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Tales of Gor

GOREAN RO LEP LAYI NG


Fantastical Adventures on th e Counter-Earth

Authorised and based on the Gorean books of John Norman


Written by: James ‘Grim’ Desborough & Ron Marshall
Art by: Michael Manning, J. Arnold
(C) Postmortem Studios 2017

John Norman’s works by permission of the author and the


author’s agents Richard Curtis Associates, Inc. John Norman’s
works are published by Open Road Media

http://www.openroadmedia.com/contributor/john-norman/

“Nature is playful and terrible. Some see the playful side and dally with it and let it
sparkle. Others see the horror and cover their heads and are more dead than alive.
The way does not lead between both, but embraces both. It is both cheerful play and
cold horror.”
- Carl Jung, The Red Book.
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Copyright 2000, Wizards of the Coast, Inc. The D6 System (WEG51005), Copyright 1996, West End Games. West End
Games, WEG, and D6 System are trademarks and properties of Purgatory Publishing Inc. World of Gor/Tales of Gor/
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under Product Identity (PI) above.
Introduction Postm ortem Stu d i os
Postmortem Studios
The conflict between the Priest Postmortem Studios Postmortem
Kings and the Kurii does not only Studios Postmortem Studios is an
encompass Gor and the silver ships independent role-playing game
that defend it. The influence of company formed and run by
both species is also felt on Earth James ‘Grim’ Desborough, with
and – no doubt – throughout the a reputation for tackling unusual,
solar system. ‘edgy’ and adult gaming material.
Postmortem Studios has published
On Earth the Kurii have been able Tales of Gor, but this is far from
to act with relative impunity and the company’s only game.
have inveigled themselves into
the confidences of governments, You can find more information at:
corporations and powerful postmortemstudios.wordpress.com
individuals. They act through these
agents to secure resources and to You can support James, and his
enslave or corrupt women (and company, via Patreon (Patreon.
men) of Earth for sale or other com/grimachu) gaining discounts
uses on Gor. on games and other material in the
process.
In this adventure we get something
of a ‘view behind the curtain’ We value your feedback and
of some of these operations. In queries and suggestions can be sent
the expanded material after the to grim@postmort.demon.co.uk
adventure we get some speculation
and ideas on how to play out
the Earthbound side of Gorean Overvi ew
adventures. On Earth, a group of people
stumble - as potential victims
This adventure would make a good - into a shadow acquisition
introductory adventure for a player operation, embedded into their
group that knows little or nothing own government. With their own
of Gor, or for a campaign that is capture foiled they gain a glimpse
based around the adventurer party of the great Game of Worlds and
being from the Earth. find themselves on the run from
the authorities, looking to bury the
truth by burying them.

1
Seeking to develop them as useful A player could also play a trans-
pawns in the game of worlds, the gender or non-binary character
Priest Kings transport them to who does not conform to
Gor, where they struggle to adapt traditional gender concepts in
to Gorean ways. this scenario, but warn the player
this may give them an extremely
In the end, they must choose challenging experience.
between the vibrant life of a
Gorean or a modern life on Earth, The characters do not need to
becoming knowing pawns in the know each other before play, but
game of worlds in either case. it will likely create more tension if
there are some emotional bonds
between some of them, such as
P layer Ch aracters partner, sibling or parent/grown-
By default, this scenario starts with up child relationships.
all but one of the characters as
present day humans in a western One single character in this
country. The exact country is scenario is a Gorean-born agent
deliberately left vague to allow of the Priest Kings, embedded
you to fit it to the tastes and on Earth as a proxy against the
background knowledge of your machinations of the Kurii. This
group. It is suggested all the character is deliberately left vague
character speak English (as a first here, with the expectation that one
or second language). player character is created to fulfil
this role. Warn the player their
This scenario works best with a character is slightly rail-roaded in
mixture of genders amongst the the opening (you can brief them
characters. This creates more inter- in advance on their objective in
player drama when they end up on their first scene). After that, it is
Gor. If played with a group of one fully theirs to play despite having
gender, add one NPC of the other privileged knowledge. This works
gender, created in the same way particularly well if you have a
as the player characters, a partner player in your group who is more
or sibling of one of the player familiar with Gor and who can
characters. then introduce concepts to the
other player characters during play.

2
Let this character start with
appropriate weapons of the Back Story
player’s choice (appropriate As hinted at in the books,
partly depends on which country agents of the Kurii collude with
you are setting the scenario in). governments and other powers
Alternatively, you could use the on Earth. Part of this agreement
Non-Player-Character described at allows them to operate to kidnap
the end of this booklet to fulfil this attractive women, who are taken to
role. Gor, trained and sold as slaves. The
wealth that results is then used to
The agent character is investigating fund their many plots and schemes
a suspected Kurii acquisition across both worlds.
operation, with intent to disrupt it
if they find it. They have a phone This aspect is not much explored
number for a more experienced in the books, leaving plenty
(off-screen NPC) agent they of room for personalised
can call for advice (and who can interpretations in people’s home
arrange for a ship), but know they campaigns.
are too far away for direct help.
When briefing this player tell them
they know that the Kurii’s agents
will use the Earth authorities to
track down and make any loose
ends or witnesses ‘disappear.’

An alternative variant is to start


this scenario in a historical setting.
This is discussed at the end of this
scenario.

3
4
Act one: Scen e O n e :-
Opening Gam bit
A day on In the first scene, some or all the
female characters have applied to a
management recruitment scheme
Earth
This first act takes place on
in the civil service / public sector.
It’s a cross-department recruitment
modern earth (in the fictional Gor- so is open to people from various
verse, not the real earth). When subject backgrounds and past
describing scenes on Earth, try to careers, from fresh graduates to
pick out these details to contrast older professionals.
with the life on Gor:
The characters have previously
• The air is unclean. Pollution filled in an online assessment and
(be it poisonous chemicals, completed a telephone interview.
artificial chemical smells They have since been invited to
from various products, or
simple dust) is everywhere. a two day assessment centre in a
rural location. Describe a bland,
• The world is bland. Buildings grey outdated government office,
are grey rectangular boxes, perhaps spruced up a bit with little
lifeless and depressing. more than a lick of paint.
• Uniformity is encouraged. The characters have arrived
The genders dress in similar
ways (compared to Gor and already spent the morning
anyway), with fashions that completing written exercises under
hide or distort the natural exam conditions and now have a
physique. Real skin is hidden little time to chat over lunch.
behind make-up. People wear
the same dark colour palette Start the scene by having the player
and not vibrant shades. characters waiting in a break area,
with desk, soft chairs, tea/coffee
In this act, Kurii agents assess and newspapers. An NPC junior
and try to acquire some of the civil servant (ignorant of what is
player characters, but are thwarted, really afoot), who administered the
putting the player characters on the exams this morning, is sitting with
run. them for his own lunch and happy
to make small talk about what’s in
today’s newspapers.

5
Some characters may comment it He watches them as they walk into
is strange all the applicants present the room as if assessing them,
on this interview day are women. playing attention to the way they
If they question it, the character walk in, he may set off some
can offer an indirect reply that the women’s radar as a ‘pervert’ or
civil service particularly welcomes ‘creeper’.
women to apply for management
position. (‘affirmative action’, if After some cursory questions
such is legal in the country you are about their background and
setting this in). aspirations (to help the player
introduce themselves formally
Give the players a few minutes to as the character), he starts asking
introduce themselves to each other questions that are not appropriate
and make small talk or not (which for an interview. He asks them
helps the players settle into their about their state of health,
character). Then one by one they relationships and philosophical/
are called in for a short interview. religious beliefs.
Depending on your play space you
could live play this out, physically If challenged, he claims this is a
by moving into the next room. test to see if they can think on
their feet and how they respond
In the interview room, a well- to authority. If not challenged,
tanned man with an ill-fitting black he may ask them to stand, pace
suit and a generic made-up name around (‘show me how you
(try to afford things like ‘Ford would walk if summoned by a
Prefect’ though) waits for them. He government minister for a crisis
is actually, a Kurii agent, originally talk’), and bend over (‘Please pick
born on Gor but experienced that folder off the floor and search
in this role on Earth. He comes through it’). All the while his eyes
across as smug, as though knowing will be assessing their bodies. It’s
some private joke, and speaks in entirely possible some characters
a slightly outdated language (He will get fed up of this situation and
learnt English a century ago). walk out; whether they choose to
‘warn’ the others still waiting or
simply leave is up to them.

End the scene when all the


characters have been interviewed
or have left, one way or another.

6
• Someone actively
Scen e Two - investigating rumours of
D inn er with inappropriate goings-on
at the assessment centre,
Fri en ds following reports from
By the time the first day of previous attendees. Ideas for
assessment is over (whether they this include an investigative
walk out or not) they need to retire journalist or a woman’s rights
to where they are staying, in the activist. They actively want to
nearby village. get information about what
happened today from those
This is a run-down cheap hotel, staying there.
really more of an oversized bed &
• Someone investigating
breakfast, run by an older couple
a missing person case –
whose own grown kids long ago
That being someone who
fled this place. The logical place
previously attended an
for the characters to eat dinner is
assessment here shortly
the restaurant - the food at least,
before they went missing.
is good home cooking with hearty
This might be a hired private
sized portions.
investigator or desperate
relative. Curiously the police
In this scene, introduce the
seem not to take such
remaining player characters. Some
matters seriously – due to
options for how to hook them in
pressure from higher up.
include:
• Another guest staying at the
• A relative, partner or friend
hotel for unrelated reasons.
of a player character who
attended the assessment Let this scene play out naturally,
centre, who has come with the characters who met at
away with them for a trip the assessment centre earlier
(presumably they were recognising each and presumably
sightseeing during the day chatting. You could introduce
earlier). some local NPCs out for a drink
to add some colour to the scene,
such as someone giving these fancy
city folks dirty looks for not being
from around these parts.

7
During this scene you can also
Scen e Three -
introduce the single Gorean
character (which could be a PC or Wh at you Gonna
NPC). They will need to come up d o wh en th ey
with their own cover to explain come for you
who they are and why they are
During the night, two kurii agents
here (the truth is hardly likely to
dressed in black suits (once of
be believed). Their real reason to
which assessed them earlier) come
investigate this ‘assessment centre’,
to ‘acquire’ the characters (or at
which they suspect is part of a
least the ones they determined
Kurii acquisition operation. Once
worthy). They do this with a device
there, they see that some of the
that releases an invisible knock-
characters are attractive enough to
out gas into the hotel, then simply
be worth abducting and they will
walking in, unlocking rooms with a
correctly suspect the Kurii agents
sonic lock-pick device and carrying
will come for them soon. Their
them off.
aim is this scene is to slip a drug (a
white powder, carried in a device
They have a van parked outside,
deliberately disguised as a salt
ready to drive a short distance to
shaker) into the other character’s
an invisible Kurii ship, which has
food or drinks. This drug is a
landed on the edge of the village.
preventative antidote to the drugs
the kurii agents routinely use to
However, the Priest King agent
knock out people when ‘acquiring’
character has stayed awake,
them.
expecting trouble. Once he
becomes aware things are afoot he
This scene ends when the
sets off the fire alarms (by holding
characters retire to their rooms in
a lighter to a detector). This starts
the hotel. If the scene feels like
the scene as everyone wakes up
it is losing energy and the players
in their rooms - if they got dosed
are dragging it out after everything
with the antidote earlier. For un-
has been said, prompt them with a
dosed player characters, it’s best to
reminder about how tired they are
allow them to be roused but to be
after a long day.
barely awake, enough for them to
mumble and stagger with help so
they are not left out the scene.

8
This likely causes general panic – Fortunately the Kurii agents left
people wake in the night to the fire their black van outside ready to go,
alarm, feel the need to flee, and big enough for all the characters to
possibly find those with them can’t pile into.
properly wake up. Chaos ensues.
Once it appears things are going As they are leaving, three other
wrong, one of the Kurii agents Kurii agents arrive (the other
will pause briefly and phone or members of this cell of five in
text the other members of their charge of this operation. They
five man cell to tell them that have their own black van and
they are having difficulties, before modern pistols, and give chase to
proceeding. the characters.

The Kurii agents are armed only


with machetes – they don’t have
Scen e Four -
any reason to expect trouble. It’s O n th e Run
likely the Priest King agent (who is In the scene, the characters are
presumably armed with whatever fleeing, probably in the Kurii van
weapons he chose to carry, but (or possibly in their own vehicles
being raised on gor is most skilled or on foot, depending how the last
with a blade or crossbow) will want scene played out).
to confront them. The dramatic
picture here is half-awake people in They might want to go to the
their bed clothes staggering around authorities, but the priest-
in confusion, being astonished/ king agent can warn them the
terrified when they witness the ‘authorities’ will make them
priest-king agent leaping in to fight disappear. Away from the gas the
with the kurii agents. drugged characters can begin to
come round (or they can be given
This scene likely ends with the the antidote directly to speed
characters escaping the hotel things along).
(possibly dragging those who are
drugged until the knock-out gas If your players want more action,
wears off) as a group. It might play this out as a car chase, with
also include the death of the Kurii opposed driving rolls as described
agents, in which case the Priest below.
King agent will still advise them to
flee.

9
Being born on Gor, the Priest Once the chase is concluded, give
King agent is probably not the best the characters some chance to
vehicle driver of the group so may talk among themselves. They will
want to let another character take hopefully figure out they cannot
the wheel. It is also likely that the simply return to their everyday
Kurii agents – if Gorean – are not lives. Even if they were not fully
good drivers either. recognised, these ‘men in black’
can get their details from the
Mechanically, set a number that hotel or the assessment centre.
represents the starting distance With encouragement from the
between the parties. By default, conspiracy, the mundane police
this is 10, but if the characters will come for them on trumped
were quick or slow to get away in up charges (and the priest-king
the last scene (e.g. if they delayed agent player was briefed on this
to get properly dressed) you can during character creation, so will
modify this accordingly. Both sides hopefully think to tell the other
make opposed driving rolls. The characters). They can stay on the
difference adds to the number run until caught, or there is one
if the player characters win, and other option. The agent can call
subtracts if they lose. If the his contact and arrange from them
number reaches 20, the characters to be transported to Gor. It’s up
have escaped the pursuit. If the to the player of the agent how
number reaches 0 then the Kurii honestly he explains this option.
agent van has caught up with them,
and forced them off the road. If you want to extend the Earth
Switch to a normal combat scene. section of this scenario, you could
play out some more scenes here.
The Kurii agents don’t want to let Some suggestions:
them escape, but have no interest
in fighting to the death. They • The characters may want to
would regard getting good photos/ make phone calls to loved
ones, telling them they are
ID of a Priest King agent and going into hiding. Cue deep
other player characters (to send emotional angst as they can’t
the regular police to hunt down really explain what is going
later) and withdrawing safely to on
be an acceptable outcome for this
incident.

10
• The characters could be The characters are in a remote
forced to hide out in the location, told they are waiting to
countryside or have to meet their contact to ‘take them
travel further. They might to a safe place.’ It’s night time.
have tense moments every Some characters notice the stars
time they see a police car. If above them appear to disappear
you want more action, the
van could get recognised - as an invisible priest-king ship
by the police as ‘reported moves overhead. They start to feel
stolen’ and they could get very tired.
pulled over.
They may panic, but within
• They might need to seek a few rounds they slip into
medical help if anyone of unconsciousness. The Priest
them were injured so far. King agents used the same gas
Once you played as much of this the Kurii agents used, so they
as is interesting, end the act with a would not have to deal with any
closing scene. unpredictable reactions from
these people of earth, or reveal
the mystery of their ship.

The next thing they know, they


wake up on Gor.

11
When describing scene elements
Act Two: A in this act, remember the contrast
for Earth characters. The air and
day on Gor
In the previous act, the Priest
water is cleaner and as their bodies
adapt they feel more alive and
awake than before. They also feel
King agents have transported physically stronger, due to the
the characters to Gor. This is not slightly lower gravity on Gor. The
(only) an altruistic move to keep colours seem more vibrant, and
them safe, but an investment in the even simple objects are individual
hope that they may become pawns handmade things made to last for
in the game of worlds. years, not uniform, mass produced,
disposable junk.
Characters wake up on Gor in the
city of Ko-Ro-Ba, where they must
learn the customs and ways of Scen e O n e -
Gor. Th e m orning
This act is heavily focused on the After
culture shock, social interaction The previous scene was played out
and deals with Gorean philosophy. at night. Symbolically, this is ‘the
How the characters respond next morning,’ even if that’s not
to different customs will party literally the case depending on how
depend on their own background much ‘on the run’ time you played
- a devout Muslim will respond out (and the voyage between
differently to the notion of women worlds).
wearing robes of concealment than
a secular western liberal. Describe the scene as the
characters wake up by the sound
Depending on your group’s usual of a gong a little way off. They
play conventions, it might be a are each in separate rooms, in a
good idea to remind everyone at comfortable clean bed. They have
the table that views expressed by been stripped and washed while
characters (player and non-player) asleep, and fresh garments have
are those of the character and been laid out for them to dress. A
not the player, Games Master or jug and bowl of clean water is on
author. a side table, the bowl containing
floating flower petals of an
unfamiliar sort.

12
Comment on how the water tastes Dina only speaks very limited
clean and pure if they drink it. This broken English (having been
whole situation might come across taught by her master), so couldn’t
as quite surreal, almost dreamlike. answer their questions even if she
A wooden door from the room is was allowed to. This makes the
unlocked - and they are in adjacent scene a reflection of the opening
rooms along a corridor. scene from act one, with them
gazing over a female.
The garments will likely seem
strange to them. Men will find a Presumably the characters will talk
typical Gorean tunic, women will among themselves, put on some of
find robes of concealment and the strange clothes (Dina will help
veils. if ordered to) and follow her to the
hall.
If any of them think to open the
wooden shutters on the window,
they behold a breathtaking view - a Scen e Two - Take
city of tall cylinder towers painted us to your leader
in bright colours and flying flags, Around a great table sits a young
high walkways and tarn riders looking man (almost all Goreans
flying overhead. look young due to the serums, but
the player characters won’t know
When ready, a slave girl named
that yet) in a red tunic. He seems
Dina (named after her slave brand)
relaxed and does not have guards
comes to fetch them.
present (since he wishes to speak
of Earth discretely), but they may
She is brown haired, nubile and
notice the gladius-type sword at his
petite, wearing a collar and slave
side.
rags that barely conceal her body
(and increase its allure by doing
He speaks in good British English,
so). She respectfully asks each
with an accent some characters
‘master’ or ‘mistress’ (how a
may recognise as Bristolian/west
slave addresses any free person)
country. This is Matthew Cabot,
to gather and come with her to
administrator of Ko-Ro-Ba. (and
the hall. She does not answer
father of Tarl Cabot, not that he is
questions, and if pressed will beg
a reason to mention him here).
forgiveness that her master had
ordered her not to.

13
Sat with him is the Priest King • Technology: The laws on
agent player character (or he may technological limitations are
have stayed behind on Earth, if he important. He will mention
is an NPC). that he upholds this strictly,
but not as cautiously as in
other cities - Ko-Ro-Ba has
The Priest-King agents have street lights for example,
delivered the characters here, since the laws do not forbid
since Matthew Cabot is of Earth them. He will strongly urge
originally himself and is an ally (if them not to try to use their
an uninformed one) of the priest- knowledge from Earth to
kings. break these laws.

This is something of an exposition • Advances: Extending from


scene. Matthew Cabot and the this, he explains that certain
technology here is more
agent can explain that they have advanced than earth. They
been transported to Gor (or the had a health check while
‘Counter-Earth’) by the grace of asleep, and any conditions
the Priest-Kings. This section (maybe one of them had
will likely be quite free-form, early stage cancer, diabetes,
depending on how the players asthma or other pre-existing
respond. Some topics Matthew, or condition?) were fixed. He
the players, will probably want to will mention the ‘wasting
cover include: sickness’ (ageing) is easily
treatable on Gor, but he
• Priest Kings: The Priest has had the physicians wait
Kings are mysterious Gods to give them the choice of
or rulers of Gor. If the receiving the cure for that.
players press the point, he
can acknowledge ‘some
suspect they are men,
possessed of advanced
technology’ (which was
his own belief, in book 1).
He will advise them to be
discrete about their Earth
origins; most Goreans will
only have a vague notion of
earth as a far away island that
produces excellent natural
slaves, if they know of it at
all.

14
• Slavery: Gorean concepts • The Caste System: They
of natural and unnatural should select a caste that
slaves and gender roles are feels natural to them, and
essential. He was from earth he will arrange appropriate
himself long ago, but fully dress and caste adoption
accepted Gorean. Expect a later. Initially this may be
lot of play here with how the more for appearance’s sake.
characters respond. He can
point out Dina as someone • City States, and the
happy with her position. For Concept of a Home Stone:
the female characters, he If they are to stay on Gor,
will ask them whether they they should eventually swear
feel they naturally should to a home stone. Until
be slaves or free women (he they swear to the stone of
will be amused if the women Ko-Ro-Ba any free man
protest they could never of the city could legally try
be slaves, but will humour to capture the free women
them for now). If slaves, he among them as slaves.
will ask the male characters
if they are interested in • Language: Few Goreans
claiming them. If free speak English and almost
women, he will tell them none speak other barbarian
they may fall slave and that languages. They will need to
when out in public should learn Gorean. Fortunately it
cover themselves with robes is a language easy to learn,
of concealment - men will because even badly spoken
not usually risk themselves words can be understood.
to capture a slave they have
not seen. He will have Dina
demonstrate the submission Dina will serve them paga while
position to them in case they they speak, and kneel respectfully
are captured and need to close to hand. If one or more the
submit. He will also explain player characters seems to show
briefly the concept of free interest in here, Matthew Cabot
companionship, especially will casually mention they may take
if any of the characters are their pleasure with her this evening,
obviously in a relationship. if they like.

Let this scene play out for as long


as is interesting.

15
If all the players know the Gor • The Cure for Ageing:
setting well, focus on the details The agent character (or
that will shock the characters Matthew Cabot) takes
that they can play off, such as the them to see a physician
gender roles. You may want to and together they explain
allow more time for this scene if that ageing easily treatable.
you really are using this to teach Would they like to receive
the setting. the treatment? You can add
that different people respond
This scene is a reflection of the differently - for some it’s
dinner conversation scene from permanent, for others they
the first act. Contrast that while the will need a booster shot
earth conversation contained many once a century, and very
artificial social constraints and idle occasionally people die from
small talk, in this scene Matthew it. The latest developments
Cabot speaks directly and to the also allow existing ageing
point and encourages them to do to be reversed as well. Do
the same. they want to accept the gift
of immortality? Do they
Scen e Three - trust the physician? Does it
Gorean M ontage change their outlook on their
This scene represents time world? How do characters
passing on Gor, as the characters react when a parent becomes
are taught Gorean ways. You outwardly the same age as
might select a few mini-scenes to their child, or old lovers
play out, and you might ask the become young again?
players what scenes they would
enjoy playing. Focus on what is
interesting.

Some suggested mini-scenes:

16
• Care and Feeding of • The Riddle of Steel:
Slaves: Free characters are The characters are taught
taught how to treat slaves. basic sword craft. As part
Slaves are taught how to of this, have them roll for
correctly behave. They combat against each with
need to understand this to practice swords. Describe
function in society here, the emotions - the thrill of
regardless of what they combat, the joy of triumph,
think. How do they react? the ring of the blades. Show
Does it change how they that it makes the characters
interact with each other in feel alive and vibrant when
private? How does a slave locked in to body to body
feel when she assumes the combat with each other.
display position before a
master? If a master fails to Depending on your group and
demonstrate his mastery, the the available space, you could also
NPC slaves around them break into different groups for
gradually lose respect for different scenes and play them in
them, misbehave and take parallel. If a pair of players want to
liberties. Other NPCs in the explore the master-slave dynamic
household will eventually in a drawn-out scene, they can do
catch them and recommend so while the other players (and
the player characters whip their characters) do something else.
the slave. Are they prepared
to do this (and if not, maybe This scene is a reflection of the ‘on
they are really a natural slave the run’ scene from act one, which
themselves)? How does a may also have been a montage,
modern person of earth depending how much of it you
feeling about whipping a played out. In contrast to running
kneeling woman begging away leaving their old lives behind,
for mercy? If any player here they are growing and finding a
characters have become new place in the world.
slaves, you could also play
out a branding scene.

17
18
Play up the feast of the senses
Scen e Four - and the allure of the slaves, both
for appearance (attractive Earth
A Ni ght on women are considered plain
and unremarkable by Gorean
th e Ti les standards) and trivial accessibility
This scene assumes ‘some time’ (any customer can use a girl for the
passed in the previous montage price of their drink).
scene, to allow the player
characters to learn enough spoken Some possible opportunities for
Gorean to get by and some grasp interaction here:
of their customs. It’s time for
them to experience a bit more of • In one corner sits a
Gorean life in the city. wandering Kaissa player,
mildly famous (not that
A guide (either the Priest King the player characters
agent, a trusted man of Matthew would know that) taking
Cabot or perhaps one of his slaves) wagers (one copper tarsk
leads them through the streets to a to play, eight if you win)
major paga tavern in the city. While and crushing anyone who
they are not told explicitly, this is challenges him. Many
actually a test of them, to see how Goreans seem quite happy
well they are adapting to a natural to lose (Goreans pay to be
Gorean lifestyle. able to say they have had
the experience of playing
Describe the great main room, a famous player). Player
with the long tables, kajiaa hurrying characters can challenge
around with drinks, dancers, the him if they want to; assume
hearty smell of wood smoke from the rules were explained
the great hearth, and the alcoves in their training. haracters
with sounds of pleasure coming with experience of chess on
from a few of them. Earth might be able to make
a good showing and even
prompt other tavern goers to
ask who they are.

19
• The most prudish character • Wrestling is taking place in
among the group catches the yard outside. Characters
the eye of a particularly lusty looking to show off their
tavern kajira, who begs the physical prowess will easily
master to take her to the find a space to take part.
alcoves. From her point of Bear in mind that Earth
view, she is offering good characters are typically
service to bring joy to a stronger than Goreans
customer who looks uneasy. because of the gravity
This may be very awkward, difference and reference
especially if other customers ‘Man of Earth’ in the main
notice the prize girl be rulebook. Characters who
rebuffed and jeer at the learnt a martial art on Earth
character for his reserve. might enjoy showing off
their skills. While such will
• A tarnsman (recognisable by impress Goreans, displaying
his riding leather boots and a manifestly foreign fighting
tarn handling equipment on technique (like karate or
his belt) freshly back from a judo) might raise questions.
raid on Ar sits down at the (‘Where did you learn to
table close to them to meet a fight like that? Have you
comrade of his. He talks of been to the Pani islands? Are
his last raid, proudly boasting you a foreign spy?’)
that he managed to slip in
past a blind spot in the tarn • You could also include the
wire and make off with a ‘Girl Catch’ game described
free woman who has turned in ‘The Silver Cult’ scenario.
out to be not unattractive.
See how the player characters
react to overhearing this
heroic tale and how it jars
with their Earth morality.

20
• Keeping a quiet watch from If you have a longer term
the corner is an assassin, campaign planned out, you could
undercover and dressed as use this scene to introduce gossip
warrior of Tharna. He is about events or introduce NPCs
under contract from some from a future scenario.
Kurii agents (not that he
really knows about the Again, this scene is pretty free-
game of worlds) to kill the form, playing on the culture shock
priest-king agent character, and giving the characters (and
and recognises him. He is players) a flavour of Gorean life.
clever enough to bide his
time and make his move.
If the characters make a
commotion he might try to
poison their drink (ironic,
since the character was
himself drugging people in
the first act). Alternatively, he
might try a surprise stab with
a knife if the opportunity
presents itself. Allow this to
play out naturally. It’s quite
possible the other characters
will end up feeling guilty
because they accidentally
created the opportunity
for the attack with their
interactions. Since this is near
the end of a scenario, don’t
be afraid to actually kill the
character - death is part of
the natural life that Goreans
embrace. Alternatively, you
could have the character
struck with a poison that
leaves him crippled or dying
slowly, but still allows them
to play the closing scene
after this.

21
“You have seen an inkling of the game
Act Three: The of worlds that is afoot, between the Priest
Hour of the Kings and the Others, who are not Priest
Kings. Both Gor and Earth are the
Crossroads prizes in this game.”
If you’d like to make this a longer “You have seen what it is to live on Gor
scenario, you could include a now, to be a Gorean. A choice stands
further adventure at this point. before you, one offered to very few. Think
Perhaps Matthew Cabot or the carefully, for it is unlikely to be offered
Priest King agent has an urgent again.”
mission for them, or perhaps they
got hired in the paga tavern. “You could choose to live out your lives
on Gor. I invite you to swear to the home
For example, you could run ‘The stone of Ko-Ro-Ba if you have not
Tower of Ar’ embedded within already done so, but you may depart in
this scenario at this point. You peace if you choose not to. Set out into
could also put in a short combat the world, learn the ways of your caste
encounter (e.g.,. A tarn rider from and do what comes naturally to you.
Ar tries to seize one of their Perhaps one day the Priest Kings may
women) if your player group seems call on your service again.”
to want more action.
“Alternatively, you could be returned to
Earth. The Priest Kings have need of
Final Scen e agents there, people that understand the
Matthew Cabot has called you to meet in modern world of Earth. You will face
his hall. As before you notice the lack of dangers there no doubt, that I would not
guards and slaves around and now know understand, but you would walk in the
enough of Gor to notice this is unusual, world where you were brought up.”
implying he has certain closed matters to
discuss with you. He speaks “Talk among yourselves, but you do not
have to agree. Let me know when you are
“Like you, I was once of Earth but Gor ready.”
is now my home and Ko-Ro-Ba’s home
stone is now my home stone. Years ago, a Let the players play this out,
woman I loved did not make same choice presumably trying to persuade each
and by the grace of the Priest Kings was other. Expect emotional farewells
returned to Earth.” if they do not all come to the same
decision.

22
You could end the scenario at
that point if short on time or if
the emotional charge feels right.
Historical
Alternatively have two final mini-
scenes: Variant
• The characters who remain The Gor novels were set in the
formally swear their loyalty present day when they were
in a ceremony (attended by written, which means (the Earth
all characters) to the home based sections of) the earlier ones
stone (a plain unremarkable in the series are now historical
rock in this case, standing on fiction to a modern reader. Like
a bed of rich soil). other publications in the Tales of
Gor, by default this scenario is set
• The characters who choose in our own modern era. Unlike
to depart then retire to their Tarl Cabot, characters come from
rooms where a special drink an internet filled Earth and carry
has been prepared. This different cultural values to those of
puts them to slumber. That the 1960s.
night, they are collected by
a cloaked ship and wake up An alternative way to run this
back on Earth. Be sure to scenario is to set it in an historical
describe the pollution in the period. Some players may prefer
air and the weight on their the flavour of an historical setting
bodies. if playing on Earth, and some
Games Masters may prefer a
This brings the scenario to a close. setting where characters do not
If you wish to continue into a have easy access to mobile phones
campaign, both groups can have and other technology.
their own adventures, until the
characters on Earth are taken to The suggested setting for this is the
Gor at the Priest-King’s whims. 1930s. Some points to consider:

23
• Many players will be familiar • The first act can be played
with this period from other largely unchanged in the
role-play games set in the 1930s. Characters don’t have
20s and 30s. While more mobile phones but there
work, one devious option is one in the hotel near the
is to play the first act using main desk.
a rule system from a game
that uses that setting (Call of • The second act is unchanged.
Cthulhu or Trail of Cthulhu) In act three, Matthew Cabot
and then to convert to Tales can introduce his free
of Gor after. The players companion, who has decided
may not even know they are to return to Earth (and the
playing in the Gorean setting Priest Kings have arranged
as play begins. This will this at Matthew’s request;
require careful judgement they will travel on the same
to know if the players will ship). She is pregnant,
respond well to this kind of carrying the child who will
trick. grow up to be Tarl Cabot.
Depending on how the
• Most people will have scenario plays out, characters
some knowledge of this going to Earth could stay in
period from history classes. contact, becoming friends
Characters will likely have of Tarl Cabot as he grows
an opinion on the rise of up. Perhaps one day they can
Fascism across Europe and reunite when the character is
Communism in Russia. They returned to Gor.
may have lived through the
Great War and been marked After the scenario it’s possible to
by the horror of unnatural skip decades as downtime between
adventures, bringing the ageless
industrial war, which will be characters up to the present day.
a good counterpoint when
they reach Gor. There was
also a libertine strand of
thought, especially in the
1920s, not dissimilar to the
sexual liberation of the
1960s, which creates a nice
resonance with the context
of the first Gor books.

24
Reason: 3D
Principle Healing 3D+1
Initiative 3D+1
Kaissa 3D+1
Characters Senses 3D+1
Kuri i agents/’M en English 4D
in B lack’
These are Goreans trained in earth Arts: 1D
customs, experienced at running
an acquisition operation of Earth. Charm: 3D
They are arrogant men, since they Bluff 3D+1
are surrounded by natural slaves who Command 3D+1
know nothing of the truth. They may Intimidation 3D+1
well have never met an actual Kurii. Slave Handling 3D+1
Will 3D+1
Agility: 4D
Coordination 4D+1 Health: 33 Crippled: 17
Acrobatics 4D+1 Power Damage Bonus: 2D
Blades 5D+2 Accuracy Damage Bonus: 2D
Escapology 4D+1 Machete: 3D+1
Evade 4D+2 9mm Pistol: 5D+2, 16 ammo, 50 ft
Fistfight 5D+1 range (only follow-up or response
Stealth 5D+1 parties will be so armed).
Throwing 4D+1 Sonic lock-pick, laser torch (not usable
as a weapon but can burn up bodies
Dexterity: 4D and other material in time).
Care 4D+1
Burglary 4D+1
Crossbow 4D+2
Rope Work 4D+1
Sleight of Hand 4D+1
Firearms 4D+1
Drive Automobile 4D+2

Body: 3D+1
Fitness 3D+2
Endurance 3D+2
Run 3D+2
Swimming 3D+2

25
Charm: 4D
Pri est King Agent Confidence 4D+1
This role might be filled by a player Animal Handling 4D+1
character, but has been statted here Bluff 4D+1
in case played as a player character. Charisma 4D+1
This is also a Gorean trained in Earth Convince 4D+2
customs. Slave Handling 4D+1
Speaking 4D+1
Name: Will 4D+2
Caste: Merchants
Agility: 2D Health: 28 Crippled: 14
Fistfight 2D+1 Power Damage Bonus: 1D
Riding 2D+1 Accuracy Damage Bonus: 1D
Crossbow 3D Dagger: 2D
Dexterity: 2D
Draft Beast 2D+1
Rope Work 2D+1
Sleight of Hand 2D+1
Crossbow 3D
Firearms 2D+2
Drive Automobile 2D+1

Body: 2D

Reason: 4D
Philosophy 4D+1
Culture 4D+1
Kaissa 4D+1
Navigation 4D+1
Scholar 4D+1
Trading 7D
English 5D
Earth Culture 5D

Arts: 4D
Aesthetics 4D+1

26
Reason: 2D
Matth ew Cabot Initiative 2D+1
It is unusual for a man of Earth to Senses 2D+2
climb to be the administrator of Ko- English 3D
Ro-Ba, but he is centuries old. He has
some inkling of the priest-kings and Arts: 3D
supports their operations but lacks
knowledge of their nature. Charm: 5D+1
No stats should be required. If for
Health: 31 Crippled: 16
some reason the unarmed players
Power Damage Bonus: 2D
attack him, he is more than capable
Accuracy Damage Bonus: 2D
of defending himself and within
moments can summon plenty of
warriors.

D ina, Ka j ira
A slave of Matthew Cabot, who has
been proud to serve such a great man
for many years. She loves him deeply.
(Earth characters might call that
Stockholm syndrome)

Agility: 3D
Coordination 4D
Athletics 5D
Evade 4D
Fistfight 4D
Pleasure 4D
Stealth 4D

Dexterity: 3D+1
Sleight of Hand 4D+1

Body: 2D
Fitness 3D
Endurance 3D
Run 3D
Swimming 4D

27
Luci us, Wan dering
Kaissa P layer
Dressed in ragged clothes, he carries
his kaissa set as his prized position. He
has wandered far, living off playing
the game. He charges a copper tarsk
for a game, and will sacrifice pieces or
skip turns for one copper tarsk a piece
(-1 penalty to his roll, per piece) when
playing.

Agility: 2D

Dexterity: 3D
Sleight of Hand 3D+1

Body: 2D

Reason: 5D
Philosophy 6D+1
Culture 6D+1
Initiative 5D+1
Kaissa 10D
Scholar: 5D+1
Senses: 5D+1

Arts: 2D
Aesthetics 2D+1

Charm: 4D
Bluff 6D
Command 4D+1
Convince 5D+1
Intimidation 4D+1
Will 5D+2

Health: 27 Crippled: 14
Power Damage Bonus: 1D
Accuracy Damage Bonus: 2D

28
Charm: 2D
Gai us, Assassin Bluff 2D+1
A moderately skill member of the Command 2D+1
black caste. He is originally from Ar, Intimidation 2D+2
previous to exile, and dislikes Ko- Slave Handling 2D+1
Ro-Ba due to the historical conflict Will 2D+1
between the cities, so gladly accepts
contracts which involve killing those Health: 33 Crippled: 17
of the city. Power Damage Bonus: 2D
Agility: 4D Accuracy Damage Bonus: 2D
Coordination 4D+1 Sleeve Dagger: 3D damage (+1D
Acrobatics 4D+2 bonus to conceal)
Athletics 4D+2 Throwing Knife x2: 3D damage (+1
Blades 5D attack thrown, -1 in close combat)
Escapology 5D Hand Crossbow: 3D damage.
Evade 5D Leathers & black steel helmet: 1D
Fistfight 4D+2 armour.
Stealth 4D+2
Throwing 4D+2

Dexterity: 4D
Care 4D+1
Burglary 4D+2
Crossbow 5D
Rope Work 4D+1
Sleight of Hand 4D+1

Body: 3D
Fitness 3D+2
Endurance 3D+1
Run 3D+2
Swimming 3D+1

Reason: 3D
Healing 3D+2
Initiative 3D+2
Kaissa 3D+1
Senses 3D+1

Arts: 2D

29
The Conflict Kur on Earth
The Kurii are much more ‘hands
on’ creatures than the Priest Kings.
on Earth
While the Priest Kings dominate
Wherever they have their operations
the Kurii cannot be far behind. Earth
Gor, Earth is – if not controlled – at large, however, is ignorant of the
corrupted by the Kurii. They do not presence of the Kurii and they wish
desire Earth, but they recognise its to keep it that way. To that end most
usefulness as a staging ground for Kur operation are hidden in the
action in the inner solar system and wildernesses and less inhabited areas
a site of enormous resources – both of the Earth, from the far north of
human and material. Scotland to the great wildernesses of
Canada and America.
The lack of controls on technology
also allows the Kurii to operate their Even so, there are still times when the
more advanced science on Earth Kurii need to be present to handle
and to trade some of its secrets with their deals themselves or to make an
eager factions within governance and impact with their presence. They have
business in return for their loyalty and control – via proxies – of companies
support. and even aspects of government
and need to be able to negotiate
This aspect of the ‘game of worlds’ directly and intimidate those they
exists mostly as hints and shaded wish to control. This means that there
references in the books. As such the are means (besides their stealthed
material I present here is not in any spaceships) by which they can get
way to be considered canonical, but around – such as hidden floors and
rather speculation and suggestion rooms in buildings and refitted trucks
about how one could handle this and shipping containers in which Kur
aspect, or even play a campaign can travel in relative comfort.
centred around Earth, rather than
Gor. As on Gor there are also instances
where Kurii become lost, run away
Little or none of this information is though shame or failure, or are exiled.
canonical and should not be taken as These Kur go ‘wild’ in the wilderness,
such. leading to stories about the wendigo,
werewolves, monstrous apes, terrible
bears and even the yeti and sasquatch.
Unlike on Gor there are not enough
of these exiles on Earth to form their
own society or overcome the lack of
breeding partners.

30
Their enforced solitary living and Kur Agents
hopelessness drives many of them The Kurii use agents of both Gorean
into a feral state, with only enough and Earth origin on Earth. The
sense to stay away from civilisation. Goreans are made a little weaker in
Earth’s heavier gravity but their higher
Despite this the wild Kur of Earth degree of physical fitness and sense
occasionally are observed, recorded of moral superiority carry them far,
and even killed by hunters. It falls to while men of Earth find it easier
the corporations and governments to move through the culture. The
that the Kurii are involved with to situation is far different when the
help hide the evidence and make the Kurii’s Earth agents are transplanted
stories either go away, or get ridiculed. to Gor, of course.

For the most part they operate The Kurii make extensive use of
through their human agents, a network female agents, both on Earth and
of proxies – most of whom have no Gor. They find Earth women’s
idea who, or what, they’re working for. ruthlessness and arrogance – relative
They use their wealth, access to slaves to that typically found on Gor – to be
and technology to purchase influence extremely useful, despite the Gorean’s
in government, organised crime and thought that Earth women make
private corporations across the Earth. ‘natural slaves’. This may be another
reason that the Kurii use them so
To the Kurii Earth is a staging ground extensively, if all else fails they are
and a source of resources for them. likely to be enslaved rather than killed
Its industrialised nature means it and so retain value, and may still have
can be used as a source of weapons worth to their alien masters.
(dangerous to use, but occasionally
worth it on Gor), various materials Men brought from Gor to Earth
harder to get in space, and – perhaps are usually used to staff their
most importantly – slaves and agents. capture squads, locating women
The Kurii do not want Earth, but it for enslavement, guarding their
makes an interesting and important remote bases and handling their
staging ground for them to use in most important business. They are
their preparations against their true typically dressed in cheap black suits
prize – Gor. and equipped with simple weapons
and Kurii technology to go about
their business. They learn a few basic
skills, such as simple familiarity with
firearms, basic driving skills and a
degree of expertise in English.

31
32
Men brought into their organisation Past their direct agents, the Kurii
on Earth are considered to be of involvement in Earth based
lower rank, though they may rise companies and governments mean
as high as any if they work at it. that many agents of many agencies,
The Kurii are looking for men of a or even private security, police, or
particular sort, ambitious, frustrated, mercenaries, can end up working for
greedy and out of place. They win them without ever even knowing they
them over with wealth or women are, not to mention the footsoldiers of
and the promise of immortality and organised crime.
a new life on a new world. Many are
criminals, conmen, or misfits, seething Money and alien power reaches far on
with resentment. Earth.

The women they enslave are


those they regard as natural slaves, Pri est Kings
harbouring hidden desires. Universities
are especially targeted but the women on Earth
they go after are chosen more for In stark contrast to the Kurii the
sexual energy and intelligence than Priest Kings are not present on Earth
for what the men of Earth necessarily and their influence is barely felt. There
consider beauty. Gorean standards was a time when their ships would
of beauty differ from those of Earth more regularly traverse the space
and are much more in line with past between the worlds, but since the Nest
standards of Earth, or those found in War and the rise of the new queen
pornography than on the catwalk. the Priest Kings have been more
distant and disinterested. As such,
The women they choose as agents when it comes to Earth, the agents
tend to be women from positions of of the Priest Kings are very much the
power, but who harbour a disdain underdogs. They are cut adrift without
for men and even a dislike of many any real support but still fighting – as
of their own sex. They are often best they can – for their species, if not
particularly vain or cruel and very their masters.
often taken from the world of
business or higher education. In essence the Priest Kings have
abandoned Earth and it is only their,
bereft, human agents that remain and
follow their own hierarchies and make
their own efforts.

33
A few Priest King agents on Earth are The remaining ships evacuated
implanted with the devices that allow some to Gor, but others – in better
the Priest Kings to watch through situations – elected to stay and to
them (and eliminate them, if need be) continue the fight while they waited
but whether anyone is still watching is for their alien sponsors to get back
not known. in touch. Since that time their ranks
have been swelled with some of the
Since most of the Priest Kings ships men and women of Earth who have
were remote controlled there are only encountered the Kurii and their agents
a handful of spaceships left in the – and lived to tell the tale.
control of their human agents – the
few that could be steered by human A few enclaves of old technology
hand and controls. remain, hidden bases here and there
in the wilderness – much like the
As such, interplanetary trade has Kurii bases. Many Priest King agents
slowed to a trickle on the Priest now live and hide amongst human
Kings side and the ships are held civilisation though, hiding in plain
in reserve for only the most dire of site aided by their native allies and
circumstances – outnumbered as they doing what they can to disrupt Kurii
are by the Kurii. activities.

Priest King Agents


The Priest King agents on Earth were
once virtually all Gorean. They have
taken men – almost exclusively men –
in the past to serve on Gor but few, if
any, returned.

The Nest War and the events after


it left these men – and their slaves
in some cases – stranded on Earth,
without proper identities, means
of making money or taking care of
themselves. Many were easy prey for
the agents of the Kurii and their ranks
were decimated.

34
Still, caches of modern weapons and
The Trade ammunition are distributed around
Gor, waiting to fill the hands of

of Worlds
While the operations of the Priest
human allies at some far off point of
open assault on the Sardar.
Being traded with Earth are some
Kings have dropped to a barely of the Kurii technological secrets
discernible level, the Kurii have and some of the advances of Gor.
stepped up their operations in the There are those on Earth who will
inner solar system as they gain in pay anything for the youth-treatments
bravery and confidence. Even so or immortality that the serums of
only their smaller vessels can operate Gor can guarantee. Slave flesh also
beneath notice and their great mining, – occasionally – finds its way from
agricultural and other vessels and Gor back to Earth. The slaves of
stations cannot. Gor are trained and accepting of
their lot in a way no Earthbound
The Earth is useful to the Kurii, even slave could be – at least not on Earth
if they do not truly want to take it itself. Traffickers, criminals, corporate
as their home. It’s place in the inner bosses and politicians may well have
solar system and its technology base paid out considerable coin for their
make it a useful site for resources and own Gorean slave girl – or boy – kept
trade goods that they can take to their hidden and secret.
primary centre of concern – Gor.
While much of the trade in precious
Slaves – mostly women – can be materials is from Earth to Gor
worth a great deal on Gor, as is an a similar trade does occur in the
illicit trade in Black Wine (coffee) opposite direction. Precious metals
which is hard to get natively on Gor and stones are tightly controlled on
and worth an enormous amount. Earth, as are other substances – such
Gold is also, relatively speaking, cheap as whaling products and ivory. These
and easy to get hold of on Earth, can be acquired ‘off the books’ on
which, combined with the simple Gor and brought to Earth to turn
minting processes of Gorean cities into wealth – and power – to further
allows for large scale creation of fake subvert that planet.
Gorean currency.

Illicit trade in Earth weapons also


goes on, though – obviously – to use
such is to invite destruction.

35
Often experts at handling and
Slavery in assessing slaves, the Gorean slavers
th e S h ad ows take their time identifying targets,
assessing them, observing them,
The trade in – predominantly – female spying on them and then carefully
flesh between the worlds used to take selecting their moment to strike and
place on behalf of both alien powers. kidnap them.
That is no longer so much the case,
but both groups retained contact Many elaborate plans and ruses are
with powerful individuals seeking used in these kidnappings from
to indulge their own desires and pretending to be police – complete
criminal organisations also involved in with uniforms – to sealed taxis that
trafficking. can fill with knock-out gas. Sometimes
they even create institutions – such as
Whereas most Earth-bound
colleges or boarding houses, to help
trafficking takes advantage of people
them assess who they want to take.
in impoverished nations, selling them
on lies and leveraging them into
Taken by the slavers such a girl is likely
positions of exploitation, the Gorean
to find herself transported and stored
slavers are far more discerning in their
in secret, even kept unconscious in
operations on Earth. Even though
plastic tubes, ready to be shipped out
they have their links with trafficking
to the wilderness and loaded onto a
cartels, this is mostly just to use their
vessel bound for Gor. Some are kept
infrastructure and to hide their own
awake – those favoured by particular
operations.
slavers – and may find their training
and fate beginning on Earth, rather
Gorean slavers do not target the weak
than on another world.
or vulnerable, they do not even –
necessarily – seek out those who will
Contacts in government and
not be missed. They can take anyone,
corporations keep the police and
of any station in life. They are not
security services away, not that they
only looking for the opportunity, but
would have much to find anyway,
exactly the right kind of ‘prey’. Their
and a lid is kept on any such stories,
hunting grounds are the developed
preventing them getting out.
nations, multicultural, educated,
wealthy, healthy.
Gorean slaves, or Gorean trained
slaves at least, turn up occasionally in
While Goreans regard virtually all
the palaces, homes and entourages of
Earth women as natural slaves, they
rich oil barons and other captains of
are seeking those they regard as
industry.
having a deep well of untapped and
natural slavery.

36
While they are hidden and protected The old farmhouse has been
there is little hope for one should she extended, several outbuildings
be exposed, or for whatever reporter constructed or reconstructed and the
stumbled upon the secret. whole ‘encampment’ surrounded by
a bank and ditch, covered in heather
Virtually all of this trade is now and topped – at one corner – by a
done by the Kurii and their allies, the satellite dish.
Priest King agents are relegated to
a secondary level and lack the same One of the barns houses two silver
protection and influence as the Kurii ships, each one a steerable version,
agents. Sooner or later these remnants both of them quite old and worn,
of a once thriving trade are likely to losing a little of their lustre. The other
be found out – even arrested. barn houses the skeletal remnants of
other, smaller, non-steerable vessels
that have been cannibalised for their
ATTA
Some remnants of the Priest
parts. Both barns are extremely secure
and electronically locked.
King organisations on Earth have Several four-wheel drive cars are
had to come together for mutual parked outside of the farmhouse and
protection. Leveraging caches of serve the occupants who number ten
wealth and a variety of contacts or so free men and twenty or so slave
they have established false identities girls at any time. This from a larger
and gathered themselves together pool of Gorean men and Earth agents
in various ways. One of these is who are often away on ‘business’. The
the ATTA company, the ‘Advanced cars have hidden compartments for
Transitional Technology Association’, transporting captives and are kept in
whose symbol is a leaf-cutter ant. excellent condition.
ATTA is based out of a remotely The farmhouse has a grand cellar,
located Scottish farm, deep in the which has been expanded and carved
highlands, only accessible by a private out to bring something of a sense of
road, itself off a single lane road Gor to Earth. A hearth joins up with
cutting across the wilderness. the farm chimney, furs line the floor,
there are alcoves, brightly coloured
Seangan Farm has been massively banners and slave cages, as well as
redeveloped by its new owners, over secure storage for their more alien
the years. Two large, modern barns devices and resources.
have been added.
The outbuildings include some
separate housing for those who do not
like the communal living in the main
farmhouse.
37
They also contain labs in which Rather, the company is staffed by their
scientists brought into the conspiracy agents and dupes who know little or
work to understand or reverse nothing of what is really going on.
engineer Priest King or captured Kurii
technology – with little progress. Manus also provides a front for them
to launder money and other supplies,
ATTA is trying to perpetuate to explain away strange purchases
operations against the Kurii on Earth, and to legitimately interact with up
via human initiative, and to recreate and coming movers-and-shakers in
the technology that will allow them to the tech industry and government –
travel between worlds. Independent particularly defence.
of the Priest Kings or not, they’re
determined to continue the battle, Their more remote facility is a landing
rather than to fall to the tender and trading spot for Kurii ships. Here
mercies of beasts. they can offload technology and
resources and take on other resources
and slaves for the trip to Gor. As
Manus
The Manus Corporation is a glitzy
such, the remote facility is extremely
tightly defended and very secure, with
Kurii weapons on site in case normal
technology company based in measures fail.
California, with a shiny headquarters
just outside the Bay Area of San The office building is an effective
Francisco and a remote location not false front. It is secured with the best
far from Dixie Valley, Nevada. They’re technology that humanity has to offer
deeply involved with private aerospace and has armed guards day and night,
ventures and hold patents on a great as well as the various agents of the
many significant – but unseen – Kur that use this as a staging ground
technological innovations driving that and home station.
particular renaissance.
There is an underground parking level
They’re also a front for Kurii and, beneath that, temporary holding
operations. pens – just in case. These are normally
empty and simply appear peculiar,
Manus allows the Kurii to trickle out as though they are running a private
minor technological innovations to prison.
humanity, in exchange for power and
influence. The headquarters almost Much of the building is a sham with
never houses an actual Kur, though workers engaged in semi-random
there are rooms made to serve their make work. The company does move
needs and live prey kept on site – just resources around however, genuinely,
in case. and launders money for Kurii business
partners.
38
Few engaged in this endeavour
actually know what they are doing. Alti-Parmuk
Alti-Parmuk are a Turkish crime
Manus is ‘run’ by Aldous Huxtable, a family operating throughout mainland
full partner of the Kur who has been Europe. While widespread they are
given the serums and has to fake his not that large and not that violent
age by whitening his beard and hair. and so not an especial priority for law
His house is a secure, walled home enforcement – at least at present. The
with secret rooms, including ones Alti-Parmuk are also entirely in the
in which he keeps a pair of Gorean sway of the Kurii.
slaves who don’t speak a word of
English. While the Kurii have plenty of
contacts in government, security,
All the truly important information and corporations there is a utility to
at Manus is held on Kurii computers, having criminal contacts and their
virtually incompatible, totally links go back centuries with the Kurii
unfamiliar – and thus truly unhackable as ‘silent partners’ to the Alti-Parmuk.
– to human technology. A crude The crime family are useful where the
interface – built by the Kurii – allows Kurii need deniability, lack resources
for very basic data transfer, allowing or need to get hold of things that only
for the genuine – encrypted – business the criminal underground can reliably
of Manus to be stored securely. supply.

The remote facility is surrounded by Alti-Parmuk’s mainstay is human


two layers of razor-topped fencing, is trafficking, labour and sexual. While
patrolled by dogs and armed guards they aid in the atypical trafficking
and masquerades as a rocket testing that Kurii agents typically engage in,
site – with real working rockets. The they also take part in more regular
storage areas beneath the hangars trafficking. Their network provides
hold slaves and goods and are locked a way for the Kurii agents to move
and alarmed with Kurii technology. their captives amongst a ‘herd’ of
A scattering of lockers contain Kurii other trafficking victims, along an
weapons, accessible only with special established smuggling course.
cards and thumb prints from their
most trusted agents. For their part the Alti-Parmuk are
happy with the arrangement, well paid,
well supplied and protected by an
unbelievable alien power. The leaders
of the family are fully aware of what
and who they are partnered with.

39
Some members of the crime family Their armaments and equipment are
follow traditions such as filing their advanced with proprietary technology,
teeth, wearing brass rings on their developed from the Kurii and not
arms and getting Gorean beasts shared with the US government.
tattooed onto their skin as a sign of
their loyalty and uniqueness.
Additional
D.A.D
A subset of DARPA (Defence Rules
Advanced Research Projects Agency) With adventures potentially taking
place on Earth it is necessary to
DAD is an off-the-books black
expand a little on the rules present
project department that dates back to
the 1960s. The DAD is supposed to in the main book, which assumes
research military applications of the the adventures to be taking place on
Gor. There are also some new, non-
Kurii technology that is traded with
canonical elements that require further
the US government. It operates almost
entirely without oversight and uses explanation.
its influence and technology to steer
the US government and military with
a distinct, American exceptionalist
N ew Ski lls
ideology. They would be horrified to General Earth Skills
discover that the Kurii have similar, It would require a whole new book to
deep-cover partners in other nations. enter all the details of every potential
Earth-based skill there could be, so I
DAD is utterly ruthless in their shall only be presenting some of the
pursuit of technology and their essentials here. Given the ‘Man of
protection of the secrecy of their Earth’ trait requires you to take some
Kurii partners. Should anyone start Earth-based skills though, it’s worth
to uncover anything to do with the considering how to approach Earth
Kurii conspiracies on Earth, and they skills in general.
are not dealt with using conventional
methods, they’re likely to be visited by Many of them are likely to be
the DAD’s ‘men in black’. useless, or nearly useless, on Gor.
There’s not a lot of call for ‘Database
The DAD has access to ‘nightmare Administration’ in the Pits of Klima
technology’ including highly advanced and ‘Cognitive Behaviour Therapist’
hacking tools. They can filter the is unlikely to aid you on the sands of
internet, track people in real time, read The Amusements of Tharna.
computer files at a distance and shut
down power locally.

40
This can, needless to say, be Reason should be used where the
disappointing to players who get a mind is the primary focus and the skill
relatively small bonus in one area for a is about applying creative intelligence.
relatively big penalty in another. Teaching for example or the sciences,
Earth history or investigative
Because of this the Games Master is deduction.
encouraged to interpret Earth-based
skills as broadly as possible and to Arts should be used where a sense
allow them to be used, or to perhaps of aesthetics and presentation is
grant a bonus dice to another skill, the most important thing. Skills like
where applicable. graphic design, interior decoration
and architecture would fall under this
Earth-based skills are going to come attribute.
up largely at the initiative of the
players and the Games Master will Charm should be used where
have to make rulings on how they presence and personality need to
work and how they apply. shine. Salesman would fall under this
as might call centre operative and
The first thing you need to do is to customer service.
decide which Attribute applies to that
skill. Once you’ve made a decision where
a skill should fall, make a note so you
Agility should be used where a skill can be consistent in the future.
uses the whole body’s flexibility and
awareness of where it is in relation Computers (Reason)
to the world. Parachuting would use Computers are virtually unknown on
Agility for example, as would cycling Gor, used only by the Kurii and the
and many professional sports. Priest-Kings. All the wondrous devices
that are otherwise used by Goreans
Dexterity should be used where a skill appear to operate on different
relies on fine manipulation and hand- principles. ‘Thinking machines’ are
eye coordination. Model-making, most certainly prohibited by the
soldering and watch-making might all technology codes of the Priest-Kings.
use Dexterity as might something like
secretarial typing. On Earth virtually everyone can at
least operate a computer and anyone
Body should be used where strength of Earth background that includes
and endurance, full physical fitness computers is assumed to be able to
and hardiness, is the most applicable operate a computer to do basic tasks
trait. Basic construction skills such as and anything that corresponds to their
hod-carrying and bricklaying would job.
use this rather than a finer control
ability.

41
The computer skill goes beyond this. Motorcycle operation and sailing are
This is understanding, rather than considered wholly separate skills.
using computers. With the computer
skill you can build a rig, have picked Firearms (Dexterity)
up at least some basic coding and – The operation of guns is something
at least in principle – understand a few Goreans understand, though
few ways to reinforce or circumvent guns are typically simple enough for
protection. anyone to point and shoot after a little
instruction. To have the firearms skill
Driving/Pilot (Dexterity) you need to be either professionally
Almost everyone on Earth can drive, trained or to have spent a great deal
or at least has a basic grasp of the of time using guns to hunt. An
principles involved and can attempt occasional hunter might have +1D
to drive without any skill. Anyone in this skill, a trained, armed private
who has undergone a driving test and security guard +2D, a full time police
retains their license should have at officer +3D and a combat veteran or
least one pip in this skill to represent specialist soldier +4D.
that and an habitual driver or
commuter should have +2-3D.
Firearms have been presented
Driving is further broken down previously as a single skill and this
into different subcategories. Drive should be considered to apply to
Automobile allows you to drive cars, both sub-skills (as will be presented
vans and pick-up trucks. Drive Truck in supplements after this one). Those
allows you to operate heavy goods sub skills being Firearms: Small Arms,
vehicles and specialist heavy vehicles Firearms: Long Arms, Firearms:
like bulldozers and fire engines. Heavy Weapons.

Steer Motorboat allows you to operate


small, engined water-craft up to the
size of a small fishing vessel. Steer
Vessel allows you to operate and steer
large powered vessels such as cargo
ships and oil tankers.

Pilot Light Aircraft allows you to fly


small aircraft, short of private jets.
Pilot Commercial Aircraft allows you
to fly those private jets, airliners and
cargo planes. Pilot Helicopter allows
you to pilot rotary craft.

42
Small arms is for pistols, sub-machine-
guns and similarly sized weapons
(including sawn off shotguns). Long
Non-Player
arms is for shotguns, rifles and assault
weapons up to and including machine- Characters
guns. Heavy weapons is for truly Earth Agent
heavy – mounted only – weapons, or Both the Priest Kings (in the past)
things like rocket launchers. and the Kurii (into the present) have
agents on Earth working for them
Motorcycle (Agility) there – and occasionally on Gor.
Riding a motorcycle or scooter These people are parts of conspiracies
requires more of a whole body and have generally proven their loyalty
awareness and sense of balance. As or are promised something by their
such the skill to ride a Motorcycle is sponsor that is impossible to gain
under Agility rather than Dexterity. from mere human forces. The men of
Earth are easier to dominate, threaten
and to appeal to with greed than the
men of Gor. Concepts of duty and
honour are not so common on Earth.
Both Priest Kings and Kurii tend to
choose cunning and charming agents
from amongst Earth stock, to better
handle their business there within the
strange culture.

Agility: 3D
Coordination 3D+1
Athletics 3D+1
Evade 3D+2
Fistfight 4D
Stealth 4D

Arts: 1D

Body: 3D
Fitness 3D+1
Endurance 3D+1
Run 3D+1
Swimming 3D+1

43
Dexterity: 3D
Care 3D+1 Earth-Bas ed
Burglary 4D+1 Gorean Agent
Sleight of Hand 4D+1 Sometimes agents are brought
Firearms: Small Arms 4D+1 from Gor to Earth. Many do not
Charm: 4D like this and grow disdainful of
Bluff 5D+1 Earth and its people, regarding
Convince 5D+1 themselves as superior and the
Intimidation 4D+2 societies of Earth as unnatural.
Slave Handling 4D+1 Still, there is an opportunity
Reason: 4D for power and technology that
Computers 4D+2 may not be available to them on
Initiative 4D+1 Earth. Their ranks are typically
Senses 4D+1 drawn from outcasts and rebels
Earth Skill: Criminal Enterprise 5D at the edges of Gorean society,
Health: 32/16 the pirates assassins and thieves
Power Damage Bonus: 2D who are used to operating in
Accuracy Damage Bonus: 2D the darkness. Despite being on
Earth many of these men (and
Earth agents may be armed it is almost always men) eschew
with pistols and have a few technology, particularly when it
technological devices for picking comes to weapons, choosing to
locks and burning evidence. use their more familiar Gorean
weaponry.

Agility: 3D
Coordination 3D+1
Acrobatics 3D+1
Athletics 3D+1
Blades 4D
Escapology 3D+1
Evade 4D
Fistfight 3D+2
Stealth 3D+2
Throwing 3D+1

Dexterity: 3D

44
Care 3D+2
Burglary 3D+2 DAD Agent
Crossbow 4D The DAD is a ‘rogue agency’ that
Drive: Automobile 3D+2 has been operating for many years.
Firearms: Small Arms 3D+1 It starts watching potential agents
Rope Work 3D+1
Sleight of Hand 3D+1
from high school and then tries to
steer them into the correct career
Body: 3D and life path to bring them to
Fitness 3D+1 working for the DAD. A variety of
Endurance 3D+1 threats, psychological evaluations
Run 3D+1
Swimming 3D+1
and propaganda techniques are
used to keep them fiercely loyal.
Reason: 4D These are the protectors of Kurii
Culture: Earth 5D corruption and alien technology
Language: English 4D+2 within the edifice of the American
Healing 3D+1
Initiative 3D+1
Deep State and are every
Kaissa 3D+1 surveillance and black operations
Senses 3D+1 nightmare brought to life.

Arts: 1D Agility: 3D
Charm: 4D
Athletics 3D+1
Bluff 4D+1 Blades 3D+2
Command 4D+1 Clubs 3D+2
Intimidation 4D+1 Evade 3D+2
Slave Handling 4D+1 Fistfight 3D+2
Will 4D+1
Stealth 3D+1
Health: 32/16
Power Damage Bonus: 2D Arts: 1D
Accuracy Damage Bonus: 2D
Body: 4D
Gorean agents typically arm themselves
with machetes, knives and carry
Fitness 5D
crossbows (of Earth manufacture) in Endurance 4D+1
the backs of their cars. They resort to Run 4D+2
firearms only when they feel they face Swimming 4D+1
dangerous odds.

45
Dexterity: 4D DAD Pistol
Care 4D+1 The DAD has access to hybrid
Burglary 4D+2 technology weaponry. The most
Drive: Automobile 5D common of these is a pistol,
Firearms: Small Arms 5D which shrinks down some of the
Firearms: Long Arms 5D principles behind the Kur Power
Sleight of Hand 4D+1 Rifle into a heavy, three shot
revolver for use by DAD agents.
Charm: 2D
Confidence 2D+1 Effective Range: 40 ft, Damage
Bluff 2D+2 5D+2 & sets the target on fire,
Command 2D+2 Ammo: 3. Gorean armour is
Convince 2D+1 ineffective against this weapon.
Intimidation 2D+2
Will 2D+1 DAD Suit
The DAD’s agents wear suits
Reason: 4D made of materials derived from
Computers 5D Kurii space-faring technology, an
Healing 4D+1 energy-dispersing weave intended
Initiative 4D+1 to protect their stations and vessels
Senses 4D+1 from micrometeorite impacts and
radiation. These suits provide 2D
Health: 38/19 of protection from all forms of
Power Damage Bonus: 3D attack.
Accuracy Damage Bonus: 2D

DAD agents can get hold of


anything they need in relatively
short order, as well as having
access to limited Kurii technology,
hybrid technological devices,
money and the high end of Earth
technology.

46

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