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- A mul (pronounced: mull) is an incredibly tough crossbreed of
a human and dwarf. The retain the height and cunning of their
human parent, plus the durability and rawstrength of their dwarven
heritage.
- Muls first appeared in Lorence, where dwarves and humans mix frequently,
the offspring of a mating between a dwarf and a human. Nearly
75 percent of muls are sterile. Neither dwarves nor humans accept
a mul as an equal. Muls are considered to be abominations. Many
years of prejudice against muls has resulted in most being sold
at birth into slavery. Certain less ethical nations, like Keto,
have even begun their own breeding programs. To reflect their
usual low standing in society, muls subtract 70 percent from their
initial social class roll.
- A full-grown mul stands 6' to 6'6" tall and weighs 240-300 lbs.
They are fair skinned, sometimes tending toward a coppery coloration.
Their dwarven ancestry gives them a well-muscled frame and an
incredible Constitution--mul laborers can perform heavy work for
days at a time without stopping. They are able to work longer
and harder without rest than are most other races (as detailed
on Table 2.4). Regardless of the preceding type of exertion, eight
hours of sleep will let a mul become fully rested and ready to
begin work again.
- Muls have stern facial features. They are unmistakably human in
appearance, though their ears are swept back and slightly pointed.
Most muls, whether male or female, have no hair or beard.
- Born as they are to lives of hardship and often slavery, with
the taskmaster's whip taking the place of parents and family,
muls are given to a gruff personality and violent reactions. Understandably,
many never seek friends or companionship, but live out their lives
in servitude, driven by hatred and spite. Most however, learn
who to trust and who not to, gaining favor and reputation among
the others sharing their lot in life.
- Many slave muls have either escaped or otherwise won their freedom
and now live independent lives all over Fälgorna. Of these, a
large percentage have bartered their combat prowess, making their
way as soldiers or guards. A few others, given to more cerebral
pursuits, have turned to priestly devotions or to the forbidden
pursuit of the mental disciplines of psionics.
- When created, the player must decide if his mul character will
be considered a demihuman or human character. As a human, the
mul character will have a 50 percent chance to gain a special
ability from the appropriate table for his class and may become
a dual-classed character later in his career. As a demihuman,
a mul can become a multi-classed character and gains 60' infravision.
Once the decision is made, the mul character will forever be considered
either a human or demihuman in all ways.
- A mul character adds two to his initial Strength score and one
to his initial Constitution score. While often cunning and bright,
a mul's training rarely encourages the mental disciplines, so
a mul character subtracts one from his initial Intelligence score.
The rigors of an upbringing in bondage and ostracism makes a mul
sullen and difficult to befriend--a mul character subtracts two
from his initial Charisma score. The muls' life of hardship and
the necessity of self-reliance help build strong character and
will to live, therefore a mul adds one to his initial Ego.
Mul gladiator
- Roleplaying: Muls are often slaves, true, but when they are doing well in
the arena, they are the most pampered slaves. It is expensive
to generate and maintain a stable of muls, and their owners protect
their large investments with special treatment and considerations.
It's rare that a mul who does his work well receives particularly
harsh treatment as a slave. Thus, they often don't see their slavery
as all that bad a deal. Of course, when their arena or work performance
is lacking, discipline is cruelly reinstated.
- Like their dwarven parent, a mul who sets his mind on freedom
or disruption among the other slaves is rarely kept on hand. They
most often are sold or traded from owner to dissatisfied owner
until they are eventually relegated to harsh labor in a remote
area or sent to the gladiator pits.
Type of Exertion |
Time Before Rest |
Heavy Labor (stone construction, quarry work, running) |
24 + Con hours |
Medium Labor (light construction, mining, jogging) |
36 + Con hours |
Light Labor (combat training, walking encumbered) |
48 + Con hours |
Normal Activity (walking, conversation) |
Con days |
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