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How do you keep spellcasting slaves from casting spells?
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<blockquote data-quote="gamerprinter" data-source="post: 6288650" data-attributes="member: 50895"><p>My first time looking at this thread. Short of some uninvented new magic items that prevents both escape and a means to activate one's ability to use arcane or divine powers there really isn't a easy way to accomplish this task. The value of slaves as a commodity is that they are relatively cheap to purchase, to feed, to house, to maintain security. As soon as a slave owner is required to purchase expensive magic items just to keep arcane/divine casters from doing their thing, that slave is too expensive to afford - it's not worth it. Your initial solution of removing the tongues is not far-fetched, but I think that an in-processing step needs to occur to discover whether a given slave is an arcane or divine caster, and if they are kill them off, as soon as possible. The security risk of allowing someone with the capability of disrupting the slave operation, risk freeing other slaves as well as himself, and risk as a personal threat to the slaver and his staff is too much, IMO, to keep spellcaster slaves alive.</p><p></p><p>Granted if you plan to do this with your player's PCs, I doubt anyone would be pleased, so my suggestion is probably something you don't want to do, I was only really responding to the premise of dealing with spellcasters as potential slaves, not in the ramifications to your players if you actually chose to follow through with such advice. You probably shouldn't kill them off, so I probably would find some other plot to work with not involving enslaving your PCs.</p><p></p><p>I've got a published adventure for my <em>Kaidan setting of Japanese horror (PFRPG)</em> called <a href="http://rpg.drivethrustuff.com/product/107645/Up-From-Darkness-PFRPG?term=Up+from+Dark" target="_blank"><strong>Up from Darkness</strong></a>, which though not a slave situation, the PCs do begin the adventure waking up in the bottom level of a dungeon in a covered rock cut tomb with no memory as to who they are. As they progress through a very lethal, multi-level dungeon of traps, haunts and monstrous inhabitants their memories seep in with each successful encounter. When they finally escape, they learn that being run through the dungeon was an initiation into joining an elite force, and that their initial suicide and temporary memory loss was voluntary on their part to begin the challenge. Thus this adventure kind of puts PCs into a controlled situation very much resembling be taken as slaves, until they find out what is really going on. That is about as much control over the fate of PCs by the GM that I ever want to impose on an adventure party. This adventure works best using the pregenerated PCs, rather than imposing this on previously 'free' PCs.</p><p></p><p>On that note, it might be possible to temporarily remove/blank out the memories of newly indoctrinated slave PCs so that any possible spellcasters would not be aware that they are such, and might be useful to hold, process and transfer spellcasting slaves until they reach a specific slave owner that wants to keep and maintain spellcasting slaves and has the budget and reason to do so.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6288650, member: 50895"] My first time looking at this thread. Short of some uninvented new magic items that prevents both escape and a means to activate one's ability to use arcane or divine powers there really isn't a easy way to accomplish this task. The value of slaves as a commodity is that they are relatively cheap to purchase, to feed, to house, to maintain security. As soon as a slave owner is required to purchase expensive magic items just to keep arcane/divine casters from doing their thing, that slave is too expensive to afford - it's not worth it. Your initial solution of removing the tongues is not far-fetched, but I think that an in-processing step needs to occur to discover whether a given slave is an arcane or divine caster, and if they are kill them off, as soon as possible. The security risk of allowing someone with the capability of disrupting the slave operation, risk freeing other slaves as well as himself, and risk as a personal threat to the slaver and his staff is too much, IMO, to keep spellcaster slaves alive. Granted if you plan to do this with your player's PCs, I doubt anyone would be pleased, so my suggestion is probably something you don't want to do, I was only really responding to the premise of dealing with spellcasters as potential slaves, not in the ramifications to your players if you actually chose to follow through with such advice. You probably shouldn't kill them off, so I probably would find some other plot to work with not involving enslaving your PCs. I've got a published adventure for my [I]Kaidan setting of Japanese horror (PFRPG)[/I] called [URL="http://rpg.drivethrustuff.com/product/107645/Up-From-Darkness-PFRPG?term=Up+from+Dark"][B]Up from Darkness[/B][/URL], which though not a slave situation, the PCs do begin the adventure waking up in the bottom level of a dungeon in a covered rock cut tomb with no memory as to who they are. As they progress through a very lethal, multi-level dungeon of traps, haunts and monstrous inhabitants their memories seep in with each successful encounter. When they finally escape, they learn that being run through the dungeon was an initiation into joining an elite force, and that their initial suicide and temporary memory loss was voluntary on their part to begin the challenge. Thus this adventure kind of puts PCs into a controlled situation very much resembling be taken as slaves, until they find out what is really going on. That is about as much control over the fate of PCs by the GM that I ever want to impose on an adventure party. This adventure works best using the pregenerated PCs, rather than imposing this on previously 'free' PCs. On that note, it might be possible to temporarily remove/blank out the memories of newly indoctrinated slave PCs so that any possible spellcasters would not be aware that they are such, and might be useful to hold, process and transfer spellcasting slaves until they reach a specific slave owner that wants to keep and maintain spellcasting slaves and has the budget and reason to do so. [/QUOTE]
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How do you keep spellcasting slaves from casting spells?
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