DISCLAIMER: Although this web page does NOT contain any nudity, pornography or obscene material, some content may be controversial or offensive to some. This site is intended for entertainment purposes only, and in NO way advocates or promotes the actual practice of slavery. This site includes terminology, cover art, and concepts from the "Gor" series of science fiction novels by John Norman. Any use of copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks.

Gor in the STAR WARS Universe

What is Gor?
Adapting Gor to SW-RPG
The Planet Gor
Slavery in the Star Wars Universe
Playing Goreans and kajira Traders
The kajira Traders Catalogue


What is Gor?

Hunters of Gor cover artGor is a fictional planet described in a series of science-fiction novels authored by John Norman. Gor, which means "Home Stone" in Gorean, is an unspoiled terrestrial world with one large landmass and several smaller ones. It is smaller and has slightly lower gravity than Earth. Gor has a sizeable human population, mainly concentrated in different city states similar to ancient Rome. Gorean society is organized around a rigid caste system and is largely male dominated. Slavery – particularly of females – is commonplace. With a few exceptions in the areas of medicine and architecture, technology on Gor is held at a level roughly equivalent to Earth's Bronze Age by the planet’s reclusive, benevolent alien rulers who are known as the "Priest-Kings". The Priest-Kings and their agents possess highly advanced technology, including flying saucers equipped with cloaking devices (see Captive of Gor).

There is no way to even begin to accurately describe the culture and society of Gor in a few paragraphs, so I recommend that you visit the Reference Center at John Norman's World of Gor. Also visit John Norman's Gor: The Counter Earth for information on role-playing Gorean characters. Be forewarned: many websites devoted to Gor contain adult material and may not be suitable for minors.

Adapting Gor to SW-RPG

Adapting Gor to the universe of STAR WARS requires a little tweaking, since the Priest-Kings strictly enforce certain prohibitions on technology:

  1. Metal armor is not allowed except for helmets and small shields (bucklers.)
  2. Chemical explosives of any kind are forbidden.
  3. Long-distance communication (any form of communication which can extend beyond line-of-sight) is forbidden. Messengers are allowed but they must physically move from place to place.
  4. Long-distance detection equipment, such as radar or sonar, is also forbidden. Telescopes, known as "glasses of the Builders," are allowed.
  5. Mechanized transport of any kind is forbidden.

If the Priest-Kings imposed their “Weapons and Technology Laws” on the Gor’s human population because they wished to prevent humans from eventually becoming a threat to the Priest-Kings, then why would they allow even limited contact with off-worlders? The answer is that they wouldn't, unless (A.) the Empire already knew about Gor, and (B.) the Priest-Kings saw some benefit to such contact. One such benefit might be that their own agents would no longer have to concern themselves with importation of human stock to re-supply the local gene pool. Humans, after all, did not originate on Gor, but were originally "imported" many centuries ago by the Priest-Kings. Permitting off-world slave traders to supply fresh "collar meat" for the auction blocks would allow the Priest-Kings to concentrate their energies on defending Gor from the Empire, which they would see as a very real threat. The Priest-Kings might also use off-world traders to secretly aid the Rebel Alliance, thus diverting the Empire's attention towards the rebellion and away from Gor.

Assuming then that the Priest-Kings decided to allow off-world trade, it would have to be strictly controlled to prevent "pollution" of Gorean civilization by "advanced" interstellar technology. One possible scenario is presented below:

The Planet Gor

Gor
Type: 
Terrestrial
Temperature: 
Temperate
Atmosphere: 
Type I (breathable)
Hydrosphere: 
Moderate
Gravity: 
Standard
Terrain: 
Forest, ocean, plains, mountains, desert
Length of Day: 
24 standard hours
Length of Year: 
365 local days
Sapient Species: 
Humans, Priest-Kings (N)
Starport: 
Limited services
Population: 
30 million (estimated)
Planet Function: 
Natural resources
Government: 
City States
Tech Level: 
Feudal
Major Exports: 
kajira, paga, animal hides, native crafts, Energy Bulbs, Translators.
Major Imports: 
"barbarian girls"

Gor

Click on Gor to view a detailed map by Erhard Ringer.

NOTE: The above stats are for use with Star Wars: The Roleplaying Game, Second Edition, published by West End Games.

Non-Gorean space vessels are allowed to land at only one location on the planet: Astroba ("Place of the Stars"). This is a rudimentary spaceport with a homing beacon located in a remote, isolated area of the Vosk River Basin roughly 100 km from the Gorean city of Ko-ro-ba. Starships wishing to land at Astroba must first obtain clearance from Gor Space Control, which is operated by agents of the Priest-Kings. After obtaining proper clearance, the ship must approach Astroba within a narrow flight corridor that avoids any populated areas. Any vessel that strays outside the approach corridor will be promptly intercepted by Gorean patrol saucers and escorted back on course. Ships that attempt to evade the patrol will be shot down.

Upon landing at Astroba, a visiting starship is approached and boarded by the "Trade Judges", who are human agents of the Priest-Kings. The Trade Judges function like customs inspectors in that they determine what cargoes may be unloaded on Gor. The Trade Judges will also advise visitors of Gorean customs and laws, which must be observed if anyone leaves the spaceport. Armor, blasters, comlinks, and droids are all illegal under Gorean law and are only allowed on the spaceport grounds. Those who attempt to smuggle any illegal items out of Astroba risk swift destruction ("The Flame Death") by the ever watchful Priest-Kings.

Tarnsman of Gor cover artFirst time visitors to Gor will discover that Astroba spaceport is little more than a flat, circular clearing about one km in diameter. The edge of the clearing is lined with warehouses and offices of Gorean trading houses, a few hangers for conducting repairs, and a Gorean-style tavern that caters to off-worlders. Those who want to experience the real Gor must literally "go native" and leave Astroba. This entails dressing in the Gorean fashion and observing local customs. Human females should think twice about this since Gorean males are notorious for enslaving "barbarian" girls that they find desirable. Non-human appearing aliens are also advised against leaving Astroba because they might be mistaken for wild animals or monsters. Fortunately for off-world visitors, many Goreans speak at least some Basic, and the Gorean language is not too difficult to learn.

Prospective slave traders should keep in mind that the real money to be made in the slave trade is from purchasing trained kajira for a few gold coins in Ko-ro-ba and then selling them off-world for easily 5,000 credits or more! Just ask Ral Peleton how he became so wealthy - it wasn't from selling "barbarian girls" on Gor. Enterprising Gorean merchants will usually bring along a few kajira to sell at Astroba, typically at inflated prices. Off-world slave traders looking for better bargains and greater selection must make the difficult journey overland to Ko-ro-ba. Those who are not skilled at throwing a spear or wielding a sword would do well to either make the trip with the monthly supply caravan or hire mercenaries to protect them from the wild animals, bandits and slave-stealers that frequent the route.

Slavery in the Star Wars Universe

Princess Leia as Jabba's slaveAlthough slavery was officially outlawed under the old Republic, it was still common in the more distant parts of the Galaxy and enjoyed a widespread resurgence under the Empire. In places like the Outer Rim owning slaves is common for the merchant and ruling classes as slaves are seen as a status symbol. Presumably this is one of the reasons Jabba the Hutt keeps slaves. (Photo at left from Star Wars: Return of the Jedi.) Slaves are also kept as skilled laborers. In Episode 1: The Phantom Menace, young Anakin Skywalker and his mother are Watto's slaves.

Slavers often raid technologically backward or impoverished worlds for slaves to sell in the Outer Rim. The Twi'lek world of Ryloth is frequently a target of slavers. In some instances a person may choose to become a slave because of perceived benefits such as a more luxurious or exciting life - or at least one less destitute. In the events preceding Return of the Jedi, Bib Fortuna tricked the young Twi'lek girl Oola into becoming a slave to Jabba the Hutt by telling her she would lead an opulent lifestyke as a dancer in Jabba's court.

Those wishing to role play a slave auction in the Outer Rim can use the following as a guide. Prices listed are based on actual prices for slaves in the Roman Empire about 1 A.D.

    PRICES OF SLAVES:
  • General laborer slave 500-1500 credits
  • Attractive female slave 2000-6000 credits
  • Technician or musician 4000 credits
  • Skilled laborer 2000 credits

The kajira Trader's Catalogue provides costs of equipment frequently used by slave traders. Note: The folks at WEG made a big deal about slavery being "every bit as terrible as turning to the Dark Side of the Force" (Galaxy Guide 6, page 23). I say its all just a game and if your players are comfortable with it, then go for it.

Gor has other exportable commodities beside kajira: exotic animal hides, foodstuffs, native crafts plus a few unique high-tech items such as "Energy Bulb" that produces light electrochemically and requires no external power source, and the "Translator", a small device which can translate between languages instantaneously. The Gorean "Stabilization Serum", which stops the "the wasting disease" (i.e., the aging process in humans), is in very high demand across the Galaxy, although the mysterious Priest-Kings have banned its export. It is rumored that the Empire would dearly love to get its hands on the Priest-Kings’ "Flame Death" weapon, which appears to be a laser that can be instantly projected to any point (including through deflector shields) and incinerate its target from the inside. So far, the Empire has been unsuccessful at obtaining the "Flame Death" either through attempts at negotiation or use of force (an Imperial Star Destroyer dispatched to Gor mysteriously exploded after ignoring warnings to turn away).

While Gor may seem to be a harsh, backward planet, an increasing number of off-worlders visit each year because of its untainted beauty and simpler, slower paced lifestyle. The Goreans are a noble people who place a high value on personal honor. Gorean women are reputed to be the most beautiful in the galaxy, probably due to a combination of a healthy, natural diet, physically active lifestyle, and pollution free environment.

Playing Goreans and kajira Traders

Players choosing to play space-going kajira traders can use the smuggler template, (Star Wars: The Roleplaying Game, Second Edition, page 174) adding appropriate skills such as Beast Riding, Bows, Melee Parry, etc. if their character is Gorean or has spent many years living on Gor like Ral Peleton. It is strongly recommended that players who want to play Gorean characters should read at least a few novels of the Gor series and spend some time researching Gor on the internet. When playing Gorean slavers, players should avoid B-movie stereotypes of slave traders as cruel, evil characters. Remember: Goreans view slavery as a legitimate institution and the enslavement of off-world “barbarian” girls as perfectly acceptable. (I’ll go so far as to argue that – at least in this campaign - a Gorean character should not earn Dark Side points for acting in a manner consistent with acceptable Gorean behavior.) However, a non-Gorean kajira trader would be knowingly committing “evil” if he kidnapped someone, and would earn a Dark Side point under the same circumstances. (Note: If your Referee is an “Absolutist” and doesn’t see the difference, then this probably isn’t a good campaign idea for you.) To further complicate matters, a Force sensitive Gorean who wished to become a Jedi Knight would have to renounce his belief in slavery, since it runs contrary to Jedi teachings. He would also have to leave Gor if he wished to construct and use a lightsabre, or risk the “Flame Death” for violating the Priest-Kings’ Laws of Weapons and Technology.

Gorean characters are not immune to the influence of the Dark Side, and will receive Dark Side points for knowingly committing evil actions just like any other player character. (Example: murder is still murder, even on Gor.) There is also the chance a Gorean character who remains away from Gor for a prolonged time and interacts with non-Goreans will begin to question his Gorean values. The longer the character remains among non-Goreans, the greater the chance that he will experience a "crisis of conscience" and may come to regard the Gorean system of slavery as "wrong". This will not happen quickly or easily because most Goreans place a very high value on their way of life and tend to regard the rest of the galaxy as degenerate, hypocritical and corrupt. Consider that devout Christians will not readily abandon their religion just because they live among people of another faith - in fact, they will probably cling to their Christian beliefs even after many, many years. Similarly, Goreans will not readily abandon their system of values just because they live off-world among non-Goreans for a long time. However, the Gorean character could experience a major, life-changing event that would cause him to become disillusioned with his Gorean values and experience a “crisis of conscience”. Examples of such an event might include the Gorean character being forced into slavery himself, or suffering the loss of a loved one to the auction block.

If a Gorean player character has a “crisis of conscience”, then they must make a Perception roll to see if they will retain their Gorean values. If the character fails the roll, then their views have changed and they now believe that the Gorean system of slavery is wrong. If a Gorean kajira trader character fails a “crisis of conscience” roll, then that character must end their involvement in the slave trade of they will begin to accumulate Dark Side points just like a non-Gorean kajira trader.

CREDITS: Cover art featured on this page is from the novels Tarnsman of Gor and Hunters of Gor authored by John Norman.

Special thanks to Gordon Neff for his constructive critique.

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