Inspiration’s thin on the ground these days, but when Liana Kerzner went on a D&D parody tear on Twitter about her demonic alter-ego Beelzeboob, I got a wild hair up my arse to write up ‘Literally the devil’ for 5e.
Glazarn are small, clammy, humanoid creatures that live in total darkness, deep underground. They are as translucent as glass and barely visible under any normal circumstances. They live in the icy waters of underground pools and lakes, feeding on the blind, white cave creatures that live in similar places. They have no culture, no language and operate on pure instinct despite their humanoid appearance and attack as a pack, their prey seeming to be suddenly assaulted by dozens of bites out of nowhere.
Other underground dwellers loathe these creatures and exterminate them on ‘sight’, but their spores seep through the rock strata and find icy black pools wherever they can, spawning new ‘tribes’ of Glazarn wherever they can take root.
They are always hungry and will eat anything they can find, silent apart from the tearing of flesh and the crack of bone.
Small Humanoid (glazarn), neutral evil.
Armour Class: 11
Hit Points: 9 (2d8)
Speed: 15 ft., swim 50 ft.
Str: 10 (+0) Dex: 14 (+2) Con: 11 (+0) Int: 5 (-3) Wis: 16 (+3) Cha: 5 (-3)
Skills: Stealth +4
Senses: Passive Perception 13, tremorsense 60 ft, Blindsight 60 ft.
Challenge: 1/4 (50 xp)
Amphibious: The glazarn can hold its breath – essentially indefinitely – underwater.
Glass Skin: The glazarn are virtually invisible without needing the assistance of magic. Their skin and organs are virtually see-thru. Rather than the invisibility bonus it gains +2 to AC and to attack against enemies that can’t detect it, as well as ignoring any bonus they get to their AC from their Dexterity. Painting or otherwise marking a glazarn negates this ability.
Low Level Telepathy: Glazarn can communicate telepathically and can sense intent, they cannot be surprised or ambushed and always know when enemies are around – even if they can’t necessarily see them or target them.
Unique Ability: Glazarn packs exist in closed off caves and are usually only encountered when those caves are newly discovered or excavated into. Their spore can travel through cracks in the rock to find new pools, but different packs evolve along different lines with unique abilities such as venomous bites and so on. The Gamesmaster is encouraged to be creative and to steal an ability from another creature in the Monster Manual.
Vulnerability: Radiant, Fire.
Bite: Melee Weapon Attack +2 to hit, reach 5ft, one target, hit 3 (1d6) slashing damage.
Suggested Unique Abilities
Ambusher: (See Kenku)
Claws (additional attack, indentical to bite).
Constrict: (See Constrictor Snake)
Fetid Cloud: (See Dretch)
Natural Armour: +2 AC.
Nimble Escape: (See Goblin)
Pack Tactics: (See Kobold)
Slippery: (See Kuo-Toa)
Venom: DC11, choose a poison effect you like – paralysis is a good fit.
The image to the left presents an inscrutable villain, suited for horror, fantasy and even superheroics!. This is stock art by Brad McDevitt, available from our stock art collections for you to use in your personal or professional projects. You can find our stock art HERE.
We’ve got hundreds of pieces by him at affordable prices for your handouts or your own gaming projects.
If you are an artist who wants to sell your work via an established storefront, we can also help you out. Contact me privately if you’re interested.
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This month’s discount is on Irrepressible! A story-game based on the Journey to the West and the stories of Sun Wukong, the Monkey King, Great Sage – equal of heaven!
As a loyal follower of this blog, you can also get a discount on CAMELOT COSMOS, a sci-fantasy game powered by a version of FATE and with an Arthurian bent.
The Camelot Cosmos Players Guide is a role-playing setting book designed for use by players of the FATE role-playing system; though it can be easily converted to other systems if required. This book gives all the information players need to create characters and to explore the realms that make up the Camelot Cosmos.
The first section describes the rules system being used, and subsequent sections cover the places, personages and other key features of the setting.
A companion volume, the Camelot Cosmos Games Master’s Guide, goes into even greater detail and describes the setting secrets and game mechanics necessary to create adventures and run games focused on this unique setting.
This book details the Camelot Cosmos, a section of space containing a collection of planets which have been very heavily influenced by the Arthurian legends of King Arthur, Merlin, Uther Pendragon, Lancelot and all the other characters familiar to us from the literature of Sir Thomas Mallory and the romances of the Middle Ages. These legends have, however, been confused with real people and events in the imagined history of the setting so that the understanding of the deeds of King Arthur held by a well-informed reader today may differ markedly from the legend as presented in these pages.
Imagine a world where loyal knights of King Gawain XXIII fight an endless battle against the android soldiers of an undying Morgan le Fay.
Imagine a world where magical Doors transport spies and armies between distant planets in the blink of an eye and where thousands of humans from a lost technological civilisation sleep in cryogenic stasis deep beneath the surface of a green and pleasant land.
Imagine a future that sees our own time as a lost golden age, and that is slowly rebuilding human civilisation after its near extinction.
Imagine a world where monks pick through irradiated shopping centres for the secrets of the ancients, and where skill in the joust can decide a man’s social status.
Imagine Arthurian knights in space, and you have some sense of what the Camelot Cosmos is intended to be.
August in Review
I’ve been sick with depression practically the whole month, with only the last few days being ones where I’ve really been able to work much at all.
This sucks vast amounts of dead penguin dick.
Despite that, I did manage to get my non-fiction book – Inside Gamergate – out to backers, on sale at AMAZON DIGITAL, AMAZON PRINT and at LULU (from which I make the most money – but always check Lulu’s front page for discount codes). That was an important project to me but doing it took a lot out of me, especially reliving a lot of the nastiness, lies and broken friendships tangled up in it.
I have the next Gorean release almost ready to go and the following one is half written, but getting these finished depends on getting well again!
Worsening matters, August is always slow for sales (between Gencon and summer holidays) but then things normally pick up a little towards the end of the year.
If I’m well I’ll probably do another Schlocktoberfest of quick and dirty material as I have in previous years.
I have not yet decided whether I will run the DarkZel scholarship this year. I am likely to launch a new crowdfunded project next year and the scholarship takes a lot of effort and emotional ‘oomph’. Especially since people have been trying to sabotage it. I want to continue, remember my friend and help people, but it is becoming increasingly stressful over time. We shall see.
I did also have a short story come out in Deadman’s Tome: Final Contact. So check that out if you like SF horror. I also did an author interview HERE and a podcast interview (about Inside Gamergate) HERE.
I AM AVAILABLE FOR FREELANCE WORK:
Links to my profiles on Fiverr & People Per Hour (these will be expanded as I add services):
Currently, my 2017 plate is clear and free for freelancing and consultancy from the end of July – though space can be made. I’m pretty reliable and can offer reasonably fast turnaround. I can, perhaps uniquely, provide detail and grounding to scenarios – even dungeons – to humanise them and give them a bit of depth. Give me a try, see what I can do for your games.
I am a 17+ year veteran of the tabletop game publishing world with lots of experience in freelancing and self-publishing.
I’ve worked for Wizards of the Coast, Steve Jackson Games, Nightfall, Cubicle Seven Entertainment and more. I have also written fiction and worked on social media computer games, packing a lot of meaning into short pieces of text.
As a self-publisher, I have overseen every step of the publication process from concept through to publication including writing, editing, layout and modification. I also produce Youtube material and have begun producing audiobooks. If you need some narration for a video project or an audiobook reading, I can help.
Here are some of the services I can offer, and the minimum prices offered – though anything is negotiable up or down depending on the client. I will work pseudonymously if that is a concern for you.
- New writing (raw text): $0.03c/word (minimum)
- Proofreading/Light Editing/Commentary: $0.01c/word (second and third deeper passes are possible).
- ePublishing/RPG Publishing consultation. Skype/Hangout/Call: $20/hour.
- Consultation on your game project: $20/hour.
- Layout (InDesign): $11 an hour.
- Stock Art Shopfront: Postmortem Studios have a huge stock art catalogue from multiple artists and we’d love to add you to that storefront. If you’re an artist who wants to sell your stock art but doesn’t want to deal with the accounts and uploads etc with your own storefront (which would be my first recommendation), then I can do that for you for 50% (I round up your payouts). Even if you don’t want to do this through me I recommend doing it anyway for all artists and can consult on best practice if you need advice.
- Voice Work: If you find my dulcet tones to your liking, I’m available for voice over work and narration, recording audiobooks and more. Rates negotiable, starting at $11 per hour.
- Promotion/Interview: Free. If you have a product you want to pimp out or would like to just talk game design and culture, you’re welcome to talk to me and appear on my Youtube channel.
- Book Trailers/Videos/Adverts.
- Paid Gamesmastering over streams/skype.
Inside Gamergate: This book exists to record, for posterity, the events of Gamergate from the perspective of someone within Gamergate. There is a real danger that, what with the media bias against Gamergate, that the other side – the right side – will not get recorded. In the future, anyone looking back is likely to encounter an entirely one-sided version of events from people who have been acting very shadily.
The Game of Worlds (Gor): The Game of Worlds A ‘side quest’ from the line of Tales of Gor adventures, The Game of Worlds is an excellent way to bring Earth-based characters to Gor and set them off on their adventures as an introduction. It starts on Earth and takes them to Gor, in the wake of being caught up in the intrigues on their own world, from there they can return – or stay – to live a life of adventure on a more colourful planet. This booklet also contains non-canonical speculation, rules and ideas for Earth-based campaigns and characters, as well as the interplanetary cold war as it plays out on that world.
Art of Gor: The Art of Gor contains the pieces by artist Michael Manning that were created for Tales of Gor and World of Gor. Accomplished and talented fetish Artist, Michael Manning, brings the Counter-Earth to life in these illustrations for the RPG and world guide to John Norman’s Gor. Here you can see the illustrations in their full-size glory and appreciate their detail and style.
The Silver Cult (Gor): The Silver Cult thrusts the characters into a conspiracy that threatens to overturn the natural order of Gor and the city of Tharna. Will they side with the revolutionaries who seek to usurp the power of that city, or help crush the rebellion? This supplement also contains rules for slave-breaking and torture, and for encouraging better roleplay through mechanics.
Map of Gor: A map of Gor to accompany Tales of Gor and World of Gor. Also available as a poster print.
Social Media & Contact
I’m always open to contact, discussion, ideas and more. If you have questions, queries, suggestions or feedback – good or bad – please do get in touch.
Due to continuing issues with Youtube censorship and demonetisation, I now also have a channel on Vidme, please subscribe to me there. At 100 subs I can monetise my channel there as well, and it is less paranoid and sensitive as a host. This doesn’t mean you shouldn’t subscribe on Youtube, rather, sub to both – to be on the safe side.
- You can comment here on the blog (Postmortemstudios on WordPress)
- You can find me on Twitter @grimachu
- You can find me on Facebook (James Desborough) and Facebook pages as a game designer and as a writer. Postmortem Studios also has its own page.
- You can find me on Youtube (PostmortemVideo)
- If you want to ask questions (or troll me) anonymously, I have an Ask.fm (Grimachu) and a CuriousCat for more ‘risque’ or less PC queries.
- If you want to support my writing, games design and other work I have a Patreon (Grimachu)
- I’m also on G+ (JamesGrimDesborough).
- I’m on Minds.com as Grimachu
- I’m on Gab (Grimachu)
I have a number of old books and stock available for sale. £5 for small format books, £10 for large format books + shipping (UK only).
Abney Park’s Airship Pirates
Adventurer’s Vault 4e
Agents of SWING: Agent Casefile
Ant Assault (Cardgame)
Black Rock Bandits (4e adventure & Map)
Bloodlust RPG (French)
CTD: Isle of the Mighty
Dark Conspiracy: Darktek
Dark Conspiracy: New Orleans
Desecration (Pathfinder adventure & map)
DK System (French)
DM’s Guide 2 (4e)
Dog Town RPG
Exalted: Return to the Tomb of Five Corners
Legend of the Five Rings LRP Rules
Mantel D’Acier (French)
MET: Book of the Damned
MET: Dark Epics
MET: Journal No 4
MET: Laws of the East
MET: Laws of the Hunt
MET: Laws of the Hunt Player’s Guide
MET: Laws of the Wild Changing Breeds 1
MET: Laws of the Wild Second Edition
MET: Oblivion (Obilvion)
MET: The Long Night
MET: The Masquerade Second Edition
MET: The Shining Host
Monster Manual 2 4e
MTA: Akashic Brotherhood
MTA: Akashic Brotherhood 1st Edition
MTA: Blood Treachery
MTA: Book of Shadows
MTA: Cult of Ecstacy
MTA: Initiates of the Art
MTA: Masters of the Art
MTA: Sons of Ether
MTA: The Book of Chantries
MTA: The Loom of Fate
MTA: Void Engineers
Ninjas & Superspies RPG
Palladium The Mechanoids (Rifts Sourcebook 2)
Player’s Handbook 2 4e
The Sting (Pathfinder adventure & map)
Traveller New Era: Fire Fusion & Steel
V:TM 2nd Edition
Victoriana 1st Edition
VTM: Blood Bond
VTM: Blood Magic, Secrets of Thaumaturgy
VTM: Children of the Inquisition
VTM: Children of the Night
VTM: Clanbook Malkavian
VTM: Clanbook Tremere
VTM: Ghouls, Fatal Addiction
VTM: Guide to the Sabbat*
VTM: Midnight Siege
VTM: Storyteller’s Handbook to the Sabbat
VTM: Storyteller’s Handbook
VTM: Storyteller’s Screen 2nd Edition
VTM: The Anarch Cookbook
VTM: The Hunters Hunted
VTM: The Player’s Guide to the Sabbat
VTM: The Succubus Club
VTM: Time of Thin Blood
WOD: Blood-Dimmed Tide
WTA: Axis Mundi – The Book of Spirits
WTO: The Risen
WTO: The Sea of Shadows
353-383 (two 383’s)
385-734 (two 393’s)
So I currently have a few backers on Patreon tipping in a small amount every month, but they don’t ask for much. This probably doesn’t sound like much of a problem – getting money for virtually nothing every month – but it is rather vexing to me.
I want to make sure people get something for their money and – thus far – I’m offering discounts and access to me. Not many people are taking advantage of that access to ask me things or to ask or videos on my Youtube channel on topics they’d like to see… so I’m not entirely sure what else I can do!
So let me know…
- What would tempt you to chip in at least $1 a month to my Patreon?
- What would you like to see me offer via Patreon?
- Tales of Gor represents a massively leap in quality for Postmortem Studios, but producing at that quality level in the future is only possible using crowdfunding, which people are increasingly tired of, and which is a lot more work. Would you support future crowdfunding or should I go back to the older, cheaper way and save crowdfunding for the really big projects?
- Would you like to see more support or new editions of our old games, or just more new games?
- What genres etc do you think are underserved at the moment and/or what would you like to see?
- Supporting materials for Pathfinder/Starfinder/D&D or new IP and games?
Let me know what you think in the comments or on my social media.
I conducted two Q&A sessions in Second Life. The transcripts are here, below. Some questions and answers are repeated as there were similar queries in both sessions.
Q: Do you think the adventure modules can be played in SL too?
A: I think an enterprising group could assign roles and play the modules out in Second Life like a Live Action Roleplay game. The only trick, I think, would be effectively representing creatures, enemies, guards and so on. I think you could though. I’m not THAT familiar with Second Life. You’d need 4-6 people to ‘play’ and at least that to be ‘baddies’, plus the effort to set up the world etc.
Q: I notice that off the two modules one is based at Tharna, suggesting book 2, are you looking more to the early books, or will you expand to the steel worlds?
A: The adventure modules are almost chronological (there will be others that aren’t) moving through the same areas as the books. So the later modules and rules additions will address elements like the Steel Worlds more. That said, there will be some modules out of step with that plan, so you may get some of that early. The game’s base point is set after book 34, so the Pani are present and I’ve suggested some ways to have them involved in the games, especially around Brundisium.
Q: What is needed if one would like to write an adventure module for Tales of Gor? And can it be published?
A: Well, obviously you have to buy the books 😉 If people want to write adventures I’m happy to consider them for publication, but I have no problem with people just writing them and having them up on the web. I don’t _THINK_ Norman or his agent would have any issue with that, they seem quite forgiving of all the online fan activity. If you did want to submit an adventure for publication, leave out statistics and rules, follow the pattern in the existing modules and aim for 6k words plus. I pay $200 (or so) for an adventure module and I’m ALWAYS looking for artists to work with, so if you know any, let them know.
Q: Will there be voyages of acquisition?
A: An adventure a writer just submitted is based (sort of) around such a voyage. Of course the Kurii are really the only ones doing those (for the most part) in the books right now. It’s implied there was some more trade, but since the Nest War the Priest Kings haven’t really been present in the books, save at a fairly far remove, the assassins that came after Tarl etc. I should point out, even if you don’t want to RP, the World of Gor is an encyclopaedia of the books and would make a great reference for SL players – and others.
Q: Why you decided to use OpenD6?
A: The D6 System was used for Star Wars back in the day. It’s a good introductory system that’s easily graspable by new players and for character creation it uses ‘templates’ which fit Gor’s caste system very well. Plus it was free and already made 😉
Q: How much time did you need to create the complete rulebooks plus the worldbook?
A: I guess it took me about 3 months for the initial draft, then a couple more months for reading and corrections. Then there were new books that needed rewrites and note-taking, research… probably took about 6-8 months all told – working on other things too. The writing was finished a very long time ago really, the delay was the art 😦
Q: May Noarlunga: does your system include the incidental things that are as quickly discarded in the books, as introduced, like the giant spiders?
A: Yes, it’s all in there. Even the Yellow Pool. I have probably missed one or two things, even with the best will in the world, but so much as possible it’s all there. Even when there were contradictions 😉
Q: I saw that you add more infos about Gor into the adventure modules. Will there be later a bigger version of the worldbook that includes all this?
A: The reference books are entirely canonical material. The adventures go into more speculation and are non-canonical. I may collect the material into a companion, but I won’t be updating the main book. Unless… we extend the licence and a significant new novel or two come out.
Q: How does it treat the more questionable aspects of RP? Slaves trained to kill, people using guns smuggled onto Gor… and electricity? Amazing how many people seem to forget that Gor had electricity.
A: Varieties of slaves are discussed, including those. In the early books there were fighting slaves – even before Jason – and then there are the ones like Jason. You can smuggle or invent guns but the flame death is likely to get you (at Games Master discretion). I did my best to cover the technology codes but they can get confusing to people. Glowglobes are self contained but not that well explained of course, and Goreans prefer flame. I intend to write some speculation on the technology in a future supplement. Funnily enough, what caused the most outrage was an excerpt I published about the virgin slaves raised apart from men for celebration feasts.
Q: We are here for rp, not to play any game, so what is the added value of your idea?
A: For people here, and across places that RP Gor, I think the added value is a potential ‘common language’ between – say – IRC, webchat, SL and others. The encyclopaedia also offers a reference point for the material of the books, and some very nice art. Tabletop RPGs are also the root of… well, all RP really, and people who want to play more intensely and intimately could use the rules presented to RP things beyond the scope of what’s possible in other formats.
Q: Before you explain us the whole program, can you tell us why we should need that, why we should use it?
A: That’s another misconception Vika. It’s not a program, not a computer game, but a tabletop game. You get together with your friends – either in person or online in some manner – and you play using dice and your descriptions. It’s books and writing, the art of description and pure RP. I think you should use it because of that, it’s truly limitless in terms of what you can do with it. So if you wanted to play out a scenario beyond the easy scope, even of SL, you could get people together in a chatroom, hangout or even in person and play it out using these rules and materials.
Q: Will we be able to buy the products on the SL Marketplace too?
A: I don’t know yet, working on how that might be done.
Q: You told me that Tales of Gor is more about the adventure part of Gor so the in SL strong sexual part is more in the background
A: I think for most tabletop gamers, sitting around the table and being explicit with each other is… uncomfortable, in a way it perhaps isn’t here or on IRC or webchat. So it makes sense to place the sexual element in the background more and to concentrate on the adventure and exploration. But I have long been fascinated with sexual content in RP (and ‘nerd media’) and find the double standards between sex and violence baffling.
Q: I remember that I saw a text on your blog about other cultures that are not yet in the books. Will you use one of them for a later adventure module?
A: Yes, I hope to offer some speculation on Bazi, which I suspect is probably a South Asian culture.
Q: In book 3 Misk the priest-king said that they brought many intelligent beings to Gor..not only from Earth. One we know..the spider people. But it seem there are others we have not seen yet.
No, and I don’t think it would really be my place to bring those elements in. So that would be left to individual Games Masters. There’s also mention of other hominids, briefly, not just Homo Sapiens Sapiens (us). Even without the Kur there’s hominid subspecies like the Urt People.
Q: But e.g. other Earth cultures like the mesopotamians?
A: There’s a lot of scope for people who want to expand from the books. The Farther Islands aren’t much explored either. Be interesting to see Minoans or similar. The lost cultures of The Interior are interesting too, vaguely Mayan/Incan feel. I speculate that there might be a polynesian culture out there too. Maybe even taken recently, given the increasing loss of island cultures.
Q: I think first, people would like to know how that new game can be used to enhance their RP in SL. We know about the world book, the encyclopedia, but how can the rules help?
A: I hope that both books will be able to act as an inspiration in terms of the art, the world information and the general roleplay and storytelling advice. I have a vain hope that the game book and system might be a way in which different Gorean RPers, within SL and elsewhere, can have a common point of reference and relation to each other. The system is quite simple, but flexible, and very accessible. It could also be used to do RP that cannot easily be simulated in SL/Webchat or IRC. More high adventure etc. World of Gor is strictly reference material (with a little meta-fiction from the point of view of a certain scribe…) Tales of Gor is a complete tabletop RPG, but also has some advice and ideas you might find useful. I think some of the art etc might inspire some SL creators making clothers, furniture, beasts etc too.
Q: And you wrote that you will add special information with each of the adventure modules. E.g. tips for better RP?
A: Yes, and expanded rules and I will provide some (non-canonical of course) ideas about areas of Gor that haven’t been covered yet.
Q: Could we play online somehow?
A: Yes Dyhann, lots of people these days play using things like Roll20 or Google Hangouts. Or you could even play in chat or in person here in SL, sat around a campfire or something. A bit ‘meta’ but might be fun!
Q: How do you create a character? and what are its attributes? Is it fixed based characters like D&D or more flexible?
A: The system used is called The D6 System. You can find a freely downloadable set of books for that online, though it’s not customised to fit Gor as in Tales of Gor. The D6 system typically uses customisable character templates. So you would select a template like, say ‘Warrior’, which is already (mostly) statted out, then customise it. But if you wanted to make a character from scratch, the rules are there for that too. You rate your character on Agility, Arts, Body, Dexterity, Charm and Reason. With skills under those.
Q: How do you use them?
A: So your skill total for whatever you’re doing will be a number of dice. Perhaps 6 dice for someone of average ability and skill. Like a city guard. You’d roll those 6 dice and add up the total, compare it against a difficulty to succeed or fail. One of the dice you roll is called a ‘Wild Die’ which allows for big successes or big failures. A high or low roll on that die means you add or take away from the total (6’s re-roll up, 1’s re-roll down). Cross reference either against a set difficulty, or what your opponent rolls if you face active opposition. So fairly simple. Its the system that used to power the original Star Wars RPG back in the day, so you can see how it would be suited to somewhat pulpy science-fantasy adventure.
Q: How complex is it to adapt a story to that system?
Given that the system is pretty simple, with a bit of experience you can just make things up on the fly. The templates and standard characters in the books make things easier too.
Q: I have a question. Is a story run by a game master like D&D or merely scripted with different outcomes. IF there are premade storylines
A: Run by a games master like D&D, but the adventures have some pre-scripting and ideas of how they should run. No game ever survives contact with players entirely intact though 🙂
Q: will you publish special adventures like e.g. on the steelworlds?
A: We plan about 30-40 adventures ideally, basically as many as there are novels and progressing much like the novels (with some side adventures). So we will get to the Steel Worlds, I hope, yes. If we get to renew the license. I love Gor and want to keep supporting it and do it right.
Q: Will you maybe host a library of fan made adventures for it?
A: Some people have asked about that. I’d be happy to host files or links on my sites. Or, if people want to submit their adventures I might even pay for them. 6000 words or so (no rules, I’d write those) and I’d pay around $200. So if anyone wants to try their hand, they’re welcome to.
Q: Is there a bestiary of sorts for the Gor realm?
A: Yes, the main book has a full bestiary for all the more common sorts of beasties, at least the ones you’d be likely to encounter and get into scrapes with. From rennels to rock spiders.
Q: Thank you, bows. Another question Sir Jowan: is there an underlying history on races/tribes/kingdoms in the Gor realm? Competing civs?
A: There’s not that much detail in the novels, other than a few hints here and there, so I couldn’t really give an historical timeline. Rather there are mentions of, for example, the rivalry between Ko-Ro-Ba and Ar. I felt it was important not to overstep my bounds and keep the main books strictly canonical (with suggestions).
Q: What about Normans hint that there are many more not yet found cultures on Gor?
A: I talk about that and offer some of my own personal interpretations, but don’t set anything down in stone. So I talk about cultural transplantation, speculate that polynesians might be being scooped up even now (as islands are lost on Earth). And suggest that Bazi might, perhaps, be a South Asian culture. I hope to explore this and set out some game-only interpretations. There’s no telling if Norman himself will fill in the gaps in the map.
Q: How to include a new culture into the game?
A: I’m sure lots of SL people have created new cities, islands and interpretations themselves over the years. It’s really no different.
Q: I have another question Sir. After creating your character, is that written in stone or can you progress or even grow into another role? For example by a certain storyline. EG: a warrior grows weary and decides to become a monk
A: You can progress freely Radar. Your character is yours to expand as you wish in negotiation with the Games Master. No restrictive class/levels. It wouldn’t fit with Gor. Consider Tarl, a warrior, explorer, spy and pirate! And an Earthman at that!
Q: I see a good chance to use it to leave the encyclopedian Gor RP and go back to a adventure based one
A: I think By-the-Book is good, and perfectly respectable, but it’s a starting point and people want their characters to be meaningful and do good things.
Q: Some games later presented an enhanced ruleset if needed. Would you publish a new or and addon?
A: The idea is that the core books will remain the standard text. Optional additional rules and other material will appear alongside the adventures. I may collect all that extra material in a compendium later down the line.
Q: Is there a compendium of SL Gor gameplay available on the internet. With the books and pple to contact if interested?
A: The game hasn’t been out that long yet, I’m hoping such things will emerge over time. Meanwhile best place for updates is to follow my blog.
Q: I saw there is also a new map of Gor to go with the game? can you tell us about that?
A: Yes, unfortunately it couldn’t be published in the books, there just wasn’t enough space to do it in colour, but you can download the map from RPGNOW and can purchase it as a mini-poster from Cafepress. It’s designed to resemble one conception of Samos’ map floor in Port Kar. So it’s made to look like his tiled floor. It’s consolidated from a bunch of different fan maps, though most seem to broadly agree.
‘Emma of Gor’ has written a useful guide for those wanting to take a very purist approach to making and playing their characters. You can find that link here:
More so than most games, ‘Tales of Gor’ cries out for players to create characters that seem a natural fit to the thriving and detailed world they live in. This is not really the campaign setting for you to foist a generic D&D adventurer on. To get the most out of the Gor setting you’d do well to consider the kind of people that live on the Counter Earth. While you don’t have to play ‘typical Goreans’ – the game after all makes the point many times that Gor is yours to interpret as you will – what follows is a guide to character creation if you want to truly capture the flavour of the kind of people who live, fight and lust throughout the Gorean cycle.
World of Gor, meanwhile, has been reviewed, link below.
In strict alphabetical order, the entries cover everything from prominent individuals to flora and fauna, popular beliefs and customs, and matters of everyday life. They are illustrated by relevant quotations from the books as well as splendid pen-and-ink drawings that capture the exotic feel of the world well. Even where slaves are involved, they remain tastefully done… and are particularly fascinating when they depict the exotic animals of Gor.