmen for these enclaves.
6. Chemical Brand:  This is a method of passing secret messages to another, akin to invisible ink.  A message can be written on a body, usually that of a slave, with a special transparent fluid.  Thus, the message appears to be invisible.  Only the proper reagent, also a transparent liquid, can bring out the message.  Once applied, the letters will appear in red on the person's skin.  Special chemicals can then remove the message.
7. Gens:  The gens name is the clan name, and is derived from an ancient Roman term. Clans exist on Gor and are kinship groups functioning within the caste structure but not identical to it. A clan may include people of different castes.  Clans are usually associated with a city but such kinship structures do not figure strongly in public life.  Females cannot pass on the gens name.  It passes through the male only.  Females can keep their gens in Companionship but only if it is part of the contract.
8. Spider People:  Also known as the Swamp Spiders, these creatures are large, intelligent Spiders that live in the swamps north of Ar.  They are large enough to be ridden.  They construct Spider webs, vast networks of broad, elastic strands that form a structure about a pasang in width.  The Spiders have a saliva or some similar secretion that loosens the glue on the webs.  They use their leg hairs to smell their surroundings.  They use translators and do not like to talk loudly.  They will not harm rational creatures, even to defend themselves.  But, females during mating are not gentle with male Spiders.
     The city of Ar collects their webs to spin the Cur-lon Fiber used in Ar mills.  They also hunt and kills many of the Spider People, leaving just enough to continue making some webs.  As the men of Ar are rational, the Spiders will not fight them.  The Spiders are mentioned primarily in Tarnsman of Gor.  Nar is one of the Spider People who helped Tarl Cabot.
9. Urt People:  The Urt People are possibly a nonhuman race though they might only be a degenerate human branch.  They have a narrow, elongated face with rather large, ovoid eyes. Their eyes adjust very quickly to darkness.  They are narrow shouldered and narrow chested. They have long, thin arms and short spindly legs.  They commonly walk or hurry, bent over, with its knuckles often dragging on the ground.  This low gait keeps it inconspicuous among migratory urt packs.  Urt People live with urt packs that provide them cover and protection. Urts seldom attack them, likely due to a pack odor that allows them to mix with the urts.  Urt People are capable of incredible stillness and then sudden, bursts of movement.  They commonly communicate to each other by hissing squeals, resembling the noises of urts.  They can speak Gorean but do so as children, usually repeating what they say twice.  Their Gorean, in some respects, resembles archaic Gorean.  They rarely mix with civilized folk.  They do learn quickly and some people even keep them as pets. They enjoy pit fruit.
10. Gyves:  This is an archaic Earth term for a fetter or shackle, especially for the leg.
11. Snow:  The Red Hunters of the polar basin of the far north have this advice on eating snow.  When you eat snow, first melt it thoroughly in your mouth before swallowing.  This helps to preserve your body heat and prevent shock to the system.
12. Urt Hunters:  In the port city of Port Kar, urt hunters are men who keep the urt population in the canals down.  They use a pronged urt spear to catch the urts.  Slave girls are commonly used as bait.  A girl is tied to the boat by a rope.  She must splash around in the water to attract the urts.  Rarely, live verr are used as bait but they are more difficult to handle. They are harder to push away from the side of the boat.  Few urts strike from beneath the surface of the water.  They usually approach with their snout and eyes above the water.  A girl can commonly get out of the water in time.  If not, she must rely on the speed and skill of the hunter.  Unfortunately, some girls are lost to the urts.  Some kajirae may be turned over to an urt hunter as a means of discipline.  After that, most girls will be begging to be pleasing.
13. Hersius:  This is the Gorean name for the planet Jupiter.  Jupiter is named after a legendary hero of Ar.  The Steel Ships of the Kurii lay waiting near Jupiter.  No other planets in our solar system have Gorean names listed in the novels.  Even Earth is only referred to as Earth by the novels.  A Gorean name likely exists but we have yet to see it in the series.
14. City States:  There is no Gorean expression for "country" in the precise sense of a nation as we know of it.  Goreans tend to think of cities and the lands they control.  The city state is the basic political division on Gor.  A city controls what territory it can and is surrounded by a no-man's land of open ground on every side.  The notion of the fixed and absolute border is not a typical Gorean idea.  The territory controlled by a city is more fluid and flexible.  Cities lose and gain territory often.  Jealousies, strifes, rivalries and armed conflicts tend to often separate Gorean cities.  Free cities, in pride and suspicion, have an almost fanatical commitment to protecting their own independent destinies, and resist alliances.
15. Begging:  For the most part, Goreans do not favor begging.  Some even view it as an insult.  When charity is in order, it is usually arranged by the caste or clan.  Charity is a special privilege of membership in a caste.  Clans depend on blood ties through the fifth degree.  It is most common to see female beggars than male ones.  Strays, also known as she-urts, are girls who beg and rummage through garbage in the city.  They are a civic nuisances and are sometimes rounded up by city guardsmen.  They have their own gangs and territories.  They are technically free women though there are few to protect them.  Some kajira that have been punished by ham stringing, also beg in the streets.
16. Gorean Technology:  Much high technology is forbidden by the Priest Kings.  No mechanized transport, communication equipment or detection gear like radar are permitted.  But in the areas of lighting, shelter, agriculture techniques and medicine there are few restrictions.  Violations of the technology restrictions earn you the Flame Death, where you burst spontaneously into blue flame.  Here are a few items of their technology.
Reading Device:  This is a metal frame with top and bottom rollers that is used to read and hold scrolls.  A button is pushed to spin the scroll to its opening mark.
Translator:  This machine is about the size of a portable typewriter.  It is programmed for four non-Gorean languages.  But, the translations are rather literal and limited to about 25,000 equivalencies.  Gorean is always one of the languages in the machine.   The Spider People have their own translator and the Priest-Kings have a much more advanced one.
Electric Sleeping Mat:  This mat has a chronometric temperature device that can be set for hot or cold.  There is also a timer on it s it can be programmed to be cold or hot at a certain time.  The mat also has blanket sides.
Energy Bulbs:  These are domelike bulbs that produce a clear, soft light for years without replacement.  Few Goreans can afford to have them in their homes though.  Few care for them anyway as Goreans prefer the light of flame, lamps, and torches.  The bulbs were invented more than a century ago by the Builder's Caste.
Chronometers:  These are Gorean watches and are rare on Gor.  Their hands move counterclockwise and they also have a sweeping Ihn hand.
Fire Maker:  This is basically a lighter.  There are several varieties of this item.  One of the most common is a flint-and-wheel device.  It has a tiny tharlarion-oil impregnated wick and a reservoir of tharlarion oil.  The wick is ignited by a spark generated from using your thumb on a small, ratcheted steel wheel that strikes a flint splinter.  Other such devices use springs, pyrite, cartridges of oil-saturated moss, or other items.
17. Gorean Timeline:  According to the Priest-kings of Gor, the planet of Gor was brought to our solar system from another over two million years ago.  On Earth at this time, this was still a couple hundred thousand of years before the arrival of Homo Erectus.  The Priest-Kings brought with them some alien species, such as the Swamp Spiders.  They would also eventually begin bringing creatures from Earth to Gor.  The city of Ar is thought to be the oldest civilized city on Gor.  It is over 10,000 years old and its calendar is figured from the date of its mythical founding by Hesius, the alleged first man on Gor.  The Kurii have had a civilization for about one hundred thousand years.  They have been at war with the Priest-Kings for about twenty thousand years, thus predating the time of Gorean civilization.
     This timeline is interesting for several reasons.  First, Gor has been in our solar system long enough that it could have developed its own human species.  Anthropoidal fossils have been found on Gor and this supports the theory that some humans originated on Gor.  What would be the difference in a natural Gorean as opposed to a Gorean with Earth heritage?  It is even possible that the Priest-kings helped to seed Earth with Gorean stock thus helping to create mankind on earth.  They may have also sent to Earth plants or animals.  Unfortunately, we may never know the truth of this.
     We can also see that Gorean civilization began around the same time that civilization began on Earth.  But, as the Priest-Kings more closely monitored Gor, Gor developed much differently.  Why did not the Priest-kings more closely monitor Earth?  The Priest-Kings did capture many Earth people over the years and bring them to Gor.  Are there unexplored areas of Gor which have never had the influence of Earth?  Were Goreans ever transplanted to Earth?
     The Kurii have been around since before the advent of Gorean civilization.  Did they have any effect on the development of Gorean or Earth civilization?  Why have the Kurii chosen this solar system to remain for the last twenty thousand years?  Can't they try to find a less well protected planetary system to conquer?
     Finally, we can see that there have been some species on Gor who have lived far longer than the human race.  As these creatures arrived with the Priest-Kings, there cultures are over two million years old.  What kind of culture did the Swamp Spiders have for all those years before man arrived?  What creatures may have faced extinction over those two million years? Are there unexplored areas of Gor ruled by other sentient alien species, so far unknown to the rest of Gor?
     The only answer we can be sure of is that Gor is a fascinating world.
18. Claiming Land:  To claim land for your own, land that is unclaimed by anyone else, you must place a yellow stake of claimancy down into the gro und. You must then protect that land from before noon that day until sunset.
19. Colonization:  Colonization by Gorean cities tends to resemble classical colonization.  A city often founds a colony due to internal overpopulation or political dissension.  The potential colonists typically develop their own charter, constitution and laws, even before leaving the city. The colony will also have its own Home Stone.  The colony will retain ties with the original city though but will retain much independence as well.
     Port Cos is an excellent example if this colonization.  Port Cos is a city on the Vosk River. It was founded by settlers from Cos over a century ago.  Its ties to Cos are largely historical and cultural, not political.   It has its own Home Stone.  Many officers of Port Cos were native Cosians, mercenaries or veterans of the Cosian navy.  Ar's Station, on the other hand, was established around 10114 C.A., but only as an outpost and trading station on the south bank of the Vosk.  It is not a true colony as it retains the Home Stone of Ar.  It thus has very strong ties to Ar.
20. Bastinado:  This is an English word used in the novels.  In the books, it is a form of punishment that was done to free women.  It refers to a beating with a stick or club, usually on the soles of the feet.  The word can also refer to a stick or club.
21. Gorean Funerals:   Dead Goreans may be either buried or cremated.  Cremation appears generally reserved for more important individuals.  Most Gorean graves are not marked with a headstone or other marker.  Goreans feel that it is a man's deeds that lives on after him death. "No matter how insignificant or tiny one is, in the Gorean belief, one is an ineradicable part of history. That can never be taken from anyone." (Dancer of Gor, p.426) The first few pages of Assassin of Gor give an excellent depiction of a typical Gorean funeral pyre.  The pyre is supposed to be for Tarl Cabot.  Gorean funerals are very quiet and at such a time words would only demean or insult.  There is only "?silence, memory and fire?" (Assassin of Gor, p.2)  The Initiates are usually prominent at funerals.  The Cities of Dust refer to the Gorean underworld, the place all go on their deaths.
22. Counterearth:  Gor is also known by this name, a word taken from the writings of the ancient Greek, Pythagoras, who first speculated on the idea.
22. Cup Companions:  These are one's trusted men.
23. Sleeve Locks:  These locks are made so they cannot be picked.  The "sleeve" prevents the direct entry of a wire or pick.  Within the sleeve is a plug, a rounded, metal cone, which must be unscrewed before the key can be inserted.  A wire or pick cannot turn the cone so they are useless in trying to open this type of lock.
24. Message Cylinder:  This is a pointed and weighted cylinder from which messages can be attached.  It is commonly dropped from tarnback onto the ground and due to its shape and weight, it will stick into the ground and remain erect.
25. Rite of the Claws of the Sleen:  This ritual creates "brothers" between two good friends. A sleen claw is used to cut the forearm of both friends.  Each man cuts the arm of the other. They then mingle their blood together.
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Scroll #15
FEMALE WARRIORS (#15, Version 5.0)
     "Men are the warriors and women, she knew in her heart, were among the fitting spoils of their victories." (Blood Brothers of Gor, p.213)
     There is an ongoing debate over whether Gorean free women may be warriors or not. Obviously if you do not choose to role-play closely to the Gorean novels, you may add anything to your role-play that you choose.  You may have dozens of female warriors or even lands of Amazons.  But, if you are concerned about remaining faithful to the books, then the question has much more relevance.  Norman did not explicitly lay out guidelines for the place of female warriors on Gor but he did provide ample evidence to show his opinions on the matter. Thus, as for all other Gorean matters, you must consult the novels for an informed answer.
     The first step in the analysis must involve defining our terms.  There are three basic terms to understand: Warrior, Rarius and Warrior Caste.  Our greatest concern is with the last term as that is the crux of the controversy.
     A warrior is simply one who battles, armed or unarmed, in combat.  That is a very broad term and can encompass males and females.  Any one can pick up a weapon and fight in a war.  Thus, any woman could fit this definition.  But, the answer is far from that simple.  When we refer to female warriors on Gor, we are not just considering this definition.  We are referring to the deeper issue of the proper place of female Warriors on Gor.
     Rarius is a Gorean term that refers to warriors in general.  Rarii is the plural form.  It applies to any warrior from any culture and not just a member of the Warrior Caste.  For example, a male Tuchuk or Red Savage may be referred to as a Rarius.  By examining the word, we can also see that it ends in a common masculine suffix, like the word "kajirus."  This gives us our first evidence that warriors on Gor are meant to be male.  Though, the books never specifically state that "rarius" only applies to men, there is no example where it is ever used for a woman. And if it also applied to women, there would be a term with a feminine suffix such as "raria" that existed.  No such term exists in the novels.
     In the civilized cities, there also exists a Caste of Warriors, the Red Caste.  This Caste is one of the five High Castes on Gor.  Men and women may belong to this Caste.  The greatest confusion and questions deal with the role of women who belong to the Red Caste.  What is their proper role in the Red Caste?  May women of the Red Caste train, use weapons and act as a Warrior?  May such women defend their cities in time of war?  What are the duties and responsibilities of such women in their Caste?
     To discern the answers to these questions we must consider a two-pronged inquiry.  First, we must decide if women are capable of using a warrior's weapons.  Are they physically able to wield a sword or spear?  Second, if we answer positively to the first question, then we must decide if the Warrior Caste and Gorean society would permit women to wield weapons.  In such a male dominated society, would women be permitted to act as a Warrior?  It is legal for them to possess and use weapons?
     In answering this first prong, we must understand that we are discussing Gorean women and not Earth women.  Do not judge Gor by the examples of female athletes on Earth.  Such women do not exist on Gor.  Gorean culture is vastly different and has led to a different development for women.  Even those Earth women brought to Gor are not Olympic athletes, bodybuilders or such.  They are usually academics or business women.  On Gor, women lack the strength to use some weapons of the Warriors.  "The strength of a full-grown woman is equivalent to a twelve-year old boy." (Tribesman of Gor, p.223)  Women do not possess the strength to wield longbows or Alar axes.  There is a Peasant saying that "he who can bend the longbow cannot be slave."  As all women are unable to bend it, they may become slaves.
     The books give examples showing the inferiority of the strength of women.  Even the strongest of Gorean women is seen to be the inferior of the average Gorean man.  In Tribesman of Gor, there is a masculine female slave who terrorized the rest of the kajirae. Yet, she was beaten by an ordinary male slave, not even a fighting slave.  Mercenaries of Gor explains about a strong woman who no other woman could take a piece of bread from.  It was stated that any man could have easily taken the bread from her.  "She was a large girl, and formidable to us,?, but, compared to the men, she was only another female, no different from us. Compared to them, her size and strength, really only that of a woman, was, like ours, when all was said and done, simply negligible. Compared to them she was, like us simply small and weak. Before them, and to them, she could never be any more than we, only another female, small, lovely and helpless, a mere female, totally at their mercy." (Dancer of Gor, p.107)  These statements apply to all men and not just warriors.  The average Gorean man, of any caste, is stronger than any Gorean woman.  "It is nothing for a man to overpower a female." (Tribesman of Gor, p.143).
     Many free women carry daggers or poisoned needles, small weapons, which are manageable by them.  They rarely carry any larger weapons.  But, a woman must rely upon surprise to be effective with these small weapons.  Otherwise, she is still defenseless with such weapons as any Warrior or trained Slaver would be able to easily disarm her.  It is even seen by some Warriors as a pretension for a woman to carry such a weapon.  Some warriors get very offended if a woman dares to raise any weapon against them.  Some freewomen in Ar once wielded axes and clubs to attack a paga tavern.  They were quickly disarmed by a group of men.
     There are some examples of women in the novels who act as warriors, wielding weapons, but who do not belong to the Red Caste.  Panther girls and talunas are the two main examples of this and these examples point out some interesting points concerning our questions.
     Taluna is not a synonym for panther girl.  They are two distinct peoples though they share some similarities.  A panther girl is a woman who lives in the northern forests of Gor.  They are escaped slaves and free women who live by hunting and trading.  They hate men and enslave those they capture.  They hunt the panthers that roam the forests.  They wield spears, bows and knives and can actually be excellent archers.  Yet, panther girls do not wield swords. Talunas are white girls who live in the jungles near Schendi.  Taluna is an inland dialect word for these girls.  It is not a Gorean word.  They too use spears, bows and knives but do not wield swords.
     Panther girls and talunas do not visit the cities of Gor.  They primarily remain in their forests or jungles.  If they entered a city, they would most likely be enslaved very quickly.  This is because both groups are considered outlaws and outlaws are forbidden entrance to almost all cities.  Impalement is a common punishment for outlaws though female outlaws are more often subject to enslavement.  Panther girls might possibily be seen at the Sardar fairs where a truce exists and they can safely walk around.  It would be a lengthy trek for talunas to attend the Sardar fairs so it is extremely unlikely they would ever attend one.
     The Panther Girls of the northern forests and the talunas of the rainforest are female warriors who live in isolated areas of Gor.  Yet, none of these women wield swords.  They primarily use spears and bows.  They have apparently learned these skills on their own and were never trained by men to use such weapons.  Unfortunately, the books do not say anything about the training of such women.  In other isolated and barbaric areas, the women do not engage in combat.  The women of the Wagon Peoples, the Red Savages, Torvaldslanders and the Red Hunters do not engage in combat or hunting.  So why did the Panther Girls and Talunas develop such skills?
     First, these societies are female only groups. The only males that exist within these communities are slaves.  Thus, the women must generally rely on themselves to hunt, fish and defend their bands.   Second, these women live in wilderness areas, facing natural dangers on their own.  It is essential that they possess certain skills to survive in such perilous areas.  Third, these women are generally anti-men and feel they must prove themselves the equals or betters of men.  They wish to be self-reliant and prove they have no need for men except as a slave. Despite all this, such women are said to make excellent slaves if they can be captured.
     In the civilized cities, there are two examples in the books of free women using bows, a short bow and a crossbow, to hunt.  These appear to be women of means who enjoy hunting as a sport.  One woman hunts tabuk while the other hunts a male slave.  Both rode tharlarions and one even wore hunting leathers.  Though both do end up as slaves, their use of the bow is not questioned.  Thus it appears that some women did hunt with bows though it is obviously a dangerous pasttime.  But again, neither of these two women used swords.  They also only hunted and did not engage in actual combat.
     There is a single example of a woman wielding a sword, with any type of skill, in the novels. There are other examples of women using a sword but they are generally where a woman picks up a sword on the spur of the moment to aid someone in distress.  In Tarnsman of Gor, Talena picks up a sword and cuts off a man's hand to protect Tarl Cabot.  Though she was a member of the Warrior's Caste, she had no training in using a sword.  In Raiders of Gor, a woman uses a sword during an attack on Port Kar though she has no training in the weapon. Any damage these women did was basically a lucky strike.
     Our only skilled combatant was Tarna, a bandit chieftain of a Tahari band, depicted in Tribesmen of Gor.  Tarna wielded a scimitar, the curved sword of the Tahari. S he was not a member of the Red Caste or actually any Caste.  During a bandit raid on a well in the Tahari, the men note that the strangest thing about the raid was that it was led by a woman, Tarna. Tarna had not attained her position as bandit leader due to her combat skills.  She was a tool of the Salt Ubar, himself an ally of the Kurii, and it was he who placed her at the head of her band.  The men that followed her had little if any honor.  They destroyed wells, a most grievous crime in the Tahari.  No honorable bandit would ever have done so.  Tarna's men follow her because of the Salt Ubar and not her own prowess.  The Salt Ubar himself had little respect for her abilities and eventually relieved of her command.  The plan had always been to use her and then enslave her once her usefulness was over.
     Tarna claimed to be more skilled with her blade than any man but this was only empty boasting.  No one else ever supported her allegation.  When she first met Tarl Cabot, she begged to be his slave.  Near the end of the novel, Tarna and Tarl fought a duel.  Tarl claimed that she was not unskillful but that she was not a match for a Warrior and that there were many men who could have finished her easily and swiftly.  It must be noted that he does not compare her to any other female warrior.  He compares her only to male warriors.  If other female warriors had existed, he would likely have rated her according to them and not men.  Tarl toyed with her during the duel, trying not to tire her arm by defending with his full strength.  He easily defeated Tarna.
     The example of Tarna was given as an oddity.  Tarna was not a member of the Red Caste and clearly was not a match for a male Warrior.  She was nothing but a pawn in the game of the Kurii.  In the cities, if she had a scimitar, it is likely that she would have been quickly enslaved.  Tarna does not prove that women can wield swords effectively.  It only shows that anyone can pick up a sword and try to fight.  But, they would never be a challenge for a Warrior and they would not be accepted by men.  "The insignia of men,?, become empty mockeries when permitted to women." (Mercenaries of Gor, p.56)
     Thus, we do have an answer for our first prong of the inquiry.  Women, due to their lesser strength, have trouble using some of the weapons of the Warriors, especially the sword.  Some are capable of using such weapons as the bow and spear.  In general, those weapons are often used for hunting.  But, these women would not be a match for a male Warrior.  In a sword fight, they could not compete on equal grounds.  Overall though, it is technically possible that women could use some weapons of the Warriors.  As we have answered positively to our first inquiry, we then must consider the second prong of our inquiry, would Gorean society allow female Warriors.
     Free women belong to almost all of the Castes on Gor except the Initiates, Players and Assassins.  Free women may be either born into their caste, change to the caste of their Free Companion or be promoted into it due to their skill.  When a woman joins with a Free Companion, she has the option to accept the caste of her mate.  But, if she chooses to keep her caste, her children will still take on the caste of their father.  A show of ability can also raise her caste.  To change caste by skill, the High Council of the city must approve it, based on your qualifications for the new caste and the willingness of the new caste to accept you.  Women are promoted by the same criteria as men though it varies from city to city.  There are examples in the books of women attaining the Red Caste by birth and Free Companionship, but never by skill.
     In actuality, women often do not perform the work of their Caste. Women of the Metal Workers do not commonly work at a forge and women of the Builder's do not supervise the construction of fortifications.  In general, women do not perform Caste activities that require a degree of strength.  But, women do commonly work as Scribes and Merchants.  There are even female slavers.  Another notable exception is that of the Physician's Caste.  But, there is never a mention of any women practicing or learning the skills of the Warrior Caste.
     The Physician's Caste commonly restricts women in one way in the performance of their Caste duties.  In many cities, the Caste will not permit a woman to practice medicine until she has first born two children.   In many cities, at age fifteen, a woman of the Physician's Caste dons two bracelets.  One is removed for each child born, and when both are removed, she is allowed to fully practice medicine.  The reason behind this is that it is understood that professional women tend not to reproduce themselves.  This would serve over time to diminish the quality of the caste.  Thus, the rule helps to preserve the future of the caste.
      The future of a caste is vitally important to Goreans.  The welfare of the caste takes priority over the ambitions of specific individuals.   The welfare of a larger number of individuals is more important than the welfare of a smaller number of individuals.  Caste is crucially important to Goreans in ways that those of Earth cannot easily comprehend.  The importance of the caste to Goreans cannot be underestimated.  Thus, the logic behind this restriction on women in the Physician's Caste would very likely also apply to the Warrior Caste.
     Why would the Warrior Caste allow women to risk their lives in combat?  First, such women would be less likely to bear children as a pregnancy would inhibit their combat availability.  Second, women dying in combat would also lead to fewer births.  In addition, dead women could not raise their existing children.  Goreans would not want their children to grow up without mothers.  Women do most of the raising of children during their formative years.  This would serve to diminish the quality of the caste over time.  With the welfare of the caste at stake, Warriors would not permit women to engage in combat.  In addition, women would not want to endanger the welfare of the caste so they would accept their role in the Caste as noncombatants.  This reasoning is never specifically applied to the Warrior Caste but the logic is quite clear and should hold even stronger for the Red Caste than for the Physician's Caste.   This may be the strongest single argument against female Warriors.
     There is no instance in any of the Gorean novels where a woman was trained by the Warrior's Caste to fight in battle or to wield weapons.  There are examples of woman who acted as warriors but they did not belong to the Red Caste.  Though there is no explicit prohibition in the novels that would prevent women from being such trained, it has yet to happen in the books.  Dragons are not specifically excluded from being on Gor anywhere in the books.  But, that does not mean that they could exist either.  Based on the supporting evidence and arguments in the novels, women would never be trained as Red Caste warriors.
     The novels list many aspects of the Warrior's Code that binds the Red Caste.  The Code sayings are often gender specific, applying only to men.  That fits into the entire Gorean view of a male dominated world.  Why would such men allow women to be trained as Warriors?  "All women need the protection of men, though sometimes this protection is so profound and so familiar as to escape notice. But let the barriers of civilization lapse, even for a day, and their need for men would become unmistakably apparent." (Vagabonds of Gor, p.206)
In Outlaw of Gor, the city of Tharna is described, a city that was once dominated by women. It was ruled by a Tatrix and women were in most positions of power.  But, no woman was ever said to be a Warrior, guard or any similar position.  Only men wielded the weapons in this city.  In Corcyrus when it too was ruled by a Tatrix, there were no female warriors ever noted. If even in female dominated cities only males acted as Warriors, why would any woman in any other city ever be trained as a Warrior?
     Some people feel that Red Caste women will battle if their city is attacked.  The novels detail a number of attacks made against various Gorean cities.  In none of these examples are there any female Warriors fighting to defend their city.  Women only defend themselves from raiders seeking to capture them.  And in these cases, they basically wield only daggers and needles.  They do not use swords to defend themselves.  In many cases, women actually surrender to the successful attackers in order to prevent themselves from being slain.  When Ar was being attacked by the might of Cos, the idea of freeing and arming male slaves was considered.  No one ever considered allowing women to fight.
     So, what is the role of females in the Warrior Caste?  First, it is to bear and raise children to maintain the future of the Caste.  This is an accepted function by free women who truly care about the welfare of their Caste.  Second, as women care for children during their formative years, they are responsible for some of the education of their children.  This likely would entail teaching them some basics of the Warrior Caste codes, instilling important virtues at an early age.  It is doubtful women learned all of the intracacies of the Warrior code but it seems apparent they would know the basics.  For example, in Tarnsman of Gor, Tarna is aware of one aspect of the Warrior code, that if she submits to a Warrior he must accept her or kill her. Talena was the daugter of a Ubar and thus a member of the Red Caste.
     It seems obvious then that our second inquiry must be answered negatively.  The Warrior Caste and Gorean society would not permit women to train as Warriors.  It may not be an explicit prohibition in the novels, but it is supported by many factors.  You cannot just assume that because an explicit prohibition does not exist, that it is allowed.  You must examine all of the surrounding factors.  The logic concerning caste welfare may be the strongest reason for banning female Warriors.  Caste is extremely important to Gor and the welfare of that Caste will outweigh individual ambitions.
     For those who feel women Warriors are true to the books, what are your reasons?  Where is the support in the novels?  Most will only claim that there is no explicit prohibition.   Others will point to Tarna, Panther girls and Talunas.  Others will state they know plenty of strong women on Earth.  Yet, these arguments are only considering the capabilities of women.  They do not deal with how Gorean society would accept such women.  Where in the novels is there support for the acceptance of female Warriors by the Red Caste?  Such support does not exist.
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Scroll #16
GOREAN MEDICINE (#16, Version 5.0)
     The Physician's Caste is one of the five High Castes on Gor, the fourth highest of those castes.  Their Caste color is green so most Physicians wear green tunics.  Though it is not explicit in the books, it seems logical that many medical specializations would form subcastes of the Physician's Caste.  Obstetrics, immunology, pediatrics, and such would make valid subcastes.  Certain other specializations would not be necessary on Gor so would be unlikely to form subcastes.  Dentistry, psychiatry and geriatrics are fields where the need on Gor is low so they are unlikely to form full subcastes.  Major cities would have a Cylinder of Physicians as they do in Ar.  Though this is not described in any great detail, it appears it would contain a hospital, research laboratories, a library and maybe even living quarters for some Physicians. Each city would also have their own High Council of Physicians to aid in the governance of that caste within the city.  Each Physician's Caste, in every different city, is basically autonomous.
     But, Physicians from different cities do find ways to interact with each other.  The Sardar Fairs, the four major fairs held each year on the plains below the Sardar Mountains, are a spectular place for the Physicians, and other Castes, to meet and share information.  Caste conventions may be able to discuss general caste-wide issues.  Research can be shared and compared.  New discoveries spread across Gor at these fairs.  These fairs are very important to the Physician's Caste.
     The Physician's Caste is one of the Castes where many women actually engage in Caste work.  But, in many cities, women cannot engage in the full practice of medicine until they have first bore two children.  This is not a law in all cities though.  Commonly, at age fifteen, a woman will don two bracelets on her left wrist.  One bracelet is removed for each child born. The reason behind this prerequisite is that it is understood that professional women tend not to reproduce themselves.  If this were permitted, it would serve over time to diminish the quality and size of the Caste.  Thus, the rule helps to preserve the future of the Caste.  The welfare of the Caste takes priority over the ambitions of specific individuals.  The welfare of a larger number of individuals is more important than the welfare of a smaller number of individuals.  This is an accepted given when dealing with the vast majority of Goreans.  Until the woman bears two children, she will be restricted in her medical duties though the books do not detail what those specific restrictions might be.  It is possible that the distinction might be what we would consider the difference between being a nurse and being a doctor.
     Unfortunately, Gorean medicine is not depicted in great detail in the novels.  In some ways, it is more primitive than Earth medicine.  Goreans do not possess computers to help them in diagnosis or research.  They do possess though many diagnostic machines that do not use computers.  But, in many other ways, Gorean medicine is far more advanced than Earth.  Gor has created potent drugs and serums that Earth only dreams about.  And they created them without the aid of computers.  Deciding what is permissible and not in Gorean medicine is not always easy due to the dearth of material in the novels on the subject.
     Disease prevention is an area where Gorean medicine far surpasses Earth medicine.  Disease is almost unknown on Gor except for a very few horrible diseases such as Dar-kosis and the Bazi plague.  It is probably only a matter of time before even these diseases are cured.
     Dar-kosis is a virulent, wasting disease and is similar in many ways to leprosy.  "Dar-kosis" means "Holy Disease" and it is also known as the "Sacred Affliction" though its name is rarely mentioned.  Those inflicted with the disease are commonly known as Afflicted Ones.  It is highly contagious and the afflicted must wear yellow robes as a mark of their illness.  Many victims also periodically clack a wooden device to warn people to stay away.  Because of this, victims have much freedom of movement though if they approach a city, they risk being stoned. "Those who contract the disease are regarded by law as dead." (Assassin of Gor, p.266) This has important legal ramifications.  A Free Companionship would be ended.  Any will would take effect.  The Afflicted lose everything.  "The Afflicted are dead. The Afflicted are nameless." (Tarnsman of Gor, p.151)
     The Initiate Caste feels that Dar-kosis is an instrument of the Priest-Kings to punish those who displease them.  The afflicted are thus holy to the Priest Kings and it is heresy to shed their blood.  Interestingly though, stoning them is not considered heresy.  Initiates have constructed Dar-Kosis pits where the Afflicted may voluntarily imprison themselves.  They will be provided with food and drink by men on tarns, who will drop it into the pits.  Once in a Pit, an Afflicted is not permitted to leave.  Because it is considered a holy disease, the Initiates will not permit the Physician's Caste to research a cure.  There is little love lost between the Physicians and Initiates.
     A few years before the events of Assassin of Gor, a group of Physicians in Ar tried to seek a cure.  Flaminius, first in his Caste, led the research program.  The Physicians had developed a strain of urts resistant to Dar-kosis.  They then created a serum, cultured from the urt blood. When this was injected into other animals, they could not be infected by the disease.  But at that time, someone betrayed them to the Initiates.  The Initiates asked them to stop the research but they refused.  The Initiates petitioned Marlenus but he refused to do anything.  Soon after, a group of armed men stormed the Cylinder of Physicians.  They damaged the Cylinder, burnt the research floors, killed some of the Physicians and ruined most of the research.  That would stop their research for several years.  Flaminius was burned over half his body and became somewhat of a drunk.  After the events of Assassin of Gor, Flaminius chooses to return to his research for a Dar-Kosis cure.
     Bazi plague, also known as the pox, is a deadly, rapidly-spreading disease with no known cure.  Its symptoms include pustules all over the body and a yellowing of the whites of the eyes. The pox is transmitted by lice.  Some people are immune to it and for some it is only a temporary problem.  Others die swiftly.  Slaves that get the pox are usually killed.  Bazi was struck by a plague some years ago and its port was closed by the Merchant's Caste for two years.  The plague burnt itself out in about eighteen months.  By the events of Explorers of Gor, Bazi has still not recovered from the economic tragedy of this closure.  In Schendi, they still had Physicians checking incoming ships for signs of disease.  Gieron and sajel are drugs that in combination can reproduce the physical effects of this disease without causing any real injury.  Gieron is an allergen that causes a yellowing of the whites of the eyes.  Sajel is a simple pustulant.
     Dental work on Gor is rarely done or needed.  Due to its rarity, dentistry is probably not a subcaste.   There would be insufficient work to support such a specialist.  Cavities are rare because of the simple diet of Goreans and their absence of emotional stress, guilt, and worry. The mouths of slave girls are often checked by a buyer or slaver to see if she has fillings or not. That is normally a sign that the girl is from Earth due to the rarity of dental work on Gor.
     Physicians have machines to examine blood, urine, tissue, hair and other samples.  They have a machine like a microscope.  Many of their tests and instruments are similar to what you would find in an Earth doctor's office.  They would use energy bulbs, despite the expense, to have adequate light for their work.  Physicians have numerous drugs available that are often administered through hypodermics.  Numerous drugs may also be orally taken.  Though some online feel that Gorean physicians are more like herbalists, they actually use very advanced drugs.  Many of those drugs are derived from plants and herbs but it is rare for those plants and herbs to be applied directly to a patient.  And as Earth doctors use Latin often, Gorean doctors keep their records in archaic Gor.
     You must remember that we are talking about the Physician's Caste that exists in the civilized cities.  In some of the more barbaric areas of Gor, such as the Barrens, the Plains of Turia and the jungles near Schendi, the Caste does not exist.  In those areas, their medicine is much more primitive.  They do not possess medical machines or advanced drugs.  They rely more heavily on natural cures, using herbs and plants.  Their healers would be more like herbalists.
     The Physician's Caste has designed a few drugs that are commonly used by Slavers and others with similar objectives.  Capture scent is similar to chloroform.  It is a liquid that is soaked into a rag and held over a person's nose and mouth.  It will render a woman unconscious in about five Ihn.  She will only squirm wildly for an Ihn or two and then will get sluggish until she falls limp.  It might take a bit longer against a man.  Anesthetic darts, which may be either flung or used to stab, may also sometimes be used though they take longer to work, about forty Ihn.  Tassa powder is a reddish powder that can render one unconscious.  It is tasteless but meant to be mixed with something red wine as it would be visible in water.  Free women are often advised not to drink red wine with strangers because who knows what might be in it.
     Slave wine is a Gorean contraceptive, and much more effective than any Earth one.  In liquid form, women drink it and are protected against conception.  It works basically immediately.  It is intentionally bitter when given to slaves though for free women it might be sweetened.  The active ingredient in slave wine is sip root.  In its raw form, sip root can be chewed and used as a contraceptive.  The raw root is bitter and this is what comes through in the liquid.  In root form, its effects will last for three to four moons.  The Red Savages in the Barrens use sip root in its raw form. It is likely other barbaric cultures do the same.  In its concentrated liquid form, the effects of slave wine now last indefinitely.  This was not always the case.  In the beginning of the Gor series, slave wine only lasted a month or so.  But by Blood Brothers of Gor, medical technology has advanced and its effects are now indefinite. Despite this fact, many masters still administer slave wine to their kajirae once or twice a year. This is done out of tradition and to remind girls of their slavery.  The effects of slave wine can be nullified by a special releaser, an antidote called breeding or second wine.  This is a smooth and sweet drink.  Its active ingredient is a derivative of the teslik plant.
     There is no evidence in the books to suggest that slave wine can cause an abortion or miscarriage.  There is also no evidence to show that it is harmful to a pregnant woman.  Children are very important to Goreans and abortion would go against much of what they believe.  Free women may sell their children after birth, but they would not abort a child if they were pregnant.
     The zenith of Gorean medicine has to be the Stabilization Serums.  This Serum is a life extending treatment.  It was developed some five hundred years ago by the Physician's Castes of Koroba and Ar and transmitted to other Physicians at the Sardar Fairs.  Aging was seen as a disease, not an inevitable fate.  Centuries of research went into seeking a cure for aging. Unfortunately, this also meant that research into cures for other diseases was ignored.  Many people, who were suspectible to those diseases, died during that time.  As it was only the resistant that survived, this did tend to strengthen stock.  Some diseases died out and others would be later cured once the Stabilization Serums were created.
     The effect of the Serums is an eventual, gradual transformation of certain genetic structures, resulting in indefinite cell replacement without pattern deterioration.  It affects all people differently and on some rare occasions doesn't work.  In some rare people, it wears off after only a few hundred years and sometimes it even hastens aging.  It is also capable of being transmitted to offspring.  The initial Serums were crude but they have been carefully refined over the years.  The Priest-Kings possess better Serums but they are for their use only. Goreans consider it the right of all people, free and slave, barbarian or civilized, to have the Serums.  They do not deny the Serums to anyone.  The Serums are given in a series of four shots, one shot a day for four days in a row.  They are injected into the small of the back, over the left hip.  On the fifth day, they can take a sample from you to ensure that the Serums have taken hold.  Matthew Cabot is the only known person in the books to benefit from the Serums. He came to Gor over 600 years ago.
     The books briefly mention a number of other drugs and medicines used on Gor.  Laxatives and emetics exist.  For a more natural purgative, the leaves of the brak bush can be chewed.  A Physician mixed several different powders, each in their own goblet of water, and gave them to a new slave from Earth.  The reasons for this were not explained though it is possible he was trying to inoculate her from disease.  He also gave her the Serums at this time as well.  There is another drug, in liquid form, that is a type of hypnotic.  It relaxes you, inducing an altered state of consciousness.  You can then recall details hidden in your memory and are also responsive to suggestions.  A Tuchuk once placed a dark, bluish powder in some amber fluid.  He made a slave drink it and she went to sleep.  Slave dip is a drug used much like a flea powder.  Many ports require that all slaves coming off a ship must first be immersed in slave dip to destroy any parasites they might be carrying.  There are even drugs used on animals such as tranquilizers or slow drugs.
     The slave goad was an invention developed jointly by the Physician and Builder Castes.  The Physician's Caste contributed their knowledge of the pain fibers of humans, the networks of nerve endings.  The Builder's Caste contributed the principles and techniques that were first developed for energy bulbs.  The slave goad is similar to the tarn goad but is has been modified to use on humans.  It has a switch and a dial.  The dial adjusts the intensity from unpleasant to instantly lethal.  When it strikes a person, it emits a shower of yellow sparks.  When the dial is at the lethal setting, the tip glows very hot and is even difficult to look at.  Because it is very expensive, it is almost never used except by professional Slavers and is unknown in many cities.
     A common function for Physicians is to tend to wounded Warriors.  Physicians clean, chemically sterilize and dress wounds.  For tending to a minor wound, a Physician received a tarsk bit for his services.  This is the only time any fee or payment is mentioned for a Physician. Physician's tape is mentioned though not described.  Stitches and sutures are likely to be common though they are not mentioned in the books.  Though casts are never mentioned in the books, it seems that they would also exist.  Casts are easy to make.  Surgery is performed by Physicians though advanced computer monitoring is not available to them.  For most purposes, Physicians on Gor would treat wounds like any doctor from Earth.
     There is little cold storage on Gor.  Ice is commonly a luxury, especially in the summer.  Ice blocks would be cut from ponds in the winter and then stored in icehouses under sawdust. Physicians might require cold storage for certain medical supplies.  It seems likely that a place like the Cylinder of Physicians would have a cold storage area.  The storage of certain medical supplies would be important enough to pay the expense to do so.  A small Physician's office on the other hand might not have the financial resources to have his own cold storage area.
     Plastic exists on Gor.  Though it is rarely mentioned in the books, it is available.  Many Goreans would not use plastic as it is not quite a natural material.  They generally prefer wood, stone and metal.  Physicians may be more apt to use plastic though in their practice.
     Physicians rarely encounter other problems that are common to Earth.  Heart attacks and cholesterol problems would be very rare.  Frequent exercise and low fat diets would help prevent this.  Without the massive technology and pollutants of Earth, most forms of cancer would also be rare.  Psychiatrists and psychologists may not exist on Gor as most people seem quite content with their lot in life.  Physician's are sometimes asked certain pyschological questions though it would not be the norm.  For example, free women sometimes ask what they can do about being frigid.  The standard advice given is often to learn slave dance.  Goreans freely accept the Caste system and the institution of slavery.  Most Goreans are happy and very well adjusted.  Overall, Goreans lead healthier lives than Earth people.
     Some slaves may possess medical skills.  In general, these women will have once been of the Physician's Caste and were later enslaved.  It would be unusual for a slave to learn medical skills after her enslavement.  If she did learn any such skills, they would most likely be very basic matters.  Goreans would not waste advanced medical training on a mere slave.  If a former Physician had been enslaved, there is the question of whether she would be permitted to practice medicine or not.  Remember that once enslaved they no longer have a Caste.  They no longer belong to the Physician's Caste even though they have the requisite skills.  Many Goreans would not want a slave tending to them.  Some might even fear the slave, especially if surgery was needed.  A slave's owner is the one most likely to allow that slave to practice her medical skills.
     Here are a couple brief items concerning other medical issues:
     Children on Gor appear to be breast fed and not bottle fed.  There was a passage of a veiled and robed woman in Tor who had her baby inside her cloak and was nursing it.
     Menstruation was mentioned within the books.  There was a passage describing a custom concerning Red Savage women.  They commonly wore their hair knotted in a bun on the top of their head.  But, during their menstrual period, they would wear their hair loose.
     Role-play opportunities for Physicians abound if you use some creativity.  It seems many online Physicians simply are on call, rushing to one medical emergency or another.  They become part of someone else's story-line and not their own.  As it is someone else's story-line, that person generally calls the shots in what will happen.  The Physician simply abides by the desires of that person.  Though that is a necessary part of role-play, being the center of your own story-line is also very exciting.  What other opportunities exist for a Physician?
     Research can be an exciting area.  Seeking a cure for Dar-Kosis or Bazi plague can be a challenging story-line.  Each would present its own unique obstacles.  With Dar-Kosis, you would have to deal with angry Initiates who would try to stop your research if they became aware of it.  Doing research to refine or better existing medicines is also a possibility.  Look how slave wine was improved over the series.  Forensics is another area open to potential. Doing autopsies and forensic investigations to solve crimes can lead to many role-play opportunities.  Was that man poisoned or did he simply die of an aneurysm?
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     (I have included in this scroll a short story concerning a Physician and an intersting story-line. I hope you enjoy it.)
Target Earth by UbarLuther
     I was once a Physician.
     I now belong to the Caste of Paga.  That is a kinder way to describe my state.  I am a drunk.  I spend my days and nights in cheap paga dens, obliterating my memories with alcohol and kajirae.
     But, I wake each morning with a headache.  And I still have my memories, the memories of my past mistakes.
     I was once in love.  We planned to be joined and wanted a large family.  I soon after found she had betrayed me, loving another man behind my back.  She had only wanted my money, the status of my Caste.  She had been Low Caste, a perfumer, and desired the elevation of caste that would accompany the joining.  Her other lover was also of Low Caste, a Metal Worker.  He knew what she was doing and he approved.
     I got very, very drunk that night.
     I stumbled home, an Ahn before dawn.  On route, I made the greatest mistake of my life.
     I saw a young girl, maybe ten or eleven years old, carrying a basket.  I then saw a rarius on a high tharlarion.  The warrior charged down the street, constantly looking behind himself as if he was being pursued.  He never saw the girl.
     I froze in panic as did the young, pretty girl.  The tharlarion knocked the girl aside and the rider was oblivious.  I then saw two other tharlarions in pursuit of the first rider.  I ran to the girl, her body broken and bloody.  I dragged her next to the side of a building to avoid the other riders.  They passed by us without even a glance.
     The girl was on the brink of death.  Her tiny, shattered body was not made for such punishment.  Even a grown man would have been seriously injured after such a collision.  I had no choice but to try to save her.  What vanity man?  I had no right to touch her in my inebriated state.  It was criminal for me to do so.
     She died about ten Ehn later.  She died because I was drunk and failed to properly administer medical attention to her.  I killed her as surely as if I had stabbed her.  In retrospect, if I had been sober, I could have saved her.  That is indisputable.
     I was punished for my gross negligence.  First, my assets and wealth were given to the children's family.  That I did willingly.  I was then expelled from my Caste.  That too was just. I would have quit if I had not been expelled.  Only my reputation and prior excellence had saved me from a worse fate such as execution, imprisonment or enslavement.
     So I joined the Caste of Paga.  I always carried a couple botas of paga when I traveled.  I spent many Ahn in the cheapest taverns.  I could not afford to spend more than a few tarsk bits.  Three months passed in a blur, a hazy fog.
     Then came the offer.
     "Would you like to be the wealthiest man in the world?"
     I laughed it off as a silly joke.  He must have been drinking even more than I.  Yet, the serious cast of his face, the careful and deliberate tones of his voice and his calm, rational manner convinced me of his soberness and sincerity.
     He would not explain more until I was sober.  I accompanied him out of the tavern and to a nearby insula.  He had previously rented a room and took me to it.  He let me sleep for several Ahn.
     When I woke, I bathed and then donned a new tunic he had bought for me.  He then bought me some breakfast and Bazi tea.  He said very little during this time, waiting for me to be in full control of my senses.  I had not been this sober in a few months.
     We sat on the couch in the insula and he began his pitch.
     He told me that there were many people who needed my medical knowledge, people who would pay extremely well.  Many of them suffered from easily curable diseases.  They would provide me with a laboratory and any other essential equipment.  The job would also require extensive travel.
     I told him that I no longer belonged to the Caste and could not help him.
     He smiled and said that was not a problem.  Where I was going, Caste was not an issue. I then thought of the barbaric lands such as the Barrens, Torvaldsland and the jungles near Schendi.  I had not heard of any plague outbreaks or significant medical problems anywhere.
     I was intrigued but still skeptical.
     Then he told me the location of this medical disaster area.
     Earth.
     Earth, sister planet to Gor.  A world of technological horrors, weak men and needy women. A world of toxins and death.  A world on the brink of self-annihilation.  A world without Home Stones, Castes or Honor.  A world who's existence was hidden from the Low Castes.
     Why would anyone want to go there? I was a drunkard but not insane.
     My refusal was quick.
     His response was to simply ignore it and proceed to explain the details of his plan.  His persuasiveness touched my soul and I began to reconsider.
     He said that Earth is fixated, obsessed, with Death.  They fear Death and thus ignore the future.  They live for the Now, caring not for the future ramifications of their actions.  They pollute their world for their luxuries without caring about the consequences to their environment. They care more about their individual welfare than their society as a whole.  They do not care about the future of their children.  Their technology is meant to either prolong their lives or make their lives easier so they can enjoy the limited time they have.  They do everything to excess.  They want their brief lives to burn brightly, not caring what else is burnt down in the process.
     The Stabilization Serums and other disease cures would eliminate their fear of Death.  When that happened, Earth would become future oriented.  They would clean up their planet and forget their selfish desires.  Their society would undergo a revolution that would alter them for the better.  They would move away from global disaster.
     It all made sense. Saving Earth could be my redemption.
     At best, I would spend only a year on Earth.  I would patent the medical cures and serums on Earth.  I would be paid quite well for my efforts.   I could then take this money back to Gor and fund further medical research.  I would return to Gor as a hero, the savior of Earth.
     I eagerly agreed to his plan and thus sealed my fate.
     I would deeply regret my decision.
     I gathered my medical library and ordered certain equipment from my new employer. Within a Hand, I had everything I needed.  We met a black spaceship, a large metal disk, just past the pomerium of the city.  We boarded the ship and I was shown to my room.  Before retiring to my room, I looked out the observation aperture at Gor for one last time.
     The journey took a few days.  I spent the time making notes for my work.  I was very excited and eager to begin.  In my fervor, I failed to obtain more details of my employer and his plan.  I assumed the plan had the approval of the Priest-Kings.  I assumed my employer truly cared about Earth.  I assumed I had nothing to fear.
     My assumptions were all wrong.
     When we landed on Earth, it was quite a shock.  The air was difficult to breathe and the gravity weighed me down and made me lethargic.  The sights were amazing.  We traveled straight to a small building of steel and glass.  I unpacked my equipment and set up my laboratory.  I was not permitted to leave the building until they taught me about Earth.
     They gave me a quick course in "English," one of the primary languages of Earth.  They showed me how to use a "computer."  When I was not learning about Earth, I was creating the necessary data for the medical patents I needed.  The building luckily had Gorean luxuries such as paga, bosk and Sa-Tarna bread.  There were even kajirae to serve my pleasure.  They all had the same brand, a chain and a claw.  I had never seen such a brand before and assumed it was simply the mark of my employer for his slaves on Earth.  That was actually the case though I did not know my real employer then.
     The Hands passed and I quickly adjusted to my new surroundings.  I learned fast as was my nature.  I had nearly completed my patent work and placed it all on the computer, that wonderful device for information storage.  My employer was most pleased with the progress and I was happy.
     Then I learned the truth.
     Of course it was a mistake.  They did not want me to know the truth.  They wanted me to accept the lies.  And I had gladly done so.  But I over heard something not meant for my ears.  I heard the true reasons for my presence.  And I knew my life was in danger.  My usefulness was limited.  I had a best a few months remaining.
     I had to act.  I had to save myself. I had to save Earth.  Even Gor was endangered.
     But what could I alone do against this conspiracy, this cabal of madmen?
     The Kurii were behind this plot.  I have heard rumors of their existence on Gor.  They were mysterious aliens who sought to dominate Gor.  They did not look like humans.  They were some type of monster.  They had now chosen to conquer Earth first.  They would use my medical patents to raise an abundance of money, so much money they would have economic control over the world.  The Stabilization Serums alone would make them obscenely wealthy. On Earth, money is power.  The human allies of the Kurii would be the saviors and heroes of mankind.  No one would suspect their darker motives.
     It would be a bloodless invasion, an economic coup.
     And it would in all likelihood be effective.
     What could I do?  I was not a rarius.  I was a coward.  And very stupid.
     Destroying the work I had done would be insufficient to stop them.  They would simply kill me and get another to help them.  I could not warn Earth as I would be labeled as mad.  I could not contact anyone on Gor.  I could not reach the Priest-Kings.  I was on my own.  I was a mere twig standing before an approaching tidal wave.
     I sat in my room, contemplating a myriad of bizarre solutions.  My work slowed to a near standstill over the next three days.  Luckily, it was easy to cover up.  My employer had no reason to suspect I knew the truth.
     Despair struck and I desperately wanted to escape back into a bota.
     Then it struck me?
     A flash of enlightenment.  I knew exactly how to single-handedly defeat the Kurii and their allies.  I raced to finish my work, concealing that from my employer.  I finished four days earlier than scheduled and told them I needed six more days.  They happily accepted my estimate.
     I then logged onto my computer and did a few searches on the internet.  I compiled a long list of email addresses.  I printed them out and hid them away.
     The next day, I emailed the patent files to all of the addresses on my list.  Universities, hospitals, government agencies, magazines and more.  The files contained all of the patent information on all of the medical cures.  I wanted the patents to become public information so no one could monopolize the industry.  The Kurii would earn nothing from my work.  I destroyed all of my notes once the emails were sent.
     I would be killed for what I had done but Redemption was mine.
     I atoned for my past mistake with that small child. I had saved two worlds.
     I now wait for them to discover what I have done.  I now await my execution.  I shall face it as a man.
     Even a casteless Gorean can have honor.
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Scroll #17
INITIATE CASTE (#17, Version 5.0)
     "?the bleakest of all castes of men, the Initiates, skilled only in ritual, mythology and superstition." (Tarnsman of Gor, p.186)
     The Initiate Caste, also known as the Blessed Caste, is the highest of the five High Castes on Gor.  Their Caste color is white, a color that is often associated with impartiality and justice, especially the justice of the Initiates.  The Initiates are considered as possible intermediaries to the mysterious Priest Kings.  The Initiates are a well-organized and industrious caste.  They have many monasteries, holy places and temples throughout Gor.  They are also a wealthy and powerful Caste.  They regard themselves as the most important Caste on Gor and many cities seem to agree.
     The Initiates claim to speak for the Priest-Kings and interpret their will.  The Priest-Kings are their gods.  The Initiates zealously guard their monopoly over religious matters.  Other Castes are allowed limited roles, if at all, in religious ceremonies or rituals.  All Goreans accept that the Priest-Kings actually exist but they disagree as to their true nature.  Some believe the Priest-Kings are gods while others feel they are only powerful guardians. Initiates are feared and respected because they may be servants for the Priest-Kings.  People worry that the Initiates might know some important matters about the Priest-Kings so they often take care not to offend the Initiates.  They consider it better to be safe than sorry.  The Low Castes are the ones most prone to believing and respecting the Initiates. In fact, Ubars have often employed Initiates as tools, some even contending that a primary function of the Initiates is to keep the Low Castes contented with their servile lot.  Despite this fear, Initiates are still regarded as being a bit strange and often figure in derogatory jokes.
     Initiates are bound by many Caste restrictions.  They must wear white robes and be bald-headed.  Being bald has been traditional for the Caste for centuries.  It may have a distant connection to the practices of the Nest within the Sardar where Muls all have shaven heads. This is part of their hygiene program within the Nest.  Initiates also cannot eat meat or beans. The basis for these restrictions is that they constitute part of a regimen to achieve immortality. This regimen also includes a study of mathematics.  Initiates believe that only they can achieve eternal life. Most Goreans do not take this belief seriously.  They do not believe in immortality at all.
     Initiates are also forbidden to carry weapons, shed blood or kill anyone.  Initiates are often the most timid of Goreans.  They must hire others to perform their executions, torture or defense.  They sometimes hire members of the Torturer's clan of the Wagon Peoples to work for them.  Torturers engage in torture and executions though they are not Assassins.  Their skills may also be used in interrogation.  Initiates have the financial resources to hire whatever Warriors they generally need.
     Most of their education and training is largely unpractical, mostly concerning archaic religious texts.  Yet, this education serves to bind Caste members together.  They learn matters that no other Caste has access to.  This makes them feel important and privilieged.  They also have many secret tomes and scrolls, rumored to contain mighty magics.  These spells are thought to be especially potent if read backward on certain feast days.  The general public is aware that Initiates may have access to such powerful magics.  Some Priest-Kings even claim to be able to call down the Flame Death on someone.  The Flame Death is a form of capital punishment imposed by the Priest-Kings and triggered from the Sardar.  The victim seems to spontaneously erupt in blue flames.  No Priest-Kings truly has the ability to call the Flame Death.
     Females are forbidden from becoming Initiates, thus they are denied any chance of immortality.  It is also forbidden for Initiates to even touch women or for women to touch them. This is far more expansive than just being unable to have sex with women.  It includes even the slightest touch.  This would mean that Initiates would not own female slaves as it would be too difficult to deal with them, not being allowed to even touch them.  The only slaves possessed by Initiates in the novels were male slaves.  Though it might be technically possible for an Initiate to have a female slave without touching her, it makes no sense in light of their restrictions for that to happen.
     As there are no female Initiates, how do they get Caste members?  Unlike the vast majority of other Castes, membership in the Initiates is not a matter of birth.  All of its members had to petition for membership and meet all applicable entry criteria.  The books though do not detail what that criteria entails.  Though it is a powerful Caste, its various restrictions would serve to limit the number of interested applicants.  The Caste is probably also choosy in selcting applicants as they are the highest Caste and must adhere to certain standards.
     The Initiates perform most of their ceremonies and religious services in Old Gorean, an archaic language generally unspoken now.  Only a portion of their services are in contemporary Gorean, those sections which most Goreans are meant to repeat during religious services.  This would be similar to the use of Latin by the Catholic Church when all of their services were once in that language.  Using this archaic language helps the Initiates maintain their control over religious matters.  The Physician's Caste is one of the only other Castes that uses Old Gorean, and only to keep their records.  Again, this is another similarity to Latin.  Initiates are prominent at funerals but not at the Waiting Hand rituals so that is unlikely to be a religious holiday.
     A High Initiate, also known as a Chief Initiate, rules the Initiate Caste of each city.  The High Initiate is appointed by the High Council of the Initiates of each city.  Each city may contain a Cylinder of Initiates where most of them reside and where there are also offices, a courtroom, prison and more.  The High Initiate of Ar considers himself to be the Supreme Initiate of all Initiates on Gor though most of the other High Initiates of the other cities do not view him as so.  He allegedly received his appointment directly from the Priest-Kings.  Each High Initiate appears to jealously guard their position from other High Initiates, maintaining their independence and power.  High Initiates may wear a tall hat as a badge of office.
     There are two court systems on Gor, the city system that is under the jurisdiction of the Administrator or Ubar and the system of the Initiates.  These are akin to civil and ecclesiastical courts.  The areas of jurisdiction are vague but Initiates claim supreme authority in all matters. This sometimes causes jurisdictional problems with the civil authorities.  In actuality, unless the matter directly affects them, they usually do not get involved.  Any crime the Initiates wish to handle is done within their temples.
     One matter that is very important to them revolves around Dar-kosis, the Holy Disease. This is horrible, wasting disease similar to leprosy.  It is highly contagious as well.  Those afflicted with the disease are considered to be holy to the Priest Kings.  It is heresy to shed their blood though they can be safely stoned to death.  The Initiates feel Dar-kosis is an instrument of the Priest-Kings to punish those who displease them.  Initiates have arranged Dar-Kosis pits where the Afflicted may voluntarily imprison themselves, to be fed with food dropped by men on tarns.  Once in a Pit, an Afflicted is not permitted to leave.  The Initiate Caste will not let the Physician Caste search for a cure because it is a holy disease.  Some Physicians in Ar once tried to seek a cure and Initiates hired some men to stop their research. These men broke into the Cylinder of Physicians, burned several floors, destroyed records, killed test animals and Physicians, and set fire to the place.  The Physicians had been making good ground until this disaster.
     Initiate temples vary in style and extravagance.  Some are quite lavish while others are austere.  Temples generally do not have chairs, benches or pews except for worshippers. Only the Initiates are permitted such items.  A white rail separates the sanctified area for the Initiates from the common room where all those who are not specially anointed must stand.  Goreans do not kneel in the temples.  They pray standing up and often hold their hands in the air as the Initiates often do.  Weapons are forbidden within the temples.  All temples are oriented to the Sardar.  On the high altar is a large golden circle, the symbol of the Priest-Kings, a symbol of eternity.  There are no depictions of the Priest-Kings as it is considered blasphemy to attempt to depict them.  Initiates claim that Priest-Kings have no shape, form or size.  Very few Initiates have any idea of the true form of the Priest-Kings.  Choirs of young boys often sing in major temples, standing outside the white rail.  Their heads are shaved and are most often young slaves who have been castrated by civil authorities.  They are trained in song by the Initiates to sing with their beautiful soprano voices.  Services may include the smells of burning incense, ringing bells rung, singing and chanting. Animal sacrifices are also common.
     The Initiates use various types of thickened chrism, consecrated oil.  It is commonly used by Initiates to make the sign of the Priest-Kings, the circle of eternity, on their foreheads.  There is also a chrism of temporary permission that allows one not consecrated to the Priest-Kings to enter their sanctified area.  This chrism allows laborers and other workers to enter the sanctified area to perform their work.  This is considered an inferior anointing.  Such anoinitings were first used at roadside shrines to permit civil authorities to enter and slay fugitives who had taken sanctuary within.  It is also used for workmen and artists who work in the temple.  Dead bodies do not require annointing so they may be freely placed within the Initiate sanctified area.
     Some Initiates have prayer rings, a means to keep track of a cycle of prayers.  It is worn on the first finger of the right hand.  It has several tiny knobs which when turned keep track of the cycle of prayers.  When you return to the circular knob, you have completed the entire prayer cycle.
     Initiates claim that Gor was once the planet of a distant sun in the remote Blue Galaxies and has been moved several times to different stars.  Gor eventually came to our solr system.  Priest Kings are believed to be immortal and likely gods.  Almost no one, including the Initiates, have ever seen them.  Priest-Kings generally ignore most matters on Gor except for technology violations.  They pay little attention to the Initiates, considering them both amusing and harmless.  Initiates are considered as examples of the aberrations of humans.  Prior to the Nest War in Priest-Kings of Gor, some Initiates were implanted by the Priest-Kings with a fine webbing of gold wire into their heads.  They might also have special eye implants.  The Priest-Kings could use these Initiates as surveillance devices.  In addition, they could kill these Initiates easily, causing their heads to burst and burn.  After the Nest War, this practice was basically stopped.
     Every Gorean is expected to at least once journey to the Sardar Mountains before they are twenty-five years old.  The Initiates keep lists of who goes and who does not.  Initiates teach that misfortunes hit a city if their people try to avoid this obligation.  Sometimes the Initiates will ask individuals to go at a certain time.  In some cities and islands, your family receives a gold tarn disk if you go when they ask.  That is a vast sum for most Goreans so most people go when the Initiates ask you to.  The Sardar journey subjects all Goreans to the bandits and slavers who haunt the trade roads to the Sardar.  It is a dangerous journey and some do not return.
     The sacred Sardar Mountains are the home of the Priest-Kings.  The Sardar Mountains are dark and often crowned with ice.  Nothing grows there.  There is an invisible force shield that prevents all animals from entering the mountains.  It may affect their inner ear and cause them to lose control of their bodies.  A palisade of black logs encircles the Sardar, with a towering gate of black logs bound with wide bands of brass.  An Initiate stands guard at the gate to the Sardar and he decides if the gates will be opened for someone who wishes to climb the Sardar. Generally, no one is refused.  Often old men who are tired of life or brash young men make the attempt.  None of them have ever returned.  A huge, hollow metal bar tolls whenever someone passes through the gate.  To open the massive gates, blind slaves must turn wooden windlasses.
      The Sardar fairs are held four times each year in the shadow of the Sardar Mountains, on the plains below the western slopes.  Though the Merchant Caste effectively arranges and administers the fairs they are nominally under the direction of a committee of Initiates.  But they content themselves with doing just its ceremonies and sacrifices.  They are more than happy to delegate the administrative details to the Merchants.  The Initiates have decreed though that it is a crime against the Priest-Kings to engage in violence or bloodshed at the fairs.  This prohibition though does not extend to slaves. In addition, no one may be enslaved at the fair though slaves can be purchased.
     The Initiate Caste wields vast power on Gor, primarily based on the support of the Low Castes.  It is the Low Castes that believe most fervently in the power of the Initiates and Priest-Kings.  They truly believe the Initiates possess mystical powers and fear their wrath. "The religious conditioning of the men of Gor, based on superstition though it might be, was as powerful as a set of chains-more powerful than chains because they did not realize it existed. They feared the word, the curse, of this old man without weapons more than they would have feared the massed swords of a thousand foemen." (Tarnsman of Gor, p.206)  The High Castes understand their effect on the Low Castes and thus often leave the Initiates alone.  They do not wish the Initiates to turn the Low Castes against them.  Some Initiates even rule cities as Administrators.
     What is the purpose of the Initiate's Caste?  Does the quote at the top of the scroll say it all? Are they more a burden than a benefit?  Most members of the Initiates are simple believers. They accept the teachings of the Caste without question.  A small number suspect the truth about the Priest-Kings.  Of that group, some simply ignore it and pretend to be a complete believer.  Others are tormented by their doubts.  There is also a small, elite group of a few High Initiates who know much of the truth.  These men believe in a greater purpose for the existance of the Initiate Caste.  It is a noble purpose.
     In Priest-Kings of Gor, Om, the High Initiate of Ar explains this all to Tarl Cabot. Om stated they they "wait for man" as he is not yet ready "to believe in himself."  He then continues to explain the matter. "We speak not to man's heart," said Om, "but only to his fear. We do not speak of love and courage, and loyalty and nobility-but of practice and observance, and the punishment of the Priest-Kings-for if we so spoke, it would be that much harder for man to grow beyond us. Thus, unknown to most members of my caste, we exist to be overcome, thus in our way pointing the way to man's greatness." (Priest-Kings of Gor, p.300-1)  They thus fulfill a very significant function, one destined to lead men to a better world. It is doubtful though that it will happen anytime soon.
     Initiates are not a Caste generally emulated by RTers or most RPers.  There is no reason for a RTer to follow the path of an Initiate.  As for RPers though, an Initiate can be a challenging role.  Yet, many keep away from them due to all the restrictions on the Caste, especially the restriction on women.  As many RP Gor to have a slave or two, playing an Initiate offers no real attraction.  The few Initiates that have been RPed offer have great difficulty interacting with other players.  Most other players simple sneer at Initiates and ignore the power they possessed in the books.  Low caste characters especially should fear and respect Initiates. Even High Caste characters generally will not openly sneer at Initiates.  A creative player can have a lot of fun with an Initiate but it will most definitely be a challenging role.
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Scroll #18
ANIMALS OF GOR (#18, Version 5.0)
     There are a wide variety of animals on Gor, some which were originally transported from Earth to Gor, others which are native to Gor and some which have come from other planets. The following is a list of many of the animals mentioned in the Gor series but does not include all of the animals that do exist on Gor.  Not all varieties of some animals, which are mentioned in the series, are named.  Some animals are described but are not given names.  I have not provided descriptions for animals that are similar or identical to Earth animals.
     Not all Earth animals exist on Gor.  Most specifically, the horse and dog are not known on Gor except in legend and myth.  There are no canine type animals, such as wolves or coyotes, known to be on Gor.  There are Gorean animals that are similar to some Earth animals but are native to Gor.  The theory of convergent evolution states that there are certain optimum configurations for animals that would be similar on similar planets.  This explains why larls and Earth cats are similar.  On Gor, the larl is the optimum configuration for a land predator while on Earth it is the Bengal tiger.
     It is unknown whether some men evolved from Gor or all were originally brought from Earth. There are some anthropoidal fossils on Gor though which may indicate that at least some men may have independently evolved on Gor. There are no mention of any other types of fossils so it is largely unknown what other creatures may have existed in Gor's past or may exist in isolated wilds. Dinosaurs may have also once walked the world of Gor millenia ago.
     This list is alphabetical and some entries may not have a lot of description as the books did not provide much description. This list will help though understand much about the animals of Gor.
1.  Ant:  There is a particular variety of ants that inhabit the rainforests near Schendi.  They are referred to as the "marchers."   Essentially, this is a huge mass of black ants that move through the jungles.  The ants usually form a column that is about a yard wide but that could be pasangs in length.  The column widens only when food is found.  It may then spread up to five hundred feet wide.  To cross small streams, the ants will make a bridge of themselves.  During a rain, they will separate and seek shelter, reforming after the rains stop.  A knowledge individual could guide the marchers on a specific path.  The bite of these ants is extremely painful but not poisonous.
2.  Anteater:  There are six varieties of anteaters in the rainforests near Schendi.  One type is the great spined anteater.  It is about twenty feet long and has heavy clawed forefeet.  These claws are generally used to break into termite nests, its primary prey.  They are also strong enough to eviscerate a larl.  The anteater's four-foot long tongue is coated with an adhesive saliva that it uses to collect them.  It also commonly makes a whistling sound.
3.  Bee:  Honeybees are domestically raised for their honey.  Though the books only depicted an instance of such breeding in Torvaldsland, the wide availability of honey throughout Gor seems to support bee keeping in many other regions.
4. Beetle:  One variety of beetle known to exist on Gor is the marsh beetle.
5.  Bint:  There are two types of bints.  One is a small, carnivorous freshwater fish like a piranha that inhabits the rivers of the rainforests.  A large school of these bints can strip a carcass bare in minutes.  The other type is a fanged, carnivorous marsh eel.
6.  Bosk:  There are fifteen varieties of bosk, a cattle like animal.  These varieties include the brown bosk, red bosk, and milk bosk.  They are commonly the long-haired wild ox of the plains.  They have a thick, humped neck, a wide head, and tiny red eyes.  They also have the temper of a sleen.  With their two, long, wicked horns they can be quite deadly.  The horns reach out and suddenly curve forward and may even reach the length of two spears.  They are very important animals to the Wagon Peoples and also many others on Gor.  Bosk meat and milk is available over much of Gor.  
7.  Carp, Vosk
8.  Centipede
9.  Clam, Tamber:  Their polished shells are generally used in making cheap jewelry though certain shells can be quite valuable.
10.  Crayfish
11.  Cuttlefish
12.  Deer:  A swift type of deer lives in the north areas.
13.  Eels:  There are several varieties including dock eels, river eels, black eels, spotted eels, carnivorous eels, and Vosk eels.  The dock eel is a black freshwater fish, comonly about four feet long and weighing eight to ten pounds.  They are carnivorous, living in the shallow waters around the docks of most river ports.
14.  Finches
15.  Fisher, Ushindi:  A tufted waterbird of the rainforests near Schendi.  It has long white feathers and long legs.
16.  Fleer:  The fleer is a large, hook billed bird that hunts at night.  There are two types, the prairie fleer and the long-billed fleer.  The prairie fleer lives in the Barrens and is a yellow bird with long wings and a sharp bill.  It is both gregarious and voracious.  It is sometimes called the maize or corn bird from the belief that it is usually the first bird to find food.  The long-billed fleer live in the rainforests.
17.  Flies:  There are many types of Gor including sand flies, arctic flies, and sting flies.  Sand flies live in the Tahari and appear after the rains.  The flies in the arctic are black and long-winged.  Sting flies, also known as needle flies in the southern regions, usually live in deltas and similar wet areas.  They generally lay their eggs on the stems of rence plants.  They tend to be attracted to eyes and cause a painful sting. Several stings can cause nausea and a swelling that will go away after a few Ahn.  But, in great numbers they can kill.  The hatching time is the most dangerous period and last for four to five days.  Luckily, that season is predictable so can be easily avoided.  
18.  Frevet:  These are small, quick, and friendly mammalian insectivores. They sometimes live in insulae in the cities and eat pests.  As they cannot eat through walls, then they do not harm the insulae.  
19.  Fruit tindel:  This is a brightly plumaged bird that inhabits the rainforests near Schendi.
20.  Gants:  There are a few different types of these birds. The marsh gant is a small, horned, web-footed aquatic fowl. It is broad-billed and broad-winged. Its call is a kind of piping whistle. Rence growers tame them and also eat them. The jungle gant is a bird of the rainforests related to the marsh gant. The migratory arctic gant nests in the Hrimgar mountains in steep, rocky outcroppings called bird cliffs. Their eggs may be frozen and eaten like apples.
21.  Gatch, armored:  This is a marsupial that lives in the rainforests near Schendi.
22.  Giani:  These are solitary, prowling, tiny cat-sized panthers. They live in the rainforests  near Schendi and are not dangerous to man.
23.  Gims:  This bird comes in several varieties.  The horned gim is a small owl-like bird, about four ounces in weight, that inhabits the forests of northern Gor.  It migrates from the Plains of Turia late in the spring.  The lang gim is an insectivorous bird that lives in the rainforests.  The yellow gim also resides in the rainforests.  Most gims make a throaty warbling.
24.  Gint:  There are two types of gints. One is a tiny, six-inch freshwater fish inhabiting the rainforests.  It has bulbous eyes and flipper-like fins.  It is amphibious and capable of walking on its pectorals.  It is often found feeding off the scraps of tharlarion kills.  It is similar to the Earth lungfish.  They sun themselves on exposed roots near the river, remaining close to the water.  They may even rest on the backs of resting or sleeping tharlarion.  There is also a giant gint in the rainforests that is about ten feet long, weighs a thousand pounds.and has a four-spined dorsal fin.
25.  Gitches:  These are insects that cause a painful bite.  Some can grow quite large.
26.  Goat
27.  Golden Beetle:  One of the most unique and dangerous creatures in the Nest is the Golden Beetle, that lives in the unlit caverns beneath the Sardar caves of the Priest-Kings. This is an insect the size of a rhinoceros.  Its back seems divided into two thick casings which once long ago might have been horny wings but which have fused into a thick, immobile golden shell. It has glowing eyes and its head can almost withdraw beneath the shell.  It can still use its jaws when its head is beneath the shell.  It has two multiply-hooked, hollow, pincerlike extensions that meet at the tips about a yard beyond its body.  These suck a creature's fluids out.  Its antennae are very short, curved and topped with a fluff of golden hair.  There are also several long, golden strands that extend from its head over its domed back and fall almost to the floor behind it.  Its bite has a paralytic venom.  It hisses and can move fast but only for a brief time. Its greatest weapon is that it exudes an odor, somewhat oppressive, that induces sleep in people nearby.  This is even effective on Priest-Kings.  Its primary food is Priest-Kings.  It lays its eggs, each about the size of a fist, in a host.  The egg has leathery shell and the baby is the size of a child's turtle.  The host will not die if the eggs are removed before they hatch.
28.  Hook-billed gort:  This is a carnivorous hunting bird of the rainforests.  It preys largely on rodents like ground urts.
29.  Grasshopper:  In the rainforests, there is a red grasshopper that weighs about four ounces in weight.
30.  Grub borer:  This is an insectivorous bird of the rainforests near Schendi.
31.  Grunt:  There are a few different types of this fish.  One type is a large, carnivorous salt-water fish that inhabits Thassa.  It is often attracted to the scent of blood like a shark.  The blue grunt is a small, voracious, carnivorous freshwater fish also attracted to blood.  It is particularly dangerous during the daylight hours preceding its mating periods.  During its mating period, they are harmless.  They are also more of a threat when they school and not when a solitary individual is encountered.  The white-bellied grunt is a large game fish which feeds on parsit fish.
32.  Gulls:  Vosk gulls and Schendi gulls are two types of this bird.  Vosk gulls migrate north from the southern hemisphere in the spring time when the ice breaks in the Vosk River. Schendi gulls nest on land at night.  
33.  Herlit:  This is the Gorean eagle.  It is also called Sun-Striker or Out-of-the-Sun-it-Strikes, from its habit of striking with the sun above and behind it.  It lives in the Barrens.  It has a wingspan of six to eight feet and stands about four feet high.  It is carnivorous.  It has yellow feathers tipped with black. It has fifteen tail feathers which are the mostly highed prized of its feathers.  They they are fourteen to fifteen inches long and used by the Red Savages to mark coups.  The wing, or pinion, feathers are used for ceremonial and religious purposes.  The breath feathers, light and delicate, from the base of the bird's tail, are used with the tail feathers in the fashioning of bonnets and complex headdresses.  Feathers from the right side of the tail are used in the right side of the headdress and the left side used in the left side.  To make a headdress requires several birds.  Two to five Herlits may be traded for a kaiila.
34.  Hermit bird:  This is a yellow-breasted bird similar to a woodpecker.  It hunts for larvae in tur trees.  
35.  Hinti:  These are small, flea like insects though they are not parasites.
36.  Hith:  This is the huge, many banded python of Gor.  The great banded, horned hith is the most feared constrictor but is only native to certain areas of the Great Forests.  The golden hith is a rare snake.  Its body would be difficult for a grown man to encircle with his arms.
37.  Hurlit, Forest:  A bird that migrates from the Plains of Turia late in the spring.
38.  Hurt:  This is a two-legged, domesticated marsupial that bounds like a kangaroo.  It is raised on ranches in several northern cities, herded by sleen and sheared for their white wool. Hurts replace their wool four times a year.  The finest wool is sheared in the spring from the bellies of hurts and verr.
39.  Jard:  This is a small, yellow-winged scavenger bird of the rainforests.  There is a variety in the north that flies in large flocks and can strip a carcass quickly.
40.  Kaiila:  There are two varieties of kaiila, the southern kaiila and the desert or sand kaiila. The earlier books stated that kaiila did not exist in the northern hemisphere but this was later changed as the Red Savage in the Barrens have kaiila.  The two varieties are very similar.  The southern kaiila are used by the Wagon Peoples as mounts.  It is a silken, lofty, and graceful animal. It is long necked, smooth gaited, and carnivorous.  It is mammalian but doesn't suckle its young.  The young are born vicious and can hunt as soon as they struggle to their feet.  The mother's instinct is to deliver the young near game.  Once a kaiila eats its fill, it won't eat for several days.  They are extremely agile and can easily outmaneuver a high tharlarion.  They require less food than a tarn.  They normally stands about twenty to twenty-two hands at the shoulder.  They can cover as much as six hundred pasangs a day. Its head bears two large eyes, one on each side, and the eyes are triply lidded so it can travel in adverse weather like storms.  It is most dangerous at these times and often hunts then.  Some are colored black. They also have long, triangular tongues, long ears and four rows of fangs.  They are trained to avoid the thrown spear.  Until it is proficient in this skill, it is not allowed to breed.  The sand or desert kailla is used as a mount in the Tahari.  They are almost all tawny colored though there are some black ones.  This variety does suckle their young.  Kailla milk is reddish and has a strong salty taste. This is an omnivorous creature and must feed more frequently than the southern kailla.  Its paws are much broader, the digits being webbed with leathery fibers and heavily padded.  Its hair is never sheared though it is gathered when it sheds.  The most prized hair is found on its belly.  Such hairs are commonly used to make cloth.  The long outer hairs are coarser and used for ropes and tent cloth.
41.  Kailiauk:  This is a short-trunked, stocky, awkward ruminant of the plains.  There are several varieties including the Yellow Kailiauk.  The yellow variety are tawny and their haunches are marked in red and brown bars.  The males have a trident of horns and usually stand about ten hands at the shoulder.  Females only stand about eight.  The males weigh about sixteen hundred to two thousand pounds and the females only weigh twelve hundred to sixteen hundred pounds.  They are located in the savannahs and plains north and south of the rain forests.  Some herds even frequent the forests.  
     The kailiauk of the Barrens is the larger type, standing twenty to twenty-five hands, and weighing up to four thousand pounds.  Their numbers in the Barrens are enormous and most have never seen a man or sleen.  They have nearly no natural enemies.  They are migratory creatures and drift with the seasons, bending northward in the summer and southward in the winter.   They generally follow a gigantic oval pattern that crosses the lands of many tribes so a tribe need not leave its own territory to hunt them.  The known kailiauk in the Barrens travel in herds that have often been named.  Some famous herds include the Boswell, Bento and Hogarthe herds.  The four or five best known herds number between two and three million animals.  The tremors from any of those herds can be felt fifty pasangs away.  There are several smaller herds numbering in the hundreds of thousands, and there are even smaller herds of hundreds to thousands.  They are rarely hunted on foot except in snow.  They are commonly hunted by kaiilaback.  They have four stomachs and eight-valved heart.  A red savage can kill one with a single arrow by striking into the intestinal cavity behind the last rib causing large internal bleeding or by a shot behind the left shoulder blade into the heart.
42.  Kites:  A type of bird with a shrill call.  One variety is the Meadow Kite that migrates from the Plains of Turia early in the spring.
43.  Larl:  There are several varieties of this tawny leopard-like beast that is indigenous to the Voltai and other ranges.  It is six to eight foot tall at the shoulder.  Its head is broad, sometimes more than two feet across, and shaped roughly like a triangle.  This makes its head viper-like. Their heads are in constant motion.  It has an unobtrusive bony ridge which runs from its four nasal slits to the start of its backbone.  The ridge can be penetrated by a spear but an imperfect cast would glance off the bone.  It has an eight-valved heart in the center of its breast.  They sometimes visit the civilized plains.  When it hunts alone, it is silent until it roars preceding its charge.  When hunting with others, they emit hunting cries, cries to drive their prey toward a certain direction, into the path of quiet larls of the same pride.  A larl prefers to ruin a hunt, even with a number of other quarry, if it means that one might escape.  No one had ever tamed a larl. Even when raised from a cub, a larl will go wild at sometime and run away.  They are hunted with spears.  They usually only attack men when provoked or no other prey is available. Hunters of larls use the Gorean spear.  They go in single file.  When they see a larl, the first man in the line casts his spear and then drops to the ground, covering himself with his shield.  If the larl is not dead, the next man in line will cast his spear.  The last spear must stand his ground if the larl is not dead and face it with his sword alone so the others can escape.  The First Spear is usually the best spearsman and Last the worst.  Its pelt is normally a tawny red or sable black.  The black larl is predominately nocturnal and both male and female are maned.  The red larl, the more common type, hunts whenever hungry and has no mane.  Females of both types are smaller but are quite as aggressive and sometimes even more dangerous particularly when they are hunting for their cubs during the late fall and winter.  The white larls have upper canine fangs that are a foot in length and extend down like a saber tooth tiger.  There tails are long and tufted at the end.  There are also larls in the jungles near Schendi.  The heart of the mountain larl allegedly brings great luck, even more luck than that of the sleen.  There is even a larl hunter dance that is performed by men.  They dance in a file, dancing the stalking of the beast including the confrontation and the kill.  
44.  Lart, snow:  This is a four-legged mammal whose winter fur is snowy white.  It has two stomachs and the food in its second stomach can be held almost indefinitely.  It hunts in the sun, eating bird's eggs and leems.  It is about ten inches high and weighs eight to twelve pounds.  A good pelt could sell in Ar for maybe half a silver tarsk.
45.  Leech:  A salt leech is one type of known leech.  A marsh leech is another.  A marsh leech is about four inches long and half an inch thick.  If a leech is stuck on you, burning it or placing salt on it will cause it to let go.   
46.  Leem:  This is a small arctic rodent, five to ten ounces in weight.  It hibernates in the winter and their summer coats are brown.
47.  Lelt:  This is a small, five to seven inches long, blindfish.  It has fernlike filaments at either side of the head which are its sensory organs.  It is white with long fins and swims slowly.  It inhabits the brine pits and is the main food of the salt shark.
48.  Lice:  Lice vary in size from very tiny to the size of marbles.  The larger variety infest tarns so tarnsman must remove them.  When they remove them, they might feed them to the tarn. Lice can be dangerous though as they transmit the pox.  
49.  Lit:  There are several varieties of this bird including the common lit, crested lit, and the needle-tailed lit.  They are all found in the rainforests.  The crested lit is brightly plumaged with red and yellow feathers.
50.  Mamba:   This is a large, predatory river tharlarion from the rainforests.  It has a long, log-like body with short powerful legs.  It has a long snout and tail. It is similar to a crocodile.
51.  Mindar:  This bird is similar to a hummingbird.  It is a short winged, yellow and red bird of the rainforests.  It uses its sharp bill to dig at the bark of flower trees for larvae and insects.  Its wings have adapted for short, rapid flights.
52.  Monkeys:  Several varieties of monkeys lives in the rainforest such as the Guernon monkeys , tarsiers and the nocturnal jit monkeys.
53.  Ost:  This is a venomous, brilliantly orange snake that is little more than a foot long.  Its bite causes an excruciating death within seconds.  A powder prepared from its venom can be put into wine.  The osts of the rainforests are red with black stripes.  The banded ost is yellowish orange and marked with black rings. .
54.  Panther:  There are several varieties of these cats.  They include jungle panthers, yellow panthers, and forest panthers.  The forest panther is a proud beast that does not care to be distracted when it is hunting.  They hunt largely at night but are not invariably nocturnal.  They will hunt when hungry or irritable.  Panthers will usually only attack men if they are provoked or if no other prey is available.  Panthers are able to climb but they normally take a hunting scent from the ground.  
55.  Parrot
56.  Parsit fish:  There are several types of this slender, silvery fish with brown stripes.  They are migratory fish and the principal prey of sea sleen.
57.  Pike:  This is a carnivorous fish about fifteen inches long.  
58.  Porcupine:  A long-tailed variety lives in the rainforests.
59.  Quala:  This is a small, three-toed mammal.  It is dun colored with a stiff brushy mane of black hair.  It travels in a scampering flock.  The plural form for them is qualae.
60.  Rennels:  These are crablike desert insects with a poisonous bite though it is not too lethal.  They leave little red bites.
61.  Roach:  This is commonly an oblong, flat-bodied black creature about half a hort long.   It has long feelers and is basically harmless.  
62.  Salamanders:  In the salt mines, salamanders are tiny, white and blind.  They are long bodied with long, stemlike legs.  They have fernlike filaments at the sides of their heads that are feather gills, an external gill system.  They have a slow metabolism and are capable of long periods of dormancy.  
63.  Scorpions
64.  Sharks:  There are several varieties of sharks on Gor, saltwater and freshwater.  The common shark is nine-gilled and its skin is very rough and abrasive.  Varieties include river sharks, salt shark, marsh shark, white sharks of the north and the Vosk and Laurius sharks. The salt shark is commonly over twelve feet long, with a sickle-like tail.  It has several rows of triangular teeth and a sail-like dorsal fin.  It inhabits brine pits such as those of the Tahari region.
65.  Slee:  This is a rodent of the rainforests.
66.  Sleen:  There are several varieties of this six-legged, long bodied carnivorous mammal.  It is almost like a snake.  Some can get as big as twenty feet long and up to twelve to fourteen hundred pounds.  They have two rows of teeth in a wide and triangular head.  Their paws have six claws.  They smell like a weasel or ferret but only stronger.  Sleens are very dirty animals. It is an efficient, tireless, almost infallible hunter.  It is capable of pursuing a scent, days old, for hundreds of pasangs.  Sleens in the wild are burrowing and nocturnal.  They do not climb. Their preferred prey is the tabuk. They mate once a year in the spring.  Their mating ritual is interesting.  If a female has never mated before, she will flee and fight a male sleen.  The male must finally take her by the throat and, belly to belly, mate with her.  After mating once, a female never needs to be forced again. The mating season is usually confined to the spring.  Their gestation period is six months and there are usually four young born.  The young are commonly white furred and darken by the next spring.  Young sleen are about eight feet long and adults are nineteen to twenty feet long.  A young sleen's attack is noisy, a whistling rush, a clumsy squealing charge.  An adult sleen sometimes makes kills swiftly and silently.  There is also a hunting frenzy underwent by some sleen that is a function in part of the secretions of certain glands.  Most domestic sleen are bred as it is hard to tame a wild one and a wild sleen could revert.  If young sleen are taken from their mother within the first two months of their life, there is a good chance they can be tamed.  It may still revert though, especially in the spring, during the mating period.  The specific verbal signals between a master and his trained sleen are private.  Verbality is important as a sleen on the hunt may not look at his master.  Sleen are used for herding verr and bosk, tracking tabuk and slaves, guarding and patrolling, and many other activities.  In Thentis, sleen sniff out the smuggling of black wine beans.  Assassins even sometimes use them.  The Gray sleen is the best tracker.  The forest sleen is large, and commonly either brown or black.  Prairie sleen are smaller than forest sleen, usually only seven feet in length.  They are domesticated as herd sleen and used as shepherds and sentries by the Wagon People.  Aquatic sleen, or sea sleens, are common in the north.  There are four varieties of sea sleen in the north including the black sleen, brown sleen, tusked sleen, and flat-nosed sleen.  Many migrate though some remain largely dormant in the winter.  Their principal prey are parsits and they follow their migrations.  A medium-sized adult sea sleen is about eight feet long and weighs 300 to 400 pounds.  There is a white snow sleen in the north as well.  Sleen hunters, for luck when they kill one, eat its heart.  The heart of the mountain larl brings the most luck.  There are no sleen in the rainforests.  The sleen is considered Gor's most perfect hunter.
67.  Slime Worm:  This is a long, whitish, wormlike animal that resides in the Sardar.  It is eyeless and has a small, red mouth on the underside of its body.  It inches its way along, hugging the angle between the wall and floor.  It once functioned as a sewerage device but it has not done so for thousands of years.  It now scavenges on the kills of the Golden Beetle.
68.  Sloth
69.  Snails
70.  Snakes:  Besides the ost and hith mentioned before, other snakes also exist on Gor. Some other snakes include the adder and marsh moccasin.
71.  Vosk sorp:  This is giant-shelled mollusk that creates pearls like an oyster.  Its blood is used for dye.  Its shell could even be used as a chair.  
72.  Spiders:  One unique type of spider on Gor is the rock spider.  They are usually brown or black and when they fold their legs beneath them, they look almost like a rock.  Rock spiders can be huge, almost eight feet thick.  They live in the rainforests.  Cell spiders are tiny creatures.
73.  Squirrels
74.  Tabuk:  There are several varieties of this one horned, yellow antelope.  The common type frequents Ka-la-na thickets.  It is small, graceful and eats berries and salt.  Young tabuk rarely leave the thickets.  Their hide is a mottled yellow and brown.  Northern tabuk are massive, tawny, and swift.  Many stand ten hands at the shoulder.  Northern tabuk hairs are hollow and give its fur an excellent insulative quality.  Both types have a single horn of ivory, a deadly weapon.  It is a yard or so long and two and a half inches at the base.  The herd of Tancred is a gigantic herd of northern tabuk, one of several.  This herd winters in the rims of the northern forests, south and east of Torvaldsland.  In the springtime, short-haired and hungry, they migrate northward, following the shore of Thassa until they reach the tundra of the polar basin for their summer grazing.  When winter comes, long-haired and fat, they return south. The prairie tabuk reside in the Barrens.  They are tawny, single-horned, and travel in herds. Some varieties lie down when sensing danger.  They can attain short-term speeds of eighty to ninety pasangs an Ahn.  Their evasive leaps can cover thirty to forty feet in length and heights of ten to fifteen feet.  There are twenty varieties of tabuk in the rainforests.
75.  Tanager:  This is a brightly plumaged bird in the rainforests near Schendi.
76.  Tarns:  These are the giant riding birds of Gor, also called the Brothers of the Wind.  They resemble a hawk but with a crest like a jay.  They are surprisingly light for their size due to the hollowness of their bones.  A tarn is an extremely powerful bird.  It can fly from the ground with a spring and sudden wing flurry.  Its tongue is thin, sharp and as long as a man's arm.  It has a curved beak, slit with narrow nostrils.  They are not migratory birds and cannot live in the cold northern regions.  Tarns are diurnal and carnivorous.  They eat only what they catch themselves, usually antelopes and wild bull.  If enough food is available, they will eat half their weight.  But by Renegades of Gor, tarns are being trained to eat prepared meat.  They are seldom more than half-tamed and it is not unknown for a tarn to attack its own rider. Their plumage varies and they are bred for color.  The most common color is greenish-brown.  Black tarns used for night raids, white for winter raids, and multi-colored for proud warriors who care not for camouflage. It is extremely difficult to fly a tarn from the sight of land.  The jungle tarn is a rare bird, gloriously plumaged, from the tropical reaches of the Cartius.  Tarns often are trained for specific functions.  Draft tarn are used for transporting cargo while Saddle tarns are used for transport of people.   War tarns are used by Tarnsmen in battle.  Racing Tarns are made for entertainment like Earth horse racing.  Racing tarns are different in size, strength, build, and tendencies from most other tarns.  They are extremely light so that two men could lift one.  Its wings are broader and shorter permitting a swifter take off and a capacity for extremely abrupt turns and shifts in flight.  They lack the stamina of most other tarns and cannot carry heavy weight.  
77.  Tarsk:  This is a six-tusked wild boar, with a bristly mane running down its spine. There is a giant tarsk that stands ten hands at the shoulder. There are several varieties of tarks in the rainforests, both large and small.  They can be domesticated and the rencers keep some. They are best hunted from the back of kaiila with lances and the giant tarsk is often hunted on tarnback with lances.  Tarsk meat tends to be salty.  
78.  Termites:  They are also called white ants.
79.  Tharlarion:  There are numerous varieties of this reptile.  One type is a species of saddle lizard, common on Gor especially in swamplands and deserts.  They are used mostly by those who have not mastered tarns.  Tharlarions have been bred for a thousand generations before the first tarn was tamed.  Wild tharlarion have round, shining eyes, webbed feet, teeth ridges and a long brown tongue that curls around their prey.  They are carnivorous creatures.  High tharlarion are short-tempered creatures, that run on its two back feet.  Its forelegs are tiny and near useless.  They respond to voice signals though sometimes the butt of a lance is needed to move them, hitting them about the eye or ear openings.  Those are the few sensitive areas on its body as they are almost impervious to pain, having a sluggish nervous system.  Most of the larger varieties have a brain and a smaller brainlike organ, located near the base of the spine. They need far less water than tarns and their metabolism is slower than a tarn.  When they move slowly, their stride is a proud, stalking movement.  When going fast, they bound in leaps that can carry them twenty paces at a time.  Its saddle is built to absorb shock, unlike the tarn saddle.  Mounted warriors though still wear a leather belt around their waists.  They also wear high, soft boots to protect against the abrasive hide of the creature.  Draft tharlarion are four footed, slow moving animals.  They are herbivorous and also known as Broad tharlarions. There are at least four species of draft tharlarion.  Sea tharlarion, immune to the poison of Cosian wingfish, grow up to thirty feet and more in length and have a yellowish slatted belly. Rock tharlarion are the small lizards of the Tahari.  There are tiny water tharlarion, about six inches long, that are little more than teeth and tail like piranha.  Some live in the swamps.  There are also marsh tharlarion and river tharlarion.  River tharlarion are long necked, web-footed, and scaled.  Some of them are herbivorous and can be domesticated.  They may be used to tow barges on the Cartius River.  Tharlarion are also used as cavalry and there are even racing tharlarions.  Racing tharlarion are usually larger and more agile than saddle tharlarion but smaller than draft or war ones.  The city of Venna is famed for its tharlarion races.  Some select breeds of racing tharlarion include the Venetzia, Torarii and Thalonian.  
80.  Tibit:  This is a small, thin-legged bird that lives on tiny mollusks on the shores of Thassa.
81.  Toos:  This is a crablike creature, covered with overlapping plating, that resides in the Sardar.  It lives on discarded fungus spores.  
82.  Tumit:  This is a large flightless bird of the prairies with a hooked beak as long as a forearm. Wagon Peoples hunt these with bolas.
83.  Turtles:  There is a variety of Vosk turtle, a hook-beaked creature, that can grow to be gigantic.  It is a persistent carnivore that is almost impossible to kill.  The marsh turtle is another variety of turtle on Gor.  
84.  Ul:  This is a silent, giant pterodactyl-like creature that is native to the swamps of the Vosk delta.  It is a predatory winged tharlarion.  It has a wing span of twenty-five to thirty Gorean feet.  It has a small head with long, narrow toothed jaws with a narrow extension of bone and skin in the back.  Its long snake-like tail ends in a spadelike structure. It has a clawed hand with a very long fourth digit.  There are several smaller varieties, some as small as a jard. The larger ones are isolated and territorial.  They will not attack a tarn as a tarn could easily tear them to pieces.
85.  Umbrella bird:  This bird lives in the rainforest.
86.  Unnamed creatures:  There are a few creatures that exist in the Sardar that were described but never named.  
     There is a segmented arthropod, about eight feet long and three feet high, with multiple legs. It has eye stalks, pincers, and its body plates rustle like plastic armor.  It is a timid creature that does not like the sight of men.
     There is a flat, sluglike creature with multiple legs.
     There is a small humanoid creature with a receeding forehead and an excessively hairy face and body.
87.  Urt:  There are several varieties of this common rodent.  It is usually fat, sleek and white. It has three rows of needlelike teeth, tusks that curve from its jaw, and two horns that protrude over its eyes.  It also has a long hairless tail.  Most are tiny enough to hold in palm of your hand but some can get as big as wolves or ponies.  Certain varieties migrate twice a year though it is only dangerous if you are in the middle of their path.  In the rainforests there are gliding, ground, leaf and tree urts.  The canal urt is web footed and can be found in Port Kar's canals.  There are also brush urts and forest urts.  Some large urts are domesticated and bred for attacking and killing.  Most urts attack in a pack and are messy and noisy when attacking.
88. Vart:  These are blind, batlike flying rodents.  They can grow to the size of a small dog. They can strip a carcass in minutes.  Some are rabid and they hang upside down like bats. There are jungle varts in the rainforests.  Varts on Tyros are trained as weapons.
89.  Veminium bird:  This is a songbird that may live among veminium flowers.  
90.  Verr:  This is a mountain goat, indigenous to the Voltai Mountains. They are long-haired, spiral horned, and ill-tempered.  There is a small, long-haired verr that is smaller and less belligerent than the wild verr.  Some are domesticated and they are a source of wool and milk.  The finest wool is sheared in the spring from the bellies of the hurt and verr.  
91.  Vints:  These are tiny, sand-colored insects.
92.  Vulos:  These are domesticated, tawny-colored pigeons raised for eggs and meat.  At least some of their meat is white.  
93.  Wader:  There are at least two varieties of this waterbird in the rainforests.  This includes the ring-necked wader and the yellow-legged wader.  
94.  Whales:  There are several varieties of whales on Gor including the Karl whale, baleen whale, and the Hunjer Long Whale, a rare toothed black whale which eats cuttlefish.
95.  Wingfish, Cosian:  This is a tiny, delicate fish, about the size of a tarn disk when curled in one's hand.  It is blue in color and has three or four slender spines in its dorsal fin that are poisonous.  It can hurl itself from the water and glide through the air for brief distances on its stiff pectoral fins.  It does this to evade sea-tharlarions who are immune to their poison.  It is sometimes called the songfish because of the whistling sound they make in courting rituals. The fish thrust their heads out of the water to whistle.  The blue, four-spined variety is only found in Cosian waters.  Larger varieties are found farther out to sea.  It is a great delicacy, especially its liver.
96.  Woodpecker:  There is an ivory-billed variety
97.  Worms, silk
98.  Yellow pool monster:  This was a bizarre creature so far unique to the city of Turia.  Its origins are unknown.  It makes its appearance in Nomads of Gor.  The merchant, Saphrar, has this creature in an indoor pool area.  This pool area is a spacious chamber decorated with numerous exotic floral designs representing the vegetation of a tropical river.  The room is hot and steamy.  This may mean that this creature comes form the jungles near Schendi.  The creature occupied an entire inground pool area.  At first glance, it looks like a pool of yellow water that sparkles as though filled with gems.  But, it is much more.
It apparently breathes by releasing gases or steam.  It also contains filamentous strands and spheres of color.  The creature can thicken and gel around someone within it.  A victim's flesh will tingle and burn due to the corrosive elements within the creature.  Saphrar would place men into the pool and the victims would find themselves unable to escape the creature and they would slowly be killed.  It might take hours for a victim to be fully digested by this beast.  A few men have lived as long as three hours.  Slashing or cutting it generally does no harm to it. But, it has a collection of threads and granules in a transparent bag, imbedded in a darkish yellow jelly.  This is walled off by a translucent membrane.  This area is vulnerable to attack and it reacts violently when this area is threatened.  It may then solidify and push out someone irritating until you are standing on its now hard outer shell.  Tarl Cabot was fed to this creature but learned how to irritate it.  Once he found he could not escape its clutches, he swam within it towards its center.  He attacked the darkish bag and it reacted by expelling him.  The creature would then later be killed by being burnt to death once the Tuchuks had taken the city.
99.  Zad:  This is a large, broad winged, black and white bird with a long, narrow, yellowish, hooked beak.  There is a variety found in the Tahari, scavengers like vultures.  There is a jungle zad in the rainforests, but it is less aggressive than the desert ones.  They both like to tear out the eyes of weakened victims.
100.  Zadit:  This is a small, tawny-feathered, sharp billed bird of the Tahari.  It is insectivorous, feeding on sand flies and other insects.  It often lands on kaiila and eats the insects on this animal.  They leave small wounds on the kaiila which the drovers treat with poultices of kaiila dung.
101.  Zarlit fly:  This is a large, harmless, purple insect about two feet long with four translucent wings spanning a yard across.  It is insectivorous.  It hums over water and alights on the water with its padlike feet daintily walking across the surface.
102.  Zeder:  This is a small, sleen-like carnivore from the rainforests.  It frequents the Ua River and its tributaries.  It grows to two feet and weighs eight to ten pounds.  It is diurnal, can swim well, and builds a stick and mud nest in tree branches where it sleeps at night.

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Scroll #19
KAJIRUS BASICS  (#19, Version 5.0)
     Women are not the only gender that may be enslaved on Gor.  Men also may face that fate, though in far fewer numbers.  On Gor, one of the terms for a male slave is a "kajirus" and its plural form is "kajiri."  "Kajiri" is also used to refer to a group of slaves consisting of women and men.  A common mistake is that some believe that "kajirus" is the plural form and that the singular form is "kajiru."   The number of male slaves on Gor is very low, especially in the cities. Only about 10% of all the slaves on Gor are males.  Men captured during wars or raids are usually slain instead of being taken captive and enslaved.  Most male slaves are either debtors or criminals though a small number are captives.
     Male slaves are mainly enslaved for economic reasons, as cheap labor.  The Gorean philosophy of "natural order" supports female slavery but it does not support male slavery. Gorean society though recognizes the validity, legality and economic necessity of male slavery. It is a more practical decision and not one based on a deeper philosophy.  Under these justifications, anyone can be enslaved.  Not all societal institutions need be based on an underlying philosophical foundation.  Some are simply practical concepts.
     Few male slaves are considered valuable and they generally do not garner high prices, even at auction.  The primary exceptions are male silk slaves and exotics.  The normal high price for a male slave, not a silk slave or exotic, is a silver tarsk.  Many female slaves would sell for more than that amount.  There are also very few male slaves with long pedigrees.  There are few reasons to breed male slaves except as exotics.  Nearly any Gorean man can serve as a typical work slave.
     The most common types of male slaves are the work slaves.  They are usually used on cargo galleys, mines, great farms or as porters on wharves.  Port Kar, Cos and Tyros utilize thousands of male galley slaves.  Many cities use male slaves for some of the more unpleasant labor in the cities, such as in the refuse pits or cleaning the public baths.  Some slaves may pull wagons in teams.  Most men work on chains with other slaves.  In some cities like Ar, an unchained male slave is rarely ever seen.  Work gangs commonly consist of fifty to one hundred men though they may be as large as one thousand men.  They are commonly considered to be cheap and expendable labor.
    Free work chains also exist as slaves are not permitted to engage in certain construction work.  Work slaves are not used for road construction, siege works, erecting walls, or the construction of temples and public buildings.  In many respects though, free chains are often not much different from slaves.  Many free chains consist of criminals.  These criminals have been sold, for a nominal fee, to work gang leaders to serve out the rest of their sentence as a laborer. Though they are technically supposed to be freed when their prison term would be up not all are.  Some work masters create stringent rules for their workers.  If you violate one of these rules, it will add time onto your sentence.  The rules are created so most of the workers will violate them at some point, effectively keeping the workers much longer than their original sentence.  The workers are commonly kept under slave discipline and the work master can do anything he wants to them, including killing them.
     Probably the lowest of all work slaves are the salt slaves of Klima.  Klima is located deep in the dune country of the Tahari region.  Its exact location is a well kept secret.  Thousands of salt slaves work there to extract salt from brine pits, generally by drilling or flush mining.  Salt slaves are taken there on foot.  They are hooded, chained and led through the desert.  Many never make it as far as Klima.  Escape from Klima is nearly impossible and no one until Tarl Cabot had ever escaped from there.  No kaiila are permitted there and there is no water for a thousand pasangs.  No women are permitted there and the workday is from dawn to dusk.  It is brutal work and few slaves last too long there.
     Other male slaves may end up as fighting slaves, either gladiators or bodyguards.  Many Gorean cities have arenas for gladiatorial combat.  This combat is often quite lethal and many fighting slaves are seriously injured or killed during these games.  These male slaves may learn the use of certain weapons, primarily cestae and other common arena weapons.  The hook knife is a common arena weapon, either sheated or unsheathed.  The hook knife is a small, thick, curved blade.  In nonlethal combat, the weapon is sheathed and the sheath is coated with a bluish pigment to mark strikes.  In most cases, free men do not enter these arena games.
    Less formal fighting slaves may engage in stable bouts, generally a Low Caste form of entertainment.  Many of these bouts are little more than bloody brawls.  The bouts are commonly divided by weight classes.  The two combatants, unarmed, enter a shallow pit.  Their hands are usually wrapped in leather so they do not break their hands.  There are few rules except holds to the death are not permitted.  Men may punch, kick and such until only one man is standing.  The combatants do get rest periods which are given only to make the fight last longer.  Much betting goes on at these events.  Another less formal type are the sport slaves who are used in hunts, often by women, as the prey.
     Little is said about the use of male slaves as bodyguards.  No guidelines are given for their use.  In general, slaves are not permitted weapons so it is unsure if an exception is made for bodyguards.  It is possible that such slaves can only rely on unarmed combat to defend their owner.  It seems more likely that if someone wished to good bodyguard, they would hire a Warrior.  Slave bodyguards might serve better to protect free women, walking the city streets, from Slavers and other such parties.  Such slaves would be expected to give their lives to protect their Mistress.
     Some male slaves engage in less strenuous work.  Paga attendants are male slaves who work at paga taverns.  They generally supervise the serving girls and collect payment for the paga and the use of the slave girls.  Some male slaves may work as actors in the city theaters. Other male slaves may do some basic Caste work, generally the minor, monotonous work.
     The most valuable male slave though is usually the silk slave, a certified woman's slave, akin to a Pleasure Slave.  They are handsome men who have been specially trained to tend to a woman's needs.  They are sold in special women's auctions that are closed to free men.  Silk slaves generally sell for higher prices than many female slaves.  Most silk slaves will sell for four to six silver tarsks.  This is basically a matter of supply and demand, as there are very few such silk slaves on Gor.  Most Gorean men make poor silk slaves.  There are masculine and feminine male silk slaves.  Some women fear the more masculine ones, worrying that such men will turn on them one day, enslaving them.  Others secretly delight in that possibility.  The feminine ones are rarely used for breeding.  Free women think little of hiding their naked bodies from their silk slaves.  Many free women though will not kiss their silk slaves as they do not wish to put their lips on a slave.  A silk slave grows to know his Mistress quite well and is able recognize her body even when she is robed and veiled.  Gorean men generally despise silk slaves and do not treat them well.  When a city is captured, the victors often kill the silk slaves out of disgust.
     A rare few of male slaves are used as seduction slaves.  They are used to lure free women into compromising situations so that the women can be made slaves according to the Couching Law.  The Couching Law exists in some Gorean cities and may have originated in Ar. Essentially the law states that any free woman who couches with another's slave, or even prepares to do so, becomes a slave herself and the slave of the male slave's master.  "Couching" is a euphemism for sexual relations.  Milo, a male slave from Magicians of Gor, is the primary example of a seduction slave.  Milo is a large, graceful man with blond, curly hair. He is considered exceptionally handsome and wore a purple silk tunic and golden sandals.  He was also a famous actor.  His master, Appanius, would have him entice free women to meet him secretly.   Once the women prepared to have sex with Milo, Appanius would come out of hiding with a couple witnesses and enslave the free woman pursuant to the Couching Law. Milo's activities were quite successful and his work as a seduction slave remained hidden for quite some time. I n cities that do not have a Couching Law, male silk slaves may be freely given to a female guest.  In addition, a male slave can be slain for touching a free woman without her permission.
     Another rare and expensive type of male slave are the exotics, those that are either bred or trained for unusual purposes.  Exotics usually sell for high prices due to their rarity.  Exotics may be bred for some deformity, even one as insignificant as large earlobes.  Special Draft slaves are a type of bred exotic.  The potential varieties of specially trained exotics is endless. One type of female trained exotic was a woman who was raised never knowing men existed.  A man could be raised that same way, never knowing the existance of women.
     Male slaves rarely have locked collars.  Normally their collar is a band of iron hammered about their neck.  There is also no distinctive garb for male slaves as Goreans do not want them to discover how numerous they are, especially in the cities.  The wool of the hurt is often used for male slave garments as it absorbs perspiration well.  In many cities, female slaves must always openly wear a symbol of their bondage such as a collar.  Male slaves are exempt from this law for the same reason why they do not wear distinctive garb.  Goreans worry about a revolt by male slaves.  The slave revolt that struck Tharna in Outlaw of Gor is a constant worry in other cities.
     Female slaves normally despise male slaves.  They consider themselves the rightful property of only free persons.  It is considered a great shame for a female slave to have to touch a male slave.  Male slaves though are often permitted to have a female slave for their pleasure, especially as a reward.  But, a male slave might be killed for touching a female slave without permission.  Female slaves show contempt toward male slaves because they do not see them as real men, because they have been made slave.
     Male slaves commonly kneel, like women do.  They do not sit cross-legged like free men. Depending on the preference of their master, their knees may be spread or not.  Male slaves may also be branded as any slave though it is not as common as with female slaves.  Male slaves are branded with a large block "Kef", not the cursive letter used for female slaves.  It is more expensive to feed male slaves than females slaves.  In many other ways, male slaves are treated like female slaves.  They are still considered only property.  They must show respect to all free persons and are subject to discipline by any free person.
     Male slaves though receive more opportunities to win their freedom though usually only in very dangerous situations.  Male slaves might be freed and armed if their city is being attacked and additional men are needed.  Tarl Cabot was enslaved several times during the series but always won his way to freedom.  Jason Marshall started off on Gor as a slave but also won his way to freedom.  Panther girls capture and enslave men, eventually growing tired of them and selling them.  Such men generally recover their freedom once they leave the Northern Forests.
     Few Earth men are brought to Gor to be slaves.  In fact, few males are currently brought to Gor at all.  It is thought that Jason Marshall, from the Gorean books #14-16, was the first Earth man brought to Gor as a slave.  It is surprising that more Earth men are not brought to Gor to be slaves.  Certain Earth men would make excellent silk slaves.  Others would be acceptable as work slaves.  This may be due in part to the general disdain Goreans have for Earth men.  It still seems a potentially lucrative avenue though for an enterprising Slaver, especially a Kur agent.
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Scroll #20
KAISSA (#20, Version 5.0)
     (Please be advised that all of the information in this essay is derived solely from the Gor novels by John Norman.  This essay is intended to compile information from numerous different books in the Gorean series to depict the nature of Kaissa on Gor.)
     Kaissa is the Gorean word for "game."  It is a general term that can refer to any type of game but when it is used without qualification, it means only one game, Gorean chess.  This is a game very similar to Earth chess though there are numerous differences as well.  Kaissa is a very popular game and almost all civilized Goreans, of whatever caste, play.  There are many Kaissa clubs and competitions.  Lists of important competitions and tournaments are commonly kept in each city's Cylinder of Documents.  Most city libraries have many scrolls of Kaissa strategy and techniques.
     Kaissa is played differently throughout Gor.  Some cities use different pieces or similar pieces with different abilities.  But, eventually most cities accepted standard tournament rules, helping to unify and standardize playd.  These rules were agreed upon by the High Council of the Caste of Players and officially promulgated by the Merchant Caste in 10124 C.A. at the En'Kara fair.   Standardized Kaissa may also be known as Merchant Kaissa, Player Kaissa or Kaissa of the En'Kara. Unfortunately, though much information is given about the game, the novels do not provide a complete set of rules for playing Kaissa.
     Kaissa uses a red and yellow hundred-squared board, with ten ranks and ten files.  This is opposed to the normal Earth chessboard of sixty-four squares with eight ranks and files.  In Kaissa, there are twenty pieces to each side as opposed to sixteen in Earth chess.  One side is yellow and the other is red.  The pieces in standardized Kaissa include six Spearmen, a Ubar and Ubara, two Tarnsman, two Scribes, two Riders of the High Tharlarion, two Initiates, two Physicians and two Builders.  Pieces in other versions of Kaissa included pieces such as Assassins and Spear Slaves.  The physicaql descriptions of each piece are not given in the books thus we could only speculate on what they might look like. Possibly like chess, each piece could look different depending on the specific Kaissa set.  
     The pieces are set us thusly in Standardized Kaissa.  On your rear rank, from your left to right, the pieces are: Initiate, Builder, Scribe, Tarnsman, Ubara, Ubar, Tarnsman, Scribe, Builder, Initiate.  On your second rank, from your left to right, the pieces are: Physician, Rider of the High Tharlarion, Spearman, Spearman, Spearman, Spearman, Spearman, Spearman, Rider of the High Tharlarion, Physician.  Your opponent sets up his piecesin the same manner.  
     The object of the game is the capture of your opponent's Home Stone.  The Home Stone is not officially a piece as it cannot capture though it is able to move one square at a time.  It does not start on the board but must be placed on or before the tenth move.  Such a placement counts as your move for that turn.  It must be placed on your rear rank.  Thus, you cannot place the Home Stone before your second turn as your rear rank is full of pieces on your first turn.  In other versions of Kaissa, such as was once played in Ar, the Home Stone must be placed by the seventh turn.  The Home Stone has also been called the City in some versions, such as once played in Ar.  The timing and positioning of the Home Stone has many strategies and disagreements.  Some players favor early or late placements.  Others favor corner or central placements. The corner placement exposes the Home Stone to only three lines of attack but limits its mobility.  A more central placement exposes it to five lines of attacks but provides it with more movement options.
     Yellow moves first which is a major advantage.  This is similar to the advantage of white which moves first in Earth chess.  Players of equal strength, when they move second, usually try for a draw.  Who plays Yellow can be decided in various ways, though the most usual method is to guess which hand holds a certain color Spearsman.
     In standardized Kaissa, the pieces move in certain ways and possess certain abilities.  In other versions, the movement of these pieces and their abilities may vary.  Unfortunately, the novels do not detail the movement abilities of each piece.  The movement abilities of some pieces can be deduced from the games depicted in the books.  Beasts of Gor and Players of Gor are the two best references for this.  Spearmen are similar in some ways to chess pawns.  Spearmen have an initial move option of one, two or three spaces forward.  After their initial move, they can only move one space at a time either forward, diagonally forward or sideways.  They cannot retreat.  They may only capture diagonally.  A Spearman who reaches the rear rank of his enemy has the option of being promoted to a Tarnsman or Rider of the High Tharlarion.  Tarnsmen can only move one space on a positioning move and can only attack on a flight move.  Tarnsman can move over their own pieces.  Initiates may move diagonally any amount of spaces.  Scribes move diagonally.   Riders of the High Thalarion may move one space in any direction.  A Ubar may move any amount of spaces in any direction.  A Ubara may move any amount of spaces in any direction.  Builders may move forward, backward or sideways any amount of spaces.     
     As in Earth chess, there are many standard openings in Kaissa. An opening is the first few moves in a game and they set the style of play for that game.  An opening can consist of up to a dozen moves or even more.  One of the most common openings is for Yellow to move their Ubar's Spearman to Ubar Five and then for Red to respond identically.  The Centian Opening is one of the strongest openings in the game.  In that opening, Yellow moves Ubar's Tarnsman to Physician Seven.  Red experiences acute problems in development especially of their Ubar's Scribe.  The Ubara's Gambit is one of the most wicked and merciless Kaissa openings.  It is the most common single opening used by masters.  It is difficult to meet and if Red can achieve equality by the twentieth move, he is considered successful.  Other openings include the Two Tarnsmen Opening and the Ubar's Tarnsman's Gambit.
     There are also a number of standard defenses used by Red.  These include such defenses as the Torian Defense, Center Defense, Telnus Defense, Turian Defense, Two Spearman variation of the Ubar's Scribe's Defense, and the Hogar Variation of the Centian.  There are many scrolls listing hundreds of openings and defenses for Kaissa.
     In Torvaldsland, they play their own version of Kaissa.  They have a great passion for the game, even greater than those in the south.  They sometimes settle disputes over the Kaissa board rather than with weapons.  Some pieces differ in their game.  The Jarl, their most powerful piece and the Jarl's Woman, more powerful than the Ubara, are used instead of an Ubar and Ubara.  Instead of Tarnsmen there are two Axes. They have no Initiates but have Rune-Priests.  They do not have Scribes but have a piece, the Singer, which moves similarly.  Their Spearmen move identically as in the southern game.  Instead of a a Home Stone, there is a Hall.  A powerful opening in Torvaldsland is the Jarl's Axe Gambit similar to the Ubar's Tarnsman Gambit.
     The Players Caste consists of those who earn their living playing Kaissa.  They are not a real Caste or clan.  They are made of men, of exceptional ability, of various castes who have only the game in common. "They are men who commonly have an extraordinary aptitude for the game but beyond this men who have become drunk on it, men lost in the subtle, abstract liquors of variation, pattern and victory, men who live for the game, who want it and need it as other men might want gold, or others power and women, or others the rolled, narcotic strings of toxic kanda." (Assassin of Gor, p.27)  Players are entitled to wear red and yellow checked robes, their Caste colors, and a similarly colored cap.  It is illegal in a number of cities to enslave one of the caste of Players, a rule similar to the one against enslaving musicians and poets.  In other cities, it is simply a matter of custom not to enslave Players.  Though some Tournament prizes can be very rich, most Players only make meager livings.
     They play on the streets playing all comers at Kaissa booths.  You pay to play, a copper tarsk to a tarsk bit, and if you win or draw the game is free.  Such street odds are usually one to forty, one copper tarn disk to a forty-weight, or sometimes a eighty-weight.  Sometimes the Player must also grant concessions to the opponent such as three consecutive moves at some point or playing without a certain piece.  Some Players even lose a game on occasion to draw attention.  The best places to play are the higher bridges in the area of the richest cylinders.  The positions are determined by games done between the Players themselves.  Players find it hard to get loans and innkeepers want them to pay in advance.  Some Players also earn money annotating games, preparing scrolls on the game, and teaching others.
      Players are proud men though.  They will often carry their wallet, or leather bag, filled with their Kaissa pieces slung over their left shoulder like a warrior would carry his sword.   Their Player ratings, which show their ranking compared to other Players, are carefully kept and are a matter of public record.  There is no information given on exactly what this ranking system entails.  Earth chess does the same for their rated players.    
     One of the Master Players is Scormus of Ar.  He is handsome, brilliant, fierce and arrogant.  He is also lame in the right leg.  His play is swift, decisive, and merciless.  He uses it as a weapon to destroy his enemies.  His mother was Sura, a slave, and his father is Hup the fool.  Hup also plays as well as a Master and beat Scormus in 10119 C.A.  In Ar in 10118 C.A., Scormus had held the high bridge near the Central Cylinder for four years.  He had also won the cap of gold four times at the Sardar fairs and had never lost a tournament he entered.  But, in 10125, Scormus played Centius of Cos at the En'Kara fair and lost.  After that bitter defeat, Scormus went into hiding and ended up by 10129 as a robed figure in a traveling carnival troupe.  In 10130, Scormus left the carnival and retured to Ar.
     Another Master Player is Centius of Cos.  He is old-looking, white-haired and gentle.  He is almost a legend and is the creator of the famed Centian opening.  He loves Kaissa for its beauty and seeks the perfect game.  He is one of the seven or eight top players on Gor though thought by many to be the best player of all time.  In 10125 and 10126 C.A, Centius was the champion at the En'Kara tournaments.  He beat Scormus in 10125, at their first meeting.  In 10127, he did not compete as he chose that time to study.  In 10128, he was beaten by Ajax of Ti, of the Salerian Confederation, who had beat Terence in the semifinals.  But in 10129, Centius retook the crown and beat Ajax.  In 10130, Centius of Cos was in Corcyrus at a small tournament and won all his games.
     Other Masters and top Players include Quintus of Tor, Qualius of Ar (a blindman), Temenides of Cos, Sabo of Turia, Philemon of Teletus, Stengarius of Ti, Hobart of Tharna, Boris of Turia, Ossius of Tabor, Philemon of Asperiche, Timor of Turia, Terence of Turia, Ajax of Ti and Milos of Cos.  Reginald of Ti was the duly elected Administrator of the Caste of Players at the time of Beasts of Gor.
     There are many Kaissa tournaments throughout Gor.  Open tournaments have been held in Anango, Helmutsport, Tharna, Tyros, Ko-ro-ba, and Turia.  The city championship of Ar is regarded by some as tantamount to victory at the En'Kara Fair.  It is the second most coveted crown in the game, after the En'Kara tournament.
     At a tournament, a large vertical board stands behind each Kaissa table to record the movements of the pieces.  Young players, apprentices to masters, move the pieces on these boards which hang on pegs. Official scoring is kept by a team of three officials, at least one that must be of the caste of players.  Sand clocks are used to keep track of time.  Each has a tiny spigot which can be opened or closed.  When a player closes his spigot, it opens his opponent's.  There are two Ahn of sand in each clock. Each player must complete forty moves within this time or forfeit.  Games are adjudicated by a team of five judges when capture of the Home Stone does not occur, each who must be a caste member and three who must be masters.  Tournament rules state that if you touch a piece then you must move that piece.  If you place a piece on a square and remove your hand from it, it must stay on that space.  These two items are similar to Earth chess tournament rules.  
      One of the greatest games at a tournament was at the En'Kara Tournament of 10125, between Scormus of Ar (yellow) and Centius of Cos (red). Most of the game was detailed in Beasts of Gor.  Here are the moves as described there.
Yellow: Ubara's Spearman to Ubara Five (This is known as the Ubara's Gambit)
Red: Ubar's Spearman to Ubar Five (This is known as the Center Defense, generally a poor defense against a Master Player)
Yellow: Spearman takes Spearman
Red: Ubar's Tarnsman Spearman to Ubar's Tarnsman Four (This is a break from the normal Center Defense)
Yellow: Spearman takes Spearman
Red: Ubar's Scribe Spearman to Ubar's Scribe Three
Yellow: Spearman takes Spearman
Red: Ubara to Ubar's Scribe Four
Yellow: Spearman takes Rider of the High Tharlarion
Red: Ubar's Initiate takes Spearman
Yellow: Ubar's Spearman to Ubar Four
Red: Ubar to Ubar four
Yellow: Ubar's Tarnsman Spearman to Ubar Tarnsman Five
Red: Rider to Ubara's Builder Three
Yellow: Rider to Builder Three
Red: Ubara's Builder to Builder Two
Yellow: Ubara's Builder to Builder Two
Red: Home Stone placed on Ubara's Builder One
Yellow: Home Stone placed on Builder One
Red: Rider to Builder Four
There were eleven more moves that were not detailed in the books.  On the 22nd move, Scormus resigns and Centius becomes the Champion.  His highly unorthodox defense in this game becomes known as the Telnus Defense.  
     Goreans often play without a board and pieces, by memory alone.  They prefer a board though due to the mnemonic effort required otherwise.  Some Masters can play a number of games simultaneously, by memory alone.  Some Kaissa boards have a counter of ten, small, cylindrical wooden beads strung on a wire.  This aids you to know when you must place your Home Stone. Some boards have a drawer for the pieces.  Other boards are made to be played at sea.  The pieces have pegs that fit snugly into holes on the board.  At some paga taverns, they have boards made inlaid into the tables by a carver and enameler.
     Slaves are not commonly permitted to play Kaissa.  It is thought to be an insult for a slave to play or even touch the pieces.  It is even illegal in some cities for slaves to play or even touch the pieces without permision. They could lose their hands or even be killed for such a violation.  Free women also seem not to play Kaissa though there is no explicit prohibition in the books stating that they may not play.  Assassin of Gor does make a brief reference that women do not play the game.
     Kaissa puzzles exist, similar to Earth chess puzzles.  Essentially, you are provided with a specific position on a board and you must commonly discern how to force a capture of the Home Stone in a specified number of moves.  These puzzles can help to hone your Kaissa skills.  Some puzzles may involve other issues besides the capture of the Home Stone.  For example, they might be how to gain an advantage in pieces or how to avoid the capture of your own Home Stone.
     Kaissa ciphers are a method of coded communication and there are numerous varieties that exist.   It was most likely invented by the Caste of Players and they use this system to send private messages.  It can often be extremely difficult to decipher because of the use of multiples and nulls, and the multiplicity of boards.  You generally need the key to decipher such a code.  Players of Gor goes into much more detail on this code system.   
     Kaissa is very important to some men.  "To some men this game is music and women. It can give them pleasure. It can help them forget. It is Ka-la-na wine, and the night on which such wine is drunk."  (Tarnsman of Gor, p.170)  There are few on Gor who do not stand in awe of the skills of high Players.  Due to its widespread appeal on Gor, it should be considered a staple for most online characters. Yet online, we see few characters who are proficient in Kaissa. Hopefully, that will change in time.
     Here are a few other quotes on Kaissa.
     "Kaissa, like love and music, is it own justification.  It requires no other." (Players of Gor, p.236)
     "Kaissa is sometimes played for high stakes."  (Fighting Slave of Gor, p.267)
     "It is hard to understand one who is not concerned with Kaissa."  (Beasts of Gor p.34)
     "Winning and losing do not matter. What matters is the game, and the beauty." (Centius of Cos in Beasts of Gor, p.39)
     There is one other "game" that is often referred to as a different form of Kaissa.  It is the kaissa of politics and men.  It is favored by Samos of Port Kar.  This form of Kaissa is best described in the following quote: "The board has a thousand sides and surfaces and dimensions; pieces are of unknown number, nature and value; rules are uncertain; often you do not know who you play or where they are; often the moves must be made in darkness, in ignorance of your opponent's position, pieces, strengths, skills and moves." (Magicians of Gor, p.188)
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Scroll #21
THE NORTHERN FORESTS (#21, Version 5.0)
     The forests of northern Gor, also known as the High Forests, cover hundreds of thousands of square pasangs.  The forests are located north of the Laurius River and extend as far north as the start of the border of Torvaldsland.  The forests also extend eastward, past the northern ridges of the Thentis Mountains and the lands of the Barrens, and no one is sure how far east they actually extend.  They extend west to the very shores of Thassa.  The forests are a vast, unmapped wilderness.  In general, no one claims sovereignty over the entire forest though certain cities, such as Port Kar, do lay claim to sections so they may engage in logging.
     The forests contain a multitude of different types of trees and vegetation.  Certain portions of the forests vary greatly from other sections so it is hard to generalize about the landscape you will encounter in the forests.  There is a lot of diversity in this huge area.  The most common tree in the forests is the reddish Tur tree that may grow to two hundred feet or more. Tur trees bear some similarity to the great redwoods of Earth.  The forests are also the home to many different animals including panthers, sleens, tabuk, tarsk and hith.  In addition, the forests are the haven for various outlaws, including panther girls, and the forest people.  The forest people are an indigenous people who have chosen to reside within the great forests. Little is said of them in the books.  Due to the various animals and peoples of the forests, it can be a very perilous area to visit.  Despite the dangers, people often come to the northern forests for logging, hunting or trade.
     The Laurius River is a long river that winds across northern Gor, bordering the northern forests.  It slowly flows west though near its end it tends to incline some to the southwest, emptying into Thassa at the port city of Lydius.  The Laurius has a number of small tributaries that extend into the forests.  Ships from Lydius may travel the length of the Laurius to visit sections of the northern forests.  The Laurius can also be crossed at a number of different points through the use of barges.  These barges take people to the edge of the northern forests or to settlements on the north bank of the Laurius.  They usually charge a free person one silver tarsk to cross and an additional copper for each animal or slave.  Past the city of Laura, the Laurius River becomes rougher and less navigable, especially near the end the summer season.
     Lydius is a port city controlled by the Merchant Caste.  It is a city of contrasts, combining the roughness of the north regions with the luxuries and civilization of the cities to the south.  For example, it is one of the only cities in the northern regions that possesses public baths. Lydius contains a mint and this mint is the only one within a thousand pasangs of Torvaldsland. Many Gorean cities own or rent buildings in Lydius.  Thus, the population of Lydius contains a diverse mix of different origins and cultures.  Much wood and hides are brought down the Laurius River to be sold in Lydius.  The nearest major town to the east of Lydius is Vonda of the Salerian Confederation.  One of the taverns of Lydius given in the books is the tavern of Sarpedon.
     Laura is a small port city, northeast of Koroba, on the northern bank of the Laurius river.  It is located about two hundred pasangs inland from the city of Lydius.  It is primarily a trading city and it is the only civilized area within a large region.  The city is comprised mostly of wooden warehouses and taverns.  Stone is not a common building material in Laura as wood is so much more plentiful and cheap.  There are quarries to the east of Laura but the stone is still less commonly used.  Primarily, raw materials and rough goods, such as wood and hides, are sold here as there is little market for the luxury items of Gor.  Laura also acts as a major base and restocking area for many who wish to travel into the northern forests.
     Along the length of the Laurius River and up the northern coast of Thassa, following the border of the forests, there can be found a number of exchange points where outlaws, including panther girls, can display items for sale to passing ships.  Most of the items for sale are slaves though other items may also be found.  At each spot, there is often a pair of sloping wooden beams, positioned in an upside-down "V" shape.  These are very large and heavy structures. Iron rings have been set in these beams to restrain and display slaves that are for sale.  The early spring is best time to use these exchange points so that newly purchased slaves can be readied for the busy summer season.  The summer is often the busiest season for selling slaves in the cities below the Laurius.  Male and female outlaws have an unwritten truce concerning these exchange points.  They will not attack, hinder or try to enslave each other at these places. With this truce, the exchange points become practical and effective.  If these points were not safe, then their usefulness for trade would greatly diminish and thus harm all outlaws.  The outlaws would be largely unable to engage in trade thus diminishing the quality of their lives.
     A man who refuses to practice his Caste or tries to change his Caste, without the consent of the High Council, is by definition an outlaw.  Other men, who lose their Caste for various other reasons, may also end up as outlaws.  A few men even choose to be outlaws.  But, most Goreans despise outlaws.  Caste is so vitally important to Goreans that a life without their Caste looks quite dismal.  A Caste gives a man a support group that will aid him in times of need.  An outlaw though is on his own.  He has no Caste or Home Stone.  He may wear any identifying devices on his clothes or weapons.  He has no one to rely on no matter what the circumstances.  The penalties for outlaws are also extreme.  If an outlaw tries to enter a city, the common sanction is impalement.  In the northern forests, common penalties for captured outlaws include hanging and hamstringing.  Thus, many outlaws seek refuge in the wilderness areas of Gor, especially in the northern forests and various mountain ranges such as the Voltai. They then commonly live a precarious existence, hunting, raiding and trading.
     Not all outlaws are males.  All of the above reasons apply to women becoming outlaws as well.  Some women, including escaped kajirae and free women, voluntarily opt for outlaw status and flee to the northern forests.  They wish to escape their lives for a number of different reasons and seek the freedom of the forests.  Many of these women have banded together in small groups and have become known as panther girls or forest girls.  They construct their own camps and shelters, each band claiming a certain territory.  Usually to join an established band, you must fight and kill an existing member.  Panther girls live primarily by hunting though they also engage in slaving and trade.  Panther girls are considered outlaws and subject to the same penalties as male outlaws, though more often than not a captured panther girl will be enslaved rather than killed.  Thus, the cities are not safe for them and they must remain in the forests.
     Panther girls commonly dress themselves in the skins of forest panthers, from which they derive their name.  They hunt a number of other animals as well but it is their panther hunting that has brought them the most infamy.  They do not wear leather outfits, robes of concealment, veils or tunics.  They do not seek to hide their bodies either as their panther skin outfits are often quite scanty.  Some girls may wear gold or shell ornaments, such as necklaces, bracelets and armlets.  They are skilled hunters, employing the bow and spear, and may be quite proficient in the use of these weapons.  They also commonly carry a sleen knife and may also use clubs.  Panther girls though do not wield swords.  They use weapons more appropriate for their strength and abilities.
     Panther girls are arrogant and proud, having little respect for anyone besides themselves. They despise female slaves and will treat them with great cruelty.  They hate free women as well regarding all non-panther girls as weak and worthless.  They hate men but have more respect for them than for women.  Though panther girls are arrogant and disrespectful toward men, they do not call them "males" in the books.  The distinction between "males" and "men" does not really exist on Gor.  It is not a concept they understand so it would not be an insult they would use.  Panther girls sit cross-legged like men and will even do so at an exchange point knowing that men find it disrespectful.
     Panther girls attempt to capture and enslave any men who enter the forests.  Obviously they will avoid large groups of well-armed men, preferring to attack lone men or those in small groups.  If they do capture a man, they commonly shave a strip down his heads.  The strip is about two to two and a half inches wide and is done to humiliate them, to mark them as having been captured by a panther girl.  It is called the degradation stripe.  Men who escape from the panther girls may wear a hat to cover their shame until the hair grows back.  It is said "?that only weaklings, and fools, and men who deserve to be slave girls, fall slave to women." (Hunters of Gor, p.13)
     Panther girls may rape their male slaves and it seems very likely that they use slave wine. There is no indication of any pregnant panther girls or children living with the panther girls. Children would greatly interfere and hinder their lives.  As slave wine now lasts forever, or until a releasor is given, then only a single dose is needed at some point in their lives.  If panther girls were the maternal type, they would most likely never have fled to the forests.  Once the panther girls grow tired of their male slaves, they will usually sell them at the exchange points.
     Each band of panther girls will commonly have a semi-permanent camp, especially in the winter.  Each band will know the borders of the territories claimed by other bands.  The different bands do not get along well and there are often battles between the different groups. For the most part, these bands are small groups though there are a couple large ones.  A typical camp will consist of conical, thatched huts of woven saplings.  The camp will also be surrounded by a wall of sharpened stakes.  There will be a single gate, fastened with vines, to allow entry into the camp.  In the center of the camp will be a cooking hole, surrounded by a circle of flat stones.  During the day, while the panther girls are off hunting, the camps are largely empty until they return near dusk.  In the winter time, the camps will be busier much more of the time.
     Each band will also have a dancing circle located outside their camps, sometimes close though sometimes a few pasangs away.  This is commonly a clearing of grass, maybe twenty-five to thirty yards in diameter.  At one side of the clearing is a slave post, about five feet high and seven inches thick.  There are two heavy metal rings in this post, one about two feet off the ground and the other about three and a half feet.  On the top front of the post is a crude carving of opened slave bracelets.  In the center of the circle are four heavy stakes, about six inches high, that form a small but good-sized square.  At night, under the light of the three moons, the panther girls will dance naked and wildly, like slaves would, inside the circle. They dance when their suppressed womanhood becomes too much to handle.  Their need to dance becomes intense and they must dance or go mad.
     To many, this indicates the dichotomy of the panther girls.  Though they wish to act as men, their hearts yearn to be women, collared women.  Panther girls fear being enslaved by men but they cannot deny that part of them that desires to be a woman.  There is a panther girl saying that: "Any girl who permits herself to fall to men desires in her heart to be their slave." (Hunters of Gor, p.133)  But, it is also said by male Goreans that panther girls, once conquered, make incredible slaves.  "Indeed they make superb slaves. They bring high prices in the markets. They are only girls desperate to fight their femininity. When they are no longer permitted to do this they have no choice but to become marvelous women and slaves. A conquered panther girl is one of the most abject and delicious, and joyful, of slaves." (Beasts of Gor, p.240)  For this reason, many Gorean men come to the northern forests to hunt panther girls or to purchase them at the exchange points from male outlaws or even panther girls.  One band of panther girls is not adverse from selling captured panther girls from another band.
     As it is for all women, men have devised a myriad of ways to capture panther girls.  A number of these methods entail capturing panther girls at their camps.  Obviously, this first means that you must locate a panther girl camp and that is not always easy.  A simple, though lengthy method, is to besiege the camp.  Eventually, hunger and thirst may force the panther girls to surrender to their besiegers.  This is generally not a preferred method of capture.  Some men might set fire to a camp, forcing the girls to flee the safety of the camp.  This is very dangerous though as fire is not easily controlled.  A forest fire is a heinous crime on Gor and few men would attempt this method.  One of the bravest methods, one that requires much skill in stealth, is to attempt to enter the camp at night while the panther girls sleep.  Panther girl sentries must be the first girls captured and it must be done as silently as possible.  Then, a hut by hut search must be done, continuing to capture each girl as silently as can be done.  The less the amount of men used to do this means the more glory to the captors.
     At exchange points, panther girls will generally trade slaves and animal pelts for a number of items they desire.  They may also trade any items they acquired through the capture of men or slaves.  Panther girls often seek such items as candies, knives, arrow points, spear points, armlets, bracelets, necklaces, mirrors, slave nets, slave traps, and other types of slave steel. These are all items they cannot obtain from the forests.  Because there is little sugar in the forest, except in some berries, simple hard candies are very valuable to them.  Panther girls are not wealthy and live very simple lives.  They do not acquire much coinage and have little use for it even if they did possess some.  They also do not use mounts while in the forests.  Thus they have no need for tarns, tharlarion or kaiila.  Most of those animals would have difficulties operating in the dense forests anyways.
     Panther girls are not the same as talunas.  Though there are some similarities, the two terms are not interchangeable.  Taluna is not a word in the Gorean language.  It is from an inland dialect of the jungles near Schendi.  Talunas and panther girls have a number of cultural differences.  For more information on talunas, please see Education Scroll #49, Jungles of Gor.
     Men also come to the northern forests to hunt animals, not just panther girls.  Marlenus, Ubar of Ar, often goes to the northern forests on hunting expeditions.  There are numerous small game and birds that can be hunted as well as some larger game animals such as panthers, sleen, tabuk and tarsk.  Hunting is an exciting yet dangerous pursuit.  The addition of the predatory panther girls makes hunting even more dangerous in the northern forests.
     The forest panther is a tawny-colored animal that is very common in the forests.  Though they hunt largely at night they are not invariably nocturnal.  They will hunt whenever they are hungry or irritable.  Panthers will usually only attack men if provoked or if there are very hungry and there is no other prey around.  Though they are capable of climbing trees, they generally locate the scent of prey on the ground.  Spears and bows are the most common weapons used to hunt them.  This appears to be the prey of choice for panther girls though it is not the only animal they hunt.  There are many varieties of sleen on Gor, including a forest one.  The forest sleen is a large animal, either brown or black pelted.  More information on the sleen, and the other animals of the forest, can be found on Education Scroll #18, Animals of Gor.
     The northern forests can provide much excitement to your role-play.  Hunting expeditions are a primary activity in this region and the many dangers of the forests will make it even more thrilling.  The forests are also immense and can hide many different matters.  Escaped criminals may be hidden within its depths.  Lost treasures may be secreted away in its expanses. Interaction with outlaws or panther girls at exchange points or within the forests can also lead to enjoyment.  Don't restrict your role-play to taverns and cities.  Get out into the wilderness and explore the varied world of Gor.
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Scroll #22
THE PRIEST-KINGS (#22, Version 4.0)
     The mysterious Priest Kings are believed to be immortal and possibly gods. Extremely few people know the true nature of the Priest-Kings. Even almost all of the Initiates do not know their true nature. The Priest-Kings are worshiped by most Goreans, though the Lower Castes believe more in the divinity of the Priest-kings than do the High Castes. Many High Caste Goreans regard Priest-Kings not so much as masters but as potential allies. Gorean petitions and prayers to the Priest-Kings are very specific and practical.
     The Priest-Kings maintain their Sacred Place deep within the foreboding Sardar Mountains. The Sardar Mountains are a wild vastness, both taboo and perilous. They are dark mountains, often crowned with ice, and nothing grows on them. A palisade of black logs encircles the Sardar, with a single towering gate of black logs bound with wide bands of brass. There is also an invisible force shield that prevents all animals from entering the mountains. The force field may affect their inner ear and cause them to lose control of their bodies. Some Goreans who are old or tired of life journey there. Sometimes young rebels go there to lodge protests, but none have ever returned.
     Members of the Initiates stand guard at the gate to the Sardar. Male slaves must open the gate by wooden windlasses, a heavy burden. A huge, hollow metal bar tolls whenever someone enters the gate. The Initiates refuse few, if any, the right to journey into the Sardar. The path up the mountain is not difficult as there are well-worn paths and even stairs at points. There is even graffiti on the cliffs, left by previous visitors. It takes about four days to reach the primary entrance into the Sardar. This entrance is guarded by two white larls on chains. The chains can be shortened or lengthened by people inside the Sardar. A section of the mountain wall, about eight foot square, can roll silently back and upward to permit entrance. This entrance leads into the heart of the complex of the Priest-Kings.
     The Priest-Kings are an alien race with vast technological powers. Priest-Kings brought the planet of Gor to our solar system over two million years ago. It is alleged that their own sun was dying and they needed to relocate to survive. This relocation may have been done several times in the past. At one time, the Priest-Kings were rich and filled with life. After that phase of their existence, they entered a time when their arts flourished. Then for a long time, their only passion was scientific curiosity. Now, even that lessens and they enter darker times. There are presently less than one thousand Priest-Kings on Gor.
     For the most part, the Priest-Kings ignore most matters on Gor except for technology violations. They do protect both Gor and Earth from many of the predations of the Kurii.  For thousands of years, the Priest-Kings have been using space ships to transport people and items from Earth to Gor. These journeys are called the Voyages of Acquisition. They have also been keeping an eye on Earth, checking to ensure that it never becomes a threat to them. They have the power to protect Gor from being observed by Earth. If Earth ever became a threat, the Priest-Kings might limit it, destroy it or leave the solar system. Before Gor came to our solar system, other alien species were brought from other worlds to Gor.
     Priest-Kings resemble huge golden insects. They are nearly eighteen feet tall and about a yard wide. Like insects, they have six legs. Their two forelegs are lifted delicately in front of its body, almost level with their jaw, like hands. These forelegs are more muscular than its other four legs. They walk on four extremely long, slender, and four-jointed stalks. Priest-Kings move with a delicate, predatory grace. They can jump backward, up to forty feet. They can even walk on ceilings and walls. Each arm ends in four delicate, hooklike prehensile digits. The tips of these digits normally touch each other. There is also at the end of each foreleg, in a ball, a curved, bladed, hornlike structure that can spring forward. This is used as a weapon. There is also a small cleaning hook behind the third joint each foreleg that is used to comb its antennae.
     They have a great head like a globe of gold with eyes like vast luminous disks. The head has two fragile, jointed appendages that are long and covered with short quivering strands of golden hair. Their jaws move laterally. Their blood is a greenish fluid. Priest-Kings breathe by muscular contractions in the abdomen that suck air into their system through four small holes on each side of the abdomen, the same serving as exhalation vents. Usually, breathing cannot be heard unless you are close to a Priest-King.
     The eyes of Priest-Kings are compound and many-faceted, but they do not rely on them much. They are used as secondary sensors when information is not relayed by scent, their primary sense. Their antennae are their primary sensors. The antennae can also be used to detect sound vibrations but hearing is not of big importance. They do not draw a distinction between smelling and hearing. Thus they are not hampered by darkness. Priest-Kings have little or no scent of their own detectable by humans. But, there is an odor that follows them around. It is the residue of scent signals used by Priest-Kings in communicating with one another. The odor is slightly acrid, vaguely like the smell of an expended cartridge. The slightly acrid odor is a common property of all of their communications.
     Communication by odor has its benefits and detriments. An odor can carry much farther to a Priest-King than a man's shout to another man. Messages can also be left if not too much time has passed. A problem though is that your messages are open to anyone. The Priest-Kings have various devices to record messages for longer times. The simplest method is a chemically treated rope of clothlike material that can hold a message scent for some time. The Priest-Kings also identify themselves by scent. They wear their rank, caste and station by scent. Their specially prepared synthetic scents can last for thousands of years. Scent dots are a form of writing that is arranged in rows making a square. They are read starting with the top row from left to right, then right to left, and then left to right and so on again. Their language has 411 characters. Their phonemes number seventy-three while English has only about fifty. Their language is thus quite complex.
     Priest-Kings are usually sexless. Only the Mother of the Nest is female. In the last six thousand years, only one other female egg had been laid. The Priest-King called Sarm had destroyed all other female eggs prior to that time. A female egg resembles a gray rock, squarish but with the corners rounded. It is light and rather leathery, with a grained surface. Male Priest-Kings are only about twelve feet long, with long, slender, golden, translucent wings. In 10117 C.A., there is the first male born in eight thousand years. The Priest-king called Misk got the male egg about three hundred years ago. Male Priest-Kings have no names like the Mother, as he is seen as above such things as a name. He is not considered the Father either. There is never a Father of the Nest.
     Priest-Kings have eight brains, modifications of the ganglionic net. Priest-Kings learn by the use of mnemonic plates. The information is instilled into them by machines. These plates are standardized by the Keepers of the Tradition, which once was led by Sarm. The Priest-Kings have a penchant for complexity, regarding it as more elegant than simplicity. Their basic math begins with ordinal and not cardinal numbers. Cardinal numbers are viewed as more limiting. Their syllabrary and language is complex and they won't simplify it because then they might lose some beautiful signs.
     It is very difficult to slay a Priest-Kings with a sword. It would take many swings to do so. The best areas to strike are at the brain-nodes in the thorax and head. In the lower abdomen there is a dorsal organ which circulates the body fluids. But since the tissues are, on the whole, directly bathed in body fluid, injuring this organ would not produce death for at least a few Ehn. You must sever the ganglionic net to kill them. They can even regenerate lost limbs. Their own foreleg blades though can hurt other Priest-Kings. But, for over a million years, no Priest-King had ever killed another. This would change in the book Priest-Kings of Gor.
     Priest-Kings can stand absolutely still, an unnerving sight. No part of their body will move at all. Their body movements though can show their emotional states. Impatience may be signaled by a tremor in the tactile hair on their supporting appendages. Boredom or a wandering of their attention may be shown by their unconscious movement of their cleaning hooks. When they are hungry, an acidic exudate forms at the edges of their jaws. When they are thirsty, there is a certain stiffness in their appendages that is evident in their movements. Priest-Kings also eat and sleep standing as they never lie down. Priest-Kings cannot tolerate the sun.
     Priest-Kings spend a lot of time grooming themselves. Priest-Kings even clean each other. Their slaves may also groom them with a special grooming fork. They consider humans very unsanitary. Under the Sardar, humans are confined to certain areas of the tunnels for sanitary reasons. Priest-king slaves must bathe twelve times a day and this is called the "Duty of the Twelve Joys." They have washing booths, showers with a special washing fluid that contain a cleansing additive that is highly toxic to humans. These booths are found throughout the inside of the Sardar. It is interesting to note that the Kurii also enjoy grooming themselves.
     Priest-Kings have their own translators, small circular devices hung on their necks, that are more compact than Gorean ones. They can translate their language into Gorean and vice versa. Yet some Gorean words and actions do not translate easily for the Priest-Kings. Until Tarl Cabot came to the Sardar, Priest-Kings did not know what a laugh was. They now believe it may be like when a Priest-King shakes and curls its antennae. Priest-Kings don't have a word meaning friendship. There is "Nest Trust" but this is more of a communal notion. It is a sense of relying on the practices and traditions of an institution, accepting them and living in terms of them. Nest Trust means that Priest-Kings will not betray each other.
     The Nest is the name for the lair of the Priest-Kings beneath the Sardar. The Mother is the Greatest in the Nest, the only female. The High Priest Kings, also known as the High Council of the Nest, are the first five Priest-Kings that were born to the Mother. The First Born of the Nest was Sarm though he is now deceased. The Fifth Born of the Nest is Misk. The other three have previously succumb to the Pleasures of the Golden Beetle. Misk is over two million years old. The Priest-Kings say that "Only the Nest Matters" and "The Mother is the Nest and the Nest is the Mother."
     The Mother is unwinged and has a huge abdomen though a head and thorax of normal size. The abdomen, if it had been swollen with eggs, would be the size of a city bus. If it is empty, it would be collapsed and wrinkled. Her color is darker, more brown, with some black stains on her thorax and abdomen. Her antennae seem unalert and limp. The Mother at the time of the novel Priest-Kings of Gor was hatched before the stabilization serums were created so it has been difficult to retard her aging. She dies during this book.
     No one may see the Mother except the caste attendants and the High Priest Kings, except on the three great holidays. But even then, only Priest-Kings can view her, not the lesser races. The three great holidays are the Nest Feast Cycle of Tola, Tolam and Tolama. These holidays are respectively the Anniversary of the Nuptial Flight, Feast of the Deposition of the First Egg, and the Celebration of the Hatching of the First Egg. They occur late in the En'Kara or soon after that month. Slaves do not have to work on these holidays.
     On the Feast of Tola, Gur must be given to the Mother. Gur is a product originally secreted by large, gray, domesticated, hemispheric arthropods. In the mornings, these creatures feed on special Sim plants, vine-like plants with huge, rolling leaves. At night, they are milked by slaves. Gur for the Feast is kept for weeks in the stomachs of specially chosen Priest-Kings. The Priest-Kings hang upside from the ceiling, storing the Gur in their swollen abdomens. Eventually, the Gur is thrown regurgitated into golden vessels held by special humanoid slaves, the Gur Carriers.
     The Gur Carriers have torsos smaller and rounder than a human. Their legs and arms seem extraordinarily long. Their hands and feet are unusually wide. Their feet also have no toes but are disk-like, fleshy cushions on which they pad silently. On their palms is a fleshy disk. Their hands and feet can exude a secretion that allows them to walk on walls and ceilings. Their eyes are very large, perhaps three inches wide, and are round, dark and shining. They are mutations bred long ago for service in the dark tunnels and now have been preserved for ceremonial purposes and tradition.
     In the Nest, all humans are slaves and are called Muls. There are other nonhuman species that are also muls. Humans have shaved bodies, except for their eyelashes. They wear purple plastic tunics, ironically the color of Ubars. Few muls wear collars. It is considered the greatest joy of Muls to love and serve Priest-Kings. Friendship between Muls is forbidden. Theft, except for some salt, is unknown in the Nest.
     The primary food for Muls is Mul-fungus. It is an extremely bland, pale-whitish, fibrous vegetablelike matter. The Priest-Kings eat a similar fungus and the main difference is the smell and maybe being a bit less coarse. Muls eat four times a day. The first meal is Mul-fungus ground and mixed in water forming a porridge of sorts. The second meal is fungus is chopped into rough two-inch cubes. The third meal is fungus minced with Mul-Pellets and served as a sort of cold hash. Mul-Pellets are some type of dietary supplement. Their final meal is fungus pressed into a large, flat cake and sprinkled with a few grains of salt.
     Besides Muls, there are other non-human creatures in the Nest that are not considered slaves. They are called Matoks, a designation for a creature that is in the Nest but is not of the Nest. One type of Matok is the Slime Worm. This is a long, whitish, wormlike animal that is eyeless. It has a small red mouth on the underside of its body, and inches its way along hugging the angle between the wall and floor. It was designed to be used as a sewerage device but has not done so for thousands of years. It presently scavenges on the kills of the Golden Beetle. Another Matok is the Toos, a crablike creature covered with overlapping plating. It lives on discarded fungus spores. There are some diseased Muls who have diseases that won't affect the Priest-Kings. These diseases are also considered Matoks.
     One of the most unique and dangerous creatures in the Nest is the Golden Beetle, that lives in the unlit caverns beneath the Sardar caves of the Priest-Kings. This is an insect the size of a rhinoceros. Its back seems divided into two thick casings which once long ago might have been horny wings but which have fused into a thick, immobile golden shell. It has glowing eyes and its head can almost withdraw beneath the shell. It can still use its jaws when its head is beneath the shell. It has two multiple-hooked, hollow, pincer-like extensions that meet at the tips about a yard beyond its body. These suck a creature's fluids out. Its antennae are very short, curved and topped with a fluff of golden hair. There are also several long, golden strands that extend from its head over its domed back and fall almost to the floor behind it. Its bite has a paralytic venom. It hisses and can move fast but only for a brief time. Its greatest weapon is that it exudes an odor, somewhat oppressive, that induces sleep in people nearby. This is even effective on Priest-Kings. Its primary food is Priest-Kings. It lays its eggs, each about the size of a fist, in a host. The egg has leathery shell and the baby is the size of a child's turtle. The host will not die if the eggs are removed before they hatch.
     The Priest-Kings consider it a great crime to kill one. Priest-Kings will not resist the lure of the Golden Beetle and many have died by them over millions of years. Some Priest-Kings who tire of living seek out the Beetles to meet their final fate. During the Nest War, a large number of Beetles were released and they killed numerous Priest-Kings, including Sarm.
     The Priest-Kings possess fantastic technological marvels. They have had millions of years to research and develop such items. Their technology is greater than that of the Kurii. The Priest-Kings have been able to hold off the Kurii from conquering Gor and Earth for about twenty-thousand years. It should be noted though that the present Kurii are not as technologically advanced as they once were. The apex of their technology was about forty twenty thousand years ago and was largely destroyed during their internecine wars.
     Priest-Kings discovered the secret of cell replacement without deterioration. This is similar to the Gorean stabilization serums but much better. Unless they meet with injury, accident or the Golden Beetle, they cannot die. Some Priest-Kings are over one million years old. The oldest Gorean on the other hand is at best about five hundred years old. Priest-Kings do not believe in an afterlife. They know the Nest will go on though so they do not fear death. They do not even want to live forever because they feel that then the Nest would be eternal and it could not be loved the same.
     One Priest-King, Kusk, has discovered ways to create humans. In one method, he synthesized a human, forming it molecule by molecule over a period of two hundred years. It was built during his leisure from his serious biological investigations. Genetic manipulation, artificial control and alteration of the hereditary coils in gametes can also be used to create humans. They consider it immoral though to synthesize a Priest-King.
     The Priest-Kings use manned and unmanned spaceships for a variety of reasons. Some are used in their voyages of acquisition. Others are used to defend the planets from the ships of the Kurii. Others are used to monitor Gor and Earth. Their spaceships are different from the Kurii ships. Priest-King ships are larger and silver colored. Kurii are smaller and black colored. And, Kurii ships have observation apertures which Priest-King ships lack.
      Priest-Kings have a brain scanner that can record the patterns of your brain and your memories on a metal plate. It actually records three-dimensionally the microstates of the brain. If it is done well, the result becomes better than a fingerprint. They have even developed a partially gravitationally resistant metal. This is used to create transportation disks for within the Nest.
     The Priest-Kings even have some incredibly deadly and destructive weapons stored away. One such weapon is a silver tube that is a charged, cylindrical weapon that uses principles like the Flame Death mechanism. They had been encased in plastic quivers for centuries. But once opened, they were as ready to use as if they were new. They were used by Sarm and his allies in the Nest War. Another weapon used during the Nest War involved gravitational disruption. This is forbidden even to Priest-Kings as it could destroy the planet. That type of weapon almost destroyed Gor.
     Priest-Kings of Gor details Tarl Cabot's visit with the Priest-Kings and the Nest War that occurs at that time. There is a rivalry between two of the High Priest-Kings, Sarm and Misk. Misk is hiding a male Priest-King, the first one born in 8000 years. Sarm would kill the male Priest-King if he knew where he was. The Mother is dying and the Nest is endangered. There is a female egg that has been hidden away as well. Sarm would like to seize control of the Nest. The Mother wants Tarl to help the Nest by locating the female egg that is now outside the Sardar. After her death, the War of the Nest begins as Sarm and his allies attempt to destroy Misk and his allies. Misk is greatly outnumbered at first but the Muls and Gur Carriers ally with Tarl and Misk. Sarm uses ships with gravitational disruptors, releases diseases and unleashes over two hundred Golden Beetles to destroy Misk. Sarm is eventually defeated but not before he tries to destroy the Power Plant and all of Gor. Sarm is killed by a Golden Beetle.
     After the Nest War, there are few slaves in the Sardar, except for those who betrayed Misk during the war. The Scanning Chamber is inoperable for a time. The Priest-Kings are weakened and though rumors reach the Kurii, the rumors are not fully believed. The Priest-Kings must rebuild much and it is unknown their present status.
     Priest-Kings prefer humans to live in isolated communities. This makes it easier to observe men and prevent the development of science that could become a threat. Sometimes, the Priest-Kings destroy a random city to teach the might of the Priest-Kings and to encourage obeying their laws. The Priest-Kings also enforce their Technology and Weapon Laws to control Gor. They have a series of spaceships that monitor the surface of Gor for violations. If they locate a violator, he receives the Flame Death. A blue flame disintegrates that person.
     Though the Priest-Kings protect the Earth from the Kurii, they feel that the Earth will destroy itself within a one thousand years. It is difficult to recruit Gorean men to work on Earth so natives are used by Priest-Kings and Kurii. It is unknown why the Priest-Kings did not do more to limit Earth's technological development. It may have been a matter of inadequate resources, not enough to monitor two planets.
     On Gor, the Priest Kings have numerous agents working for them. Most do not know many other of the agents as a security precaution. The majority of agents are engaged in surveillance and intelligence. The house of Samos in Port Kar is a headquarters which many agents report to. It also coordinates and directs agents. It is a clearing house for information which goes to the Sardar. There are likely other such headquarters, with lower profiles. The primary purpose of these agents is to monitor Gor. This monitoring is to protect against the Kurii, technology violations and much more. Tarl Cabot is the most famous of their agents though currently the Priest-Kings wish him captured for unknown reasons.
     People say that the Priest Kings bring a warrior to Gor every thousand years to change the world. Tarl Cabot was brought to Gor to do so. He was tested by being sent against Ar and then tested again by being asked to recover the female egg of the Priest-Kings. He has also fought against several plots of the Kurii. But, out of honor and the camaraderie of warriors, he chose to warn a Kur general of an assassin squad out to kill him. That caused concern amidst the Priest-Kings and they asked for Tarl to be brought to them, calling him a traitor. That storyline has yet to be resolved.
Partial Description of Areas in the Nest:
1. Most of the Nest is lit by energy bulbs for the non-Priest-Kings in the Nest. Priest-Kings do not require lights.
2. The primary entry hall leads to a large, plain room. The ceiling has a perfect dome, at least one thousand yards in diameter. It is made of a unknown transparent substance and the sky can be seen above the dome. In the room is a high dais, with nine steps, and on this is a large throne carved from a single block of stone. A tile ring surrounds the throne. The ringed has a force field that burns with a great heat. A spear thrown at it explodes in a burst of heat and all that is left is some soot and drops of melted bronze. There is a secret passage behind the throne.
3. Three gongs are rung to signify nighttime in the Nest. At that time, the energy bulbs are dimmed and the Priest-Kings walk the halls. This is a frightening time for some of the muls.
4. There are Chamber Slave rooms that are about forty feet square. Each such room contains a slave who must remain in the room. Outside each room is a number which is the number on the slave's collar. She is the slave of whoever is in the room. They wear long white gowns. The rooms include a stone sleeping platform, about twelve feet square, with sleeping belts, sheets of silk and a couple silk cushions. The walls are of plain dark stone with energy bulbs. At least one of the bulbs contains a spying device to monitor the room. There are no windows or doors. There is only an open portal about twelve feet wide and eighteen feet high. Each side of the portal has three rounded red domes, each about four inches wide. When a slave in the room gets to within a yard of the portal, the domes glow. If the slave tries to pass through the portal, she will die horribly. The domes can even detect through metal. But, they can be smashed and broken so they won't work anymore. There are usually two or three large chests in the room. There is a drain in one corner. A glass disk in the wall operates the water. When you move your hand past it, water emerges from a concealed aperture. The speed of your hand determines how much water you get. You get hot water by moving your hand left to right and cold water the other way. You can also wave your hand to open a circular panel where dirty towels are placed. There are storage areas for food similarly hidden and opened. Food is stored in a foil of blue plastic.
5. The Hall of the Chamber Slave rooms is lit with energy bulbs. The rooms are about fifty yards apart and staggered so the girls cannot see each other. Most of the rooms are usually empty.
6. There is an elevator on the first level of the complex that descends to the tunnels of the Priest-Kings. The elevator travels for four to five minutes. It ends on a high, railed platform overlooking a vast circular artificial canyon lined with bridges and terraces. In the canyon and on the terraces are many geometrical structures of various sizes, colors and illuminations. Some have windows and others have many levels. There are many tunnels that lead out of the canyon. This area is the beginning of the Nest. A great ramp spirals down from the elevator to the canyon floor.
7. The scent-tape room is a long room and its walls are covered with thousands of tiny illuminated knobs. Priest-Kings pull out the knobs, which are attached to slender cords, and pass them between their antennae. They then can read the messages there.
8. The dissection chambers are the place where slaves go to die as punishment. For certain offenses, muls are given a record scar. If you acquire five scars, you are sent to be destroyed. The scar is put on your scent tape and an odor on your tunic.
9. The Hall of Processing is used to protect the Nest from contamination. There are several doors down the hall, each with the outline of a certain creature. There are scent dots on the top of each of those doors to identify the type of creature that must go through that door. Each door is for a different species. When you step through a door, the first room you encounter is a large, bleak chamber coated with plastic. It is bare except for several metal disks in the wall at one end and a transparent shield. A Priest-King watches through the window, the disks slide upward and metal arms come out. The metal arms grab and hold you while other arms strip your clothes and force a laxative pellet into your mouth. You are then put into a metal cage with a double floor. The higher one consists of narrow bars and you sit on wide mesh. The lower has a white plastic tray. Within two or three minutes, your bowels void into the white tray. The tray is then taken away. Your cage is then moved on a track through an opening in the right wall. The cage is submerged in various solutions of various temperatures and densities. It is then blasted with hot air. Finally, it is bathed in wide-beam rays of colored lights which kill various organisms that can infect the Priest-Kings. The last known instance of these organisms though was four thousand years ago.
10. In the Scanning Room, a few hundred Priest-Kings man the scanners to watch over all of Gor. Patterns of small ships, not satellites, invisible from the ground, beam information to the Priest-Kings. The ships are in the atmosphere which helps their reception rather than a satellite from space. They do random scanning patterns. The Flame Death equipment is also kept in this room. This room is a long chamber and built on four levels.
11. There is a vivarium there, a zoo of Gorean animals and creatures from other planets. Some of these creatures are specially bred here.
12. The Fungus Chambers and the Pastures are where mul-fungus is grown and processed as food for everyone in the Nest.
13. The power source of the Nest is a great machine where the basic energy for the Priest-Kings is generated. It is a great transparent blue dome housing a huge, crystalline reticulated hemisphere. It emits a bluish, combustive refulgence. The dome is surrounded by walkways of paneling and instrumentation that are adjusted by the Priest-Kings.
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Scroll #23
THE THREE PILLARS OF GOR (#23, Version 5.0)
     Effectively understanding the Gorean mindset requires an understanding of the differences between Gorean society and Earth society.  Civilized Gorean society has three primary societal institutions that differ from most of Earth.  By civilized Gor, I mean the cities, towns and villages of Gor.  It does not include the barbaric lands of such people as the Torvaldslanders, the Wagon Peoples, the Red Savages, or the Red Hunters.  These three differences permeate Gorean society and make it a vastly different world from Earth.  They are not the only differences but they are very important matters and may be difficult for Earth people to understand.
     The three pillars of civilized Gor are the Homestone, Caste System and Slavery.  Each one of these items is essential to Gorean society.  Earth has nothing like the concept of the Homestone.  The patriotism of the United States as evidenced by the American flag is a pale comparison to the Home Stone.  India is one of the last bastions on Earth with a caste system though it is still very different from the system used on Gor.  Slavery exists in some corners of Earth but no where even close to the extent it exists on Gor.  Understanding these three areas will enhance comprehension of the Gorean mindset.  You will be able to think and act more Gorean for either your role-play or real-time.
Home Stone:
     "Do not ask a Gorean what the Home Stone means because he will not understand your question. It will puzzle him. It is the Home Stone." (Magicians of Gor, p.485-6)
     To define the concept of a Home Stone is a difficult task.  It is a cultural concept that resists definition by outsiders and needs no definition within its own society.  "It is not a word, or a sentence. It does not really translate. It is too important, too precious, to mean. It just is." (Magicians of Gor, p.485)  A Home Stone has very deep meaning to a Gorean.  The very word "Gor" means Home Stone in all of the languages of Gor.  I shall try to give one an idea of the basics of a Home Stone though this will be insufficient in actually truly defining the idea.
     Goreans view their cities as almost living things.  They see a city as an entity with a history, tradition, heritage, customs, practices, character, intentions, and hopes.  To be "of" a city gives a person a sense of immortality though Goreans know that even a city can be destroyed.  This love of their city is invested in the Home Stone, that in many respects is the very soul of a city. The Home Stone is a valuable symbol of sovereignty and territory.
     Home Stones can be of various shapes, sizes, and colors.  There is no standard for them. Some are intricately carved while others simply have a single letter etched into them, the initial letter of the city.  Some large cities have small stones of great antiquity.  The Home Stone of Ar is accepted by tradition as being the oldest Home Stone on Gor.  It is allegedly over ten thousand years old.  Other cities have only recently acquired a Home Stone.  Port Kar acquired a Home Stone in 10120 C.A.  A rock was picked up from one of the streets, Tarl Cabot etched the initials of the city into it and the people accepted it as their own.
     Long ago, in peasant villages, each hut was built around a flat stone placed in the center of a circular dwelling.  The stone was carved with the family sign and called the Home Stone.  Each peasant within his hut thus became a sovereign.  Later, Home Stones were used for villages, then towns and cities.  In the villages, the Home Stone was commonly placed in the market area.  In most cities, it is usually placed freely in the top of the highest tower, though it is well guarded.  All it takes to have a Home Stone is for someone or a group to choose to have one.
     There is no clear origin for Home Stones though there are several mythical accounts.  One of the most popular legends involves Hesius, the mythical first man of Gor.  Hesius once performed great labors for the Priest-Kings and was promised a reward greater than gold and silver.  When he finished his toils, he was presented with a flat piece of rock with a single character inscribed upon it, the first letter of the name of his home village.  Hesius confronted the Priest-Kings, feeling that he had been cheated.  They told him that this item was truly more valuable than gold and silver and was called a "Home Stone."
     Hesius brought the Home Stone to his war torn village, placed it in the market and told them what the Priest-Kings had said.  A wise man stated that it must be very valuable if the Priest-Kings had so spoke.  The warring factions wanted to know who's stone it was.  Hesius told them that it belonged to all of them.  All of the factions then put their weapons away and peace came to the village.  This village was named Ar.
     Where a man sets his Home Stone, he claims, by law, that land for himself.  "The Home Stone says this place is mine, this is my home." (Magicians of Gor, p.485)  There is also a hierarchy of Home Stones.  Men who would fight each other over an acre of land will join together to protect their village or city.  "The sharing of a Home Stone is no light thing in a Gorean city." (Slave Girl of Gor, p.394)  The common bond of a Home Stone unites such people and they will support and protect all those who share their Home Stone.  Some hope or dream of a single Supreme Home Stone for all of Gor.  Others believe that the Priest Kings already have such a Stone and it is the source of their power.  "A palace without a Home Stone is a hovel; a hovel with a Home Stone is a palace." (Slave Girl of Gor, p.142)
     The Home Stone is the center of various rituals in each city such as the Planting Feast of Sa-Tarna in Ar.  Each city has a citizenship ceremony where children, who reach intellectual majority, swear an oath of allegiance to their city while touching or kissing the Home Stone. This ceremony may also require vouching by existing citizens.  Another requirement may also be a questioning by a committee of citizens to determine your worthiness to the city. Nonperformance of this ceremony can be cause for expulsion from the city.  You can renounce your Home Stone and change your citizenship to another city but this is rarely done.  You cannot be a citizen of a city without pledging yourself to its Home Stone.  You cannot belong to two Home Stones of different cities either.
     You may have multiple Home Stones due to the hierarchical nature of such items.  But those Home Stones must fit within the hierarchy to be acceptable.  That is why you cannot belong to the Home Stones of two different cities as that would be outside the hierarchy.  You could have your own personal Home Stone and also belong to the Home Stone of your city.  If you once lived in a town or small city that was subsumed into a larger entity, such as Tetrapoli, then you muts also have a Home Stone for the town or small city as well as the larger entity.  Thus, you might belong to three Home Stones.
     Stealing a Home Stone is a heinous sacrilege and punishable by the most painful of deaths. It is also the greatest of glories to steal one from another city.  In Tarnsman of Gor, Tarl Cabot steasl the Home Stone of Ar.  This earned him glory in the eyes of many though the city of Ar wished him to die horribly.  Even when Tarl and Marlenus become almost friends, Marlenus cannot forgive him for the prior offense of stealing the Home Stone.  As Ubar, Marlenus could never do so.  The theft of a Home Stone does not automatically signal the death knell for a city.
     While a Home Stone survives, then so does the city.  When Koroba was destroyed by the Priest-Kings, Matthew Cabot retained the Home Stone, thus still keeping the city alive.  Even though all of its people were scattered all over Gor and no building stood on the spot where the city once was, the survival of the Home Stone ensured that the city was still living.  Ko-ro-ba was later rebuilt around its Home Stone at its same location.
     Stealing a Home Stone is not an easy task as it engenders great reservoirs of strength in those who belong to it.  "One does not lightly dispute the passage of one who carries his Home Stone." (Nomads of Gor, p.1)  Even a trained warrior would be very wary of a mere peasant who was carrying his Home Stone.  The loyalty and pride in your Home Stone seems to release the floodgates of hidden strengths.  When it is directly threatened, a Gorean is able to overcome many obstacles to ensure its safety.
     A Home Stone unifies the people of a city.  It is more important than caste prejudices or other forms of prejudice.  It inspires intense loyalty, great enough that everyone would die to protect it.  There is a popular Gorean saying that: "One who speaks of Home Stones should stand for matters of honor are involved." (Tarnsman of Gor, p.27)  This is taken to an extreme where a man might be killed who does not stand when he speaks of his Home Stone. There is no symbol on Earth which has a similar function to a Home Stone.  Patriotism to our flag is but a pale analogy to the Home Stone.  Flag burning would horrify Goreans who would treat it as a capital offense rather than an exercise of free speech.  Goreans look down on Earth because it has no Home Stone.  Thus there is no reason why Earth people cannot be enslaved.
     In your role-play, you should try to put your Home Stone in its proper perspective.  You should love your city and be intensely loyal to it.  You should be proud of your city.  You should participate in matters important to your city.  You should unite with your fellow citizens against intruders and outsiders who threaten your city.  Warriors will defend their city and Home Stone to the death. Take an active role in your city and make it worthy.
Caste System:
     Gorean society has a firmly established Caste System and almost all Free Persons belong to a Caste.  The Caste system is a vital component of civilized Gorean society.  In its most basic form, a Caste is your profession though there is much more involved than that.  Your Caste defines your codes of conduct, generally limits those you interact with, sets your place within the Gorean hierarchy, and so much more.  Your Caste defines much of who you are on Gor, far more than any job on Earth ever would.
     There are three basic categories outside of the caste system: Priest-Kings, outlaws and slaves.  Priest-Kings are the "gods" of Gor and live hidden away in the Sardar Mountains.  A man who refuses to practice his livelihood or strives to alter status without consent of the Council of High Castes is by definition an outlaw.  Outlaws belong to no city and usually live hidden in the forests, mountains or other isolated areas.  Outlaws do not have identifying devices on their garb.  Most cities will impale outlaws if they try to access the city gates.  There are few outlaws on Gor as being cut off from Gorean society so to such a degree is a great onus.  Slaves are considered property and have no status in the caste system.  Any Caste they once had is stripped from them when they are enslaved.
     There are also some peoples who do not fall into these three primary exceptions but are still outside the caste system.  There are some people who have lost caste or been deprived of caste for various reasons.  Some are born outside of the caste system.  A few occupations are not traditionally associated with a caste, like gardening, domestic service and herding.  There are also cultures and peoples on Gor without any caste system.  But these peoples are traditionally considered barbarians and not a part of civilized Gor.  These include such cultures as the Wagon Peoples, Torvaldslanders, Red Savages and the Tribesmen of the Tahari.  All of these people are not considered outlaws though and are able to enter cities realatively freely.
     Caste is primarily governed by birth.  Children take on the caste of their father.  If the mother does not share the caste of the father, there might be a problem if their Free Companionship eneded.  In this case, it makes sense that the children would remain with the father as the children belong to his caste.  Caste is far too important a matter to let the children go off with someone not of their caste.  If mother and father shared caste, then the children could go with either parent.  The books though do not make clear what happens to children when a Free Companionship ends.
     The Caste system has little upward mobility though the opportunity does exist.  Changing your Caste is generally not an easy task.  Free Companionship is one method for free women to change their caste.  Normally, relationships remain within the same caste.  But, if of mixed caste, the woman can keep her own caste or take her partner's caste.  This can serve to raise her caste.  Generally, a woman would not change her Caste to a lower one.  Though her Caste changed, the woman could not fully practice her new Caste until she had been properly trained and met all other prerequisites.  Another way for man or woman to change is their caste is through a showing or lack of ability.  This can serve to either raise or lower your caste.  To lower your Caste through a lack of ability, the High Council of the Caste would have to make that decision.  To raise your caste or willingly change caste, the High Council of the city must approve the change, based on your qualifications for the new Caste and the willingness of the new Caste to accept you.  Women are promoted and demoted by the same criteria as men though it varies from city to city.
     To most Goreans though, it is unthinkable to alter their caste.  Most Goreans are proud of their caste, even peasants and laborers.  It is recognized that all, or at least most, castes perform necessary, useful or commendable tasks.  Their skills are appreciated by others and not generally looked down on.  Each caste views itself as special in some way.  Each Caste has its place and worth in Gorean society.  Metal Workers state: "Where would the dwellers of cities be without us?" (Dancer of Gor, p.293)  This is a way of saying that their skills are essential for civilization.  Even the lowest Caste, the Peasants, consider themselves the "Ox on which the Home Stone Rests."  They are the ones that provide the food for all other Castes.
     Despite this respect for the place of each Caste within Gorean society,  Caste discrimination is very common.  "Language and city, and caste, however, are matters of great moment to them, and provide sufficient basis for the discriminations in which human beings take such great delight." (Beasts of Gor, p.156)  Entertainment and Free Companionships generally follow Caste lines.  There are paga taverns that cater to the different Castes and a Peasant would not dare enter a High Caste tavern.  Many Castes will not use the Long Bow because it is seen as a Peasant weapon and beneath higher castes.  The Double Knowledge is a method of discrimination meant to keep the Lower Castes in their place.  The Low Castes are generally not permitted to vote or be on the High Councils.  The Castes are ranked from Highest to Lowest which alone signifies that some are better than others.
     Castes are divided into High Castes and Low Castes.  There are only five High Castes and include Initiates, Scribes, Builders, Physicians and Warriors.  Each has its own color, respectively white, blue, yellow, green, red, which is also their ranking of order of importance. The High Castes elect the Administrator and Council of a city for stated terms.  There are subcastes of some of these castes.  For example, cartographers and lawyers belong to the Caste of Scribes.  The Lower Castes includes all the other established castes.  These includes such castes as assassins, bakers, bleachers, carriers of wood (woodsmen), charcoal makers, cloth worker, cosmeticians, dyers, goat-keepers, growers of rence, leather workers, metal workers, musicians, peasants, potters, saddle makers, singers (poets), smiths, tarn keepers, vintners, and weavers.  There are many more castes and some subcastes.  These castes are also ranked in order of their importance with peasants at the bottom of the ranking order.
     Each caste has its own Caste Code to govern the conduct of its members.  "The ethical teachings of Gor, ?,amount to little more than the Caste Codes---collections of sayings whose origins are lost in antiquity." (Tarnsman of Gor, p.40-41)  Unfortunately the books provide little details on the Caste Codes for each different Caste.  Only the Warrior Caste receives any siginificant details on its Caste Codes.  These Codes are vitally important to the Caste members and are generally followed by all.  "It is the codes which separate men from sleen and larls," (Slave Girl of Gor p.227)  Failing to follow the Codes could lead to sanctions from your Caste.
     Belonging to a Caste also gives you certain privileges.  Charity is administered through the caste structure.  Goreans do not favor begging and some even view it as an insult. When charity is in order, the caste or clan comes to the rescue.  Caste Sanctuary, the protection of caste members in times of need, is another privilege.  A Caste protects its own members and they form a cohesive unity.  Caste rights are a matter of birth and you are entitled to them automatically, even if you never practice your caste work.
     One commonly cannot practice a craft in a Caste until an apprenticeship is done though you might be able to do some subsidiary work in that craft without such practice.  A Metalworker, who has not completed his apprenticeship, might be able to paint iron or transport it though he could not work the iron.  An apprenticeship helps to guarantee the quality of the Caste's products and services.  Thus a Caste will consist of full working members of the Caste, members in training, and non-practicing members.  Women of a caste often do not engage in caste work.  Women generally do not work in Castes where physical strength is required.  For example, women of the Metal Workers do not commonly work at a forge and women of the Builder's do not supervise the construction of fortifications.
     But, women do commonly work as Scribes and Merchants.  There are even female slavers. Another notable exception is that of the Physician's Caste.  The Physician's Caste though does restrict women in one way.  The Caste will not permit a woman to practice medicine until she has first born two children.  In many cities, at age fifteen, a woman of the Physician's Caste dons two bracelets.  One is removed for each child born, and when both are removed, she is allowed to practice medicine.  The reason behind this is that it is understood that professional women tend not to reproduce themselves.  This would serve over time to diminish the quality of the caste.  Thus, the rule helps to preserve the future of the caste.
     The future of the caste is vitally important to Goreans.  The welfare of the caste takes priority over the ambitions of specific individuals.  The welfare of a larger number of individuals is more important than the welfare of a smaller number of individuals.  Caste is crucially important to Goreans in ways that those of Earth cannot easily comprehend.  The importance of the caste to Goreans cannot be underestimated.  Thus, the logic behind this restriction on women in the Physician's Caste should apply as well to the Warrior Caste.
     Why would the Warrior Caste allow women to risk their lives in combat?  There would be more women dying in combat which would lead to fewer births.  In addition, dead women could not raise their existing children.  Goreans would not want their children to grow up with mothers.  This would all diminish the quality of the caste over time.  With the welfare of the caste at stake, Warriors would not permit women to engage in combat.  In addition, women would not want to endanger the welfare of the caste so they would accept their role in the Caste.  This may be one of the strongest single arguments against female warriors.
     There are a number of key differences between the High and Low Castes.  First, each learns a different type of knowledge concerning their world.  The Low Castes learn the First Knowledge that is a simpler knowledge with a number of falsehoods and half-truths.  They learn that the world is flat and are not taught of the existence of Earth.  The High Castes have the Second Knowledge.  They know about Earth and most of the true information about Gor though they know little of the true nature of the Priest-Kings.  Most of them would have uncovered these truths on their own anyways.  There is a Third Knowledge belonging to the Priest Kings, a knowledge of the many secrets of Gor.
     The Low Castes are also very superstitious normally.  They are reluctant to reveal their true names.  They thus have both a use name and a real name.  Often only close relatives know their real name.  High Castes usually use their names freely though the Lowers believe they have use names.  Knowing a real name supposedly gives one power, a capacity to use the name in spells and insidious magical practices.  Many of the Low Castes believe in magic and that some people can read thoughts.  They believe the stories of the wizards and monsters of Anango.
     There is an accent that differentiates the High and Low Castes, though some of the higher artisan castes speak almostlike the High Caste.  Illiteracy is common on Gor and is not taken as a mark of stupidity.  Literacy usually follows by caste lines and many Goreans of the Low Castes cannot read.  Even some of the High Castes, primarily warriors, may be illiterate.  Some warriors feel that they should not be literate so they hide the fact that they can read.
     The caste system is vital to the proper functioning of Gorean society.  The caste system contributes considerably to the stability of society.  It reduces competitive chaos, social and economic, and prevents the draining of intelligence and ambition into a small number of envied, prestigious occupations.  By making each Caste important and instilling an attitude that the good of the Caste outweighs individual ambitions, people tend to remain in their Caste.  Gorean society is not a battle over climbing a social ladder.
     In your role-play, you should be proud of your caste and participate in Caste matters such as Caste leader elections.  Goreans care about the future of their Castes.  They place their personal desires below the welfare of their caste.  If you are a Low Caste, remember the differences from the High Castes.  Remember that you only have the First Knowledge and are likely illiterate.  Respect those of Higher Caste than you. Follow your Caste codes.
Slavery:
     On Gor, slavery is a complex institution, with its hundreds of aspects and facets, legal, social, economic and aesthetic.  It is an ancient institution with a lengthy history of development. Gorean mythology even provides a story justifying the creation of slavery.  Long ago, there once was a war between the men and women of Gor.  The women were defeated.  But, the Priest-Kings did not want all of the women killed so they made them beautiful.  But as a price for their beauty, the Priest-Kings decreed that they would forever be slaves to men.
     Long ago, there were a series of wars called the Slave Wars.  They occurred among various cities in the middle latitudes, off an on, for over a period of about a generation.  Though the wars involved large-scale slaving there were other causes too, like the levying of tribute and control of trade routes.  Much of the merchant law about slaves grew out of these wars.  The wars also developed some of the standardization of the slave as a commodity.
     Goreans view slavery as a natural institution.  Slavery has its basis in the biological differences of men and women.  Male dominance is pervasive among mammals and universal among primates.  Men see it as their right to be dominant.  Many women also feel that is true. Female slaves are normally very satisfied in their bondage.  Though initially they may rebel at the idea, they eventually grow to revel in their slavery.  Feminism does not really exist on Gor. There are very few Goreans who wish an end to slavery.
     Slavery is an important part of the economic fabric of Gorean society.  The business of slavery keeps many castes working.  From Metalworkers who create slave steel to Perfumers who make slave perfume, almost every caste benefits from slavery.  Even Peasants benefit by using slaves as beasts of burden.  Slaves perform many tasks on Gor, from the fields to the cities.  Without the institution of slavery, there would be a vast economic hole in Gorean society.
     The primary thing to consider is that slavery was not instituted solely to bring pleasure to men.  Slavery has many other effects throughout society.  Do not think only about paga slaves. Think of the many kettle and pot girls out there working.  Think of the slaves to peasants toiling in the fields.  Think of the state slaves cleaning the streets and working in the public laundries. Slavery is a vast entity with many aspects.  Slavery is about far more than just sex.
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Scroll #24
GOREAN DIFFERENCES (#24, Version 4.0)
     There are a number of differences between Goreans and people of Earth. Some of these differences are subtle but have great impact. Most of these differences can be used to enhance your role-playing, to make you more Gorean. I have rarely seen a number of these differences used by Gorean SNs. Too many people role-play their character like someone from Earth. My goal is to list and explain a number of these differences and give players a better idea of what it means to be Gorean. Hopefully, players will begin to use some of these items to make more realistic Gorean characters.
1. Most of the differences of Earth people and Goreans are primarily cultural rather than biological or genetic. Many Goreans are descended from Earth stock. Goreans tend to be more physically fit and mentally acute, though not essentially superior, only provisionally. The primary differences are subtle and psychological. Earth men are more timid, vacillating, repressed, and subject to more guilt and anxiety.
2. The first word an Earth baby learns is commonly "no" while the first word a Gorean baby learns is "yes." This reflects a very basic difference in the philosophies of earth and Gor. Earth is based upon the denial of human nature. Gor is based upon its fulfillment. They welcome their instincts. Gor accepts the biological differences of men and women. Male dominance is pervasive among mammals and universal among primates. Gor accepts and embraces this concept. Earth chooses to ignore and repress this concept, embracing equality for all.
3. Gorean morality is based on inequalities, that individuals are quite different in many ways. It is a morality of masters. This morality is bent toward conquest and defiance. It encourages honor, courage, hardness and strength. The morality of Earth is a morality of slaves saying that we are all equal. The object of Gorean morality is to make people free and great.
4. Goreans, in general, regard many things in a much more intense and personal way than Earth men. Earth sees their world as essentially dead but Goreans think it is essentially alive. They pay attention to their environment and care for their world. They love nature and scenery and often know the names of various plants and animals. Goreans view forest fires with great horror. One who starts a forest fire is hunted down and burnt alive.
5. Race is not a serious matter generally for Goreans, perhaps because of the intermixtures of people. Gor consists of many different races and none are seen as being inferior to any other race. But, language, city and caste are matters of great importance to Goreans and provide sufficient basis for the discriminations in which human beings take such great delight. High Castes look down on the Lower Castes. Each city looks down on other cities. Those who speak Gorean look down on those barbaric peoples who do not speak it.
6. There is no Gorean expression for "country" in the precise sense of a nation. They tend to think of city-states and the lands they control. The notion of the fixed and absolute border is not a Gorean idea. Each city is commonly surrounded by a no-man's land of open ground on every side.
7. The pace of life in a city is not swift. Sometimes, when there is a beautiful sky, men will close their shops so that they can go to the high bridges and watch the sky. There is not the frenetic pace like Earth. Goreans rarely seem to be in a rush.
8. Art is taken very seriously. It is considered an enhancement to civic life. Many artists do not sign or identify their works for they feel that the art is important, not the creator. Artists feel grateful that they are permitted to create a work of art. Goreans love beauty and their songs and art are paeans to that glory.
9. Goreans are very sociable and enjoy giving dinners and having parties. At some fancy banquets, slaves may change their costumes, jewelry and even chains to match the courses of each meal. Goreans frequently attend many events like plays, concerts, arean combats and more.
10. Goreans take meticulous care in their dress and have great pride in their appearance. Most clothes are simple, loose and with flowing lines. Buttons are not used on a free person's clothes. They are either slipped on or held by brooches or pins.
11. Honor is important to Goreans, in a way that those of Earth might find it hard to understand. For example, those of Earth find it natural that men should go to war over matters of gold and riches, but not honor. The Gorean is more willing to submit matters of honor to the adjudication of steel than he is matters of riches and gold. There is a simple explanation for this as honor is more important to him than money.
12. Goreans tend to be tradition bound. They follow old customs and ways. They are not quick in many matters to accept innovation or change.
13. Gorean men may feel and express emotions without shame. It is not unmanly to weep openly. Even warriors are permitted such open displays of emotions. Do not be afraid to cry if the circumstances warrant it.
14. Gorean enemies, if skilled, often hold each other in high regard.
15. Goreans are not stupid. It is difficult to fool them more than once. They tend to remember. They learn from their past mistakes and have a good sense of history.
16. Many Goreans arise quite early.
17. Haggling is the rule in the markets and at the shops. There are no fixed prices. If you are trying to buy something, turn it into a bargaining session.
18. Goreans seldom draw steel unless they intend to make use of it. They do not make empty boasts.
19. Gorean marriage is called the Free Companionship and varies from Earth marriages in several ways. Free Companion only lasts for a single year and must be renewed by the twentieth Ahn of the anniversary date or it dissolves. Free women do not change their names in a Free Companionship. A specific contract for the Companionship is also usually drawn up, detailing all the arrangements of this union.
20. Chairs have special significance and do not often occur in private dwellings. They tend to be reserved for significant people such as administrators and judges. Most people find chairs uncomfortable. Gorean men, at ease, usually sit cross-legged. Females kneel, resting on their heels.
21. Most Gorean graves are not marked as they don't care for those things. They feel a man's deeds are what lives after him. No matter how insignificant or tiny one is, one is an ineradicable part of history. Funerals are very quiet, as at such a time words mean nothing and would demean or insult. There is only silence, memory and fire. Many important Goreans are burnt upon dead in pyres and their ashes put in urns. For a tarnsmen, his ashes may be scattered from tarnback, maybe over Thassa.
22. Illiteracy is common on Gor and is not taken as a mark of stupidity. Literacy usually follows by caste lines. Many Goreans, especially those of the Low Castes cannot read. Many warriors also are illiterate or pretend to be so.
23. A Double knowledge, what common people believe and what intellectuals know, exists on Gor. The Lower Castes have the First Knowledge, parts that are falsehoods fed to them by the Higher Castes. The Lower Castes believe Gor is flat and they know nothing of Earth. The Higher Castes have the Second Knowledge, which consists of many truths but which is still not complete. Few of the High Caste know the true nature of the Priest Kings and Kurii. Thus, there might be a Third Knowledge belonging to the Priest Kings.
24. Many Goreans have excellent memories. The poets, skalds and such of many Gorean cultures memorize vast amounts of stories, poem and songs. As many Goreans are illiterate, they must rely on their memories for many matters.
25. Kaissa, Gorean chess, is a very popular game. Almost all civilized male Goreans, of whatever caste, play. There are many clubs and competitions. Many Goreans can even play games without the use of a board, relying on memory alone.
26. Many Low Caste Goreans are reluctant to reveal their names. They have a use name and a real name. Often only close relatives know their real name. Knowing a real name supposedly gives one power, a capacity to use that name in spells and insidious magical practices. The High Castes usually use their names freely though the Lowers believe they have use names too. Most people give their name followed by their city.
27. Many of the Low Caste and some of the high Caste are superstitious. They believe that some people can read thoughts. They believe in magic and tell stories of the great wizards of far-off Anango. This superstition can lead to some gullibility.
28. Goreans are generally fond of children and do not inflict suffering on them. Even slave children are seldom abused and are given much freedom, until they reach adulthood. Many Gorean cultures are very permissive with their children.
29. The stabilization serums are a life extending treatment. They were developed some five hundred years ago by the Physician's caste. Thus, no one on Gor, except the Priest-Kings is more than about five hundred years old. The effect of the serums is an eventual, gradual transformation of certain genetic structures, resulting in indefinite cell replacement without pattern deterioration. This allows Goreans to live exceptionally long lives. This ability can be passed on to your children. But, it does affect all people differently. Sometimes it doesn't work, sometimes it wears off after only a few hundred years and sometimes it actually hastens aging. It is considered the right of all humans, free and slave, to have the serums. Thus, most of the people of Gor appear young and fit.
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Scroll #25
THE WORLD OF GOR (#25, Version 5.0)
     The planet of Gor is a spheroid, shaped like a rounded, inverted top.  It is heavier in the southern hemisphere.  The planet is smaller than the Earth, is a small distance closer to the Sun, and possesses a lesser gravity.  Thus, the Sun looks a fraction larger from the viewpoint of Gor. The angle of the axis of Gor is also somewhat sharper than the Earth.  Gor has two polar regions and an equatorial belt, similar to the Earth.  It is in the same plane of orbit as the Earth and maintains such an orbit that it keeps the Sun between the two planets, thus blocking visual detection by the Earth.  Gor's average temperatures tend to be somewhat stronger than those of Earth.  This may be due to its larger land masses as Gor has more land area than Earth, which is covered by about 70% water.  The air of Gor is also far cleaner than Earth, free of industrial toxins and pollutants.
     The planet of Gor is not indigenous to our solar system.  It was transported here, by the Priest-Kings, about two million years ago and set into its present location.  Its location was chosen to hide it from the Earth and it is thought that the highly advanced technology of the Priest-Kings also conceals the existence of Gor from Earth's other detection capabilities.  The Priest-Kings are known to be able to control gravity.    
     Gor also has three moons, a large one and two smaller ones.  They appear white and swift moving through the sky.  Only the name of one of the moons has been identified so far in the books.  It is one of the small moon and it is called the Prison Moon.  There is no explanation given for the origin of its name.  The books do not specify if these moons were transported with Gor or if they were taken from elsewhere in our solar system to be used by the Priest-Kings.  We also do not know if the Priest-Kings have any purpose for the moons.
     On maps of Gor, most of the planet appears blank and unexplored.  Gor is sparsely populated by humans but animal life is rampant throughout Gor.  Few people know about the lands that are east of the Voltai and Thentis Mountain Ranges.  There are significant sections of the equatorial jungles, north of Schendi, that are largely uncharted.  No one knows what lies west on Thassa past the islands of Cos and Tyros.  Ships generally do not travel more than a hundred pasangs west of Cos and Tyros.  This area is known as the World's End.  Anyone who has sailed there has never returned.  Thassa is the name of the sole known ocean.  It forms the western body of the primary landmass of Gor.  
     The following information on the geography of Gor is some basic information only.  It does not include all of the information about several of the cities or regions listed.  It is meant solely as an overview of Gor.  Many of these locations recieve greater detail in other scrolls and the links are given here to those scrolls.  
Cities/Towns/Villages:
     There are hundreds of known cities on Gor yet many of them remain unnamed in the books. The following is a list of numerous cities, towns, villages and other civilized settlements on the mainland of Gor.  Each listing is brief and does not go into all the details of that area.
Ar:  This might be the largest and most glorious city on Gor.  It is situated low in the temperate latitudes in the northern hemisphere.  The city is located south of the Vosk River and north of the Cartius River.  Ar claims the land between the Vosk and the Cartius.  Ar tarnsmen do not fly south of the Cartius.  There is a swamp forest to the north border of Ar.  Ar is the hereditary enemy of Ko-ro-ba.  It is also an enemy of Cos and Tyros.  Ar claims the southern shore of the Vosk. As Ar has no port, the Vosk is very important.  Ar is a central city containing the Home Stones of a dozen other cities.  It has become an empire.  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.  See also scroll #58, City of Ar.
Ar's Station: This was established around 10114 C.A., by the city of Ar, as an outpost and trading station on the south bank of the Vosk River.  It commands the northern terminus of the Viktel Aria (Ar's Triumph), also known as the Vosk Road.  See also scroll #56, Vosk River Region.
Argentum:  This city is an ally of Ar and an enemy of Corcyrus and Cos.  Argentum is very southwest of Ar.  Cladius is Ubar of Argentum.  The city claims ownership of nearby silver mines that might be as rich as those of Tharna.
Bazi:  This is a free coastal port which make commerce possible with Cos and Tyros and the land based cities.  The people are brown skinned.  It was struck by a plague for a couple years.
Besnit:  This is a small city within a hundred pasangs of Esalinus and Harfax.  It is an ally of Harfax.  Besnit does not upkeep its roads in order to isolate itself.  It is next to impossible to reach the city in the spring due to the rains.
Brundisium:  This is a port on the coast of Thassa, a hundred pasangs or so south of the Vosk delta.  It was initially an ally of Ar but was conquered by Cos during the Cos/Ar war.  There are eleven towers in the city and it is one of the largest and busiest ports in its area.
Clearus:  This is a village in the realm of Tor.  See also Scroll #40, The Tahari Region.
Corcyrus:  This is a city southwest of Ar, and to the east and somewhat north of Argentum. The ocean is more than one thousand pasangs to the west.  It was once ruled by Sheila, a Tatrix.  It was allied with Cos.
Esalinus:  This city is within a hundred pasangs of Besnit and Harfax.
Fina:  This town is part of the Vosk League.  It is located east of Ar's Station. See also scroll #56, Vosk River Region.
Forest Port:  This town is a part of the Vosk League.  It is located on the northern bank and is east of Ar's Station. See also scroll #56, Vosk River Region.
Fort Haskins:  Located at the foot of the Boswell Pass, this is a military outpost of Thentis though it has now become mostly a trading post.  See also scroll #43, Thentis Mountain Region.
Fortress of Saphronicus:  This is a small merchant polis and it has four tributary villages.
Hammerfest:  This town is part of the Vosk League. It is located west of Ar's Station.  See also scroll #56, Vosk River Region.
Harfax:  This city is within a hundred pasangs of Besnit and Esalinus.  It is an ally of Besnit.
Helmutsport:  This is a free coastal port.
Hochburg:  This is a mountain fortress in the southern Voltai.  See also Scroll #57, Voltai Mountain Region.
Holmesk:  Located one hundred pasangs south of the Vosk, this is the winter camp of the forces of Ar.  See also Scroll #58, City of Ar.
Iskander:  This town is part of the Vosk League.  It is east of Ar's Station and Forest Port.  See also scroll #56, Vosk River Region.
Jasmine:  This town is part of the Vosk League.  It is located west of Ar's Station, Jort's Ferry and Point Alfred.  See also scroll #56, Vosk River Region.
Jort's Ferry:  This town is part of the Vosk League.  It is located on the northern bank and is west of Ar's Station.  See also scroll #56, Vosk River Region.
Kailiauk:  This town is the easternmost town at the foot of the Thentis mountains.  It lies almost at the edge of the Ihanke, or Boundary, which marks the start of the lands of the red savages.  The Administrator is a Merchant named Publius Crassus.  Its major business is in hides and kaiila.  See also scroll #43, Thentis Mountain Region.
Kasra: This is a river port on the Lower Fayeen.  It is downriver from Kurtzal and west of Tor. It is famed on Gor for its production of red salt.  The salt is brought in from secret pits and mines in heavy cylinders on pack kaiila.  See also Scroll #40, The Tahari Region.
Kassau:  This is a town at the northern brink of the great forests of Gor.  It is northwest of the Thentis mountains.  It is the seat of the High Initiate of the north who claims spiritual sovereignty over Torvaldsland.  The town is constructed mostly of wood.  The temple is the greatest building in the town.  The town is surrounded by a wall with two gates.  One large gate faces the inlet, leading in from Thassa.  The small gate leads to the forest behind the town.  Its main business is trade, lumber and fishing.  The trade is largely in furs from the north, exchanged for weapons, ironbars, salt and luxury items from the south.  It has a population of about eleven hundred people.  Gurt is the Administrator of Kassau.  See also Scroll #51, Torvaldsland.
Ko-ro-ba:  This city lies northwest of the Thentis Mountains.  The Sardar is over one thousand pasangs away.  It is also northwest of Ar, across the Vosk.  Ko-ro-ba is an archaic expression for a village market.  The city is also known as the Towers of the Morning.  Its Administrator is Matthew Cabot, the father of Tarl Cabot.  He was Earth-born and has been alive since before 1640 A.D.  He was the Ubar at one time.  The city was destroyed by the Priest-Kings once but was permitted to be rebuilt.  See also Scroll #55, City of Ko-ro-ba.
Kurtzal:  This village is north of Tor.  It is little more than a loading and shipping point on the Lower Fayeen.  See also Scroll #40, The Tahari Region.
Lara:  This city is part of the Salerian Confederation.  It is located at the confluence of the Vosk and Olni Rivers.  See also scroll #56, Vosk River Region.
Laura:  This city is northeast of Koroba, on the banks of Laurius river. It is two hundred pasangs inland from the Thassa coast.  It is a small trading city.  The city consists mostly of warehouses and taverns, a clearing house for many goods.  It is the only civilized area in the region.  Mostly rough goods sold in the city as there is little market for the more exquisite goods of Gor.  See also scroll #21, The Northern Forests.
Lydius:  This is a free coastal port controlled by the Merchant Caste.  It is located at the mouth of the Laurius River where it empties into Thassa.  It is one of the few cities in the north with public baths.  It also has the only mint within one thousand pasangs of Torvaldsland.  Many cities maintain warehouses and small communities in Lydius.  Many goods, particularly wood, wood products and hides, make their way westward on the Laurius, eventually landing at Lydius.  The first major town east of Lydius is Vonda on the Olni River.  See also scroll #21, The Northern Forests.
Market of Semris:  This town is located about two days southeast of Samnium.  It is well known for its sales of tarsks.
Minus:  This is a village under the control of Ar.  See also Scroll #58, City of Ar.
Point Alfred:  This town is a part of the Vosk League.  It is located west of Ar's Station and Jort's Ferry.  See also scroll #56, Vosk River Region.
Port Cos:  This town is a part of the Vosk League.  It was founded by settlers from Cos over a century ago.  It is a colony whose ties to Cos are largely historical and cultural.  Many officers of Port Cos were native Cosians, mercenaries or veterans of the Cosian navy.  It also has its own Home Stone.  It is located west of Tafa.  See also scroll #56, Vosk River Region.
Port Kar:  This city is also known as the Tarn of the Sea, the Scourge of Thassa and the Dark Jewel in her gleaming green waters.  It is located in the northwest portion of the estuary of the Vosk.  On one side is the delta and on the other is the strong tides of the Tamber Gulf.  It is known as a den of pirates, and its name is a synonym for cruelty and piracy.  Their fleets range from the Ta-Thassa Mountains of the South to the ice lakes of the north, and westward beyond Cos and Tyros.  The delta is Port Kar's best defense.  It is very difficult to bring large armies through the delta.  The nearest solid land is one hundred pasangs to the north and that land lays hundreds of pasangs from the nearest city.  The Home Stone of Port Kar was created in 10120 C.A.  The slave Fish was sent to find a rock in the streets of Port Kar.  He brought back a common rock, bigger than a fist, gray and heavy.  Tarl Cabot carved the initials of Port Kar in block script on the rock.  The people of port Kar accepted it as their Home Stone.  See also Scroll #41, Port Kar.
Port Olni:  This city is part of the Salerian Confederation.  It is located on the Olni River.  See also scroll #56, Vosk River Region.
Ragnar's Hamlet:  This town is a part of the Vosk League.  It is located far west of Ar's Station. It is a good-sized town.  See also scroll #56, Vosk River Region.
Rarir:  This tiny village is located south of the Vosk and near the shores of Thassa.
Rarn:  This small city is noted for its copper mining.  It lies southeast of Tharna.
Rive-de-Bois:  Raymond, a mercenary captain is from here.
Rorus:  This is a village on the route to Rarir.
Sais:  This town is part of the Vosk League.  It is located west of Ar's Statio, Jort's Ferry, Point Alfred, Jasmine, and Siba.  See also scroll #56, Vosk River Region.
Salerian Confederation:  It is also known as the Four Cities of Saleria. The Confederation consists of the cities of Ti, Vonda, Port Olni and Lara.  All four cities lie on the Olni River.  The Confederation is a growing power in the north.  Ti is farthest from the joining of the Olni and Vosk Rivers.  Port Olni is next in line, then Vonda and Lara.  Lara lies at the junction of the Olni and Vosk.  The Olni River is mostly free of pirates.  The Confederation got its name because the oath of the league was signed in the meadow of Salerius on the northern bank of the Olni between Port Olni and Vonda.  The largest and principal city is Ti.  The Confederation maintains close relations with Cos due to their mutual distrust with Ar.  See also scroll #56, Vosk River Region.
Samnium:  This city is some two hundred pasangs east and a bit south of Brundisium. It is an ally of Cos.
Schendi:  This is the infamous port of the black slavers of Schendi, the League of Black Slavers.  They are pirates and known for their cruelty on shipping.  The city is an equatorial free port and ships going to and from Schendi are safe.  The slaving is commonly restricted to the high seas and coastal towns well north and south of Schendi.  Schendi has a population of about a million, most being black.  Its waters are open to shipping year round.  See also Scroll #48, City of Schendi.
Siba: This town is part of the Vosk League.  It is located west of Ar's Station, Jort's Ferry, Point Alfred, and Jasmine.  See also scroll #56, Vosk River Region.
Sulport:  This town is part of the Vosk League.  It is located far west of Ar's Station.  See also scroll #56, Vosk River Region.
Tabuk's Ford:  This is a large village located in the basin area of the Verl River.  It is four hundred pasangs generally north and slightly west of Ar.  It is twenty pasangs west of the Vosk Road.  The village contains about forty families.  Thurnus is the peasant caste leader and Melina is his free companion.  It is a rich village known for sleen breeding.
Tafa:  This town is part of the Vosk League.  It is located far east of Ar's Station.  See also scroll #56, Vosk River Region.
Tancred's Landing:  This town is part of the Vosk League.  It is downriver on the Olni and near Lara. It is located east of Ar's Station, Forest Port, and Iskander.  See also scroll #56, Vosk River Region.
Tarnburg:  This city is a mountain fortress in the southern range of the Voltai.  It is about two hundred pasangs northwest of Hochburg.  The legendary mercenary captain, Dietrich, is from here.  See also Scroll #57, Voltai Mountain Region.
Tarnwald:  A city of unknown location.  The mercenary known as Edgar is from this city.
Teslit:  This is a small village on route to Holmesk, halfway to the Vosk.
Tetrapoli:  This polity is part of the Vosk League.  It is much further west on the river than Ar's Station.  It began as four separate towns, Ri, Teibar, Heiban and Azdak.  Legend states that the towns were formed by four brothers.  The towns eventually consolidated into a polity, the four districts maintaining the same names.  The expression "tetrapoli" means "four cities" or "four towns."  See also scroll #56, Vosk River Region.
Tharna:  This city was once ruled by a Tatrix and women dominated.  A revolution came about though and changed everything.  Now, there are very few free women in Tharna. Kron, once a metal worker, is currently the Administrator.  Tharna owns many valuable silver mines and is sometimes called he City of Silver.  See also Scroll #39, City of Tharna.
Thentis:  This city is remote in the mountains from which it takes its name.  It is famed for its tarn flocks.  It is one day by tarn from Ko-ro-ba to Thentis, but by wagon it would take the better part of a month.  It has some silver mines but they are not as rich as Tharna.  See also scroll #43, Thentis Mountain Region.
Ti:  This city is part of the Salerian Confederation.  It lies on the Olni River, a tributary of the Vosk, north of Tharna.  Ti is ruled by Ebullius Gaius Cassius, an Administrator and Warrior.  It is the largest and most populous city of the Salerian Confederation.  See also scroll #56, Vosk River Region.
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. See also Scroll #40, The Tahari Region.
Torcodino:  This is a crossroads city located on the flats of Serpeto.  It is located at the intersection of various routes, the Genesian, Northern Salt Line (runs east to west), Northern Silk Road (runs south to north), the Pilgrim's Road (leads to the Sardar), and Eastern Way (also known as the Treasure Road, links the western cities with Ar). It once was an ally of Ar but in the Ar/Cosian war changed sides.  Two aqueducts bring water to the city from more than one hundred pasangs away, one from the Issus, a northwestwardly flowing tributary of the Vosk and the other from springs in the Hills of Eteocles, southwest of Corcyrus.
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 with those of Thentis and Ko-ro-ba.  It is alleged to lie some seven hundred pasangs north of Ar and toward the Sardar.  There are no trade routes to the city. It even has some silver mines.  It is also known as the Tarn of the Voltai.  Merchants and ambassadors are brought to the city only under conduct, hooded and in bonds.  See also Scroll #57, Voltai Mountain Region.
Turia:  This great city is called the Ar of the south.  It is located in the southern hemisphere, lying in the midst of huge prairies claimed by the Wagon Peoples.  It is a high walled, nine-gated city said to be indolent and luxury-loving.  It is ruled by Phanius Turmus.  They calculate their years from summer solstice to summer solstice.  The true power of Turia lies with the Caste of Merchants.  Hundreds of caravans and thousands of merchants come here each year.  It had never been conquered until recently by Kamchak, Ubar of the Wagon Peoples. Much of the city was burned during the conquest but the People departed Turia and allowed it to be rebuilt.  See also Scroll #38, City of Turia.
Stones of Turmus:  This once was a Turian outpost merchant fort and trading station.  It had high white outer walls, over eighty feet high and six towers on the walls.  It was eventually burnt by men of Treve.  See also Scroll #38, City of Turia.
Turmus:  This town is part of the Vosk League.  It is the last major river port on the Vosk before the nearly impassable marshes of the delta.  It is on the northern bank of the Vosk.  See also scroll #56, Vosk River Region.
Ven:  This small city is part of the Vosk League.  It is a river port on the southern bank of the Vosk.  It is the last town to the west on the south bank until the delta.  Ven is at the junction of the Ta-Thassa Cartius and the Vosk.  See also scroll #56, Vosk River Region.
Venna:  This is a small, exclusive resort city, located about two hundred pasangs north of Ar. It is noted for its fine baths and tharlarion races.  Venna has many small and fine shops, catering to the wealthy.  The Telluria section, in the northwest part of the city, on a hill, is the preferred residential section.
Victoria:  This city is the capital of the Vosk League.  It is located on the northern bank, east of Ar's Station.  It once was a den of thieves, a market and slave town.  Most of the pirates and thieves have been run out of the town.  Tasdron is the Administrator.  See also scroll #56, Vosk River Region.
Vonda:  This city is part of the Salerian Confederation.  It is located downriver of the Olni River.  Vonda has no tarnsmen.  See also scroll #56, Vosk River Region.
Vosk League:  The League was formed in 10127 C.A. and consists of nineteen towns located on the Vosk River.  These include Port Cos, Victoria, Turmus, Ven, Tetrapoli, Tafa, Fina, Ragnar's Hamlet, Hammerfest, Sulport, Sais, Siba, Jasmine, Point Alfred, Jort's Ferry, Forest Port, Iskander, Tancred's Landing and White Water.  Ar did not permit Ar's Station to join the League.  Its headquarters are in Victoria.  Its purpose is to protect against river piracy. After the Vosk League was formed, institutionalized piracy on the Vosk had been largely removed.  The topaz used to be a pledge symbol, used among pirates, when combining for massive assaults.  The topaz was captured by the Vosk League and now is a private pledge between Port Cos and Ar's Station.  The topaz is broken into two fragments of polished stone. When joined together, the discolorations on each piece make the picture of a river galley.  See also scroll #56, Vosk River Region.
White Water:  This town is part of the Vosk League.  It is downriver of the Olni and near Lara.  It is the farthest east town and is on northern bank.  See also scroll #56, Vosk River Region.
Islands:
     All of the islands of Gor are located on Thassa, the great ocean.  Most of the islands are free ports administered by the Merchants.  There are numerous small, unnamed islands as well on the sea.
Anango:  This is an exchange island, a free port administered by members of the Merchant Caste.  It is located very far south of the equator, almost beyond the ken of most Goreans.  It is close to the shore of Thassa.  The jungles of its interior serve as the setting for many fanciful stories of strange races, mysterious plants and fabulous animals.  The "magicians of Anango" are well known everywhere except on Anango.  They speak Gorean.  See also Scroll #42, Islands of Thassa.
Asperiche:  This is an exchange island, a free port administered by members of the Merchant Caste.  It is located south of Teletus and Tabor.  See also Scroll #42, Islands of Thassa.
Cos:  This is a terraced island about four hundred pasangs west of Port Ka and north of Tyros. It is a lofty island with level fields to the west.  Cos and Tyros have a combine navy equal to that of Port Kar.  Cos is also a major enemy of Ar.  The capital city of Cos is Telnus.  The three other major cities are Selnar, Temos and Jad.  The Ubar is Lurius of Jad.  Family is very important on Cos.  Blue is the color of Cos.  See also Scroll #42, Islands of Thassa.
Farnacium:  This is an exchange island, a free port administered by members of the Merchant Caste.  See also Scroll #42, Islands of Thassa.
Hulneth: This is an exchange island, a free port administered by members of the Merchant Caste.  See also Scroll #42, Islands of Thassa.
Hunjer:  This is an exchange island, a free port administered by members of the Merchant Caste.  It is located far to the north.  See also Scroll #42, Islands of Thassa.
Ianda:  This is an exchange island, a free port administered by members of the Merchant Caste.  It is located north of Anango and is close to the shore of Thassa.  It has a number of shipyards.  See also Scroll #42, Islands of Thassa.
Northern islands:   These are numerous but small islands, extending in an archipelago like a scimitar northeastward from Cos.  The islands are not united.  Their governments are usually no more than a village council.  They usually possess no vessels larger than clinker-built skiffs and coasters.  See also Scroll #42, Islands of Thassa.
Scagnar:  This is an exchange island, a free port administered by members of the Merchant Caste.  It is located in the far north.  Thorgard is its Jarl.  He owns the Black Sleen, a warship and the swiftest ship in the north. See also Scroll #42, Islands of Thassa and Scroll #51, Torvaldsland.
Skjern:  This is an exchange island, a free port administered by members of the Merchant Caste.  It lies west of Torvaldsland.  They they seldom venture south or as far inland as Ko-ro-ba.  See also Scroll #42, Islands of Thassa.
Tabor:  This is an exchange island, a free port administered by members of the Merchant Caste.  It is named for the drum it resembles.  It fears Tyros, its powerful neighbor.  Their merchants are famed for the accuracy of their accounts.  See also Scroll #42, Islands of Thassa.
Teletus:  This is an exchange island, a free port administered by members of the Merchant Caste.  See also Scroll #42, Islands of Thassa.
Tyros:  This is a rugged island with mountains, located west of Port Kar.  It has mazes of vart caves.  Kasra is the capital of Tyros and the only other major city is Tentium.  The Ubar is Chenbar of Kasra, the Sea Sleen.  It is an enemy of Ar and Port Kar.  Family is important on Tyros as it is on Cos.  Tyros has trained varts, some the size of small dogs, to be used as weapons. See also Scroll #42, Islands of Thassa.
Bodies of Water/Waterways
Cartius River:  This is an important subequatorial waterway.  It flows west by northwest, entering the tropical rainforests, and empties into Lake Ushindi.  The Thassa Cartius and the subequatorial Cartius are not the same river.  It is a broad and swift flowing tributary of the Vosk.  See also Scroll #49, Jungles of Gor.
Issus River:  This is a northwestward flowing river, a tributary to the Vosk.  It is more than one hundred pasangs from Torcodino which uses aqueducts to bring water from this river.
Kamba River:  Kamba is an inland word, not Gorean, and means "rope."  It flows directly into Thassa.  It is a wide leisurely river located in the jungles near Schendi.  See also Scroll #49, Jungles of Gor.
Lake Ias:  This is located near Corycus.
Lake Ngao:  Ngao is an inland word, not Gorean, and means "shield."  It is larger than Lake Ushindi. It is a vast, deep, long, oval lake.  It is fed by a major river called the Ua River.  It is located in the jungles near Schendi.  See also Scroll #49, Jungles of Gor.
Lake Shaba:  This lake was unknown until discovered in Explorers of Gor.  It is a large lake and the source of the Ua.  It is named after the geographer who discovered it.  There are the ruins of an ancient civilization on its shore.  See also Scroll #49, Jungles of Gor.
Lake Ushindi:  Ushindi is an inland word, not Gorean, and means "victory."  This lake is drained by the Kamba and Nyoka rivers.  To the west of Lake Ushindi are floodlands, marshes and bogs.  It is located in the jungles near Schendi.  See also Scroll #49, Jungles of Gor.
Laurius River:  This is a winding, long, gentle, slow river.  It flows in a generally westernly direction though it inclines some to the southwest emptying into Thassa at the free port of Lydius.  Only common ships seen here are light galleys and barges.  Above Laura, the river is less navigable, especially in the late summer. See also scroll #21, The Northern Forests.
Lower Fayeen River:  This is a tributary of the Cartius, located west of Tor.  See also Scroll #40, The Tahari Region.
Nyoka River:  Nyoka is an inland word, not Gorean, and means "serpent."  Nyoka flows into Schendi harbor and thence to Thassa.  It is a wide leisurely river.  See also Scroll #49, Jungles of Gor.
Olni River:  This is a tributary of the Vosk, located north of Tharna.  The cities of the Salerian Confederation are located on this river.  See also scroll #56, Vosk River Region.
Tamber Gulf:  The Vosk River empties here into Thassa. Port Kar is located in this gulf.
Thassa Cartius River:  This river is a tributary of the Vosk.  It drains the Ven highlands and has its own tributaries.
Ua River:  Ua is an inland word, not Gorean, and means "flower."  It is a major river, at least as big as the Vosk.  There are many cataracts on the Ua which make it very difficult to cross. Its source is Lake Shaba.  See also Scroll #49, Jungles of Gor.
Upper Fayeen River:  This is a tributary of the Cartius.  See also Scroll #40, The Tahari Region.
Verl River:  This is a tributary of the Vosk that flows northwestward into the Vosk.
Vosk delta:  The delta is a treacherous are 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 average depth, after the spring thaws upriver, is three to five feet.  It is teeming with wildlife.  The eastern portion has fresh water.  The delta is claimed by Port Kar which lies some hundred pasangs from its northwest edge, bordering on the shallow Tamber Gulf.  The delta is at least over four to five hundred pasangs long.  Ships from Thassa cannot pass through the delta to the Vosk River due to the delta's almost impassibility.  See also Scroll #31, The Caste of Rencers and Scroll #56, Vosk River Region.
Vosk River:  This is a mighty river, some forty pasangs in width, that passes by Ar and pours into the Tamber Gulf.  The Vosk is below Ko-ro-ba and north of Ar.  Most towns on the river are free states and belong to the Vosk League.  River ships of Ar and Cos battle here for influence over the river and its towns. The southern bank is much less populous than the northern bank.  See also scroll #56, Vosk River Region.
Mountains/Hills:
Hills of Eteocles:  These are located southwest of Corcyrus.  Springs in the hills feed aqueducts for Torcodino.
Fulvians Hills:  These are the foothills of the Voltai and are northeast of Ar.  See also Scroll #57, Voltai Mountain Region.
Hrimgar Mountains:  Hrimgar means "Barrier" mountains.  It is really two mountain chains. Axe Glacier lies in a valley between them.  There are many passes in these mountains.  One such is called the pass of Tancred because that is where the herd passes through.  These mountains are both east and north of Torvaldsland.  See also Scroll #51, Torvaldsland.
Sardar Mountains:  This range is the home of the Priest-Kings.  It is more than a thousand pasangs from Ko-ro-ba.  The Sardar fairs occur at the base of the mountains four times a year. See also Scroll #22, The Priest-Kings.
Ta-Thassa Mountains:  These are located on the shore of Thassa, in the southern hemisphere.
Thentis Mountains:  This range is the home of the city of Thentis.  There are passes through the mountains to the Barrens, the lands of the Red Savages.  See also scroll #43, Thentis Mountain Region.
Voltai Range:  These 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 including Treve. See also Scroll #57, Voltai Mountain Region.
Forests:
Forests of Northern Gor:  This is the largest forest area on Gor. It covers hundreds of thousands of square pasangs.  The most typical tree is the lofty, reddish Tur tree that may grow to two hundred feet or more.  They are north of Laura and no one knows how far east they go. They extend north to Torvaldsland, past the northern ridges of the Thentis Mountains.  The forests are home to various outlaws, forest people and panther girls.  See also scroll #21, The Northern Forests.
Roads:
Argentum Road:  This road goes from Argentum east to the Viktel Aria, which then leads south to Ar.
Clearchus Road:  This road leads from the southwest to the Sardar, once a common route to the Fairs.  It is north of the new Cyprianus Road.  The Clearchus Road passes for several pasangs through the Clearchus woods, a haunt of brigands.  It is also called the West Road.  It is graveled and rutted, sometimed paves with logs and plated stone.  It can be impassable in rainy weather and dusty in dry, warm weather.  The edge of the woods of Clearchus are about two hundred pasangs from the fairgrounds of the Sardar.
Cyprianus Road:  This was named for the engineer in charge of building it.  It lead to the Sardar fairs from the southwest.  It reduced traffic on the Clearchus road, which had always been a dangerous road.  The Cyprianus also passes through less rough terrain.  Cyprianus is also called the New West Road.  It is graveled and rutted, sometimes paved with logs and plated stone.  It can be impassable in rainy weather and dusty in dry, warm weather.
Eastern Way:  This is also called the Treasure Road.  It links the western cities with Ar. Torcodino is on this road.
Genesian Road: This road is south of Samnium.  It connects Brundisium and other coastal cities with the south.  From Torcodino, you go north on this road to Brundisium.
Northern Salt Line:  This is an east/west road.  Torcodino is on this road.
Northern Silk Road: This is a north/south road.  Torcodino is on this road.
Pilgrim's Road:  This road leads to the Sardar.  Torcodino is on this road.
Viktel Aria: This means "Ar's Triumph" or "The Triumph of Ar" and is also known as the Vosk Road.  It is the most direct route from Ar to the Vosk.  It is a military road.  It is wide and built like a wall set into the earth.  It is marked with pasang stones.  There are deep ditches along much of the road except for crossroads and turn-offs, to make it harder to bring supply wagons onto the road from the east and west.  See also Scroll #58, City of Ar.
Other Regions
The Barrens:  The Barrens are vast tracts of rolling grasslands east of the Thentis Mountains. There are no large bodies of water and rainfall is reduced.  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, similar to the Native Americans of North America. No white man has ever penetrated to the eastern edge of the Barrens.  The Red Savage culture is nomadic, based on the kaiila.  There are a few tribes that have not mastered the kailla and some tribes that use tarns.  They depend on the kailiauk for their lives, for food, clothing, shelter, tools and weapons.  Almost all tribes hate whites.  See also Scroll #44, Red Savages.
Equatorial Rainforests:  There are jungles on the equator near the city of Schendi.  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.  Bila Huruma is a black Ubar who has united the six ubarates of the southern shore of Lake Ushindi. The Ukungu villages lay to the northeast on the coast.  It is a country of coastal villages speaking the same or similar dialects.  The central village is Nyundo.  Talunas, pygmies and cannibals also inhabit the jungles.  The rainforest is also the home of a myriad of wildlife.  See also Scroll #49, Jungles of Gor.
Plains of Turia:  The Plains are also called the Land of the Wagon Peoples.  The Wagon Peoples claim the southern prairies from Thassa and the Mountains of Ta-Thassa to the southern foothills of the Voltai Range.  To the north, they claim lands to the rush grown banks of the Cartius River.  The Wagon Peoples consist of four separate 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.  See also Scroll #37, The Wagon Peoples.
Polar Cap:  The northern polar region is the home of the Red Hunters, a people similar to the Eskimos of Earth.  The red hunters live as nomads, depending on the migration of certain animals including the tabuk and four varieties of sea sleen.  Little is known of them.  The polar seas are frozen half the year.  Icebergs, also called ice mountains, are a constant threat.  The red hunters are generally kind, peaceable folk.  They call themselves Innuit which means "the People."  They live in scattered, isolated communities and war is largely unknown.  The polar north is very dry.  Less snow falls there than in lower latitudes.  The snow that does fall is less likely to melt.  Most of the land is tundra, a cool, generally level or slightly wavy, treeless plain. In the summer, the tundra is soft and spongy due to mosses, shrubs and lichen.  In the winter, it is desolate and barren.  White pelted Kur, called ice beasts by the red hunters, also live in the polar region.  See also Scroll #52, Red Hunters.
Tahari:  Located southeast of Ar, below the eastern foothills of the Voltai, and to the south is the Tahari.  This is a desert area also known as the Wastes, or the Emptiness.  It is shaped like a gigantic, lengthy trapezoid with eastward leaning sides.  At its northwest corner is Tor.  The area east of Tor is hundreds of pasangs in depth, maybe thousands. It is generally rocky and hilly, save in the dune country.  It is almost constantly windblown by a hot wind and waterless. There are oases fed from underground rivers flowing southeast from the Voltai range.  The water erupts in oases springs or is reached by deep well, down to two hundred feet.  The day temperatures in the shade are 120 degrees.  The oasis communities number from a hundred to thousands of people and are often hundreds of pasangs apart from each other.  They depend on caravans for their needs.  See also Scroll #40, The Tahari Region.
Torvaldsland:  This area is commonly taken to start with the thinning of the great forest trees northward.  It is northwest up the coast from the Vosk delta. The Skerry of Einar, by the Rune-Stone of the Torvaldsmark, marks the boundary of the Torvaldsland and the south.  The Stream of Torvald, a current, moves eastward to the coast and then north.  It is like a broad river in the sea, pasangs wide.  The temperature is warmer than the surrounding water and helps warm Torvaldsland.  The people couldn't live without this stream. Torvaldsland is a cruel, harsh, and rocky land.  Arable soil is thin and found in patches.  Good soil is rare and highly prized.  Though not treeless, it is a bleak land. Ka-la-na and temwood cannot grow there and are highly prized.  The men are inured to the cold, accustomed to war and the labor of the oar. They are raised from boyhood on steep, isolated farms near the sea. They hold to old gods, like Odin and Thor.  They are much like the Vikings of Earth.  See also Scroll #51, Torvaldsland.
Mystery Locations:  There are some location place names given but almost no information given about those locations.  Many of these locations are mentioned in passages concerning the places where the famous mercenary captain, Dietrich of Tarnburg, won victories.  These locations may be cities, towns or simply geographic regions.
They include the following:  Cardonicus; Edgington; Gordon Heights; Kargash; Keibel Hill; Piedmont; Plains of Sanchez; Rovere; and Teveh Pass.
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Scroll #26
ASSASSIN CASTE (#26, Version 5.0)
     The Caste of Assassins, also known as the Black Caste, is a mysterious one and the books do not explain a great deal about their Codes, conduct or activities.  No one outside of the Caste is supposed to know their secret Codes though a few elements of their Codes are revealed in the books.  It seems likely that Norman purposefully limited the amount of information he disseminated about the Assassins to maintain an air of mystery about them. Realistically, any such organization would carefully conceal its secrets.  Consider the examples from Earth history of the Assassins of the Middle East, the Ninja of Japan and the Thuggee Cult of India.  Secrecy was imperative to their success.  In addition, fantastic rumors about their prowess and abilities were encouraged to enhance their fearsome reputation.
     Assassins are the most hated caste on Gor though it is not considered the lowest of Castes. It is a Low Caste but its exact place within the hierarchy of Low Castes is never given.  Though hated, the Assassins are also feared greatly.  People try to avoid the presence of an Assassin, often leaving a place where an Assassin enters.  They will cross the street to avoid passing by an Assassin.  Some go as far as not even wanting to touch the shadow of an Assassin.  The money of an Assassin is commonly considered "black gold" and many people will not accept it. Instead, some people will simply give the Assassin items for free.
     After the events of Tarnsman of Gor, when Pa-Kur, a Master Assassin of Ar, sought to claim the throne of Ar, thus violating the limits of his Caste, the Assassin Caste had to go into hiding.  They were officially outlawed in Ar and hunted down.  Assassins began pretending to belong to other Castes, often the Warrior Caste.  They had lost any respect they had once had. But, after the events of Assassin of Gor, Assassins once again began to appear openly.  Though still hated they are permitted to openly engage in their work.
     None of the barbarian cultures of Gor are known to have Assassins.  The Wagon People have the Clan of Torturers, who wear black, but they are not Assassins.  They act primarily as interrogators and torturers.  They are not hired to assassinate people.  The only people they kill are prisoners.  The Assassin Caste may also be limited to the cities of the northern hemisphere of Gor.  There is a reference to Assassins being "sleen of the north" (Explorers of Gor, p.241).  This comment is made by a native of the jungles outside Schendi, located in the equatorial region of Gor.  This comment would make sense only if Assassins were limited to the regions above the equator.  None of the other novels indicates that the Assassin Caste exists in the southern hemisphere.
     The Assassin Caste is one of the few Castes where you must actively join it to become a member.  It is not a Caste that you are born into.  This is similar to the Castes of the Initiates and Players.  The Assassin Caste is very selective in their acceptance of candidates for their training.  They seek certain qualities that have proven over time to lead to effective Assassins.  It is thought that they seek individuals who are quick, cunning, strong and skilled.  Such individuals may also possess a bit of selfishness and greed.  The books state that the Assassins seek men to join their Caste.  There are no Assassin references that indicate women are permitted to join the Caste.  Though there is no explicit prohibition stated in the novels, the evidence and logic tends to indicate women would not belong to this Caste.
     "The training of the assassin is thorough and cruel. He who wears the black of the caste has not won it easily." (Beasts of Gor, p.358)  The details of the training of an Assassin are shrouded in mystery though a few matters are known or suspected.  Only about 10% of all trainees actually become actual Assassin members.  It is believed that the trainee failures either die during the training process or are slain because they know too many secrets of the Caste.  Based on these numbers, the Assassins are likely not a very large caste.  The survivors though are likely to be a very close-knit community, a killing elite.
     Each trainee is assigned another trainee as a training partner.  These pairs remain together for the length of the training period and a close friendship between these partners is encouraged.  Each pair will be pitted against other pairs so it is very important that each pair works well together.  It is natural that such pairs will grow close.  But, the final test for each pair is to hunt and kill your partner.  The Caste wants you to slay your best friend for a few reasons.  First, it wants to make you emotionally cold, to place the Caste above all other relationships.  Second, it is to make its members understand fully what it means to be an Assassin and what is necessary to excel.  Third, it is to eliminate any traces of mercy within you.  You are not supposed to feel bad for your victims.  This final cruel test changes a man. "One is then alone, with gold and steel." (Beasts of Gor, p.358)
     Assassins must have loyalty only to their Caste.  They do not have Home Stones as that would constitute a potentially conflicting loyalty.  An Assassin might hesitate or be unwilling to kill someone from their own Home Stone.  It is unlikely that they would join in Free Companionship.  This might also create a conflict of loyalty.  Assassins generally are cold individuals as well and unlikely to form bonds of love.  The murder of their best friend during training would obviously have its impact.
     Assassins learn many martial skills and their combat training is similar in many respects to the training of the Warrior Caste.  The similarities would be in the areas of personal combat.  It is unlikely that the Assassins learn much about waging wars.  But they would learn many weapon skills and unarmed combat, including the use of the gladius, spear, knife and crossbow. In one on one combat, an Assassin and a warrior are probably on equal ground.  Pa-Kur, Ar's Master Assassin, was considered one of the finest swordsmen on Gor.  No one is surprised at the swordfighting ability of Kuurus or Drusus.  Assassins and Warriors generally do not get along well with each other.  Each Caste considers itself superior to the other and they also consider themselves natural enemies.
     A few quotes demonstrate what some see as the differences between these two Castes.
     "The Assassin," he said, "is like a musician, a surgeon. The Warrior is like a butcher. He is a ravaging, bloodthirsty lout." (Beasts of Gor, p.413)
      "But Assassins are such arid fellows. Warriors are more genial, more enthusiastic." (Beasts of Gor, p.413)
     "An Assassin goes in and does his job, and comes out quietly," he said. "Warriors storm buildings and burn towers." (Beasts of Gor, p.413)
     "The sword of the warrior, commonly, is pledged to a Home Stone, that of the assassin to gold and the knife." (Beasts of Gor, p.136)
     The Caste color of the Assassins is black and even their helmets are black.  They also use a black banner as their symbol.  Assassins may be referred to as 'killer" and this is actually considered a title of respect.  When an Assassin takes fee for a job, he affixes a tiny and fine mark of a black dagger on his forehead.  It is not known what material is used to affix this mark.  With the dagger on his forehead, an Assassin may freely enter any Gorean city.  No one will stop him from entering or try to interfere with his mission.  Some people who see the dagger worry that the Assassin might be after them.  City rulers will often bolster their personal defenses if they are aware an Assassin with a black dagger is present in their city.
     Few things are known concerning the Caste Codes of the Assassins.  Withdrawal from the caste is not permitted by the codes.  Anyone who tried to quit would be likely hunted down and killed.  The Caste does not want its secrets revealed to any outside the Caste.  The Caste might even view such rogues as failures that needed to be eliminated to preserve the integrity of the Caste.  By their codes, they are supposed to make their own kills.  Thus, they cannot subcontract out a killing.  This would also prevent them from using sleens to kill people though not all Assassins follow closely to their Codes.  There have been instances where an Assassin used a sleen for a kill.  The use of poison is also against their codes though their pride alone prevents most Assassins from using poison.  There is little skill in using poison and most Goreans consider it a woman's weapon anyways.  Though it is not against their codes, most Assassins are not tarnsmen.  They will more often ride tharlarions though there are a few Assassins who are accomplished tarnsmen.  Assassins also do not carry pouches like most Goreans.  Instead, they have small pockets in their belts.
     The primary weapon of choice of the Assassin is the crossbow.  A crossbow has a considerable striking power and can penetrate most shields.  Though it has a slow rate of fire, most Assassins will not be shooting a barrage of quarrels at a victim.  They hope to need only a single iron bolt to slay their target.  The crossbow allows them to strike at a distance thus enhancing their chance of escaping detection.  "More than one triumph in a Gorean city has been spoiled by the bolt of an assassin." (Magicians of Gor, p.90)  Assassins also learn other weapons such as the gladius, knife and spear.
     "Scormus of Ar reminded me of men of the caste of Assassins, as they sometimes are, before they begin their hunt.  The edge must be sharp, the resolve must be merciless, the instinct to kill must in no way be blunted." (Beasts of Gor, p.86)  "Scormus would play like an Assassin.  He would be merciless, and he would take no chances." (Beasts of Gor, p.88)  Assassinations are generally well planned events.  The Assassin will begin by gathering information on his intended victim.  This will allow him to better choose a method of assassination, one that will have the greatest chance of success and also allow the Assassin to escape afterwards.  It might entailing following the victim to learn his habits.  Skill and technique are important to Assassins.
     No one is safe from the potential of assassination.  If someone has a grudge against you, they could hire an Assassin.  Assassins kill both men and women. Talena, when she became Ubara, feared assassination and Tarl Cabot confirmed that was a real possibility for a woman in her position.  Assassins sometimes serve the purpose of justice.  There is a difference between an Assassin hired to perform the "first" or the "second" killing.  In a "second" killing, an Assassin is hired to avenge someone's murder.  Many Goreans accept the validity of "second" kills as a necessary tool of justice.  It seems there may also be certain protocol for such a hiring.  In one passage from Assassins of Gor, a man in a black robe, with a white stripe down the front and back of it, hires an Assassin to avenge the death of a Warrior.  It is clear that the robe was specifically worn for the hiring.  It also seems clear that most contracts with an Assassin are only verbal.  You pay the Assassin and give him information on the intended victim.  There are few formalities involved in such.  Written contracts are not used, likely due to the illiteracy of many Goreans and also not leave a trail of paperwork to connect the employer and the Assassin.
     There are only three major examples of Assassins in the novels although one of those examples is actually Tarl Cabot in disguise.
     Pa-Kur is a Master Assassin of Ar who appeared in Tarnsman of Gor.  He was a tall man with a cruel-looking face and inscrutable eyes.  Pa-Kur was an expert crossbowman and said to be maybe the finest swordsman on Gor.  But, he does not play Kaissa.  When the Initiates took control of Ar, Pa-Kur decided to form an army to conquer Ar.  He was able to gather the forces of a number of cities to support his military endeavor.  He was ultimately successful and forced the Initiates to surrender the city to him.  His reign was quite short when Tarl Cabot and others arrived to oust the Master Assassin.  Tarl and Pa-Kur engaged in an exciting duel atop the Cylinder of Justice.  Tarl proved the master of the sword though.  Instead of face capture, Pa-Kur leapt from a tall cylinder.  But, Pa-Kur's body was never found and its fate remains a mystery that has yet to be resolved in the novels.  One day, Pa-Kur could return. After Pa-Kur's defeat, the other Assassins that has supported him were captured and made galley slaves.  Assassins were then outlawed in Ar.  As an interesting aside, consider Pa-Kur's name. "Kur" means beast in Gorean but it is unknown what "Pa" means.
     In Assassin of Gor, Tarl Cabot disguises himself as Kuurus, an Assassin, to discover who tried to kill him in Ko-ro-ba.  He dyes his hair black and dons the black clothes of an Assassin. This book excels in showing how most Goreans view Assassins, usually with fear and hate.  It also shows that Assassins may be hired by a House in a general capacity almost akin to a bodyguard or trouble shooter.  Kuurus is hired by the House of Cernus as a Sword even though he has taken fee for an assassination.  No one questions his superb ability with a sword. It seems natural that an assassin would be skilled with the gladius.
     In Beasts of Gor, we encounter the Assassin named Drusus.  Drusus works for the Kurii at their base at the polar ice cap.  He attempts to kill Tarl Cabot in a duel but fails to do so.  He later chooses to side with Tarl against the Kurii.  He acquits himself well and the Kurii plans are defeated.  He then heads south with Tarl Cabot though we do not learn what occurs later.  One unusual aspect of Drusus is that he failed to kill his best friend during training.  He was more skilled than his friend but he chose not to kill him.  Yet, Drusus still became an Assassin.  This is highly unusual and would likely be an extreme rarity.  In addition, it is likely that his friend was killed by other Assassins for not being good enough.
Assassins in Role-Play
     Using Assassins in Gorean role-play requires special rules if you wish to plausibly and realistically simulate assassination attempts.  Assassins have the potential for being abused if the rules are not properly constructed.  Obviously, it would be unrealistic and annoying to have Assassins killing off dozens of players.  But, at the same time, assassination should be a real threat so that the Caste is truly as feared online as in the novels.  Thus, it becomes a balancing game to carefully maintain a happy medium.
     In general, rules for Assassins should contain certain essential elements.  First, their combat skills should be basically equivalent to that of a Warrior.  The books support this and it helps to set up the natural adversarial stance of the two Castes.  Second, Assassin should follow the codes of their Caste.  If they are permitted to break the Codes, an unbalancing can result. Nearly all Assassins will follow their Codes.  There should be an excellent reason why an Assassin chooses to ignore a Code in some situation.  Third, special rules need to be constructed to handle the mechanics of adjudicating an assassination attempt..
     Assassinations are well planned activities.  Assassins do not just rush out and kill someone. They are very skilled and use those skills to choose an optimum opportunity.  They have no wish to be caught or slain.  Thus, an Assassin should role-play his planning and investigation of a proposed assassination.  He should log all instances where he gathers information about his target.  Maybe he will talk to his target's friends and learn that the target frequents a certain tavern.  Maybe he will learn that his target talks a certain walking path each evening through a local garden.  After gathering all of this information, the assassin should compile a plan of how exactly he intends to perform the assassination.  This plan should give consideration to contigency plans that might be needed in case some unforseen circumstances arise.  Then, based on the skill of the assassin, his prior investigations, and the plan, it needs to be decided what the assassin's chances of success would be.  Some type of proctor should decide on this chance.  A method to resolve the skill attempt, such as dice, can then be made.
     Such a procedure emphasizes and enhances the role-play aspects of an Assassin.  Under some online rules for Assassin, dice are basically all that matter.  There is little role-play, planning or investigation involved.  Such rules lack realism or plausibility.  We should always endeavor to make our role-play better.  Proper rules can aid in this matter while poorly constructed rules can detract.  Always aim for the best.
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Scroll #27
ENTERTAINMENT ON GOR (#27, Version 4.0)
     Goreans are fun loving people. They embrace life and spend plenty of time engaged in various forms of entertainment. Entertainment follows caste lines in many cases. Castes are commonly segregated in some areas, though many times only by Low and High Caste. Some forms of entertainment are also cultural in nature. This scroll shall describe many forms of Gorean entertainment, from games of death to simple children's games.
    Arena Contests: Numerous cities have arenas that are very similar to the arenas of ancient Rome. In Ar, they have their Stadium of Blades. In these arenas, all forms of combat games are enacted. The types of games are limited on my your imagination. Many of these contests of arms are to the death. They most often involve criminals and poor mercenaries. Red Caste Warriors rarely participate in such games. Prizes of gold and/or amnesty are offered to participants. Men fight with various weapons in various types of matches. Men may fight in iron hoods, unable to see. Many men battle with cestae or hook knives. The cestae may bear spikes or blades. Slave girls may fight each other, sometimes with steel claws attached to their fingers. Beasts are also common in arena battles. They might fight each other, men or even armed slave girls. The battles do not have to be fair, only entertaining. Slave girls commonly fight only for amusement as they are not specially trained for the arenas. There are large training schools though warriors and beasts. An arena may even be flooded for sea battles, the water filled with marine predators.
    In Tharna, prior to the revolution depicted in Outlaw of Gor, they held games called the Amusements of Tharna. They were gladiatorial games. The men of Tharna had to attend the Amusements at least four times a year or take part in them. One game they played was the Contest of Oxen, where men were yoked and chained together in teams of four. Each team was chained to a block of granite weighing about a ton. The teams would race towing the blocks. One man would sit on the block as the driver and wield a whip. The yokes were made of silver from the mines. In another game, the Battle of Oxen, the men wore yokes fitted with steel horns about eighteen inches long. They then had to fight each other to the death using the horns to gore each other.
     Some combat games are less formal such as the stable bouts. Essentially these are slave fights that are little more than bloody brawls. They are mostly watched by the low castes. Your hands are wrapped in leather so as to not break your hands. You can kick your foe but no holds to the death are permitted. You will fight with occasional rest periods that help make the fight last longer. Combatants are divided by weight class and there is always much shouting and betting at these events.
    Tarn Racing: Numerous Goreans prefer tarn racing to gladitorial combats. In Ar, fans wear faction patches in varied colors such as blue, orange, green, red, gold, yellow and silver. These patches are sewn on the left shoulder. Women of High Castes wear silk patches while women of Low Castes have crudely stitched, dyed rep-cloth patches. The average racing fan of Ar will usually stay to the last race on a day of racing.
     A typical tarn racing track is a large, open padded ring suspended over a net. The tarns start out on perches and must finish on the same perch. The track is one pasang long. The two sides would be about 1700' long and the measure at the corners under 150' wide. The track is like a narrow, aerial rectangle with rounded ends. The course is determined by twelve rings hung on chains from great supporting towers. Six rings are rectangular and six are round. The large rectangular rings are three on a side and the smaller round ones are set at the corners of the dividing wall. The tarns must pass through all of the rings. Other types of tracks exist as well.
     Tarn racing is a special skill. There are training schools to teach the needed skills. Special racing tarns are also used rather than war or draft tarns. These tarns are smaller, lighter and sleeker than other types of tarns. It is so light that two men could lift one. Its wings are broader and shorter, permitting a swifter take off and a capacity for extremely abrupt turns and shifts in flight. It cannot carry a great weight and lacks the stamina of other tarns.
     Tharlarion Racing: Select breeds of tharlarions are used in races like tarn racing. The city of Venna is famed for its tharlarion races. Little information is given in the books concerning these races but they are likely similar to horse racing though probably much more violent. As in tarn racing, the racers may likely be able to attack each other. This would make the racing similar to chariot racing of ancient Rome.
      Hunting: Hunting is a popular pastime on Gor. Men travel to the northern forests, the mountains of the Voltai, the jungles near Schendi and other areas to seek game. Gor teems with wildlife and there is little scarcity of game save in relatively populated areas. Even free women, especially in cities near the northern forests, have been known to engage in hunting. Hunting is often done with spear and bow. Traps are sometimes used and Goreans will never leave a trap set that they do not intend to return to. Each animal has its specific methods by which it is commonly hunted. Some hunters wear a camouflage outfit of green, mottled and striped irregularly with black. Others wear hunting leathers.
     In the Voltai range, larl hunters use the Gorean spear. They proceed in single file as they travel. When a larl is encountered, the first man in line is supposed to cast his spear and then drop to the ground, covering himself with his shield so the next person can throw his spear. The person in the last position must stand his ground if the larl is not dead by then and face it with his sword alone so the others can escape. The First Spear is usually the best spearsman and Last the worst. Larls are extremely dangerous predators.
     Palestrae: Each city usually has a number of palestrae, gymnasiums. It is here where men of various castes can exercise, work out and engage in contests of various sorts. Sometimes different palestrae compete against each other. They develop rivalries and try to out best each other. Some games they engage in include hurling the stone, hurling the thonged javelin both for distance and accuracy, races of various sorts, jumping, and wrestling. Many of these games are similar to games that the ancient Greeks performed in their Olympics. There are also meets and local championships. Teams may be put into age brackets. You can win awards such as fillets of wool of the hurt dyed different colors, like Earth ribbons. Champions might even receive crowns woven of the leaves of a Tur tree.
     Baths: These are important social centers on Gor. Some are private but most are public areas. For a fee, they are available to all free persons. They are segregated by gender, even if only by time of day, though this does not preclude slaves of the opposite sex. Male slaves usually clean the baths. Weapons are usually not admitted into the baths. Most Goreans share tubs. The baths may also have scented pools, massage rooms, steam rooms, exercise yards, recreational gardens, art galleries, strolling lanes, arcades of merchant, physician courts, reading rooms, music rooms and more. They are more than simple bath houses.
     Commonly, the baths are large, shallow round tubs of clay and covered with porcelain. They are mounted on open-bricked platforms, each platform about a yard high. There are fires under the bricked platforms to keep them warm or hot. A tub is about seven feet wide and eighteen inches deep. The more complex and fancy baths are heated by vents and pipes from subterranean furnaces.
     There are numerous ways that the baths are used but there is a common way. The first tub is used for a time, soaking and maybe sponging. Then you emerge to apply oils to your body. The oils are rubbed well into the skin and then removed by strigil. There are various forms of strigil though they are usually metal and almost always of a narrow spatulate form. One then takes a second tub that consists of clean water to remove the dirt and oils. You can do all this yourself or have it done by one of the bath girls.
     Bath girls are slaves at the public and private baths. They wear a chain and plate collar. The plate gives their name and cost. They wear towels with nothing beneath them. While swimming, many wrap a long broad strap of glazed leather about their heads like a turban. The bath girls are there for the pleasure of men. Sometimes the girls will pretend to swim away from the men and try to escape but are easily caught by the men. This is done on purpose as most girls could easily avoid the men if they wished. They become excellent swimmers.
     The Capacian Baths in Ar are considered the finest on Gor. The girls there cost from one copper tarsk disk up to a silver tarsk. They have many different pools, differing in shape, size, d?cor, temperature and scent of the water. They include such as the Pool of Blue Flowers, Pool of the Tropics, Pool of Ar's Glories, pool of the Northern Forests, and the Pool of the Splendor of the Hinrabians. The Turian baths also come highly recommended.
     Paga Tavern: A paga tavern is a combination bar, restaurant and brothel. Paga taverns exist primarily for the pleasure of men, but such pleasures range widely. Men go there to relax or be sociable. They often play Kaissa there. Some taverns even have special tables with a Kaissa board inlaid on the table. They may wish to watch slave dances. It is also a place where men can learn a lot about a city and hear the latest news. A new visitor to a city can learn much at a paga tavern about his new surroundings. A paga tavern is much more than just a place where men go to fur kajirae. Many patrons may never make use of a kajirae in that manner.
     A tavern commonly has a number of low tables of various sizes. A man can remain by himself at a small table or party with his friends at a large one. Men sit cross-legged on the floor at these tables. There may be a sandpit in the paga tavern for slave dancing or battles by the men. There is an area of curtained pleasure alcoves where men and slaves retire for sex. There is often a kitchen area, commonly separated from the main area by swinging doors or a beaded curtain. These are easy to negotiate by a girl carrying something. Curtains are used more often than the swinging doors.
     The men are served by the paga kajirae, slaves who are a combination waitress and prostitute. For the price of a cup of paga, a man is also entitled to the use of one of the servers. He may take a girl to one of the pleasure alcoves for sex. He may keep that girl for as long as he desires or until the tavern closes at dawn. For each cup he purchases, a customer may have a different slave.
     The pleasure alcoves are often small and their entrances may be circular, about twenty-four inches in diameter. They are commonly stacked in levels and reached by narrow ladders fixed into the walls. A typical alcove has curved walls, and is about four feet high and five feet wide. It is lit by a small lamp set in a niche in the wall. It is lined with red silk and floored with love furs and cushions. The furs are usually about six to eight inches deep. An alcove will usually contain chains, rope and a whip. You may also request any special equipment you may desire such as hook bracelets. Some taverns may have different types of alcoves but most are fairly similar.
     Free women are not permitted in most paga slaves though they are permitted entrance in a few. In some taverns, even families are permitted entrance. In such taverns, efforts are made to promote modesty and decorum. Men in these places try to restrain themselves so as to not offend the free women. Most free women though would rather not attend such establishments. They do not wish to see their men fawning over such lascivious kajirae.
     Girl Catch: This is a popular game played in a variety of ways on Gor. It can be informal or very formal. In the basic game, a slave girl is hooded and belled. She is then let loose for hooded men to seek and capture. It is forbidden for the girl to stand still for a certain interval, commonly a few Ihn. She is under the control of a referee who uses a switch to encourage her to move and to mark her position. Slaves try to hone their evasive skills in this game and some girls get quite skilled at it. In another form of the game, it requires one hundred men and one hundred women. The object is to capture as many women as possible and place them into your Girl Pit while protecting your own women. In these large games, free women often play.
     Games: Goreans enjoy a wide assortment of games. Many games encourage the development of desirable traits in young boys such as courage, discipline and honor. Other games encourage audacity and leadership and still others teach them about the nature of women and slaves. These games encourage them to manhood and mastery. They also play many games of guessing. For example, they play a cups and pebble game, similar to the "shell game" of Earth. Three cups are used and a pebble is hidden under one of them. The cups are mixed up and you must guess which has the pebble. A good sleight-of-hand expert can ensure you never win. Dice, cards and game boards are prevalent. Cat's cradle is a popular game in the north, especially in the villages and in Torvaldsland. Even panther girls enjoy it. In cat's cradle, you try to create intricate patterns with string.
     Dice games: There are numerous forms of dice games played on Gor. Many games are commonly played with from one to five dice. The knucklebones of a verr are usually used to create dice. They then have their marks painted on them. This is done to try to make sure that they are fair. Scooping out numbers on the side may not be fair as the amounts scooped out may not be equal so the dice will not roll fairly. Some though do try to scoop out equal amounts. Some cities make these type of dice and sell them in sealed boxes. The dice have supposedly been cast 600 times and their results were close to mathematical probability. Loaded dice are used by some unscrupulous people.
     Each number on a die is called by the name of an animal though not all of these names were given in the books. "Larl" is the maximum high on the die rolled, basically a six. An "urt" is the lowest value, a one. A "verr" would equal a roll of a four. A "sleen" exists but it is not stated what value it represents. There are two unknown animal designations as well.
     Kaissa: This is probably the favorite board game on Gor. The word "kaissa" is the general Gorean word for "game." But, when used without qualification, it means only one game, Gorean chess. It is played similar to Earth chess, the object being to capture one's opponent's Home Stone. Almost all civilized Goreans, of whatever caste, play Kaissa. There are many clubs and competitions. Most libraries have many scrolls on strategy and techniques. Education Scroll #20, Kaissa, goes into much more detail on this game.
     Zar: This is a board game common in the Tahari. It bears some similarities to the Earth game of checkers. Zar uses a Kaissa board but the pieces are placed only on the intersections of the lines. Each player has nine pieces, of equal value, which are originally placed on the intersections of the board's edge closest to the player. The corners are not used in placement. The pieces are commonly pebbles, sticks or bits of verr dung. Pieces move one intersection at a time unless jumping. One may jump an opponent's pieces or one's own. A jump must be made to an unoccupied point. Multiple jumps are permitted. The object of the game is to effect a complete exchange of the original placements. The first person to do so wins.
     Stones: This is also known as guess stones. It is a guessing game where a certain number of stones are held in the hand, usually two to five, and you must guess the number. You get a point for a correct guess and you can then try again. If you guess wrong, your opponent gets a turn. The game ends when one person reaches a set number of points, usually fifty. There are many variations of this game. It may also be done by guessing even or odd number of stones. Any small objects may be used such as stones, beads or even gems. There are even intricately carved and painted game boxes containing carefully wrought "stones" for the affluent enthusiast. The game is not simply an idle past time. There are numerous psychological subtleties and strategies involved. Tournaments are held and certain people are known as champions at the game. Entire estates have been known to change hands over a game. Goreans enjoy gambling in all games.
     Entertaining: Goreans are very sociable people and enjoy giving dinners and having parties. At such parties, it is an honor to sit above the bowls of red and yellow salt. At some fancy banquets, slaves may change their costume, jewelry and even chains to match the courses of each meal.
     Library: Most cities have a large public library containing thousands of scrolls. The scrolls are carefully organized and catalogued. These libraries are open to men and women of all castes. Even slaves are sometimes given permission to enter a library. Many literate Goreans will spend time in these buildings learning a variety of topics. Most libraries are constructed to be beautiful, comfortable and functional.
     Art: Art is taken seriously on Gor. It is considered an enhancement to civic life. Goreans love beauty and their songs and art are paeans to that glory. Many artists do not sign or identify their works. They feel that the art, its power, its beauty, is important, not the creator. Many artists seem to regard themselves as little more than vessels or instruments, the tools, by which the world, with its values and meanings, expresses itself and rejoices. The artist tends not so much to be proud of his work as to be grateful to it, that it consented to speak through him. The focus of the artist tends to be on the work of art itself, not on himself as the artist.
     Pace of life: Gorean life in a city is not fast-paced like the cities of Earth. People might close their shops and flock to the high bridges to watch a beautiful sky. Goreans do not like to be pressed in their tasks. Two ahn for lunch is not uncommon. Though the average working day is ten Ahn, the amount of time at actual work is much less. Stopping an ahn early is not uncommon.
     Public gardens: Most cities have a number of well-cultivated public gardens. They commonly have many winding and secluded paths. They are usually always in bloom. The gardens often have benches to sit and relax. They cater to the Gorean love of beauty and nature. They often a quiet, relaxing area.
     Restaurant: There is no precise Gorean expression for a restaurant. There are public dining halls, paga taverns and cafes but no specific restaurant.
     Shopping: Haggling is the rule in the markets on Gor. There are no fixed prices. There are few stores of a general nature. Their place is taken by bazaars and markets. Most people must go to a variety of specialty stores. Many items are sold close to where they are made. Most shops do not have windows. They usually are open to the street or have counters open to the street. At night, they are shuttered or barred. Expensive stores may have a narrow door commonly leading to an inside court with awnings at its sides under which goods are displayed. Free women often enjoy spending their time perusing the wares in the local markets.
     Music: Music is popular on Gor but there are some major differences from music on Earth. There is no written music on Gor. Melodies are passed down to children or students. Much of Gorean music is very melodious and sensuous. On Gor, there are also a number of musical instruments both familiar and strange to Earth. There are no bowed instruments on Gor. Of the other instruments, czehar musicians have the most prestige. Prestige is then ranked by flutes, kalika, drums and then the miscellaneous instruments. There are both single and double flutes. Flute music is very important in theater. The name of the flute player usually appears on theatrical advertisements immediately after the major performers. The flute player is often on stage and accompanies performers about, pointing up speeches, supplying background music and such.
     Musician's and Singer's Caste: "A handful of bread for a song" is a common invitation extended to caste members. They do not live well but never starve. "No musician can be a stranger" thus by custom, they are freely permitted within almost any city. Also by custom, they are not supposed to be enslaved for it is thought that he who makes music must like the tarn and Vosk gull be free. They are thought to be a happy caste, loved by many.
     Poets Caste: Poets are considered craftsmen who make strong sayings. They are seldom deterred by illiteracy. Some great poets have been so among the Tuchuks and Torvaldslanders. Poetry is rarely written down. Instead, it is memorized and sung about the fires. Like Musicians, they may travel freely and are rarely enslaved. The role of the Poet is to celebrate battles and histories, singing of heroes and cities, singing of love and joy. They remind people of loneliness and death, lest they should forget they are men.
     Theater: Theater is very popular and consists of major forms and minor forms. Major forms include sophisticated comedies and serious dramas. Minor forms include low comedy, burlesque, mime, farce and story dance. In major forms, most roles are masked. Women are not allowed on stage so their parts are played by men. Women's voices are thought not to carry as well as men. But due to the superb acoustics of most theaters, this is likely more an issue of tradition and jealousy. Many masks also have built in amplifiers. Women do though play in minor forms. These women are usually slaves. Masks are not worn in most minor forms. In farces, players may or may not be masked, depending on the roles.
     In minor forms, there are certain stock characters known to most audiences. These include such as the Comic Father (with a Turian accent), the Pedant (usually a scribe), Timid Captain, Young Lovers, Golden Courtesan, Desirable Heiress (soft accents of Venna), Pompous Merchant, Wily Peasant, Saucy Maidens (Bina and Brigella), Chino (the servant of the Comic Father or Merchant), and Lecchio (the servant of the Pedant).
     There are many theatrical conventions where the audience suspends their disbelief or makes assumptions. Carrying a tarn goad and moving a certain way implies riding a tarn. A kaiila crop or goad and specific movement implies riding a kaiila. A branch can stand for a forest, a bit of wall for a city. Standing on a box or table may be a mountain or battlements. Sprinkled confetti may be snow. A walk about a stage may be a long journey. Some crossed poles and a silken hanging can indicate a throne room or tent of a general. A black cloak means a character is invisible. A banner carried behind a general can indicate a thousand men.
     Most theater seating is on a first come, first serve basis, except for certain privileged sections. Audience participation is common in the lower forms of Gorean theater. It is actually welcomed and encouraged. The audience may even throw fruit and things at the actors. Fights have broken out in the audience between those who approve of the play and those who do not. The Theater of Pentilicus Tallux is a great theater in Ar. It lends itself to large-scale productions. It can easily handle one thousand actors. Given the strength of its stage, even tharlarion and wagons can be used on it.
     Holidays: Gorean cities celebrate numerous holidays and they vary from city to city. Other holidays are celebrated in numerous cities but the date of the holiday may vary. Some holidays are religious ones, others are simply excuses for festivities. The birthday of the Ubar/Administrator is often a city wide holiday.
     Kajuralia: This is the Holiday of Slaves, or Festival of the Slaves. It occurs in most northern cities once a year except for Port Kar. The date differs from city to city though many cities celebrate it on the last day of the Twelfth Passage Hand. In Ar and others, it is celebrated on the last day of the fifth month, the day before the Love Feast. This is a common name for the Fifth Passage Hand, occurring in late summer. It is the greatest period for the sale of slaves. Slaves are permitted to tease and play tricks on free persons without fear of discipline. A slave says "Kajuralia" after doing such a prank. It is similar in some ways to the Earth holiday of April Fools.
     Carnival: The Twelfth Passage Hand, just before the solemn Waiting Hand, is often a time of great festivities. It is the time of Carnival. Theatrical troupe, carnival groups, are common at this time. They often consist of rogues and outcasts. Such persons are denied the dignity of the funeral pyre and other forms of honorable burial. These troupes must petition for the right to perform in a city. Sometimes the actresses must be "tested" by the officials before a license is granted. Bribes may also be required to get licenses. Bribes are not really secret and there are even scales to determine the amount of the bribe dependent on the size of the group, number of days, etc. Licenses usually run for five days though sometimes only for a night or specific performance. Licenses are commonly renewable, within a given season, for a nominal fee. Troupes may include men on stilts, fire swallowers, jugglers, clowns, acrobats, dancing sleen, magicians, tight rope walkers, mimes, animal trainers and more.
     Carnival time is also a time for people to don masks and bizarre costumes. There are even costume contests and parades. These masks and costumes allow an opportunity for jokes and pranks. They also permit incognito assignations between free people. Some free women even go as far as to masquerade as slaves and run naked through the cities.
     Game of Favors: One game played during Carnival time is Favors. In the basic version, free women are given ten light scarves. Each group of scarves is unique to the woman. The free women then pass out the scarves that grant kisses to the recipient. The first girl who dispenses all of her favors and returns to the starting point wins. This gives free women a valid way to flirt during this specific time.
     Sardar Fairs: Four great fairs are held each year on the plains below the western slopes of the Sardar Mountains. These fairs are free ground for the competitive cities of Gor and provide almost the only opportunity for people of all areas to meet peaceably. The Merchant Caste effectively arranges and administers the Fairs though they are nominally under the direction of a committee of the Initiates. But, the Initiates are simply content with its ceremonies and sacrifices. They are pleased to delegate to the Merchants. The Fairs are supported by booth rents and taxes levied on goods exchanged.
     The fair of En'Kara occurs in the spring and is the first fair of the Sardar cycle. The Fairs are governed primarily by Merchant Law. It is also a crime against the Priest-Kings to bloody one's weapon at the fairs. The prohibition against violence does not extend to slaves. In addition, no one may be enslaved at the fair though slaves can be purchased.
     The various Castes use the fairs to exchange information with each other. Usually, each caste holds its own convention to meet. The Fairs are common ground to settle territorial and commercial disputes. Political negotiation and intrigue are secretly rampant. The commercial facilities are the finest on Gor save for those of Ar. Loans are negotiated but usually at usurious rates. Various contests are held such as wrestling, racing, feats of strength, and skill with bow and spear. Choruses and poets compete in theaters. Almost anything is available for purchase.
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Scroll #28
FLORA OF GOR (#28, Version 5.0)
     Like many things, the flora on Gor is a combination of items very similar to Earth flora and a variety of items specific only to Gor.  The following is a list of the Gorean flora described or named within in the books.  Obviously, many other varieties of plants, trees and such exist on Gor but were never named in the books.  For example, the rainforests near Schendi and the northern forests contain a myriad of varieties of flora and many were not described or listed in the books.  More information on some of the flora of Gor can be found in another scroll, #7, Gorean Food and Drink.
     Arctic flora:  The arctic regions of Gor, the home of the Red Hunters, is not as barren as might be suspected.  There are approximately 240 varieties of flora that grow within five hundred pasangs of the north pole.  Only the areas near the glacial ice are generally bereft of plant life.  Small perennials are a common type of vegetation.  The growing season is too short for annuals to adequately grow.  During the cold winters, the buds of the perennials lay dormant in a fluffy, protective sheath.  Out of all of the different types of flora in this region, none of the plants have thorns or are poisonous.  There was no need to develop such defenses due to the dearth of predators that could threaten such vegetation.
     Bazi tea:  This is an herbal tea that comes in many different varieties.  Thus there are a number of shrubs that provide tea leaves though no specific names are ever given for them.  As Bazi tea is a common drink, the tea shrubs may no longer be limited only to Bazi and may grow in a number of different places.
     Black wine:  This is a coffee-like drink made from beans grown only in the mountain city of Thentis.  Thentis does not trade the beans to make this drink. It is very strong and bitter, almost like expresso coffee.  It likely has an Earth origin, especially due to its limited area of growth on Gor.
     Brak bush:  This is an odorous shrub and its leaves, if chewed, have a purgative effect which means that they may induce vomiting.  The brak bush also figures into certain superstitions associated with the Gorean New Year.  During the Waiting Hand, the five-day period before the start of the New Year, many people seal the doors of their homes with pitch and nail branches of the brak bush to the doors.  This is done to prevent the entry of bad luck into the house for the New Year.  On the first day of the New Year, the pitch is then washed away and the brak branches are burned.
     Cacao trees:  These trees grow in the tropical regions of Gor and their beans can be used to make chocolate.  These appear very similar to Earth cacao trees.
     Carpet plant:  This is a plant of the rainforests of Gor.  They possess strong tendrils that can be used as ties to secure items.
     Clover:  This is a plant on Gor similar to the Earth plant of the same name.
     Dina:  This is a small, short stemmed flower that grows primarily on hill slopes in the northern temperate zones of Gor.  It is much rarer in the southern hemisphere so dinas are more valuable there.  In its budding, though in few other ways, it resembles an Earth rose.  The dina is sometimes referred to as the "slave flower" though the precise origin of that designation is unknown.  There is one legend concerning its origin centering on a Ubar of Ar.  This Ubar pursued and captured the daughter of one of his enemies, finally trapping her within a field of dinas.  The Ubar scanned his surroundings and chose to name his new slave Dina.  Dina is a common slave name and there is even a brand that resembles a dina.  Girls that bear the dina brand may be referred to as "dinas."  There is another reason why dinas may be called the slave flower. ".., It is, though delicate and beautiful, a reasonably common, unimportant flower; it is also easily plucked, being defenseless, and can be easily crushed, overwhelmed and, if one wishes, discarded." (Slave Girl of Gor, p.62)
     Fern:  This is a plant on Gor similar to the Earth plant of the same name.
     Festal:  This is a type of shrubbery that grows in the Vosk delta and possibly elsewhere. There is no description of it within the books.
     Flahdah:  This is a tree of the Tahari region that resembles a flat-topped umbrella on a crooked stick.  The flahdah has narrow branches holding lanceolate-shaped leaves.  Its trunk leans like a palm tree and they do not get taller than twenty feet high.
     Flaminium:  This is a large flower with five, scarlet petals.  Its buds are large and it is likely that it is aromatic.
     Flower tree:  It is unknown if this is an indigenous tree or whether it has been specially cultivated by men.  The tree has a segmented trunk and many beautiful flowers.  In some gardens, the trees are cultivated so that the flowers cluster together so that each such cluster can be used as a bouquet.  The colors of the flowers are cultivated as well so that each cluster contains an interesting array of shades and colors.  These are likely very expensive trees.
     Fruit:  There is a wide variety of fruit that grows on Gor.  They include many types similar to Earth fruits such as apricots, berries, cherries, dates, grapes, melons, olives, peaches, pears, plums, pomegranates and strawberries.  The cherries and red olives of Tyros and the olives of Tor are famed across Gor.  There are also fruits indigenous to Gor such as larmas, ram-berries, Ta grapes, and tospits.
     Grass:  A number of different colored grasses exist on Gor including violet grass, dark blue grass and a yellowish-orange grass.  Other colors might exist as well.
     Hogarthe trees:  These trees are reminiscent of Earth poplar trees.  They are white-barked with shimmering green leaves.  They are about fifty feet tall and lay about thirty to forty feet from each other.  They are most commonly found near areas of water within the Barrens, the home of the Red Savages.  These trees are named for Hogarthe, an early white explorer of the Barrens region.
     Ka-la-na tree:  The Ka-la-na tree is also known as the wine tree because the famous Ka-la-na wine is derived from its fruit.  The bark and inner wood of this tree is yellow and the wood is actually very strong and supple.  It is commonly used in making bows.  The tree fruit that can be eaten as is or used to create wine.  The tree smells sweet, likely due to its fruit and not the wood itself.  The books unfortunately do not describe what Ka-la-na fruit looks like. Ka-la-na orchards are very common across Gor and many cities make their own brand of Ka-la-na wine.  Though Ka-la-na wine is depicted in the books predominantly as red, there is some indication that may not be its only possible color.  Ka-la-na does come in sweet, dry and light varieties.
     Kanda:  This plant grows primarily in the desert regions of the southern hemisphere though it can even be found in the northern hemisphere.  The roots of the kanda plant, when ground and dried, are extremely toxic.  A paste is often made of the poison and then applied as a glaze to a blade or needle.  This glaze may look white once it has melted a bit from the heat.  It is a deadly poison and few honorable Goreans, except for women, would use it.  The leaves of the kanda plant are not toxic though they carry their own form of harm.  The leaves are often rolled into a string and then either chewed or sucked.  The leaves act as a narcotic drug and they are addictive.  The southern hemisphere has a greater problem with such addictions due to the prevalence of the plant there.
     Katch:  This is a foliated leaf vegetable, likely similar to lettuce, cabbage or spinach.
     Kes:  This shrub grows best in sany soil and its roots extend deep into the ground.  The secondary roots of the shrub are bleu in color and taste salty.  They may be eaten and are the primary ingredient in sullage, a type of soup.
     Kort:  This is a brown and thick-skinned, sphere-shaped vegetable which is about six inches wide.  The interior is yellow, fibrous and heavily seeded.  It grows in the Tahari region and is often served sliced with melted cheese and nutmeg
     Larma:  There are two varieties of larma, a hard larma and a segmented larma.  The hard larma has a crunchy, red skin like an apple.  It has a single-seed, a large stone, and thus is also called a pit fruit.  The segmented type is very juicy and more similar to an orange.
     Leech plant:  This is a dangerous plant that subsists off of blood.  The plant can sense living creatures that pass by and it can strike quite fast.  Almost like a vampire, it attach two hollow, fang-like thorns into its victim.  It makes a loud popping and sucking sound as its bladder-like, seed pods expand and contract, drawing blood through its thorns.  On well traveled roads, these plants are cleared from the sides of the road.  They are mainly dangerous to children and small animals.  But, an adult, who does not check a wooded area before camping there for the night, could also fall prey to its dangers.
     Liana vine:  This is a plant in the rainforests that can be used as a source of drinking water if you are knowledgeable of it.  You would make a cut high on the vine, over your head.  Then, you would make another cut about a foot off the ground.  This vine tube could then hold a liter of water, depending on recent rainfalls.
     Lotus-like flowers:  These aquatic flowers, similar to the Earth lotus, are found on Gor though it is unknown what they are called on Gor.
     Needle tree:  This is an evergreen tree, indigenous to Thentis and the northern forests.  Its oil can be used to make perfume.
     Palm trees:  There are more than 1500 varieties and types of palm trees in the rainforests though onlky a few are specifically mentioned in the books.  Some palm trees have leaves that are twenty feet long.  One type of plam tree mentioned in the books is the fan palm.  This palm grows in the rainforests of Gor and like the liana vine, can be a source of water.  The fan palm is commonly over twenty feet high and its leaves are spread open like a fan.  Rain water falls into the fan and is collected at the bottom.   It can hold up to a liter of water.  Date palms are another type mentioned in the books.  Date palms can grow to be over one hundred feet tall.  It takes a date palm about ten years before it first bears any dates.  But, after that time, the palm will bear fruit for the next one hundred years.  Each year, a date palm will provide about forty to two hundred pounds of dates.  There is a palm wine on Gor, an export of city of Schendi, but no description was ever given of this wine so its color, flavor and such are unknown.
     Pod tree:  This is a tree indigenous to the rainforests and its inner bark can be used to make a bark cloth.
     Ram-berries:  These berries are like a tiny plum.  They are small, reddish berries with edible seeds.
     Rence:  The rence plant is a tall, leafy plant indigenous to the Delta region though it can be found in a few other marsh areas on Gor.  Rence plants have a long root, about four inches thick, that rests underwater and extends out horizontally from the stalk.  A number of smaller roots descend from this main root into the muddy soil of the Delta.  Above the water, a number of long stems raise up into the air.  There may be as many as a dozen stems and they may extend up to sixteen feet into the air.  It will also commonly have a lone floral spike extending amidst the stems.  The Caste of Rencers live within the Delta region and their primary business is the growth, cultivation and use of the rence plant.  Rence has many uses though its primary use is to make a form of paper.  Scroll #31, The Caste of Rencers, has more information on rence.
     Rep plant:  This is a small, reddish woody bush.  The seed pods of this bush contain a whitish, fibrous matter that can be used to make cloth.  Rep is commercially grown in several areas, especially below Ar and above the equator.  Rep cloth is cheap, strong and dyes well.  It is a common fabric for slave livery and many Low Castes.
     Sa-Tarna:  This is a tall, yellow grain that is the staple crop of Gor.  Sa-Tarna bread is a major product of this grain.  Sa-Tarna grain also makes Pagar-Sa-Tarna, paga for short, a fermented brew that may be the most popular alcoholic drink on Gor.  There is a hybrid variety of  Sa-Tarna that is brownish and grown in the Tahari regions as it has been adapted for the heat of the desert.
     Sim plant:  This is a rambling, vine-like plant with huge, rolling leaves that is cultivated in the pasture chambers of the Nest of the Priest-Kings within the Sardar Mountains.
     Sip root:  This is a very bitter root that can have a contraceptive effect.  In some areas, such as the Barrens, sip root is chewed raw and it will act as a contraceptive for about three to four months.  It is also used in the cities as an ingredient in slave wine.  Slave wine currently acts as an indefinite contraceptive, countered only by the use of a special releasor.
     Sul:  This is a tuberous root vegetable like a potato.  It is commonly large, thick-skinned, starchy, and yellow-fleshed.  It is a Gorean staple and can be served in a myriad of different ways.  Peasants also make an alcoholic drink out of suls called sul paga.  It is similar to a very potent moonshine.
     Ta grapes:  These grapes may have originated on the island of Cos though they are now grown in many areas.  They can be as big as a tiny plum and are often peeled by slaves before served.  A famous wine is made from these grapes and Cos is supposed to have the finest quality Ta wine.  Different cities have their own varieties of Ta wine, but none better than Cos. The color of this wine was never stated in the books.
     Talender:  This is a delicate, yellow petaled flower.  The talendar is often associated with love and beauty.  Free women may wear talendars at the feast celebration of her Free Companionship or maidens may weave them into garlands to wear.  Slaves may also wear talendars though free women strongly object to it.  If a slave girl affixes a talendar into her hair, this is a silent signal to her Master that she wishes to be raped.  A slave girl may also fix talendars in her hair if she has finally submitted to her Master but fears telling him of that fact. The talendars will be a silent signal of her surrender.
     Telekint:  This is a plant, common in the Tahari region, and its roots can be used to create a red dye.  You simply mash the roots and mix them with water.
     Tem-wood:  This is a tree that produces a very strong and supple black wood.  This wood is often used in important construction work.
     Teriotrope:  This is a colorful and fragrant flower.  Its exact description is not given in the books.
     Tes:  This is a type of shrubbery that exists in the Vosk delta and possibly elsewhere as well.  Its exact description is not given in the books.
     Teslik:  This is a plant whose extract is the active ingredient in breeding wine, the releasor for slave wine.
     Tobacco:  Tobacco is basically unknown on Gor.  In the Sardar though, one person did grow some tobacco, imported from Earth.  This is an extreme exception and tobacco does not exist anywhere outside the Sardar.
     Tor Shrub:  This shrub, found in the Vosk delta and elsewhere, is known by various different names.  This name translates as "bright shrub" or "shrub of light."  This shrub has abundant bright flowers, either yellow or white.  It blooms in the fall season and does not grow higher than a man's waist.
     Tospit:  This is a yellowish-white peachlike fruit, about the size of a plum.  It comes in either a short or long-stemmed variety.  The short stem is the more common variety and usually has an odd number of seeds.  The rare, long-stemmed variety though does not.  The tospit is a fairly hard-fleshed fruit and are very bitter but are often used sliced with honey, in syrups, or for their juices as a flavoring.  They are good to protect seamen against disease and thus are sometimes called seamen's larma.  It is easy to dry and store aboard a ship.  The long-stemmed variety are not available until late in the summer.
    Tur tree:  This tree is a lofty, reddish tree that may grow to two hundred feet or more.  It is similar to the redwoods of Earth. It is very common in the northern forests of Gor.  The city of Turia derived its name from these trees.  Legend states that a Tur tree was found on the southern plains near a spring.  No one knows who wanted the tree there or why.  A city then grew in that area and would become known as Turia.
     Turl bush:  This bush is used by the Red Savages of the Barrens to waterproof hides.
     Tur-pah:  This is a vinelike, tree parasite that lives on Tur trees.  Its leaves, scarlet and ovate, are edible and are a main ingredient in sullage, a type of soup.
     Vangis:  This is an unknown type of fruit or vegetable.  They are mentioned though never described in the novels.
     Vegetables:  There is a wide variety of vegetables grown on Gor.  They include many types similar to Earth vegetables such as beans, cabbages, carrots, corn, onions, peas, peppers, pumpkins, radishes, squash, and turnips.  There are also vegetables indigenous to Gor such as katch, korts, and suls.
     Veminium:  There are a couple different varieties of this flower.  Generally, it refers to a blue wildflower commonly found in the lower ranges of Thentis Mountains.  It can be used in the making of perfumes.  There is also Desert Veminium which is a small purplish flower that grows on the edges of the Tahari region.  It too can be used to create perfume.  Both flowers can be boiled in water and the vapors can be condensed into an oil.  In the Tahari, that oil is used to perfume water and such water is then used to wash one's eating hand before and after dinner.
     Verr grass:  This is a common type of brownish grass on Gor likely named as such because verr enjoy grazing on it.
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Scroll #29
QUOTES OF GOR (#29, Version 5.0)
     Here is a large number of sayings and quotes taken from the books. They cover a variety of subjects and are broken up into subjects. Most are self-explanatory and say much about the world of Gor.
General Gorean Sayings:
1.  "Good land is protected only by the swords of the strongest owners in the vicinity." (Tarnsman of Gor, p.27)
2.   "Scavengers come to feast on the bodies of wounded tarnsmen." (Tarnsman of Gor, p.116)
3.  "Tonight, let us drink wine."  A fatalistic maxim in which the events of the morrow were cast into the laps of the Priest-K (Tarnsman of Gor, p.132)
4.  "There is no justice without the sword."  "First the sword-then government-then law-then justice." (Tarnsman of Gor, p.155-6)
5.  "A man who is returning to his city is not to be detained." (Outlaw of Gor, p.37)
6.  "Money has no caste." (Outlaw of Gor, p.78)
7.  "?all wisdom and truth does not lie in my own codes." (Priest-Kings of Gor, p.14)
8.  "Gold has no caste." (Nomads of Gor, p.84)
9.  "When gold will not do, only steel can meet steel." (Assassin of Gor, p.21)
10.   "?a good sword is a good investment,?" (Assassin of Gor, p.44)
11.  "?all truth and reality is not written in one's own codes." (Raiders of Gor, p.310)
12.  "There is only gold, and power, and the bodies of women, and steel." (Raiders of Gor, p.90)
13.  "Most alone are those whom love has once touched, and left." (Captive of Gor, p.369)
14.  "Generosity is the prerogative of the free man." (Hunters of Gor, p.17)
15.  "Economic power and political power are like the left and the right foot.  To truly move, to truly climb, one must have both." (Hunters of Gor, p.172)
16.  "?but to take truth for granted is not to know it.  Truth not won is not possessed. We are not entitled to truths for which we have not fought." (Marauders of Gor, p.7)
17.  "Do not ask the stones or the trees how to live; they cannot tell you; they do not have tongues; do not ask the wise man how to live, for, if he knows, he will know he cannot tell you; if you would learn how to live do not ask the question, its answer is not in the question but in the answer, which is not in words, do not ask how to live, but instead proceed to do so." (Maurauders of Gor, p.9)
18.  "Beware of a silent enemy." (Tribesmen of Gor, p.8)
19.  "Invisible chains are those which weigh the most heavily." (Tribesmen of Gor, p.9)
20.  "We are bred hunters; we are made farmers." (Tribesmen of Gor, p.165)
21.  "A creature who had not known hatred, lust and terror, I suspected, would be ill-fitted to understand the Kur, or men." (Tribesmen of Gor, p.218)
22.  "Perhaps we cannot see truth.  Perhaps nature has denied us this gift.  Perhaps we can sense only its presence.  Perhaps we can sense only its heat.  Perhaps to stand occasionally in its presence is sufficient." (Tribesmen of Gor, p.256-7)
23.  "One must turn one's back in time upon the impenetrable wall." (Tribesmen of Gor, p.258)
24.  "Wisdom decrees that the tree of thought must not be planted where it cannot bear fruit.  A man may starve trying to feed on the illusion of nourishment." (Tribesmen of Gor, p.258)
25.  "The test of a society is perhaps not its conformance or nonconformance to principles but the nature and human prosperity of its members.  Let each look about himself and judge for himself the success of his own society.  Man lives confused in the ruins of ideologies.  Perhaps he will someday emerge from the caves and pens of his past.  That would be a beautiful day to see.  There would be a sunlit world waiting for him"  (Slave Girl of Gor, p.212)
26.  "And one may be rational, perhaps, without being weak. Indeed, is not weakness the ultimate irrationality?" (Beasts of Gor, p.8)
27.  "You may judge and scorn the Goreans if you wish. Know as well, however, that they judge and scorn you.  They fulfill themselves as you do not.  Hate them for their pride and power.  They will pity you for your shame and weakness." (Beasts of Gor, p.11)
28.  "Perhaps the world only speaks to those who are prepared to listen." (Beasts of Gor, p.29)
29. "Civilized men, the small and pale, the righteous, the learned, the smug, the supercilious, the weak-stomached and contemptuous, stand upon the shoulders of forgotten, bloody giants." (Beasts of Gor, p.31)
30.  "The meaning of history lies not in the future.  It is like a range of mountains with many summits.  Great deeds are the meaning of history.  There are many meanings and many summits.  One may climb different mountains at different times, but each mountain glows in the same sun." (Beasts of Gor, p.33)
31.  "The machine and the animal must, I suspect, forever be at war, or until one conquers." (Beasts of Gor, p.57)
32. "?the world cannot be lonely where there are two people who are friends." (Beasts of Gor, p.289)
33.  "Where there is beauty and friendship what more could one ask of a world.  How grand and significant is such a place.  What more justification could it require?" (Beasts of Gor, p.289)
34.  "One does not know, truly, what it is to stand, until one has fallen.  Once one has fallen, then one knows, you see, what it is to stand." (Beasts of Gor, p.340)
35.  "How can one know the answer to a question which one fears to ask?" (Explorers of Gor, p.11)
36.  "When a man has once eaten of the meat of gods he will never again chew on the straws of fools" (Explorers of Gor, p.12)
37.  "How difficult and subtle are the natures of men,"  (Explorers of Gor, p.153)
38.  "Logic is as neutral as a knife," (Explorers of Gor, p.223)
39.  "Why does the nibbling urt chatter and laugh at the larl?  Is it because he himself is not a larl, or is it because he fears its paws?" (Explorers of Gor, p.229)
40.  "Fairness is a central thesis of sound governance." (Explorers of Gor, p.230)
41.  "I never trust a man until I know what he eats." (Explorers of Gor, p.383)
42.  "How hard it is for two who do not share caste to understand one another," (Explorers of Gor, p.431)
43.  "There are brave men in all castes," (Explorers of Gor, p.433)
44.  "I think it is better to build than it is to destroy."  "Even though one's work may fall into ruin?"  "Yes, even though one's work may fall into ruin." (Explorers of Gor, p.448)
45.  "But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?" (Fighting Slave of Gor, p.94)
46.  "Manhood cannot be forever denied.  The beast will walk at our side, or it will destroy us." (Fighting Slave of Gor, p.115)
47.  "Goreans, I knew, seldom drew steel unless they intended to make use of it." (Rogue of Gor, p.74)
48. "Beware the sleen that seems to sleep." (Guardsman of Gor, p.50)
49.  "There is no single humanity, no single shirt, no correct pair of shoes, no uniform, even a gray one, that will fit all men.  There are a thousand humanities possible.  He who denies this sees only his own horizons.  He who disagrees is the denier of difference, and the murderer of the better futures." (Savages of Gor, p.31)
50.  "Too often it seems it is the peaceful and innocent who are slaughtered.  In this a lesson may be found that it may not be prudential to be either too peaceful or too innocent.  One does not survive with wolves by becoming a sheep. T hat is only a short-cut to destruction." (Savages of Gor, p.89)
51.  "I wondered if barbarisms were civilizations which were not one's own." (Savages of Gor, p.89)
52.  "It is pleasant to have one's enemies in one's power." (Savages of Gor, p.167)
53.  "A civilization, you see, need not inevitably be a conflict with nature.  A rational, informed civilization can even, in a sense, refine and improve upon nature; it can, so to speak, bring nature to fruition.  Indeed, a natural civilization might be the natural flowering of nature itself, not an antithesis to nature, not a contradiction to nature, not a poison nor a trammel to it, but a stage or aspect of it, a form which nature itself can take." (Savages of Gor, p.194)
54.   "Too, such things as civilization, and friendship and interchanges depend muchly upon trust." (Blood Brothers of Gor, p.175)
55.   "Few things, I suspect, are more real than those which seem most intangible." (Blood Brothers of Gor, p.182)
56.  "Truth is not terrible; it is merely real." (Blood Brothers of Gor, p.218)
57.   "Orthodoxy is not invariably equivalent to soundness?Besides, from whence do you think orthodoxy derives?  Does it not blossom from the root of heresy?  Is it not true that today's orthodoxy is commonly little more than yesterday's heresy triumphant??Similarly, the more orthodox your play, the more predictable it will be, and thus the more easily exploited." (Players of Gor, p.328)
58.  "?among masters, Goreans, larls among men, uncrippled, unsoftened, untamed beasts, categorical, uncompromising owners of women, ?" (Vagabonds of Gor, p.32)
59.  "One wants a civilization, of course.  Civilizations are desirable.  One would wish to have one.  But then, again, there are many sorts of civilizations.  Suppose an old order should collapse, or disintegrate, or be destroyed.  What would be the nature of the new order?  Surely it need not be built on the failed model of the old order.  That was an experiment which was tested, and found wanting.  It was a mistake.  It did not work. What would the new order be like?  Let us hope it would be a sounder order, one, for once, fully in harmony with nature." (Vagabonds of Gor, p.118-9)
60.  "Ritual is important.  It is fulfilling, and meaningful.  It is beautiful.  It is symbolic, mnemonic and instructive.  It establishes protocols.  It expresses, defines and clarifies conditions.  It is essential to, and ingredient within, civilization." (Vagabonds of Gor, p.213)
61.  "The most dangerous lies are those which we tell ourselves." (Vagabonds of Gor, p.468)
62.  "More broadly, order and structure in human life, stability in society, even, in a sense, civilization itself, depends on sanctions.  A civilization must be willing to impose sanctions, and to impose them reliably and efficiently.  A lapse in such resolve and practice is a symptom of decline, even of impending disintegration.  Ultimately civilization depends upon power, moral and physical, upon, so to speak, the will of masters and the reality of the whip and sword." (Magicians of Gor, p.124)
63.   "It is hard for a man to be great who does not have great enemies." (Magicians of Gor, p.183)
64.  "It is often easier to know others than ourselves.  Perhaps that is because there is less need to tell lies about them.  Few of us recognize the stranger in the shadows, who is ourself." (Magicians of Gor, p.188)
65.  "There are good fellows in all cities." (Magicians of Gor, p.240)
Slavery Quotes:
1.  "Not too unusual?where the master, in effect, willingly wears the collar, and his lovely slave, by the practice of the delightful wiles of her sex, with scandalous success wheedles her way triumphantly from the satisfaction of one whim to the next." (Outlaw of Gor, p.54)
2.  "Every woman in her heart wants to wear the chains of a man." (Outlaw of Gor, p.54)
3.  "Any man who frees a slave is a fool." (Numerous references)
4.  "The institution of freedom for women, I decided, as many Goreans believed, was a mistake."  (Nomads of Gor, p.286)
5.  "Myths say that only the woman who has been an utter slave can be truly free." (Nomads of Gor, p.289)
6.  "A woman can only respect a man who can reduce her to utter defeat." (Nomads of Gor, p.298)
7.  "In every woman there is a Free Companion, seeking her companion, and a slave girl, seeking her master." (Captive of Gor, p.83)
8.  "Gorean men do not choose to be dominated, but to dominate, to be the master." (Captive of Gor, p.193)
9.  "There is a Gorean saying that free women, raised gently in the high cylinders, in their robes of concealment, unarmed, untrained in weapons, may, by the slaver, be plucked like flowers by the slaver." (Hunters of Gor, p.118)
10.  "In owning a woman?as in the game, one must seize the initiative.  One must force through an attack that is overwhelming and shattering.  She must be crushed, devastated." (Hunters of Gor, p.153-4)
11.  "Woman is the natural love prey of man.  She is natural quarry.  She is complete only when caught, only when brought to the joy of her capture and conquest." (Hunters of Gor, p.197)
12.  "On Gor, it is the men who will be men, and it is the women who will be women." (Tribesmen of Gor, p.11)
13.  "They are Goreans.  They are strong, and they are hard, and they will conquer you." (Tribesmen of Gor, p.12)
14.  "Goreans do not coddle their slave girls.  This is one of the first lessons a girl learns." (Tribesmen of Gor, p.13)
15. "Only in a collar can a woman be truly free."  The paradox of the collar. (Tribesmen of Gor, p.75)
16.  "To take the most brilliant, the most imaginative, the most beautiful women, and put them at your feet, impassioned, helpless slaves is victory." (Tribesmen of Gor, p.128)
17.  "Men respected free women; they desired, fought for, sought and relished their female slaves." (Tribesmen of Gor, p.150)
18.   "A slave girl owes her master absolute obedience." (Tribesmen of Gor, p.313)
19.  "The pride of a free woman is of one who feels herself equal to a man.  The pride of a kajira is of one who knows that no other woman is the equal of herself." (Tribesmen of Gor, p.333)
20.  "Only a true slave begs to be free; that act brands a woman uncontrovertibly as a slave." (Tribesmen of Gor, p.350)
21.  "It is one of the excruciating delights of the mastery to expose oneself fully to, and yet skirt, the dangers of the girl's beauty, to keep oneself strong, to draw the absolute fullness of pleasure from her, and yet to resist her wiles, to get everything from her, and yet to keep her on her knees, completely." (Slave Girl of Gor, p.36)
22. "Any girl knows that an interesting body is a moving body." (Slave Girl of Gor, p.36)
23. "It is dangerous for a girl to be beautiful on Gor, particularly if she is a slave.  The more beautiful and vulnerable she is the more likely it is that her beauty will be seized and dominated, and ruthlessly exploited, by masters." (Slave Girl of Gor, p.137)
24. "A girl who is bold is likely to think of marvels of pleasure for her master which a more timid girl would not dare to even contemplate." (Slave Girl of Gor, p.172)
25.  "A man, in his heart, desires freedom, and a woman, in her belly, yearns for love. The collar answers both needs.  The man is most free, owning the slave.  He may do what he wishes with her.  The woman, being owned, is institutionally and helplessly subject, in her status as slave, to the submission of love." (Slave Girl of Gor, p.180-1)
26.  "A slave girl must be at least a whore, and a marvelous one at that.  Being a whore is but a small step in the direction of being a slave girl." (Slave Girl of Gor, p.220)
27.  "A slave girl owns nothing.  She has nothing to offer a man but her service and her beauty.  She has nothing with which to pay but herself. T hat is the way men want it." (Slave Girl of Gor, p.220)
28.  "Slave girls make lovely gifts." (Slave Girl of Gor, p.412)
29.  "A woman , I had learned, must choose between freedom and love." (Slave Girl of Gor, p.412)
30.  "A man can truly love only that woman who is truly his, who belongs to him. Otherwise he is only a party to a contract." (Slave Girl of Gor, p.444)
31. "?there is perhaps nothing in the world as beautiful as a naked slave girl;.." (Beasts of Gor, p.9)
32.  "What man does not want to own a beautiful woman?" (Beasts of Gor, p.9)
33.  "One has a slave girl when and as one wishes." (Beasts of Gor, p.9)
34.  "Once a girl truly understands that she is a slave, and that there is no escape for her, once she understands it truly, emotionally, categorically, intellectually, physiologically, totally, deeply, profoundly, in every cell in her beautiful body, a fantastic transformation occurs in her.  She then knows she is truly a slave.  She then becomes wild, and free, and sexual, and cares not that she might be scorned by the free either for her miserable condition or helpless appetites; she knows she will be what she must; she has no choice; she is slave." (Beasts of Gor, p.55)
35.  "Women, in their heart, long to submit; this is necessary for the slave girl; she must submit or die; submitted, she is thrilled to the core; she lives then for love and service, bound to the will of her master.  The joy of the slave girl may seem incomprehensible to the free but it is a reality." (Beasts of Gor, p.55)
36.  "The glory of the kajira is that she is a slave; and the misery of a kajira is that she is a slave." (Beasts of Gor, p.56)
37.  "What man, truly close to a beautiful female, can fail to feel her in his blood, and want to own her?" (Beasts of Gor, p.71)
38.  "First to lick her chains."  The first to come to her full slavery. (Beasts of Gor, p.221)
39.  "Freedom permits a woman to live without men.  Slavery makes a woman need a man's touch." (Beasts of Gor, p.225)
40.  "Women have always been the spoils in the victories of men, the tokens, symbols, the fruits and prizes of their conquests." (Beasts of Gor, p.428)
41.  "Every organism has its place in nature.  That of woman is at the foot of man." (Beasts of Gor, p.429)
42.  "A strong man needs a woman at his feet, who is truly his.  Anything else is less than his fulfillment." (Explorers of Gor, p.12)
43.  "A woman who has experienced slave orgasm can never thereafter be anything but a man's slave." (Explorers of Gor, p.13)
44.  "There was a time for slaves, and a time for matters of importance." (Explorers of Gor, p.15)
45.  "Slave fires lurk in every woman.  It is only a question of arousing them." (Explorers of Gor, p.47)
46.  "Only a slave begged to be purchased,..." (Explorers of Gor, p.122)
47.  "The Goreans say that no woman is a true woman until she has submitted as a slave, and that no man has experienced his full sexuality until he has thrown her to the foot of his couch." (Fighting Slave of Gor, p.65)
48.  "No man can be truly happy who does not own a slave.  No woman can be truly happy who does not belong to a master." (Fighting Slave of Gor, p.103)
49.  "Women dream not of equals but of masters." (Fighting Slave of Gor, p.116)
50.  "?no free woman, because she is free, can truly compete for the attention of a man as can a slave girl." (Fighting Slave of Gor, p.217)
51.  "Women know that they are the natural spoils of conquering males." (Fighting Slave of Gor, p.254)
52.  "A Gorean saying has it that a lashed slave is a hot slave." (Fighting Slave of Gor, p.367)
53.  "Only where there are true men can there be true women." (Rogue of Gor, p.100)
54.  "How lonely is the man who has not yet found his slave; how forlorn is the woman who has not yet found her master." (Rogue of Gor, p.240)
55.  "The garments of a free woman are designed to conceal a woman's slavery." (Rogue of Gor, p.276)
56.  "You are a gourmet of slave use, a master chef well trained in the art of preparing delicious slave viands for the satisfaction of your lustful hungers." (Guardsman of Gor, p.74)
57.  "They all wear collars.  But each in her collar is different." (Guardsman of Gor, p.260)
58.  "He who ties a woman owns her." (Guardsman of Gor, p.267)
59.  "A slave's gratitude is nothing, as are slaves." (Savages of Gor, p.9)
60.  "An ignorant free woman is a commonplace.  An ignorant slave is an absurdity." (Savages of Gor, p.196)
61.  "As the true woman is the true slave, no woman can become a true woman who is not a true slave." (Savages of Gor, p.198)
62.  "The Goreans say that if one has never had a slave one has never had a woman" (Savages of Gor, p.221-2)
63.  "...no female is a woman, who has not been made a slave."  Secret saying among Gorean men.  (Savages of Gor, p.222)
64. "She who writhes best under the lash, so say the Goreans, writhes best in the furs." (Savages of Gor, p.230)
65.   "The domination of slaves is not a haphazard or tentative thing.  They are owned.  They will serve, perfectly. If they do not, they will be punished, severely, or, if the master wishes, slain." (Blood Brothers of Gor, p.58)
66.  "Bondage is a soil in which it is natural for love to blossom." (Blood Brothers of Gor, p.113)
67.  "There are so many ways of being beautiful."  (Blood Brothers of Gor, p.145)
68.   "Many who are slaves do not wear collars,"  I said.  "Many who are slaves do not even know that they are slaves." (Blood Brothers of Gor, p.152)
69.   "There is no substitute for a slave female," I said.  This had been known to men throughout history." (Blood Brothers of Gor, p.224)
70.  "Who is the most powerful, master or slave?  The master as he may sell her or dispose of her in any way.  He holds the whip.  She must kneel at his feet, completely at his mercy, her will is nothing. She is owned and must please absolutely." (Blood Brothers of Gor, p.316)
71.  "?it is only a slave, in her vulnerability and helplessness, who can know what love truly is." (Kajira of Gor, p.48)
72.  "A thousand times better a collar on Gor than freedom on Earth" (Kajira of Gor, p.63)
73.  "It is slaves who are assessed and have prices.  Free women are priceless." (Kajira of Gor, p.97)
74. "No two masters are the same, except as each is a total master, as no two slaves are the same, except as each is a total slave." (Kajira of Gor, p.293)
75.  "No woman is worth anything until she is put in a collar.  None of them have any worth until they are made worthless." (Players of Gor, p.56)
76.  "Goreans have a theory that there are only two kinds of women, slaves and slaves." (Players of Gor, p.62)
77.  "Any beauty a free woman has, for example, is enhanced a thousandfold when she becomes a slave." (Players of Gor, p.92)
78.  "When a woman is absolutely powerless it is easy to teach her her sex." (Players of Gor, p.99)
79.  "Properly handled, women become as subservient and affectionate as dogs." (Mercenaries of Gor, p.68)
80.  "They all desire to be totally prisoners of love, and they will never be fully content until they become so." (Mercenaries of Gor, p.68)
81.  "She is held in her bondage by the strongest of all bonds, that of love." (Mercenaries of Gor, p.318)
82.  "In any contest of desirability the free woman must always lose out to the slave." (Mercenaries of Gor, p.346)
83.  "The female slave, yours in her servitude, is ten thousand times more interesting than a free woman could ever dream of being." (Mercenaries of Gor, p.346)
84.  "It is not easy for men to be lonely who have access to slaves." (Mercenaries of Gor, p.349)
85.  "One gets from a slave all that a man could possibly want from a woman, and more, simply taking it from her, or ordering her to provide it." (Mercenaries of Gor, p.403)
86.  "It is well for a slave to fear her master." (Dancer of Gor, p.143)
87.  "...among women there are only slaves who have masters and slaves who do not have masters." (Renegades of Gor, p.49)
88.  "Bondage is a condition in which imagination and inventiveness in a slave are highly appropriate." (Vagabonds of Gor, p.35)
89.  "The true slave knows that her slavery, her natural slavery, is not a matter of the brand and collar, which have more to do with legalities, but of herself." (Vagabonds of Gor, p.40)
90.  "The true slave is within the woman.  She knows it is there.  She will not be happy until she terminates inward dissonances, until she casts out rending contradictions, until she achieves emotional, moral, physiological and psychological consistency, until she surrenders to her inward truths." (Vagabonds of Gor, p.41)
91.  "Slavery to the woman is more than a sexual matter, though sexuality is intimately and profoundly involved in it, essentially, crucially and ultimately. It is an entire mode of being, an entire way of life, one intimately associated with love and service." (Vagabonds of Gor, p.53)
92.  "It is pleasant to take a proud free woman and teach her her womanhood." (Vagabonds of Gor, p.58)
93. "This is because women are not the same as men.  That women are the same as men, and should be treated as such would be regarded by Goreans as an insanity, and one which would be cruelly deprivational to the female, robbing her of her uniqueness, her delicious specialness, in a sense of her very self." (Vagabonds of Gor, p.138)
94.  "On Gor it is said that free women are slaves who have not yet been collared." (Magicians of Gor, p.22)
95.  "...as the love of a slave girl is the deepest and most profound love that any woman can give to a man.  Love makes a woman a man's slave, and the wholeness of that love requires that she be, in truth, his slave.  With nothing less can she be fully, and institutionally, content." (Magicians of Gor, p.31)
96.  "A Gorean saying came to mind, that the free woman is a riddle, the answer to which is the collar." (Magicians of Gor, p.50)
97.  "I considered the unilaterality of the master/slave relationship. All power is with the master." (Magicians of Gor, p.127)
98.  "It is thus that a woman does not fully understand what it is to be a slave until she becomes a slave." (Magicians of Gor, p.337)
99.  "The perfect obeisance, of course, the natural obeisance, that most in accord with nature, and most perfectly manifesting it, is that of the female slave to the free male." (Magicians of Gor, p.390)
100.  "Slave girls are not permitted to shortchange their beauty.  They must fulfill its promise." (Magicians of Gor, p.416)
Warrior Sayings:
1.  "All wisdom and truth does not lie in the codes." (Outlaw of Gor, p.14)
2.  "A warrior takes what he wishes." (Outlaw of Gor, p.28)
3.  "Until you find ..., your companion is peril and steel." (Priest-Kings of Gor, p.307)
4.   "?all truth and reality is not written in one's own codes."  (Raiders of Gor, p.310)
5.  "Be strong and do as you will.  The swords of others will set you your limits." (Marauders of Gor, p.10)
6.  "Within the circle of each man's sword, therein is each man a Ubar." (Marauders of Gor, p.10)
7.  "Steel is the coinage of the warrior.  With it he purchases what pleases him." (Marauders of Gor, p.10)
8.  "Where weapons may not be carried, it is well to carry weapons." (Marauders of Gor, p.41)
9.  "There is a time and place for speaking, as there is a time and place for steel." (Slave Girl of Gor, p.269)
10.  "Is it not a paradox?  Men need us in order to bring about a world in which we may be scorned and disregarded?..Men seldom recall whom it was who brought them the fruits of victory." (Beasts of Gor, p.31)
11.  "What is it to be a warrior?  It is to keep the codes.  Nothing else matters." (Beasts of Gor, p.340)
12.  "What are the codes?  They are nothing, and everything.  They are a bit of noise, and the steel of the heart.  They are meaningless and all significant.  They are the difference.  Without the codes men would be Kurii" (Beasts of Gor, p.340)
13.   "One does not speak to a slave of the codes"  (Beasts of Gor, p.340)
14.   "I am of the Warriors.  I will take by the sword what women please me." (Beasts of Gor, p.348)
15.  "It is no dishonor to surrender."  (Beasts of Gor, p.421)
16.  "Steel can always command a price." (Explorers of Gor, p.86)
17.  "The cynical, mercantile mind will never understand the mind of the soldier." (Explorers of Gor, p.229)
18.  "No one," said he, "can take the scarlet from me, once it is granted, unless it be by the sword." (Rogue of Gor, p.182) 
19.  "Not everyone who is of the Warriors knows that he is of the Warriors." (Rogue of Gor, p.317)
20.  "Causes exist that men may fight." (Guardsman of Gor, p.16)
21.  "A sword must drink until its thirst is satisfied." (Guardsman of Gor, p.17)
22.  "Tears are not unbecoming to the soldier?The soldier is a man of deep passions, and emotion.  Many men cannot even understand his depths.  Do not fear your currents and your powers.  In the soldier are flowers and storms.  Each is a part of him, and each is real.  Accept both.  Deny neither." (Guardsman of Gor, p.238)
23.  "When a Gorean tells you to draw your blade, it is generally not wise to spend a great deal of time discussing the matter.  He may have something in mind." (Savages of Gor, p.88)
24.  "The steel, as is often the case, had seemed to think for itself." (Savages of Gor, p.92)
25.  "Even warriors long sometimes for the sight of their own flags, atop friendly walls, for the courtyards of their keeps, for the hearths of their halls.  Thus admit the Codes." (Blood Brothers of Gor, p.306)
26.  "There is no incompatibility between letters and arms.  The greatest soldiers are often gifted men." (Mercenaries of Gor, p.48)
27.  "Many are the causes of Gor and so too, many are the captains." (Mercenaries of Gor, p.48)
28.  "Many captains choose their causes on the scales of merchants, weighing their iron against gold.  They fight only for the Ubar with the deepest purse." (Mercenaries of Gor, p.49)
29.  "Many warriors see war as a perilous and exhilarating sport, a game of warriors and Ubars." (Vagabonds of Gor, p.18)
30.  "There are no mere points of honor." (Vagabonds of Gor, p.63)
31.  "It is dangerous to follow a warrior, as it is a larl or sleen.  Such, too often, double back.  Such, too often, turn the game." (Vagabonds of Gor, p.73-4)
32.   "Did he think that the color of a fellow's garments was what made him a warrior? Surely he must realize that one not of the warriors might affect the scarlet, and that one who wore the grimed gray of a peasant, one barefoot, and armed only with the great staff, might be of the scarlet caste. I t is not the uniform which makes the warrior, the soldier." (Magicians of Gor, p.129)
Female Warriors:
1.  "..she knows she is weaker than men and what this can mean;" (Nomads of Gor, p.63)
2.  "There is a Gorean saying that free women, raised gently in the high cylinders, in their robes of concealment, unarmed, untrained in weapons, may, by the slaver, be plucked like flowers by the slaver." (Hunters of Gor, p.118)
3.  "It is nothing for a man to overpower a female." (Tribesmen of Gor, p.143)
4.  "The strength of a full-grown woman is equivalent to a twelve-year old boy." (Tribesmen of Gor, p.223)
5.  "Men are the warriors and women were among the fitting spoils of their victories." (Blood Brothers of Gor, p.213)
6.  "The insignia of men become empty mockeries when permitted to women." (Mercenaries of Gor, p.156)
7.  "She was a large girl, and formidable to us,?, but, compared to the men, she was only another female, no different from us.  Compared to them, her size and strength, really only that of a woman, was, like ours, when all was said and done, simply negligible.  Compared to them she was, like us simply small and weak.  Before them, and to them, she could never be any more than we, only another female, small, lovely and helpless, a mere female, totally at their mercy." (Dancer of Gor, p.107)
8.  "It occurred to me how much refuge women have in a civilized world, protected by customs, by artifices, by conventions, by arrangements, by laws.  Did they understand, I wondered, the tenuousness of such things, their fragility, their dependence on the will of men.  Did they wonder sometimes, I wondered, what might be their lot, or how they might fare, if such things were swept away, if suddenly they no longer existed?  Did they understand that then they would be as vulnerable as slaves?" (Vagabonds of Gor, p.118)
9.  "All women need the protection of men, though sometimes this protection is so profound and so familiar as to escape notice.  But let the barriers of civilization lapse, even for a day, and their need for men would become unmistakably apparent." (Vagabonds of Gor, p.206)
10.  "Gorean men do not surrender their birthright as males, their rightful dominance, their appropriate mastery.  They do not choose to be dictated to by females." (Magicians of Gor, p.51)
Ubar Quotes:
1.  "An Ubar gives no accounting." (Assassin of Gor, p.406)
2.  "It is hard to be Ubar." (Assassin of Gor, p.407)
3.   "If a Ubar does not respect the law of the Home Stone, what man shall?" (Assassin of Gor, p.407)
4.  "A Ubar need give no accounting, no explanation." (Raiders of Gor, p.95)
5.  "Only a Ubar may sit upon the throne of a Ubar." (Slave Girl of Gor, p.114)
6.  "A Ubar must think ahead." (Slave Girl of Gor, p.145)
7.  "In the arts of politics, gold is more insidious than steel." (Explorers of Gor, p.223)
8.  "He was a Ubar.  He would not be easy to please." (Explorers of Gor, p.234)
9.  "It is not always desirable to look deeply into the eyes of a Ubar.  (Explorers of Gor, p.237)
10.  "To truly see a Ubar, to look into his heart can be a fearful thing." (Explorers of Gor, p.237)
11.  "He who sits upon the throne, it is said, is the most alone of men." (Explorers of Gor, p.237)
12.  "Only one can sit upon the throne,.." (Explorers of Gor, p.243)
13.  "The Ubar must contain within himself dark strengths.  He must be capable of doing, as many men are not, what is necessary." (Explorers of Gor, p.243)
14.  "It is he who must be a stranger to all men, and to whom all men must be strangers." (Explorers of Gor, p.243)
15.  "But let us not look into their eyes too closely, for we might see there that which sets them apart from us." (Explorers of Gor, p.243)
16.  "The throne indeed is a lonely country.  Many men desire to live there but few could bear its burden." (Explorers of Gor, p.243)
17.  "Ubars seldom see much point in engaging in single combat with common soldiers." (Explorers of Gor, p.428)
18.  "...,you are not of sufficient political importance to warrant a duel with a Ubar." (Explorers of Gor, p.428)
19.  "To an Ubar, a friend is precious as they have so few." (Explorers of Gor, p.446)
Assassin Quotes:
1.  "Scormus would play like an Assassin.  He would be merciless, and he would take no chances." (Beasts of Gor, p.88)
2.  "?the sword of the warrior is pledged to a Home Stone, the assassin to gold and the knife." (Beasts of Gor, p.136)
3.  "?reminded me of men of the caste of Assassins, as they sometimes are, before they begin their hunt.  The edge must be sharp, the resolve must be merciless, the instinct to kill must in no way be blunted." (Beasts of Gor, p.86)
4.  "The Assassin is like a musician, a surgeon.  The Warrior is a butcher, a ravaging, bloodthirsty lout." (Beasts of Gor, p.413)
5.  "Assassins are arid fellows and Warriors are more genial and enthusiastic." (Beasts of Gor, p.413)
6.  "An Assassin goes in and does his job, and comes out quietly.  Warriors storm buildings and burn towers." (Beasts of Gor, p.413)
7.  "More than one triumph in a Gorean city has been spoiled by the bolt of an assassin." (Magicians of Gor, p.90)
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Scroll #30
THE ALARS  (#30, Version 5.0)
     "Alars, incidentally, are renowned for their capacity to wreak havoc, conduct massacres, chop off heads, and such, and then get a good night's sleep afterwards." (Mercenaries of Gor, p.125)
      Mercenaries of Gor introduced a fierce Gorean people called the Alars.  The books do not present a lot of details about the Alars but the following will detail what we are told of them. Essentially, they are only mentioned in this single book of the series.
     The Alars are a nomadic, herding people who primarily herd bosk, verr and tarsk.  They depend greatly on these animals for their existence.  The Alars roam across Gor in their wagons, moving frequently to locate new grazing land for their animals.  They usually camp near settled territories and which can cause problems.  Such camps may legally constitute an invasion or violation of a city or town's territory.  They most often come in conflict first with peasants and then with the towns or cities that rely on those peasants.  For the most part though, little official notice of them is taken and war challenges are not issued.
     The Alars will sometimes pay for passage through a land or for pasturage but this is the rare exception.  They see little reason to pay for items like pasturage and air that are essential to their lives.  The Alars also see nothing wrong with stealing from villages, towns and cities.  They do not see it as a crime at all.  But if left alone, they will not normally engage in unrestricted raiding.  Most cities worry little about large-scale attacks from the Alars.  The Alars know little about politics or siege warfare so conquering a city is generally beyond them.  Simply closing a city's gates will prevent them from attacking and the Alars will move on in frustration.
     When the Alars make camp, they commonly form a laager, a fortress of wagons.  The laager usually is composed of a single closed circle or a series of concentric circles.  Their women, children and animals are usually kept safe within the circle.  Sewage and sanitation is generally not a problem as the wagons move often.  When Alar men engage in battle, they keep the laager behind them so that they can retreat there in case the battle is going against them.
     Many Alars are fair complexioned, blond-haired and blue-eyed.  They are definitely Nordic in appearance.  Alar men may sport a drooping mustached and wear their hair braided.  Their bodies are often very broad, powerful and a bit short.  The men most commonly are garbed in furs and leathers.  Their free women are generally also blond-haired and blue-eyed.  They are also commonly large, plain and cold women.  They wear coarse, heavy, ankle-length woolen dresses.  These dresses have wide sleeves and are belted at the waist.  Unlike the women of the cities, Alar women do not wear veils. Alar women also high standing within the Alar community.  The Alars have few slaves and it is said that is because their women usually kill any such slaves.  This may or may not be true
     Most Alars are illiterate though like on much of Gor this is not considered an impediment. The Alars are a fierce people, renowned for causing mayhem and having little conscience about it.  The Alars use several types of weapons but are most known for their skill with the ax.  The Alars use an axe they call the francisca.  This is a heavy, long-handled, single-bladed war axe. The blade is commonly made of iron.  Women do not possess the physical strength to wield this axe and many cannot even lift it.  The Alars also use swords, both a long and short blade. Their long sword, called the spatha, and is a heavy, double-bladed weapon.  Due to its length, it is very useful from the back of a tharlarion.  Their short sword, called the sacramasax, is a stabbing sword similar to the gladius. Alar shields are usually oval-shaped like those used by the Turians.
     The Alars are superb cavalrymen and they usually use the medium-weight, saddle tharlarion. This tharlarion is not as strong or large as the common high tharlarion but it is much swifter and more agile.  Their tharlarion saddles have stirrups that allow them to use a couched lance in battle.  They are so skilled that some cities even use them in their tharlarion cavalries.  Other cities are too wary of trusting them to use them in their cavalries.
     Children are very important to the Alars, provided them are healthy. Just after they are born, their bodies are thoroughly cleaned and then rubbed with animal fat.  Then, the newborns are carefully examined to ensure that they are healthy and have no defects.  If they are found to be sick or deformed, they will not be permitted to live.  The books do not say if these unwanted children are killed or left to die from exposure.  Based on Earth history, most ancient cultures chose to leave unwanted children exposed outside in the elements.  It is likely that is what the Alars would do as well.
     If the child is healthy, the father will proudly lift the child up into the air to publicly claim the child as his own.  Male newborns receive a single, oblique cut on each cheek before they receive any milk.  "It must learn to endure wounds before it receives the nourishment of milk." (Mercenaries of Gor, p.47)  These thin, white scars mark all adult male Alars.  This was also something done by the Huns of Earth.  Alar women are never scarred.  After a male child is born, there is a celebration and the father passes out gifts to those in the camp. Depending on the wealth of the father, these gifts may include coins or rings of silver and gold, big enough to encompass a wrist or arm.  Alar children are raised with much permissiveness, more so than many other Gorean parents.
     Genserix is an Alar chieftain of the band that Tarl Cabot encounters in Mercenaries of Gor.  Genserix is broad-shouldered, with long, braided blond hair and a long, blond drooping mustache.  Hurtha was also a member of this band and styled himself a poet.  He is an amusing character who travels a bit with Tarl Cabot.
     There is one legendary Alar chieftain, Hendix, referenced in the books.  At some unknown time in the past Hendix was captured by his enemies.  The identity of his enemies is not given. Hendix was placed into a large vat of boiling oil.  But, he laughed, insulted his enemies and sang merry, Alar songs as he was boiled alive.  This all showed his utter contempt for his enemies. The story of Hendix is often used to illustrate the Alar mindset.
     For role-play, the Alars could make for interesting adversaries.  They might be encountered by any traveler wandering between different cities.  They could threaten a merchant caravan, small village or isolated residence.  Cities might need to decide to deal with a band of Alars who decide to settle nearby for a time.  Alars would also make interesting characters to role-play.  As nomads, they have reasons to travel across much of Gor, from city to city. Lone Alars may choose to join a city's tharlarion cavalry.  As always, you are limited only by your imagination.
     At first, I had believed that the Alars were inspired by the ancient Earth Huns of the fourth and fifth centuries.  But, my recent research has caused me to modify my conclusions some.  In fact, the Alars are an amalgamation of several different barbarian tribes that reached their peaks during the fourth and fifth centuries.  These barbarian tribes included such groups as the Goths, Vandals, Franks, and the Huns.  But, the Alars most closely resemble a smaller barbarian tribe, the Alans.  Even their names are similar.  During the fourth century, the Huns conquered the Alans and assimilated them into their bands.  Thus, the Alans shared some of the traditions of the Huns.
     The Huns had a mongrel ancestry, their blood derived from many different peoples.  They tended to be darker skinned and darker haired.  The Alans though, like the Alars, were tall and blond-haired, more Nordic looking.  Barbarians in general had long hair, often sported mustaches and commonly wore furs and leathers.  Though both the Huns and Alans used wagons, the Alans tended to live in their wagons while the Huns used them only to carry their wealth.  The term "laager" was used by a number of different barbarian tribes that also used wagons.  Both the Huns and Alans were nomadic tribes and superb cavalrymen.
    So far, I have not determined if the Alans were known for using any particular weapons.  The francisca, the Alar axe, derives its name from the barbarian tribe of the Franks.  The sacramasax, also known as the seax, was used by many different barbarians and the Saxons derive their name from this weapon.  I do not know if the Alans engaged in siege warfare but many other barbarians, including the Huns did so.  The Alars tradition of cutting the cheeks of male infants derives from a tradition of the Huns that may have been adopted by the Alans.  The Huns did it for the exact same reason as the Alars, so the child would endure wounds before first tasting milk.  The result of these scars would also prevent Huns from growing a proper beard.
    The Alans enjoyed war and believed that it was cowardly to die of old age.  Their leaders were always their best warriors.  They kept no slaves, like the Alars, though there is no indication Alan women would kill slaves.  Little is actually known about barbarian women.  Like most barbarians, many fearful myths were also espoused concerning Alan activities.  They were alleged to be cannibals who would use human skin to make clothes.  They were also said to cover their bodies with blue dye.
     I shall continue my researches on the Alans and other barbarian tribes and may add additional information in the future.
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