Difference between revisions of "The Valley of Darkness:Main Page"

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Seargents have it much nicer, but rising from private to seargent is probably the most difficlt ascension of them all.  Once a slave achieves seargent, he/she is allowed to visit the shops of the poorer part of town, they get a larger portion of their purse, which they can spend on anything but weapons or items that could be perceived/used as weapons (bat guano for instance).  Seargents are sheltered in rooms of about 3 per 100 sq feet, given straw matresses and allowed to hold their possessions in locked boxes.
 
Seargents have it much nicer, but rising from private to seargent is probably the most difficlt ascension of them all.  Once a slave achieves seargent, he/she is allowed to visit the shops of the poorer part of town, they get a larger portion of their purse, which they can spend on anything but weapons or items that could be perceived/used as weapons (bat guano for instance).  Seargents are sheltered in rooms of about 3 per 100 sq feet, given straw matresses and allowed to hold their possessions in locked boxes.
  
'''The Broken Dagger''' is a well organized group of thieves, thugs, & cripples who work to assist slaves in escaping their bonds.   
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'''The Broken Dagger''' is a well organized group of thieves, thugs, & cripples who, in addition to their more commonly expected forms of employment, work to assist slaves in escaping their bonds.  This group has some powerful wizards who are capable of removing the slave mark, with no residual mark remaining.  For an additional fee, the Broken Dagger will arrainge for the freed slave to leave the region of the heaviest slaving.  This process is not cheap, but it comes with guarantees and the Broken Dagger are the real deal.  In fact, the Broken Dagger also works to protect the slave market; they like the slaves being enslaved, so they have reason to pay for their freedom.  They also work to protect their market, they come down hard on anyone trying to break into the outlawed slave freeing market.
  
  

Revision as of 15:07, 11 March 2008



An Overview of the Valley:

This is a very large valley set in a moderate, temperate region. The Western edge of the valley is set against a large bay, the three other borders are defined by Rugged Mountains that had no less than 2 passes each, allowing for robust trade with the nations and regions beyond the valley prior to the 'Darkening.'

Set against the bay there are 3 fairly large cities, Pillinqual is the largest of these, as well as the largest city of the valley. Pillinqual is built into the cliffs that border the sea for most of the western coast. The two rivers that flow into the sea are on the northern and southern sides of the plateau upon which Pillinqual sets. I had the adventure begin here in Pillinqual. There is a rivalry between these 3 cities, each claiming to have rightful claim to rulership over the valley. In Pillinqual, they refer to their leader as the Emperor. The emperor is ruler over the largest region of any of the cities, including several other townships, giving him the largest population to pull from for armed forces, and other resources.

In spite of the prominent rivalry, there is still a vibrant trade system between the cities, and each of them sends royal contengents to compete in gladiatorial tournaments regularly. Each city hosts no less than 2 major gladiatorial tournaments per year. The true reason for hosting these gladiatorial events, is to give cause for travel between cities for rich merchants, dignitaries and persons of power who are interested in the rampant slave trade market in each city. Approximately 75% of the population of each of these cities consists of slaves.

The slave trade is a very vibrant form of income for the valley as a whole. Nearly all communities, no matter the race, have been victimized by slavers, or used the slave market to help them carve a nich for themselves. There are slaving groups that act very similarly to the way the Privatiers of the 1500's did. They are licensed to operate by one of the rival ruling parties, but considered outlaws and thieves by the other ruling party. The slave market is not exclusive to any race, creed, or socio/political stature, they are all possible slaves; though it is dominated by the minority races (Orc, Dwarf, Elf, etc...). All of the slaves have a magical mark on them that is recognizable by anyone who does not have that mark.

Deeper into the valley, which is 300+/- miles East to West and 200+/- miles North to South, there are numerous communities, a few of which rival Pillinqual in size and diversity. Traveling to and from these communities can be by either river or road. Most of the communities deeper into the valley have little or no slavery, they are the communities most commonly victimized by the slavers, and have developed a dislike for it.

The western end of the valley is difficult to travel through without the roads or rivers for it is rife with plateaus and deep river canyons. There are many bridges and switchback trails that lead into and out of Pillinqual, and the other two cities on the coast, but each of these cities have direct access to each other by sea, and to the valley by the rivers. Skald and Ermach have easier access to the eastern portions of the valley by land because they are ouside the area with all the canyons.

Set in the heart of the valley, is a fairly large mountain range that is known to be the home of numerous savage species, as well as two strong, successful dwarven clans. There are a couple big townships that have sprouted up in the foothill surrounding these mountains. In the northern and southern corners along the far eastern border of the valley, there are two fortress communities who have storied histories dating back before the darkening, but they are mostly remembered for their roles in allowing the darkening to occur.

I ran this valley with Orcs and 1/2 Orcs as regular members of society. Yes, they are nearly always left in the dregs, scraping and fighting to make a living, but they are accepted as another of the civilized races - barely.


Slavery in the Valley

It is vile and despicable, it is reviled by most, and yet it is pretty much everywhere. Even the people of the valley who have little exposure to slavery take it for granted and are unwilling to help any who are trying to escape it. It has been a part of the culture of the region since before the Darkening, though before the Darkening they were not victimized by slavers, nearly all of the slaves came from beyond the valley, with a small few consisting of convicted criminals.

There is a society and hierarchy for the slaves. There are three basic catagories under which the vast majority of slaves fall: Household Worker Gladiator Of these catagories, the gladiators have the quickest road to freedom, they can earn it through enough successes in the ring. However one defeat will send them down to start over again. While death occurs constantly upon the sands of the ring, few of the deaths are permanent, at least for successful or charismatic gladiators. Magic allows their owners to preserve their lives, allowing them to again foray into the ring.

This adventure will begin with all of the group being slaves who have one way or another found their way into the gladiatorial rings. Either they are too unruly or just plain built for life in the ring and have been trained there ever since.

Withing the Gladiatorial slave society there too is a hierarchy. This hierarch is coveted by those at the bottom and brutally protected by those at or near the top. Within this society, the concern of overzealous bosses is rampant, many work to constantly keep those beneath them, beneath them. There is a Ranking system, to which all of the slaves answer and most aspire to ascend: Slave Private Seargent Lieutenant Captain Each of these ranks have privileges or lack there of, based upon their station. While the slaves sleep in cold dank rooms with straw strewn upon the floor, holding no real possessions, the captain has a suite of rooms all to himself, a wench or two upon whom he can call any time and access to better parts of the city. Slaves have no access to any shops, they are provided a cloth smock for clothes and eat & drink all from the same trough, like livestock. Slaves typically are crowded into a room about 15 per 100 sq feet.

Those who rise above slave find they are privates. As privates, they will get a miniscule share of the purse for each victory, they are allowed to visit a very select few shops to improve their clothing and possibly even buy shoes. After any victory they achieve, they will be allowed one watered down beer or ale. Their rooms are slighly less crowded, about 10 people per 100 sq feet.

Seargents have it much nicer, but rising from private to seargent is probably the most difficlt ascension of them all. Once a slave achieves seargent, he/she is allowed to visit the shops of the poorer part of town, they get a larger portion of their purse, which they can spend on anything but weapons or items that could be perceived/used as weapons (bat guano for instance). Seargents are sheltered in rooms of about 3 per 100 sq feet, given straw matresses and allowed to hold their possessions in locked boxes.

The Broken Dagger is a well organized group of thieves, thugs, & cripples who, in addition to their more commonly expected forms of employment, work to assist slaves in escaping their bonds. This group has some powerful wizards who are capable of removing the slave mark, with no residual mark remaining. For an additional fee, the Broken Dagger will arrainge for the freed slave to leave the region of the heaviest slaving. This process is not cheap, but it comes with guarantees and the Broken Dagger are the real deal. In fact, the Broken Dagger also works to protect the slave market; they like the slaves being enslaved, so they have reason to pay for their freedom. They also work to protect their market, they come down hard on anyone trying to break into the outlawed slave freeing market.



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