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Enslavement is Death

Sanguine's Debauchery is a mod that subjects the player to enslavement as an alternative to death. Being enslaved
by the opponents that defeat you in combat offers the player engaging new paths for their story and, above all,
a continuous narrative in place of death and a reload screen.

Background
Sanguine is an odd and unpredictable fellow. He is one of the few Daedra to be found frequently visiting Tamriel in
person. In his wandering the mortal realm, he tends to take an interest in...playthings.
The fate of one mortal in particular is irresistible to him. This mortal, this Dragonborn, draws him like a moth to a
flame.
By retrieving the Dragonborn from the threshold of death, Sanguine is free to apply certain conditions to his gift of
generosity. The Dragonborn as a toy. The Dragonborn an irrestible object of lust? The Dragonborn...a slave? For
Sanguine, the possibilities are endless, and the debauchery has just begun.

Acknowledgments
Sanguine's Debauchery was originally developed by @jbezorg
Many thanks to him for letting me build on his original mod and to jonjonzz, AwfulArchDemon, Ashra XIII, aelie,
battenK for feedback during testing (and many others who contributed ideas and suggestions in the forum thread).
Death Alternative - Your Money or Your Life developed by BralorMarr

From the original SD page:
Thanks to b3lisario, Calyps, Gatti, MasterChris, Nalim, Youiko, Zaria, ZaZ

Animations Licensed From Mini Lovers 0.2.3
MiniLovers0.2.3 license.pdf - The original untranslated version of this license.

Dance Animations
Dance Modder Resource by Umpa

Manual and FAQ for version 2.0
GrayElephant
FEATURES

DEATH ALTERNATIVE - YOUR MONEY OR YOUR LIFE CORE
Death Alternative - Your Money or Your Life (DAYMOYL), now a prerequisite mod on which the new Sanguine's
Debauchery is built, introduces a series of effects and interactions that serve as a true death alternative for the
player. The following are descriptions of some key features to understand in the DAYMOYL mod.

Bleedout
When you reach a customizable level of health, DAYMOYL sends you into Bleedout State. At this point your
character "takes a knee" and goes into a vulnerable state. A second (by default darker red) health bar appears
above your regular health bar. If this bleedout bar is exhausted, you will black out.

PC in the Bleedout state

There are a few Bleedout settings to pay special attention to, as they will greatly impact the difficulty of your
game. These settings are found under the "Trigger" heading in DAYMOYL's "Player Settings" Menu.


Perc. Health Threshold
This variable controls when you enter bleedout state. At 0%, your health will have to be completely exhausted
before you collapse and enter bleedout. At 10% you will collapse and enter bleedout when your health drops to
10% of full (15 points, if your maximum health is 150). Scale this to alter how quickly you go down in combat.

Perc. Large Hit
This variable lets you retain an option to be instantly killed by an extremely powerful enemy. If you receive a hit
that matches the damage set by this slider, you'll instantly die. For example, the default setting is 200%. If your
max health is 100, and you receive a blow that deals 200 damage, regardless of where your actually health is at the
moment you receive the blow, you'll die. The higher you set this value, the more unlikely it is that you'll be killed
outright by a one-hit blow.

Critical Bleedout Delay
You'll probably want to leave this variable alone. Its default is 0.25 seconds. It's designed to allow a little time for
the mod to determine if the damage you've just received comes from a hostile blow or from some other source.

Bleedout Damage Mult.
This is a major setting for determining your difficulty. When you enter bleedout, as mentioned above, a second
health bar will appear above your main health bar. This bleedout bar contains as many hit points as your primary
health. Using the bleedout damage multiplier, you can determine how difficult or easy it is for enemies to deplete
this bleedout health. A value of 1.0x mean that each hit from an enemy will deal as much damage as it would deal
to your normal health. 8 points=8 points.
At values lower than 1.0x (ie 0.5x) your bleedout health will decrease more slowly than your normal health would.
8 points=4 points. Setting the multiplier to less than 1.0x will make it easier for you to survive the vulnerable state
and stand back up to continue fighting.
At values higher than 1.0x (ie 3.0x) your bleedout health will decrease more quickly than your normal health
would. 8 points=24 points. Setting the multiplier to greater than 1.0x will make it harder for you to survive the
vulnerable state and stand back up to continue fighting.

Bleedout Duration
Combined with the Bleedout Damage Multiplier, this is another major setting for determining your difficulty. This
value determines how long you'll be incapacitated by the bleeout state before you're allowed to resume combat. If
the value is set to 15 seconds, you'll be incapacitated and vulnerable to damage from your enemies for 15 seconds.
During this time, all damage you take is applied to your bleedout health bar. If your bleedout health bar is
exhausted during these 15 seconds, you'll blackout, and one of the blackout scenarios you've enabled in the MCM
menu will trigger.
If your bleedout health bar isn't exhausted, you'll stand up and be able to resume combat or run away. If your
health drops below the Percentage Health Threshold again (see above) you'll go down again and go back into
bleedout, receiving damage that pushes you closer to blackout.
Be aware that your bleedout health doesn't recharge to full if you survive a bleedout duration. Therefore, if you
survive one bleedout, only to be hit again and returned to bleedout, your enemies will start depleting your
bleedout health again from the place it left off. This is why running the hell away may be the best option if you face
a particularly powerful enemy. Every time you're sent into bleedout state, you're closer and closer to being
defeated.

Some Practical Examples of Damage Multiplier and Duration Combinations
Assume for these examples that your Health Threshold is set to 20% and your Health is 100.
-Your Multiplier is 1.0x and your Duration is 10 seconds. Once your primary health hits 20 points, you'll stagger and
go down. Your bleedout health bar appears above your primary bar. Your enemies continue to attack. They're low
level enemies, and because your multiplier is 1.0x, they damage you at exactly the rate they damaged your normal
health. In 10 seconds, they do 25 points of damage. Your 10 seconds are over. Your bleedout health is at 75. You
stand back up, regain control, and continue the fight. While you were down in bleedout, your primary health
regenerated slightly, but more slowly than normal (bleedout applies a 25% debuff to health regen that lasts for
awhile--see Custom Settings below). You resume fighting with your primary health at 30 points. In a few seconds of
fighting, your enemies score 12 points of damage on you. Since your health is now down to 18, you stagger and
enter bleedout again. Now your enemies deal damage against your bleedout health again, which was left at 75
points from your first bleedout session. In these 10 seconds, your enemies deal 40 points of damage against your
bleedout health. Now, when you stand up, your bleedout health is at 35 points and your primary health has
regenerated to, say, 28 points. This cycle will continue until your enemies are dead, you run away from combat, or
your bleedout health is reduced to 0. With only 35 points of bleedout health remaining after this second bleedout
phase, you're risking the chance that, on the next bleedout, your enemies will deal enough damage to exhaust
your bleedout health and defeat you.

--Your Multiplier is 1.0x and your Duration is 30 seconds. This is like the first example, except that once you enter
bleedout, you'll stay down and vulnerable for 30 seconds instead of 10. Obviously your enemies will do much more
damage in 30 seconds of incapacity than they could do in 10 seconds. With your settings thus, you're at risk of
being defeated and blacking out if you enter bleedout even once in combat. You can see how this would
necessarily change your approach to engaging in combat.

--Your Multiplier is 10.0x and your Duration is 30 seconds. In this example, you're essentially guaranteed to be
defeated once you enter bleedout. Once you drop to 20 points of health and enter bleedout, your enemies have
half a minute to deal 100 points of damage. At 10x regular damager, even an iron dagger with 4 points of regular
damage would deal 120 points of damage in the space of 3 hits.

--Your Multiplier is 0.1x and your Duration is 5 seconds. Here, you're almost invulnerable to blackout. You'll only be
vulnerable for 5 seconds before you spring back up and are ready to fight, and that same 4 point damage iron
dagger from the last example will only deal 0.4 points of damage to your bleedout health with each hit. Strong
enemies will have to pound on you for a long time to bring you to a blackout state.

Blackout
When you black out, any of the death alternatives that you've selected in DAYMOYL's "OnBlackout Events Settings"
will trigger, based on probabilities of occurrence that you may also customize.


SD adds its own events to this list of blackout triggers. With SD installed, you will find some options at the end of
the list of blackout events. With these "SD" events selected, enslavement and the flowering Spriggan quests
become possible outcomes of a blackout (of course depending on whether you're fighting an NPC that can enslave
or fighting a Spriggan). You may awaken to find yourself stripped, bound, and without a coin or so much as an iron
dagger to your name.


Custom Settings
You may have noticed a recurring theme in the last few paragraphs. The beauty of the DAYMOYL system is that
almost everything can be set by the player to adjust difficulty and diversity to his or her liking.
The blackout events can be mixed and matched to your liking. You may want to take a break from SD events, and
only select DAYMOYL's alternatives. In addition to turning possibilities on and off at will, you can adjust the
probability of any given event occurring over another. Enslavement can be rare or constant, depending on the
selected blackout events and the weight you give to each event.


Each Blackout Event has its own adjustable probability of occurrence.

*Note- It's a good idea to leave at least some of the DAYMOYL default OnBlackoutEvents selected. If you de-select
them all, you may find yourself in a weird, unending blackout if you're defeated by an enemy that can't enslave
you (or isn't a Spriggan.) This odd outcome is triggered when you're defeated by an enemy that doesn't have an
OnBlackout Event associated with it.


Radiant Events
DAYMOYL includes something it calls "radiant events", which have their own setting menu in the MCM. Radiant
events are a sort of "Part II" of your Blackout event. If you blackout in combat, and your opponent throws you out
of whatever dungeon you're in, there's a chance that you'll wake up at the door of the dungeon. If DAYMOYL was
running without SD+, and if Radiant events weren't included, that's all that would ever happen. As it is, you have a
whole range of events to toggle on and off, as well as customizable probabilities of each radiant event occurring.
Thus, when you blackout, you may wake up outside the dungeon you were in (or simply left for dead at the side of
the road), or you might wake up to the face of a friendly NPC, or even under the covers in the care of a
sympathetic inkeeper.





Above, you can see the full range of radiant events, as well as the fact that you can bump their probability of
occurrence up or down at will. Notice that SD includes the Dreamworld event, which has special conditions
attached to it. Also, note that when Enslavment or Flowering Spriggan trigger as blackout events (as they're likely
to do, given the appropriate pre-conditions and their high default probability of occurrence) radiant events are
prevented from occurring. They don't make a whole lot of sense in those two cases.

The final adjustment you can make to the radiant events concerns the balance between friendly and unfriendly
events. There are a number of friendly events, and the single "Random Brigand" unfriendly event. The top of the
menu screen allows you to tweak these settings so that Random Brigands are an unknown thing in Skyrim, or so
that Skyrim is lousy with those assholes. Or, of course, anything in between.



Post Bleedout Settings
Your vulnerability after you've been staggered and sent into bleedout mode in combat can be adjusted to your
liking, too. In the "Player Settings" Menu for DAYMOYL, under the "Bleedout Recovery" heading, you can adjust
the following:


Your options for customizing your experience if you make it through combat that's triggered bleed out.

Immunity Duration
In combat, if you survive the bleedout state, you stand back up and regain control of the PC. You're granted a brief
stretch of invulnerability from damage to regain your wits. Adjust this value up or down depending on how rapid-
fire and merciless you want that transition to be. Default is 3 seconds.

Calmed Duration
This value gives you some breathing room if you've survived combat in which you entered bleedout state. Because
your health regeneration and your bleedout health are reduced, you're going to be more vulnerable the next time
you enter combat. For a span of time after you've entered bleedout (which you can adjust with this setting)
enemies won't be hostile to you unless you attack them.

Blackout Time Lapse
If you're defeated and black out, this setting lets you customize how much time you'll "lose" while unconscious.

Bleedout Debuff Duration
Your health with regenerate more slowly after you've been in bleedout state. This simulates the effect of bleeding.
Debuff duration lets you adjust how much time elapses before you stop bleeding and begin regenerating health
normally again.

Near Death Debuff Duration
If you've survived combat where you've entered bleedout, you've "cheated death". After this, there's a period of
time (adjusted with this setting) where you're able to die if you enter combat and take enough damage.

Some Recommendations for Avoiding Glitches:
--For Sanguine's Debauchery to interact correctly with DAYMOYL, in your Death Alternative MCM Menu, make sure
to set your "Animations" (Under Player Settings) away from anything that includes "Ragdoll". Ragdoll on bleedout
causes problems with SD. By default, DAYMOYL is set to animate "Bleedout & Ragdoll". Take a second early on to
change this setting to one of the non-ragdoll options.
--In the DAYMOYL Player Settings menu, select "Essential Player" under the "Health" heading. This will prevent you
from being killed by a freak hit in between bleedout and blackout.

SANGUINE'S DEBAUCHERY CORE

Starting Sanguine's Debauchery
In the MCM configuration menu, first click INSTALL. (After making changes in the menu, remember to exit all
menus and allow the mod a moment to apply the changes.)

Once SD is installed, re-enter the SD MCM Menu and click BEGIN.

Be aware that this procedure has changed slightly from previous versions of SD+. Older versions allowed the
player to use "BEGIN" to start SD's functions at will, or allowed them to wait until encountering the quest "A Night
to Remember". With the introduction of DAYMOYL as a base, it's now necessary to BEGIN SD as soon as it's
installed to get the two mods to interact correctly.
If you'd like the classic SD experience, find the SD options listed in DAYMOYL's "OnBlackout Events" and
"Radiant Events" menus and disable them until you've completed "A Night to Remember". The quest first becomes
available at level 14, and will kick off by engaging in the drinking contest with Sam, who you'll find boozing it up in
the first inn you visit after reaching level 14. Otherwise, with the SD events enabled in DAYMOYL, you can expect
SD's quests to activate from the very beginning.
*Note that Coveted and Gold for the Wicked can be toggled on and off after you install the mod. Other selections
will be locked in at install. Make sure you have your options set the way you like them before you install.


CONFIGURATION MENU

Chance of Enslavement
This variable acts as a master control for whether or not DAYMOYL is allowed the opportunity to enslave the PC on
an OnBlackout Event. The simplest way to use this setting is to either turn it "on" (100%), or "off" (0%). at 100%,
DAYMOYL is allowed to do its thing freely, and calculate your chance of enslavement based on its set of
probabilities for blackout events. At 0%, you're essentially locking out the possibility of SD events. If you set this
variable anywhere between 0% and 100%, it will do what it's described to do. The higher the percentage, the
greater the chance of your being enslaved if you're taken down in combat.

Limited Removal
If you use mods that insert new quest items or other unique items into the game, check this option to protect
them from being possibly lost or despawned. Otherwise, leave this option unchecked, and inventory removal
should preserve all of your unique items just fine...though you'll have to jump through some hoops to get them
back!



Gender Restrictions
Gives you the ability to limit interactions with rapists and slavers to those of the same gender only, the opposite
gender only or both genders.

Demerit Changes
Select this option to receive notifications when your master's attitude toward you changes (see notes on
enslavement below).

Enable Train Run
Select this option if, when you dance for your master or for anyone else, you'd like to make it possible for multiple
NPCs to take turns satisfying their urges on you.

Body
-Female: Using CBBE. If you're using Caliente's CBBE, check this option. For UNP bodies, leave this unchecked.
-Custom Slave Clothing. Hover over this option to see instructions on how to add custom default clothes to the PC
while enslaved. If you do add custom clothing, check this option

Escape
-Buyout adjusts how much gold is necessary to give to your master during the Indentured Servant quest to
purchase your freedom. Each time you're enslaved, this value will increase. Default is 500.
-Escape Radius alters how far you need to be from your master in order to be considered to be attempting
escape. Default is 3072 units (or 48 yards). Adjust up or down for preference.
-Escape Timer is the amount of time you must avoid your master for an escape to "finalize". Default is 300
seconds (5 minutes).
-Start Tasks is a timer that determines how long you must be enslaved before you master offers you the option to
work for him. Default is .125 days (or 3 hours).

Hardcore Mode
Getting away is all fine and well, but what about those shackles? Check this option to leave your bindings in place if
you escape your master. Unchecked, your bindings will be dropped once you escape, and the escape timer has
expired.

Frostfall Mortality
If you're running the Frostfall mod, select this option. This prevents a glitch whereby you become invulnerable
every time you're cold.














STATUS MENU


Primary and Secondary Quest Statuses
These two sections display which quests and statuses are currently active. These are not configurable, but rather a
place to check up on what's going on with the PC.
Coveted & Gold for the Wicked
These two entries allow you to toggle these sub-quests on and off. They will be available to toggle once SD+ is
installed. For a detailed description of these sub-quests, see their feature entries below.

Safeword
You will see this option checked if you aren't enslaved. While enslaved, it will be unchecked.
You can then check this option while enslaved to abort an enslavement that has gone wrong (aka broken the game
mechanics in some way, or that's simply terminally boring).















SANGUINE'S DREAMWORLD
The place where a Daedra goes to unwind. When you encounter Sanguine here you'll find him sauced and
appreciating his special version of entertainment. He populates his dreamworld with his favorite victims
and special pets. This is also the place where you'll find the inventory that your captors didn't steal from you.
Sanguine finds it more fun when you've been completely relieved of your possessions.
*Note that the Dreamworld is not the same place as the Feasting Glen where you first meet Sanguine at the end of
"A Night to Remember." Think of the Glen in that quest as the inviting foyer that leads to the darker, more twisted
Dreamworld that you'll discover later.


The Feasting Glen found at the end of "A Night to Remember".


Sanguine's Dreamworld.

*Note that the Dreamworld is under active development. For the time being, it's a relatively passive experience. In
future updates, interactions with Sanguine will be expanded with new quests and other small tasks.



Sanguine's Daedric Artifact
A little reminder of whose realm you're in. The artifact will be visible only in Sanguine's Dreamworld, but just
because you don't see it doesn't mean it's not there. You will find yourself subject to the attentions of the folks you
encounter around and about Skyrim. Enabling "Coveted" will cause the artifact to exercise its magical influence.

Getting There
Once you've been enslaved for the first time, and then subsequently escaped, go to sleep. You're pooped from all
that servitude, right? You'll find yourself in a kind of dream, but not a dream of your own. After this first journey to
the Dreamworld, you'll be drawn back in the last moment before death, or if you've been contrary enough as a
slave that you've made it impossible for your owner to be pleased with you.

Leaving
Speak to Sanguine. It's more entertaining to have you running about, getting into hopeless trouble than to keep
you in the Dreamworld. His pets provide that kind of fun. He'll send you back to Skyrim as his whims dictate.
-The first few times you visit the Dreamworld, you'll be sent back to the place where you entered it.
-After this, you'll be sent back to a safe haven.
-Once plopping you in a safe location grows boring for him, Sanguine will send you back to random places...some
safe, some not so much.
-If you keep returning to the Dreamworld, it'll become clear that you're likely to keep coming back. Since he can
count on you to get into enough trouble that he's virtually guaranteed a visit from his favorite plaything, Sanguine
will allow you choose your destination.

There's a chain mounted on a post in the Dreamworld that acts as a safety valve in the event that Sanguine doesn't
want to chat. This isn't intentional, but thing go screwy sometimes. If you can't get Sanguine to send you back to
your wanderings, pull the chain.

Sanguine is devious and not entirely predictable. The slave gear and enchantments he favors you with may remain
in place when you return to Tamriel.
-Sanguine's collar makes you vastly more appealing as a potential slave. Wearing it, you may submit to people
around you, claiming that you need a strong hand to guide you. You'll find these people all too likely to take you up
on your offer.
-Sanguine's gag will give you the appearance of a slave that's been harshly used, and will alter your perception of
the world, flavoring your vision with a touch of the Dreamworld. Silence, however, is strength. The gag provides a
boost to your health in combat.
-Sanguine's bindings won't just drop from your limbs because you want them to. Find a guard to help you, or seek
out someone with the appropriate tools to set you free.

CAPTURE
Almost all men and mer are able to enslave you, and will try to do so if they best you in combat.
There are a few exceptions:
Draugr, Ghosts, Trolls and Werewolves do not enslave. If they defeat you, your death will trigger one of the other
DAYMOYL events (if you have them selected).
All other creatures (including Giants) are satisfied to simply tear you to shreds. Again, your defeat in these
circumstances will initiate a DAYMOYL event.

If you've played previous versions of SD (pre-DAYMOYL), you may notice that when you're defeated, your attacker
no longer rapes you. This feature has been removed from SD+ due to some of the complications of getting such a
rape scenario to work with DAYMOYL and enslavement. If you'd like to have the option to be raped by an attacker,
see the "Using SL Defeat with SD+" section below.



Surrender & Submit
Default key "K". This key can be pressed if you find yourself in a strange situation. Occasionally in combat, you may
run into a situation where you become immortal, and you get locked into a loop where you can't be killed, knocked
out, or flee from combat. If this happens tapping "K" gives you a failsafe. You'll be able to choose whether to
submit to your attacker or plead with Sanguine to be taken to the Dreamworld. Sanguine being Sanguine, he may
not heed your request to be rescued...in which case you'll be enslaved by your attacker. This failsafe is built in to
clear out the glitch that you've entered via DAYMOYL's mechanics.

ENSLAVEMENT

Meet Your New Master
Your Owner has needs. They will eat, sleep and go about their business. Of course, they have more carnal needs as
well.

Mind Your Attitude
You have the option to be angry and rebellious or submissive and obedient. Your attitude carries consequences,
both positive and negative.
Use the "Please..." dialogue to apologize for your misbehavior and perhaps improve your owner's satisfaction with
you. Pleasing your master earns you the opportunity to be released from your more restrictive bindings.
SD+ uses a demerit system. Normally, you'll receive messages that refer to your master's mood and satisfaction
with you. To check the actual numerical value of your demerits, open the console and type: "help demerits".
Positive numbers indicate that your master is unhappy with your behavior. Negative numbers mean you're
behaving well.

Inventory
Some of your items will be taken away by your owner. If you want these items back, you'll have to find a way to
take them back. The rest of your inventory will be spirited away by Sanguine and kept for you in the Dreamworld.
Not much fun for a playful Daedra if the Dragonborn has a full inventory to use the minute their freedom has been
regained.
*Note that the Flowering Spriggan quest behaves differently, see the description in the Flowering Spriggan section
for an explanation of inventory management in that quest.
Restraints
Shackles slow you down. An enchanted collar blocks your magic and shouts. Bindings keep your so-recently-deadly
hands in check.

Punishments
If you misbehave, your master will add gags, a butt plug and eventually blinders to punish you. Behave again to
have them removed.

Invisible Fence
When you escape, your collar will wrap you in a force field that will slow you down further.

Picking Up Items
Any sharp object may be used to try and cut your bindings. Your owner might find this displeasing. Most items will
be spat back out of your hands and onto the ground. You can pick other items like food, drink, clothing, and coins
safely.

Ending Enslavement
There are several ways to end an enslavement.
-Joining your master. After a few days of submission and pleasing your master, you may be offered the option of
swearing allegiance to your master's faction.
This will add you to your master's faction, and cause that faction to treat you as friendly. Currently, these
allegiances can only be undone via the console. A game mechanic is planned to allow to "un-join" any factions of
your choice without the need for a console command.
The console command "player.RemoveFromAllFactions" will clear your factions allegiances...but use it with
caution. It will clear ALL factions, including the ones you want to belong to. If you don't belong to the Companions,
the Legion, Thieves Guild, etc. (aka the regular quest related factions) you can use this command to ditch your
master's faction.
A seamless mechanic is being developed that will allow you to leave factions you've joined either at-will (by talking
to the right person), or by causing slaver allegiance to expire after a certain amount of time. Stay tuned for
updates.
-Buy your freedom by providing your master with the right quantity of coin. This option will be available to you if
you master allows you the opportunity. (If you begin the Indentured Servant quest.) You'll have to earn this coin
any way you can manage.
-Escape. You can flee your master, or you can steal the key to your restraints. Your master will pursue you! It's not
a simple issue of walking away. With Hardcore mode enabled, if you escape without stealing the key to your
restraints, you'll need to find someone with access to tools in order to get the restraints removed. Punitive gear
(Gags, blinders, & plugs) may be removed by anyone that is willing to help you. You can also add the option of
killing your master by running SexLab Defeat alongside SD+. See "Using SL Defeat with SD+" below.
-Death. If you're absolutely unruly and refuse to behave according to your station, your master is likely to lose
patience with you. Your master may leave you to rot in your bonds, or may end your life. In this case, after your
first visit to the Dreamworld, Sanguine will draw you back to him and preserve you from such an unfortunate end.

Submit to a New Master
While your restraints are on you, you may ask people to take you as their slave.
If their morality is low enough, they'll happily agree.

Housekeeping
Your restraints will be re-applied automatically if you lose them by accident.

Scenes
Depending on your interactions with them, your master may have sex with you, whip you (if you're free to walk),
or force you to suffer punishment (when you are bound in place).
Other Actions
At times, your master will also force feed you skooma or other mood-altering substances. He may also order you
to change your appearance to better please him.
*Note. The change in your appearance requires a splash of role-play on your part. This event will bring up the
RaceMenu. Making the changes to your appearance involuntary would be cool, but is terribly problematic from a
game mechanics perspective. So when the RaceMenu comes up, alter your hair, war paint, dirt, etc as you see fit.
For an extra dose of random, close your eyes and move any given slider to a random spot.
The short version here is that the appearance changes are up to you, and you master will be automatically pleased
by the change.


COVETED
As discussed above, Sanguine's Daedric Artifact is a little dose of mischief given to you by your favorite playmate.
It won't appear on your person or in your inventory when you're roving about in Skyrim, but rest assured, it's
there. There are a few events that will reinforce its presence.

Naked Rape
As your visits to Sanguine's dreamworld increase, people in Skyrim will be more and more compelled by lust for
you, and will randomly rape you as if you were naked, regardless of what you wear. Your unique allure seeps out
from beneath your armor and clothes.

Hate Rape
Depending on what you're wearing, your race, the race of others around you, and others' disposition toward you,
you may find yourself a victim of a malice driven sexual assault.

Overall, Sanguine's growing influence on you is a stain on your soul and a source of endless debauchery.


GOLD FOR THE WICKED
This mode enables simple prostitution that will be available to you when you are enslaved. Are you willing to sell
yourself for a few more coins toward freedom?
Gold for the Wicked also allows you to dance for your master and for others, again for a few coins. But beware,
your watchers will find you irresistible. To dance for a crowd is to offer yourself as a receptacle for the lust of all of
those looking on.


INDENTURED SERVANT
Indentured Servitude is a possibility for a submissive and compliant slave. During your enslavement, if you're in
good standing with your owner, and if time restriction set by the Start Tasks setting has been met, you have the
option to plead with your owner for the chance to buy your freedom. This will trigger the Indentured Servant sub-
quest which will appear in your journal. This sub-quest has a time limit for successful completion.

Earn your freedom
Find enough money for your master. Along with the options provided by Gold for the Wicked, begging is an option
to earn small amounts. Beware, you run the risk of being raped in the process.
Begging is available both as a slave and as a free person.

Trust and bindings
If you're obedient, your master may remove your bindings during the quest.


MASTER AS FOLLOWER

Your Master Will Follow You
Indoors, you are free to roam as long as you are in the same space as your Master.
Outdoors, your Master will trail along nearby, and will punish you if you stray too far out of their presence.

Master interactions
You will have a chance to escape if your Master engages combat with someone.
Stealing your Master's key is harder because of your bindings. Wait until they sleep to improve your odds of
stealing the key.
The behavior of your master is being actively developed. Eventually, it will be possible to have your master
attached to you as a full-fledged follower. You will be an Adventuring Slave. Your owner will have needs that you
will be expected to attend to, and they will control your access to apparel, weapons, and the rest of your
inventory.


THUGS
Thugs are hired to seek you out and take you. They will be hired by those you've stolen from, or otherwise treated
in such a way as to earn their emnity.
Thugs will trigger eventually if you steal things, pickpocket, and pick up things lying around. Eventually someone
will take umbrage at your sticky fingers, and will send Thugs after you.

March to Your New Master
Once they take you down and collar you, thugs will march you to your new Master or to Mistwatch Fort. Use the
'are we there yet' dialog option repeatedly to skip toward your destination. This is especially useful if you're quite
far from your destination or if the thugs begin to have trouble navigating the terrain.


LOCATION BASED ENSLAVEMENT

Feature in development
Eventually, as SD+ continues to develop, there will be more diverse destinations for Thugs. Also, there will be more
diversity in other situations. Your master may choose to sell you. Some locations will be designed to hold you in
place until you've earned your keep or your freedom. You may be consigned to labor in a mine, you might be sold
to a farmer as free labor (and entertainment), you might be sent to whore in a soldiers barracks...this is just the
beginning of the list of possibilities being considered and developed.


FLOWERING SPRIGGAN
Skyrim is home to those curious patron defenders of nature, the Spriggans. Their habits and life cycles are
shrouded in mystery, and encountering them in their element is unpredictable and dangerous.

Infestation
Being defeated in combat by a Spriggan may see you infested by a Spriggan host. This symbiotic armor will hold
you in its grasp, providing you with some surprising benefits, but also hindering you with certain deficits. Spriggan
biology is unknown, but the roots will force you and others around you to masturbate compulsively.
Eventually, as you wander Skyrim in this bio-skeleton, someone with a hunch about its origins will share a bit of
information regarding where you might learn more about this thing intruding upon you.



Finding Your Fertile Husk
Once you discover (and finally arrive at) your ultimate destination, your inventory will be available for recovery
inside a Fertile Spriggan Husk. The effect of the host will linger for up to 8 hours of game time after you finish the
quest.

This quest is being developed. Eventually, you will be able to watch the host gradually envelope you, among other
new bits and pieces.

*Note that you may find elements of the Spriggan Host Armor in the inventory of Spriggans and Flowering
Spriggans that you kill. These pieces of armor don't function like the host that will be forced on you when you're
defeated by a Spriggan. Manually equipping a piece of found Spriggan Host Armor won't trigger the Flowering
Spriggan quest. The quest will only be triggered when you lose to a Spriggan in combat. It's possible that
encountering a Flowering Spriggan (a new enemy added by SD+) and being defeated by her will trigger the
Flowering Spriggan quest, but it's also possible that she will enslave you.

Unlike regular enslavement, where some of your inventory will be stolen by your new master and the rest will be
snatched by Sanguine, in the case of being taken by a Spriggan, your whole inventory will be stripped and removed
to a fertile husk. You'll need to learn more about the Spriggan life cycle (the College of Winterhold is a renowned
center of knowledge) in order to divine the location of the fertile husk that both contains your inventory and helps
the Spriggan complete its fertility cycle.


FALMER ENSLAVEMENT
Falmer, by nature, have no interest in freeing a surface dweller. They have taken you, and intend to keep you. If
you wish to be free of your Falmer master, you must find a way to flee.

Groping in the dark
Falmer are able (and eager) to enslave you. These are fallen, reclusive creatures. Only your Master will speak to
you. Other Falmer will merely take advantage of your vulnerablity.

Compatibility with Estrus Chaurus
If you are running the Estrus Chaurus mod, Chaurus may rape you and spit poison at you, which will trigger an
infection. Regardless of whether you're running Estrus Chaurus or not, if you come into close proximity with a
Chaurus while enslaved by a Falmer, it will rape you.

Future developments
Eventually, a quest will explain why Falmers abduct human and mer females for breeding and will provide a way to
become the Queen of the Chaurus, imbued with all the powers that implies.


USING SEXLAB DEFEAT WITH SANGUINE'S DEBAUCHERY
Running the SexLab Defeat mod is optional. It isn't required for SD+ to function. Defeat is recommended if you'd
like to add some more diversity to your SD+ experience. This section is meant as a guide to best setup Defeat if you
choose to run SD+ and SL Defeat side by side.

SexLab Defeat can pair very well with Sanguine's Debauchery. You may be aware that SexLab Submit and Sexlab
Defeat offer very similar gameplay additions. The reason that Defeat is recommended for pairing with SD+ is
because Defeat offers the ability to set a maximum and minimum thresholds for triggering its behavior. Submit
doesn't. By having this minimum trigger setting, it's possible to segregate the functions of SD+ and Defeat so that
they both work, and don't interfere with each other's territory. If you'd like to run Defeat with SD+, be sure to read
Defeat's info carefully, as only a couple of its perks and functions will be discussed here.


Rape on defeat
Defeat greatly diversifies the possible outcomes of defeat (or victory) in combat. Specifically as it pertains to SD+,
Defeat makes it possible for the PC to be raped by an attacker (a function that was once included in SD+ but that's
been removed from SD+2.0). This rape isn't limited to human or humanoid NPCs. With the FNIS creature pack
installed and Creature Animations enabled in SexLab, any hostile creature has the ability to rape you if your health
falls within the constraints you've set in Defeat's menu. Conversely, Defeat also allows you, as attacker, to rape
(among other possibilities) enemies that you've disabled in combat.

Sneak Attack
Defeat allows you to commit sneak attacks on unsuspecting NPCs. This is a big addition to your options as a slave in
SD+. Running defeat, if you sneak up on your owner successfully (especially if they're sleeping) you can kill them
with an unarmed sneak attack and then steal the key to your restraints from the corpse. Sneak attacks are
available whether you're enslaved or not, but they become especially useful when you're enslaved and stripped of
your magic and weapons.

Flexibile Settings
You can choose how much or how little Defeat inserts into your game. You can activate everything (and customize
everything) or you can disable individual pieces at will. For instance, if you'd like to only have the option to sneak
attack your master, you can turn off "player as victim" entirely. This will leave SD+ and DAYMOYL to handle all of
your events when you're beaten in combat, but you'll retain the option of killing your master with you own hands.
You can flip this around, alternately, and have all of the "player as victim" options enabled, so that you're a target
of every angry swinging dick in Skyrim, but helpless to be free of your master aside from fleeing, or earning your
master's favor...or luring him into combat with a hostile enemy and running all the risks that such an action entails.

Recommended Settings for Running Defeat with SD+


-In the "Player As Victim" sub-menu (if you want to have player-as-victim active), find the category "Knock-Down
Way". Defeat offers "Threshold", "Exhaustion", or "Both" as options. Set this to "Threshold". This way, both Defeat
and SD+ will be checking your health for their respective mechanics, and you'll be able to successfully prevent
them from interfering with each other.

-Adjust your "Health" value to a level at which you'd like to begin being vulnerable to Defeat's enemy interactions.
-Adjust your "Minimum Health" value to a level that's somewhere above the "Perc. Health Threshold" you've set
in DAYMOYL.
*Note that DAYMOYL's "Perc. Health Threshold" scales in 5% increments, and Defeat's "Minimum Health" scales in
1% increments between 0% and 20%. For instance, if you have DAYMOYL set to 5%, you can set Defeat's "Health"
threshold to 20%, and "Minimum Health" to 7%. this buffer of 2% between Defeat's low end trigger and
DAYMOYL's 5% trigger will allow both mods to function and prevent them from competing with each other for
control over what happens to the PC.

Again, Defeat offers a ton of flexible, customizable options across a number of categories. They haven't all been
touched on or even mentioned here. Study Defeat's readme and description to get a handle on everything that
defeat offers.




ENJOY!


If you run into unexpected bugs, behavior, or CTDs while playing, please take the time to figure out about where
the problem presented itself, what was going on at the time, and what seemed to go wrong. Report these issues
on the support thread for SD+ found on the LoversLab forums.

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