During the countless copies of these invaluable scrolls, the original dates have unfortunately been lost to time. However, their vital contents have been meticulously preserved here.
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
Role
Estimated Cost / Retainer
Lore Context
Scribe
1–5 Copper Tarsks per document
Scribes (White Caste) handle everything from private letters to high-level state secrets. A simple letter is cheap; a complex legal deed is not.
Accountant
10–50 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.
Clerk
2–5 Copper Tarsks per day
Generally a lower-tier member of the Scribe or Merchant caste. They handle the "grunt work" of record-keeping.
Advocate
10–100+ Silver Tarsks per case
In 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.
Magistrate
State 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.
Ambassador
1 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.
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 LawInstructor: [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)
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.
Standardization: The universal acceptance of Gorean weights (stone, weight, talent) and currency (tarsks/tarns) supersedes local "debased" city currency.
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.
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?
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.
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.
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.
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.
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.
Item
Price
Notes
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 CT
Dense, hard bread made from Sa-Tarna (Life-Daughter) grain.
Meat Pie (Street)
1–2 CT
Usually Tarsk (pork) or Vulo (poultry) mixed with heavy gravy to hide the quality.
Sullage (Soup)
1 CT
A thick soup made from leftover vegetables and discarded meat cuts. The standard meal for the poor.
Vulo (Uncooked)
4–6 CT
A whole bird (similar to a pigeon/chicken). Common livestock for peasants.
Tarsk Meat (lb)
3–5 CT
Pork is the most common meat on Gor.
Rep Cloth
2–3 CT
Not 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.
Item
Price
Notes
Paga (Quality)
1–2 CT
Brewed from superior Sa-Tarna. Served in polished horns or glass.
Ka-la-na (Common)
5–10 CT
Dry red wine from the Ka-la-na tree. The standard "table wine" of Gor.
Roast Bosk (Steak)
10–15 CT
Bosk (giant, shaggy cattle) meat is prized. A steak is a solid meal for a warrior.
Sa-Tarna Bread (Yellow)
3–5 CT
High-quality yellow bread, often served with honey or melted butter.
Tabuk (Venison)
8–12 CT
Game meat, leaner than Bosk. Often served with spiced sauces.
Full Inn Meal
15–25 CT
Includes meat, bread, cheese, and a horn of paga.
Salt (Bag)
40–50 CT
Essential 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.
Item
Price
Notes
Ka-la-na (Vintage)
1–3 ST
Aged wines from famous vineyards (e.g., the slopes of the Vosk).
Turian Liqueur
2–5 ST
A sweet, potent liqueur from the wealthy city of Turia. A status symbol.
Honey / Sugar
50–80 CT
Sweeteners are luxuries. "White Sugar" is rare; honey is the standard luxury sweetener.
Spices (Torian)
1–2 ST
Small jars of rare spices (cinnamon, cloves equivalents) imported from the distant city of Tor.
Carp of the Vosk
60–80 CT
A specific delicacy river fish, often served in white wine sauce.
Ram-Berry Tarts
10–15 CT
A dessert delicacy. Ram-berries are small, tart red fruits.
Golden Sul
5–10 CT
A 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.
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.
Location
Cost
Notes
In the Tahari (Oasis)
1–2 Copper Tarsks
It is a staple of life here, as common as water.
In Ar (The City)
10–20 Copper Tarsks
A luxury import. A cup of Black Wine in Ar costs as much as a full meal.
In the North (Torvaldsland)
1–2 Silver Tarsks
Extremely 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.