Flotsam SafehouseReport
English:Flotsam Safehouse · Locations
A single shack north of the Rebirth labour camp, stocked by the Flotsam Ninjas for the people who get out — food, hacksaws for your shackles, a change of clothes and two beds. The note inside threatens to skin passing looters alive, but nothing in the game backs that threat up.
The Flotsam Safehouse is a single building north of the Rebirth labour camp — not a village, not a fortress, just a shack in the mountains. It exists for exactly one reason: to give someone who has just broken out of Rebirth a place to sit down.
Why one shack earns a map marker
The Rebirth zone is dead ground. Water, fertility, stone, iron, copper — all zero. Nothing grows and nothing can be mined. The zone spawns no camps, no nests, and no wandering squads of its own. There are precisely two locations in the whole region: Rebirth, and this shack.
So what the safehouse marks on your map is not a resource. It is a distance. Walk north out of the camp and the safehouse is the first thing you reach, and it is not far. Keep walking north for a very long time and you eventually reach Flotsam Village, the Flotsam Ninjas' actual home. Nobody escaping Rebirth covers that in one go — the safehouse covers the leg that actually kills people, the first one.
What is inside
- Food, and a decent amount of it
- Hacksaws, for cutting off shackles
- Basic clothing, to get you out of the prison rags that identify you at a glance
- 2 beds
- Some low-level gear
The inventory is a procedure in disguise: get the shackles off, change out of the rags, then eat and sleep. For a character who has just been beaten half to death by guards and is still dragging a chain, the order is not negotiable — shackled you cannot run, and in prison rags you are announcing who you are to everyone on the road.
The note
Inside is a letter, the Flotsam Safehouse Note, signed by the Flotsam Ninjas' leader Moll:
If you are reading this there is a good chance you just escaped from Rebirth and are half-dead. This safehouse is for you to use to rest and recover, you should hopefully find here some food, tools to remove your shackles, beds, and some basic clothing. Good Luck. PS. If you are just a passing adventurer, please don't loot this place, or we will hunt you down and skin you alive. PPS. If you are a Holy Nation soldier, fuck you and fuck your dumb brain-washing religion...
Three paragraphs, three pieces of information: who the place is for, who it is not for, and exactly how the Flotsam Ninjas feel about the Holy Nation. It is also one of the few texts where you hear Moll speak directly — the woman herself sits in Flotsam Village behind three Jonin and twelve ninja bodyguards, and plenty of players never get that far.
The note is bluffing
In practice: looting the place costs you nothing.
Whether or not your characters ever saw the inside of Rebirth, you can strip the shack bare and your standing with the Flotsam Ninjas will not move a point. The contents may be flagged as stolen goods — and you can still turn around and sell them straight back to the Flotsam Ninjas without any trouble at all.
Why you would come here
- It is objective number one in "The Slaves" start. Pick that start and your two characters begin in a Rebirth cage — never Skeletons, since the Holy Nation does not credit them with souls and so does not send them to be reborn. Pick the locks, get the shackles off, run north, and the safehouse is waiting.
- It is a free depot. For any squad passing through the region it is a zero-risk source of food and equipment, and you do not even have to be discreet about the proceeds: the Flotsam Ninjas will buy them.
- Non-humans should stay away. For Shek and Hivers this whole region is a slaving ground. Unless being taken is the plan, do not come here.
After Rebirth changes hands
If Holy Lord Phoenix, High Inquisitor Seta and High Inquisitor Valtena are all killed or imprisoned, Rebirth is taken over by the Flotsam Ninjas. Most of the camp ends up in ruins after the takeover, but two Flotsam refuges appear inside it — and the same letter turns up in those as well.
Which means the note is not a unique item. It also means something worth noticing: the moment the Holy Nation's three leaders go down, the first thing the Flotsam Ninjas build on the site is not a barracks. It is two more shelters.