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Slavery/indentured servitude

There's always not-so-chemical slavery options as well.

Have and Have-Not is inherent to human nature. It cannot be eliminated. Even people who want everyone to be equal in reality want themselves and their families to be a little more equal than everyone else. Provided that exists, there'll always be some form of slavery, somewhere.

Like for instance, I would think slavery would be very common in the Regency in TNE of all places. After the Virus, the Regency gets rid of most of its domestic robots as a backlash against robotic things. Overnight, the economy of the Regency starts resembling that of like the early 1900s UK: I once read that like upwards of 60% of the population were employed as domestic servants in some capacity or another. If you assume that most high TL societies tend to have smaller populations (in some cases, even negative population growth), that workforce has to come from somewhere...

You would probably have the age old desire of people from lower TL worlds who want to flock to the higher TL worlds where life is percieved as better. These people have to eat and work and find somewhere to live. If the higher TL world sets up immigration quotas or bans immigration, you have the classic situation of "snakeheads" or "coyotes" bringing in illegals, who have to pay some exorbrant (and ever-increasing) sum to pay off the initial smuggling fee to the smugglers or face reprisal to their families back home.

They're illegally on the high TL world, so it's not exactly like they can go to the local authorities to complain. Indeed, local high TL worlds probably have various reactionary anti-immigrant groups, many of whom are not much better than the thugs who keep them in chains. Caught in the middle from a desire to "succeed," they're in a slavery situation. They can't complain to anyone or escape being thrown into prostitution, working as domestics, forced to make ⌧o movies, or whatever vices their smugglers want them to do.
 
Originally posted by mickazoid:
There's the ol' reliable 'subjugated population under the brutal heel of an offworld dictator, slaving and suffering and awaiting their salvation'.
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I seem to recall several books & movies on such wherein a group of "mercenaries" are hired to overthrow said dictator too. Definitely a Merc ticket-adventure.

Good example Ms. mickazoid. Totalitarian Rulers & Regimes!

Okay--outsdie MoJ sight & over the Border we have:
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That's the Big Sinister-wring'em dry for creds Corporations (Sector to subsector sized firms).

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Oppressive Brutal Dictators (See your UWP Government & Law codes here!).
 
Originally posted by epicenter00:
There's always not-so-chemical slavery options as well.

Have and Have-Not is inherent to human nature. It cannot be eliminated. Even people who want everyone to be equal in reality want themselves and their families to be a little more equal than everyone else. Provided that exists, there'll always be some form of slavery, somewhere.


No argument, epicenter00! Its DNS-hard-wired into us. Porperly harnessed some call it ambition. ;)

Like for instance, I would think slavery would be very common in the Regency in TNE of all places. After the Virus, the Regency gets rid of most of its domestic robots as a backlash against robotic things. Overnight, the economy of the Regency starts resembling that of like the early 1900s UK: I once read that like upwards of 60% of the population were employed as domestic servants in some capacity or another. If you assume that most high TL societies tend to have smaller populations (in some cases, even negative population growth), that workforce has to come from somewhere...

You would probably have the age old desire of people from lower TL worlds who want to flock to the higher TL worlds where life is percieved as better. These people have to eat and work and find somewhere to live. If the higher TL world sets up immigration quotas or bans immigration, you have the classic situation of "snakeheads" or "coyotes" bringing in illegals, who have to pay some exorbrant (and ever-increasing) sum to pay off the initial smuggling fee to the smugglers or face reprisal to their families back home.

They're illegally on the high TL world, so it's not exactly like they can go to the local authorities to complain. Indeed, local high TL worlds probably have various reactionary anti-immigrant groups, many of whom are not much better than the thugs who keep them in chains. Caught in the middle from a desire to "succeed," they're in a slavery situation. They can't complain to anyone or escape being thrown into prostitution, working as domestics, forced to make ⌧o movies, or whatever vices their smugglers want them to do.
Less sinister and a mirror image of our modern times, may I say! Still that too is an effective means of 'slavery' of this kind. Before 1248's publication there is certainly room for that.

The robot-destruction wave occurred in 1131. Likewise, the Empress Wave & Vargr Extant's migration of sophonts from the AI-Virus loaded the Regency with extra sophonts onto its border worlds/ subsectors.

Nevermind the hundreds of millions evacuated from the 1139 Vampire raid on Trin in a heroic Dunkirk operation planting them homeless into a subsector their system had been the core of th local economy of!

Lots of unrest, unemployment, and cheap immigrant labor abounded in that 70 year span till they opened the frontier...
Good Example epicenter00.
 
There is also the hydraulic despotism model of coerced servitude.

An example of this: take a desert world, Hyd 0, Atm 4-9. People need water to live. He who controls the water controls life. Those who work for him get water enough for three. Those who don't must beg or trade for some of the surplus. If you don't get enough water, you WILL die. If the man can control access to the world, and controls importing water and recycling water, a form of involuntary servitude is in place.

More extreme is the man who only pays enough for one person... and for children placed in the creches... the peons must beg for piss, in order to get enough water to survive...

Another case, this time OTU: On Aramis, there is an air tax. One must have money to pay the air tax. If one works near minimum wages, the ability to save up enough for the air tax is minimal, and one is in a coercive situation where one must find a new job before one can quit the old one.

Compulsory service is a form of slavery... just a very mild one. It may even be voluntary entry, but it is still enslavement.
 
Yeah!

Coerced servitude via control of resources! I've used the hydropshere/ hydraulic model despot example before on a desert world. Great Minds Think Alike (GMTA)!

An air tax? Clever! Airless and near airless worlds beware!

Compulsory service-I use this on several lo-pop worlds in our TNE campaign, a necessity of the era when manpower & military servitude/ civil servitude is needed.

Likewise, an indentured immigrant program has seen light by our gamers there--ten years to be a citizen on one world lucky enough to have sustained TL9 (pop 4).

Contracts for labor from offworld come in 2, 4, 6, & 8 year varieties. Some employers fire their workers befor they make ten, but as new resources were discoveredm, the thirst for the labor to exploit them grew.

Stopping a veritable flood is a lack of starships with lowberths, and a 3-parsec trip to worlds that would send folks there...

Good ones Aramis!
Who's got another?
 
Speaking of wicked examples, this one comes to mind based on the plotline of one of our own Ursula Co-GM's:

The Church of Stellar Divinity is a splintered organization; one subsector or systems' branch will accuse another's of heresey, etc, etal. Only the major branch in the Antares Sector has any real "Stability" per se (and that is relative as even there, arguments on how to worship the star-god vary everywhere you go).

However, their fund-raising techniques, charities, etc and other public good-works place them in the Traveller Universe as somewhat kooky, but spiritually minded folk. With no hierarchy or central authority, one branch on a planet/system may not know what the other nearby in an adjacent system is up to (or if they're even 'active' any more)

Now the insidiousness begins...

Promising salvation and delivering something entirely different...

On many of the High Populated worlds there are poor & homeless folk, the bottom rung of society; on low populated worlds, there are the young and impressionable, fighting for the few jobs planetside.

On the offer of free travel (by starship), a chance at new beginning, a new "Eden" is offered. Many at the end of their rope, counseled by one of these wandering holy-sophonts, take heart and take passage there is a place in the 'Verse for them!

What high pop world is going to worry if some of the indigent poor vanish?

Young people leaving before finishing School? Happens all the time, elopement, lying about age & landing a working berth of a trader..

Only 'New Eden', isn't free, nor is it "Eden". Nor are they once they arrive.
1D6

1.) This is an outright chattel-slavery operation just over the Imperial Border. And as unsavory as your GM deems it.

2.) There is a "new Eden" and brainwashing is happening here (GM use your wits as to what purpose this ultimately is).

3.) "New Eden" is a COSD site, and the pilgrims work here, worship here, etc, but this masks another money-making scheme for this branch of the cult, some rare natural product on the world is harvested & sold elsewhere.

4.) Plots 2 & 3.

5.) Plots 1 & 3, But the substance is addictive, and eventually fatal by exposure in harvesting, and so that chemical slavery is added to the mix while making money off their labor as well.

6.) Incorporates plots 2, 3, & 5. The difference here is those successfully brainwashed become the next generation of proselytizing abductors.

Here the villains "cash in" on the good works of others of the COSD to obscure their true colors.
 
Criminal Indenture:

Characters are convicted of a crime on a world with criminal indenture. Their contracts are sold to a third party company. They have no say. All the day's convicts are purchased as a lot. The party members plus 1d per each additional prisoners sold today.

Characters will be kept awake and herded for transit to a large freighter. Posessions will be jumpsuit, sandals, Flexiplas bowl, spork, and flexiplas drinking cup. Food dropped in once per day in to hold. Hold is grassphault flored.. Survive the first week and find out...

1d6, DM+1 if more than half party has survival skill, life sentences, or GM feeling mean.
1: Characters sold to above board company. Boring manual labor and close supervision.
2: Characters sold to medical lab. Used as test subjects. Any permanent damage will be mitigated at end of term, usually cyberneticly.
3: Characters sold include IMoJ agents; Roll again to see what the conditions are. If IMoJ again, bought by IMoJ to see if a fair trial was given; IMoJ will release those not guilty of major crimes or who were railroaded.
4: Characters sold to Black Market Meat Farmers. Given choice of hard labor or "The Special Program". Special Program gets goodies, but has legs harvested for sale to cannibal cults, then regrown using regen drugs. Hard labor is 90% lethal per month, work until you drop or have pain induced by neural induction.
5: Characters sold to black marketeers. Will be transferred to large ship with huge frozen lockers. Indenture contract being ignored. Will be listed as escapees with "Pirate Accomplices"
6: Sold to Pirates. Above board as far as locals concerned; IMoJ has other ideas.
7: Forced Colonials. forced into coldsleep at other end of first jump. Awakend on colony outside Imperial space. Informed that the've been implanted with antidote to local taint; to receive recharge, must complete X amount of food for pickup in 200 Sols (local days)

If IMoJ raid, and #1, prisoners are SOL.
If IMoJ raid, and #2, #4, or #5, Prisoners will be pardoned by IMoJ if they helped the agents at all.
If IMoJ raid, and prisoners not helping mutiny, will not be pardoned. If actively working with pirates, IMoJ agents will note this, resulting is Adventure Prison Planet. If passively working with pirates, will finish original term on Prison Planet.
If IMoJ on #7, well, them's the breaks... Another missing IMoJ agent.
 
Aramis' post reminds me of how a friend started off one of our adventures back in the day...

We were all convicted criminals sentenced to die. Some were civilians, some were military, but we were all BAD people. As a group we were transported to an off-world facility for "final disposition". We arrive (after several unsuccessful escape attempts) and are taken into a large room with no seats etc. There is a balcony about 20 feet above us. Out walks TWO Imperial Navy Fleet Admirals and a Nobel...

"Have we got a deal for you..."
 
Very similar. We ended up going into Zho space. It turned out we were all CLONES! We had these weird memory implant thingies (handwavium) that gave each of us access to hidden skills that no one else knew about. It was kind of fun.
 
Bad Cargo

Setup: Players acquire a cargo lot labeled dangerous animals. They are in mobile low-berth units, which have a 48 hour battery backup, and require ship's power (only) the rest of the time. If they purchased, see note on "purchased," below

The hitch: they are not animals, but people.
1d, DM+2 if purchased:
1: They are refugees who have arranged to be decanted at the other end. They have all the needed paperwork in the canisters.
2: They are mercs on a repatriation bond. The dangerous animals moniker was due to their exceedingly violent choices of missions, and while a minor crime, not one the PC's will (in the end) be held accountable for.
3: They are slaves, simply being sold as work animals; their brains have been altered to fail an NAS scan for sentience even when awake; they are pretty dim. Unlawful, but unless opened by the PC's, not something they will get stuck with.
4: IMOJ staffers with an IMOJ Psionicist. They are a breakout team. They've been substituted for the real slave batch. The PC's are dead meat if they wake them up then make them work...
5: Privateers. They will auto-awake 3 days in to jump. Then they will attempt to take over.
6: Stowaways. They dumped the animals and froze themselves. Boy are THEY in trouble...
7: Set up by the seller... the seller sells them out to the IMoJ... they will get busted in orbit. Good luck proving you didn't know.
8: If the players posted their desitnation, this is genuine slaves with a known buyer there who will offer a fair price. Having been raised as slaves, they will serve whomever thaws them. If they go elsewhere, and sell, they get in big trouble with IMoJ, as any reaction to the cargo other than being ecstatic results in turning the PC's in.
If the players did not post their destination, then this is a lot of rebel slaves.

Purchased: if they PC's acquired this by purchase, they have a right to open it up and check; if they open, and realize the nature of the cargo, they should know that they are obligated to turn them over via radio as soon as possible. Opening #5 or #6 will reveal weapons, as well. #6's weapons are meager... ag tools.

Privateers: #5 will be 5 LB, a PP and fuel, and 5 suits Combat Armor with all the fixings, per each 4Td container. The power feed is not needed, but is there to reverse feed and short out at least the bay. Armament will be Laser Carbines (integral), Gauss Rifles, and combat armor with PIR, P/AUV, LI, and Radar, plus psionic shielding.

Containers: the containers are 4Td, hold 7 low berths and a battery pack. Other than needing ship's power, they are standard cargo containers. They have standard power feed cables good for 12m integral.
 
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