Introduction
Slavery, the legal ownership of one being by another, is a fact of life on
Zalanthas. Most inhabitants of the world accept this as the way things work;
very few would see any injustice in it. Wherever slavery is allowed in the
Known World of Zalanthas, slaves make a vital contribution to the economy.
The main reason slavery exists on Zalanthas is to provide society with a
large and cheap labor force.
In Allanak, slaves are everywhere. The Houses (whether noble or merchant)
make use of slaves in many everyday operations, whether as domestic help,
crafters, messengers, guards, or even scribes (where allowed by Highlord
Tektolnes). Of particular note is House Borsail, which specializes in
breeding muls for the Arena. Apart from slaves owned by private
organizations, the city-state has a veritable army of slaves in its own
right, and uses them mainly as laborers to maintain the roads and erect
buildings. The city-state also maintains a large workforce of slaves in its
obsidian mines, west of the city proper. Allanaki law dictates that all
slaves in Allanak must openly wear a slaves' collar to identify them as
such, just as magickers must wear a certain type of gem to identify them.
Most commonly-encountered Allanaki slaves are humans and dwarves. Muls and
a wide variety of captured slaves form the gladiators of the Arena.
In Tuluk, before its fall in Year 64 of the 19th King's Age, slaves were
also a common part of society. A large proportion of the Sun King's army
consisted of human or half-giant slave soldiers. While a large proportion
of slaves were used for labor or domestic duties, as in Allanak, a
significant proportion were slave artisans. Such slaves were kept for their
creative abilities, and many held places of respect in the art-loving
northern community. After the destruction of Tuluk by magickal forces, the
use of slaves decreased dramatically, due to the lack of effective policing
and the general lack of resources. In many ways, the Northlands became a
'freer' place with the destruction of the city. When Allanaki forces
invaded in Year 13 of the 20th King's Age, however, they re-established the
use of slaves in northern society.
Elsewhere in the world, such as in Red Storm Village, the use of slaves is
tolerated, but the practice of enslaving people is prohibited. There are
very, very few places in the world that have a 'total' ban on slavery.
Since the three major merchant Houses make use of slaves, this is not
surprising, for intolerance of slavery would lead to trade difficulties.
Bands of slavers operate throughout the world, enslaving those who are too
weak to defend themselves, or too stupid to avoid being captured.
Slave Roles
Slaves fill a wide variety of positions. Most are laborers or domestic
servants, but there are also many who work as crafters, guards, soldiers
(notably in old Tuluk), gladiators, and even a few scribes. It is a mistake
to assume that all slaves are the same, or that they are all to be treated
the same way. Some slaves are trusted more than others, and can even rise
to positions of significant authority within an organization, even though
they remain slaves. Some slave occupations are described below, with more
common roles listed first.
Laborers are perhaps the most common slave occupation in existence. Such
slaves are worked hard, and for long hours, and usually have only passable
amounts of food and water. These types of slaves tend to be made up of
slaves who are not good for anything else. In a sense, they are the lowest
common denominator, since anyone can perform manual labor. In general,
their lifespans tend to be shorter than average, due to being made to work
physically very hard. Older labor slaves are usually put to work tending
gardens or crops, or overseeing sections of work, since they have usually
picked up some planning skills by that stage in life. Labor slaves are the
single category of slave that experiences the widest range of treatment.
Some owners treat their labor slaves well, while most are cruel, seeing
them as little more than beasts. Labor slaves have generally been pressed
into slavery, either through being captured (including criminals forced to
be slaves as punishment) or being forced into slavery to pay off debts.
Such slaves usually have low loyalty to their owners, and usually seek to
escape or earn their freedom as quickly as possible.
Domestic slaves are responsible for maintaining households in good order.
There is sometimes a little overlap with labor slaves (e.g., gardeners),
but usually domestic slaves are treated somewhat better than labor slaves,
if only for the fact that they move around in the owner's house and so need
to be kept clean and well-mannered. Cleaning, cooking, and repairing things
are all tasks that domestic slaves may be given the responsibility for. In
some households, food- and wine-tasting are specialized roles where trusted
slaves have the responsibility for sampling food and drink for poisons
before they reach the owners' lips. Another specialized role sometimes seen
in wealthy households is that of pleasure slave, where a slave is kept for
the sexual pleasure of his/her owner. (Important note: please be aware of
the consent rule
for role-playing of extreme violent or sexual scenes that we have here on
Armageddon MUD.) Domestic slaves undergo training in their designated job,
and are usually highly skilled. They also undergo comprehensive etiquette
training as they are in direct and frequent contact with those of higher
social status. Domestic slaves are normally loyal to their owners, but may
sometimes be traded or sold to other organizations.
Guard slaves are trusted with keeping a household or person safe. Slaves in
this role normally come from a long line of slaves with distinguished
service to the organization, and it is seen as an honor for such a slave to
be allowed to continue to defend the owning family and its property.
Dwarven slaves, with their quasi-spiritual foci, are sometimes found in
this kind of role. Guard slaves are usually raised within the organization
they serve, and go through comprehensive combat and etiquette training so
that they are not only competent with arms, but suitable to accompany the
owners to almost any kind of social function. Guard slaves normally stay
with the same organization for life, and are almost never traded or sold.
In old Tuluk, the Sun King Muk Utep's army consisted largely of human and
half-giant soldier slaves. Apart from good food, drink, and training, Muk
Utep's war-like nature and powerful character seemed to engender an
unspoken loyalty amongst his citizens; the poor would compete with each
other to be accepted into the ranks of his legions. Some have speculated
that some form of magick or mindbending may have been used to keep the
Sun King's soldier slaves in order, but this aside, the simple facts are
that a soldier's life was far preferable to that of a beggar or scavenger.
In contrast, all of the Highlord Tektolnes's army are free citizens of
Allanak. This is a strange state of affairs, given that the Sun King has
generally been seen as more benevolent than the Highlord, who rules his
southern city-state with an iron fist. Looking deeper into the situation,
one can see that even though the northern soldiers were slaves in name,
they were actually treated better than the 'free' soldiers of the south;
another illustration that the practical difference between slave and free
citizen can depend upon where one is in the world.
Gladiators are, far and away, the most glamorous type of slave in the Known
World. Violence is a real part of everyday life, and who better to raise
into positions of veneration than those who do it professionally? There are
generally two types of gladiators: those bred for the role, and those
forced into the role. Of the former, most are muls, dwarves, or humans. Of
the latter, there is a very wide variety of races. Born-and-bred gladiators
almost universally take immense pride in their status, and are treated as
heroes and heroines by the public (within the city-states, at least). They
are well known for their incredible skill at arms and physical condition,
carefully developed over years of hard training. Forced gladiators tend to
be either captured peoples (particularly halflings and mantises) or else
condemned criminals who are given a nominal amount of training before being
thrown onto the arena floor to be carved up by the professionals. The life
of a gladiator is usually short, and characterized by extreme viciousness
while at work and extreme pleasure while not at work (the rewards from
wealthy owners pleased at their gladiators' successes). Very few gladiators
survive to old age, and fewer still ever earn their freedom. Those who do
survive for long are usually retired and kept as trainers for the next
generation.
Apart from these common slave occupations, some very specialized roles do
exist. It is rumored that some organizations, under license from the
authorities, have scribe and account slaves who keep track of inventories
and are able to read and write. Some organizations keep slaves specifically
as trainers (either of other slaves or of free citizens who are members)
for a variety of roles. In a few rare cases, slaves are specifically
tutored in strategy and planning to act as advisors for an organization's
leaders. Suffice it to say that the concept of 'slave' encompasses far more
than just laborers and menial servants.
Slave Races
Most slaves in Zalanthas are humans (around three quarters of all slaves),
followed by dwarves (around a fifth of all slaves), and then half-giants,
muls, and miscellaneous other races. Of the commonly-known races, muls are
the only race purpose-bred as slaves, and elves are the single race best
known for making poor slaves.
Humans are the most populous race in the Known World, and most of them
cluster in and around the two city-states, so it is no surprise that they
form the majority of slaves. Humans also form the nobility, and it is said
that to be able to have a slave of the same race as oneself is truly a mark
of superiority. (There are also those who see this as flawed logic, though
they tend to remain silent on such issues.) In general, humans tend to be
the most flexible slave race, as they are socially acceptable almost
anywhere. Humans are characterized by a remarkable degree of variety with
respect to physical condition, loyalty, and intelligence, and so are found
in a variety of roles.
Dwarves have a very long history of being slaves. Many Ages ago, during the
Empire of Man, it is rumored that dwarves as a race were effectively
totally enslaved by humans. Today, most dwarves are free citizens, and an
accepted part of society, but there are still many who are born, live, and
die as slaves. Born dwarven slaves are normally incredibly loyal, due to
their powerful foci being dedicated to the service of their owners. As the
owners prosper, so the dwarves serving them prosper. Captured dwarven
slaves are another matter entirely, for their foci are usually not directed
in a positive way towards their owners.
Muls are the only race born and bred as slaves. While it is certain that
muls can be produced through a willing relationship between dwarves and
humans, there is no record of such happening, due to the extreme cultural
differences between the two races. Muls bred under license from the
sorcerer-kings are the result of forced relationships between dwarves and
humans, usually slaves bred as mul-producing stock in their own right. The
details surrounding mul breeding are carefully shrouded in secrecy, for
muls are naturally some of the most physically dangerous beings in the
Known World. Muls are only ever bred as gladiators, for the expense
involved in actually producing and raising one is prohibitive for any
other purpose. Those muls not suitable as gladiators find their way into
other occupations that make use of their physical strength, while remaining
under heavy guard.
As muls are the main PC slave race played, it is perhaps worth noting some
more background information on them here. For all practical intents and
purposes, all muls are bred in captivity, and are bred as gladiators. Muls
have very dense musculature for their size, and so require large amounts of
food and drink to keep in top condition. They also, as a general rule, have
extremely violent and vindictive natures, and so must be kept under heavy
guard. Of all muls bred, over 95% of them end up as gladiators in the
Arena. The remaining 5% either 'drop out' as gladiators (and end up as
hard laborers, and usually die attempting to escape) or else are bought by
organizations for special purposes. Muls are sold to either very large or
very wealthy organizations (such as noble Houses). They are rarely sold to
individual owners or small groups; while such people might be able to
afford a mul, the cost of ownership (food, security, and training) puts
such purchases out of reach for all but the wealthiest.
Half-giant slaves may occasionally be found owned by individuals or small
groups, but otherwise are almost all owned by the city-states. They are
usually set to work as laborers or guards. Like muls, half-giants are
very expensive to maintain as slaves. They do not require security
as muls do, but they consume tremendous amounts of food and water.
Elves make very poor slaves, and it is extremely rare to find an elven
slave. Most elves simply run away or contrive to escape at the earliest
opportunity. If they do not escape, they are usually too frail to survive
harsh discipline, and normally wither into uselessness in captivity.
Other races are generally used only as gladiator slaves. The general rule
here is: the more bizarre, the better. Nobles are known to sponsor hunting
expeditions where the main purpose of the journey is to capture exotic
creatures for use as arena beasts or gladiators.
Captivity and Freedom
Around three quarters of Zalanthan slaves were born slaves. The remaining
quarter were either captured (usually as children, especially orphaned
children) by slave traders or else enslaved as punishment for committing a
crime. House Borsail, amongst a few other organizations, regularly sends
bands of slavers through the Known World to capture potential slaves or
slave-breeding stock. Such bands also serve to hunt down and recapture any
escaped slaves. If enslaved as punishment for a crime, the term of slavery
will depend on the templar sentencing the criminal, but it is usually not
a life sentence.
Life for slaves on Zalanthas varies greatly depending on the slave's role,
the owner or owning organization, and several other factors. For most
slaves, life is characterized by hard work, but also predictability,
safety, and the satisfaction of basic needs such as food and water. Kind
owners are rare, and cruel owners are somewhat common, but most owners are
neutral. If the slave does well, then the slave is rewarded; if the slave
does poorly, then the slave is punished.
While some slaves may wish to escape bondage, many will not. The life of a
slave is, in many ways, actually better than that of a starving beggar or
scavenger. Slaves are effectively guaranteed food, water, and lodgings in
return for loyalty, obedience, and hard work. The only main difference
between a slave and a free citizen, in many cases, is that the slave does
not have personal freedom to do as he/she wishes; he/she is subject to the
will of the owner.
In some organizations, it is possible for a slave to eventually win his/her
freedom, but this is very rare. Normally, a slave is a slave for life,
irrevocably bound to the organization or individual that owns him or her.
It is standard practice for slaves to wear a slaves' collar so that they
can readily be identified as such. To not wear such a collar either means
that he/she has somehow earned great respect within his/her organization,
or else that he/she is escaped. Usually, it is the latter case. In many
organizations, it is common practice for slaves to bear a permanent marking
(e.g., a tattoo upon the forehead, shoulder, or back of the hand) as well
as the slaves' collar, so that the slave is identified as such even without
the collar.
Where Slaves Come From
Birth (born slaves):
Three quarters of all slaves were born as such, or sold into slavery at
such a young age that they remember nothing else. Born slaves are raised
in the noble compound or upon noble owned estates by at least one of their
birth parents and are trained from a young age. The training of a born
slave generally takes one of two forms:
- The parent teaches the child to perform their role. This is especially
common when the parent is a crafter or possesses some other marketable
skill. As most warrior slaves are forbidden from having children it is
unusual for a warrior slave to be trained by a parent.
- Alternatively, the slave can be trained by someone other than the parent,
although it is still common for them to live with that parent. This is
commonly used for the creation of warrior slaves.
Sale (sold slaves):
It is a fact of Zalanthan existence that life is hard. The denizens of the
wastes, outlying villages or the bustling metropolises struggle to survive
in the face of starvation, violence and a harsh criminal code. Often when
a family on the borderline of starvation has a child they will sell it for
the few sids required to get by. Many of these families rationalise the
choice with the belief that the child will have a better life as a slave.
Sold children, especially the exceedingly young, are typically given to
slave females that have recently given birth. These "adopted" children
are
typically raised as born slaves although they are more likely to be trained
outside the family group, often as warriors.
Capture (caught slaves):
One quarter of slaves were captured or sold into slavery at such an
advanced age that they retain memories of freedom. These slaves are
typically regarded as a greater risk than either born or caught slaves and
as such are far less likely to be given privileges or become elevated in
rank. The most common role for the caught slave is that of the warrior
although caught slaves have been used in a variety of roles.
Slaves and Social Position
In the city of Allanak, the largest slave holder in the known world, and
its surrounding farms it is estimated that half of the population are held
as slaves. In other cities the numbers vary but in each one the
institution of slavery permeates through every level of society.
A slave's individual status is often advertised by the clothing and
equipment that have been granted to them. A lowly labourer slave may be
dressed in sturdy, unadorned linens whilst a slave in charge of a major
trading venture would be well attired. Commoners would do well to pay
attention to the slave's dress for whilst they might get away with taunting
or jostling the labourer they might suffer heavily if a master heard of
them treating the merchant in the same way.
Regardless of individual status there are some advantages that the
institution of slavery bestows upon its members:
Firstly, in the eyes of the law the slave is an object owned by his or her master.
Should a commoner insult the slave or even damage him then the commoner is
liable in an identical fashion to if they had insulted or damaged a vase or
some other trapping of the master's household.
Secondly, a slave is a valuable commodity. It is a foolish master that
allows a slave to starve or suffer needlessly from exposure to the
elements. Providing he or she serves willingly a slave can expect to be well fed
and provided with shelter for the duration of his or her life.
Thirdly, it is cheaper to breed a slave than to buy one. Providing the
practice doesn't impair the slave's work it is common for them to be allowed
to breed and to have any children that emerge from his union cared for and
raised by the house. The death rate for the children of slaves is
significantly lower than that seen amidst the poorer areas of most cities.
Role-playing a Free Citizen around Slaves
Slaves are property, and should be treated as such. Just as you would not
try to ride someone else's kank, so you would not give orders to a slave
that is not yours to order. It is normal practice to ignore slaves unless
they directly speak to you (in which case it is very likely that the slave
has been given permission to do so, otherwise he/she would risk punishment
from his/her owner). If you find yourself specifically needing to talk to a
slave, you would normally address them as "slave" unless it becomes
apparent that they have some other title (e.g., "guard").
If a slave appears to be doing something very out of place or illegal, this
should be brought to the immediate attention of the law. You should
remember, however, that slaves can and do fill a wide variety of roles
(some are described above), so it may be a good idea to watch the slave for
a while before deciding that he/she is acting inappropriately.
Normally, a slave's allegiance will be very clear. You have but to look at
their dress or markings (brand or tattoo) upon the body. It is not normal
practice to go around questioning slaves about their ownership if it is
already clearly visible just by looking at them. Some slaves are not
allowed to talk to free citizens at all, so if a slave ignores you, this is
likely the case.
A templar or noble attempting to issue orders to the slave of another
organization (assuming there are no exceptional circumstances) would be
like said templar or noble attempting to steal a kank--very socially
inappropriate for the supposedly higher status person. Whether a slave
would obey or not would depend on the orders given by his/her owner.
Please remember that if the need for OOC communication arises, you will be
talking to the slave's player (a real person), not the character. As such,
you need to conduct such communications politely.
Role-playing a Slave's Owner
If you have the opportunity to play such a role, you may
choose to play a kind owner, or a cruel one, or something in between. It is
a good idea to work out OOCly how the owner-slave relationship will be
played out with the player of the PC slave beforehand, so as to avoid OOCly
offending anyone. It is also a good idea to sort out some ground rules with
your clan immortal before taking on a PC slave. For example, it may not
even be appropriate for your character to have a slave, even if you find a
player who wishes to play such a role.
As the player of the owner of a PC slave, you have a certain responsibility
to help the slave keep occupied, as you effectively wield authority over
what they can and cannot do. Sorting out an IC schedule of activities to
fall back on (if no other PCs are around) is a good idea. Another idea is
to give the PC slave permission to do certain things (e.g., leave the
estate to buy food from the markets), whether you are logged in or not.
Please remember that if the need for OOC communication arises, you will be
talking to the slave's player (a real person), not the character. As such,
you need to conduct such communications politely.
Role-playing a Slave
Please talk to your clan immortal about this, since your character's orders
will depend greatly on the specific arrangement he/she is in. Remember,
however, that you must always be clearly identifiable as a slave within
that organization, or else you will be assumed to be attempting to escape.
As a slave, your character's owner (or owning organization) has the power
of life and death over your character, so bear that in mind when playing
your character. Slaves who are insulting or flippant towards their owners
are taught a lesson quickly.
As a slave, you will find that you need to be a patient player.
There may be times when you have 'nothing' to do because your character's
owner is not logged in. It may be a good idea to sort out some IC schedule
so that your character will have some activity to occupy him/herself with
if no one else is around.
You should also note that, regardless of your character's role in the game,
you as a player (the real person at the keyboard) have the right to be
communicated with politely in OOC communications, should the need ever
arise for such.