Blood and Sand: A Wandering Inn Quest (Isekai/LitRPG)

Chapter 1: Shakobar 1
The Sheik cancels the evening pit fights and instead has the slaves work extra shifts pulling the wagons. It means the caravan is moving faster, even with fewer hands.

"Papa says that the weaker monsters of the desert can frenzy after a bigger one goes through their territory," Livia explains.

"So he's trying to put some distance between us and the attack before scavengers show up?" you ask.

Livia looks at you strangely. "What? No. He's worried about whatever scared the pit viper. They don't normally attack caravans."

The thought of a predator fearsome enough to panic the colossal serpent that nearly killed you all gives you several sleepless nights. What else is out there in the desert?

Whatever horrors lurk in the sands seem content to let your reduced caravan pass unmolested. After another week of travel, the endless sands finally begin to fade, replaced by dry, brittle, but mercifully flat, earth. Livia proclaims that you've finally crossed the border into Nerrhavia's Fall, and forces you to spend the rest of the journey being tutored in 'proper conduct' by Sophie. Once you reach her father's home city of Shakobar, your actions will reflect on her.

In the same way nobody wants to be known as the guy with a poorly trained dog, no [Slaver] will tolerate having a poorly trained [Slave] in public. There's something deeply, indescribably painful about being the dog in that analogy. In listening to a twelve year old girl remind you of the importance of not complaining if a free citizen beats you for perceived disrespect. The appropriate response is to thank them for their guidance.

"Sound sincere when you say it," Sophie advises. "Or they won't stop."

You've little doubt that the girl knows this from personal experience.

"How am I supposed to tell a free Hemp from a Cloth slave?" you ask.

"In Shakobar, you can tell by their clothes," Sophie says, gesturing towards the red-and-orange tunics the two of you are wearing. "Slaves wear red, Hemp orange, Cotton yellow or green, depending on their status, and only Silk can wear blue or indigo."

Like a rainbow. Good thing you're not color-blind. "What about violet?" you ask.

"Royalty, but Shakobar doesn't have any. They only acknowledge Queen Yisame, and, well… the color of cloth is a local custom. She can wear whatever she wants. And visitors to Shakobar will dress in their own fashions, so it's not completely reliable."

Of course that was too convenient. Still, it's better than nothing. "So why are our tunics lined in orange?" you ask, gesturing to your clothes.

"To indicate the status of our master," Sophie says. "Though now that Miss Livia is Level 10, she'll likely replace these with ones trimmed in yellow."

"But isn't she a noble? She wears blue."

"But as a [Slaver] she's low level. Not for her age; most people don't even start getting levels until they're fourteen or fifteen. But still low level. The trim is more to show that our master is competent. The cut of the tunic is what shows her social status."

You look down at the vaguely shapeless tunic, which has nothing you would refer to as a 'cut.' And so your education on the customs of Shakobar and your place within them (the bottom) continues for two more days. The dry, dusty earth fades with every mile, as you finally begin to see some signs of life - squat, leafless trees, tall grass waving beneath the warm winds, and even brightly colored flowers that bloom at dusk and dawn.

When you finally catch sight of the city of Shakobar, it looks like a paradise nestled amongst the drier surroundings. Massive orchards of olive trees spread out from its distant walls, mixed with fields of what look like tiny shrubs, which Livia explains are actually full of root vegetables - carrots, yellats, onions, and more. Apparently they do better in the arid climate of Chandrar.

But the walls of Shakobar are even more captivating than the expanse of greenery that lies outside them. The walls tower at least fifty feet high, casting lengthy shadows across the cleared space around the city. They're made of massive, uniform blocks of sandy-brown stone, and the mortared lines between each block are filled with colored glass. When the sun strikes the walls it sends a rainbow riot of color through the air, dazzling your eyes.

The city gates and the roads leading up to them are wide enough for three wagons to ride abreast, and the Sheik's caravan takes the middle of the road, pulling past the long lines waiting for entry on the side of the road. His robe of indigo silk is the only thing he presents to the city's guards, who bow and usher him into the city without bothering to inspect his cargo.

The inside of the city is no less majestic. The streets are wide and clean, but bursting with life and activity. Street vendors have stalls offering food and goods, orange-robed Hemp carry stone and lumber to construction yards, men and women in armor toast drinks beneath the open sky, and all around you are the sounds of merriment. There are even fountains spraying water into the air, leaving the city feeling less dry and arid than the desert surrounding it.

Your eyes still pick out red-robed [Slaves], their eyes downcast as they scurry about at the bidding of their masters. One of them is too busy avoiding the eyes of his social betters, to avoid giving insult, and runs right into one of the armored men who had been boasting of a successful battle against goblins. The slave immediately falls to his knees, begging forgiveness for his insult.

The slave doesnt even get a chance to finish the first sentence of his apology before the man's armored boot crashes into his jaw, sending the slave crashing to the ground. He stomps on the slave several times, cursing the slave's incompetence, before returning to drinking with his companions. At no point does anyone intervene, or cry out - the slave himself is completely silent, so as to not bother the freedmen with his pain.

It's a single moment in a vast crowd, but you think it's just as important as the glittering walls or the fertile fields or the wealth of the bazaar. No, more important. The measure of any society is found in how it treats its weakest and most vulnerable, and the collar about your neck is a constant reminder of what that treatment entails.

You've been in Shakobar for five minutes and you already hate it.

The wagons roll through the streets unimpeded, moving towards the city center. Every new block sees the buildings incorporate more and more glass, with colored murals of ever-increasing complexity. Finally it reaches a walled compound decorated with glass windows depicting gladiators fighting for a roaring, endless crowd, and Livia announces that at last, you're home.

And the heavy gates close behind you, and you wonder if you will ever leave.


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You have reached the city-state of Shakobar. Events in Shakobar will be divided into Turns, which will be roughly one month long. You can take five Actions per Turn. At least one Action must be from the "Master's Will" category. Voting will be in plan format.


Master's Will: Livia believes you're best used teaching others for money. She commands you to spend as much time as you can teaching. The more you teach, and the more money you bring in to her, the happier she will be.
[ ] Teach Economics for money
[ ] Teach Philosophy for money
[ ] Teach Mathematics for money
[ ] Teach Science for money


Social: You're not here alone, and there are any number of interesting people to meet.
[ ] Spend time with your students from the caravan.
[ ] Spend time meeting the household staff of the Sheik's manor.
[ ] Spend time with the Sheik, who is the real power over you.


Exploration: You're a stranger in a strange land, and there are many important places in Shakobar that you should know your way around
[ ] Explore the Guilds - the Merchant's Guild, Adventurer's Guild, Mage's Guild, and more.
[ ] Explore the Arena. Most of your fellow slaves will end up here sooner or later.
[ ] Explore the Bazaar. Shakobar's central bazaar is home to wonders from across Chandrar.
[ ] Explore the Underbelly. For all its glitz and glam, Shakobar must still have poorer districts for outcasts, criminals, and Hemp


Personal: Things that matter to you.
[ ] Investigate magic. You've found yourself in a magical world. Can you use that magic yourself?
[ ] Investigate slavery. Is there a way to earn your freedom and remove your Slave Class?
[ ] Investigate your Class. You're a Teacher; what does that mean?
 
[X] Plan getting a bearing
-[X] Teach Economics for money
-[X] Spend time with your students from the caravan.
-[X] Investigate magic. You've found yourself in a magical world. Can you use that magic yourself?
-[X] Explore the Arena. Most of your fellow slaves will end up here sooner or later.
-[X] Investigate your Class. You're a Teacher; what does that mean?


Delaying investigate slavery because of the danger argument. Replaced with exploring arena, as that can help us help our pupils.
-[] Investigate slavery. Is there a way to earn your freedom and remove your Slave Class?
 
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[X] Plan Mind the Trap
-[X] Teach Economics for money
-[X] Spend time with your students from the caravan.
-[X] Spend time meeting the household staff of the Sheik's manor.
-[X] Investigate magic. You've found yourself in a magical world. Can you use that magic yourself?
-[X] Investigate your Class. You're a Teacher; what does that mean?

Very similar to Toboe's plan, but I suspect that a new slave asking how to go free in their first month is the sort of thing that triggers warning bells.
 
For what to teach and what to explore, I'm thinking of economics and the Bazaar, because I think economics will be the thing that people will pay the most to learn for (plus we have a Ph.D. in it and we don't want to mess this up), and the Bazaar so that we can understand how the economy of this world works with its classes and so we can teach better economics. For personal action, in my opinion, investigating slavery and the teacher class seems the most useful. For social, not really sure which is the best, spending time with Sheik seems the most interesting, learning how he thinks and acts could be very useful.
[X] Plan: Startup
-[X] Teach Economics for money
-[X] Spend time with the Sheik, who is the real power over you.
-[X] Explore the Bazaar. Shakobar's central bazaar is home to wonders from across Chandrar.
-[X] Spend time meeting the household staff of the Sheik's manor.
-[X] Investigate your Class. You're a Teacher; what does that mean?
Spending time with Sheik and the staff to gain more information. We basically know nothing about them and knowing about them could help us escape and/or generally be useful. Magic doesn't seem that useful to us specifically and I rather spend that time on something else. For slavery, Sliverking is correct that it could look suspicious, but I don't think we'll do it that dumbly, but I agree we should wait.
 
[X] Plan For the Students
-[X] Teach Economics for money
-[X] Teach Philosophy for money
-[X] Spend time with your students from the caravan.
-[X] Explore the Arena. Most of your fellow slaves will end up here sooner or later.
-[X] Investigate your Class. You're a Teacher; what does that mean?

Somewhat similar to the other plans. I agree trying to investigate the slave class so early is a risk, and there are other things I want to do more. I know people want magic, but personally I think that it's not worth it. You can teach yourself magic, but it's not very good from what we've seen, and I don't think we'd be able to get lessons.

This plan is basically focusing on what we already provide. Having multiple Teach X things will make Livia more happy with us, which could get us more later, and it helps us potentially level as a teacher. Spending time with our students is important to prevent resentment, and frankly I think useful for our own mental health. It's good to have friends. Exploring the Arena and Investigating our class are both immediately important information, both for building lesson plans and knowing where our future lies.
 
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[X] Teach Philosophy for money
Teach them something they think its valuable and avoid giving them more ideas for logistics, economics, and physics because they can enrich [Slavers] and inspire [Mages]. Two things I would rather avoid giving to Nerhavia's Fallen

[X] Spend time with your students from the caravan.
Already have some goodwill from them and if they become someone in the Arena they might remember you

[X] Investigate slavery. Is there a way to earn your freedom and remove your Slave Class?
Get out as fast as you can, Speedy Gonzalez

[X] Explore the Bazaar. Shakobar's central bazaar is home to wonders from across Chandrar.
Might meet someone to change your fortune?
voting is in plan format and also we pick 5 options
 
Somewhat similar to the other plans. I agree trying to investigate the slave class so early is a risk, and there are other things I want to do more. I know people want magic, but personally I think that it's not worth it. You can teach yourself magic, but it's not very good from what we've seen, and I don't think we'd be able to get lessons.
Investigating [Slave] class having potential to be dangerous is an argument i can follow. But for the magic: It is something taken for granted in this world that main character has no idea about. Looking into it could help him being less of a fish out of water.
 
Investigating [Slave] class having potential to be dangerous is an argument i can follow. But for the magic: It is something taken for granted in this world that main character has no idea about. Looking into it could help him being less of a fish out of water.
To some extent I agree, but at the same thing I think it's sorta something that we can figure out. The magic system isn't actually that different from a generic fantasy setting, at least for people who wouldn't have any reason to be particularly involved with it.

It's not that I don't think it would be useful, of course, but there's a lot of useful options. I don't think it's immediately necessary and I don't think it will provide a major immediate benefit, so I didn't include it.
 
[X] Plan: Aiding the Students
-[x] Teach Economics for money
-[x] Teach Mathematics for money
-[x] Investigate your Class. You're a Teacher; what does that mean?
-[x] Spend time with your students from the caravan.
-[x] Explore the Arena. Most of your fellow slaves will end up here sooner or later.

I don't want to antagonize the ruling class by introducing Western Philosophy yet. I want to avoid Socrates' fate. Mathematics and Economics seem like safe subjects to teach.

I want to explore the Arena and learn about Class [Teacher] so we can get a better understanding of what to teach our [Slave] students from the caravan.
 
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I don't think slaves with notions of getting free is uncommon, and I do think we'd be smart enough not to be too blatantly open about it.
 
[X] Plan Mind the Trap
-[X] Teach Economics for money
-[X] Spend time with your students from the caravan.
-[X] Spend time meeting the household staff of the Sheik's manor.
-[X] Investigate magic. You've found yourself in a magical world. Can you use that magic yourself?
-[X] Investigate your Class. You're a Teacher; what does that mean?
 
Master's Will:
[X] Teach Economics for money

Social:
[X] Spend time with your students from the caravan.
[X] Spend time meeting the household staff of the Sheik's manor.

Personal:
[X] Investigate magic. You've found yourself in a magical world. Can you use that magic yourself?
[X] Investigate slavery. Is there a way to earn your freedom and remove your Slave Class?
 
Well, the bandwagon has spoken.
[X] Plan Mind the Trap

Master's Will:
[X] Teach Economics for money

Social:
[X] Spend time with your students from the caravan.
[X] Spend time meeting the household staff of the Sheik's manor.

Personal:
[X] Investigate magic. You've found yourself in a magical world. Can you use that magic yourself?
[X] Investigate slavery. Is there a way to earn your freedom and remove your Slave Class?
Questmaster said to vote in plan format.
 
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