Slave Maker


S L A V E   M A K E R  

ttrpg


T R I G G E R  W A R N I N G 

sensitive content 



Disclaimer: There is no intention to cause offence to anybody in any way with this Campaign Setting. The need for new worlds of adventure and storytelling means travelling beyond the previously copyrighted tropes of the industry to get inventive with exciting situations which many people are afraid to touch on. If you do not like it, nobody is making you play it. 

Slave Maker ™ is a ttrpg inspired by WotC decision to remove slavery from their re-release of D&D's Dark Sun campaign world. "Every action has an opposite and equal re-action." This blog is the reaction to the attempted nice-ification of the RPG community by WotC. Some of us live in a more gritty real world than the pink fluffy la-la-land WotC intend to sell to whoever buys their products. This game is intentionally politically un-correct. It pushes into directions WotC are pushing away from. There is a need for this outlet in the community. Human Nature being what it is. The creators can differentiate between a work of fiction and the real world; therefore the use of fantasy games as a safety outlet for exploring the darker side of human nature is preferable than actually doing this stuff for real. Real world slavery is not encouraged, endorsed or enabled by the existence of this fantasy product. 


Slave Maker ™ is a world where the Slave economy is bustling. There are continents of savages who can be captured and subdued into slavery. There are ships. 

The skin colours of the people on this world is; Green and Blue. The Blue Skins are tribal. They have been enslaving each other for longer than history can remember. The Green Skins are tribal. They have been enslaving each other for longer than history can remember. It is a slave world. Slavery is natural and a part of life for everybody. The Blue Skins live on a desert continent. The Green Skins live on a tropical Rainforest continent. There is racism between the two groups. There is racism between different tribes comprising the continental groups. Skin-tone indicates tribe, more than parentage, in the common cases of mixed parentage. Capture of members of other tribes to enforce slavery is a normal and ancient way of life and culture. Civilisation is founded on it. 

We are using the same continents and world as previously used in the RPG Campaign World: Wild Witch Wood West, however his game is set thousands of years before the events of that Campaign Setting. Both continents are different in terms of human societies, if not in ecologies. 

In recent generations, explorers from the two continents have been interacting. Brave green-skin sailors from the Rainforest continent crossed the ocean and arrived at the Desert where they were captured and forced into servitude of a blue-skin tribes King. Brave sailors of the blue-skin tribe were sent to cross the ocean to construct more ships and to capture more green-skin slaves. They were captured by the green-skins and forced into slavery. More adventurers from both continents continued to cross the ocean for the same purpose. So it continued. 

The Player Characters in this game can come from a variety of available backgrounds. One option is that they are the crew of a ship whose mission is to cross the ocean, harvest exotic materials (glass, wood, foods, livestock, slaves) and return to their own tribe. Although there are not many ships in existence, they have somewhat of a pirate mentality toward other ships who are after all from other tribes. The tribes are all small enough to typically afford only one ship, if any at all. All of the tribes featuring at the forefront of the Campaign Setting at this point are coastal tribes; either blue-skinned desert dwellers or green-skinned rainforest dwellers. 


Ship Types: (listed in order of commonality): 

Canoe, Raft, Boat, Small Ship, Large Ship, Huge Ship (mythic) 

Although all ship types are theoretically capable of crossing the ocean, most of them are for rivers or coastal. This is a fantasy world which is not bound by the historic development of ship types from planet earth.  Obviously there are less ships on the desert continent although tree-lined oasis, rivers and wooded coastal regions exist to provide sufficient resources for populations. This game is set during an era of the discovery that exotic slaves from overseas can be acquired, making the risky ocean crossing worthwhile for many slavers. 

Most of the game is not intended to be set on the seas. The game can be played in several ways, it is versatile. A focus of the game is an exploration of dehumanisation processes. It is only in this backdrop that we can accurately appraise the value of Humanitarianism. 


Slave Markets 

Coastal travel is the most common long-distance form of travel simply because it is faster, easier and cheaper. Dockside slave markets are the most common and fetch the best prices, where inland slave markets generally raise the prices of slaves due to logistical costs. 

Types of Slaves:  Meat-slave, Sex-slave, Breeder, Labourer, Craftsman, Sage-slave (Wisdom-Holder). D6 for random type. 


TBC



Next Up : The Desert 


The Scald, The Singe, The Scorch, The Charr

Sabkha and Salina


The Scald: A thin, patchwork green ring of two ecologies. The fertile coastal fringe. Mountain waters hit desert heat, creating high humidity, dense mist, and hyper-accelerated, steamy green growth. Fiercely defended and over-exploited. 

The Singe: The transition zone or fringe. Here, the vegetation is not yet dead, but it is parched, yellowed, and chemically altered by the proximity to extreme heat. Scavengers, hunter-gatherers, nomads. 

The Scorch: The intermediate wasteland. The terrain is blackened, dead, stripped of moisture, and actively hostile. Creatures and fauna which have adapted to survive here. 

The Charr: The deep, calcined heart. The central desert where everything has been reduced to pure elemental ruin, cracked obsidian-like terrain, and shifting black dust. Mythologies of deep wells to underground lakes are unsubstantiated.

Sabkha: Flat, low-lying desert basin that was once a coastal tidal flat or marine lagoon. Over time, the sea retreated, leaving behind a treacherous crust of sand, silt, mud, and blinding white salt. Several of these are large coastal peninsulas, some of which stretch deep inland (into the Singe and Scorch, even so far as the Charr).

Salina: Dry lake beds in an arid lowland where saltwater evaporated, leaving massive, compressed salt flats mixed with desert sand.


All of these regions are inhabited, although not all of these regions are considered 'habitable' by most 'normal' people. We simply do not know what size population exists. Most population density is crowded into the few areas where water is available. 

There are four grades of water - 'Sweet' is top-tier, luxury water, with entendres and connotations. 'Fresh' or 'Clear' water is the general common type. 'Brack' or 'Bitter' also called 'slave-water' or 'animal'. 'Dreg' or 'Dregs' is sub-par below human and animal use, though it has saved lives so its dirtiness is also associatively reflective of poison, risk and miracle. Filtration is commonly used.  Desert continent social caste system directly reflects the water gradient system. 







©2026 Ordo Octopia. All Rights Reserved.