Friday, February 27, 2026

Gorean Baths




In the world of Gor, as envisioned by John Norman, the bath is far more than a simple matter of hygiene. It is a complex social ritual, a display of status, and a cornerstone of the Gorean lifestyle. Whether in the opulent public baths of a city like Ar or the private chambers of a High Caste estate, the "Gorean Bath" serves as a setting for political intrigue, the demonstration of a slave’s training, and the rigid reinforcement of the planet's social hierarchy.

The Philosophy of the Gorean Bath

To understand the procedures, one must understand the Gorean view of the body. To a Gorean, the body is not something to be hidden in shame but something to be perfected and displayed according to one’s station. For a Free Person, the bath is a restoration of strength and a luxury of the High Castes. For a slave, the bath is a mandatory state of readiness—a "living jewel" must always be polished.


Tools of the Bath

Gorean technology, while limited by the "Laws of the Priest-Kings," is surprisingly sophisticated regarding hydraulics and thermal comfort.

  • The Strigil (Scraping Tool): Perhaps the most iconic tool, borrowed conceptually from Earth’s classical antiquity. It is a curved, metal blade used to scrape oil, sweat, and dust from the skin.

  • Pumice and Sands: For deep exfoliation, especially for the feet or calloused areas, fine volcanic sands or porous stones are used.

  • Oils (The Primary Cleanser): Goreans do not typically use soap in the Earth sense. Instead, they apply scented oils (often flavored with tes or vulo fats and floral essences) to lift dirt, which is then scraped away.

  • The Kurbash or Silken Cloths: Depending on the "discipline" or "luxury" of the bath, a slave might be dried with the finest silks or, in a more rigorous setting, expected to air-dry while performing "slave lunges" to maintain muscle tone.

  • Sponges: Natural sea sponges are used for the application of water and oils.


The Procedure: The "Step-by-Step" Ritual

The Gorean bath typically follows a thermal progression similar to the Roman thermae, moving through different temperature zones to open the pores and then seal them.

1. The Sudatorium (Steam Room)

The process often begins with intense heat. In Tribesmen of Gor, Norman describes the dry heat of the desert regions, but in the cities, steam is preferred. The goal is to induce heavy sweating to purge impurities.

2. The Application of Oil

Once the skin is damp and the pores are open, a Free Person is heavily oiled. If a slave is present, this is her primary duty. She must ensure every inch of her Master or Mistress is coated in a thin, fragrant film.

3. The Scraping

This is the most "Gorean" part of the process. The strigil is drawn firmly over the muscles. This not only cleanses but acts as a form of deep-tissue massage, stimulating circulation.

4. The Calidarium and Frigidarium

The bather moves from the hot pool (Calidarium) to a lukewarm pool, and finally to the Frigidarium—a plunge into cold water to snap the pores shut and invigorate the nervous system.


The Role of the Slave (Kajira)

In the context of the bath, the slave is both a servant and an aesthetic object. Her role is defined by "The Three Cs": Competence, Compliance, and Charm.

  • The Bath Girl: Many houses have slaves specifically trained in the "Arts of the Bath." In Slave Girl of Gor, the meticulous nature of this training is highlighted. She must know the exact temperature the Master prefers and which oils complement his scent.

  • Physical Labor: The slave is the one who carries the heavy copper pails of water, tends the fires beneath the floor (the hypocaust system), and maintains the towels.

  • The "Human Sponge": Often, a slave is required to enter the water with the Free Person—not to bathe herself, but to serve as a footrest, a support, or to scrub areas the Free Person cannot reach.

  • Vulnerability: A slave is almost always bathed before her Master so that she is pristine when she touches him. Her own bath is often more functional and serves as a reminder of her status; she is "prepared" for his use.


The Role of the Free Person

For the Free Man or Woman, the bath is a position of absolute power.

  • The Free Man: He treats the bath as a recovery from the weights of his Caste duties or the training circle. It is a place where he is most vulnerable physically, yet most dominant socially.

  • The Free Woman: For a High Caste lady, the bath is a multi-hour affair involving intricate hair-styling and the application of expensive cosmetics following the soak. It is often the only place where she interacts with her female slaves without the veil, though the hierarchy remains ironclad.


References and Citations

The most detailed descriptions of Gorean bathing habits can be found in:

  1. Tarnsman of Gor: Introduces the basic aesthetic of the High Castes and their love for luxury amidst a warrior culture.

  2. Slave Girl of Gor: Provides the "slave’s eye view" of the grueling training required to perform a "Perfect Bath."

  3. Fighting Slave of Gor: Details the public baths in the city of Ar, describing the massive architecture and the social mingling that occurs there.

  4. Tribesmen of Gor: Contrasts the humid, luxurious city baths with the more utilitarian and precious use of water in the Tahari desert.


Summary of Social Dynamics

ElementFree Person's ExperienceSlave's Experience
PurposeRelaxation, status, hygiene.Preparation for service, cleanliness.
EffortPassive; being served.Active; strenuous labor.
PositionSeated or reclining in the water.Kneeling on the tiles or standing at the ready.

The Gorean bath is a microcosm of the world itself: beautiful, disciplined, and strictly ordered. It is a place where the scent of vulo oil and the sound of the strigil against skin remind everyone—Free or slave—exactly where they belong.

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To provide a deeper look into the sensory and architectural world of the Gorean bath for you, Lady Kati Evans, we must look at the specific fragrances used and the grand scale of the Imperial baths in the larger cities.

The Scents of the Gorean Bath

In the Gor novels, perfumes and oils are not merely for scent; they are markers of caste and regional origin. John Norman often describes the olfactory atmosphere of a high-status bath as a thick, heady mixture of floral and musky notes.

  • Tes Oil: Derived from the tes flower, this is perhaps the most common base for high-quality bath oils. It has a sweet, heavy aroma that lingers on the skin for Oabs (Gorean hours).

  • Vulo Fats: While it sounds utilitarian, refined fats from the vulo (a Gorean poultry bird) are often scented with herbs like mint or spice-wood to create a thick emollient that protects the skin from the dry air of the Sardar or the Tahari.

  • The "Slave Scent": Slaves are often prepared with a specific, lighter floral scent—frequently jasmine or lilies—so that their presence is pleasant but never overpowers the heavier, more "masculine" or "commanding" scents used by the Free.


The Architecture of the Great Baths of Ar

In a city as massive as Ar, the public baths are architectural marvels. They are often built with white marble and inlaid with mosaics depicting historical battles or the Priest-Kings.

  1. The Hypocaust System: Beneath the floors, slaves (usually male laborers) toil in "the pits" to keep massive furnaces burning. This heat is funneled through ceramic flues in the walls and under the floor tiles, keeping the water and the air at a constant, blistering temperature.

  2. The Skylights: Many of the grandest halls feature reinforced glass or open circular apertures in the ceiling to allow the light of the three moons or the Gorean sun to illuminate the rising steam.

  3. The Tepidarium: This is the social heart of the bath. It is neither hot nor cold. Here, Free Men sit on tiered stone benches to discuss politics, trade, and the "Philosophy of the Home Stone."


Detailed References from the Chronicles

To see these elements in action, one can look at specific passages throughout the series:

"The girl moved with the practiced grace of a trained bath slave, her movements silent, her focus entirely upon the comfort of her Master. She applied the oil with palms that were warm, ensuring the scent of the tes flower was massaged deep into the muscle."

Paraphrased from "Slave Girl of Gor"

In "Tribesmen of Gor", Norman highlights the contrast of the bath in the desert. In the Tahari, water is so precious that a "bath" is often performed entirely with oils and fine, silk-sifted sand, proving that the ritual is about the discipline of cleanliness rather than the abundance of water.

In "Fighting Slave of Gor", the description of the public baths in Ar emphasizes the social hierarchy. Even in a state of undress, the distinction between a Free Man and a slave is never lost; the slave remains in a "position" (usually the kahla or kneeling position) unless actively performing a task.


Comparison of Regional Bathing Styles

RegionPrimary MediumKey Characteristic
Ar / Northern CitiesHot Water & SteamFocus on luxury and social status.
The Tahari (Desert)Oils & Fine SandsWater is minimal; focus on exfoliation.
The North (Torvaldsland)Steam & Cold PlungeFocus on endurance and "toughening" the body.

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In Gorean training, a slave’s posture is as much a part of the bath as the water itself. A kajira is never merely standing by; she is always in a specific, "aesthetic" position that reinforces her status and her readiness to serve.


Standard Slave Positions During the Bath

1. The Nadir (The Submission)

When a Master or Mistress first enters the bath chamber, the slave typically assumes the Nadir. This involves kneeling with the forehead touching the cool marble tiles, arms stretched forward, and palms down. It signifies that she is a "non-entity" until the Free Person acknowledges her presence and begins the ritual.

2. The Bath-Kneel (Modified Kahla)

This is the most common position while actively scrubbing or oiling.

  • The Stance: The slave kneels on both knees, but her torso remains strictly upright.

  • The Purpose: This allows her to reach the Master’s limbs with the strigil or sponge while maintaining a graceful, disciplined line.

  • Variation: If she is drying the Master's feet, she may be required to sit on her heels (the kneeling position of the Slaver's Third) to lower her height even further.

3. The Water-Support (The Pedestal)

In larger pools, a slave may be ordered to assume a position in the water itself.

  • The Task: She might be required to stay on hands and knees in the shallow end to serve as a "human stool" for the Master to rest his legs upon while he relaxes.

  • The Discipline: She must remain perfectly still, even as the hot water or the weight of the Master's limbs creates physical strain.

4. The Presentation (Post-Bath)

Once the bath is concluded and the Master is being dried, the slave often assumes a Presentation Position.

  • The Stance: Kneeling with the back arched slightly, head bowed, and arms held behind her back or offering a silken towel on upturned palms.

  • The Logic: This ensures that as the Master steps from the water, the first thing he sees is the "polished jewel" of his household, ready to clothe him or apply final scents.


Behavioral Codes and Discipline

Beyond the physical stance, the "Arts of the Bath" include strict behavioral rules:

  • Silence: Unless spoken to, the slave is traditionally silent. The only sounds should be the splashing of water and the rhythmic scrape-scrape of the strigil.

  • Eye Contact: Usually forbidden. A slave’s eyes are kept lowered to the Master's feet or the water's surface, reflecting her "lowly" state compared to the Free Person.

  • The "Air-Dry" Command: In some more rigorous households, a slave is not allowed to use a towel on herself after she is finished. She must stand in a "display" position (shoulders back, chin up) and allow the heat of the room to dry her skin, ensuring she remains "glistening" and ready.

References from the Scrolls

In Slave Girl of Gor, the protagonist Judy is taught that her very breath must be regulated during the bath—never gasping from the heat of the steam, but maintaining the "serene mask" of a trained kajira.

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While the mechanical process of the Gorean bath remains similar across the High Castes, the social atmosphere and the specific expectations of the slaves change significantly depending on whether they are serving a Free Man or a Free Woman of the High Castes.

The Bath of the Free Man: The Warrior's Recovery

For a Free Man, especially one of the Warrior, Scribe, or Physician castes, the bath is a restoration of the body. It is often more rigorous and "functional" than the woman’s ritual.

  • The Atmosphere: The environment is one of quiet, stern authority. The slave's movements must be efficient and strong.

  • The "Scraping" Emphasis: A Free Man often prefers a firmer hand with the strigil. It is treated as a deep-tissue massage to work out the knots from training with the sword or longbow.

  • The Slave's Role: The kajira is expected to be a "silent shadow." She must anticipate his needs—moving to dry his shoulders the moment he leans forward, or offering the paga (Gorean grain or fruit wine) at the exact temperature he prefers.

  • The Ending: A Free Man’s bath usually concludes with a plunge into the Frigidarium (cold pool) to "harden" the spirit and seal the pores, followed by a light oiling of the beard or hair.


The Bath of the Free Woman: The Ritual of the "Ubara"

For a High Caste Free Woman, the bath is an elaborate, multi-hour social event and a display of supreme feminine power. It is often far more scented and decorative.

  • The Atmosphere: While a man's bath is silent, a Free Woman's bath can be a place of hushed gossip or the giving of commands to her household. However, the slaves remain in a state of absolute "non-personhood" unless addressed.

  • The Cosmetics: Unlike the man’s functional oiling, the Free Woman’s bath is followed by the "Arts of the Concealed." This includes the application of expensive facial pastes, the tinting of the nails (often with beach-themed or caste-specific colors), and the intricate braiding of hair.

  • The Slave's Role: The slave girls serving a Free Woman must be experts in aesthetics. One might be tasked solely with the hair, another with the pumicing of the feet, and a third with the "fan-dance"—using large feathers to gently cool the Mistress as she emerges from the steam so she does not sweat through her silks.

  • The Ending: It rarely ends with a cold plunge. Instead, it concludes with the "Anointing." The Free Woman is wrapped in the finest linens and allowed to recline while slaves apply heavy perfumes to her pulse points.


Comparison of the Bath Rituals

FeatureThe Free ManThe Free Woman
Primary GoalPhysical vigor and recovery.Aesthetic perfection and luxury.
Scent ProfileMusky, woody, or "clean" (mint/pine).Heavy floral (lily, jasmine, tes).
Slave FocusStrength and silent efficiency.Precision in beauty and grooming.
Post-BathImmediate dressing for duty/training.Extended period of "The Toilette" (makeup/hair).

The Role of the "Bath Slave" in Each

In a Free Man’s house, the bath slave is often chosen for her stamina and "pleasing silence." In a Free Woman’s house, the bath slave is essentially a "live-in beautician," often highly educated in the chemistry of perfumes and the latest fashions of the city of Ar.

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The "Greeting of the Water" is a verbal acknowledgement of the Master’s absolute ownership and the slave’s role as the provider of his comfort. While specific wording can vary slightly between the various cities (such as Ar, Ko-ro-ba, or Port Kar), the sentiment remains rooted in the slave’s "lowly" nature.

The Ritual of the Greeting

When the Master or Mistress first enters the steaming atmosphere of the bath chamber, the slave does not simply speak; she performs the Nadir (the forehead-to-floor bow) and waits for the sound of his footsteps to stop. Only then, with her head still bowed, does she offer the formal greeting.

The Formal Greeting (Common in Ar)

"Master, the waters are prepared. They are at the temperature of your desire. May they wash away the dust of the world, leaving only the strength of the Master. Your slave waits to serve. Command her."

The Variation for a High Caste Free Woman

When a slave greets a Free Woman, the emphasis shifts from "strength" to "beauty" and "serenity":

"Mistress, the lilies have been crushed for your bath. The steam is as soft as the clouds over the Sardar. May the waters reflect only the perfection of the Mistress. Your slave is yours to use."


The "Phrases of the Bath"

During the procedure itself, a slave is generally expected to keep her voice low and melodic. There are several standard phrases used to transition between the stages of the bath:

  • Offering the Strigil: "The oil has drawn the impurities, Master. May I have the honor of the scraping?"

  • Entering the Water: If a slave is ordered to enter the pool to assist, she must say: "I thank the Master for the mercy of the water. I am his to command."

  • The Final Anointing: As she applies the final scent (such as the heavy tes oil), she may whisper: "The Master is refreshed. His scent is the scent of the High Castes."


The "Silence of the Slave"

It is important to note that in many "High Houses," the most disciplined slaves do not speak at all unless specifically commanded to "Give the Greeting." In these cases, the "Greeting" is performed through a series of fluid, choreographed movements—extending the hands toward the water, then to the Master, then back to the floor.

References from the Books

In Slave Girl of Gor, the protagonist is taught that her voice is just another "tool" of the bath. It must be as soothing as the warm water itself. Any tremor of fear or exhaustion in the voice is considered a failure of training.

In Tribesmen of Gor, when Tarl Cabot is in the Tahari, the greetings are shorter and more focused on the "preciousness" of the water, reflecting the desert culture's reverence for moisture.


Summary of Verbal Etiquette

Stage of BathRequirementKey Phrase Focus
EntranceThe GreetingPermission to serve and status of the water.
The ScrapingPermissionRequesting to touch the Master's skin.
ExitThe BenedictionAcknowledging the Master's refreshed state.

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In the Gorean bath, the treatment of jewelry is a precise matter of etiquette, utility, and the reinforcement of the "Living Jewel" aesthetic. Jewelry on a slave during the bath is never for her own vanity; it is either a functional mark of her status or a decorative element that must not interfere with her duties.


Jewelry to be Removed

Before the bath ritual begins, any jewelry that could scratch the Master’s skin or be damaged by the heat and oils must be removed.

  • Finger Rings and Bracelets: These are almost always removed from the slave. The "Arts of the Bath" require the slave’s hands to be perfectly smooth. A heavy copper or silver ring could mar the Master's skin during the application of oils or the firm pressure of a massage.

  • Intricate Necklaces: Heavy chains (other than the collar) are set aside. Steam and sweat can cause cheaper metals to tarnish or irritate the slave's skin, which would be an "imperfection" in the eyes of a High Caste Master.

  • Silk Chokers: If a slave wears decorative silk cords (common for lower-status house slaves), these are removed as they would become waterlogged and unsightly.


Jewelry That Must Remain

There are certain items that a Gorean slave is strictly forbidden from removing, even in the depths of the steam room.

1. The Collar (The Iron Bond)

The collar is never removed. In the bath, it serves as a stark visual contrast—the cold, hard steel against the wet, heated skin of the slave.

  • Maintenance: A well-trained slave is expected to clean and polish her own collar during her "pre-bath" so that it gleams when she stands before her Master.

  • Reference: In Slave Girl of Gor, Norman describes the collar as the "only garment" a slave truly needs in the bath, marking her as property even in her most natural state.

2. The Ankle Rings

Heavy brass or silver ankle rings are often left on. They provide a rhythmic "chime" as the slave moves across the marble tiles, alerting the Master to her position without her needing to speak.

3. Permanent Piercings

In certain cities like Port Kar or Ar, slaves may have permanent decorative piercings (such as small gold rings in the ears or elsewhere). These are cleaned with specialized antiseptic oils during the bath ritual to ensure they remain "pristine."


The "Bath Jewels" (Temporary Adornment)

Once the scrubbing and scraping are complete, and the slave is drying the Master, he may command her to don "Bath Jewels." These are specific items designed for the damp environment of the bath hall.

  • Hair Pins of Bone or Shell: Since metal can get uncomfortably hot in the Sudatorium, High Caste households often provide slaves with carved bone or polished sea-shell pins to keep their hair swept up and away from the oils.

  • The "Slave Bell": In some extremist High Caste houses, a slave may be required to wear a single, tiny silver bell on a toe-ring or a thin ankle-cord. The sound ensures she cannot "sneak" through the steam; her every submissive movement is announced.


The Ritual of Cleaning the Master's Jewelry

A crucial part of the slave's duty is the care of the Master's adornments.

  1. The Signet Ring: As the Master enters the water, the slave must accept his signet ring with both hands, bowing deeply.

  2. The Cleaning: While the Master soaks, the slave uses a fine brush and a mixture of vinegar and water to clean the crevices of his jewelry, returning it to him only when he is fully dried and ready to be clothed.


Summary of Jewelry Protocol

ItemStatusReasoning
The CollarMandatoryIt is the legal mark of her status; never removed.
Hand JewelryForbiddenRisk of scratching the Master during massage.
Ankle RingsOptional/CommonProvides a musical "warning" of her approach.
Bone/Shell PinsFunctionalKeeps hair managed without conducting heat.

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Thursday, February 12, 2026

Cost of Service

 In Gorean Roleplay (RP), service costs are rarely fixed by a "price list" and instead fluctuate based on the city (Ar vs. Ko-ro-ba), the caste of the practitioner, and the specific SIM or group’s economy.

However, using the standard Gorean monetary system (10 Copper Tarsks = 1 Silver Tarsk, 100 Silver Tarsks = 1 Gold Tarn) and lore-based living standards, here is how those services are typically priced in-character.

The Gorean Service Economy

RoleEstimated Cost / RetainerLore Context
Scribe1–5 Copper Tarsks per documentScribes (White Caste) handle everything from private letters to high-level state secrets. A simple letter is cheap; a complex legal deed is not.
Accountant10–50 Silver Tarsks (Monthly)Often members of the Merchant or Scribe castes. A wealthy merchant might pay an accountant a retainer to manage ledger books and taxes.
Clerk2–5 Copper Tarsks per dayGenerally a lower-tier member of the Scribe or Merchant caste. They handle the "grunt work" of record-keeping.
Advocate10–100+ Silver Tarsks per caseIn Gor, legal disputes are high-stakes. A top Advocate (Scribe Caste) can command a small fortune in silver if your life or property is on the line.
MagistrateState Funded (Official)You don't "hire" a Magistrate; they are appointed officials. However, "fees" or "court costs" for a hearing usually range from 5 to 20 Silver Tarsks.
Ambassador1 Gold Tarn (Monthly Retainer)Ambassadors are elite High Caste members representing a City or Ubar. Their costs include their massive entourage, guards, and travel.

Detailed Breakdown of Roles

The Scribe (White Caste)

Scribes are the most common service providers.

  • Simple Task: Copying a map or writing a slave's bill of sale might cost a few Copper Tarsks.

  • Complex Task: Translating an ancient text or drafting a treaty can cost Silver Tarsks.

  • Note: If the Scribe is a slave (Kajirus), you pay the Master the fee, not the slave.

Advocates & Magistrates (The Legal System)

Legal fees in Gor are notoriously high because the Scribe Caste holds a monopoly on the law.

  • Advocate: They charge for their "tongue" and knowledge of the City’s laws. A retainer for a trial is usually paid upfront in Silver.

  • Magistrate: While they are salaried by the Council of High Castes, filing a petition to see one often requires a "clerk fee" (1–2 Copper Tarsks).

Ambassadors (The Political Elite)

You do not hire an Ambassador for a one-off task. If you are a Merchant needing an Ambassador to negotiate trade routes, you are essentially paying for their influence.

  • Expense: Their "cost" is less a salary and more an expense account for their household, which can run into Gold Tarns per month.


A Quick Reference for Value

To help you scale these prices in your RP:

  • 1 Copper Tarsk: A decent meal and a mug of Paga at a tavern.

  • 10 Copper Tarsks (1 Silver): A week's worth of modest groceries.

  • 100 Silver Tarsks (1 Gold): Enough to buy a high-quality field slave or a small house in the lower quarters.

350 - Merchants, Additional Information

 That's right, we were in the middle of outlining the Merchant Law module for the Gor 350 advanced course.

Specifically, we were focusing on the Code of Trade and how it conflicts with local High Caste demands—using the situation with Head Merchant Drusus Titus as our practical case study.

Here is the draft for the Gor 350: Advanced Merchant Law & Relations lesson plan. Shall we review this outline, or would you like to jump straight to drafting the response to Titus?

Course: Gor 350 – Advanced Mercantile Law

Module: The Code of Trade vs. Civic Law Instructor: [Your Name/Rank]


I. Core Concept: The Universality of Gold

  • The Axiom: "Gold Has No Caste."

    • Unlike the High Castes (Warriors, Scribes, etc.) who are bound by civic duty and the Home Stone, the Merchant’s primary allegiance is to Trade itself.

    • The Merchant’s Law (The Haggling Truce): Reviewing the sacred custom that during a haggle, a "virtual truce" exists. Even enemies must pause hostilities to conduct business.

    • Discussion Point: How does this immunity apply when a High Caste leader (like a Ubar or Administrator) tries to seize goods "for the good of the city" without payment?

II. The Four Pillars of the Code of Trade

(Drafted for the student handouts)

  1. Sanctity of the Contract: A deal struck on the Home Stone is binding by death or exile. A deal struck on the Scale (Merchant custom) is binding by credit and reputation.

  2. Standardization: The universal acceptance of Gorean weights (stone, weight, talent) and currency (tarsks/tarns) supersedes local "debased" city currency.

  3. Immunity of the Caravan: The custom that a registered merchant caravan is a mobile embassy; attacking it is an act of war against the Merchant Caste, not just the city of origin.

  4. The Profit Mandate: It is not dishonorable to seek profit; it is dishonorable to fail to profit due to incompetence or charity.


III. Practical Application: The "Drusus Titus" Case

Scenario: Head Merchant Drusus Titus (Ar’s Station) has issued a missive demanding that the Infirmary pay a "Station Tax" on medical supplies, despite the supplies being for public welfare. He cites the Code of Profit.

Student Assignment: You must draft a response to Titus. You cannot use "charity" as an argument (he will laugh at you). You must use Merchant Law to prove why taxing these specific goods hurts his long-term profit.

Arguments to use:

  • The "Health of the Customer" Clause: A dead population buys no salt.

  • Tariff Reciprocity: If he taxes your medical imports, the Physicians' Caste can levy a "Health Certification Fee" on his slave stock, effectively quarantining his merchandise.

  • Caste Courtesy: Remind him that while he seeks profit, interfering with the Green Caste’s function violates the separation of powers in the city.


Would you like to draft the "Model Response" for the students to analyze, or should we flesh out the "Four Pillars" section more for the lecture notes?

Caste of Merchants

While they are technically a "Lower Caste," they are arguably the most powerful and influential group outside of the High Castes due to their immense wealth and control over the planet's economy.

Here is an overview of the Merchants in Gorean society:

1. Caste Colors and Symbols

  • Colors: White and Gold.

  • Identification: They often wear tunics of these colors. The representation of wealth is central to their aesthetic.

2. Social Status

  • Classification: They are part of the Lower Castes. They do not sit on the High Councils of the cities (which are reserved for Initiates, Scribes, Builders, Physicians, and Warriors).

  • Influence: Despite their lower caste status, they often hold more de facto power than High Caste members. They finance wars, fund city projects, and can exert economic pressure on the Ruling Administrators or Ubars.

3. The Merchant Code

The Merchants follow a strict, pragmatic code that differs significantly from the honor-bound Warriors:

  • Sanctity of Contracts: A Merchant's word in a business deal is absolute. Breaking a contract is considered a grave offense.

  • Profit Motive: The pursuit of profit is their primary directive. Unlike Warriors who seek glory, or Scribes who seek knowledge, Merchants seek gold.

  • Neutrality: Merchants often travel freely between warring cities. Their neutrality is usually respected because all cities rely on trade for survival.

4. Economic Roles

The Caste of Merchants is broad and encompasses almost all buying, selling, and banking activities:

  • Trade: They organize the great caravans that cross the Tahari wasteland and the merchant ships that sail the Thassa (the sea).

  • Banking: They manage the banking systems of the cities, including the minting and exchange of coinage (Tarns, Tarsks, etc.).

  • Slavers: A significant portion of the Merchant Caste deals in the slave trade, which is a central pillar of the Gorean economy.

5. Relationship with Other Castes

  • Vs. Warriors: There is often tension between Merchants and Warriors. Warriors tend to view Merchants as soft or greedy, while Merchants view Warriors as financially illiterate tools to be hired.

  • Vs. Scribes: They work closely with Scribes for record-keeping and contract law.

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The Golden Caste: An Analysis of the Merchants of Gor

Introduction: The Paradox of Power

In the rigid, hierarchical society of Gor, the Caste of Merchants occupies a unique and paradoxical position. Officially, they are a caste of the "low" people. They do not sit on the High Councils that govern the city-states; they are distinct from the five High Castes—the Initiates (priests), Scribes (scholars), Physicians, Builders, and Warriors—who ostensibly hold the reins of civilization. Yet, in practice, the Merchants are arguably the most powerful single group on the planet.

While a Warrior may rule a city as Ubar during wartime, and a Scribe may write the laws, it is the Merchant who funds the war and pays for the parchment. Their colors are white and gold, symbolizing the purity of the contract and the wealth that drives the world. They are the circulatory system of the Gorean economy, the only group that moves freely between hostile nations, and the only caste that values profit over glory. To understand the Merchants is to understand the engine that keeps the brutal, martial world of Gor from collapsing into stagnant isolationism.

I. The Theology of Profit: The Merchant Code

The Gorean Merchant does not adhere to the warrior's code of martial honor, nor the Initiate's code of spiritual piety. Instead, they follow a strict, pragmatic, and almost religious devotion to the Code of Trade.

1. The Sanctity of the Contract

For a Merchant, the contract is more than a legal agreement; it is a sacred bond. In a world without a unified global government to enforce laws, trade relies entirely on reputation. A Merchant who breaks his word, cheats on the quality of goods, or fails to deliver on a signed contract is not merely sued; he is ruined. He is cast out, "black-listed" from the caste, and often stripped of his ability to practice trade anywhere on Gor. Because of this, a Merchant’s word is often considered more reliable than a King’s treaty. A King may break a treaty for political expediency; a Merchant will not break a contract because it is bad for business.

2. Profit as the Highest Virtue

The maxim of the caste is simple: Gold is the blood of the city. While Warriors seek glory and Scribes seek truth, Merchants seek profit. This is not viewed as greed (though other castes often see it that way), but as a necessary function of existence. They believe that fair trade enriches both parties and that the accumulation of wealth is the ultimate proof of one's competence and favor.

3. Neutrality

Perhaps the most critical aspect of the Merchant Code is neutrality. Gor is a world of constant, endemic warfare between city-states (e.g., Ar and Ko-ro-ba). If trade stopped every time two cities declared war, the planet would starve. Therefore, Merchants are granted a customary immunity. A Merchant caravan flying the white and gold banners can usually cross battle lines unharmed. To attack a Merchant caravan is considered a crime against civilization itself—and, more practically, ensures that the attacking city will be embargoed by every other Merchant house, leading to economic ruin.

II. The Arteries of Gor: Trade Routes and Logistics

The physical work of the Merchant Caste is arduous and dangerous. They do not merely sit in counting houses; they conquer the hostile geography of Counter-Earth.

The Caravans of the Tahari

In the vast, scorching wastes of the Tahari Desert, the Merchants are the lifeline. They utilize the kaiila, a silken, fierce mount, to transport salt, spices, and silks. The Salt Trade is particularly vital, as salt is a biological necessity in the heat of Gor. Merchants who master the Tahari routes are among the toughest individuals on the planet, blending the survival skills of a nomad with the accounting skills of a banker. They must negotiate not only with city markets but also with the desert tribes who control the oasis networks.

The Ships of the Thassa

On the Thassa, the great sea, Merchant captains brave storms and pirates (such as the Sea Kings of Port Kar). Maritime trade is high-risk, high-reward. A single ship carrying spices from the Schendi tropics or furs from the northern Torvaldsland can make a family’s fortune for a generation—if it survives. Merchant ships are often heavily armed or escorted by mercenaries, blurring the line between trader and warrior.

The River Traffic of the Vosk

The Vosk River is the main artery of civilized Gor. Here, immense barges float grain, timber, and stone between the major cities. The River Merchants are a sub-culture of their own, often living their entire lives on the water, navigating the complex tolls and river-taxes levied by the riparian city-states.

III. The Economics of Counter-Earth: Banking and Coinage

The Merchants are the keepers of the Gorean monetary system. While each city strikes its own coin, the Merchants have standardized the value to facilitate international trade.

  • The Gold Tarn: The standard high-value coin of Gor. Generally, a Gold Tarn from the city of Ar is accepted in Ko-ro-ba, though a money-changer (a specialized sub-caste of the Merchants) will weigh it to ensure it hasn't been "clipped" or debased.

  • The Silver Tarsk: The common currency of daily commerce. One Gold Tarn is typically worth 100 Silver Tarks.

  • Copper Tarsks and Bits: Used for small purchases, food, and low-level wages.

The Merchant Caste invented and maintains the system of Letters of Credit. Given the danger of travel, carrying chests of gold is foolish. A Merchant in Ar can deposit 1,000 Gold Tarns with a house there and carry a coded, sealed scroll to a partner house in Turia. Upon presentation, the funds are released. This banking network is the invisible web that binds the Gorean world together, making the Merchants indispensable to the High Castes who need to pay armies or build towers.

IV. Merchandise: From Salt to Slaves

The scope of goods traded by the Merchants is exhaustive, but three categories dominate the Gorean economy:

1. Basic Commodities (Food and Materials)

The logistical triumph of the Merchants is that they move the grain of the agricultural south to the rocky, isolated cities of the north. Without the Merchant barges, cities like Treve or the communities of the Sardar would face famine. They also trade in Ka-la-na wine, building stone, and the beam-wood of the northern forests.

2. Luxury Goods

For the High Castes, the Merchants provide the trappings of status. This includes the silks of the finest weavers, the rare spices of the tropics, and the polished steel of the finest smiths. The desire for these goods gives the Merchants leverage over the Ubar and the Administrator.

3. The Slave Trade

It is impossible to discuss the Gorean economy without addressing the slave trade. In Gorean society, slavery is ubiquitous, and human beings are treated as commodities. The Merchants are the primary agents of this trade. They appraise, transport, and auction slaves with the same detached professionalism they apply to livestock.

  • The Slavers: A specific sub-set of the caste, Slavers are feared and sometimes reviled, even within their own society, yet they are essential to the social order. They travel to the edges of the civilized world to capture or purchase "barbarians" or transport those enslaved in war.

  • The Market: The Merchants run the Curulean Houses (slave houses). Their expertise lies in "training" and "processing" stock, increasing the value of the "merchandise" before final sale. This clinical dehumanization is the darkest application of the Merchant’s pragmatic philosophy.

V. Social Standing and Caste Relations

The relationship between the Merchants and the High Castes is defined by a tension between Status (Caste) and Power (Money).

Merchants vs. Warriors

This is the most contentious relationship. Warriors (the Red Caste) view themselves as the pinnacle of manhood, driven by honor and strength. They often look down on Merchants as "coin-counters" who lack the courage to fight. Conversely, Merchants view Warriors as simple-minded tools. A Merchant knows that a Warrior needs a sword, armor, and a salary. Who provides the metal? The Merchant. Who lends the city the money to pay the salary? The Merchant.

  • The joke among Merchants: "A Warrior can conquer a city, but only a Merchant can keep it fed."

Merchants vs. Scribes

These two castes are natural allies. The Scribes (the Blue Caste) write the laws and contracts; the Merchants utilize them. They share a respect for intellect, literacy, and order. Scribes often serve as judges in commercial disputes, and Merchants hire Scribes to maintain their complex ledgers.

Merchants vs. The Low Castes

To the Peasant, the Artisan, or the Singer, the Merchant is a figure of immense authority. While technically a "Low Caste" themselves, a wealthy Merchant lives in a palace that rivals the Ubar’s. They are the patrons of the arts and the employers of the masses. A Merchant can rise from poverty to immense power through skill alone, making the caste one of the few avenues for social mobility in a static society.

VI. The Merchant Personality

To survive as a Merchant on Gor requires a specific psychological profile.

  • Polyglot: They must speak the dialects of many cities and tribes.

  • Observant: A Merchant must notice the subtle details—the quality of a fabric weave, the nervousness of a seller, the political wind shifting in a city.

  • Ruthless but Rational: Unlike a Warrior who might kill in a fit of rage, a Merchant rarely acts out of emotion. If a Merchant destroys a rival, it is a calculated business decision. They do not hold grudges; they hold debts.

Conclusion

The Merchants of Gor are the binding agents of their world. In a planet defined by isolationist city-states and brutal tribalism, they are the only true cosmopolitans. They are the builders of bridges in a world of walls.

Their code is not one of morality, but of functionality. They do not care why the war is fought, only how it is funded. They do not care who sits on the throne, as long as the currency is stable. In the end, the High Castes may claim to rule Gor, but the Merchants own it. They are the golden thread weaving through the tapestry of Counter-Earth, proving that while steel may kill, it is gold that lives.

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In the fictional setting of Gor, the Code of Trade (often simply called the "Merchant's Code") is the strict ethical and professional set of laws that governs the Caste of Merchants.

Unlike the Warrior’s Code, which is based on honor, glory, and martial prowess, the Merchant’s Code is based on stability, profit, and the absolute sanctity of the contract. It is pragmatic, ruthless, and essential for the survival of the Gorean economy.

Here are the primary tenets of the Code of Trade:

1. The Sanctity of the Contract

This is the single most important pillar of the Code. In a world of constant warfare and shifting alliances, trade is impossible without trust.

  • ** The Word is Bond:** If a Merchant agrees to a deal—verbally or in writing—they must fulfill it, regardless of the cost or change in circumstances.

  • No Reneging: To break a contract is not just a legal violation; it is a caste heresy. A Merchant who breaks his word is "blacklisted." He is stripped of his caste rights, no other Merchant will trade with him, and he is effectively ruined.

  • Accuracy of Goods: The Code demands that goods be exactly as described. A Merchant can charge an exorbitant price, but they cannot lie about the quality of the grain, the purity of the gold, or the health of a slave.

2. The Law of Neutrality

The Code asserts that commerce transcends war. Because every city-state relies on trade to survive (especially for salt and iron), Merchants claim a specific diplomatic immunity.

  • The White and Gold Sash: Merchants wearing their caste colors, or caravans flying the white and gold banner, are ostensibly protected from attack by the warring city-states.

  • Crossing Lines: A Merchant can trade with a city's enemy while the city is under siege. While Warriors may find this distasteful or treasonous, the Code protects this right as necessary for the flow of goods.

3. Profit is the Measure of Worth

While other castes might view wealth as a secondary benefit, the Code of Trade elevates the pursuit of profit to a moral imperative.

  • "Gold is the Blood": The common maxim is that while Warriors might defend the city, Merchants keep its blood (gold) flowing. Without gold, there are no armies and no walls.

  • Efficiency: The Code discourages waste and encourages the accumulation of capital. A poor Merchant is viewed with the same disdain a cowardly Warrior receives.

4. Solidarity of the Caste

Merchants are citizens of their cities, but they are Merchants first.

  • Caste before City: If a city's Ubar (ruler) tries to cheat a Merchant or seize their goods without payment, the Merchant Caste may unite to place an embargo on that city. This economic warfare is often more devastating than a physical siege.

  • Dispute Resolution: Merchants prefer to settle disputes among themselves using their own Scribes and judges, rather than relying on the often arbitrary justice of Warriors or Kings.

5. The "Double Standard" of Ethics

The Code allows for behavior that other castes might find contradictory:

  • Ruthlessness vs. Honesty: It is perfectly acceptable under the Code to drive a competitor out of business, to foreclose on a widow's home, or to buy and sell human beings (slaves) as chattel. These are "business." However, it is unacceptable to lie about the terms of the foreclosure or the quality of the slave.

  • Information is Merchandise: Merchants often sell information. Under the Code, they are not obligated to share news of a coming army for free; that information has value and should be sold to the highest bidder.

Summary

If the Warrior's Code is about Strength, the Merchant's Code is about Reliability. It ensures that in a barbaric world, a bag of gold has a universal value and a signed paper has the weight of law.

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Understanding the price of goods on Gor is notoriously difficult because John Norman (the author) was often inconsistent across the 30+ novels, and prices would logically vary wildly between isolated city-states.

However, based on specific mentions in the books (Assassin of Gor, Mercenaries of Gor, etc.), we can build a generally accepted "Price List."

1. The Coinage (The Standards of Ar)

Before looking at prices, you must know the conversion rates, as most merchants use the standards of the city of Ar.

  • 1 Gold Tarn = 10 Silver Tarsks* (Sometimes cited as 100 in roleplay, but books suggest 10 is standard).

  • 1 Silver Tarsk = 100 Copper Tarsks.

  • 1 Copper Tarsk = 8–10 Tarsk Bits (literally a copper coin cut into pieces).

(Note: A Gold Tarn is a small fortune. A commoner might never hold one in their entire life.)


2. Wages and Cost of Living

To understand the prices below, compare them to what people earn.

  • Soldier/Mercenary Pay: A common soldier might earn 1 Silver Tarsk per month.

  • Laborer: might earn 2–5 Copper Tarsks a day.

  • Peasant Family: Needs about 100 Copper Tarsks (1 Silver) a month to survive comfortably.


3. Price List of Goods

Note: "GT" = Gold Tarn, "ST" = Silver Tarsk, "CT" = Copper Tarsk.

Food and Drink

Food is generally cheap, but luxuries are expensive due to transport costs.

  • Cup of Paga (Alcohol): 2 Tarsk Bits (Cheap/Watered down) to 1 Copper Tarsk (Quality).

  • Meal (Stew/Bread): 1–2 Copper Tarsks.

  • Whole Roast Vulo (Bird): 5–10 Copper Tarsks.

  • Sack of Sa-Tarna Grain: 50 Copper Tarsks.

  • Ka-la-na Wine (Bottle): 1–5 Silver Tarsks (depending on vintage/origin).

Animals (Livestock and Mounts)

Animals are expensive because they represent food, transport, or war material.

  • Tarn (War Bird): 1–5 Gold Tarns (Astronomically expensive; equivalent to a modern tank).

  • Tarn (Racing): 50–100 Gold Tarns (The sport of Ubars).

  • Tharlarion (Broad/Riding Lizard): 2–5 Silver Tarsks.

  • High Tharlarion (War Mount): 2–4 Gold Tarns.

  • Bosk (Cow-like): 1 Gold Tarn (A massive investment for a peasant).

  • Vulo (Chicken-like): 5 Copper Tarsks.

Weapons and Armor

Metal is rare on Gor, making weapons costly.

  • Gladius (Short Sword): 2–5 Silver Tarsks (A month's wages or more).

  • Long Bow: 2 Silver Tarsks.

  • Quiver of Arrows: 50 Copper Tarsks.

  • Helmet: 1–3 Silver Tarsks.

  • Full Warrior's Kit (Shield, Spear, Helm, Sword): ~1 Gold Tarn.

Slaves

The price of a slave varies more than any other commodity, depending entirely on beauty, skills, and the buyer's desire.

  • Work Slave (Kettle/Field): 5–20 Copper Tarsks (Cheaper than a good sword).

  • Average Pleasure Slave: 1–5 Silver Tarsks.

  • Tower Slave (Musician/High Beauty): 1–10 Gold Tarns.

  • Totemic/Exotic (e.g., Barbarian from Earth): Can fetch 20+ Gold Tarns at a high auction in Ar.

Lodging and Services

  • Inn Room (Common): 2 Copper Tarsks per night.

  • Inn Room (Private/Noble): 1 Silver Tarsk per night.

  • Bath House Entry: 1–2 Tarsk Bits.

  • Physician's Visit: 1–5 Silver Tarsks (Doctors are High Caste and charge accordingly).

Summary Rule of Thumb

If you are roleplaying or writing a story, a good rule of thumb is:

  • Copper buys a meal or a night's sleep.

  • Silver buys a weapon, a generic slave, or a month of rent.

  • Gold buys a house, a war-mount, or a business.

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Detailed lists of food prices in the Chronicles of Counter-Earth are rare because the author, John Norman, focused more on philosophy and action than economic minutiae. However, by piecing together mentions from books like Assassin of Gor, Tribesmen of Gor, and Mercenaries of Gor, we can reconstruct a reliable "menu" of costs.

The most important rule for Gorean food prices is Geography.

  • Salt is cheap in the Tahari (desert) but expensive in the northern forests.

  • Fish is peasant food in Port Kar but a delicacy in the inland city of Ar.

Here is a breakdown of food costs, categorized by social class.

1. The Coinage Reference (Standard of Ar)

To understand these prices, remember the purchasing power:

  • 1 Copper Tarsk (CT): The dollar bill. Used for daily, small purchases.

  • 1 Silver Tarsk (ST): The $100 bill. Used for significant purchases (weapons, bulk food, rent).

  • 1 Gold Tarn (GT): The $10,000+ stack. Used for buying houses, ships, or trained slaves.


2. Street Food & Peasant Fare (Copper Tarsks)

For the average laborer or peasant, food is bought almost exclusively with copper.

ItemPriceNotes
Paga (Common)2–4 Bits"Peasant Paga." Often watered down or made from lower-quality grain. Served in clay bowls.
Black Bread (Loaf)1–2 CTDense, hard bread made from Sa-Tarna (Life-Daughter) grain.
Meat Pie (Street)1–2 CTUsually Tarsk (pork) or Vulo (poultry) mixed with heavy gravy to hide the quality.
Sullage (Soup)1 CTA thick soup made from leftover vegetables and discarded meat cuts. The standard meal for the poor.
Vulo (Uncooked)4–6 CTA whole bird (similar to a pigeon/chicken). Common livestock for peasants.
Tarsk Meat (lb)3–5 CTPork is the most common meat on Gor.
Rep Cloth2–3 CTNot food, but the coarse cloth used to wrap food or wipe hands.

3. Tavern & Merchant Fare (High Copper / Low Silver)

This is what a mercenary, a traveling merchant, or a Free Woman might eat at a reputable inn.

ItemPriceNotes
Paga (Quality)1–2 CTBrewed from superior Sa-Tarna. Served in polished horns or glass.
Ka-la-na (Common)5–10 CTDry red wine from the Ka-la-na tree. The standard "table wine" of Gor.
Roast Bosk (Steak)10–15 CTBosk (giant, shaggy cattle) meat is prized. A steak is a solid meal for a warrior.
Sa-Tarna Bread (Yellow)3–5 CTHigh-quality yellow bread, often served with honey or melted butter.
Tabuk (Venison)8–12 CTGame meat, leaner than Bosk. Often served with spiced sauces.
Full Inn Meal15–25 CTIncludes meat, bread, cheese, and a horn of paga.
Salt (Bag)40–50 CTEssential for life. The price fluctuates wildly depending on distance from the Tahari.

4. High Caste & Luxury Feasts (Silver Tarsks)

The High Castes (Initiates, Ubars, Rich Merchants) eat foods that must be imported or require expensive preparation.

ItemPriceNotes
Ka-la-na (Vintage)1–3 STAged wines from famous vineyards (e.g., the slopes of the Vosk).
Turian Liqueur2–5 STA sweet, potent liqueur from the wealthy city of Turia. A status symbol.
Honey / Sugar50–80 CTSweeteners are luxuries. "White Sugar" is rare; honey is the standard luxury sweetener.
Spices (Torian)1–2 STSmall jars of rare spices (cinnamon, cloves equivalents) imported from the distant city of Tor.
Carp of the Vosk60–80 CTA specific delicacy river fish, often served in white wine sauce.
Ram-Berry Tarts10–15 CTA dessert delicacy. Ram-berries are small, tart red fruits.
Golden Sul5–10 CTA starchy, potato-like root vegetable, often mashed with heavy cream.

5. Notable Regional Specialties

Prices for these items depend entirely on where you are standing.

  • Dates:

    • In the Tahari Desert: 1 Copper Tarsk for a basket.

    • In the Northern Forests: 1 Silver Tarsk for a basket (due to caravan costs).

  • Fish:

    • In Port Kar (The Venice of Gor): 1 Copper Tarsk (it's everywhere).

    • In the Tahari: Unavailable at any price.

  • Slave Porridge:

    • Cost: < 1 Bit per serving.

    • Composition: Boiled Sa-Tarna meal with water. It is deliberately bland and cheap, designed solely to sustain life without providing pleasure.

Summary for Roleplay/Writing

If you need a quick rule of thumb for a scene:

  • Throwing a copper on the table gets you a drink and a piece of bread.

  • Throwing a handful of coppers gets you a roast dinner for your squad.

  • Throwing a silver gets you the best bottle of wine in the cellar.

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In the Chronicles of Counter-Earth, Black Wine is distinct from the more common Ka-la-na (red wine). It is the Gorean equivalent of extremely strong, thick coffee (specifically Turkish or Arabic coffee), though it is called "wine" due to its potency and cultural status.

Here are the details on Black Wine:

1. What is it?

  • Nature: It is a hot, bitter, black beverage. While called "wine," it acts more like a high-caffeine stimulant than an intoxicant, though some roleplay interpretations treat it as a liqueur. In the books (specifically Tribesmen of Gor), it is consumed for energy and alertness.

  • Origin: It is almost exclusively associated with the Tahari, the vast desert region of Gor.

  • Ingredients: It is brewed from the roasted beans/seeds of desert shrubs (sometimes associated with the Gim or Kanda plants, though sources vary).

2. Flavor Profile

  • Taste: It is described as incredibly bitter, thick, and muddy.

  • Serving Style: It is almost always served scalding hot.

  • Preparation: Because of the bitterness, it is traditionally served with large amounts of white or yellow sugar (and sometimes spices).

3. Cultural Significance

  • The Tahari Tribesmen: For the desert nomads (the Aretai, the Kavars), Black Wine is a ritual of hospitality. You cannot enter a tent without being offered a tiny cup. To refuse it is an insult; to not finish it is rude.

  • The "Morning Brew": In the northern cities (like Ar or Ko-ro-ba), it has become a fashionable luxury item for the wealthy, consumed in the morning to wake up or after heavy meals to aid digestion.

4. Price and Availability

Because it must be imported via caravan across the wasteland, its price skyrockets the further north you go.

LocationCostNotes
In the Tahari (Oasis)1–2 Copper TarsksIt is a staple of life here, as common as water.
In Ar (The City)10–20 Copper TarsksA luxury import. A cup of Black Wine in Ar costs as much as a full meal.
In the North (Torvaldsland)1–2 Silver TarsksExtremely rare. Only Jarls or High Merchants would have a supply.

5. Serving Vessels

  • Thimbles: It is drunk from tiny cups, often no larger than a thimble, because it is so potent.

  • Materials:

    • Tahari: Horn or beaten copper cups.

    • Cities: Delicate porcelain or glass imported from Turia.

Summary

If you are roleplaying or writing a scene:

  • Ka-la-na is for getting drunk / partying.

  • Black Wine is for waking up, business meetings, or intense discussions. It is the "espresso" of Gor.