Ruins of Adventure
Múldîs (a.k.a. Thurissel Reniril Neithril)
Father Aram’s dirty little secret is not that he has an elf slave (everyone in Hillsfar does), or even that he bedded her (that’s common enough) — his dirty little secret is that he actually loves her, after she gave birth to his daughter, Tenebrus. Perhaps even stranger, she loves him back, and they were married (secretly), after the death of his first wife…
Still, living in Hillsfar, there was no way for Múldîs (literally “Slave Bride” as she has taken to calling herself) to be enfranchised, so she has continued to live and work as a slave in her step-son (a relationship said step-son is not aware of), Roland’s household. Decidimus visits her as often as he can between his religious duties and his explorations. They are careful to keep up appearances, and Aram can often be seen using his “spells” to force the elf to make love to him.
Born, in the elven settlement of Semberholme in the woods of Cormanthor, Múldîs, who is called Thurissel Reniril Neithril (lit. “Hidden Stray that was Wronged”) among her own people, was kidnapped and sold into slavery almost fifty years ago, when Aram was just a young man. Aram purchased her immediately and she served in his household for decades — as a cook, a lady’s maid to Aram’s wife, and as a bodyguard. She was treated well, and, when Aram came to her for comfort as his wife was ill and dying, did not fight back when he took her. When she gave birth to a daughter only five months after Aram’s wife died, he secretly asked her to marry him, to give some semblance of legitimacy to their half-breed bastard. That was twenty years ago, when Aram was still in the prime of life…
She has followed Roland to Phlan after Decidimus’s elder brother Tertius ousted their household from the Aram family estates when one of Roland’s slave’s caused a ruckus in Hillsfar, and thus a scandal for the family. They have followed Aram to Phlan, where, Múldîs hopes, they can finally admit their love publicly.
Race: Elf (Female, age 155 years)
Homeland: Elven Woods
Kit: Slave Warrior
Alignment: Non-Chaotic, Non-Evil
Religion: The Blessed Afflictor
Next Level: 125,000
Max Level: 14th
|Stamina||15||Weight Allowance: 65 lbs||Movement Bonus +0|
|Muscle||16||Max Press 195 lbs||Attack +0||Damage +1||Feat of Strength 30%|
|Aim||11||Missile Attack +0|
|Balance||16||Surprise +1||AC +2|
|Health||12||System Shock 70%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||15||Resurrection 92%||Hit Points +1 / level|
|Reason||5||Max Spell Level 2nd||Max Spells/Level 6||PSPs +0||Illusion Immunity: none|
|Knowledge||14||Bonus Profs +4||Bonus Paths +2||Learn Spell 60%|
|Intuition||11||Spell Failure 10%||Bonus Runes 0||Bonus Spells 0||Earned XP +0%|
|Willpower||7||Mental Save -1||PSPs +0||Spell Immunity: none|
|Leadership||12||Max Henchmen: 5||NPC Loyalty +0|
|Appearance||15||NPC Reactions +3|
NPC Reaction: +1
- -3 vs. non-slaves
- Humans always 1 step worse than rolled
- -4 on opponent’s rolls
- Initiative: +0
- Movement: 12
Hit Points: 58
Armor Class: 17 (elven chain, dex)
Base Attack Bonus: +6
- Paralyzation/Poison/Death: 10
- Rod/Staff/Wand: 12
- Petrification/Polymorph: 11
- Breath Weapon: 12
- Spells: 13
- Fear: 9
- Horror: 15
- Madness: 15
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Longsword||2 / round||+8||1d8+3||1d12+3||5||melee|
|Angon||1 / round||+6||1d6+1||2d8+3||8||melee|
- Available Groups: Craft, Detection, Martial, Pastoral
|Modern Languages (Espruar)||16|
|Modern Languages (Auld Cormanthan)||14|
|Modern Languages (Cormanthan)||14|
|Hiding||4||+5 in wilderness environments.|
- Pole Weapons Broad Group
- Long Blades Tight Group
- Longsword, Specialized
- Due to long memories of the fall of the Elven Court by the collective Army of Darkness, elves of the Elven Woods get a bonus when fighting creatures like those that brought Myth Drannor low. Múldîs gets a +1 bonus on attack rolls against Trolls and Tanar’ri, due to her sheer hatred of these races.
- Elven infravision enables them to discern gradients of heat within 60 feet in darkness.
- Elven characters are immune to all Sleep and Charm inducing spells. This does not apply to sleep or charm inducing poisons or monster abilities that would require a saving throw type other than a save vs. spells.
- Elves require only half the amount of sleep compared to a human. An elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
- An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of characters with similar abilities, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
- Used to living in wild, open lands, and dressing in ridiculously inappropriate clothing and armor, Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
- Once per day, a slave warrior may summon all his willpower and channel it into a sudden burst of energy that raises his Muscle score by 3 points for as many rounds as he has levels. This may occur during combat, when attempting to bend bars or lift gates, or under any other circumstance when strength is needed.
- A slave warrior can survive on a minimum of food and water each day, half the amount anyone else of his race uses. He quickly develops better eating habits but in emergencies survives with little food.
- A slave warrior who is still a slave is assumed to be adventuring under the orders of his master. He is expected to follow orders from his master to the letter, but in exchange has his food and board payed for and starts with a free suit of Scale Mail armor, one sword, and one polearm.
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- A fighter can teach the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make a Reason check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.
- A fighter can operate heavy war machines when he reaches 4th level, including bombardment engines (such as ballistae, catapults, and trebuchets), crushing engines (such as rams and bores), and siege towers.
- A fighter can supervise the construction of defenses when he reaches 6th level. These include ditches and pits, fields of stakes, hasty stone and wooden barricades, and even semi-permanent stone fortifications.
- A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level. This includes terminology, use of messengers and signals, use of psionic and magical aids to communication, etc.
- At 7th level, they can make 3 attacks every 2 rounds.
- Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.
- These Elves arrogance and isolationists’ ignorance of social conventions beyond those of the Elven Woods very often alienates those around them. The result is a -2 to all reaction rolls when talking with NPCs.
- NPC reactions with humans are always one step lower, and can never result in a “Friendly” reaction.
- No Elven Woods elf will ever venture more than 200 miles beyond the limit of Cormanthor’s treeline. If the elf ventures beyond this limit, his shame and yearning for home causes him to earn no experience points until he returns to the Elven Woods.
- Slave-warriors have lived as slaves all their lives and suffer a -3 reaction penalty in dealing with non-slave civilized characters. Escaped characters are suspicious and paranoid, and even legitimately freed characters still carry the social stigma of a slave’s birth.
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any Weapons
- All characters of the elven woods use the next large Hit Die (i.e. Wizards use a d6, Fighters use a d12, etc.).
- Once a fighter reaches 10th level, he attracts his first unit of followers. This first unit always consists of warriors of the same race and background as the fighter (that is, if the fighter is part of a barbarian tribe, so is his first unit of followers). The first unit consists of 2d4 stands (20-80 individuals).
- At 13th level and up, they can make 2 attacks per round.
- Dyed Linen Dress, Chemise, Neckpurse (6 sp), Stockings, Elf Shoes
- Elven Chainmail (20 lbs, hidden under dress, over chemise)
- Longsword (4 lbs)
- Fork-bladed Angon (7 lbs)
- Light Chains & Manacles (1 lb, non-locking, worn for show)
Base Speed: 12
Total Weight of Gear: 32 lbs. (unencumbered)
|Weight||0 – 65 lbs.||66-98 lbs.||99-130 lbs.||131-163 lbs.||164-194 lbs.||195+ lbs|