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[WIP] Skyrim Slavers Guild


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Posted

Short - not even slightly fleshed out - idea...

 

Reading about the console command "player.setscale" made me think about new storage possibilities for slaves. Have a wizard just shrink them and put them into a birdcage :)

Posted

Short - not even slightly fleshed out - idea...

 

Reading about the console command "player.setscale" made me think about new storage possibilities for slaves. Have a wizard just shrink them and put them into a birdcage :)

 

Haha and sell them as desk[top] strippers =P

Posted

Short - not even slightly fleshed out - idea...

 

Reading about the console command "player.setscale" made me think about new storage possibilities for slaves. Have a wizard just shrink them and put them into a birdcage :)

 

Portable Slave Ant Farm (PSAF)

 

Also' date=' I'm having trouble imagining the slavers stopping a werewolf unless they were prepared for it. I mean sure, if you screw up (or not) and get caught [i']again[/i], of course they would know to utilize the proper tools and suppression.

Posted

I'm having trouble imagining the slavers stopping a werewolf unless they were prepared for it. I mean sure' date=' if you screw up (or not) and get caught [i']again[/i], of course they would know to utilize the proper tools and suppression.

 

Maybe have someone develop Enchanted silver restraints that stop them changing?

 

Maybe a quest were you have to capture one to test? Perhaps if you've become one you could volunteer / be captured for this.

 

Edit: It may even be possible to trick someone outside the guild to make them for you, like convince someone at the Mages Guild that you know someone who can't control her/his transformation and is terrified of hurting innocent people. The whole bleeding heart bit and a few days later you have an enchantment that stops the transformation, possibly with some minor problem like permanantly reinforcing will/pride making breaking a werewolf harder.

Posted

I think it's just a matter of overriding the default "equip" sound for the object. An object created as a binding rope that always made the sounds we're talking about when equipped should do the trick - having the idles already in game (place/keep hands behind back' date=' or the awesome kneeling hands behind back & stay that way animations) should make it easy to have the captor stand behind, put the rope in the victim's inventory and have her equip it. Ready for action and/or transport!

[/quote']

 

OK, cool. We're just about at the point where that is going to be testable, so this could be very relevant. Thanks :)

 

I have created a Wiki page about one of my idea's:

 

http://skyrimslavers.wikia.com/wiki/Using_Slavers_Guild_restraints_at_home

 

I will also create a page for the other idea I mentioned

 

Seen it' date=' and thanks. I've added you to the team section on the wiki front page.

 

Could I chat with someone about getting involved in this project? I think I've read every page on the wiki, and I love what seems to be developing.

 

Done and done and welcome aboard. I've added you to the wiki team section, as well.

 

Reading about the console command "player.setscale" made me think about new storage possibilities for slaves. Have a wizard just shrink them and put them into a birdcage :)

 

It's been a day for updating the team listings. Add you too Trinar.

 

Like the idea. I always did have a soft spot for the whole miniaturised women thing. Lots of possibilities there :)

 

Portable Slave Ant Farm (PSAF)

 

Also' date=' I'm having trouble imagining the slavers stopping a werewolf unless they were prepared for it. I mean sure, if you screw up (or not) and get caught [i']again[/i], of course they would know to utilize the proper tools and suppression.

 

Yeah, werewolves and shouts are my biggest headaches with this mod.

 

I think you're right and the first tine you wolf up is basically free. After that the guild will be ready for weres, probably as a matter of routine.

 

Hmm... note to self, make sure there's a mission for PC slavers to capture a girl who turns out to be a were. No reason the NPCs should have all the problems...

 

OK: Looks to be a busy day, so I may be a little distracted if you try to raise me on chat.

Posted

So, reading some of this, I wonder if collaring ceremonies are planned, or slave hierarchy is. Among slaves, the standing before the owner is equal, but not among themselves. More experienced and favored ones get a better treatment, usually.

Also, collaring ceremonies, similar to the weddings in vanilla, would be a nice addition at the end of training.

Maybe if you join the SG you get a collaring for your first and she is some sort of an assistant, a la slavemaker? A partner in crime is always nice to have. Specially if she has your collar :D

Posted

Among slaves' date=' the standing before the owner is equal, but not among themselves. More experienced and favored ones get a better treatment, usually.

[/quote']

 

mmm... relationships between the slaves is something I'm very interested in, certainly. I'd love to be able to appoint a "first girl" or to set some of them above others. It's got to be a bit of a long term aim though. If nothing else, I need to work out how to get the slavers in properly in charge before I go adding layers to the heirarchy :)

 

Also' date=' collaring ceremonies, similar to the weddings in vanilla, would be a nice addition at the end of training.

[/quote']

 

Get everyone in to watch, have her kneel naked and put the collar around her own neck, proclaiming her total submission. Maybe following it up with a ritual blowjob. That could be fun.

 

Maybe if you join the SG you get a collaring for your first and she is some sort of an assistant' date=' a la slavemaker? A partner in crime is always nice to have. Specially if she has your collar :D

[/quote']

 

I definitely plan on having some loyal slave assistants. A lot of missions are going to need a female to infiltrate, or distract. Males will need a slave they can trust not to betray them. Females can do the job directly, but it's not a good idea to let the guild see you taking to the submissive role too readily, so a loyal slave is still best.

 

No particular plans to auto-award one though. I think if you want a Shampoo, you're going to have to train her yourself :)

Posted

No particular plans to auto-award one though. I think if you want a Shampoo' date=' you're going to have to train her yourself :)

[/quote']

Oh, no, not Shampoo! I hate her training! It's so... vanilla! :(

Never said auto-award a slave. I was talking about one of the first slaves you break.

 

On another note, I've re-red the wiki, and Blackreach isn't fleshed up at all. I can write a few storylines of the SG and their base there (central skyrim base? it's the middle of the map) if you want me to, including falmer subdual, rebuild and troubles.

 

 

Posted

I also have another idea: I was thinking about the mentality of a Dragon , dominant, unyielding and obsessed with control, and thought it would be a fun idea that the supreme leader of the Guild is...a Dragon himself, named BriiVahdinNaako (Beauty Maiden Eaten). Dragons have Words that are able to mess with the souls of a mortal. Think of the Dismay and Throw Voice shouts.

 

Dragons, in most fairy tales, are known for kidnapping young damsels. Now this Dragon is more subtle and lets mortals do all the dirty work for him. Within the guild, he is only known as the Supreme Master. Not even the highest ranked guild members know of his true identity. From time to time, the guild brings girls to him, so he can do whatever he wants with them. Since he is a dragon, with his victim being a human(oid), this manifests itself in mind games, rather than the usual physical activity. Girls that survive his games, usually come out too dazed and confused to remember what they truly saw, but still with a satisfied grin on their face.

 

Now, the Dragonborn will encounter him at multiple points:

 

* This will be the final boss for a Dragonborn on the Destroy the Slavers Guild path. In one of his attacks, he will try to corrupt the DB by using illusions of beautiful women.

 

* A DB who joined the Slavers Guild will personally meet him at the end of the questline, since he feels the DB is like kin to him. The DB can either let him live or kill him. This is only a role-playing choice and has not much impact on gameplay. Either choice results in the DB learning new shouts that allow him to mess with the minds of slaves.

 

* A female DB who is enslaved and broken enough will eventually turn into his personal slave. The irony of this is that a Dragon is having complete control over the one thing he normally would fear.

 

I will also place this on the Wiki

 

 

Posted

Really cool idea that one. It's just if it can be convincingly worked into the story without subtracting from the human elements of the mod. I like!

Posted

Oh' date=' no, not Shampoo! I hate her training! It's so... vanilla! :(

[/quote']

 

Sorry. I meant a "Shampoo" as in a generic term for a devoted slave/assistant trainer, rather than an instance of the specific girl. I got fed up with training her in Slavemaker a well :)

 

 

Never said auto-award a slave. I was talking about one of the first slaves you break.

 

Sure. I just mean I'm not planning anything inherently special about the first one. No reason at all you can't train the first one as your special assistant though. Although you might not have all the skills needed initially.

 

What would be good would be have some special behaviors and dialogue for such slaves. I'll have to think about that.

 

On another note' date=' I've re-red the wiki, and Blackreach isn't fleshed up at all. I can write a few storylines of the SG and their base there (central skyrim base? it's the middle of the map) if you want me to, including falmer subdual, rebuild and troubles.

[/quote']

 

Well ... Blackreach in terms of the SSG quests is largely "Blackreach Spur" which is going to be a smaller (but still substantial) spur cavern connected to the main one via a dwemer ruin. The connections will probably remain sealed until the player gets as far as opening the Blackreach formally in the MQ, just in case we mess up any vanilla quests by triggering stuff in there before its supposed to trigger.

 

Blackreach Spur is basically a big, kidney shaped cavern with a lake in the bow of the kidney. The lake is home to slimemoulds, soul crabs, and other odd creatures. (Someone proposed an interesting beast the other day and I can't find the post :(). There's the dwemer slaver base proper in there, as well as a Falmer warren, and a clan of vampires that have been put of contact with the surface for a very long time. I was thinking of having a ancient nord barrow in there, but it doesn't really fit, and I may have a a better option - or two, thinking about it, so scratch that).

 

As for the main Blackreach, I wasn't going to touch it much, except for sexing up Falmer's relations with their "servants" a bit. Well, and I have some plans for some deeper levels where considerably unpleasantness is intended. Incidentally, the Falmer in the Spur can be traded with, as per Spiders and Valerius' account. The ones in the main cavern are always going to be hostile, although they'll take slaves too.

 

If you want to have some fun, consider the vampires. I haven't any very clear idea what I want to do with them yet. I think they're very isolated from human society, and have developed some odd social quirks. I also think their cattle are very inbred by this stage, although they do get the odd infusion of new blood when an adventurer makes it past the Dastard, or a slave gets free of the Falmer. It would be nice to have some options for negotiation with them. In particualar I'd like one of the younger scions of the house

(a mere 400 years or so) to have a yearning for the night skies of his forefathers and who'd be willing to sign up and join the guild.

 

Apart from that, there's a load of work needs doing on them :)

 

Posted

Oh' date=' no, not Shampoo! I hate her training! It's so... vanilla! :(

[/quote']

 

Sorry. I meant a "Shampoo" as in a generic term for a devoted slave/assistant trainer, rather than an instance of the specific girl. I got fed up with training her in Slavemaker a well :)

 

 

Never said auto-award a slave. I was talking about one of the first slaves you break.

 

Sure. I just mean I'm not planning anything inherently special about the first one. No reason at all you can't train the first one as your special assistant though. Although you might not have all the skills needed initially.

 

What would be good would be have some special behaviors and dialogue for such slaves. I'll have to think about that.

 

On another note' date=' I've re-red the wiki, and Blackreach isn't fleshed up at all. I can write a few storylines of the SG and their base there (central skyrim base? it's the middle of the map) if you want me to, including falmer subdual, rebuild and troubles.

[/quote']

 

Well ... Blackreach in terms of the SSG quests is largely "Blackreach Spur" which is going to be a smaller (but still substantial) spur cavern connected to the main one via a dwemer ruin. The connections will probably remain sealed until the player gets as far as opening the Blackreach formally in the MQ, just in case we mess up any vanilla quests by triggering stuff in there before its supposed to trigger.

 

Blackreach Spur is basically a big, kidney shaped cavern with a lake in the bow of the kidney. The lake is home to slimemoulds, soul crabs, and other odd creatures. (Someone proposed an interesting beast the other day and I can't find the post :(). There's the dwemer slaver base proper in there, as well as a Falmer warren, and a clan of vampires that have been put of contact with the surface for a very long time. I was thinking of having a ancient nord barrow in there, but it doesn't really fit, and I may have a a better option - or two, thinking about it, so scratch that).

 

As for the main Blackreach, I wasn't going to touch it much, except for sexing up Falmer's relations with their "servants" a bit. Well, and I have some plans for some deeper levels where considerably unpleasantness is intended. Incidentally, the Falmer in the Spur can be traded with, as per Spiders and Valerius' account. The ones in the main cavern are always going to be hostile, although they'll take slaves too.

 

If you want to have some fun, consider the vampires. I haven't any very clear idea what I want to do with them yet. I think they're very isolated from human society, and have developed some odd social quirks. I also think their cattle are very inbred by this stage, although they do get the odd infusion of new blood when an adventurer makes it past the Dastard, or a slave gets free of the Falmer. It would be nice to have some options for negotiation with them. In particualar I'd like one of the younger scions of the house

(a mere 400 years or so) to have a yearning for the night skies of his forefathers and who'd be willing to sign up and join the guild.

 

Apart from that, there's a load of work needs doing on them :)

 

*Has a great idea for the vamps, but needs approximate size of the kidney and number of planned vamps, if there is one*

 

Posted

*Has a great idea for the vamps' date=' but needs approximate size of the kidney and number of planned vamps, if there is one*

[/quote']

 

Around 1.5 miles long and .7 miles wide at the widest point, perhaps. Smaller than Blackreach but still vast compared to most places.

 

Vamps ... anywhere from 6 to 20, I'd guess. Plus a number of cattle. You could go for between 2 to 5 slaves and/or thralls for every sucker.

 

Posted

Ok, I made something quick and it's incomplete, but it's something.

 

Setting:

 

The vampires live in the far reach of the kidney (Away from where you acess it first).

The name of the Clan is the Sons of Umer, an altmer ancient vampire.

They are structured like a family, consisting of The Grand Father (Umer), seven fathers and mothers, and 49 sons and daughters (each member can “give birth” to only 7 new members). There's also 8 grandchilds.

Each vampire has the complete obedience of their “children”, and captured adventurers are given to the lower rank in the family in strict order of “birth”.

 

First contact:

After a hard battle with spiders and the such, you arrive at the SoU Compound; wary, the guard (A son) approaches you and asks you what Clan are you from. You can either say “None”, “Clan?”, or fight him (fistfight). In any case, when you say it/win, the son will call his father, Athias, who was the last father to join the Clan, shortly after the Oblivion Crisis.

Athias is a fine example of a cirodylian gentelman, and asks you to follow to his chambers. There, asks you to sit at his table, riddle with mushrooms and asks you politely for an explanation (politely threateningly, of course) of who you are.

Here you will state your status, either as a Slaver looking for business, a slave that found them exploring blackreach and offers to put them in contact with the SG, or a simple adventurer, in case you're of the DTSG questilne (Male, they offer join the clan (Family member) impressed by your skills; famale they capture you).

 

 

There are four ways to interact with them:

 

As a Slaver: You negotiate with the fathers and the Grand Father

 

As a slave lent for a period: You are used as a blood vial for a certain ammount of time as a quest for the SG.

 

As a captive: You are endoctrinated and used for a time, then sold to the SG, where usual behavour ensues.

 

As a family member: A couple of radiant quests looking for ingredients, probably more.

 

Slaver Quests:

 

Upon completing each favour, the father you gained favour from will have standard kidnap Rqs

 

Athias' favour: Bring Athias an Imperial slave eager to serve as blood vial and fucktoy.

Mithna's favour: Bring Mithna the seed of a male Jarl (You'll need to be female or a female slave).

Tharias' favour: Find eveidence two married to other son and daughter of his are having an affair (Involves watching them have sex).

Berilo's favour: Train Berilos a redguard gal.

Saaria's favour: Help her develop a potion that temporally lowers any inhibition and resistance the drinker has.

Luna's favour: Bring Luna one daedric item or a daedra heart, and have sex with her after she's consumed it (daedric items are daedric princes' blood).

Fenra's favour: Bring fenra a male captive from the surface.

Final quest: Udee commited a crime.

This one is given you by Umer himself. Udee, one grandchild, has dared to attempt to drink the blood of Berilo, the father of Namse, her mother. This is a very dire crime, and usually she'd be sentenced to be tied to a rock and have monters and falmer rape her to their hearts contempt before being killed.

However, now that there's a trustworthy slaver at hand, a more civilized punishment is at hand: slavery.

Umer will give you Udee, a 97 years old breton vampire granchild so you train her. He wants you to train her to see if you can train slaves well enough for him. You'll get to keep Udee if he's sattisfied, if not, he won't ask you for slaves (the fathers will, still).

Meet his expectations (Similar to Athias' favour, but harder, being Udee a vampire) and he'll have the ocassional radiant for you. Fail and Udee will be subdued to the usual punishment and he won't negotiate with the SG (The fathers will).

 

Posted

I'm going to wait until I get home so I can give this the attention it deserves.

 

Looks promising though.

Posted

 

(Someone proposed an interesting beast the other day and I can't find the post :()

 

 

 

You mean my post here?

 

 

It's basically a large anemone that acts kind of like a trap' date=' it sits flat like a fleshy little pancake ( roughly 4 feet in diameter ) while dormant, and has a single tendril rising from the it's center that has a light on the end of it ( similar to that of deep water fish ). The catch is, once the player bumps into the tendril, it awakens the creature and it springs up about 5 feet and halfway swallows the player. As far as it's instruments of doom go, it has four business tentacles. First two latch on to the nipples of the breasts to suck milk and thus gain nutrients, while at the same time the other two will penetrate the vagina and anus, planting seeds into the host. When the creature has had it's fill and given you all the seeds you can carry, it lets you go ( and you'll no doubt be over burdened - the price of triggering the trap ) The eggs have a gestation period of about 24 hours, after which the player will expel them after hopefully travelling some time to spread the parasites. As far as habitat goes, the anemone usually dwells in wet, dark caves in shallow water. Blackreach comes to mind, and i'm sure there are other caves that have some shallow water.

[/quote']

 

EDIT: here i even did a horrible MS Paint Concept art of the thing.

 

OVER 9000 HOURS

 

 

 

In retrospect, may want to make the creature kind of see through, seeing as it sort of engulfs the PC. And yes, it's two penises are knotted to insure nothing slips out. The other two bright pink ones are the milkers. The main center tentacle could be it's eye, as well as act as a light source so you know, you can actually see the fap material in question.

Posted

Lat update of the day.

 

OK' date=' cool. Nice work :)

 

I see a lot there that we can get our teeth into *ducks*

 

I've not had time to pore over the details properly, but a few initial impression, comments, nit-picks and what have you...

 

[list']

[*]If you come into their clutches, and you're female, they're going to want to breed you. Their cattle population is very inbred

[*]For the same reason, I like the Jarl's seed quest.

[*]If you're a guy and a welcome guest of the clan, I think you may still be required to get a few of the cattle up the duff.

[*]Speaking of cattle, some of these are going to be ugly. More of a problem for the female PCs than the males, I feel.

[*]I'm getting a very high gothic feel from the family here. They'd be very much at home in transyvania. I think I'd like a slightly quirkier, slightly more dysfunctional family. A dash of Brats Bizzare, or maybe the Tessier-Ashpools. Not that there's anything in what you wrote to contradict that. I just have this vision of them as having been away from wider society for so long that they've developed some weird habits that make perfect sense to them, but seem very odd to outsiders

[*]I'd like a couple of the clan to be raised from cattle. Superior cattle, certainly, probably bred from fresh captured mothers. But a couple of them, at a minimum, should have no memory of the world above.

[*]As much as I love the idea of giving over a daughter of the clan in punishment (and I do love it!) I'd still like to see a vamp who could be recruited to the guold as a slaver - like Torolf the Merry or Ushag Olor.

 

That aside, good stuff. I want to read it all again, but there's a lot we can do with that :)

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