Skyrim — Система рабства (18+)
Внимание.
Автор мода, как и администрация сайта НЕ ПОДДЕРЖИВАЕТ такое явление, как рабство в реальном мире. Мод предназначен для лиц, старше 18 лет. Если вы моложе, или просто по каким-либо соображениям не принимаете существование подобных модов, или они вас оскорбляют — НЕ качайте и НЕ устанавливайте этот мод, и просто покиньте страницу.
Описание:
Мод Paradise Halls — Skyrim Slavery добавит в игру полноценную систему рабства.
Теперь во время боя враги могут «сдаться» вам, после чего вы сможете сделать их своими рабами.
У рабов есть некоторые изменяемые параметры, такие как Подчиненность, Уважение, Навык боя, Злоба на вас. Все эти параметры зависят от ваших действий. Будете ли вы холить и лелеять своих рабов, или же избивать кнутом.
Рабов можно брать с собой, или оставлять в определенных местах, они могут сражаться вместе с вами в боях, или же вы просто можете продать их работорговцам. Рабы частенько будут пытаться сбежать, поэтому не нужно надолго оставлять их без присмотра.
Мод не затрагивает пользовательские расы и квестовых NPC.
Навестите Фаренгара в Драконьем пределе, и узнайте его секрет.
Во время боя, когда враг падает на колени, подойдите к нему и нажмите Е, затем выберите пункт «Поработить».
Продать рабов можно в Лагере Работорговцев, к северо-востоку от Вайтрана. Найдите там Мастера Джеррека.
Мод остался не завершенным, в следствии чего могут присутствовать различные баги. Тем не менее, он стал «основой» для мододелов, которые теперь используют его систему рабства в своих модах.
Требования:
Установка:
1. Скопируйте файлы мода в папку Data в директории игры
2. Активируйте .esp и .esm файлы в вашем мод-менеджере и выставите порядок загрузки:
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About this mod
This is a player-home add-on for Layams Paradise Halls mod. It comes with a basement with a jail cell where you can keep your slaves before selling. Theyre unable to run away or even walk out of the cell once you tell them to wait in it.
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Thank you all for being so supportive!
29,000+ unique downloads!
Description
This mod is a simple player home for Layam’s Paradise Halls mod.
It’s a good place to store your slaves from where they cannot escape.
It has two floors without any loading screens (Inside), and it is neatly decorated.
The top floor contains a single bed and a table where you will find an important note and key.
The basement contains a sort of jail cell. If you tell your slaves to wait inside the cell, and
quickly close it, they will not be able to walk out even though the door is always unlocked after using the key.
Updating
(If you have an older version installed.)
Very Important! Make sure you don’t have any slaves in the Hideout
when you update, or something unexpected and bad will happen.
If you do, please follow them outside and save.
Then you can safely follow these instructions:
If you use NMM then uninstall and delete the old version in the Mods list, then download the newest version and install.
If you install it manually then just replace the old SlaversHideout.esp file with the new one.
Installation
NMM Installation (Recommended)
Download and install the file through the Nexus Mod Manager
Incompatibility
Orlongs Hearth (Conflicting with the location)
Hunters Cabin of Riverwood (Conflicting with the location)
If you find any other incompatibility issues with the mod,
please tell me about them in the «Report Bugs» topic in the «Forums» section.
FAQ
Q: Where is the Hideout?
A: It is just outside of Riverwood on top of a small hill. The location has a map marker you can teleport to right after installing the mod. If you still cannot find it, I posted an image of the location on the map in the «Images» section.
Q: I can’t get my slaves down the ladder !
A: If you bring more than one slave into the Hideout at the same time it might become difficult to bring them down the ladder. Try telling your slaves to wait outside the door except for one, follow them inside and store them in the cell, then walk out of the hideout and repeat the process. It might just be easier to take them in one by one instead of having several slaves running around the place trying to get through.
Q: How did my slave get out of the jail cell?
A: This rarely happens, it only happened once to me. Just follow the slave inside of the cell again, tell them to wait and quickly close the door behind you. I do not know why this happens, but I would guess it is because of the percentage chance of a slave trying to escape in the Paradise Halls mod. Also sometimes weird things might happen when you have around 4+ slaves in the Hideout, like the occasional slave being almost forced out of the cell door. This is because the area (or Navmesh) is crowded. Consider reducing the amount of slaves you have in your jail cell if having many at once complicates
it for you.
Q: My slave(s) disappeared!
A: If this happens to you even though your slaves are fully trained, it might have to do with the main mod itself, which Layam made, in which case you’ll have to ask him about it. Some people have said it occurs in other homes aswell, meaning it has nothing to do with my add-on. Again, might be a bug from the main mod.
If you find any other bugs, please report them in
the «Bug Reports» topic in the «Forums» section.
If you need help with something, or have any questions,
send me a PM or let me know in the «Comments» section.
Planned Features
— None at the moment since the mod is practically finished and stable, if I at some point get new ideas
I’ll do my best to implement them. The mod is not dead, but basically finished. Although please note the text below:
Please let me know if you want something implemented or if you have any ideas for changing or adding to the mod
by sending me a PM or posting in the «Comments» section. (It’s still easier to contact me through a PM though.)
License
You are not allowed to alter this mod in the Creation Kit and upload it as your own.
If you’d by any reason want to, ask me for permission first.
Last Note
Please leave feedback and ideas for what you would like to be implemented.
If you feel like it, please give kudos and/or endorsements to Layam for
his Paradise Halls, and me for my add-on if you appreciate my mod.
Changelog
Version 1.4.0
(Calling the version 1.4.0 because of it being much more stable)
— Fixed a major issue with the whole player house resetting
making the slaves inside occasionally disappear
Version 1.3.2
— Changed the Note in the Hideout to a more immersive backstory,
rather than «your father was a slaver»
— Removed the «Rat» in the cell because I thought it was unnecessarily taking up space
Version 1.3.1
— Removed the equipment in the chest that seemed to have caused the CTD’s
Version 1.3
— Made the mod compatible with Layam’s PH V0.7 and up
— Replaced the Slaving Equipment in the chest to some of the new Slaving Equipment from PH V0.7
— Created a Map Marker for easier travel to the Hideout
Version 1.2
— Added a cooking pot
— Added a map and some bones in the jail cell as decorative objects
— Added a tiny skeever called «Rat» to the jail cell to make it seem more filthy
Version 1.1
— Moved jail walls closer to ladder for more space in jail
— Moved chest to the top floor
— Fixed the flickering walls issue
— Removed an uneccesery lantern in jail that was bugged
— Furnished the jail cell some more
Version 1.0
(First version is called 1.0 since I think it is stable enough)
— Slaver’s Hideout is furnished
— The jail cell is built and working
— Slaver’s Hideout is linked to the world

Мод Paradise Halls — Home Sweet Home — это аддон, расширяющий функционал мода Paradise Halls — Skyrim Slavery.
Он добавит возможность добавить в ваших жилых домах специальную комнату, в которой вы сможете содержать своих рабов.
Эта комната заменит алхимическую\зачаровательную лабораторию или гостевую спальню\детскую (если они у вас есть).
Оставленные в доме рабы могут ухаживать за ним, либо выполнять другие приказы:
— Одеться\раздеться и получить доступ к их инвентарю
— Создать компанию (Раб будет следовать за вами по всему дому и танцевать для вас)
— Тренировать покорность другого раба
— Приказать сделать что-либо, и конечно ублажать вас в постели
Вы так же можете связать своих рабов веревкой, цепями, или на специальном устройстве.
Количество оставляемых рабов зависит от размера дома.
Раб с покорностью менее 70 будет только сидеть в клетке и раздеваться\одеваться.
Помимо этого, мод содержит несколько квестов, которые «введут вас в курс дела».
Вам предстоит найти девушку Мону и узнать, что с ней случилось. Квест имеет две сюжетные линии.
Чтобы начать квест — поговорите с Ярлом Маркарта, Фолкрита или Данстара, став там Таном.
Строительство комнаты в вашем доме будет доступно после выполнения квеста «Правосудие«.
В МСМ меню вы сможете посмотреть в каких домах находятся рабы, как далеко они продвинулись в своем обучении, а так же отключить БДСМ-элементы (при желании).
Мод находится в разработке. В будущем будут появляться новые квесты и функции.
Изменения с версии 0.6 по 0.91:
Требования:
— SKSE
— Оригинальный мод Paradise Halls — Skyrim Slavery
— Набор анимаций и предметов ZaZ
— DLC Hearthfires
Установка:
1. Скопируйте файлы мода в папку Data в директории игры
2. Активируйте .esp файл в вашем мод-менеджере
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File information
Last updated
Original upload
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Tags for this mod
About this mod
Two small slave camps, a paid labor system, and follower stand-down for Paradise Halls (0.6.x compatible!).
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
layam for all of the help with Paradise Halls.
Donation Points system
This mod is not opted-in to receive Donation Points
Disclaimer: I do not endorse slavery.
*******NOTE******** This is not yet compatible with PAH 0.7. If you need to uninstall this mod, It’s really important to clean out any existing scripts in /data/scripts starting with ‘dres’. Also, remove FFDogs.esp, in you data fo0lder.
*******NOTE********* You MUST HAVE at least ONE SLAVE COLLAR in your inventory to buy a slave.
*******NOTE********* Do not bring any slaves that you don’t want to sell into the trade cave/camp, while you are selling. You can store them in a slave nearby slave pit, to keep them from being sold.
*** If updating, install from a clean save. You can sell all of your dres slaves and binds first. This should not do anything to the slaves you caught yourself.***
* This mod works, but some issues have been reported, and is still being tested.
* In time, the camps will be expanded to accommodate more non-Dres traders.
* This mod would not have been possible without Paradise Halls. So, much of the credit (especially slave behavior) goes to layam.
Please comment if you encounter any problems with the install, or bugs in the MOD. I will do my best to fix what ever problems we run into. Thanks.
-The wood elf still throws his voice.
-If your registered followers are close to a tagged enemy (who is not dead and not yet captured), they should stand down. However there will be situations where this makes them incapable of defending you (or even themselves). If this happens, you may have to defend yourself, and your followers until the nearby prisoner is captured or dead. I have a good idea of how to fix this issue, but I will have to rearrange the script a bit. For now, keep this in mind before entering a huge battlefield, while tagging everything that moves.
-A really strange thing started happening after I updated to 1.932.0. Occasionally, I would find a dead slave in the camp, that is annoying because they will miss role call, and you will lose money. Now, I believe this only happens when you try to elapse time (using wait), while near the laboring slaves. They will sometimes spawn five to ten feet off the ground, and die. I have no idea why this is happening, and wouldn’t know how to fix; however, you could minimize the chance of slaves spawning this way by not trying to elapse time too often, in the camp.
-The freshly bought slaves will sandbox their way over the table to get to you seat so don’t buy too many at once. layam has asked that we wait until PAH 0.7 before we try to mess with slave behavior, on our own. Expect to see a fix around the time of his next release.
— If you toggle through to view slaves too quickly, they may bunch up on you. If this happens, you can just slowly toggle through the whole set and they should all go back to where they belong. This has been improved.
— If you toggle and buy slaves to quickly, they may show up dead. This means that after they were cloned by PAH, you didn’t give them time to be resurrected, before opting to see the next slave. Resurrecting them in console will correct this. I have worked with this a lot, and am not sure if I will ever fix it. It all boils down to speed and control verses stability. I, personally like the speed, but will continue to find a way to reach stability. For now, a good rule of thumb is to wait until you hear the whiplash sound (after buying a slave) before toggling/buying the next slave.
— The slave faces (from slaves, that you buy from dres traders) might be discolored, or even appear to be distorted. I regenerate the face textures each time I update, but there could be texture issues, nonetheless. You may need to regen the face textures (ctrl+F4) in CK. Selecting all NPCs that start with the letters «dres» will include all of the NPCs I have added.
-There is no mechanism to remind yo to have a slave collar before buying a slave. I forgot to add this again. I will do better next time.
* SKSE: http://skse.silverlock.org/
* Paradise Halls: http://skyrim.nexusmods.com/mods/29886
Installation:
Use NMM or unpack into data folder.
* This mod also adds an ash-bandit caravan that has been intercepted by the Vigilant. They are more interested in the traders (for things other than slavery) than you.
* A new poison is introduced called «Binds of Tear». This is used, by Dres traders, as the base unit of exchange for slaves:
1 slave = 4 Binds of Tear
* Alternatively, you must have any combination of (12) pieces of human flesh, or Swamp Fungal Pod. For example:
1 slave = (9) human flesh + (3) Swamp Fungal Pod
* I recommend using mods that allow you to grow Swamp Fungal Pods. However, you could buy all of your slaves with human flesh that has been harvested by the included spell.
* A new spell is provided to you (talk to the cave trader) that allows you to harvest (6) pieces of human flesh from any HUMAN corpse. This won’t work on elves, or any of the beast races.
* Slaver bands and travelers have been introduced, but they are more for show, right now. I will spend more time tweaking them and making them vulnerable to other slaver factions> Perhaps, I will even form slaver wars.
I will definitely make the camps feel more like camps people are living in, and better looking. How big is hard to say.
I will continue to build the two camps up to accommodate future traders (of all types), but again, it is hard to say how much further I will expand it beyond that. At this point, I am dealing with dialogue issues, which are preventing me from inheriting the more sophisticated traders that layam is working on. When I get through these, players should be able to bypass dealing with the evil characters, if they want.
After seeing layam’s camp, I know I am going to want to visit frequently, so I will continue to make groups of traders (who trade useful items like slave materials) walking to and from the camps, escorting slaves.
I am trying to find needs to fill, and haven’t had much encouragement to build more camps. I am looking into working on slaving strategies, scripting stuff. In order to maximize your slave capture, you need to separate the enemies, without killing them. One idea I had was to make hound tags for the the dogs that are included in this mod (Whiterun stables). Some projectile that signals the dogs to individually attack a downed enemy, and keep them on the ground and occupied until they get struck or you finally whip the guy.
I always liked the idea of a mobile slave assessor. A trader that will meet you at a desired location, and buy your slaves from you. There is an opportunity to interact with other traders too.
Now that there is no longer a master dependency to MPtE, I may expand the trade into Elsweyr, in a separate plugin (not this mod). Again, thank you to anyone who DLd Moonpath the first release, and I apologize to anyone who was hoping to see Elsweyr content in this mod.
I would like to add an optional plugin for a witch burning campaign, by the Vigilant. This is something that I have been thinking about, but haven’t been sure how to implement, for a while. Regular assaults, on both camps- by the Vigilant could also be a part of this plugin.
And, of course, everything will work in parallel with Paradise Halls.
— The biggest feature of this update is the addition of the companion trader. She can be found in the back room, inside the Dres Slave Cave. She is a companion follower, based on Janessa. She is also capable of trading slaves, and human flesh for BoTs.
*The companion trader is also able construct a slave pit and store up to 30 slaves inside of it, for the player. You can think of this as a pack mule feature, for slaves. The pit may then be packed up, and the slaves are sent to a safe spot until player redeploys the pit, and pulls them out later. The Player is paid 25 gold a day for each slave that is held in the pit. The pit is essentially a slave resource for Ash Bandits, who are willing to pay for temporary slave labor (which goes on inside the pit). This may not make much sense yet, but there will soon be a kind of proxy-war between the Dres Traders and the Thalmor, involving the Vigilant of Stendarr. Slave pits, along with slaves, will be a resource that the two factions fight over.
— Fixes labor area in the Coven of the Blind. This should work properly now.
— Slaves that are brought to labor can now be beaten (as much as you want) without them retaliating.
-You may negotiate with all traders for a the proper slave price. You can add/remove increments of 100 gold to the price of slaves, and increments of 1 BoT for dres style traders.
-The Witch trader has been moved out of her tent, and is now on the deck. The Deck has been navmeshed to allow for npcs to move around on it.
— Binds of Tear has been reworked to be a one-shot-drop, 1-sec capture spell. It is cheap and easy. If you are looking for a challenge, stick to Family Feud’s capture Bow, or any of the other methods that are out there. The Major advantage to using the BoTs, as a capture spell, is that I have included a tagging system that will tell your followers to stand down, once the poison has set. ***NOTE*** Your followers must be registered with the Stand Down Array.
-Registering followers is now one easy step. Just use the spell on any follower that you don’t want killing potential slaves. A ring of coordination is now given to the follower automatically.
— All Dres slaves are now lvl 60 so that they aren’t completely worthless in battle (and in werewolf form).
-A number of other tweaks/polish have been added since last update.
-A bonus shout is given to you, by the the witches. ‘Ritual Call’ is not finished, and really doesn’t work yet. It changes any soulbound slave into a werewolf slave (irreversibly). There are many bugs that need to be worked out with this shout, but when it does work it is pretty fun.
**The source was taken from Werewolf followers by Brevi; So, many thanks to that developer for opening up the code.**
-Adds a labor area to the Coven of the Blind. It is overseen by a contractor that will pay you 25 Gold for a slave’s day (and night) worth of work. Up to 30 slaves may be registered at any given time. This appears to work pretty well, but haven’t tested the end product all that much.
— The Nightshade Garden, at CotB has been altered to accommodate a camping area for the player, along with food for the slaves.
-The boat Trader now buys slaves, and for a competitive price. I have added an explanation of why he will pay more for slaves than MJ, so just ask him.
— Binds of Tear has been reworked to be a one-shot-drop, 3-sec capture spell. It is cheap and easy. If you are looking for a challenge, stick to Family Feud’s capture Bow, or any of the other methods that are out there. The Major advantage to using the BoTs, as a capture spell, is that I have included a tagging system that will tell your followers to stand down, once the poison has set. ***NOTE*** Your followers must be registered with the Stand Down Array.
— Follower Stand-Down has been introduced. Once you talk to the Dres Trader in the trade cave, you will be given 20 Dres Rings of Coordination. If you want a follower to NOT attack a potential slave, you can follow this procedure:
1) Give the follower 1 Dres Ring of Coordination.
2) Use the Register Follower spell on that follower with the ring (look for the «follower registered» confirmation).
3) Apply a BoT poison to a weapon (preferably an arrow), and give the followers three seconds to let the poison set. Once this happens, your follower should stand down an let you do the slaving.
4) The slave will drop, but Have a whip handy if you don»t see the surrender dialogue (some slaves never surrender, just like in PAH).
**NOTE** Stand Down has not been tested much; however, the The little testing that I have done (2-3 followers) proved to be somewhat stable. I did witness one mass execution of potential slaves, by one of my followers. You will still have problems with bandits that warn and aggro, just like in regular PAH. In Fact, if you come across a slave that refuses to surrender (maintains a red dot on radar) your followers will try desperately to stay cool but they may end up killing them anyways. It is probably better that they do kill them, if the plan was to send them to labor. There is a good chance that this kind of slave will cause a riot at your labor camp. The slave will resist, and all of your obedient slaves will try to kill the aggressive slave, and may leave their posts- trying to get him. That will cost you money if you don’t go and collect the slaves, in day’s time. So, if you have any doubt about a slave, don’t bring him/her to the labor camp. Sell them, hide them away, or have them work at Whiterun Farm, and buy a Dres Slave to do the work, at the camp, for them. A Dres Slave will never start a slave riot.
— Two spells have been added that will allow you to register/unregister your followers to stand down, when a Binds of Tear potion has been used.
— Sends a new slaver group to Whiterun farm.
— Most emaciated slaves have been given weight. A few voluptuous women slaves have been added along with a couple of beefcakes. A set of unassuming Woodelfs are also introduced.
-The Traveling bands of slavers should all be at level 60, so they shouldn’t fold the second they get hit.
-The only Dres slave that will throw voice is the male wood elf. You won’t be hearing anymore «Hey, melon nose» or «cheesebrain», unless it comes from a slave that you captured yourself, or the male wood elf. He will be fixed next update
— Same as 0.5.0, but removes a dirty edit.
— No longer conflicts with Family Feud.
— Dres Trade is now compatible with Paradise Halls 0.6.2.
— A spell has been added that will allow you to harvest human flesh from human bodies (will not work if bodies are not human). This spell is given to you when you talk to the Dres Trader (in the cave).
-You can now buy as many slaves as you want, of any of the slaves available.
— A four-button message box has been integrated into trader dialogue, to switch trading modes. Two of the four buttons are disabled (used later).
-Traveling bands of slavers move between COtB and Fellglow, they will defend you, if you are traveling alongside them. They are more for look at this point, but they will play a bigger role in future updates.
— Female slaves look better (still not super models). Added a breton female slave, changed orc male to female.
— Witches are more developed (new faces).
— Tweaked lighting more in trade cave.
— Got rid of shades on Binds of tear effect, and dremora attack.
— You will now get your slave collar back when you sell a slave. However, you now need a collar in your inventory to buy a slave from a trader. This was done to make the traders behave more like layam’s. There are enough slave collars in the barrel, at the trade cave, to buy all of the initial slaves. These were left by mistake, so just ignore them if you would rather make your own.
— The deck and scaffolding, at the coven have been replaced, and cleaned up. The wolf heads have been disabled from the silver alter (please comment if you want them back).
— A boat and trader has been added to the coven. This trader is not yet able to buy slaves, but will use layam’s slave analysis system, when he is able to.
— The ambient lighting has been turned down in the trade cave, and added some new fill light sources. Makes it look darker and moodier. A cooking spit and spare tent has also been added to the trade cave, for future traders.
— The array Has been improved. If a slave is marked as unique, it will be stored in the array when you sell it, so that the traders can now sell that slave back to you. This function was not written to handle the storage of more than 50 slave, and the whole thing might fall apart if you go over (again, I will fix this next update, asap). The array still drops an occasional slave (a lot less than it did), so it still needs work.
— Moonpath to elsweyr is no longer required!
— Slave, and dremora face textures have been rebuilt. There SHOULD not be anymore discoloration, or dirty Silda face. The human girl slaves still look beat though. It will take time to make them look attractive. The other slaves still look generic.
— The iterator ceiling for the buyslave array has been increased so you should be able to get close to all 50 slaves (I was only able to buy 48). The array is still being worked on.
— Dres slaves no longer fight with your bandit slaves (or any of your PH slaves)
— I ran the mod through TES5edit and deleted some dirty edits. There are some errors showing still. I will need time to figure these out, I suspect. But there is nothing critical, and the mod works.
I am sure I will get more ideas as layam discloses more about the future of the project.
Ok, so what is with all of this funky stuff?
The dunmer slave trader is suspected of being a descendant of nobles of House Dres, one of the five great houses of Morrowind.
According to Nurcius Punitus, student at the Academy of Literary arts of the Imperial Library in CyrodilI,
The Great House Dres «possesses the large plainlands on the southern border of the province, remains the one that keeps most to itself and openly defies Imperial authority. Great House Dres still commemorates the laws of old with their beliefs in ancestral spirits and their religion based on the worship of the living gods, the Tribunal.»
I suspect that some things have changed since this was written. It is unknown whether our character is, in fact, a descendant. We do know that he is a sympathizer of the old Dres customs. He writes about his interest in rebuilding the saltrice plantations of southern Morrowind. Dres Slave owners have had a very independent, entrepreneurial spirit.
Traditionally, Dunmer (Dark Elves) have worshiped the Daedra. Boethiah was a very important Dadric Prince to the Dunmer. However, it would be fair to say that our trader is more bandit than noble. His understanding of Dadric worship has been altered by the grief and loss of his homeland. He has been forced underground, and into the arms of evil. In desperation he reached out to the only daedric prince that seemed to be able to provide real change. Mehrunes Dagon. At first he believed Dagon would help him. But Dagon only knows deceit and destruction. After years of worship, our trader was granted the assistance of an unbound Dremora Lord. The trader had no Idea what he was getting himself into. Night after night, the dremora demanded more and more flesh. His hunger was insatiable, and his hatred was infectious. So much so, our trader became infected by it. Needless to say, it was not long before he was completely incapacitated, unable to speak. He is now controlled by the Dremora Lord. His slave population has diminished greatly, and the vast majority of slaves that are traded to him, go straight to Oblivion.
The Coven of the Blind
The witches of the Coven of the Blind control the second of the two trading camps. They are all of a mix of Breton and High-Elf descent. Each were practicing to become Hagravens, in camps throughout Skyrim. Each were rejected, and feared by their respective covens, due to their advanced abilities, as sorcerers. Each eventually usurped, and ate their Hagravens. It is believed that the flesh of a Hagraven yields great power to a witch that consumes it during ritual. It is not known what this ritual is, but we do know that each of the the witches went blind in one eye, while preforming it. None of the them succeeded, and so they all met, and now spend their days trying to understand why the ritual failed. Unlike the Dres trader the witches have maintained control over their camp. They captured an unfortunate werewolf, and bewitched it through a silver-blood ceremony. The witches capture blood relatives of the the werewolf, and sacrificed them upon an alter of silver (the sword). The wolf is bound to the witches and is forced to maintains their camp.
The Binds of Tear is a potion of paralysis- a powerful poison- that has long been used by the Dres, to capture slaves. It is a special mix of Human Flesh, Swamp Fungal Pod (from the Black Marsh), and Saltrice (from Morrowind). The traditional recipe is unknown- except by Dres Nobles, who study the old alchemy. The Witches of the Coven of the Blind, not only know the traditional recipe, they have perfected it. The Binds of Tear has become a popular poison amongst slave hunters, who trade with Dres sympathizers. And so, the Blind witches and the Dres traders have adopted it as the base currency, for their local slave economy. The majority of slaves that are sold to Dres traders are sick and dying. This is because the traders do not differentiate between slaves with high stats, and those with low. All these traders care about is the ability to cultivate Swamp Fungal Pod, or human flesh. Most slaves (non-human) do not survive the harvest of more than 12 pods, regardless of their initial condition. Similarly, humans do not yield more than 6-12 pieces of flesh (required for 4 separate potions). The witches are able to produce the binds with less, but they ask for extra (price of convenience). The Dres trader followed suit.
