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<blockquote data-quote="GladiusNP" data-source="post: 824563" data-attributes="member: 10574"><p>I think something we could really focus on is which groups use slaves, and what tensions this adds to or causes.</p><p></p><p>For example, the Landholders in the gentry are unlikely to use slaves. Most of their workers are required to take care of flocks of sheep, and live out on the Moors for most of the year, taking care of valuable stock. Since there aren't lots of these guys, slaves don't save you much money - indeed most escape, costing you lots of money. Not to mention the stock they steal when they take off. </p><p></p><p>The Silkfishers. Definitely like slaves. Dangerous, menial, unskilled labour. Slaves fit this job description to a 't'. While valuable enough to keep alive, no one will be too upset if a slave gets a nasty sting from a silkfish. Also worth noting that most Silkfishers are elves... which makes an interesting scenario if most slaves are human. Playing this racial angle up even more will make the Glazer's Guild / Silker's Circle antagonism even more pronounced.</p><p></p><p>The Glittering Brotherhood. No real use for slaves. Most are gnomes anyway, so that works out well. Slaves can be used to mine sapphires, but tend to steal them, be rather bad miners, and its' a job that requires some skill at geology. Leave it to the few, skilled miners who dig up the sapphires. (Or is it the foremen of the clay-pits? Hmmm.....)</p><p></p><p>The Merchant's Council. Slaves make good porters. Slaves make good dockworkers, so all in all, Slaves and the Merchant's Council work out pretty well - at least for the latter. The Merchant's Council may lobby for even more slaves - they probably gain the most utility out of the institution. </p><p></p><p>Military. Slaves tend to make trouble. As an institution, fighting slaves never really took hold in Mor's End. As a result, the Watch doesn't like tracking down slaves, the City Guard has to watch the gates for escaping slaves, and the whole institution rather adds to the workload of the entire military. They tolerate it because the city leaders require slavery for their own agendas. </p><p></p><p>Other guilds will have their own approach, but you get the general idea. Adding slavery to the current city will change very little, though it makes for some interesting politics, adding another issue to polarize the council.</p></blockquote><p></p>
[QUOTE="GladiusNP, post: 824563, member: 10574"] I think something we could really focus on is which groups use slaves, and what tensions this adds to or causes. For example, the Landholders in the gentry are unlikely to use slaves. Most of their workers are required to take care of flocks of sheep, and live out on the Moors for most of the year, taking care of valuable stock. Since there aren't lots of these guys, slaves don't save you much money - indeed most escape, costing you lots of money. Not to mention the stock they steal when they take off. The Silkfishers. Definitely like slaves. Dangerous, menial, unskilled labour. Slaves fit this job description to a 't'. While valuable enough to keep alive, no one will be too upset if a slave gets a nasty sting from a silkfish. Also worth noting that most Silkfishers are elves... which makes an interesting scenario if most slaves are human. Playing this racial angle up even more will make the Glazer's Guild / Silker's Circle antagonism even more pronounced. The Glittering Brotherhood. No real use for slaves. Most are gnomes anyway, so that works out well. Slaves can be used to mine sapphires, but tend to steal them, be rather bad miners, and its' a job that requires some skill at geology. Leave it to the few, skilled miners who dig up the sapphires. (Or is it the foremen of the clay-pits? Hmmm.....) The Merchant's Council. Slaves make good porters. Slaves make good dockworkers, so all in all, Slaves and the Merchant's Council work out pretty well - at least for the latter. The Merchant's Council may lobby for even more slaves - they probably gain the most utility out of the institution. Military. Slaves tend to make trouble. As an institution, fighting slaves never really took hold in Mor's End. As a result, the Watch doesn't like tracking down slaves, the City Guard has to watch the gates for escaping slaves, and the whole institution rather adds to the workload of the entire military. They tolerate it because the city leaders require slavery for their own agendas. Other guilds will have their own approach, but you get the general idea. Adding slavery to the current city will change very little, though it makes for some interesting politics, adding another issue to polarize the council. [/QUOTE]
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