One of her most famous and precious, exports are the small carved sapphires of Schendi. These are generally a deep blue, but some are purple and others, interestingly, white or yellow. They are usually carved in the shape of tiny panthers, but sometimes other animals are found as well, usually small animals or birds. Sometimes however the stone is carved to resemble a tiny kailiauk or kailiauk head. Slaves, interestingly, do not count as one of the major products in Schendi, in spite of the fact that the port is the headquarters of the League of Black Slavers. The black slavers usually sell their catches nearer the markets, both to the north and south. One of the major markets, to which they generally arrange for the shipment of girls overland, is the Sardar Fairs, in particular that of En'Kara, which is the most extensive and finest. This is not to say of course that Schendi does not have excellent slave markets. It is a major Gorean port. The population of Schendi is probably about a million people. The great majority of these are black. Individuals of all races, however, Schendi being a cosmopolitan port, frequent the city.
pg 115 Explorers of GOR

Northern Gor

Far North

Polar Cap: The polar seas are frozen half the year. Icebergs, also called ice mountains, are a constant threat. The polar north is very dry; less snow falls there than in lower latitudes. The snow that does fall is less likely to melt. Most of the land is tundra, a cool, generally level or slightly wavy, treeless plain. In the summer, covered with mosses, shrubs and lichens, the tundra is soft and spongy because of the melted surface ice and the permafrost beneath which prevents complete drainage. In the winter and early spring and late fall,it is desolate, bleak, frozen and windswept. At such times the red hunters, called Innuits, will dwell by the sea, in the spring and fall by its shores, and, in the winter, going out on the ice itself. White pelted Kur, called ice beasts by the red hunters, also live in the polar region.

Polar Plain: It is north of Axe Glacier and thousands of pasangs wide and hundreds deep. Some two hundred and forty different types of plants grow in the Gorean arctic within 500 pasangs of the pole.

Axe Glacier: It is northeast of Torvaldsland, farthest north, in the valley of Hrimgar Mountains., between two mountains of stone.

Pass of Tancred: A pass through Hrimgar Mountains., northeast of Torvaldsland where the herds pass through.

Hrimgar Mountains: Hrimgar means “Barrier” mountains. It is really two mountain chains. Axe Glacier lies in a valley between them. There are many passes in these mountains. One such is called the pass of Tancred because that is where the herd passes through. These mountains are both east and north of Torvaldsland.

Torvaldsland: This area is commonly taken to start with the thinning of the great forest trees northward. It is northwest up the coast from the Vosk delta. Torvaldsland is a cruel, harsh, and rocky land with little arable soil, therefore good soil is rare and highly prized. Though not treeless, it is a bleak land and since Ka-la-na and temwood cannot grow there it is very valuable. The men are inured to the cold, accustomed to war and the labor of the oar. They are raised from boyhood on steep, isolated farms near the sea. They hold to old gods, like Odin and Thor and are much like the Vikings of Earth.

Stream of Torvald: A current which moves eastward to the coast and then north. It is like a broad river in the sea, pasangs wide. The temperature is warmer than the surrounding water and helps warm Torvaldsland. The people couldn’t live without this stream.

Torvaldsberg: A large mountain in northern Torvaldsland and west of Thassa.

The Skerry of Einar: It is by the Rune-Stone of the Torvaldsmark and marks the boundary of the Torvaldsland and the south.

Hunjer: This is an exchange island, a free port administered by members of the Merchant Caste. It is located far to the north, west of Torvaldsland.

Skjern: West of Torvaldsland, this is an exchange island, a free port administered by members of the Merchant Caste. The people there seldom venture south or as far inland as Ko-ro-ba.

Scagnar: This is an exchange island, a free port administered by members of the Merchant Caste and located in the far north, west of Torvaldsland. Thorgard is its Jarl; he owns the Black Sleen, a warship and the swiftest ship in the north.

Northeastern Gor

Farnacium: One of the Northern Trade Islands, an exchange island, a free port administered by members of the Merchant Caste.

Hulneth: One of the Northern Trade Islands, an exchange island, a free port administered by members of the Merchant Caste.

Helmutsport: A free trade port on Thassa, coastal city in the north. (Described as being both north of Kassau and south of Kassau.)

Kassau: A northern coastal Free Trade Port city located at inlet of Thassa, with the northern forests behind it, northwest of Port Kar and the Mountains of Thentis and west of Torvaldsland. This is a town at the northern brink of the great forests of Gor. The trade is largely in furs from the north, exchanged for weapons, ironbars, salt and luxury items from the south. Gurt is the Administrator of Kassau. "Kassau is the seat of the Highs Initiate of the north, who claims spiritual sovereignty over Torvaldsland.......Kassau is a town of wood, and the temple is the greatest building in the town. It towers far over the squalid huts, and stabler homes of merchants, which crowd about it. Too, the large town is surrounded by a wall, with two gates, one large, facing the inlet, leading in from Thassa, the other small, leading to the forest behind the town. The wall is of sharpened logs, and is defended by a catwalk. The main business of Kassau is trade, lumber and fishing. The slender, striped pasit fish has a vast plankton bank north of the town, and may there, particularly in the spring and fall, be taken in great numbers. The smell of the fish drying sheds of Kassau carries far out to sea.... The population of Kassau I did not think to be more than eleven hundred people.... The most important thing about Kassau, however, was that it was the seat of the High Initiate of the north. It was, accordingly, the spiritual center of a district extending for hundreds of Pasangs around."
"Marauders of Gor" p. 26-28
Northern Forests: North of Laurius River and far northeast of Ko-ro-ba, the forest covers hundreds of thousands of square pasangs. This is the largest forest area on Gor and is also called the High Forests. They are north of Laura, extending north to Torvaldsland, past the northern ridges of the Thentis Mountains. They also extend east, past the northern ridges of the Thentis Mountains, and no one knows how far they extend. They extend on the west to the shores of Thassa. The forests are a vast uncharted wilderness, containing a multitude of different types of trees and vegetation. The most typical tree is the lofty, reddish Tur tree that may grow to two hundred feet or more. Tur trees bear some similarity to the great redwoods of Earth. The forests are also the home to many animals, including panthers, sleens, tabuk and hith. In addition, the forests are the refuge of various outlaws, forest people, panther girls, and is frequented by slavers from Port Kar. The forests can be a very dangerous area to visit.

Laurius River: It is located below Ko-ro-ba and above Ar, north of the Vosk River, is not as broad or as brisk as the Vosk River farther to the south. A winding, long, gentle, slow river; it flows in a generally westernly direction though it inclines some to the southwest emptying into Thassa at the free port of Lydius. The only common ships seen here are light galleys and barges. Barges crossing the Laurius usually charge a free person one silver tarsk and one copper for an animal or slave. Above Laura, the river is less navigable, especially in the late summer. Some who travel into the northern forests take a ship from Lydius up river. South of Laurius are cultivated lands, north of Laurius are the Northern Forests.

Laura: A small trade town and river port 200 pasangs upriver from Lydius, on the banks of the Laurius River, and two hundred pasangs inland from the Thassa coast, northeast of Koroba. The city consists mostly of warehouses and taverns, a clearing house for many goods as it is the only civilized area in the region. Mostly rough goods are sold in the city as there is little market for the more exquisite goods of Gor. It is a major stopping point and restocking area for many who travel into the northern forests.

Lydius: A city at the mouth of Laurius River where it empties into the Thassa, it is south of Kassau. This is a free coastal port controlled by the Merchant Caste. It is one of the few cities in the north with public baths and has the only mint within one thousand pasangs of Torvaldsland. Cities maintain warehouses and small communities in Lydius. Many goods, primarily rough goods like tools, crude metal and cloth are shipped from this port to many islands and coastal cities, making their way westward on the Laurius, eventually landing at Lydius, are wood products and hides. The first major town east of Lydius is Vonda on the Olni River.

Meadowlands northeast of Ko-ro-ba: 1000 pasangs from Sardar Mts, southeast of Laura and northwest of Ar.

Northern islands: These are numerous but small islands, extending in an archipelago, shaped like a scimitar, northeastward from Cos. The islands are not united, and their governments are usually no more than a village council. They usually possess no vessels larger than clinker-built skiffs and coasters.

Cos: This is a terraced island about four hundred pasangs west of Port Kar and north of Tyros. It is a lofty island with level fields to the west and Mountains on the east side of island. The capital city of Cos is Telnus; the three other major cities are Selnar, Temos and Jad. Cos and Tyros have a combined navy equal to that of Port Kar. Cos is also a major enemy of Ar. The Ubar is Lurius of Jad; blue is the color of Cos. Family is very important on Cos. 100 pasangs west of Cos, is the western border of known Gor, called "The World's End" by those who have first knowledge. To those Goreans with second knowledge, who are taught that Gor is spheroid, the expression is merely a figure of speech.

Island of Tyros: It is a rugged island with mountains, located 100 pasangs south of Cos and hundreds of pasangs west of Port Kar, Kasra is the capital of Tyros and the only other major city is Tentium. The Ubar is Chenbar of Kasra, called "the Sea Sleen". Family is important on Tyros as it is on Cos. It is an enemy of Ar and Port Kar. It has mazes of vart caves. Tyros has trained varts, some the size of small dogs, to be used as weapons. Maelstrom located southwest of Tyros, in which the wreckage of ships occasionally appears.

Teletus: This is an exchange island in Thassa, a free port administered by members of the Merchant Caste.

Port Kar: A port city located on the shores of the Tamber gulf, at the coastal edge of Thassa, in the northwest portion of the estuary of the Vosk. Also known as the Tarn of the Sea, the Scourge of Thassa and the Dark Jewel in her gleaming green waters, surrounded on the landward side by the vast Vosk Delta Marshes, it is virtually inaccessible except by ship or tarnback. It is very difficult to bring large armies through the delta. The nearest solid land is one hundred pasangs to the north and that land lays hundreds of pasangs from the nearest city. Known as a den of thieves and pirates, its raiding fleets are among the most feared upon Gor. Squalid and decadent, and often virtually lawless its name is a synonym for cruelty and piracy. Their fleets range from the Ta-Thassa Mountains of the South to the ice lakes of the north, and westward beyond Cos and Tyros. The Home Stone of Port Kar was created in 10120 C.A. The slave Fish was sent to find a rock in the streets of Port Kar. He brought back a common rock, bigger than a fist, gray and heavy. Tarl Cabot carved the initials of Port Kar in block script on the rock. The people of Port Kar accepted it as their Home Stone. It is ruled by a group of Ubars for a time, the Council of Captains, led by Samos the Slaver and agent of PriestKings took over the reins of the City and gave it back its home stone. Famed for its Tavern dancers and the fact that it is the only city on Gor to have an organized Caste of Thieves.

Tamber Gulf: Located at the edge of Vosk Delta where it meets Thassa, it is described as being "Shallow" in shape. This is where the Vosk River empties into Thassa. Port Kar is located in this gulf.

Vosk Delta: Large swamp/marshland at western edge of Vosk River, where it meets Thassa. It is four to five hundred pasangs long, and treacherous and difficult to navigate. Its channels change almost overnight and is often little more than a trackless marsh. There is little visibility due to the rence plants. Its sluggish, muddy waters vary from a few inches deep to deep enough for a ship. The average depth, after the spring thaws upriver, is three to five feet. It is teeming with wildlife. The eastern portion has fresh water. The delta is claimed by Port Kar which lies some hundred pasangs from its northwest edge, bordering on the shallow Tamber Gulf. Ships from Thassa cannot pass through the delta to the Vosk River due to the delta’s almost impassibility.

Tabor: An exchange island, south of Teletus, it is a free port administered by members of the Merchant Caste, named for the drum it resembles. It fears Tyros, its powerful neighbor. Their merchants are famed for the accuracy of their accounts.

Asperiche: An exchange island and a free port administered by members of the Merchant Caste, located south of Teletus and Tabor.

Bazi: A free coastal port which make commerce possible with Cos and Tyros and the land based cities. The people are brown skinned. It was struck by a plague for a couple years.

North Central Gor

Rive-De-Bois: Translated it means "River of the Woods", no real located given in the books.

Teven Pass: No real located given in the books.

Ko-ro-ba: Ko-ro-ba is an archaic expression for a village market. High in the northern latitudes of Gor, below the Northern Forests, the city lies northwest of the Thentis Mountains, with the Sardar over one thousand pasangs away. It is also northwest of Ar, across the Vosk. The city is also known as the Towers of the Morning. Its Administrator is Matthew Cabot, the father of Tarl Cabot, born on Earth, he has been alive since before 1640 A.D. and was the Ubar at one time. The city was destroyed by the Priest-Kings once but was permitted to be rebuilt. The Free women of the city having more freedoms then many other cities on Gor.
Indeed, in Ko-ro-ba, a woman might even leave her quarters without first obtaining the permission of a male relative or free companion, a freedom which was unusual on Gor. The women of Ko-ro-ba might even be found sitting unattended in the theater or at the reading of epics.
"Outlaw of Gor" p. 49

Sa-Tarna fields of Ko-ro-ba: They are located toward Vosk River and Tamber Gulf.

Tharna: A city in the northern hemisphere, far northeast of Corcyrus. Tharna owns many valuable silver mines and is sometimes called the City of Silver. This city was once ruled by a Tatrix and women dominated. A revolution came about though and changed everything, now, there are very few free women in Tharna. All Tharnan men have 2 yellow cords about 18 inches long, commonly worn in their belt. These cords are presented to them as youth's as part of the Home Stone ceremony. They represent the mastery of men, and are suitable for binding a female hand and foot. In the same ceremony, young women are brought into the presence of the Home Stone, though they are not allowed to kiss it as do the men. They are stripped, collared, and bound by the young men. By virture of this ceremony, the females are now counted as slave. Kron, once a metal worker, is currently the Administrator.

Road of Clearchus: Also called West Road it leads from the southwest to the Sardar, once a common route to the Fairs. It is north of the new Cyprianus Road. The Clearchus Road passes for several pasangs through the Clearchus woods, a haunt of brigands. A graveled and rutted road, sometimed paved with logs and plated stone. It can be impassable in rainy weather and dusty in dry, warm weather. The edge of the woods of Clearchus are about two hundred pasangs from the fairgrounds of the Sardar.

Road of Cyprianus: "New West Road" (alternate Western road from Sardar Mts.), it was named for the engineer in charge of building it. It leads to the Sardar fairs from the southwest. It reduced traffic on the Clearchus road, which had always been a dangerous road. The Cyprianus also passes through less rough terrain than the Clearchus Road.

Argentum: A city which is an ally of Ar and an enemy of Corcyrus and Cos; it is very southwest of Ar. Cladius is Ubar of Argentum. The city claims ownership of nearby silver mines that might be as rich as those of Tharna.

Argentum Road: This road goes from Argentum east to the Viktel Aria, which then leads south to Ar.

Issus River: A northwestward flowing river, a tributary to the Vosk flowing north to the Vosk, more than one hundred pasangs from Torcodino which uses aqueducts to bring water from this river.

Fields of Hesius: Fields located between Argentum and Corcyrus.

Hills of Eteocles: These are located southwest of Corcyrus, the springs in the hills feed aqueducts for Torcodino.

Plains of Eteocles: Plains are located between Argentum and Corcyrus.

Lake Ias: The lake is located between Argentum and Corcyrus.

Treasure Rd: Also called "Eastern Way", it links the western cities with Ar. Torcodino is on this road.

Corcyrus: a city, south of the Vosk River, southwest of Ar, northeast of Argentum(?), 1000 pasangs West of Thassa(?). There is much question on the exact location due to conflicting locations stated in the books, perhaps due to a typo. It was once ruled by Sheila, a Tatrix and was allied with Cos.

Genesian Road: A road south of Samnium, connecting Brundisium and other coastal cities with the south, from Torcodino, you go north on this road to Brundisium.

Rorus: This is a village on the route to Rarir.

Rarir: This tiny village is located south of the Vosk and near the shores of Thassa.

Brundisium: One of the largest and busiest port cities of Gor and a commercial metropolis with 11 towers; it is 100 pasangs south of the Vosk Delta on the Thassa. The Genesian Road links it with other coastal cities. Brundisium served as the staging point for the Cosian invasion of Ar. Initially an ally of Ar but was conquered by Cos during the Cos/Ar war.

Samnium: This city is some two hundred pasangs east and a bit south of Brundisium. It is an ally of Cos.

Market of Semris: This small trade city is located about two days southeast of Samnium. It is famed for its markets for tarsks, four-legged and two-legged. The town square is described as neat and well maintained, set with flat stones intricately fitted together. There are shops, fountains, a closed temple and public buildings.

Thassa Carius River: It is a broad and swift flowing tributary of the Vosk. It drains the Ven highlands and has its own tributaries. The Thassa Cartius and the subequatorial Cartius are not the same river.

Northern Salt Line: This is an east/west road. Torcodino is on this road.

Pilgrim’s Road: This road leads to the Sardar. Torcodino is on this road.

Flats of Sarpeto: Located at the junction of five roads, southeast of Brundisium and southwest of Ar. Torcadino is located on the Flats.

Torcadino: Alternately called "Torcodino," this is a crossroads city located on the flats of Serpeto, southeast of Brundisium and southwest of Ar. It is located at the intersection of various routes, the Genesian, Northern Salt Line (runs east to west), Northern Silk Road (runs south to north), the Pilgrim’s Road (leads to the Sardar), and Eastern Way (also known as the Treasure Road, links the western cities with Ar). It once was an ally of Ar but in the Ar/Cosian war changed sides. Two aqueducts bring water to the city from more than one hundred pasangs away, one from the Issus, a northwestwardly flowing tributary of the Vosk and the other from springs in the Hills of Eteocles, southwest of Corcyrus.

Plains of Sanchez: No specific location given in the books.

North Western Gor

Woods of Clearchus: 200 pasangs west of the Sardar Mts.; a place where many brigands hide out.

Harfax: On the edge of the Woods of Clearchus, this city is within a hundred pasangs of Besnit; which is one of it's allies.

Besnit: On the edge of the Woods of Clearchus, it is a small city within a hundred pasangs of Esalinus and Harfax. An ally of Harfax, Besnit does not upkeep its roads in order to isolate itself. It is next to impossible to reach the city in the spring due to the rains.

Esalinius: One of the three cities, within 100 pasangs of the edge of the Woods of Clearchus and within a hundred pasangs of Besnit and Harfax.

Sardar Mountains: It is more than a thousand pasangs from Ko-ro-ba, in the North. Described as not being as large or impressive as the Voltai or the Mountains of Thentis, this range is the home of the Priest-Kings. The Sardar fairs occur at the base of the mountains four times a year.

Tarnwald: A city, the location not describe in the books.

Boswell Pass: Pass through Mts. of Thentis to Barrens.

Mountains of Thentis: On the northeast border of known Gor, beyond which lie The Barrens. There are passes through the mountains to the Barrens, the lands of the Red Savages. Home to flocks of wild tarns, they are located above (North of) Voltai Range. This range is the home of the city of Thentis.

Ti: North of Tharna, situated on the Olni River, a tributary of the Vosk, Ti is ruled by Ebullius Gaius Cassius, an Administrator and Warrior. It is the largest and most populous city of the Salerian Confederation.

Thentis: A remote city in the mountains from which it takes its name, famed for its tarn flocks. It is one day by tarn from Ko-ro-ba to Thentis, but by wagon it would take the better part of a month. It has some silver mines but they are not as rich as Tharna.

Fort Haskins: The Boswell pass, bordered by the southern edge of the Thentis Mountains and the northern range of the Voltai, opens into The Barrens, the world of the Red Savage. Fort Haskins is situated at the foot of the pass. Once a trading post maintained by the Haskins Company and later a military outpost flying the flag of Thentis, it's military and strategic influence declined with the development of the Thentesian Tarn cavalries and the growth of the population. It is once again a trading center, maintained by the Caste of Merchants of Thentis.

Kailiauk: A trade town on the Frontier of The Barrens, northeast of Fort Haskins; the easternmost town at the foot of the Thentis mountains. It is a major trade center for the purchase, processing and selling of kailiauk hides taken from the massive herds which traverse The Barrens. It is also a slave trade center, dealing primarily in barbarian girls which are sold at various points along the perimeter. It lies almost at the edge of the Ihanke, or Boundary, which marks the start of the lands of the red savages. The Administrator is a Merchant named Publius Crassus.

Barrens: The Barrens are vast tracts of rolling grasslands, lying east of the Thentis Mountains. They are not as barren as the name suggests, but perhaps the nomenclature is intended to discourage their penetration. Not as arable as the rest of Gor because of the presence of the Thentis mountains and the absence of large bodies of water and reduced rainfall. In the winter there can be terrible blizzards in which snow can drift as high as the mast of a light galley, and in the summer, extreme heat and droughts. There may also be sudden storms, tornadoes, flash floods, and hail storms. The grasses, shorter at it's western edge, can reach a height of several feet as one moves further east. The Barrens are the home of the Red Savages, similar to the Native Americans of North America. No white man has ever penetrated to the eastern edge of the Barrens. The Red Savage culture is nomadic, based on the kaiila. There are a few tribes that have not mastered the kailla and some tribes that use tarns. They depend on the kailiauk for their lives, for food, clothing, shelter, tools and weapons. Almost all tribes hate whites.

Fortress of Saphronicus: This is a small merchant polis and it has four tributary villages.

Port Olni: Located on the northern bank of Olni River, south of Ti and north of Vonda, this city is part of the Salerian Confederation.

Olni River: A large tributary of the Vosk River which stretches northeast from the Vosk at Lara and north of Tharna. Lara, Vonda, Port Olni and Ti are the cities forming the Salerian Confederation, all of which lie on the Olni River.

Treve: A mountain, bandit city, 700 pasangs high in the crags of the Voltai, north of Ar, located between Ar and the Sardar Mts. Few know its exact location, only the territory claimed by the city. and it is said you can only reach it by tarn. They do not grow food and raid the harvests of others. They live by plunder. Their tarnsmen rank with those of Thentis and Ko-ro-ba. There are no trade routes to the city. It even has some silver mines. It is also known as the Tarn of the Voltai. Merchants and ambassadors are brought to the city only under conduct, hooded and in bonds.

Rarn: This small city is noted for its copper mining, and lies southeast of Tharna.

Vonda: A city, located downriver of the Olni River, on northern bank, north of Lara, it is part of the Salerian Confederation. Vonda has no tarnsmen.

Salerian Confederation: It is also known as the Four Cities of Saleria. The Confederation consists of the cities of Ti, Vonda, Port Olni and Lara, which all lie on the Olni River. The largest and principal city is Ti. The Confederation is a growing power in the north. Ti is farthest from the joining of the Olni and Vosk Rivers, Port Olni is next in line, then Vonda and Lara. Lara lies at the junction of the Olni and Vosk. This alliance is one reason the Olni River is mostly free of pirates. The Confederation got its name because the oath of the league was signed in the meadow of Salerius on the northern bank of the Olni between Port Olni and Vonda. The Confederation maintains close relations with Cos due to their mutual distrust with Ar.

Margin of Desolation: This area borders the Vosk River, north of Ar. The area of man-made devastation was designed as a barrier to prevent attack on Ar from the north. Wells were poisoned, and fields burned and salted to prevent the approach of armies from the north. It was later allowed to re-vegetate and re-populate, but still retains its name. Some believe the it was allowed to regrow to bring more arable land under cultivation; others say that the eyes of Ar turned north toward the powerful Salerian Confederation. It is 200-300 pasangs in area.

Teslit: A town, north of Holmesk, midway between Holmesk and the Vosk River.

Tabuk's Ford: A large peasant village located in the basin area of the Verl River, four hundred pasangs generally north and slightly west of Ar. It is twenty pasangs west of the Vosk Road. The village contains about forty families. Thurnus is the peasant caste leader and Melina is his free companion. It is a rich village known for sleen breeding.

Verl River: This is a tributary of the Vosk that flows northwestward into the Vosk.

Holmesk: A town, located one hundred pasangs south of the Vosk between Ar and Ar's Station. This is the winter camp of the forces of Ar.

Venna: This is a small, exclusive resort city, located about two hundred pasangs north of Ar, between Ar and Vosk River. It is noted for its fine baths and tharlarion races. Venna has many small and fine shops, catering to the wealthy. The Telluria section, in the northwest part of the city, on a hill, is the preferred residential section.

Swamp Forest of Ar: During the series we are alternately told that the Swamp Forest borders Ar to the north, and is located south of Ar. Possibly a typo on Norman's part (or his editor's).

Vosk Rd: The main road, runs north out of Ar toward Vosk, also called "Viktel Aria ". (see below)

Minus: This is a village under the control of Ar.

Fulvians Hills: These are the foothills of the Voltai and are northeast of Ar. The villa district of Ar is found here.

Viktel Aria: This means “Ar’s Triumph” or “The Triumph of Ar” and is also known as the Vosk Road in Northern environs. Running north out of Ar toward the Vosk, it is the most direct route from Ar to the Vosk. It is a military road. It is wide and built like a wall set into the earth. It is marked with pasang stones. There are deep ditches along much of the road except for crossroads and turn-offs, to make it harder to bring supply wagons onto the road from the east and west.

Ar: A massive walled city of thousands of lofty cylinders, spires, towers, lights, and high bridges lit by lanterns connecting many of the towers. Surrounded by great walls, it's great Gate opens onto the Viktel Aria and there are forty other gates as well. Formerly the seat of the Empire of Ar, it is located on "the plains" of central Gor, between the Vosk River and Cartius River and between the Voltai Mts. and Thassa. Described as being "low in the temperate zone of the Northern hemisphere of Gor," this might be the largest, most ppulous and most glorious city on Gor. The city is located south of the Vosk River and north of the Cartius River. Ar claims the land between the Vosk and the Cartius, the Ar tarnsmen do not fly south of the Cartius. There is a swamp forest to the north border of Ar. Ar is the hereditary enemy of Ko-ro-ba, and also an enemy of Cos and Tyros. Ar claims the southern shore of the Vosk, as Ar has no port, the Vosk is very important. Ar is a central city containing the Home Stones of a dozen other cities and has become an empire. Its population is thought to be about two to three million free people.

Eastern Voltai Foothills: They are located within a few pasangs of Ar.

Tarnburg: This city is a mountain fortress in the southern range of the Voltai, it is about two hundred pasangs northwest of Hochburg. The legendary mercenary captain, Dietrich, is from here.

Hochburg: This city is a mountain fortress in the southern Voltai.

Gordon Hts: The location not mentioned in the books.

Talmont: A city whose location is not mentioned in the books.

Voltai Mountains: A vast mountain range which rises from the midst of known Gor "like the spine of the continent," you can see the spires of Ar from the nearer Voltai ranges. They are located south of the Vosk, northeast of Ar, the east foothills are within pasangs of Ar, the Voltai constitutes the Eastern border of known Gor. Also known as the Red Mountains, they are dull reddish cliffs due to large deposits of iron oxide, they are known as the greatest mountains on known Gor. The Voltai is home to several bandit cities and bands of outlaws including Treve.

Northern Silk Road: This is a north/south road. Torcodino is on this road.

Vosk River Cities

Vosk League: The League was formed in 10127 C.A. and consists of nineteen towns located on the Vosk River; Port Cos, Victoria, Turmus, Ven, Tetrapoli, Tafa, Fina, Ragnar’s Hamlet, Hammerfest, Sulport, Sais, Siba, Jasmine, Point Alfred, Jort’s Ferry, Forest Port, Iskander, Tancred’s Landing and White Water. Ar did not permit Ar’s Station to join the League. Its headquarters are in Victoria. Its purpose is to protect against river piracy, after the Vosk League was formed, institutionalized piracy on the Vosk had been largely removed. The topaz used to be a pledge symbol, used among pirates, when combining for massive assaults, the topaz was captured by the Vosk League and now is a private pledge between Port Cos and Ar’s Station. The topaz is broken into two fragments of polished stone and when joined together, the discolorations on each piece make the picture of a river galley.

Vosk River: 40 pasangs wide, passes frontiers of Ar to Tamber Gulf. Far S of Ko-ro-ba, far N of Ar, flows W, empties into Rence (Vosk) Delta on Thassa This is a mighty river, some forty pasangs in width, that passes by Ar and pours into the Tamber Gulf. The Vosk is below Ko-ro-ba and north of Ar. Most towns on the river are free states and belong to the Vosk League. River ships of Ar and Cos battle here for influence over the river and its towns. The southern bank is much less populous than the northern bank.

Turmus: Last major river port on the Vosk River before the Vosk Delta, located on northern bank of the Vosk. It is the last major river port on the Vosk before the nearly impassable marshes of the delta.

Ven: It is a river port on the southern bank of the Vosk, east of Turmus and the last town to the west on the south bank until the delta. Ven is at the junction of the Ta-Thassa Cartius and the Vosk.

Tetrapoli: It is much further west on the river than Ar’s Station; it began as four separate towns; Ri, Teibar, Heiban and Azdak. Legend states that the towns were formed by four brothers. The towns eventually consolidated into a polity, the four districts maintaining the same names. The expression “tetrapoli” means “four cities” or “four towns.”

Port Cos: Located west of Tafa, it was founded by settlers from Cos over a century ago. It is a colony whose ties to Cos are largely historical and cultural. Many officers of Port Cos were native Cosians, mercenaries or veterans of the Cosian navy. It also has its own Home Stone.

Tafa: It is located far east of Ar’s Station.

Victoria: This city is the capital of the Vosk League, located on the northern bank, east of Ar’s Station, between Fina and Tafa. It once was a den of thieves, a market and slave town. Most of the pirates and thieves have been run out of the town. Tasdron is the Administrator.

Fina: It is located east of Ar’s Station.

Ragnar's Hamlet: Located far west of Ar’s Station, it is a good-sized town.

Hammerfest: It is located west of Ar’s Station.

Sulport: It is located far west of Ar’s Station.

Sais: It is located west of Ar’s Station, Jort’s Ferry, Point Alfred, Jasmine, and Siba.

Siba: It is located west of Ar’s Station, Jort’s Ferry, Point Alfred, and Jasmine.

Jasmine: It is located west of Ar’s Station, Jort’s Ferry and Point Alfred.

Pt Alfred: It is located west of Ar’s Station and Jort’s Ferry.

Jort's Ferry: It is located on the northern bank and is west of Ar’s Station.

Ar's Station: Established around 10114 C.A., by the city of Ar, as an outpost and trading station on the south bank of the Vosk River, east of Jort's Ferry (on N bank)and west of Forest Point (on the northern bank). It was founded four years after Pa-Kur's hordes gathered there, prior to their war against Ar. Ar's station was Ar's stronghold on the Vosk. When Cos landed at Brundisium, and moved it's forces toward Ar's Station, Ar failed to act because of political treachery. Ar's Station eventually fell to Cos. It stands at the northern terminus of the Viktel Aria which leads to Ar, also known as the Vosk Road.

Forest Port: It is located on the northern bank and is east of Ar’s Station between Ar's Station and Whitewater.

Iskander: This town is east of Ar’s Station and Forest Port.

Tancred's landing: It is downriver on the Olni and near Lara, located east of Ar’s Station, Forest Port, and Iskander.

Whitewater: It is downriver of the Olni and west of Lara and east of Ar's Station. It is the farthest eastern town and is on northern bank.

Lara: Located at the juncture of Vosk and Olni Rivers, on the southern bank of Olni and the northern bank of the Vosk. This city is part of the Salerian Confederation.

South Eastern & South Central Gor

Schendi: The city is an equatorial free port on Thassa, governed by Merchant law and ships going to and from Schendi are safe, it is located on the edge of subequatorial rainforests and jungle. This is the infamous port of the black slavers of Schendi, the League of Black Slavers. They are pirates and known for their cruelty on shipping. The slaving is commonly restricted to the high seas and coastal towns well north and south of Schendi. Schendi has a population of about a million, most being black. Its waters are open to shipping year round. At the mouth of southern Cartius river, it is a major trade center for various spices, raw materials and trade goods of the jungle regions. It is similar to the ancient capital of Ethiopia.
"Many goods pass in and out of Schendi,as would be the case in any major port, such as precious metals, jewels, tapestries, rugs, silks, horn and horn products, medicines, sugars and salts, scrolls, papers, inks, lumber, stone, cloth, ointments, perfumes, dried fruit, some dried fish, many root vegetables, chains, craft tools, agricultural implements, such as hoe heads and metal flail blades, wines and pagas, colorful birds and slaves. Schendi's most significant exports are doubtless spice and hides, with kailiauk horn and horn products also being of great importance. One of her most delicious exports is palm wine. One of her most famous and precious, exports are the small carved sapphires of Scehndi. These are generally a deep blue, but some are purple and others, interestingly, white or yellow. They are usually carved in the shape of tiny panthers, but sometimes other animals are found as well, usually small animals or birds. Sometimes however the stone is carved to resemble a tiny kailiauk or kailiauk head. Slaves, interestingly, do not count as one of the major produts in Schendi, in spite of the fact that the port is the headquarters of the League of Black Slavers. The black slavers usually sell their catches nearer the markets, both to the north and south. One of the major markets,to which they generally arrange for the shipment of girls overland, is the Sardar Fairs, in particular that of En'Kara, which is the most extensive and finest. This is not to say of course that Schendi does not have excellant slave markets. It is a major Gorean port. The population of Schendi is probably about a million people. The great majority of these are black. Individuals of all races, however, Schendi being a cosmopolitan port, frequent the city."
'Explorers of Gor' p 115

Pt. Schendi: It is located northwest of Schendi Harbor.

Schendi Harbor: The harbor is 8 pasangs wide, 2-3 pasangs deep, and opens onto the Nyoka River at the harbor's eastern end. The Nyoka flows from Lake Ushindi into Schendi Harbor, then into Thassa.

Equatorial Rain Forests or "Jungles of Schendi": They cover thousands of square pasangs on the equator, near the city of Schendi, bordered on the west by Thassa. Home of the "great equatorial lakes" of Gor. There are many villages in the jungles and most of their inhabitants do not speak Gorean, instead speaking a number of different inland dialects. Fishing is a major source of livelihood for many. Talunas, pygmies and cannibals also inhabit the jungles, as well as a myriad of wildlife. Bila Huruma is a black Ubar who has united the six ubarates of the southern shore of Lake Ushindi.

Kamba River: Kamba is an inland word, not Gorean, and means “rope.” A wide leisurely river that flows directly into Thassa west of Lake Ngao and Ushindi in the jungles near Schendi.

Food Plains: Plains located between the Kamba River and the Nyoka, northwest of Lake Ushindi.

Nyoka River: Nyoka is an inland word, not Gorean, and means “serpent.” A wide leisurely river that flows into Schendi harbor and then enters Thassa west of Lakes Nagao and Ushindi.

Lake Ushindi: Ushindi is an inland word, not Gorean, and means ”victory.” A large equatorial lake, located in the jungles near Schendi, it is drained by the Kamba and Nyoka Rivers. Six Village Ubarates occupy the southern shore of Ushindi; and floodlands, marshes and bogs lie west of the lake. The inland village of Nyuki is located on its northern shore.

Village Ubrates: A country of coastal villages surrounding Lake Ushindi. The central village is Nyuki.

Nyuki: It is located on the northeast shore of Lake Ushindi between the Kamba and Thassa Cartius Rivers.

Swamp Land: The lands south and central between lake Ushindi and Lake Ngao, thousands of pasangs in area.

Ven Highlands: Home of jungle tribes in Equatorial Rain Forests, with descending plains drained by the Thassa Cartius River it is located in the extreme north center of the Jungles of Schendi.

Villages of Ukungo: They lay on the northern coast of Lake Ngao. It is a country of coastal villages speaking the same or similar dialects inside the Empire of Bila Haruma. The central village is Nyundo.

Nyundo: A village located northeast of Lake Ngao, the central village of the Villages of Ukungo.

Lake Ngao: Ngao is an inland word, not Gorean, and means “shield.” Larger than Lake Ushindi, which is 400 pasangs to the east, it is 2nd of the great equatorial lakes, a vast, deep, long, oval lake, shaped like a tribal shield. Its eastern extremity flows into a vast river (as large as the Vosk River) called the Ua River.

Ua River: Ua is an inland word, not Gorean, and means “flower.” An extremely large river (as wide as the Vosk) in the Equatorial Rain Forests, it connects Lake Ngao and Lake Shaba with Lake Shaba as it's source. It is a major river, at least as big as the Vosk. There are many cataracts on the Ua which make it very difficult to cross.

Falls of Bila Haruma: 100 pasangs east of Lake Ngao, the Ua river is blocked by this waterfall.

Canals of Bila Haruma: Man-made canal from Lake Ushindi to Lake Ngao.

Lake Shaba: This lake was unknown until discovered in "Explorers of Gor". A large lake and the source of the Ua, it is named after the geographer who discovered it. There are the ruins of an ancient civilization on its shore.

Cartius River: An important subequatorial waterway it is actually three rivers, Cartius Proper, Subequatorial Cartius, and Thassa Cartius. The Thassa (or Northern) Cartius is located far south of Ar and feeds into the Vosk. It was formerly the southern border of the Empire of Ar. It flows west by northwest, enters the rain forests and empties into Lake Ushindi. The Cartius Proper is as wide as the Vosk, and is surrounded by rain forests for much of its length. The Subequatorial Cartius flows southeast splitting into the Upper and Lower Fayeen Rivers.

Lower South Eastern Gor

Ta-Thassa Mountains: Large mountain range described as "sub-equatorial," located in Gor's southern hemisphere, at the shores of Thassa.

Ianda: This is an exchange island, a free port administered by members of the Merchant Caste. It is located north of Anango and is close to the shore of Thassa, having a large number of shipyards.

Turia: This great city is called "the Ar of the south", it is the largest of the southern Gorean cities. It is located in the southern hemisphere, lying in the midst of huge prairies claimed by the Wagon Peoples. It is a high walled, nine-gated city said to be indolent and luxury-loving, a place where games and feasts are held quite often. An opulant trade center similar in many ways to Constantinople, Turian females are considered good slaves, very beautiful and obediant. It is ruled by Phanius Turmus. They calculate their years from summer solstice to summer solstice. The true power of Turia lies with the Caste of Merchants. Hundreds of caravans and thousands of merchants come here each year. It had never been conquered until recently by Kamchak, Ubar of the Wagon Peoples. Much of the city was burned during the conquest but the Wagon People departed Turia and allowed it to be rebuilt.

Plains of Turia: The Plains are also called the Land of the Wagon Peoples. The Wagon Peoples claim the southern prairies from Thassa and the Mountains of Ta-Thassa to the southern foothills of the Voltai Range. To the north, they claim lands to the rush grown banks of the Cartius River. The Wagon Peoples consist of four separate tribes: the Paravaci, Kataii, Kassars, and the Tuchuks. The Peoples are primarily herders of bosk, living off their meat and milk, they do not grow any food and will eat nothing of the earth. They are very proud and regard city dwellers as vermin in holes.

Kargash: Town located on the western coast of Gor between Turia and the Anango Island.

Anango Island: This is an exchange island, a free port administered by members of the Merchant Caste; they speak Gorean. It is located very far south of the equator, almost at the edge of explored Gor. The jungles of its interior serve as the setting for many fanciful stories of strange races, mysterious plants and fabulous animals. The “magicians of Anango” are well known everywhere except on Anango.

Southern Prairies of Gor: The prairies stretch from Thassa and Ta-Thassa Mountains to the southern foothills of the Voltai Range, bordered on the north by the Cartius River.

SouthWestern Gor

Sub Equatorial Cartius River: The river flows southeast splitting into the Upper and Lower Fayeen Rivers on the south west of Gor.

Kasra: A desert river port on the Lower Fayeen, downriver from Kurtzal and west of Tor, it is at the junction of the lower and upper Fayeen Rivers, on the Lower Fayeen. Famed on Gor for its production of red salt which is brought in from secret pits and mines in heavy cylinders on pack kaiila.

Upper Fayeen Rivers: This is a tributary of the Cartius north of Tor, which branches from the Sub Equatorial Cartius just above Kasra.

Lower Fayeen River: This is a tributary of the Cartius, located west of Tor.

Khurtzal: A village, upriver from Kasra on the Lower Fayeen River, north of Tor, overland. It is little more than a loading and shipping point on the Lower Fayeen.

Tor: Located far southeast of Ar and far north of Turia, this city lies in the northwest corner of the Tahari, surrounded by hundreds of communities, some hundreds of pasangs apart. The area to west of Tor is occupied and widely inhabited. The city is built in concentric circles broken by numerous, narrow crooked streets. It is an opulent city of the desert, well known for its splendors, comforts and pleasures. It is also the principal supply point for the oases communities of the Wastes. The buildings are of mud brick, covered with colored, often flaking, plaster. The buildings are rarely more than four stories high. Thousands of caravan merchants are headquartered here and much of the city is organized to support the caravan trade.

Clearus: This is a village in the realm of Tor.

Lower SouthWest Gor

Tahari Desert: Located southeast of Ar, below the eastern foothills of the Voltai, and to the south is the Tahari, with Tor at its northwest corner. It is generally rocky and hilly, save in the dune country. It is almost constantly windblown by a hot wind and waterless, although there are oases fed from underground rivers flowing southeast from the Voltai range. The water erupts in oases springs or is reached by deep well, down to two hundred feet. The day temperatures in the shade are 120 degrees. The oasis communities number from a hundred to thousands of people and are often hundreds of pasangs apart from each other. They depend on caravans for their needs.

Turmas: A Turian outpost in the southeast edge of the Tahari.

Stones of Turmus: This once was a Turian outpost merchant fort and trading station with high white outer walls, over eighty feet high and six towers on the walls. It was eventually burnt by men of Treve.

Oasis of the Stones of Silver: The Tahari settlement farthest west.

Oasis of the Sand Sleen: Tahari settlement southeast of the Oasis of the Stones of Silver and northwest of the Oasis of Two Scimitars.

Oasis of Farad: Tahari settlement in the north central part of the Tahari.

Teehra District: District on the northern most part of the Tahari just west of Tor.

Oasis of Nine Wells: Oasis just south of Tor in the Teehra district.

Oasis of the Battle of Red Rocks: Tahari settlement Far east of Nine Wells, the last Oasis east for 2000 pasangs. It is the western border of "the Dune Country."

Kasbah of the Guard of the Dunes: Located just east of Battle of Red Rocks.

Dune Country: Area located northweat of the Wastes and below the Teehra District.

Oasis of Four Palms: Far south of Red Rock, farther from Klima than from Red Rock and closer to the edge of Dune Country than Red Rock.

Oasis of Two Scimitars: Tahari settlement farthest south in the center of the Tahari.

Tahari Salt Flats: ("The Salt Districts") Several districts of the Tahari Desert where salt is produced, widely separated in the midst of dune country located between the Wastes.

Klima: The salt mines of the Tahari desert, Klima was used as a form of penetentiary system where the salt Ubar send all who were found guilty of crimes to serve as slaves. Following the fall of Abdul however, Klima went on to become more of a City ruled by its own.

The Wastes: This is a desert area also known as the Wastes, or the Emptiness. It is shaped like a gigantic, lengthy trapezoid with eastward leaning sides, hundreds of pasangs deep, thousands in length.

Deep Wastes: This area east of Tor is still more barren yet. The deepest wastes are located southwest of Klima.

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