(#56,
Version 5.0)
The Vosk River is a very important
riverway on Gor. It is one of the largest rivers on Gor, at points up to forty pasangs (28 miles) wide. The river flows westward
and empties into Thassa at the Tamber Gulf, forming the Vosk Delta. The Vosk River almost divides the northern hemisphere
into the lands owned by Ar and those owned by other cities such as Ko-ro-ba and Thentis. Ar battles Cos and Tyros for supremacy
on the river while those towns and cities located on the river vie for their independence.

The Vosk River has a number of tributaries
and it is possible that the books do not name all of them. The Olni River is a major tributary far to the east on the Vosk
and the Salerian Confederation controls the Olni. The Verl River flows northwestward into the Vosk. Tabuk's Ford is a major
town located at the basin of the Verl River. The Issus River is another northwestward flowing river. The city of Torcodino
uses aqueducts to bring water from the Issus though it is more than one hundred pasangs away. The Cartius, an important subequatorial
river, was once thought to be a tributary of the Vosk. But, the explorer Ramus discovered that was not true. He also discovered
that the Cartius and the Ta-Thassa Cartius, also known simply as the Thassa Cartius, Rivers were different. The Ta-Thassa
Cartius is a tributary of the Vosk and joins the Vosk near the town of Ven.

The Vosk River has its share of
marine predators, including sharks and river tharlarion. One of the most unusual and dangerous creatures of the Vosk is a
turtle. Certain hook-beaked turtles of the Vosk are massive creatures though no actual size is ever given. They are carnivorous
and nearly impossible to kill. It is unknown if they are large enough to pose a danger to a ship or not but most assuredly
a swimmer would be in dire straits if he encountered one.

At the western end of the river
lies the Vosk Delta, a vast marsh and swamp that is over five hundred pasangs (350 miles) long. The depth of its waters ranges
from deep enough for an average ship to pass down to a few inches. The average depth though is commonly three to five feet.
It is extremely difficult to navigate and its channels change frequently, sometimes almost overnight. Visibility is limited
due to the proliferation of the ubiquitous rence plants. Though Port Kar claims sovereignty over the delta, the Rencer Caste
actually controls much of the delta, especially now that they use the long bow. The Rencers are not kind to strangers traveling
through the delta. Due to the delta's nature, it is almost impossible to maneuver a ship from the Vosk River, through the
delta and to Thassa. It would certainly not be cost efficient for Merchant ships to attempt.

For all intensive purposes, the
Vosk River is isolated from Thassa. This means that ships from Thassa, such as raiders from Cos, Tyros or Port Kar cannot
sail up the delta to attack the Vosk. Conversely, Vosk River ships cannot sail to Thassa to engage in trade. Thus it is both
a blessing and a curse. To construct a navigable channel through the delta would be a formidable engineering feat. It would
require the acquiescence of Port Kar and the Rencers. There are no guarantees either would give their permission. Such a channel
was never proposed within the books. The closest such engineering feat is the work of Bila Huruma in the jungles near Schendi
to construct a channel between two lakes that were over four hundred pasangs apart.

As Ar is landlocked, the Vosk River
is very important to it. Ar's navy basically consists of some ships on the Vosk, mostly wharfed at Ar's Station. Ar has long
claimed hegemony over the southern bank of the Vosk. Ar's Margin of Desolation reached to the edge of the Vosk so most of
the towns of the Vosk are located on the northern bank. But, Ar's claims have not gone uncontested. Both Cos and Tyros have
also claimed control over the Vosk. They have supported Vosk River pirates in raids against Ar ships. This would all change
with the formation of the Vosk League and then the Cosian invasion of Ar's Station.

The most direct route from Ar to
the Vosk is the Viktel Aria, which means "Ar's Triumph" or the "Triumph of Ar." Also known as the Vosk Road, it is a large
military road that leads directly from Ar to Ar's Station. The road is built like a wall set into the ground and is marked
off by pasang stones. There are deep ditches beside most of the road, except at cross-roads and turnoffs. These ditches are
meant to cause difficulties for people trying to bring supply wagons onto the road from the east or west. The road is intended
to enable Ar to mobilize its armed forces quickly.

There are twenty major towns on
the Vosk River, mostly on the northern bank, and an unknown number of smaller towns. There is one city on the Vosk located
at the junction of the Olni River. That city, Lara, is a part of the Salerian Confederation. The other three cities of the
Confederation are located on the Olni River but the Confederation does have a major impact on the Vosk River region. River
pirates were once a constant threat on both the Vosk and Olni but the formations of the Salerian Confederation and the Vosk
League have nearly wiped them out.

The Salerian Confederation, also
known as the Four Cities of Saleria, consists of the cities of Lara, Port Olni, Ti and Vonda. They are all located on the
northern bank of the Olni. The term "Saleria" refers generally to the fertile lands to either side of the Olni River. It also
refers to the lands the Confederation claims as its own. The term derives from the meadow of Salerius, located on the northern
bank of the Olni between Vonda and Port Olni. It is there where the treaties that created the Confederation were signed. The
purpose of the Confederation was to protect river shipping from pirates. Port Olni and Ti were actually the first two cities
to unite against river pirates. The other two cities would later join in and the Confederation would be founded.

The city of Ti is the farthest city
from the juncture of the Vosk and Olni. It is the largest and most populous of the Confederation cities. Because of that,
it was made the principal city of the Confederation. Ti is ruled by an Administrator, Ebullius Gaius Cassius, who is of the
Warrior Caste. He is also the High Administrator of the Confederation. Ebullius has five sons and his youngest is Thandar,
the Commander of his troops. Another well known citizen of Ti is Reginald, the Administrator of the Players Caste.

Port Olni is closer to the Vosk
than Ti. We do not know the identity of the Administrator of Port Olni. Sometime before the formation of the Confederation,
Port Olni once burned Fort Haskins in the Thentis Mountains. Over 200 years ago, Port Olni and Ti once fought a war against
each other, primarily over the acquisition of slaves. At that time, Port Olni was led by a Tatrix. Ti was victorious and the
Market of Semris played an important role as a supply ally for Ti. In Ti, there is a frieze commemorating the war and the
Market of Semris has a smaller copy of the frieze.

The frieze in the Market of Semris
is described in the books. To one side of the main square, there is a large sculptured group of five male warriors bearing
shields, helmets and spears. At their feet, amidst other treasures are two naked women. About the base of the sculpture is
an encircling frieze, broken down into five main pictures that depict the story of the war. The first picture shows a group
of irate heralds or ambassadors standing before a Tatrix on her throne. The irate men are from Ti and the Tatrix is of Port
Olni. The second picture depicts armies on a plain in front of a city, Port Olni. The third shows a raging battle in progress.
The fourth shows the humbled representatives of Port Olni in front of the camp throne of the victorious general of Ti. Ti
has been victorious in the battle. The men of Port Olni are bearing gifts for the conquerors, including animals, grain, precious
goods and the Tatrix. The Tatrix is kneeling, still clothed and wearing a tiara. The last picture shows the victory feast.
The Tatrix is besides the general though now she is stripped to her waist. A plaque next to the monument explains its significance.

Vonda is closer to the Vosk than
Port Olni. Vonda has public baths. The Lady Florence of Vonda owns a villa about forty pasangs southwest of the city. She
breeds and raises tharlarions and her stables are considered to be one of the finest. During the events of Fighting
Slave of Gor and Rogue of Gor, Vonda allied itself with Cos. This
triggered a war between Ar and Vonda. As Vonda has no tarnsmen, they hired the mercenary company of Artemidorous of Cos to
provide tarn support. There was a major engagement south of Vonda, involving over 4000 men. Vonda used tharlarions and phalanxes
against the forces of Ar. But Ar's forces were comprised of "squares" possibly the Torian Squares. This gave the forces of
Ar greater mobility than the phalanx and enabled them to avoid the tharlarion cavalry. In this engagement, Ar purposely retreated
to a prearranged location. This was a rocky area, with many slopes and crevices. Phalanxes lose much of their advantage in
such uneven terrain and Ar was aware of this. Ar then retaliated and defeated the forces of Vonda. Soon after this battle,
the city of Vonda was captured by Ar which looted and burned the city. The House of Andronicus was one of those places burned
and destroyed.

Forces from Lara and Port Olni then
moved toward Vonda to help expel Ar. Ti had so far held off from committing any troops. While the forces of Lara moved north,
tarnsmen from Ar flew into Lara. They looted the city some and also drove off the pirates who had entered the city to take
advantage of the chaotic situation. They could have burnt the city as they did Vonda but Ar did not wish war with the Confederation.
Lara's forces then returned to their city. Later, there was a battle northeast of Vonda between Ar and forces of Port Olni
and Ti. The forces of Ti were led by Thandar. After two days of battle, both sides withdrew and rested for a few days. Haruspexes
from both sides then met on neutral ground to determine the next course of action. They read the omens and agreed that both
sides should withdraw although Vonda and Cos disagreed with their readings. Neither Ar or the Salerian Confederation really
wanted a major war.

Lara is located at the junction
of the Vosk and Olni rivers. It is of major strategic importance as it is the gateway between the Vosk River towns and the
Confederation. It could potentially stop all shipping between the two groups. One inn, in Lara, is the inn of Strobius. It
is a large, stout inn though not a very good one. Ar could have destroyed the city but showed mercy. This would help the Confederation's
decision not to engage in a major war with Ar.

Since the formation of the Confederation,
piracy on the Olni is now largely nonexistent. This is due in large part to Lara as they are able to blockade pirate ships
from being able to safely escape to the Vosk. The Confederation has grown into a major power in the north. Due to Ar's expansionistic
desires, the Confederation fears and distrusts Ar. They do not wish to become a part of Ar's empire. Thus, they have supported
Cos to help protect them against the predations of Ar. They feel they have much less reason to fear Cos as it is located far
out on Thassa. Cos would have great difficulty attacking the Confederation due to the distances involved.

For many years, the towns on the
Vosk River were separate entities. But, this made them susceptible to the voracious pirates that also prowled the waters of
the Vosk. The pirates often had their own well-defended fortresses on the river. They had worked out arrangements with other
pirate captains, dividing up territories and forming alliances. A typical pirate captain might own eight to ten ships and
have three to four hundred men behind him. Polyclitus was one such captain and his stronghold was near the town of Turmus.
Policrates was another such captain and he controlled forty ships and about 2000 men. His lieutenant was Kliomenes, a feared
man on the river. Ragnar Voskjard may have been the strongest pirate on the Vosk. He had three fleets, consisting of a total
of 150-160 ships and thousands of men.

The pirates sometimes would ally
together for large-scale assaults on the river towns. When they wished to do so, a pledge symbol was passed around to confirm
the matter. This symbol was a topaz, actually two pieces of a stone that fit perfectly together. When it was together, it
formed a beveled rectangle, about the size of two fists. Each piece had a certain "discoloration" that when the pieces were
joined, the discolorations became the image of a river galley. The courier of the topaz often went masked when traveling to
protect his identity. The courier might be a traitor within one of the river towns and protecting his identity was thus important.

The events of the Jason Marshall
trilogy, Fighting Slave of Gor, Rogue of Gor,
and Guardsman of Gor, depict a grand battle against the Vosk River pirates and the
formation of an alliance, between the Vosk River towns, called the Vosk League. Many of the river towns once paid tribute
to the pirates, essentially a form of extortion. At one point, the town of Victoria decided to refuse to pay this tribute
any further. The pirates thus decided to assault Victoria and show the other towns what would happen if their tribute was
denied. The topaz was sent out to unite Policrates and Ragnar Voskjard against Victoria. This was the first time in ten years
that this had been done.

A group of men, from different river
towns, allied together to try to prevent the two pirate groups from uniting. A massive chain was stretched across the river
just west of the town of Port Cos. The mountings and pylons for the chain were constructed at night so as to not arouse suspicion.
The chain had originally come from Cos. It had been brought overland, around the delta and then placed on a ship at Turmus.
Various Vosk towns provided ships to aid in the defense of the chain and prevent the ships of Voskjard from uniting with Policrates.
Although Port Cos had fifty ships and Ar's Station had forty-five, Port Cos only brought thirty ships to the chain and Ar's
Station only brought ten. They wished to hold some back to defend their towns in case of attack. Seven additional ships came
to the chain, two from Victoria, Jort's Ferry and Point Alfred and one from Fina. Unfortunately, only the sailors on the Port
Cos ships were experienced in naval warfare. Most of the others were used to simple merchant sailing.

Guardsman
of Gor describes this epic river battle between the pirates and the Vosk town ships. The fleet of the
Voskjard attacks the defending river town ships at the chain. The defenders are able to defeat and capture a number of the
pirate ships though eventually some of the pirate ships do get past the chain. The defenders then disguise their ships, pretending
to be Voskjard ships, and try to enter the stronghold of Policrates. His stronghold is guarded by an iron sea gate. The defenders
though are permitted entrance and are then able to capture the fortress. They then wait for the remnants of the real Voskjard
fleet to arrive at the stronghold of Policrates. When it does arrive, the defenders are able to destroy most of the Voskjard
ships.

But the pirate leaders, Policrates
and Voskjard, remained at large. Policrates only had forty ships remaining and Voskjard only had twenty. They decided to attack
Victoria anyways for vengeance. When they arrived in the town, it appeared deserted. They were then ambushed by the armed
residents of Victoria. The pirates retreated to their ships but then found their escape route blocked by a fleet of ships
from many of the river towns. The pirates were defeated and captured. Both Policrates and Voskjard were enslaved and then
sold. Their strongholds were burnt and destroyed. The stranglehold of the pirates on the Vosk had been broken.

In 10127 C.A., after this battle,
nineteen Vosk River towns formed the Vosk League, an alliance to protect against piracy. These nineteen towns included 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. The treaties were signed on the wharves of Victoria.
Victoria was appointed the capital of the League and a High Council for the League was formed. Callimachus, once a Warrior
of Port Cos, was appointed the Commander of the League's forces.

Representatives from Cos and the
Salerian Confederation did not choose to attend the ceremonies. The only major town on the Vosk that did not join the League
was Ar's Station. Envoys from Ar did attend the ceremonies and they were supportive of the intent of the League. But, Ar would
not permit Ar's Station to join. Ar was worried about losing its control on the Vosk if Ar's Station was permitted to join.

Ar's Station was established around
10114 C.A. on the south bank of the Vosk. It was founded to be an outpost and trading station for Ar. It was situated near
the site where the Master Assassin, Pa-Kur, amassed his army to attack Ar in 10110 C.A. Ar's Station was considered an outpost
of Ar and not an official colony. This meant that it did not have a Home Stone of its own and shared the Home Stone of Ar.
In usual Gorean colonization, there is a faction in a city that due to overpopulation, political dissension or other reasons
may decide to found their own city. Prior to moving, they will usually create a charter, constitution and laws. They will
also obtain their own Home Stone. The colony will maintain some ties with the original city but will ultimately retain its
independence.

The citizens of Ar's Station were
unhappy that they could not join the Vosk League. As a partial consolation, they received one half of the topaz. The topaz
had once been the Home Stone of Victoria but over a hundred years ago it was stolen by pirates. The Home Stone was broken
in half and then used as a pledge symbol for the pirates. Although the topaz had been recovered from the pirates, Victoria
chose to obtain a new Home Stone. Aemilianus, a Captain of the Guardsmen of Ar's Station, was given a piece of the topaz and
so was Calliodorus, a Captain of Port Cos. This was so that they would remember that they had once fought together as comrades.
Prior to the battle against the pirates, Ar's Station and Port Cos had been rivals.

Port Cos was a true colony, founded
by settlers from Cos over one hundred years ago. Its connections to Cos now are primarily historical and cultural. It has
few economic or legal ties to Cos. It also possesses its own Home Stone. Port Cos has probably the strongest navy on the Vosk.
This is in part due to the skill and experience of their seamen, many who were native Cosians, mercenaries or veterans of
the Cosian navy on detached duty. Most of the other river towns have merchant ships and few war ships.

The new friendship of Ar's Station
and Port Cos becomes quite evident during the events of Renegades of Gor. During
the Cos/Ar war, Cos opts to invade Ar's Station. The Cosian forces are led by Policrates, the pirate leader who had been enslaved
at the end of Guardsman of Gor. Myron, Polemarkos of Temos and cousin to the Ubar of Cos, freed Policrates from a slave galley.
Despite a valiant defensive effort, Ar's Station is conquered, burnt and the Home Stone taken. Now this touches upon an apparent
and important error in the novels. As Ar's Station is only an outpost, and not a colony, it is not supposed to have its own
Home Stone. It is supposed to share the Home Stone of Ar. Yet, it has a Home Stone of its own in Renegades
of Gor.

Now, if Ar's Station had acquired
its own, independent Home Stone after the events of Guardsman of Gor, it would have
been able to join the Vosk League. The Home Stone could simply be an error but does play an important role in the plot of
the latter books. The only other solution would revolve around the hierarchical nature of Home Stones. Though you might own
a personal Home Stone, you might also fall under the umbrella of another Home Stone such as your village, town or city Home
Stone. Thus, you would have multiple Home Stones. Ar's Station may have their own town Home Stone but it may be subject to
the greater sphere of the Home Stone of Ar. They would lose certain independence then due to the higher obligation of the
Home Stone of Ar.

Many of the fleeing refugees from
Ar's Station were taken in by Port Cos. They were bitter because Ar had not come to their aid. The presence of traitors within
Ar ensured that Cos was not opposed when it attacked Ar's Station. Rumors then circulated that Ar's Station had in fact surrendered
to Cos long before Ar could get troops to them. People in Ar thus viewed Ar's Station as traitorous. The Home Stone of Ar's
Station was taken to Ar and publicly displayed on the Avenue of the Central Cylinder. Citizens and visitors to Ar could spit
upon and revile the Home Stone. In Magicians of Gor, Tarl Cabot lends a hand to help
recover the Home Stone. The illusionist, Boots Tarsk-Bit, is persuaded to use his sleight of hand tricks to steal the Home
Stone and then deliver it to Port Cos.

What happens next will have to await
the future publication of additional Gor novels. It does seem likely though that Ar's Station, angry at their abandonment
by Ar, may choose to declare their independence. Then, they would likely join the Vosk League. Even if Ar is able to oust
Cos, they would not have the resources to force Ar's Station back under their control.

Little information is given for
most of the towns on the Vosk. We must realize that these are only towns so they are on a much smaller scale than places like
Thentis, Ko-ro-ba or Tor. They also all appear to be run by Administrators not Ubars. They rely on river trade though many
of the towns have few ships. Most of the towns are located on the northern bank of the Vosk. Drifters are common in these
towns, sometimes men fleeing their pasts. Personal questions are commonly not asked. The Vosk River towns, in order from east
to west, include White Water, Tancred's Landing; Iskander, Forestport, Ar's Station, Jort's Ferry, Point Alfred, Jasmine,
Siba, Sais, Sulport, Hammerfest, Ragnar's Hamlet. Fina, Victoria, Tafa, Port Cos, Tetrapoli, Ven and and Turmus.

White Water is the most eastern
city on the Vosk River. From Lara, you must travel on a barge canal to bypass the rapids and reach it. The town of White Water,
located on the northern bank, received its name due to those rapids. Traveling west, the next towns you will encounter, in
order, are Tancred's Landing, Iskander and Forestport. All three are on the northern bank. You would then reach Ar's Station,
though it is on the southern bank.

The next two towns, Jort's Ferry
and then Point Alfred, are on the northern bank. Both tend to support Ar's Station and Ar. The next five cities in line include
Jasmine, Siba, Sais, Sulport and Hammerfest. Ragnar's Hamlet is next, though contrary to its name it is actually a good-sized
town. It was once a tiny village but it has expanded over the years. Fina is next in line and like many of the river towns,
does a good trade in slaves. On the Fina waterfront, there are some stout, log warehouses used to store kajirae. They are
double-walled with tiny barred windows. The girls are kept naked and ankle chained while within the warehouses. These are
common in many of the river towns. The Brewery of Lucian is also located close to Fina.

The next town in line is Victoria,
once a slave market and den of thieves. It was once a major outlet for river pirates to sell their ill-begotten goods. Victoria
though would eventually become the capital of the Vosk League. The pirates had stolen the Home Stone of Victoria over a hundred
years ago. They broke it in half and used the topaz as a pledge symbol. Once the pirates were defeated, and the topaz recovered,
Victoria chose not to use it again as their Home Stone. They chose a new one by picking a common stone from the shore of the
Vosk. Thus, Victoria lacked a Home Stone for over one hundred years.

The Administrator of Victoria is
Tasdron, a Merchant, and the owner of a tavern off the avenue of Lycurgus. Other taverns include the tavern of Cleanthes and
the Pirates's Chain, a miserable little place near the wharves and owned by Hibron. There are many slave sales barns in the
town such as the one owned by Lysander. The spring and summer are the busiest seasons as that is the time of the busiest river
traffic. This was once also the time when the pirates were most likely to sell their loot. One infamous street in the town
is the Street of the Writhing Slave. The street begins at the wharves, winds through a commercial district and then through
a hilly, residential section. Many renters and dealers in Coin Girls keep their kennels on this street. Thus, free women tend
to avoid it.

After Victoria comes the town of
Tafa. West of Tafa is then Port Cos. Port Cos was founded over a century ago from settlers from Cos. It has its own Home Stone
and is largely independent of Cos, especially now that it is part of the Vosk League. As you approach Port Cos, you will first
see its pharos, a tall, cylindrical tower located at the most southwestern point of the harbor. The pharos is about 150 feet
high and tapers as it climbs until it is about 20 feet in diameter at the top. It is painted yellow and red in horizontal
sections. These represent the Caste colors of the Builders and Warriors. The Builders supervised the construction of the pharos
and the Warriors maintain its facilities. At night, the pharos serves as a beacon for ships. Port Cos has a number of paga
taverns included the Dina (owned by Simonides), Veminium (owned by Agathocles), Larma (owned by Panicrates), Cage, Jewels
of Telnus, Artemidorus' Cargo, Secret Basement, Hold, Scarlet Whip, and the Tavern of the Collar of the Two Chains. Agathocles
and Paincrates are brothers.

The last three towns on the Vosk
are, in order, Tetrapoli, Ven and Turmus. Tetrapoli was originally four separate towns; Ri, Teibar, Heiban and Azdak. Legend
states that these towns were originally founded by four brothers. Eventually, the towns consolidated. The four town names
have been maintained for the four districts of the town. The word "tetrapoli" means "four cities" or "four towns." Ven is
on the southern bank of the Vosk, at the junction of the Ta-Thassa Cartius. The battle of Teslit was fought, over two hundred
years ago, between Ven and Harfax. It occurred near the village of Teslit that is located halfway between the Vosk and Holmesk.
Turmus, on the northern bank, is the last major river town on the Vosk before the delta.

The recent creations of the Salerian
Confederation and the Vosk League may be signaling a significant change in Gorean politics. For the longest time, Gorean city-states
have been fiercely independent. They have refused alliances, preferring to remain on their own. But, it seems the beginning
of a new era may be coming. As some Gorean towns and cities band together, it may lead others to do the same. But, time will
tell if the Priest-Kings react to this new situation. The Priest-Kings have long preferred Gorean to remain separate and independent.
They stopped Ar from getting too large. Will they do the same to these burgeoning new alliances? Or will such alliances be
permitted until they threaten the balance of Gor.