Deep in the lawless outer fringes, Tantus Nine is a decaying, hollowed-out mining station where Galactic Federation authority is a joke and credits talk loudest. At the station’s rusted lower hub lies The Flesh Bourse—commonly known as the Slave Market of Tantus Nine.
In the gritty, anti-heroic spirit of Wretched Space, this isn't a place for shining knights; it’s a meat market for corporate contractors, syndicate enforcers, rogue chirurgeons, and desperate crews looking for cheap labor or expendable muscle.
Sector Overview & Atmosphere
The Slave Market occupies the old sub-deck cargo bays of Tantus Nine, reeking of ozone, recycled sweat, antiseptic spray, and cheap synth-fuel.
The Vibe: Neon neon-strip lighting flickers over rusted catwalks. Iron bars, force-fields, and suppression collars hum continuously.
The Economy: Everything is for sale—captured pirates, indebted colonists, black-market clones, alien captives, and runaway Federation fugitives.
Security: Heavy security automated turrets (usually patched together from scraps) and ruthless mercenary guards enforce order to protect the station's cuts.
Wretched Space Rule of Thumb: In the Bourse, attempting a righteous "heroic rescue" without a tight plan usually ends with the crew wearing dampener collars on the block next Tuesday.
Key Locations in the Market
| Location | Description | Primary Activity |
| The Grand Block | A raised, armored amphitheater surrounded by bulletproof glass and bidding consoles. | High-volume auctions for heavy laborers, gladiators, and skilled technicians. |
| The Cryo-Stalls | Rows of frost-covered stasis pods lined along the outer bulkhead walls. | Storage for high-value captives, sleeping combatants, or illegal alien specimens. |
| The Flesh Mechanics | A dark, blood-stained clinic adjacent to the sales floor. | Cybernetic installation, behavioral dampening chips, and branding. |
| The Pen-Sinks | Densely packed cage complexes in the low-gravity lower sub-level. | Discount "cannon fodder" captives, broken debt-slaves, and raw labor. |
Major Power Players & NPCs
1. Baroness Vexa Karr (The Market Controller)
A ruthless, immaculately groomed cyborg who runs the Bourse with an iron fist and a polite smile.
Role: Overseer of auctions and owner of the station's dampener-collar codes.
Attributes: Brains +2, Magnetism +3, Sex-appeal +1, Muscle -1.
Motivation: Profit, maintaining stability with local criminal syndicates, keeping the Federation Wretched Legion off her back with hefty bribes.
2. "Doc" Kray (The Flesh Mechanic)
A twitchy, unwashed ex-Federation medic missing three fingers and heavily addicted to stims.
Role: Installs loyalty chips, checks captive health, and sells back-alley cyberware harvested from "defective" merchandise.
Attributes: Brains +3, Wits +2, Toughness -1, Agility +0.
Motivation: Funding his stim habit; always open to a side-hustle or selling security override codes if the price is right.
3. Varg (Syndicate Enforcer)
A hulking, gene-forged brute who leads the guards surrounding the Grand Block.
Role: Violent crowd control and handling unruly "merchandise."
Attributes: Muscle +3, Toughness +3, Agility +1, Brains -2.
Gear: Heavy blast armor, stun-cattle prod, plasma shotgun.
Gameplay Mechanics & Morality Integrations
Running or visiting the Slave Market interacts directly with core Wretched Space mechanics:
Sins & Virtues: Indulging in the slave trade or betraying a contract triggers Sins (Greed, Cruelty), awarding 1 XP under The Wretched Commandments (Honour No One, Thou Shalt Steal).
Buying Assets:
Unskilled Laborer / Cannon Fodder: 200–500 Federation Credits.
Skilled Technician / Pilot: 1,500–3,000 Credits (usually includes a functional loyalty chip).
Gene-Augmented Gladiator / Bodyguard: 4,000+ Credits.
Loyalty Chips & Collars: Captives are fitted with neural collars. Hacking or removing a collar requires a hard Wits / Tech check. Failure triggers a shock (2d6 damage) or alerts station security.
Adventure Hooks
1. The Lost Legionnaire (Federation Contract)
The Wretched Legion high command has learned that an undercover agent (or an ex-crewmate holding sensitive codes) was captured by pirates and is scheduled for auction on the Grand Block tonight. The crew must buy them back, steal them, or stage a riot to extract them before a rival syndicate wins the bid.
2. The Cargo Heist
Doc Kray pulls the PCs aside with a proposition: a specialized cryo-pod containing a dormant alien weapon or high-tier bio-asset just arrived. He has the override key to the Cryo-Stalls, but needs the party to provide the distraction while he moves the pod off-station.
3. The Slave Revolt Trigger
An escaped gladiator captive offers the crew a massive stash of hidden credits buried on a nearby asteroid if they can disable the station's main collar-control transmitter located in Baroness Karr’s private office.
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