People as a commodity?

tennyson

First Post
Hi Everyone,

I'm running a campaign where the PCs are currently in Calimport. Additionally, one of the story arcs leads the characters into a slave trading ring. Since I've never incorporated this aspect into my stories before, I'm a little lost.

How much would a slave cost and what are the determining factors of cost?

1. Level? (That's an intangible way to gauge people in-character).
2. Trained Skills?
3. Youth?
4. And finally, would it be common to find trained fighters, mages, etc. as slaves, or are commoners more likely?

Thanks for any help! :)
 

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tennyson said:
Hi Everyone,

I'm running a campaign where the PCs are currently in Calimport. Additionally, one of the story arcs leads the characters into a slave trading ring. Since I've never incorporated this aspect into my stories before, I'm a little lost.

How much would a slave cost and what are the determining factors of cost?

1. Level? (That's an intangible way to gauge people in-character).
2. Trained Skills?
3. Youth?
4. And finally, would it be common to find trained fighters, mages, etc. as slaves, or are commoners more likely?

Thanks for any help! :)

Not level -- means nothing from an in-character perspective.
(Though, it plays an inadvertant part in trained skills via skill ranks)

Trained skills -- i.e. total skill check modifier. ("He's real good at masonry" etc..)

Youth? Directly, no. Remember, attribute modifiers are affected by age category so you don't need to take age into the equation specifically if you are doing something with attribute or skills (since total skill modifiers take in attribute modifiers).

trained fighters/mages/etc vs. commoners?
More commoners since
a) commoners make up a substaintially larger portion of the population therefore are more likly to be found
b) people trained in fighting or magecraft would most likley be able to resist the capture into slavery (and being trained in those arts while a slave i.e. growing up as a slave would make it difficult to learn)...

so, bottom line,

more commoners and experts.
The price for each would be dependant upon some mix of total skill modifier or attribute modifier.

IF they are being sold on a "mass" scale (rather than individual/small group sale of the slave) then age would be the appropriate price determining factor (since no one wants to know about how strong each and everyone is -- that assumption would just be made on age).



Hmm..
Maybe take some amount (5sp - or some appropriate amount for the campaigns economy) and multiply it by total skill modifier (or total attribute modifier).

This does mean that a person is more valuable if sold/marketed as a skilled laborer (someone with a high strength modifier) versus being sold/marketed as a good cartographer....
so a slave merchant would be advertisiing each individual sale as what that particular slave is best at.


(just my rambling thoughts -- hope that helps somewhat :) but someone may have better ideas )
 

I made up a chart that takes age, race and skill into account. Moreover, I made an adjustable table which can modify the price of the slave dependent on his / her ability scores. So if you wanted a really strong half-orc slave to carry gear around or be the torch bearer etc, it would cost you more.

It is still fairly basic and I have yet to implement it into our current campaign (we're in Thay where slaves are common).

I can email it to you if you'd like.

Cheers
 

In my campaign, the group ventured to an underdark slave port to bid on one of their companions. I based the slave prices on the character skills, looks (both attractiveness and physical strength), and race. I felt that the last one was important, because of the age ranges of the different races. Those purchasing slaves are naturally going to want a return on their investment - and elf that lasts a couple hundred years is going to be more valuable than a human that will only last for 50 or 60 years of strong labor.
 

Hey, folks, let's remember something before we start making charts. The buying and selling of slaves isn't an exact science. Trading in medieval economies isn't like in a modern supermarket, where everythign has a known, fixed price...

Let's note that neither the buyer, nor the seller, actually knows the slave's game stats. The characters in the games don't know from game stats, so they won't necessarily differentiate much. Similarly, they don't know what classes and levels the slave has. They may know, "He can read and write", and similar information on skills, but they won't know much for sure unless they've got evidence - like they've seen him use powers in action, or they found a spellbook.

For example, in 3E, right off the bat are you sure you've got a bard slave, or a rogue/sorcerer? If no songs have been sung, you might not know. And you cannot really prove it to teh buyer either.

So, set your prices not on specific game-stat details. Set them upon generalities - "He fights well", "He's strong", etc. Not, "He has 7 class levels and a Str of 17."
 

Umbran said:
Hey, folks, let's remember something before we start making charts. The buying and selling of slaves isn't an exact science. Trading in medieval economies isn't like in a modern supermarket, where everythign has a known, fixed price...


While that is true in medieval societies, in D&D there are fixed prices for longswords, masterwork longswords and +1 longswords.

So determining set base market prices for slave types is in genre and makes things easier to run.

Perhaps two categories, unskilled (including house servants and heavy laborers) and highly trained (scholar to train your kids), and then perhaps vary by race and age for the unskilled category.

Keeping it simple and straightforward with some versimilitude is probably best for use in a game.
 
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Voadam said:
While that is true in medieval societies, in D&D there are fixed prices for longswords, masterwork longswords and +1 longswords.

When every longsword you buy is exactly like every other, then having a static price for them makes sense. When the crafting rules (both magical and mundane) are based off of item value, having a static prices makes sense. This is all for ease of game mechanic. And nobody cares all that much about what sword you buy.

But not all slaves are alike, by any stretch of the imagination. And you don't craft the things so that you know what they can do. And if you're approching a slavery system in game from the point of view of ease of mechanic, then you seriously lessen the emotional and plot impact of slavery. You aren't talking about selling inanimate objects here. You should be playing it up, not playing it down to be simple. :)

Consider also that slaves are not typically just sold. They are auctioned. Having a vague base value so one knows what's a terribly low or terribly high price, but that would represent a broad average, not a specific asking price.
 

Umbran said:

So, set your prices not on specific game-stat details. Set them upon generalities - "He fights well", "He's strong", etc. Not, "He has 7 class levels and a Str of 17."

Yes - I completely agree. But that leaves to much uncertainty for the sake of a DM trying to assign prices.

From the NPC's perspective, how does he guage one good fighter's price and another good fighter's price? One is presumably the better (or they are the exact same from the perspective of the seller).

In order for the DM to assign the price that the NPC would see, the DM's best guide would be skill modifier (or attribute modifier).
 

tennyson said:
How much would a slave cost and what are the determining factors of cost?

1. Level? (That's an intangible way to gauge people in-character).
2. Trained Skills?
3. Youth?
4. And finally, would it be common to find trained fighters, mages, etc. as slaves, or are commoners more likely?

Thanks for any help! :)

Slaves should be valued the same way as stock (work capacity (SKILL) and breeding ability (YOUTH)) and then auctioned accordingly.

Slaves trained as Fighters = Gladiators, slaves trained as spellcasters have a precedent in 'Egyptian society' (see Wilbur Smiths River God and/or the Bible (Daniel in Babylon, Joseph in Egypt))
 

Slaves generally speaking are highly valuable commodities because you can get such a high return on investment with them. The higher the wages in a society and the more freedom it experiences, the higher the value of the slave. The lower the population density, and the more highly regarded life is, the higher the value of the slave. The more skills the slave has and the more amicably inclined it is to being a slave, the higher its value. In a society in which slavery is socially acceptable _even to the slaves_ you are likely to see people who are technically slaves having alot of authority. The slave of a rich and powerful person, even as the least member of his household (or family), is still likely to outrank socially a poor freeman. The only exception might be racial based slavery.

Young healthy female slaves, because they can breed more slaves (and because of what that implies) will fetch higher prices than older female slaves. An older female slave is likely to be valued as a household as a nanny if the slave has a long history with the household, but is basically unsaleable (and unemployable).

Children will likely have low value, because of a high mortality rate and the fact that the return on investment is heavily delayed. Female children will out value male children.

If you care about realism, one problem you will run into HARD (like a brick wall) is the broken economics of D&D. The price of many items - especially weapons - in D&D is based of a fantasy 'gold peice standard' designed to reduce player access to goods while still giving out large hordes of pyschologically impressive treasures. However, the price of common _services_ is based off a historical 'silver peice standard'. Computing the value of slaves is going to be ridiculous under this notion, as it might well be alot cheaper to pay wages to someone than try to save money by employing and feeding a slave. This is especially true if you don't have a society which accepts slavery as basically a normal condition (which I doubt you will because the DM and players are modern people).

I suggest that the value of most slaves be intermediate in value between a palfry and a warhorse. I say this because the value of slaves is frequently compared to horses, with the value of the horse being compared favorably in most cases. Assuming you don't compute better prices for horses based on some historical research, I'd suggest that average slaves sell for between 50-150 gp depending upon age, disposition, intelligence, and gender. Low value slaves (elderly, children, hostile disposition, poor physical health, poor suitability (too intelligent for a field hand or too stupid for housework), etc.) probably should go for half of that. Very young children probably no more than 10 g.p. High value slaves (suitable for gladiatorial games, virgins with great beauty, trained courtesans, both excellent disposition and capacity to perform skilled labor (smith, carpenter, literate, etc.)) will probably fetch 2-5 times that, and will probably be treated like the valued possessions that they are.

Actual prices from modern (meaning 19th century) slave auctions are readily available. It is difficult to convert prices from fantasy gold standards to 19th century money, but at the time of auctions one 'gold peice' was worth $20. Fanstasy gold is somewhat more common place than real gold and as such one gold peice probably doesn't represent quite the wealth that it historically did. I therefore suggest that prices can be obtained by dividing the price paid for the slave by $20 then multiplying by some constant term that you feel appropriate for your campaign. If you've computed highly realistic costs of goods, multiplying by one is probably nearly correct. If you are using Player's Handbook prices, multiplying by 2 or 3 will probably give you better numbers.

I'll do some research and see if I can't come up with some numbers.

UPDATE: Well, I did some reading but it didn't clear the matter up in any way. If anything, I discovered that the price of human beings as a commodity was even more complicated of a question than I had first imagined. The only thing that I can state with certainty is that in the modern institution of slavery, the value of the slave was directly tied to the value of the commodity that their industry was expected to produce. Thus, when cotton's price was high, slave prices rose in the southern United States. When sugar prices where high, slave prices would rise in Brazil, and when coffee prices where high, the high prices paid for slaves would encourage the transportation of slaves from South America and the Caribean to coffee producing regions in Central America. Thus, we see the price paid for fields hands varying by as much as 100% over a 10 or 20 year period.

Female slaves were valued at about 80% of male slaves, which somewhat surprised me until I considered in how many societies daughters were valued much less than sons. Clearly short term economic gain outweighed the long term benifits of reproduction (perhaps because of high mortality rates during child birth)? Children were more valuable than I would have credited, perhaps a third to a half of the price of adults. Presumably, by the time the child had reached 6-8 its labor was worth something and the highest risk of childhood mortality had passed.

However, the expectation of skilled slaves fetching 2-5 times that of ordinary field hands did prove to be true.

Other than that though, I confess to not having any better of an idea what to price slaves as in D&D terms than I did with my first guess.
 
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