Slaver's Guild

The Slaver's Guild is the primary slaving organization operating in the former American Southwest, with a stronghold in the Den and smaller outposts in other towns throughout the region, even a holding center in the NCR Bazaar.

The guild has been eradicated by 2281, as the expansion of the NCR northwards and annexation of territories that were once its biggest clients destroyed it and its influence.

Organization
Slavery in the former American Southwest is centralized in the guild, with the bulk of slaves being traded by guild-affiliated traders. Their captures are traded all over New California, sold to farmers, merchants, even Vault City to provide inexpensive manual labor. Slaves are typically acquired from remote tribes and nomads in the wasteland or bought from independent traders. They do not breed slaves, relying on tribes migrating into the area.

Each member of the guild is identifiable by the tattoo they bear on their forehead, which is mandatory for everyone. Although formally the guild is headed by a single guild master (Metzger in 2241), their operations are usually decentralized and local guild heads have the final word in all affairs.

A typical slave run will usually be performed by three slavers: Two capture the slaves, while the third one is responsible for security: Eliminating anyone who opposes the operation. The "muscle" is typically just an enforcer, while the slavers responsible for subduing prospective slaves are specially trained. Losing them is a problem for the guild and the guild master is rightfully pissed off when that happens, docking the pay of the enforcer severely.

Technology
Slavers typically use inexpensive, reliable armor and weapons: Conventional firearms using commonly available ammunition, like the 10mm pistol and 10mm ammo are frequently encountered alongside leather armor, leather jackets and even metal armor.

Holding pens tend to be chainlink fences with barbed wire, though some slave guild outposts, like Vortis' holding center on the outskirts of Shady Sands, utilize electronic locking mechanisms.

Relations with the outside
Although their trade is almost universally disliked, the guild has few overt enemies. Smaller towns in northern the former American Southwest are usually too weak to deter visiting slavers, while the larger ones greatly benefit from the guild's business: Vault City frequently purchases slaves from guild traders from the Den, while New Reno buys them for prostitution, manual labor and even drug testing. They are one of the largest customers of the Slavers Guild, with the Jet project alone having consumed at least a hundred slaves during development.

The primary opposition to the guild comes from the New California Republic and its anti-slavery laws and the paramilitary outfit called the New California Republic Rangers. The latter is particularly difficult for the guild, as they continue to harass their operations, striking at slaving operations from hidden safehouses in the north, killing slavers and liberating slaves. As such, the guild constantly looks for ways to eliminate the opposition, or at least undermine their operations.

Interactions with the player character

 * The player character can become a member of the guild by talking to Metzger and participating in slave runs as protection detail for slavers capturing tribals and nomads. The player character can participate in runs until they capture a total of 30 slaves. However, the counter is lowered by 2 for every slave killed, allowing the player character to participate in them indefinitely, as long as they don't go over 30 or drop below 0.
 * Metzger rules the Den and has to be interacted with to get Vic out. The player character can also sell some of their followers to him or kill him to allow the more peaceful, upstanding elements of the Den to take over.

Appearances
The Slaver's Guild appears only in Fallout 2.

Behind the scenes
This faction, "Slavers Guild," is misspelled "Slaver's Guild" throughout the game files.