Gor, the anti-earth
Gor is smaller than Earth and sits a bit closer to the Sun, so it has less gravity. This has some effects.
In the first place, the earthlings who are torn from Earth during the Voyages of Acquisition (the abductions by the agents of the Priest-Kings on Earth, and the transports in spaceships) arrive on Gor with a relative strength greater than that of the Goreans. . This point is as little taken into account in the novels as in the Gorean role-playing game on SL, except for Tarl Cabot, who will take advantage of this strength to become the hero of the novels. But in fact, a frail urban landwoman thrown over Gor ultimately turns out to be of a strength that can sometimes surprise you. This is an important point to remember.
Second, the sun is shining brighter, it’s a bit bigger in the sky, and it’s warmer over Gor. But since the planet is more skewed than the Earth and has three small moons instead of one big one, its axis tends to tilt over time, which is why the two poles on quite extended and frozen.
Gor is in the solar system, in the same orbital plane as Earth, but maintains an orbit exactly opposite to Earth in its motion, such that the Sun is always between the two planets, thus blocking visual detection by Earth.
Finally, in addition to its gravity and its different temperature, the atmosphere of Gor, in addition to being significantly cleaner than that of the Earth, is also richer in oxygen, which explains certain characteristics of the fauna in general. , but also Goreans, concerning their build relative to that of humans , more oxygen, when one is adapted to it, equal more facility to feed vast and powerful bodies.
As mentioned above, The planet of Gor has three small moons, roughly round, but which remain large celestial pebbles. They are not named in the novels except one, at one point, which is called the Moon-Prison, without any explanation of the origin of its name. Another point, which changes nothing for its inhabitants, but to know ; Gor never formed in the solar system. She was brought there two million years ago. Its location was indeed chosen to hide it from Earth. The highly advanced technology of the Priest-Kings conceals the existence of Gor from the powerful and advanced detection capabilities of Earth.
The geography of Gor
It can be seen by consulting the best maps of Gor established by cartographers of the Erudite caste, most of the planet appears clearly virgin and unexplored.
Gor is sparsely populated by , however , animal life abounds there, with a very important richness and diversity .
Few people know the areas east of the Voltai and Thentis mountain ranges. There are also large portions of the equatorial jungle, north of Schendi, which are largely unexplored. Nobody knows either what lies west on Thassa after the islands of Kos and Tyros, and if there is even something to be found there! Ships usually do not travel more than a hundred pasangs west of Kos and Tyros. We also nickname the full sea of Thassa.
The North Pole of Gor is home to the Red Hunters, a people similar to the Eskimos of Earth. The Red Hunters live as nomads, following the migration of tabuks and cetaceans. Little is known about them and for good reason , they are very isolated in a hostile region where the seas are frozen for half the year.
The Red Hunters are generally welcoming and peaceful individuals. They call themselves Inuit , which means “the people”. They live in dispersed and isolated communities and war is largely unknown to them.
Outside the vast glaciers and frozen seas, most of the land is tundra, a permanently frozen plain, covered with mosses and sparse grasses.
The ‘re Kurri white skin, ice beasts called by the Red Hunters, also live in the polar region.
This region is generally considered to be the northern edge of the immense Northern Forest. It is located northwest of the coast, well above and upstream of the Vosk Delta.
The Skerry of Einar, near the Rune Stone of Torvaldsmark, marks the border between Torvaldsland and southern Gor.
The Torvald River, as the Torvis call it, is a powerful sea current, which travels east to the coast, then north to the first glaciers at the Pole. The current is full of fish and its temperature is warmer than that of the surrounding water and acts as a radiator to warm all the coasts of Torvaldsland. The Torvis could not survive without this hot current.
Torvaldsland is cruel, harsh and arid land. Arable land is scarce there, arable land never stays so for long and the fields are precious goods, because they are very rare and prized. It is also a very gray country, even in summer, which often experiences rain, or snow and very rarely blue skies.
Torvis are used to the cold, but also just as accustomed to the war which is part of their life and to the work of oaring and navigation, which is at the heart of their traditions and their trade. The vast majority of torvis still live not far from the sea, in creeks and protected harbors.
Finally the torvis despise the Priest-Kings and cling to old gods, like Odin and Thor. They look a lot like the Vikings of Earth.
Northern Forests (The big forest)
It is the largest forest area in Gor. It is the domain of outlaws, forest savages and legendary Panthers, these Gorean women totally out of society, who try to survive outside the yoke of men.
The forest is literally a barrier between the Gorean civilizations in the south and the Torvie people in the north. It begins on the coast, and continues east, to the foot of Mount Sardar.
One of the most common species in this forest is the Tur , a red-colored tree, which can reach 60 meters in height and which grows all over the west of the forest, as far as Torvaldsland It is of course unnecessary to specify that 90% of this huge forest is completely unknown, and almost impossible to explore. A single man does not survive for more than a handful of days.
The Barrens are located to the east, beyond the Thentis mountains, after Mount Sardar. These are vast expanses of hilly, dry even arid meadows, covered with tall grasses (when we say large, an e Wild, can get lost in it , in places).
The weather in the Barrens is a nightmare , blizzards in winter, scorching heat in summer, hailstorms in spring, tornadoes in fall, and thunderstorms the rest of the year. These simple climatic conditions destroy any idea of agricultural establishment or permanent villages.
The Barrens are home to the Red Indians, similar to the Native Americans of North America. Except exceptionally, and for a short time, no man from the west ( the Red Savages call them “whites” ), has ever succeeded in exploring the Barrens beyond their borders. And for good reason, when a Red Savage sees a white man, he kills him first before thinking of arguing with.
The Savage Rouge civilization is nomadic, technologically primitive, and is based entirely on the gorean, omnivorous, dangerous pseudo-horse known as the kaiila. The Red Savages are almost as warlike as the torvies.
Plains of Vosk, the heart of Gor
The Vosk is THE river of Gor, the one that concentrates all the most powerful and lively cities of Gor for the northern hemisphere, and a very rich and fertile region, very varied, extends around it, on a surface which makes two thirds of Europe.
To the east of the river, when it splits in two, is the heart of Gorean civilization: Imperial Ar, the most powerful city of Gor, and its dozens of vassal and allied cities, an incredibly civilized and organized region, which concentrates all the sciences and all the commerce of Gor.
From the Vosk Delta to Ar, along the river, is the Confederation of the Vosk League, a military and merchant alliance of 19 towns that protects the region against pirates, outlaws and onslaught by legions of independent city-states.
At the mouth of the Vosk River, where it empties into the Tamber Gulf and the sea beyond, is a swamp, vast with thousands and thousands of square pasangs, vastly wild and inhospitable.
The marshes can be crossed in small fast boats via channels, always changing. You have to know it well and be a native of the country so as not to get lost or get stuck in the sand. Surviving in the delta for more than a few hours when you don’t know it is lucky. Predators such as sleen and tharlarion abound there .
The entire delta is claimed by the powerful city of Port-kar, the capital of pirates and thieves. But in fact, the city actually controls very little. The delta is inhabited by a few communities of fishermen-gatherers and producers of rence.
Jungles of Schendi
At the equator, are the vast expanses of the Jungles of the Schendi River (which tends to change names depending on the regions it crosses). The jungle and its outskirts are inhabited by black-skinned men, who have their own languages and do not speak Gorean except in the big cities.
Port-Schendi is the capital of the region. A gigantic port city, where master merchants and the dreaded League of Black Slavers reign, it is as large as Ar, although less populated and less wealthy. The city is ruled by the oft-maligned Ubar Noir, Bila Huruma.
The jungle, which is particularly dangerous and hostile, is the refuge of the Talunas (a sort of southern panthers), pygmies and cannibal tribes.
Plains of Turia
The vast and wild plains of Turia lie below the equator and the Jungles of Schendi to the west. This region is also called the Land of the People of the Chariots.
These peoples claim the meadows from the sea, and the border of the Eastern Schendi, called the River Cartius, and in the Far East the southern foothills of the Voltai range.
The Chariot Peoples are made up of four distinct large tribes , the Paravaci, Kataii, Kassars and Tuchuks. All of them are above all nomadic herders of bosks, and live on their meat and their milk. They cultivate very little and it is said that they refuse any food that comes from the earth. All these people are very proud and consider the townspeople to be rats living in dirty holes.
Far south of Ar, beyond the plains of Turia lies the vast Tahari, at the foot of the Voltai Mountains. It is a desert, gigantic, practically arid, which bars the continent for a length of more than 1000 pasangs.
The desert is mostly rocky and steep, except for the endless sands of dune country. It is almost constantly swept away by a scorching wind which dries up everything.
There are however oases, fed by underground rivers having their source in the Voltai. But to reach these sources, wells often have to be more than 60 meters deep .
The Tahari however has several large cities, all green and built around the oases, or to the north, on the banks of the Cartius. The best known are Tor and Kasra. All are merchant towns very dependent on caravan trade.
Note that it is far, east of the Tahari, on the other side of the Voltai, that we find the people of Japanese inspiration of the Pani.