Notes on the Port of Huzuz

The party will be sailing on the 'Kuda when they come into the port of Hazuz.
They will be met by a party in an ornate skiff with a gold decorated prow carved in the likeness of a madrid. This is the Admirality launch. On board are a tax collector, and platoon of 10 marines. There are also 2 sea mages named Tahok En'sifal and Hoh al'Kefir a half-ogre femail. Around the neck of the tax collector is a golden whistle. He is dressed in a red jaleba with blue stripes and gold piping. He introduces himself as Nahood Al'sanar, appraiser of cargo for the Caliph Khalil al-Assad al-Zahir "The Master of the Enlightened Throne, Most High Sovereign of the Land of Fate, the Worthy of the Gods, Scourge of the Unbeliever, and Confidant of the Genies". He has two large leather pouches worn over each hip. One for the taxes, one for his scale. Once he has inspected the ship (accompanied by 2 marines), he will see they have no cargo and will charge for the men on the ship. He will charge 2sp per person. When they pay him, he takes out his scales (a cunning apparatus gimbled with gyroscopes that keep the scale level and true in high seas. He will weigh their coin and eusure it is up to the standard. He also has a brass tube with a glass gradiated panel in it that allows him to check the density to prevent false coins from being used. He also has a hirkam; a type of aabacus the uses flipping pieces of wood with numbers on one side. He uses this to keep track of how much is owed. If they want the marid to tow them to port, an additional 5gp is charged.
Most used coin is the dirham- Silver piece, equal to 10 bits (copper pieces) or 1/10 dinar. (Gold Piece)
Once he has agreed to the amount of coin, he will tell them to lower the anchor and then summon the marid to pull them to shore. The marid, Bese al-Sedni, is required to serve for 100 years and a day. He has decades yet to go on his term and is in a bad mood. Roll reaction at -2 and if less than 10 is rolled, they will get a VERY rough ride into port. He will pull the ship to 100' of the dock then pass the ship off to a counterpart who stays at the docks, an enslaved dao named Kili bint Farud. She is equally unhappy with her situation, but when ordered to, helps haul ships to the dock or push them back into deeper water.
They will be towed past the as the Grand Caliph's personal barge. The barge is a huge vessel, decorated in gold and platinum. Its crew is in readiness for a trip at any time, for one never knows when it will be needed by the Caliph.
There are currently 64 of the Caliphs's ships in the Royal Harbor. They are of all different types as many are captured pirate vessels. Each of these captured ships flies a flag with a broken schimitar as a warning to other pirates.
The docks are almost full when the party arrives with 27 ships moored.

The ferry is a huge barge that lies upriver from the dock and is drawn by dao (genie slightly smaller than the marid).
There is a swarm of people on the docks during the daylight. Besides the loading and unloading of ships which is almost never ceasing, there are workings looking for a job, idle lookers on, whores and seamen discussing the ships as they arrive.
Youths of 9-13 years hang out looking for newcomers they can take to Husam Alin, Guide to the City of Delight in the Pilgrims district. If the one they bring in hires a guide, they get a bean.
In the Pilgrims district is Husam Alin, Guide to the City of Delight: Here, guides can be hired for any length of time from 1 hour (5 bits), a day (5 dirham) to 2 Dinars for 5 days.
They will hire the guide Hi'ram.
For a 5 day stint, they will get a tour each day as follows:
Day 1 - Lodging and culture: They are taken to various places where they might find rooms. They also visit a family restaraunt where they are introduced to the culture, food and manors of the city.
Kasef Hou'a Mah - (Your Friends Mother). This place looks like a cluster of tents arrainged around a central white stone spire 4 stories high. The ground floor is a kitchen, next up is the larder, above that the childerens rooms and above that is the adult quarters and the family temple.
This small eatery is a family affair. Fortunatly, it is a very large family. The man of the house named Sharif has 3 wives and each has had many childeren. In all, there are 14 over the age of 8. All of them work serving and cooking along side their mothers and a staff of 2. Sharif welcomes each patron and sorts them into one of 5 tents. There are two tents that hold 2 parties of 4 or 8. There is one large tent that seats 20 and two slightly smaller tents that seat 15. They will be charged about 1 gp a person with wine and beer extra.
They will be taken to the medium sized tent by a pair of twin girls about 11 years old.
Seating is family style; satin embroidered pillows around a horseshoe shaped table about 18" high.
They server only beer and wine.
A teenage daughter will perform the coffee ceremony in which a host makes coffee for guests and serves it to them.
A wheeled tray is brought in on which there is a small cast iron stove about 1' around, about 1' high and shaped like a cyclone lamp. Charcole burns in the bottom. Pale green beans are placed inside and stirred. Normally, the host would engage in light conversation or banter. It takes 15 minutes of high heat to turn the beans black. When they are done, the basket that fits in the stove is taken out and placed in a stone mortor and pestile that has a pour spout where they are ground extra fine.  The coffee is poured into the brewing vessle and from the top of the oven is taken the hot water. It is poured into the brewing vessle and a long ornate spoon is used to stir it. Once this is done, the young girl kneels toward the Palace of the Grand Caliph and says a prayer of thanks for the presence of friends. Then she comes around to the guests side of the table to serve them.
They are served 12 dishes: Yogert with lemon, yellow rice with cloves, pickled veges and cheese, tiny fresh fish baked in butter, balls of spiced cereal, bar-b-que pork ribs, etc. finishing with a complete stuffed suckling pig.

Day 2 - Sight Seeing (the mosks, the palace the gardens)
Palace of the Grand Caliph (also called the Lair of the Great Lion, Seat of the Enlightened Throne, and the place to which all eyes turn). Built and remodeled over the course of 500 years, this sprawling palace has become a maze of rooms, courts, and passageways. As the power and personal treasuries of the Grand Caliph expanded, so too did the palace. Old buildings and halls were tom down to provide space for new ones. The palace has maintained its present form for the past three generations of the Grand Caliphate.

Public Gardens. This wondrous expanse of greenery borders the eastern edge of the Grand Caliph's palace. The gardens are filled with row upon tailored row of roses, hibiscus, and other flowers, as well as great orchards of pears and figs. Technically, the gardens lie upon the Grand Caliph's private land. But according to a long tradition, they remain open to civilized men and women throughout the year, and are closed only when the Grand Caliph himself chooses to wander the grounds for meditation (about once a week). The greatest wonder of the Public Gardens is the Floating Fountain. The fountain's base is an enormous reflecting pool installed by the first Grand Caliph. Recently, Ambassador Jiraad enhanced the pool. The marid created golden bowls which float through the air above the reflecting pool, dancing a slow, graceful ballet. The bowls spout jets of clear, sparkling water, which arch into the air before spilling into the pool below. In times of celebration, the fountains spray colored water instead-and sometimes even fire, steam, or rainbow-colored sand.

The Grand Bazaar. This huge, open-air court is located near the city's harbor. It is one of Zakhara's busiest markets, for Huzuz lies at the crossroads of all major trade routes. Exotic foods, silks, treasures, curios, entertainers, letter-writers, mystics, barbers, individuals looking for employment all can be found in the bustling court until curfew. After nightfall, lamps aglow with continual light spells provide general illumination. Licensed torchbearers appear, offering to escort members of the evening crowd to their sleeping quarters (for a fee). Huzuz lacks an official slave market, but unscrupulous characters are willing to procure that which is desired, as long as the correct price is paid.

The Mosks

Day 3 - Shopping
Grand Bazaar (find anything in 1d10 turns)
Aja Pelima, Magical Items Bought and Sold:
Alik Aksama, Fine Rugs:
The Barber Shop of Gorar al-Aksar:
Focran Samina, Ropes for All Uses:
Gogal al-Misal, Slave Trader:
Hama Sayif, Mystic and Dancer:
Hakim Sayad, Clothes for the Enlightened:
The House of Al-Danafi: General Equipper
Howard Baker, Fine Pastries:
Janci al-Kriman, Camels and Other Beasts
Jera al-Farif, Sculptures for the Elite:
Korat Minial, Lights in the Dark:
Mari bint Sadita, Coffee Seller:
Minak al-Zafyi, Exotic Animals:
Mira al-Mikam, Barber Shop:
Sadik Harama, Fine Weapons:
Yunik al-Zanil, Flying Tours:
The House of Al-Kamari, Fine Silks
The House of Al-Thuria, Leather Goods
Gundar Silvershine, Abas for All:
Aziza the Seer:
Fatima bint Fayiz, Tailor:
Kola bint Fayala, Locks:
Zima al-Hatik, Rare Books:
Nabil al-Rashad, Horse Trader:
Bathhouses of Jisan of the Floods: Bathing
Jeremi Laski, Wines and Spirits:
Hatim Sumika, Scribe:
Bahija Jalin, Philters and Potions:
Ibtisam bint Latifa, Personal Wardrobe Designer:
Essafah al-Jamila, Items for the Immortals: Genies only!

Pilgriim's District
Musil al-Samik, Broker:
Rashad al-Klemari, Religious Supplies:
Rayad al-Farif, Appointments with the Mighty:
Fatima Kossi, Wanderer's Rest:
Husam Alin, Guide to the City of Delight:
Mamood's: Flophouse for pilgrims
Tomar of the Winds, Religious Teachings:
Gomir al-Kasir™s Barber Shop:

The Assad Bazaar
High Class versions of the Grand Bazaar

Day 4 - Entertainment
Bars (there are a few) whore houses, street entertainment, night clubs, gambling halls.

Day 5 - Group choice.

Language is Midani.
Dreamsugar is an addictive drug found around the docks.
The gods names are chanted from the spires of the minerettes above the temples.

"Hakiyah, Selan, Haku, Jisan, Kor, Hajama, Najm, Zann"


Places to stay (documented inns)
Merchant's Home
House of Wo
Dami House
Home of the Happy Dolphin



Aywa (EYE wah)-Yes.
La (LAH)-No.
Es salam alekum (ess sah LAMB ah LEH koom)-May peace be upon you. A general greeting.
Wa alekum es salam (wah ah LEH koom ess sah LAMB)-May peace be upon you also. Response to the
preceding.
Maas salama (mahs sah LAMB ah)-Go with peace.
Saheeda (sah EE da)-Greetings. Hello. Also goodbye.
Min fadlak (min FAHD lahk)-Please.
Shukrun (SHOOK rahn)-Thank you.
Afwan (AHF wahn)-You're welcome.
Kwayis (KWAY iss)-Good.
Mish Kwayis (mish KWAY iss)-Bad. (isMishl. negates whatever adjective it precedes.)
Hatar (hah TAR)-Danger.
Samm (SAHM)-Poison.
Ma (MAH)-Water.
Ymmah! (Oh, mama!)
Ybbah! (Oh, papa!) -Expressions of surprise.

May Fate guide thee to glory.
May Fortune smile upon you.
She is to a man us rain is to the desert.
-Compliments and good wishes.

Insults
You are the son of camel dung.
You are the son of a dog's water.
May you sleep with a restless heart and know a thousand nights of misery.
May a porcupine live in your trousers for a thousand days and die there for a thousand and one.
-Insults and ill wishes.

I conjure you to do it
!-I beseech or command you to do it.

The gods are merciful and Fate is all-knowing and I am but a humble slave before them. -Said by a person receiving a compliment, as a matter of humility and a defense against the evil eye.

He makes coffee from dawn until the dead of night. -He is truly an outstanding host.
You have baked your bread; now you must eat it. - You must live with the consequences of your actions.
As the mind expands, the tongue grows quiet.-Those who are wise do not chatter idly.
Though your companion may be honey, do not eat him completely.-Beware of wolves in sheep™s clothing.
We opened our home to him, and he brought in his ass. -He overstepped the bounds of good taste; he tested
the limits of our hospitality.
Guests are like fish; after three days, both stink.-Al-Badian proverb. Refers to the three-day limit for
a guest™s stay, a custom observed throughout Zakhara.
When it begins to rain, he takes shelter in the fountain. -He leaps from the frying pan into the fire.
A man's head is like the desert; the hotter it gets, the emptier it appears. -Foolish deeds are done in anger.
After the incense has come, the guest must go. -A reference to the custom of passing a tenser filled with frankincense following a coffee ceremony, after which the guests leave (or retire for the evening).


The Court: The Grand Caliph hosts a mighty group of courtiers, retainers, servants, and sycophants,along with a harim comprising more than a hundred women of various races and nationalities. (No more than four of them are his favored wives at any one time, however.) There is a great deal of political infighting for the Grand Caliph's ear. Important personages include the following:
Grand Vizier Alyana al-Azzazi (hfW/so/20) is a prim sorceress with strong moralistic beliefs. She councils the Grand Caliph in virtually all matters.Though her size is small, her demeanor suggests power.She always appears in court wearing rich robes and aveil. She does not dwell in Khalil's harim, but has quarters that are solely her own, overlooking the palace gardens. She is older than Khalil, and still treats him as if he were a young student. He listens faithfully to her advice, and in return she quietly accepts his rulings-even when they violate her wishes. That does not occur often, however, for Alyana's'wisdom has often been proved, and the Grand Caliph usually concurs. She wishes that the Grand Caliph would be more diligent in matters of state.
Tanya bint Perijan (hfT/sl/10) is a native of Gana.
She is the Grand Caliph's most valued wife (for thetime being, anyway). She rules the harim. Tanya set outto reach the court of the Grand Caliph, and to secureher place in his heart through a combination of effort,favors, and a bit of blackmail. She is an opportunist,but she is also devoted to her husband. Her goals in lifeare to maintain her hold on the Grand Caliph's heartand to be the first to bear him a son. Her son wouldthen be the recognized heir of the EnlightenedThrone. Until she bears the first son, however, she isno different from any other wife, only one step above acourtesan. As of yet, she has only daughters.
Jiraad, a noble marid, serves as an ambassador to the genie races. By nature, marids are not interested in the affairs of men, yet the Grand Caliph specifically asked for a marid to fill this posting. After much grumbling (privately), Jiraad accepted the ambassadorship, and he enjoys the company of the Grand Caliph. He wishes Khalil would show more adventure and spine, however, and he often counsels for direct, heroic action. In Jiraad's humble opinion, His Enlightened Majesty should lead with his heart, not with his head. Jiraad's advice is usually balanced by that of the Grand Vizier, who recommends careful reflection and cautious delegation. The two do not get along. In addition to his post as ambassador, Jiraad is in charge of maintaining jann military units. He also serves in the navy as an honorary admiral under Prince Cheddah's command.
Prince Tannous al-Assad (hmF/a/16) is the uncle of the Grand Caliph (and brother to his late father). Tannous currently stands in direct line for the throne; if the Grand Caliph should die before producing an heir, Tannous would assume his exalted position.
Prince Tannous acts as the Grand Caliph's spy beyond the palace walls. Little escapes the notice of his sinister eyes. He also gains information through a network of agents and informers in the continent's three great cities: Huzuz, Hiyal, and Qudra. All those who serve within the network remain alert to potential threats against His Majesty. Tannous often travels abroad on behalf of the Grand Caliph, or to his own retreat at the foot of the Al-Akara Mountains. The Grand Vizier and Tanya despise Prince Tannous. The Grand Caliph, however, is devoted to him, and the prince is always welcome in his court.
Prince Cheddah (hmF/f/W16), another paternal uncle to the Grand Caliph, is a pompous, overweight, and overbearing man. Cheddah commands the city's military. In manner he is a fool, and in tactics he is a disaster. But he is a believer in spit-and-polish reviews and parades, which have been the chief purposes of Huzuz's military forces for the last two decades.
The Grand Caliph dotes on Prince Cheddah. Other major members of the court consider him a bungler who survives mainly on the talents of his underlings.
These include Thokkor of the Furrowed Mountains (hmF/mb/14), who is in charge of the mercenary units and cavalry, and Preani Qin (hfF/mk/14), who oversees the slave-warriors. Thokkor is most concerned with the growing military might of the Pantheist League, and is opposed by the Grand Vizier.
Preani Qin is both comely and competent, such that she has caught the eye of the Grand Caliph, and has therefore earned the enmity of Tanya, his wife.
Imam Renn min Zann (emP/p/19), Keeper of the Mosques, is the main representative of the assembled enlightened faiths of the Land of Fate. He is a respected, silver-haired fixture in court life, serving as the conduit by which religious questions and decisions are brought before the Grand Caliph. Renn's father was a broadminded barbarian elf from realms lying far to the north. His mother was the intelligent but headstrong daughter of a prominent Zakharan merchant. Perhaps because of this eclectic background, Renn became a pragmatic priest of Zann. He quickly gained a reputation for his wisdom and his ability to mediate among squabbling factions. Long a presence in the Grand Caliph's court, Renn has served two previous Grand Caliphs (Khalil's father and grandfather). All members of the present court have a healthy respect for Renn's power, though he has sparred recently with the Grand Vizier, whose moralist philosophies are more conservative than his own. Population: 800,000 permanent residents. During High Holy Days and on Ascension Day, the population swells to well over a million and a half. Features of the City: Known far and wide for its beautiful architecture, this city is often called Huzuz the Golden. Its domes and minarets are clad in gold, tile, and inlaid glass, all reflecting* the sun. As dawn breaks, the city seems to glow. In the midday heat, it shimmers. And as the sun sinks toward the horizon, the light blazes a path across the Golden Gulf and seems to set the city aflame. Through centuries, the craftsmen and artisans of Zakhara have made the city their showcase. Their hand- painted tiles, intricate mosaics, gilded surfaces, and intricately carved plaster and stone are a tribute to the Loregiver, as well as to an enlightened civilization and the wonders of Huzuz itself. The people of Huzuz are by nature as tolerant as they are diverse. Racial and religious differences do not present a problem. Even far-removed faiths Andy ideas are treated with more amusement than fear. Every style of fashion in the Land of Fate can be found on the city's streets. Every type of product made in the enlightened world can be found here, too-along with a vast array from the lands beyond. The populace of Huzuz are confident in their good fortune, and cannot believe that anything evil would happen to the Enlightened Throne and their most puissant Grand Caliph.

A walking tour of this great city should include the following sites:
Additional Places of Interest:


Major Products: Trade, tourism (especially visits to the Grand Mosque and the Court of Enlightenment), bureaucracy (tax records and census for managing the empire), universities, sages, textiles.

Armed Forces: 10,000 footmen; 2,000 imperial cavalry; five 50-man wings of hippogriff cavalry; an imperial palace guard comprising 1,000; three mercenary units (2,100 strong combined); five units of mamluk infantry (5,000 strong combined, with one unit for each of these groups: the Dutiful, the Faithful, the Valiant, the Studious, the Honored); three units of mamluk cavalry (900 strong combined, representing the Dutiful, the Valiant, and the Dauntless); naval base for 40 imperial ships with crews, who are charged with patrolling the Golden Gulf and Suq Bay; plus the Magical Legion, a unit of 75 wizards of varying level,each with a flying carpet. The city also boasts a reserveforce of jann warriors, whose exact number is notcommon knowledge (see also page 27).Footmen serve as patrols and the city guard. Theyare led by the chancellor of the city, Makin al-Mutrattab (hmF/a/10). Cavalry, hippogriffs, and the palace guard are under the direct command of Prince Cheddah. Mercenaries are under the command of Thokkor. All mamluks answer to Preani Qin, including the Honored, a detachment of eunuchs used as harem guards in the palace. The navy serves under the command of Grand Admiral Haroun ibn Abbak (hmF/c/15), though they may be led by Jiraad, ambassador from the Genie Courts. Jiraad is also responsible for the jann auxiliaries. The wizards serve under the command of the Grand Vizier, but in battle they are led by the White Agate (see isKey Figures Outside the Courtlt).

Major Mosques and Priests:
Huzuz has nine great mosques. Eight are arranged in an arc facing east toward the ninth, like a half-moon whose points reach out to embrace a shining star. Each of the eight mosques of the arc is dedicated to a different enlightened god. The temples, their faith, and the imam in charge are listed below. The sequence follows the arc from north to south.
Kor:: Imam Gogol (hmP/e/19).
Hajama: Imam Jomhur (hmP/m/19.
Najm: Imam Effat (hfP/e/20),
Jisan: Imam Morol (hemp/m/18).
Hakiyah: Imam Kerim (hmP/p/17).
Selan: Imam Lelia (dfP/e/12).
Zann: Imam Renn (emP/p/19).
With this arrangement, the great arc is bounded on
Haku: Imam Gholam (hmP/e/18).
one side by wisdom and on the other by learning. The ninth house of worship, the Golden Mosque, is considered ioopen.le Members of any faith recognized by the Loregiver may worship freely within it, including members of the Temple of Ten Thousand Gods and followers of local deities such as Jauhar and Bala. The Golden Mosque is maintained by a large staff headed by the Keeper of the Mosques, who in turn is a member of the Grand Caliph's court. Imam Renn, an elvish Zannite and pragmatist, is the current Keeper of the Mosques. His temple takes its name from the lavish gilt overlay which bedecks the pillars and the carved ceiling and wall ornaments. Even the intricate tilework is laced with gold.
The Golden Mosque is significant for three other reasons. First, it is a ham (holy site). It is built around the ruins of a house that is said to have belonged to the Loregiver herself. Further, it was here that the first Grand Caliph received the vision to search out the words of the Loregiver. Finally, the Golden Mosque opens to the east upon the Great Court of Enlightenment. The Grand Caliph appears above this court to his people on Ascension Day, and then pays homage to his gods in the Golden Mosque. In worshipping so, the Grand Caliph shows no preference to one faith over another.
Key Figures Outside the Court:
White Agate (hmW/sem/20) is a sea mage whose travels to the utter ends of the earth have left his flesh bleached completely white. Some say it was caused by the inhospitable weather he encountered in the Crowded Sea, while others speak of his encounters with dark things far beneath the land of Nog. White Agate has retired as an adventurer and has made Huzuz his home. He now serves as the leader of the Magical Legion. Except for rare appearances in the Grand Caliph's court and at the head of his troop, White Agate is never seen in public. Even those who seek his services and advice do not communicate with him directly. Instead, servants bring the sea mage written questions, and he responds in kind.
Qirmiz min Hudid (hfW/fm/14) is a member of the Brotherhood of the True Flame (and therefore a staunch believer in the superiority of fire magic over all other types). She occupies a large manor, which is frequently used by visiting flame mages as a base of operations. Rumors persist that worship of Kossuth is a common practice within her walls, but that has not been proved. Qirmiz is a sullen, easily-angered individual who is accustomed to getting what she seeks. The House of R'maga was founded by seven ogre brothers, six of whom still remain in Huzuz. They pride themselves on their ability as porters and guides. Both they and their employees are well-versed in the history of the city, its layout, and how to get around. The R'maga brothers are in great demand during High Holy Days, when visiting dignitaries command their personal services. The seventh brother, Arkar bin R'maga, disappeared mysteriously a few years ago, and the surviving brothers do not speak of him. A fixture in the Grand Bazaar for nearly 40 years is the popular barber Gorar al-Aksar (hmB/br/15). He has attended the sick, shaved the hairy, and provided great entertainment. Many people appreciate his talents. Harming Gorar in any way and a number of strangers have been moved to such violence is a sure way to incite a riot.
Gorar is a seemingly endless fount of information and chatter. He prefaces every other statement with a caveat, saying, iaThis may not be true, but. . .lt Then he launches into a long and lively account. Merchants who frequent the bazaar claim that half the wild stories and most of the lost treasures of Huzuz and its surroundings have been ieplantedlg by this man. Gorar enjoys listening to a good tale almost as much as he enjoys telling one. He willingly compensates others for information-offering his services if not his silver. In time, he relates those stories to other customers, suitably embellished.
Rumors and Lore: The tale of Huzuz is closely tied to that of the Grand Caliph. Six hundred years ago, the land occupied by Huzuz was little more than a small village used for trade between desert tribes and merchants along Suq Bay. One fateful day, the young man who would be the first Grand Caliph visited the village. He wandered the streets and soon stood before a simple dwelling, which many claim was the house of the Loregiver. There-at the site of what is now the Golden Mosque he received a vision of Fate. Fate declared to him that a disaster lay ahead for his tribe, but if he would place himself in her hands, he would rise to greatness.
And so it happened that when the boy and his tribe returned to the desert, a great sandstorm arose, unlike any they had seen before. The young man's tribe attempted to outrun the storm, but they were scattered and separated by the wind, seemingly lost forever. The young man himself did not flee. Instead, he placed himself in Fate's hands, and let his horse take him wherever Fate determined.
After some time, the boy awoke to find himself in the Akara Mountains, resting in a cave. He had no knowledge of how he came there. Upon searching the cave, he discovered a set of ancient scrolls, which he placed into his carpet bag before leaving. For a time, the boy searched the desert for signs of his tribe. When he found none, he returned to the village where he had received the vision of Fate. There, he deciphered the scrolls, which contained the wisdom that would be known as the Law of the Loregiver. The boy began to share his wisdom with others. They spread the word in turn, and soon, almost magically, Fate's wisdom spread throughout the land like a wildfire. All recognized the wisdom of the youth. When members of his tribe, scattered and separated, heard of this mystic youth, they came together at the village. All had survived, and they realized that Fate had been with them after all.
The desert people and villagers settled the land together and spread the word of the Law. The youth became the new sheikh of his tribe. More importantly, he was soon recognized as the first Grand Caliph. The youth founded the Golden Mosque on the site of his vision, and all who wished to pray to whichever enlightened god they chose were welcome there. And within sight of the mosque he made his home. Upon his death, the Grand Caliph ruled a small collection of cities. The title of Grand Caliph passed to his son. Since that time, the power of the Grand Caliph has expanded to its present size. And Huzuz itself has grown in population and wonder.
to The present Grand Caliph is the eighteenth man sit upon the Enlightened Throne, and his rule has been, for the most part, good. The realm is better under his care than it would be without him. For the people of Zakhara, that is enough.

Home of the Happy Dolphin
Hajama, Hakiyah, Haku, Jisan, Kor, Najm, Selan, Zann.
They will be searched by the tax collector
A Madrid will tow them to shore
The current Grand Caliph is Khalil al-Assad al-Zahir
Population: 1.6 million; 800K permanante, 150K to 800k pilgrims

Random Townsperson Race d1000
1-850 human
851-860 dwarves
861-880 elves,
881-990 half-elves
891-910 halflings
911-920 gnomes
921-930 goblins
931-940 orcs
950 Ogres
960 Hobgoblins
970 Half-Orcs
981 Half-Ogre
986 Lizardman
990 Bugbear
991 Hill Giant
992 Stone Guabt
993 Ogre Magi
994 Centaur
995 Minotaur
996 Wemics
997Aarakocra
998 Kenku
999 Troll
1000 - DM Choice
4% ogres, hobgoblins, kobolds, half-orcs, half-ogres, and lizard men.
1% gnolls, bugbears, hill giants, stone giants, ogre magi, centaurs, minotaurs, wemics, aarakocra, kenku.

Encounters When walking in the street, roll 1d10 per turn and an encounter is indicated on a 1 or 2.
Roll 2d20 for Encounter Type
  1. DM Choice
  2. Unusual Animal Pet
  3. Animal Pests
  4. Monsters
  5. Grand Caliph
  6. Pilgrim
  7. Nomad
  8. Professor of Namoom School
  9. Teacher at Al-Bidir Sallah, the Home of the Seekers of Knowledge,
  10. Magic Carpet and Rider
  11. Hippogriph with Guard
  12. Genie
  13. Pirate
  14. Smuggler
  15. Begger
  16. Townsperson
  17. Townsperson
  18. Townsperson
  19. Diligent Mamluk Patrol
  20. Exterminator Patrol
  21. Ethical Priest
  22. Sea Mage
  23. Officer/Sailor of Caliphs Barge
  24. Riders of Blood
  25. Al-Kamari family
  26. Al-Danafi family
  27. Lesser Noble
  28. Ł Adnan approaches the player characters and tries to convince them to go to the genie courts to find his star pupil, who disappeared.
  29. Ł Khwaja al-Danaf hires the player characters to explore new routes. 
  30. Ł Almost anyone wants the player characters to guard a particular caravan against bandits.
  31. Ł The player characters meet Qirmiz min Hudid and are drawn into conflict with the Brotherhood of True Flame.
  32. Ł The city watch runs into a problem while the PCs are nearby. The watch requests the PCs' help, as good citizens, in curtailing whatever the problem is.
  33. Ł The city watch mistakes the player characters for fugitives from justice, arrests them, and takes them before a qadi.
  34. Ł The player characters intrigue the R'maga brothers, who are ready to hire yet another group to attempt to find their missing brother or to return with the money he stole when he left, or find him, so the other brothers can deal with him as they see fit, or whatever else the DM wants to include.
  35. Ł While at a party for the Al-Kamari, Suha the dao to a PC, drawing the party whispers a cryptic message into the yikaria plot.
  36. Ł Dauntless mamluks are sent on a mission to find a magical item, and they need reliable guides. 
  37. Ł The sect of Najm the Adventurous hires the PCs.
  38. Ł Wizards looking for components hire the PCs.
  39. Ł Gogol al-Misal hires the PCs, either as go-betweens for an anonymous noble who needs a job done, or for himself, to send them on a mission for the Brotherhood of True Flame.
  40. Ł The PCs stumble upon an entrance to the city's vast underground.

Winged Cats
Winged Cats: NA (3); AC 5; AL N; Int 3; MV 9, FL 18
(A); HD 1+1; hp 9,8,3; THAC0 19; #AT 3; Dmg 1/1/1-
2; SA rear claws for 1-2 each; SD surprised only on a 1;
SZ T; XP 175

Clothing Item
Asking
Normal
Bargain
Aba, common
Aba, sumptuous
Agal, common
Agal, jeweled
Anklets, plain
Anklets, ornate
Belt
Boots, riding
Boots, soft
Brooch, plain
Brooch, ornate
Caftan, common
Caftan, embroidered
Cap, felt
Cap, fez
Cap, skull-cap
Cloak, cloth
Cloak, fur
Cloak, velvet
Cloak, wool
Chador
Dishdashah
Dolman
Girdle
Gauntlets, leather
Gauntlets, falconer's
Jellaba
Keffiyeh, linen
Keffiyeh, silk
Knife sheath, common
Knife sheath, ornate
Jacket, silk
Parasol, linen
Parasol, silk
Pin
Robe, Common
Robe, Embroidered
Sandals
Sash
Scabbard, any sword
Slippers, cloth
Slippers, leather
Slippers, silk
Shirt, linen
Shirt, silk
Smock
Stockings, leather
Stockings, silk
Trousers
Turban wrap
Veil, linen
Veil, silk
Vest
Waistcoat, common
Waistcoat, ornate
1 gp
22 gp
5 sp
60 gp
15 gp
60 gp
5 sp
5 gp
2 gp
15 gp
75 gp
15 sp
45 gp
3 sp
2 sp
1 sp
12 sp
75 gp
100 gp
15 gp
8 sp
12 sp
8 sp
5 gp
2 gp
4 gp
12 gp
3 cp
10 gp
4 cp
20 gp
120 gp
5 sp
6 gp
9 gp
14 sp
30 gp
7 cp
3 sp
6 gp
3 cp
4 gp
15 gp
8 sp
12 gp
9 sp
3 sp
3 gp
3 gp
2 sp
8 cp
9 gp
9 sp
9 sp
15 gp
 7 sp
15 gp
4 sp
40 gp
10 gp
40 gp
3 sp
3 gp
1 gp
10 gp
50 gp
1 gp
20 gp
2 sp
1 sp
7 cp
8 sp
50 gp
65 gp
10 gp
6 sp
8 sp
6 sp
3 gp
1 gp
3 gp
8 gp
2 cp
7 gp
3 cp
13 gp
80 gp
4 sp
5 gp
6 gp
9 sp
20 gp
5 cp
2 sp
4 gp
2 cp
3 gp
10 gp
6 sp
8 gp
6 sp
2 sp
2 gp
2 gp
1 sp
5 cp
6 gp
6 sp
6 sp
10 gp
5 sp
11 gp
3 sp
30 gp
5 gp
30 gp
2 sp
2 gp
5 sp
8 gp
38 gp
7 sp
15 gp
1 gp
5 cp
6 cp
6 sp
40 gp
38 gp
8 gp
5 sp
6 sp
5 sp
2 gp
5 sp
2 gp
6 gp
1 cp
6 gp
2 cp
9 gp
60 gp
3 sp
3 gp
4 gp
7 sp
15 gp
4 cp
1 sp
3 gp
1 cp
2 gp
5 gp
5 sp
6 gp
4 sp
15 cp
15 sp
15 sp
5 cp
2 cp
4 gp
4 sp
4 sp
8 gp

Food and Lodging
Asking
Normal
Bargain
Banquet (per person)
Bread (loaf)
Candy (per piece)
Cheese, white
Cheese, curd
City rooms, good (per month)
City room, common (per month)
City room, poor
Coffee (cup)
Eggs (each)
 Feed & stables, horse (daily)
Feed & stables, camel (daily)
Feed & stables, exotic beasts (daily)
Fish, fresh (for one meal)**
Fish, salted (for one meal)
Fowl (for one meal)
Fruits (for one meal)
Garlic (clove)
Honey (per quart)
Inn lodging, good (per day)*
Inn lodging, common (per day)*
Inn lodging, poor (per day)*
Koumiss (1/2 gallon pitcher)
Meat, fresh (for one meal)
Meat, salted (for one meal)
Meals, good (per day)
Meals, common (per day)
Meals, poor (per day)
Milk, camels (1/2 gallon pitcher)
Milk, goat's (1/2 gallon pitcher)
Sherbet
Soup
Vegetable (for one meal)
Wine, Heart of Wine (1/2 gallon pitcher)
Wine, good (1/2 gallon pitcher)
Wine, common (1/2 gallon pitcher)
15 gp
7 cp
3 sp
5 sp
3 sp
60 gp
30 gp
8 sp
2 cp
2 cp
1 gp
7 sp
6 gp
3 sp
2 sp
3 sp
4 sp
2 sp
7 sp
7 gp
7 sp
7 cp
3 sp
5 sp
3 sp
7 sp
4 sp
2 sp
1 sp
1 gp
2 cp
7 cp
5 sp
2 gp
6 sp
3 sp
10 gp
5 cp
2 sp
4 sp
2 sp
40 gp
20 gp
6 sp
1 cp
1 cp
5 sp
4 sp
4 gp
2 sp
1 sp
2 sp
3 sp
1 sp
5 sp
5 gp
5 sp
5 cp
2 sp
3 sp
2 sp
5 sp
3 sp
1 sp
7 cp
7 sp
1 cp
5 cp
4 sp
1 gp
4 sp
2 sp
7 gp
3 cp
9 cp
3 sp
1 sp
30 gp
15 gp
3 sp
1 cp
1 cp
3 sp
2 sp
3 gp
1 sp
7 cp
1 sp
2 sp
1 sp
3 sp
4 gp
4 sp
4 cp
1 sp
2 sp
1 sp
4 sp
2 sp
5 cp
5 cp
5 sp
1 cp
4 cp
2 sp
8 sp
3 sp
1 sp

Household Provisions
Asking
Normal
Bargain
Butter (per lb.)
Charcoal (per day)
Coconuts (per dozen)
Coarse sugar (per lb.)
Dates (per lb.)
Dishes, china
Dishes, crockery
Dry/rations (per week)
Eggs (per hundred)
Eggs (per dozen)
Fabric, linen cloth (per 20-yd. bolt)
Fabric, ornate brocade (per 10-yd. bolt)
Fabric, wool (per 20-yd. bolt)
Fabric, velvet (per 10-yd. bolt)
Figs (per lb.)
Firewood (per day)
Glasses, drinking (per set of four)
Herbs (per lb.)
Nuts (per lb.)
Pelts, common( per 100)
Pelts, rare (per 10)
Olives (per lb.)
Raisins (per lb.)
Rice (per lb.)
Salt (per lb.)
Salted fish (per 100)
Silk, raw (per 10-yd. bolt)
Spices, any (per lb.)
Tanned skins (per 100)
Wine, common (250 gal. tun)
Wine, good (250 gal. tun)
3 sp
1 sp
6 sp
2 gp
3 sp
15 sp
2 sp
15 gp
10 sp
1 sp
2 gp
36 gp
20 gp
60 gp
3 sp
1 sp
1 gp
7 cp
15 sp
60 gp
30 gp
1 gp
3 sp
2 sp
2 sp
2 gp
80 gp
2 gp
2 gp
15 gp
30 gp
2 sp
7 cp
4 sp
1 gp
2 sp
1 gp
1 sp
10 gp
8 sp
7 cp
1 gp
25 gp
10 gp
40 gp
2 sp
8 cp
7 sp
5 cp
1 gp
40 gp
20 gp
8 sp
2 sp
1 sp
1 sp
1 gp
60 gp
1 gp
1 gp
10 gp
20 gp
1 sp
4 cp
3 sp
7 sp
1 sp
7 sp
7 cp
7 gp
6 sp
6 cp
7 sp
17 gp
8 gp
30 gp
1 sp
5 cp
5 sp
4 cp
8 sp
30 gp
15 gp
5 sp
1 sp
5 cp
5 cp
7 sp
45 gp
7 sp
7 sp
7 gp
13 gp

Animals
Asking
Normal
Bargain
Boar
Cattle, bull
Cattle, calf
Cattle, cow
Cattle, plow ox
Camel, breeding
Camel, desert
Camel, mountain
Camel, war
Cat, domestic
Cat, hunting (panther)
Chicken
Dog, guard
Dog, house
Dog, hunting
Dog, war
Donkey, ass, or mule
Elephant, labor
Elephant, war
Falcon (trained)
Goat
Goose
Guinea hen
Horse, light war
Horse, medium war
Horse, pony
Horse, riding
Monkey, small
Monkey, trained
Ostrich
Partridge
Peacock
Pig
Pigeon, ornamental (or eating)
Pigeon, homing
Pigeon, land-seeking
Ram
Sheep
Songbird
Songbird, trained
Stork
Swan
Water buffalo
15 gp
30 gp
8 gp
15 gp
20 gp
70 gp
75 gp
90 gp
150 gp
2 sp
7,500 gp
4 cp
40 gp
5 sp
28 gp
30 gp
12 gp
225 gp
600 gp
1,200 gp
2 gp
8 cp
3 cp
225 gp
340 gp
45 gp
110 gp
12 gp
120 gp
45 gp
1 sp
I gp
5 gp
2 cp
150 gp
90 gp
6 gp
3 gp
2 gp
20 gp
1 gp
7 sp
15 gp
10 gp
20 gp
5 gp
10 gp
15 gp
45 gp
50 gp
60 gp
100 gp
1 sp
5,000 gp
2 cp
25 gp
3 sp
17 gp
20 gp
8 gp
150 gp
400 gp
800 gp
1 gp
5 cp
2 cp
150 gp
225 gp
30 gp
75 gp
8 gp
80 gp
30 gp
5 cp
5 sp
3 gp
1 cp
100 gp
60 gp
4 gp
2 gp
1 gp
10 gp
7 sp
5 sp
10 gp
7 gp
15 gp
4 gp
8 gp
11 gp
30 gp
40 gp
45 gp
80 gp
5 cp
4,000 gp
2 cp
20 gp
1 sp
13 gp
15 gp
6 gp
110 gp
300 gp
600 gp
7 sp
4 cp
1 cp
112 gp
175 gp
23 gp
55 gp
6 gp
60 gp
22 gp
3 cp
3 sp
2 gp
1 cp
75 gp
45 gp
3 gp
1 gp
7 sp
7 gp
5 sp
4 sp
8 gp

Tack and Harness
Asking
Normal
Bargain
Bit and bridle
Camel barding, half padded
Camel barding, full padded
Camel pack saddle (kharj)
Camel litter, common
Camel litter, ornate
Cart harness
Halter
Elephant barding, full, lamellar
Elephant barding, half, lamellar
Elephant barding, full, padded
Elephant barding, half, padded
Elephant barding, full, wicker
Elephant barding, half, wicker
Horse barding, full, wicker
Horse barding, half, wicker
Horse barding, full, chain
Horse barding, full, lamellar
Horse barding, half, lamellar
Horse barding, full, padded
Horse barding, half, padded
Horseshoes and shoeing
Horse pack saddle
Horse riding saddle
Howdah, common
Howdah, ornate
Saddle bags, large
Saddle bags, small
Saddle blanket
Yoke, ox or buffalo
21 sp
120 gp
225 gp
2 gp
12 gp
120 gp
3 gp
7 cp
4,500 gp
2,250 gp
675 gp
450 gp
600 gp
300 gp
210 gp
180 gp
3,000 gp
1,500 gp
750 gp
225 gp
150 gp
2 gp
7 gp
15 gp
45 gp
450 gp
6 gp
4 gp
4 sp
4 gp
15 sp
80 gp
150 gp
1 gp
8 gp
80 gp
2 gp
5 cp
3000 gp
1,500 gp
450 gp
300 gp
400 gp
200 gp
140 gp
120 gp
2,000 gp
1,000 gp
500 gp
150 gp
100 gp
1 gp
5 gp
10 gp
30 gp
300 gp
4 gp
3 gp
3 sp
3 gp
12 sp
60 gp
110 gp
5 sp
6 gp
60 gp
15 sp
4 cp
2,400 gp
1,150 gp
345 gp
225 gp
300 gp
150 gp
110 gp
90 gp
1,500 gp
800 gp
375 gp
115 gp
75 gp
7 sp
3 gp
7 gp
21 gp
210 gp
3 gp
2 gp
2 sp
2 gp

Transport
Asking
Normal
Bargain
Barijah
Barge
Canoe, reed
Canoe, outrigger
Caravel
Cart, pony or mule
Chariot, riding
Coaster
Cog
Curragh
Dromond
Galleon
Great galley
Launch, large (qarib)
Launch, small (dunij)
Litter, common
Litter, great
Oar, common
Oar, galley
Raft
Sail
Sambuk
Sedan chair
Wagon, ox
Wheel for wagon or cart
Zaruq
7500 gp
750 gp
45 gp
90 gp
20,000 gp

300 gp
10,000 gp
15,000 gp
750 gp
30,000 gp
100,000 gp
60,000 gp
75 gp
40 gp
120 gp
200 gp
3 gp
15 gp
150 gp
30 gp
15,000 gp
150 gp
90 gp
8 gp
5,000 gp
5000 gp
500 gp
30 gp
60 gp
15,000 gp

200 gp
7500 gp
10,000 gp
500 gp
20,000 gp
60,000 gp
40,000 gp
50 gp
30 gp
80 gp
160 gp
2 gp
10 gp
100 gp
20 gp
10,000 gp
100 gp
60 gp
5 gp
3,500 gp
3750 gp
375 gp
25 gp
45 gp
10,000 gp

150 gp
5000 gp
7500 gp
375 gp
15,000 gp
50,000 gp
30,000 gp
38 gp
22 gp
60 gp
120 gp
1 gp
7 gp
75 gp
15 gp
7500 gp
75 gp
45 gp
3 gp
2,000 gp

Equipment
Asking
Normal
Bargain
Backpack
Barrel, small (30 gal.)
Barrel, large (50 gal.)
Barrel, hogshead (140 gal.)
Basket, large
Basket, small
Bell
Belt pouch, large
Belt pouch, small
Block and tackle
Bolt case
Book, log book
Book, math tables
Book, religious parables
Bucket
Carpet, 3 ft. by 5 ft.
Carpet, 4 ft. by 6 ft.
Carpet, 5 ft. by 7 ft.
Carpet, 6 ft. by 9 ft.
Chain, light (per ft.)
Chain, heavy (per ft.)
Chest, large
Chest, small
Candle
Canvas (per square yd.)
Chalk
Drum
Fishhooks
Flint and steel
Glass bottle
Grappling hook
Holy item
Hourglass
Iron port
Kohl (per tin)
Ladder, 10 ft.
Lantern, beacon
Lantern, hooded
Lock, wretched
Lock, poor
Lock, good
Lock, excellent
Lock, superior
Lock, masterful
Magnifying glass
Map or scroll case
Merchant's scale
Mirror, small metal
Mirror, small silvered
Oil, lamp (per flask)
Oil, Greek fire (per flask)
Paper (per sheet)
Papyrus (per sheet)
Parchment (per sheet)
Perfume (per vial)
Pillow (seating)
Pipes, musical
Quiver
Rope, hemp (per 50 ft.)
Rope, silk (per 50 ft.)
Rosewater (per vial)
Sack, large
Sack, small
Samovar
Sealing wax (per lb.)
Sewing needle
Signal whistle
Signet ring
Soap (per lb.)
Spyglass
Tent, large
Tent, pavilion
Tent, small
Thieves' picks
Torch
Waterskin (1 gal.)
Water clock
Water pipe
Whetstone
Writing ink (per vial)
Zither
3 gp
3 gp
6 gp
12 gp
4 sp
7 cp
2 gp
2 gp
1 gp
7 gp
2 gp
9 gp
10 gp
10 gp
7 sp
3 gp
6 gp
12 gp
24 gp
4 gp
6 gp
3 gp
2 gp
2 cp
6 sp
2 cp
30 gp
2 sp
7 sp
15 gp
1 gp
25 gp
35 gp
7 sp
5 cp
5 cp
225 gp
10 gp
30 gp
30 gp
150 gp
300 gp
600 gp
1200 gp
75 gp
12 sp
3 gp
15 gp
30 gp
8 cp
15 gp
3 sp
2 sp
1 gp
7 gp
3 sp
7 gp
12 sp
2 gp
15 gp
6 sp
3 sp
7 cp
300 gp
15 sp
7 sp
12 sp
8 gp
8 sp
750 gp
35 gp
150 gp
7 gp
45 gp
2 cp
12 sp
600 gp
300 gp
2 cp
12 sp
150 gp
2 gp
2 gp
4 gp
8 gp
3 sp
5 cp
1 gp
1 gp
7 sp
5 gp
1 gp
6 gp
7 gp
7 gp
5 sp
2 gp
4 gp
8 gp
16 gp
3 gp
4 gp
2 gp
1 gp
1 cp
4 sp
1 cp
20 gp
1 sp
5 sp
10 gp
8 sp
25 gp
25 gp
5 sp
3 cp
3 cp
150 gp
7 gp
20 gp
20 gp
100 gp
200 gp
400 gp
800 gp
50 gp
8 sp
2 gp
10 gp
20 gp
6 cp
10 gp
2 sp
1 sp
7 sp
5 gp
2 sp
5 gp
8 sp
1 gp
10 gp
4 sp
2 sp
5 cp
200 gp
1 gp
5 sp
8 sp
5 gp
5 sp
500 gp
25 gp
100 gp
5 gp
30 gp
1 cp
8 sp
400 gp
200 gp
1 cp
8 sp
100 gp
15 sp
15 sp
3 gp
6 gp
2 sp
4 cp
7 sp
7 sp
5 sp
4 gp
7 sp
5 gp
5 gp
5 gp
4 sp
15 sp
3 gp
6 gp
12 gp
2 gp
3 gp
1 gp
7 sp
1 cp
3 sp
1 cp
15 gp
7 cp
4 sp
7 gp
6 sp
25 gp
20 gp
3 sp
2 cp
2 cp
110 gp
5 gp
15 gp
15 gp
75 gp
150 gp
300 gp
600 gp
40 gp
6 sp
1 gp
7 gp
15 gp
4 cp
7 gp
1 sp
7 cp
5 sp
4 gp
1 sp
3 gp
6 sp
7 sp
7 gp
3 sp
1 sp
4 cp
100 gp
7 sp
4 sp
6 sp
4 gp
4 sp
400 gp
20 gp
75 gp
4 gp
22 gp
1 cp
6 sp
300 gp
100 gp
1 cp
6 sp
75 gp

Weapons
Asking
Normal
Bargain
Battle-axe
Blowgun
- barbed dart
Bow, composite long
Bow, composite short
Bow, long
Bow, short
- flight arrows (per 12)
Club*
Crossbow, heavy
- quarrel
Crossbow, light
- quarrel
Dagger
Dirk
Dart
Flail, footman's
Flail, horseman's
Hand or throwing axe
Javelin
Knife
Lance, light horse
Lance, medium horse
Mace, footman's
Mace, horseman's
Morning star
Pick, footman's
Pick, horseman's
Polearm, awl pike
Polearm, glaive
Polearm, halberd
Quarterstaff*
Scourge
Sickle
Sling
- bullet
- stone
Spear
Staff sling
Sword, bastard
Sword, khopesh
Sword, long
Sword, scimitar
Sword, short
Sword, two-handed
Warhammer
Whip
7 gp
7 gp
2 sp
150 gp
105 gp
105 gp
45 gp
4 sp
-
75 gp
3 sp
50 gp
2 sp
3 gp
3 gp
7 sp
21 gp
12 gp
2 gp
7 sp
7 sp
9 gp
5 gp
12 gp
7 gp
15 gp
12 sp
10 gp
7 gp
9 gp
15 gp
-
2 gp
9 sp
7 cp
2 cp
-
12 sp
3 sp
37 gp
15 gp
21 gp
20 gp
15 gp
75 gp
3 gp
2 sp
5 gp
5 gp
1 sp
100 gp
75 gp
75 gp
30 gp
3 sp
-
50 gp
2 sp
35 gp
1 sp
2 gp
2 gp
5 sp
15 gp
10 gp
1 gp
5 sp
5 sp
6 gp
10 gp
8 gp
5 gp
10 gp
8 sp
7 gp
5 gp
6 gp
10 gp
-
1 gp
6 sp
5 cp
1 cp
-
8 sp
2 sp
25 gp
10 gp
15 gp
15 gp
10 gp
50 gp
2 gp
1 sp
4 gp
4 gp
7 cp
75 gp
60 gp
60 gp
22 gp
2 sp
-
40 gp
1 sp
25 gp
7 cp
1 gp
1 gp
4 sp
12 gp
7 gp
7 sp
4 sp
4 sp
5 gp
8 gp
6 gp
4 gp
8 gp
6 sp
5 gp
4 gp
5 gp
8 gp
-
7 sp
4 sp
4 cp
1 cp
-
6 sp
1 sp
20 gp
8 gp
12 gp
10 gp
8 gp
40 gp
1 gp
7 cp

Armor
Asking
Normal
Bargain
Banded
Brigandine
Chain mail
Helmet
Hide
Lamellar
Leather
Padded
Ring
Scale
Shield, body
Shield, daraq or buckler
Shield, medium
Shield, small
Splint
Studded Leather
300 gp
180 gp
115 gp
45 gp
22 gp
150 gp
7 gp
6 gp
150 gp
180 gp
15 gp
2 gp
9 gp
4 gp
120 gp
30 gp
200 gp
120 gp
75 gp
30 gp
15 gp
100 gp
5 gp
4 gp
100 gp
120 gp
10 gp
1 gp
7 gp
3 gp
80 gp
20 gp
150 gp
95 gp
60 gp
22 gp
12 gp
75 gp
4 gp
3 gp
75 gp
95 gp
7 gp
7 sp
6 gp
2 gp
60 gp
15 gp

Services
Asking
Normal
Bargain
Bath
Barber, healing
Barber, shave
Barber, wash
Bearer (per mile)
Clerk (per letter)
Cook (per day)
Crier (per day and announcement)
Dancing girl/boy (per performance)
Guide, city (per day)
Guide, wilderness (per day)
Lantern or torchbearer (per night)
Laundry (by load)
Litter bearer (per day)
Messenger, in city (per message)
Minstrel (per performance)
Mourner (per funeral)
4 cp
3 gp
3 sp
3 cp
7 cp
3 sp
1 gp
5 sp
4 gp
3 sp
5 gp
3 sp
3 cp
1 gp
2 sp
5 gp
3 sp
3 cp
2 gp
2 sp
2 cp
5 cp
2 sp
7 sp
4 sp
3 gp
2 sp
3 gp
2 sp
2 cp
7 sp
1 sp
3 gp
2 sp
2 cp
1 gp
1 sp
1 cp
4 cp
1 sp
5sp
2 sp
1 gp
1 sp
2 gp
1 sp
1 cp
5 sp
7 cp

1 sp

Slaves
Asking
Normal
Bargain
Bearer
Courtesan (male or female)
Entertainer
Eunuch
House servant
Laborer
Specialist **
Warrior/ guard
30 gp
90 gp
90 gp
60 gp
60 gp
30 gp
900 gp
90 gp
20 gp
60 gp
60 gp
40 gp
40 gp
20 gp
600 gp
60 gp
15 gp
45 gp
45 gp
30 gp
30 gp
15 gp
300 gp
45 gp