Múldîs (a.k.a. Thurissel Reniril Neithril)

Description:

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.

Bio:

Race: Elf (Female, age 155 years)
Homeland: Elven Woods
Class: Fighter
Kit: Slave Warrior
Alignment: Non-Chaotic, Non-Evil
Religion: The Blessed Afflictor
Level: 5th
Experience: 40,183 (ready to level)
Next Level: 32,000
Max Level: 14th


Ability Scores:

Str 16 Stamina 15
Muscle 16 +1 damage
Dex 14 Aim 11
Balance 16 +1 Surprise +2 Defense
Con 14 Health 12 80% System Shock
Fitness 15 94% Resurrection +1 hit points / level
Int 10 Reason 5
Knowledge 14 +4 proficiencies
Wis 9 Intuition 11
Willpower 7 -1 Mental saves
Cha 14 Leadership 12 5 Henchmen
Appearance 15 +3 NPC reactions

Reactions:

  • Initiative: +0
  • Surprise: +3
  • NPC Reaction: +1
    • -2 vs. Humans
    • -3 vs. Free-born/Non-slave characters

Combat Statistics:
Hit Points: 43
Armor Class: 17 (Dex, Elven Chain)
Base Attack Bonus: +4
Saves:

  • Paralyzation/Poison/Death: 11
  • Rod/Staff/Wand: 13
  • Petrification/Polymorph: 12
  • Breath Weapon: 13
  • Spells: 14
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Longsword 3 / 2 rounds +6 1d8+3 1d12+3 5 melee
Angon 1 / round +4 1d6+1 2d8+3 8 melee

Thief Skills: (in armor)

PP HS 31% (56% in Wilderness)
OL HN 20%
F/RT CW 35%
MS 45% RL

Non-Weapon Proficiencies: General, Warrior

Modern Languages (Common) 10 Endurance 14
Modern Languages (Espruar) 10 Animal Lore 10
Modern Languages (Auld Cormanthan) 10 Tracking 9
Modern Languages (Cormanthan) 10 Bureaucracy 10
Humanoid Grooming 9 Heraldry 10
Cooking 10 Stewardship 10
Seamstress 13 Alertness 10
Ceremony 9 Awareness 9

Weapon Proficiencies:
Pole Weapons Broad Group
Longsword (specialized)


Special Powers:

  • 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 weapon proficiencies when he reaches 3rd level and can train students in 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 an Intelligence 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.
  • 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.
  • Elves of the elven woods have the Move Silently and Hide in Shadows abilities identical to those of rangers of equal experience levels. In addition, when they are in a wilderness environment, they can make excellent use of natural cover to conceal themselves. In such a setting, they receive a +25% bonus to their Hide in Shadows skills.
  • 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 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 freed slave starts with a +4 bonus to all saving throws vs. wizard spells from the enchantment/charm school and priest spells from the Charm sphere. If placed under any form of charm spell, a slave warrior makes new saving throws against the spell as if her Intellgence was 3 points higher, shortening the time between checks. She gains his +4 bonus vs. enchantment/charm spells on new rolls.
  • Elven infravision enables them to see up to 60 feet in darkness.
  • Elven characters have 90% resistance to sleep and all charm-related spells. This is in addition to the normal saving throw allowed against a charm spell.
  • When employing a bow, or when using a short or long sword, elves gain a bonus of +1 to their attack rolls.
  • An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor, and is 90 feet or more away from her party. If she fulfills these conditions, she 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.
  • Merely passing within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6) to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to discover a concealed portal.
  • When elves wish, they have an imposing presence. Suddenly, they can seem far larger, more there, than their actual height and weight would indicate. This manifestation grants a +3 on NPC Reactions checks (reactions for enemies would be –3), as well as drawing attention to the elf in question. Aside from impressing people, the power is largely useless. Elves are immune to this ability and any displays of it.
  • Yet another difference between elves and the other humanoids of the worlds they share is that elves do not sleep in the typical sense, though they can enter that state if they desire. Instead, they gain their rest through a process known as the reverie.
  • 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.
  • Despite their frail appearance and lowered Constitutions, elves have a remarkable resistance to ordinary disease. Mundane diseases have only a 50% chance of affecting an elf.

Penalties:

  • Even freed slaves 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 legitimately free characters still carry the social stigma of a slave’s birth.
  • 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.
  • Elves have short tempers and always assume that humans are out to get them. This results in a -2 penalty to the character’s NPC reaction rolls and Charisma-based proficiency checks whenever she is dealing with humans. This is in addition to the -2 reaction penalty they suffer against all NPCs.
  • As sworn guardians of the remnants of the Elven Court, these elves may be called back to the Elven Woods if a great crisis looms. These elves have an almost mystical instinct that “things are not well back home.” Rather than risk failing their guardianship, no Elven Woods elf will ever venture more than 200 miles beyond the limit of Cormanthor’s treeline.

Advancement Notes

  • Armor Allowed: Any armor or shields.
  • Weapons Allowed: Any weapons.
  • The rugged nature of their lives over the past few years has made adventurers of the elven woods more hardy than their fellows in other regions. All characters of the elven woods use the next large Hit Die (i.e. Wizards use a d6, Fighters use a d12, etc.).
  • 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.
  • 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).

Equipment:

  • 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)

Encumbrance:

Base Speed: 12

Total Weight of Gear: 32 lbs. (unencumbered)

Unencumbered Light Moderate Heavy Severe Max
Weight 0 – 65 lbs. 66-98 lbs. 99-130 lbs. 131-163 lbs. 164-194 lbs. 195+ lbs
Movement 12 9 6 5 2 1

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Múldîs (a.k.a. Thurissel Reniril Neithril)

Ruins of Adventure Brand_Darklight SirKnightly