Showing posts with label slavery. Show all posts
Showing posts with label slavery. Show all posts

Wednesday, May 16, 2012

Isles of the Saharan Sea: Devil's Cove...

Good Afternoon, All:

Now that work has let up a little bit, I can continue my exploration of the major ports of the Isles of the Saharan Sea setting. Today, I'm writing up some basic details for Devil's Cove, or Kelshandan.

Kelshandan
Location Name: Devil's Cove, or Isle of Games
Ambiance: The slave trade thrives on this Kelshani island. The extreme social distinctions between the masters and their slaves divides the residents and flavors almost all social interactions. The Demon Court, an arena where warrior-slaves fight for their masters and for treasure, is the most recognizable feature of the island, and easily distinguishes this port from others at a distance. Other vices, particularly those of a hedonistic nature, thrive in Devil's Cove.
History: Around seven human generations ago, the Kelshani emerged from their underground empire and began to establish a presence on the surface of the World Within. About two human generations ago, the Kelshani established their autonomy from the Serpentfolk through a regular tribute of slaves every season.
Encounters: Important political prisoners are often sold into slavery in the markets of Kelshandan, so diplomats and representatives of many different island kingdoms maintain a presence here. Wild creatures are also imported to fight in the gladiatorial games.
Treasures: Much of the monetary treasure garnered by the Slaver Houses of Devil's Cove are transported to the Kelshani cities of the Underworld. However, political prisoners and well-trained pleasure slaves remain on the surface, and there are always people willing to pay for their rescue.
Hooks and Hotspots: A number of gambling houses provide diversion between gladiatorial combats, which are held for two watches with a twenty watch rest in between. (A watch is roughly four hours in length, and is the basic unit of time in this world where the sun never sets.) Great wealth can be earned in the Demon Court in one can survive the games, but few volunteer to participate of their own volition.

Enjoy,
Flynn

Tuesday, February 02, 2010

Hammersong's Legacy: A Question of Slavery...

Good Afternoon, All:

In working on the Hammersong's Legacy campaign setting, I have introduced a significant amount of slavery into the setting. I feel that, in any post-apocalyptic world, there will be those that recover due to their strength, and have no qualms about using that strength to impose their will on the world around them. The beacon of light that is the PCs' home region should have something to fight against, and the presence of slavers and slavery in general gives them something to work against. Theirs is a more enlightened society, as it does not engage in the barbaric act of slavery (for the most part), and in presenting my material for this section in an in-character manner, I have tried to demonstrate that disdain.

I have made it known in no uncertain terms that I, like many others here in my adopted homeland of the Duar Protectorate, abhor slavery of any kind. Yet it is a harsh fact of life that many lands do not hold to the same enlightened philosophies themselves. Indeed, in many lands, slavery is a wide-spread practice, and as such, I mention it here simply to grant context for those raised with more delicate sensitivities.

I then go on to explain the four common sources of slaves (indentured servants, criminals, slaves by birth and slaves by capture) and the four common categories of slaves (laborers, craftsmen, scholars and experts). Although they are not explicitly called out in the text, pleasure slaves often fall into that last category. I then wrap up this section with a small paragraph on determining the market value of slaves.

In total, this section covers about a page of text in the rough draft. I figure that this should be enough focus on what might be a delicate subject for some, and I am using this simply to put the subject of slavery within context for the adventure potential that it provides. (Also, it helps paint the picture of the Aftermath of the War of All Gods as not being all peaches and cream, if you will.)

I'm curious: Is this an appropriate means of handling this subject within a campaign setting? If not, what should I change? I look forward to your comments, as they are often thought-provoking and insightful, to say the least.

With Regards,
Flynn