Drow Bondage

Drow Bondage




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Drow Bondage


Slavery is second nature to the drow mindset; few dark elves can imagine life without slaves. Drow believe they have a manifest destiny as the best and strongest of all the races. It only follows that other races must serve them or become extinct.


Most drow settlements have a slave market set apart from the rest of the market district, and often just outside the settlement's limits, to keep its foul stench away from the city proper. The pits stink of death, decay, fear, blood, and offal. Drow or their servants come to the slave market to bid on the merchandise, auctioned off by the slavers who captured them.


Drow treat slaves with no respect, using and abusing them at will. To most surface slavers, a slave is a valuable trade-good, not to be damaged more than is necessary. To most drow, a slave is but a pair of hands, without limits that need be thought of; if it is killed, there are a million replacements to be had.
As such, in drow society, slaves can be killed for the smallest slight, for pleasure, or out of spite. Maiming and scarring, both physical and emotional, is another form of punishment (and amusement) commonly meted out upon slaves.


All slaves must give way to drow nobles, and are not allowed to look any drow in the eye, even those of commoner stock. Slave may only bear weapons when a drow noble allows them (usually only in gladiatorial entertainment fights, or to defend a House under attack).


Slaves encountered in drow society are usually (meaning exceptions are possible) of the goblinoid races: goblins, orcs, hobgoblins, and the like. Kobolds and jermlaine are too small, agile, and independent to make good slaves (in the mind of most drow, at least), and such creatures as trolls and giants are too large and powerful. Drow only enslave other drow captured in battle, particularly debtors and noble drow whose families do not pay ransoms for their return. As some societies may have different viewpoints on this matter, that fact may vary slightly from place to place. Some drow communities don't enslave drow at all, sacrificing or merely killing captives and dangerous criminals.


Drow slavers rigorously test their stock for tractability and aptitude before they put the creatures up for sale. More capable and stronger slaves have a higher starting bid. Troublesome slaves are tortured and abused until they become obedient or die.


Below is a list of some of the more common slave creatures, as well as a variety of more uncommon ones, with brief notes on how such creatures fit into their roles.


Athach
Athachs are powerful creatures, far stronger than most of the drow they serve as slaves. The dimwitted monsters have little sense of self and become quite docile after sufficient threats and applications of pain. Since they speak only Giant, a foreign tongue to most dark elves, they are useful mostly as fodder for gladiatorial combat and as laborers on projects that require a great deal of muscle but little explanation or thought. Most athach slaves are used for mining and quarrying.


Bugbears
Bugbears are strong and hardy creatures who generally enjoy working as guardians and enforcers for their drow masters. Drow often put bugbears in a position of authority over other slaves, allowing them to feel superior while keeping them under control. When put to other work, bugbears become surly and difficult. Drow who wish to keep bugbear slaves usually learn Goblin or Common tongues.


Choker
Chokers are stupid, nasty little predators native to the Underdark. Dark elves use them the way surface dwellers use guard dogs. Slavers often patrol their stockyards with two or three leashed and collared chokers walking ahead of them to help subdue unruly slaves. Capable of speaking and understanding Undercommon, chokers are easy for drow to train.


Drow
With few exceptions, drow only enslave other drow captured in battle, particularly debtors and noble drow whose families do not pay ransoms for their return. Some drow communities don't enslave drow at all, sacrificing or merely killing captives and dangerous criminals. Other communities keep drow as slaves in all but name.


Duergar
Duergar can make for troublesome slaves. With a darkvision range nearly as great as drow have, a strong resistance to controlling magic, and a knowledge of the Underdark, they can be a threat to a drow community if too many of them remain together.
Despite this, some drow communities make good use of the superior smithing skills that their Duergar captives possess.


Dwarves (Gold or Shield)
These make surprisingly good slaves. Despite the dwarven reputation for stubbornness and will, most gold and shield dwarves quickly lose hope and interest in fighting once plunged deep into the deadly web of a drow settlement. Surrounded by enemies on all sides, some choose to go down fighting; these dwarves never make it to the auction block. Since many speak Undercommon, and they all possess the Stonecunning ability, they are easy to train for many tasks but are especially useufl for the difficult and complicated task of stonemasonry.


Elves
Drow do not often take other breeds of elves as slaves. Surface elves are usually killed on sight when discovered roaming the Underdark, and elves captured from the surface are usually made into sacrificial offerings. Sometimes drow will keep elves alive for a time to provide a suitably important sacrifice for a high holy day or as a special exhibition of torture. Such prisoners often wish they were dead soon after being captured.


Ettin
Nearly as strong as athachs, ettins are nonetheless much less desirable. An ettin's master can use the Orc, Goblin, and Giant languages to communicate with it but must know all three to get the idea across with any efficiency. Most ettins act as guards and are taught the same simple commands one would use to control a dog.


Goblins
Goblins are weak, making them useless in the eyes of many drow. Some drow keep goblin slaves only as amusement, though many of the more menial and debasing tasks can be doled out to goblin slaves.


Gnomes
Most gnome slaves are rock gnomes. Svirfneblin are generally hated and killed on sight. Few forest gnomes find their way so far beneath the surface, and even fewer drow raiding parties happen upon the reclusive subrace's settlements. It matters little to the drow, as most can't (or don't care to) distinguish any difference between rock and forest gnomes. As rock and forest gnomes lack darkvision, they're easily controlled by denying them the ability to see, but they are often weak laborers.
Drow employ gnomes with gemcutting skills as jewelry makers and gem miners, but most others are bought for torture and sacrifice. Fortunately for trainers, many gnomes speak either Common or Goblin in addition to their own language.


Grimlock
Slave keepers themselves, grimlocks know their place when taken captive. So long as they are kept well fed, grimlocks make excellent guards of other slaves and shock troops for drow war parties. Their ability to "see" in drow Darkness makes them especially useful in wars and skirmishes between Houses.


Halflings
Surface halflings are less useful than gnomes for most tasks, but they are preferred for work where dextrous hands and small size are an advantage. Halfling slaves often labor as weavers and leatherworkers. Like humans and surface gnomes, they are easily controlled by witholding light. A slave master must know Common to train halflings; learning the Halfling tongue is considered a ridiculous waste of time and effort. Most halflings that do not speak Common are killed or sold to temples for sacrifice.


Hobgoblins
Hobgoblins are naturally organized and martially minded, making them valuable as guards, gladiators, and regiments in House armies. Unfortunately, hobgoblin captives tend to seek one another out and plan escapes or plot revenge. Thus, drow prefer to gain hobgoblin slaves through intimidation, forcing hobgoblin tribes to pay living tribute. Hobgoblins forced to swear fealty to the drow often become their most loyal servants.


Humans
Drow think of humans as little better than beasts, though they consider humans as dangerous beasts, unless the subject in question has no fighting or magical ability. Human slaves are useful for many tasks and can learn many complicated skills quickly, often regardless of language barriers. Especially quick studies with strong limbs and dextrous hands are highly prized.
Human slaves often prove to be the easiest to control, as well. Despair crushes their independent spirits, and their natural survival instincts and adaptability oft times lead them to keep their heads down and simply hope for the best.


Kobolds
Weak and frail, kobolds are next to worthless as slaves. Their small stature, natural agility, and fiercely independent spirits don't help matters. As such, those drow who do invest in kobold slaves usually only do so as amusements for torture and abuse. Master torturers often keep a few kobolds around as cheap teaching aids.


Ogres
Ogres make good slaves for simple jobs, like hauling mined stone, and for tasks that suit their bloodthirsty natures. Many drow take pleasure in subduing ogres' violent and chaotic tendencies to turn them into submissive and servile toadies. Drow who wish to master ogres should learn to speak Giant.


Orcs
Drow view orcs the way humans view wild dogs--they're useful only with proper training. Training orcs, however, can be a difficult process. They learn slowly, lazily take to tasks unless constantly threatened, and are prone to pointless acts of rebellion. Even so, orcs are strong; a drow who can't afford an ogre often makes due with one of these.


Minotaurs
While not quite as strong as an ogre, minotaurs prove just as troublesome to train, and are even more cunning. Despite this fact, some drow go out of their way to break down a minotaur and enslave it, though the practice is uncommon, as the process itself is costly, and they are far more likely to be able to escape than an ogre of comparable relative usefulness.


Skum
A slave race created by aboleths, skum would make excellent servants were it not for their devotion to their creators. Skum traded to drow by aboleths are useful and faithful, but their highest loyalty is always to their aboleth lords. Add to this the fact that skum speak only Aquan, and they make for difficult slaves despite their natural tendency to do as a master asks.

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A Drow's Life - New Open Beta (7.3) Published: May 9, 2020
Yes, you read that right, it's finally here! Testing took quite longer than anticipated. Halway through, I decided I should make the new area replayable, for players who happened to miss an encounter or side quest, and it took me a while to implement that and make sure it worked OK. Those who remember previous updates know that creating revisitable areasd is tricky for me Without further ado, here's the link to the new beta: www.mediafire.com/file/8178cr4… As usual, there might be compatibility issues with previous saves. If you played the last demo to the end, just stepping out of any building should be enough to launch the new chapter. But if it doesn't work, here is a compatible save file that starts you from the beginning of the new chapter : www.mediafire.com/file/sbmj50c… . From there, just talk to the neighbor Angie to get reminded of what to do. Huge thanks as always to for their support and for letting me use their characters Thanks to and :icon Zeah-Draws-NSFW: for allowing me to use their characters for this update. Thanks to my friends , , , and for their undying support. And of course, thanks to all of you for your patience and appreciation. It has been a long wait, and I hope the result will be worth it for every one of you. Feel free to let me know what you think in the comments, or notify me about some glitches you might encounter. That's all for now. Enoy and have fun  
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Setting ◊ Players ◊ Maps ◊ History ◊ Pantheon ◊ Literature ◊ Updates ◊ 

Like elves of the light, dulim (singular dulam ) are immortal, ceasing to age upon reaching maturity at about the age of 25. The route to Faerie is closed to them, however, and if a dark elf is not killed, his fierce, fiery spirit eventually uses up his body. An aging drow simply fades away, until all that is left is a Dulim Shade, a creature neither dead nor undead (drow began growing slightly translucent in their sixth or seventh century, although this has no mechanical game effects. By the middle of their eighth century, their body fades away completely and they become Dulim Shades. Dulim Shades are incorporeal creatures without undead traits and which cannot be turned or controlled as undead). Generally these shades have no power to affect the world around them, although some have been known to somehow do so. Often these shades, barely visible, inhabit tunnels and passages near drow communities which are set aside for their use. Eventually they leave even these, however, and where these cursed remnants go, no one knows.


The dark elf language, called Mordularian ("Nighted Speech") is a twisted but morbidly beautiful tongue. It uses basically the same structure and phonemes as Altarian , although the language has mutated over the millennia. Still surface elves and their dark cousins have been equally surprised upon meeting to find that they can comprehend the other's tongue. This surprise quickly fades to bitter rancor, however, as the drow invariably attack the elves of the light. (Speakers of Mordularian or Altarian can understand the other tongue with an INT check DC 10. They must make this check once per encounter.) Drow names are also strangely attractive, yet alien. Drow tend to form their names by combining a Ward Name, a name given in the drow nurseries, with an adult name, a name given upon entering drow society. They spell these names with an apostrophe. For example, a male might be named Gar'zax. These adult names are perhaps remnants of surface elf doom-names, although drow, having severed their ties with Tal-Allustiel, follow no doom.

Age. Once drow reach maturity around age 25, they cease aging. Sometime in their sixth or seventh century, they begin to grow translucent, although this has no game effects. By the middle of their eigth century, they fade completely and become Dulim Shades. They can then no longer interact with the material world and become NPCs.
Size. Male drow stand between 5'6" and 6 foot and tend to weigh between 125 and 175 pounds. Female drow stand between 5'3" and 5'9" and weigh between 90 and 140 pounds. Your size is medium.

The history of the dulim includes few years of peace. They have been forced to live in a constant state of warfare with other races and even themselves. While they rarely fight in open battle, preferring to use slaves for warfare (see the section on dulim warfare), they are extremely concerned with power. War is a constant threat and for many dulim is even a hope. Dulim strive to prove their personal power at all costs. To do this they may even attempt to prove themselves in battle. To distinguish oneself in battle is extremely risky and few are willing to take such risks, but it is also one of the fastest and easiest ways to become a respected and distinguished member of dulim society. From their earliest origins as a race, the dulim have been involved in wartime intrigue, and to this day blackmail, trickery, and double-crossing are some of the most prized dulim strategies. Although originally members of the elven race, they have significantly changed since their original descent into the depths of Núrion. While far underground in the Dark Deeps , the Serpent of Twilight, an agent of the Demon goddess Salystra, led them to a place of great power where they were able to develop abilities far beyond those of their surface cousins. It would be considered a great insult to suggest to a present day dulam that he or she is part of the Elven race.


The dulim descended from the once great Elhil house Al-Dustriel. Long ago around the year 5556 E.R. , during the Battle of the Sarum, a faction of elves from Al-Dustriel sowed the seed of their eventual transformation as they turned on their brethren. They joined the evil forces. The ensuing war between Al-Dustriel and their kin was waged for centuries thereafter. Al-Dustriel lost more ground with each passing year and their defeat seemed inevitable. In the late years of the 63rd century E.R., an old mage of surpassing power came to Al-Dustriel and promised them victory. He created a huge monolith in the middle of their city and instructed their leaders in the use of this great obelisk of power. Using this newfound might, in 6301 they defeated the other Elhil at the Battle of the Dark Pass. It was not long, however, until the rest of the Elhil retaliated, attacking once more. The elves of Al-Dustriel tried again to draw upon the power of the monolith, but to no avail, and Al-Dustriel was all but destroyed in the second Battle of the Dark Pass. Soon after, the final blow was dealt, and those who would become the dulim fled down into the bowels of Núrion, into the Dark Deeps . The changes to the Al-Dustriel elves began when they channeled the power of the monolith. Their skin was blackened and many of their physical traits were twisted. The elderly mage who had brought them the monolith revealed himself again in the Dark Deeps, but this time in his true form, as the Serpent of Twilight, agent of Salystra. He promised them great power and led them to the site where the elves of Al-Dustriel would undergo further transformations, becoming once and for all the dulim.


There have been four great dulim cities throughout history. Two remain large and prosperous. One was destroyed by the surface dwellers. Another remains a sacred and historical site for the dulim, but few remain to reside in this remote location. The event that would lead to the foundation of the first dulim city occurred in the early days when the Serpent of Twilight led the great dulam captain Tralos to a powerful, long lost artifact. The history of the artifact was known to few even then, but its lore is rich indeed. Long ago in the time of the Godwars , the now deceased god Soggoth placed a portion of his life essence in a ruby skull and hid it deep beneath the surface. Thousands of years later, some dwarves stumbled upon this artifact and were twisted and changed by the power of the skull into the duergar. They settled in the area, and for several thousand years, they ruled from a great city of silver (rumored to be largely made of mithril.) Using the powers of the ruby skull, they imbued their city with great and terrible powers. Though they lived in this city for thousands of years, they were unable to finish the project, for they labored painstakingly to create a thing of perfection and thus did not rush in the least. Long before they were able to complete their city, the aboleth that lived in the underground lakes nearby began a war to rid their realm of the duergar. They were largely successful, and the duergar fled. The aboleth returned to the depths and the city lay dormant for ce
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