Wednesday, September 16, 2026

Places and Lands in the Gorean Books

A book by book guide to the principal settings in John Norman’s Gor series

The Gor novels travel through cities, forests, deserts, seas, mountains, plains, islands, and even worlds beyond Gor. This guide is organized by book and identifies the principal named places and geographic areas that shape each story. Each entry explains where the place is, what the land or settlement is like, and what makes it important or unusual.

This is a practical reading and roleplay reference rather than an index of every street, room, tavern, camp, or village mentioned in passing. When a later novel does not clearly name a smaller setting in public descriptions, the guide identifies the important type of place without inventing a name.

Books 1 through 13  Foundations and Great Regions

1  Tarnsman of Gor

Earth and New Hampshire  Location: Earth.  Tarl begins as a young professor in the wooded New Hampshire countryside.  Special: The remote road and forest are the departure point for his transportation to Gor.

Ko-ro-ba  Location: North of the Vosk and inland from the Tamber Gulf.  A towered city also called the Towers of the Morning; it is Tarl’s ancestral Gorean home.  Special: Its Home Stone, destruction, and restoration shape Tarl’s identity.

Ar  Location: Central civilized Gor, south of the Vosk.  One of Gor’s greatest walled cities, rich, populous, and militarily powerful.  Special: Talena and Marlenus belong to Ar, and the struggle for the city drives the novel.

The Sardar Mountains  Location: Remote central-northern Gor.  A mysterious mountain range sacred to the Priest-Kings and feared by most Goreans.  Special: The mountains establish the hidden power behind Gorean civilization.

2  Outlaw of Gor

The ruins of Ko-ro-ba  Location: Near the Tamber Gulf region.  Tarl returns to find his city destroyed and its people scattered.  Special: Without his city and Home Stone, Tarl becomes an outlaw.

Tharna  Location: East of the Sardar region in civilized Gor.  A wealthy silver city initially ruled by veiled women under a Tatrix.  Special: Its unusual government, silver wealth, and social revolution make it unique.

The silver mines of Tharna  Location: Beneath and near Tharna.  Harsh mines worked by prisoners and slaves.  Special: They reveal the coercive foundation beneath Tharna’s outward order.

The road toward the Sardar  Location: Between the civilized cities and the sacred mountains.  A dangerous overland route used by travelers and pilgrims.  Special: Tarl’s desire to confront the Priest-Kings draws him toward it.

3  Priest-Kings of Gor

The Sardar Mountains  Location: The sacred mountain country of Gor.  High, forbidding mountains avoided by ordinary Goreans except during pilgrimage.  Special: They hide the true rulers of Gor.

The Nest of the Priest-Kings  Location: Deep inside the Sardar Mountains.  A vast subterranean complex of chambers, tunnels, laboratories, and living spaces.  Special: It is the center of Priest-King civilization and advanced technology.

The chamber worlds of the Nest  Location: Within the Nest.  Specialized interior regions support the Priest-Kings, their eggs, attendants, and machines.  Special: The varied chambers show that the Nest is a complete nonhuman society, not merely a palace.

4  Nomads of Gor

The Plains of Turia  Location: South-central Gor around Turia.  Enormous grasslands crossed by the Wagon Peoples and their herds of bosk.  Special: The open plains shape a mobile culture built on wagons, animals, and mounted warfare.

Turia  Location: A rich city on the southern plains.  A fortified commercial city surrounded by the territories of the Wagon Peoples.  Special: Its wealth and walls contrast with the nomadic freedom outside.

The camps of the Wagon Peoples  Location: Moving across the Plains of Turia.  Great circular wagon camps belonging to the Tuchuks, Kassars, Kataii, and Paravaci.  Special: Each people maintains its own customs, colors, herds, and leadership.

The Tuchuk bosk lands  Location: Across the grasslands.  Pasture country sustaining immense herds of bosk.  Special: Bosk are the economic and cultural foundation of the Wagon Peoples.

5  Assassin of Gor

Ar  Location: Central civilized Gor.  The great city is shown from within through its streets, factions, races, and hidden conspiracies.  Special: Urban life and political intrigue receive far more detail than in the first book.

The House of Cernus  Location: Within Ar.  A powerful slave house containing training areas, cells, offices, and secret operations.  Special: It serves as the center of the conspiracy Tarl investigates.

The Stadium of Tarns  Location: Ar.  A vast arena used for dangerous and highly popular tarn races.  Special: Racing teams, factions, and gambling become tools of politics.

The streets and cylinders of Ar  Location: Throughout the city.  Ar is built vertically as well as horizontally, with towers, bridges, markets, and crowded districts.  Special: The setting shows the scale and complexity of a major Gorean city.

6  Raiders of Gor

The Vosk Delta  Location: Where the Vosk River reaches the Tamber Gulf.  A vast wetland of channels, reeds, marsh islands, rence growers, and dangerous wildlife.  Special: The delta is difficult to navigate and shelters communities beyond normal city control.

Port Kar  Location: On the Tamber Gulf near the Vosk Delta.  A dark maritime city of canals, wharves, fleets, pirates, slavers, and rival captains.  Special: It begins without a Home Stone and becomes Tarl’s adopted city.

The Tamber Gulf  Location: Western waters adjoining Port Kar.  A broad gulf crossed by merchant vessels, raiders, and war fleets.  Special: It gives Port Kar its wealth and naval power.

Cos and Tyros  Location: Island Ubarates west of the mainland.  Powerful maritime island states and traditional enemies of Port Kar.  Special: Their fleets and ambitions drive the naval war.

7  Captive of Gor

Earth  Location: The narrator’s original world.  Elinor’s comfortable Earth life provides the contrast for everything that follows.  Special: Her removal from Earth begins one of the series’ first sustained female viewpoints.

The northern forests  Location: North of civilized Gor.  Immense forests of tall trees, rivers, wildlife, outlaws, and Panther Girl bands.  Special: Distance from city law permits very different communities and customs.

Panther Girl camps  Location: Hidden within the northern forests.  Stockaded or concealed camps used by armed women living beyond ordinary city society.  Special: They are both refuges and bases for hunting, trade, and capture.

Treve and its raiding country  Location: The Voltai mountain region.  Treve is a high, piratical city whose raiders descend on other lands.  Special: Rask of Treve connects the forest story with the mountain city’s warrior culture.

8  Hunters of Gor

Laura  Location: At the junction of river and forest trade routes in the north.  A rough trading town serving hunters, merchants, outlaws, and forest travelers.  Special: It is a gateway between civilized Gor and the northern wilderness.

The northern forests  Location: North of Laura and the civilized cities.  Deep woodland cut by streams and trails, with abundant game and many hidden dangers.  Special: Most of the pursuit, capture, and rescue story occurs here.

Verna’s forest camps  Location: Within the northern forests.  Temporary or defended Panther Girl camps concealed among the trees.  Special: Their mobility makes Verna difficult to find and defeat.

Ko-ro-ba  Location: Inland near the Tamber Gulf region.  Tarl’s home city remains important to his loyalties and relationships.  Special: Its fate connects the forest adventure with Tarl’s earlier life.

9  Marauders of Gor

Torvaldsland  Location: Far northern Gor.  A cold region of rocky coasts, forests, farms, fjords, halls, and seafaring settlements.  Special: Its culture resembles the Norse world and differs sharply from the southern cities.

Kassau  Location: A northern coastal settlement.  A port and trading community on the approaches to Torvaldsland.  Special: It forms a practical gateway into the far north.

The halls of the Jarls  Location: Across Torvaldsland.  Large timber halls serving as homes, political centers, and feasting places.  Special: Honor, hospitality, bonds, and feuds are enacted within them.

The northern sea and fjords  Location: Along the coast of Torvaldsland.  Cold waters traveled by longships, traders, raiders, and fishermen.  Special: Seamanship and coastal warfare define much of the region’s life.

10  Tribesmen of Gor

The Tahari  Location: An arid region east of the Voltai and civilized Gor.  A land of deserts, rocky wastes, caravan routes, nomadic tribes, and fortified oases.  Special: Water, kaiila, and control of trade routes determine power.

Tor  Location: At the western edge of the Tahari.  A major caravan city through which travelers and goods enter the desert.  Special: It is a meeting place between urban merchants and desert peoples.

The Oasis of Nine Wells  Location: Within the Tahari.  A rich, defended oasis ruled by Suleiman and sustained by precious water.  Special: Its wells make it strategically and economically important.

Klima  Location: Deep in the Tahari salt country.  A brutal desert settlement associated with salt mining and punishment.  Special: The journey to Klima is nearly as dangerous as the labor there.

The caravan routes  Location: Across the desert between oases.  Long, hazardous trails used by merchants, nomads, and armed escorts.  Special: Survival depends on water, discipline, and knowledge of the land.

11  Slave Girl of Gor

Earth  Location: Judy Thornton’s original world.  The familiar modern world is the starting point before her abduction.  Special: The contrast emphasizes how completely her status and surroundings change.

Rural Gorean estates  Location: The agricultural countryside of civilized Gor.  Farms, holdings, roads, and small communities show life away from the great cities.  Special: The book gives unusually close attention to ordinary rural work and ownership.

Slave markets and training areas  Location: In the towns and holdings through which Judy passes.  Commercial spaces where enslaved people are examined, sold, housed, and instructed.  Special: The places reveal the economic machinery of Gorean slavery.

Roads and wilderness between holdings  Location: Across settled Gorean country.  Travel routes pass through fields, woodland, and sparsely controlled areas.  Special: Movement between owners exposes Judy to several levels of Gorean society.

12  Beasts of Gor

Port Kar  Location: On the Tamber Gulf.  Tarl’s maritime home and the base from which Samos and Tarl confront the Kur threat.  Special: Its intelligence network links local events to the wider hidden war.

The polar north  Location: Far beyond Torvaldsland.  A world of ice, snow, sea, extreme cold, and long seasonal darkness or light.  Special: Survival requires skills and clothing unlike those of southern Gor.

The lands of the Red Hunters  Location: Across the polar tundra and coasts.  Sparse settlements and hunting grounds of peoples adapted to the arctic environment.  Special: Their knowledge of animals, weather, and ice is essential.

The polar sea and ice fields  Location: At Gor’s far north.  Dangerous waters broken by moving ice and inhabited by large predators.  Special: The landscape itself is one of the book’s greatest threats.

13  Explorers of Gor

Schendi  Location: On the equatorial coast.  A hot, humid port serving maritime trade with the interior.  Special: It is the gateway to the jungles and the Ua River system.

The Ua River  Location: Flowing through equatorial interior Gor.  A great tropical river bordered by dense jungle and distant communities.  Special: River travel opens regions little known to northern Goreans.

Lake Ushindi  Location: Deep in the equatorial interior.  A major inland lake linked to river routes and regional power.  Special: It supports trade, settlement, and the empire of Bila Huruma.

The equatorial jungles  Location: Around Schendi, the Ua, and Lake Ushindi.  Hot forests rich in vegetation, wildlife, disease, and hidden peoples.  Special: The environment makes travel and warfare difficult.

The lands of Bila Huruma  Location: Interior country around the great waterways.  A large African-influenced realm ruled through armies, tributaries, and river communications.  Special: It expands the known political geography of Gor far beyond the familiar cities.


 

Books 14 through 25  Cities Roads and War

14  Fighting Slave of Gor

Earth  Location: Jason and Beverly’s original world.  Modern Earth establishes Jason’s earlier assumptions about himself and relationships.  Special: His abduction and enslavement overturn those assumptions.

Vonda  Location: A city in central civilized Gor.  A wealthy urban center involved in regional rivalries and the affairs of its Free Women and Warriors.  Special: Jason’s three-book arc is strongly tied to Vonda.

Lady Florence’s estate  Location: In or near Vonda.  A prosperous household and landed property controlled by Lady Florence.  Special: It becomes a major setting for Jason’s training and changing status.

Training yards and fighting grounds  Location: Within Vonda’s estates and institutions.  Places where male slaves and fighters are conditioned and tested.  Special: They show a side of Gorean slavery rarely explored through Tarl.

15  Rogue of Gor

Vonda and its surrounding lands  Location: Central civilized Gor.  The city and countryside remain Jason’s political and personal point of reference.  Special: Conflicts around Vonda continue from the previous book.

The Vosk River region  Location: Across central Gor.  A major river corridor lined with towns, ports, farms, and military routes.  Special: Control of river movement is vital to commerce and war.

Pirate strongholds and river camps  Location: Along the Vosk and its tributaries.  Hidden or fortified bases used by raiders and outlaw bands.  Special: They provide the setting for Jason’s struggle with Policrates.

Victoria  Location: A river port on the Vosk.  A commercially important town linked to traffic on the river.  Special: It helps connect the local war with the wider Vosk region.

16  Guardsman of Gor

The Vosk River  Location: Central Gor.  The great river becomes a military highway contested by cities, pirates, and fleets.  Special: The concluding campaign depends on river movement and naval control.

Port Cos  Location: A Vosk river town aligned with Cos.  A strategic port and foothold of Cosian power on the mainland.  Special: Its loyalties connect local conflict to the island empire of Cos.

Victoria  Location: On the Vosk.  A trading port caught in the warfare and political shifts of the region.  Special: It illustrates how river towns survive between larger powers.

Port Kar  Location: At the Vosk Delta and Tamber Gulf.  The great maritime city remains a counterweight to Cos and Tyros.  Special: Its naval traditions and allies influence the climax of Jason’s story.

17  Savages of Gor

Kailiauk  Location: At the eastern edge of civilized Gor.  A frontier town and market serving trade with the Barrens.  Special: It is a staging point for merchants, hunters, and expeditions westward.

Fort Haskins  Location: Near the edge of the Barrens.  A fortified trading and military post beyond the settled cities.  Special: It marks the uncertain boundary between Gorean city culture and the tribal west.

The Barrens  Location: Far western Gor.  A vast prairie of grasslands, rivers, herds, storms, and tribal territories.  Special: The region parallels the historic North American plains.

Kaiila camps  Location: Across the Barrens.  Mobile or semi-permanent tribal camps organized around kinship, hunting, and war.  Special: Their layout and customs reflect survival on the open plains.

18  Blood Brothers of Gor

The Barrens  Location: Far western Gor.  The broad plains continue as the main theater of tribal alliance and war.  Special: Distance from the cities allows the Kaiila peoples to preserve their own political order.

Kaiila villages and camps  Location: Within tribal territories.  Communities of lodges, animals, families, and warrior societies.  Special: They are centers of ceremony, kinship, and defense.

The lands of rival tribes  Location: Across the prairie.  Neighboring tribal territories are separated by custom, hunting rights, and military power.  Special: Crossing them can mean trade, diplomacy, or war.

Kur positions in the west  Location: Hidden within or beyond tribal country.  Secret sites from which Kur agents influence conflict.  Special: They connect a regional war to the planet-wide Kur struggle.

19  Kajira of Gor

Earth  Location: Tiffany Collins’s original world.  Her Earth life precedes her use in a dangerous Gorean political deception.  Special: The contrast makes her imposed role more disorienting.

Corcyrus  Location: A city in south-central Gor.  A wealthy city involved in rivalry, succession, and political manipulation.  Special: Tiffany is placed at the center of its struggle for rule.

The palace and governmental quarter of Corcyrus  Location: Within the city.  Formal chambers, residences, and guarded spaces used by rulers and officials.  Special: The location reveals how ceremony can conceal political weakness.

Argentum  Location: A neighboring city and rival of Corcyrus.  A silver-associated city whose interests compete with those of Corcyrus.  Special: Its rivalry helps drive the political plot.

20  Players of Gor

Port Kar  Location: On the Tamber Gulf.  Tarl’s home and Samos’s intelligence base.  Special: The book’s political mission begins from Port Kar’s concerns.

Roads and towns of traveling players  Location: Across civilized Gor.  Inns, squares, fairgrounds, and small cities form the working world of entertainers.  Special: A troupe can cross borders and gather information without attracting the suspicion given to soldiers.

Brundisium  Location: A major port on the mainland coast.  A busy commercial harbor handling ships, cargoes, travelers, and slaves.  Special: Its size and traffic make it useful for secret movement.

Ar and its sphere of influence  Location: Central Gor.  The great city’s political condition affects surrounding towns and travelers.  Special: Talena’s changing role begins to cast a shadow over the wider region.

21  Mercenaries of Gor

Port Kar  Location: Tarl’s maritime home.  The city remains his base of loyalty and his connection to Samos.  Special: From here he is drawn into the expanding Cos–Ar conflict.

Ar  Location: Central civilized Gor.  Gor’s largest and proudest city is increasingly threatened by war, pride, and political error.  Special: Its decisions shape the next several novels.

Torcadino  Location: A strategic city west of Ar.  A fortified city controlling important routes and military movement.  Special: Its siege and defense display Gorean mercenary warfare.

The roads and camps of mercenary armies  Location: Across the contested lands around Ar.  Temporary camps, supply routes, and fortified positions follow hired armies.  Special: They show warfare as a profession and business.

22  Dancer of Gor

Earth  Location: Doreen Williamson’s original world.  Her quiet life as a librarian contrasts with the public and physical world she enters.  Special: Her abduction begins the transformation at the center of the novel.

Brundisium  Location: A large coastal port.  A crowded city of ships, markets, taverns, and commercial houses.  Special: Its traffic makes it a natural place for sale, entertainment, and anonymity.

Paga taverns  Location: In Gorean cities visited by Doreen.  Public drinking and entertainment houses staffed by musicians, dancers, and slaves.  Special: They are central to the culture and economics of professional slave dancing.

Training rooms and slave quarters  Location: Within commercial houses and taverns.  Controlled interior spaces where dancers are trained, housed, and prepared.  Special: The novel gives these ordinary urban places unusual detail.

23  Renegades of Gor

The Vosk Road  Location: Running eastward toward Ar’s Station and Ar.  A heavily traveled route of inns, wagons, pilgrims, soldiers, and refugees.  Special: The road lets the novel examine travel, tolls, law, and wartime uncertainty.

The Crooked Tarn  Location: An inn along the road.  A roadside inn with its own staff, rooms, stables, and dangers.  Special: It is one of the series’ most detailed examples of Gorean lodging.

Ar’s Station  Location: On the Vosk, serving Ar.  A fortified river port and colony loyal to Ar.  Special: Its defense becomes the military center of the novel.

The Vosk and its approaches  Location: Central Gor.  River, marsh, road, and port terrain surround Ar’s Station.  Special: The mixed geography shapes both siege and escape.

24  Vagabonds of Gor

The Vosk Delta  Location: Western end of the Vosk.  Marshes, channels, rence islands, and uncertain waterways trap and scatter armies.  Special: The terrain contributes to the destruction and survival of Ar’s forces.

The Viktel Aria  Location: The military road leading from Ar.  A major route used by armies and traffic connected with the city.  Special: Its name means the road of war or victory and carries strong civic symbolism.

The camps of Ar’s army  Location: Across the Vosk region.  Huge temporary cities of soldiers, animals, wagons, officers, and camp followers.  Special: Their disorder and betrayal turn a proud army into wandering survivors.

Rence islands and marsh settlements  Location: Within the delta.  Small communities survive on reeds, fishing, and knowledge of waterways.  Special: They remain hard for outside armies to control.

25  Magicians of Gor

Ar  Location: Central civilized Gor.  The city is occupied and politically transformed after military defeat.  Special: The struggle to recover its courage and Home Stone dominates the novel.

The Central Cylinder and governmental quarter  Location: At the heart of Ar.  The seat of rulers, officials, guards, and public authority.  Special: Control of the center symbolizes control of the city.

The streets, markets, and taverns of occupied Ar  Location: Throughout the city.  Everyday urban places continue under occupation, surveillance, and fear.  Special: They provide cover for resistance, disguise, and rumor.

Ar’s Station  Location: On the Vosk.  The loyal colony whose Home Stone had been displayed as a prize.  Special: Its recovery becomes an act of defiance and honor.


 

Books 26 through 38  Later Gor and Distant Lands

26  Witness of Gor

Earth  Location: Janice’s original world.  She is selected partly because she knows little of Gorean history and politics.  Special: Her ignorance makes her useful as a servant and guard for a secret prisoner.

Treve  Location: High in the Voltai Mountains.  A hidden, piratical mountain city known for raiding and difficult access.  Special: Its isolation makes it suitable for keeping an important prisoner secret.

The prison pits of Treve  Location: Beneath the city or fortress complex.  Dark secured chambers holding captives under close guard.  Special: The mysterious amnesiac prisoner kept there is central to the plot.

The Voltai Mountains  Location: East of Ar.  Rugged mountain country containing isolated fortresses, trails, and hidden places.  Special: The region separates Treve from ordinary Gorean travel and conceals political secrets.

Occupied Ar  Location: West of the Voltai.  A defeated city under Cosian control and systematic looting.  Special: Its condition gives the secret prisoner enormous political importance.

27  Prize of Gor

Earth  Location: Ellen’s original world.  The narrator begins as a mature Earth woman before being transported to Gor.  Special: Her age and Earth experience distinguish her viewpoint from earlier captives.

Ar  Location: Central Gor.  The mighty city remains under the harsh influence of Cosian occupiers and allied mercenaries.  Special: Ellen’s slavery unfolds against occupation, social disruption, and resistance.

Slave houses and markets of Ar  Location: Within the city.  Businesses and compounds handle training, display, sale, and ownership.  Special: They show the commercial life of slavery in a major occupied city.

Urban households of Ar  Location: Across the city’s districts.  Private residences range from modest homes to wealthy compounds.  Special: They reveal how war and occupation affect daily domestic life.

28  Kur of Gor

The Steel Worlds  Location: In space beyond Gor.  Artificial or technological habitats belonging to the Kurii.  Special: The novel gives the series’ fullest view of Kur society away from Gor.

Gor  Location: The counter-Earth.  The planet remains the object of conflict between Priest-Kings, Kurii, and their agents.  Special: Seen from a Kur viewpoint, familiar Gorean places acquire a different strategic meaning.

Earth  Location: The hidden counterpart of Gor.  Earth is another target of Kur interest and interference.  Special: The war is shown to concern more than a single planet.

Kur ships and installations  Location: In space and at secret bases.  Technological environments built for a large nonhuman species.  Special: They contrast sharply with the restricted technology permitted to humans on Gor.

29  Swordsmen of Gor

The Far East of Gor  Location: Across the Thassa from the familiar western lands.  A region influenced by Japanese culture, with different clothing, weapons, architecture, and customs.  Special: It broadens Gor beyond the Mediterranean-influenced cities.

The Pani islands and estates  Location: In the eastern seas.  Island domains controlled by lords, retainers, villages, and fortified residences.  Special: Feudal loyalty and rivalry organize the land.

Lord Nishida’s domain  Location: Within Pani territory.  A household, estate, and military following bound to Nishida.  Special: It becomes Tarl’s base and the center of the eastern mission.

The eastern sea routes  Location: Across Thassa toward the Pani lands.  Long maritime routes linking western ports with distant islands.  Special: Distance and unfamiliar waters make travel a major undertaking.

30  Mariners of Gor

Thassa  Location: The great sea of Gor.  Open ocean separates the familiar western world from the Pani territories.  Special: Weather, navigation, discipline, and limited supplies dominate the voyage.

The expedition ships  Location: At sea between western and eastern Gor.  Large vessels function as moving communities of sailors, warriors, officers, slaves, and cargo.  Special: Shipboard hierarchy becomes as important as geography.

Pani waters and islands  Location: Far eastern Gor.  Coasts, harbors, islands, and defended approaches surround the eastern domains.  Special: Local pilots and maritime knowledge are essential.

Lord Nishida’s eastern territories  Location: In the Pani region.  Feudal lands contested by rival lords and factions.  Special: The voyage delivers men and resources into an existing political war.

31  Conspirators of Gor

Earth  Location: Allison Ashton-Baker’s original world.  Her interest in Gorean games precedes her actual transportation to Gor.  Special: Fantasy becomes dangerous reality when she is taken.

Ar  Location: Central Gor.  The recently liberated city is rebuilding after occupation and war.  Special: Political freedom does not remove conspiracy, crime, or social upheaval.

Slave houses and city districts of Ar  Location: Within Ar.  Training houses, markets, streets, and private compounds shape Allison’s urban experience.  Special: They expose both ordinary commerce and hidden conspiracies.

The Voltai Mountains  Location: East of Ar.  Rugged mountains containing Treve and hidden Kur-connected sites.  Special: The plot moves from urban intrigue toward secrets concealed in the mountains.

32  Smugglers of Gor

Brundisium  Location: A major mainland port.  A crowded harbor city through which goods, travelers, slaves, and secret cargo can pass.  Special: Its scale and commerce make it ideal for smuggling.

Harbors warehouses and ships  Location: Along the maritime trade routes.  Commercial spaces connect merchants, Scribes, slavers, sailors, and criminals.  Special: Records and cargoes can hide both people and political schemes.

Thassa  Location: The Gorean sea.  Sea lanes connect western ports with islands and the far eastern Pani lands.  Special: Smuggling depends on avoiding patrols and controlling information.

The Pani territories  Location: Far eastern Gor.  Feudal island lands still affected by the conflict begun in Swordsmen.  Special: Western commerce and eastern rebellion become intertwined.

33  Rebels of Gor

The Pani territories  Location: Far eastern Gor.  Feudal domains of villages, estates, fields, fortresses, and rival houses.  Special: The region becomes the theater of open rebellion.

Lord Nishida’s domain  Location: Within the Pani lands.  The allied lord’s holdings provide manpower, legitimacy, and a political base.  Special: Loyalty to Nishida shapes Tarl’s role in the conflict.

Rival castles and fortified estates  Location: Across the eastern islands.  Defensive compounds control surrounding lands and populations.  Special: Capturing or isolating them is essential to the rebellion.

Eastern coasts and sea passages  Location: Around the Pani islands.  Narrow waters, ports, and coastal routes connect the separate domains.  Special: Naval movement remains necessary even during land campaigns.

34  Plunder of Gor

Earth  Location: Phyllis Robertson’s original world.  The familiar world is the starting point before her capture and enslavement.  Special: Her disappearance places her within a conflict she does not understand.

Brundisium  Location: A great port on the mainland coast.  A vast commercial city of docks, warehouses, ships, markets, and crowded districts.  Special: A mysterious unclaimed package in the port could affect the fate of a world.

The warehouses and shipping quarter  Location: Within Brundisium.  Cargoes can be stored, transferred, hidden, stolen, or sold among countless merchants.  Special: The maze of commerce makes the rumored package hard to locate.

The harbor and waterfront  Location: At Brundisium.  Busy quays receive vessels from across Thassa.  Special: Men and beasts compete violently for control of cargo and information.

35  Quarry of Gor

Earth  Location: Margaret Henderson’s original world.  Her wealthy and self-assured Earth life begins the story.  Special: Her encounter with a mysterious man precedes her removal to Gor.

Gor’s green wilderness  Location: An incompletely specified region of Gor.  Fresh forests, fields, and open country appear beautiful but remain perilous.  Special: The natural setting becomes the ground for pursuit and survival.

Transport and holding areas  Location: Between capture and sale.  Ships, pens, compounds, and temporary quarters reduce captives to cargo.  Special: The journey emphasizes Margaret’s loss of control and identity.

The hunting ground  Location: The region in which Margaret becomes the quarry.  Terrain, concealment, distance, and pursuit shape the danger.  Special: The land is not merely background; it determines who can find, flee, or survive.

36  Avengers of Gor

Port Kar  Location: On the Tamber Gulf.  Rumors reach Tarl in his home city that corsairs are raiding under the name of Bosk.  Special: The false use of his identity sends him to investigate.

The Farther Islands  Location: West of Cos and Tyros.  A group of islands including Thera, Daphna, and Chios.  Special: Their towns and villages are systematically attacked by corsairs.

Thera  Location: One of the Farther Islands.  An island containing the corrupt and luxurious city of Sybaris.  Special: It becomes the political and criminal center of Tarl’s investigation.

Sybaris  Location: On Thera.  A decadent city of taverns, palaces, slaves, wealth, and ruthless corsairs.  Special: Its pleasures conceal the organization behind the raids.

Daphna and Chios  Location: Farther Islands west of the Island Ubarates.  Island communities suffering plunder, burning, and murder.  Special: Their devastation gives the avengers their cause.

The dangerous western waters  Location: Around the Farther Islands.  Seas crowded with predatory ships and monstrous marine life.  Special: The voyage itself is hazardous even before battle begins.

37  Warriors of Gor

Jad  Location: A port on the island of Cos.  A major Cosian harbor from which Talena must be transported.  Special: Her delivery from Jad toward Ar would earn an enormous reward.

Cos  Location: A powerful Island Ubarate in Thassa.  A wealthy maritime state and long-standing rival of Ar and Port Kar.  Special: Lurius of Jad uses Cosian power and commerce in the pursuit of Talena.

The sea route from Jad  Location: Across dangerous waters toward the mainland.  The voyage faces piracy, weather, beasts, and armed pursuit.  Special: Tarl must intercept the prisoner before she reaches the mainland road.

The wilderness between the coast and Ar  Location: Across central Gorean country.  Roads, forests, rivers, settlements, and wild country stand between the port and Ar.  Special: The long route allows both rescue attempts and pursuit.

Ar  Location: Central Gor.  Talena’s former city and the destination of those seeking the reward.  Special: Its mighty gates represent judgment and likely death for the fugitive.

38  Treasure of Gor

The American Southwest  Location: Earth.  A remote dry region of desert, mountains, and wide skies.  Special: Its isolation makes it suitable for a small private observatory and hidden research.

The private observatory  Location: A remote corner of the American Southwest.  A scientific facility where Agnes Morrison Atherton works in radar imaging.  Special: Her discovery there brings her to the attention of dangerous powers.

Earth computer and research networks  Location: Connected to the observatory.  Digital systems contain information Agnes was not meant to uncover.  Special: Knowledge, rather than gold alone, becomes a form of treasure.

Gor  Location: The counter-Earth.  Agnes is transported into a society where her Earth status and expertise do not protect her.  Special: The search for treasure shifts from scientific discovery to danger, ownership, and competing interests.

Notes for readers and roleplayers

Gorean geography is revealed gradually, and the novels do not always provide exact distances or positions. Some maps made by readers simplify or reconcile descriptions that are scattered across many volumes. Cities may also be revisited under very different political conditions: Ar before the Cosian war is not the same experience as occupied or liberated Ar, and Port Kar changes after it gains a Home Stone.

Descriptions here distinguish named places from descriptive settings. A phrase such as “the northern forests” or “the Barrens” identifies a recognized region, while “training rooms and slave quarters” describes an important recurring type of location when the novel does not consistently supply a unique proper name. Exact quotations and minor local names should be checked against the edition being used.

Sources used for cross checking

·         Gor series bibliography and setting overview: https://en.wikipedia.org/wiki/Gor

·         Simplified map and broad geographic notes: https://commons.wikimedia.org/wiki/File:Gor-map-simplified.svg

·         Open Road Media book descriptions: https://openroadmedia.com/

·         Hachette description of Witness of Gor: https://www.hachette.co.nz/john-norman/witness-of-gor-gor-book-26

·         Google Play description of Avengers of Gor: https://play.google.com/store/books/details/John_Norman_Avengers_of_Gor?id=bz4oEAAAQBAJ

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