lørdag den 16. april 2011

Mul

Muls are half-dwarves, descended from the union of a human and a dwarf. They have the stature, agility, and mental flexibility of humankind, coupled with the physical resilience and endurance of dwarves - a rare combination of qualities that makes muls more than a simple blend of the two races.
Because they are strong, tough, quick, and blessed with fantastic endurance, muls are highly prized as slaves. In fact , most muls are born into slavery.

Muscular and fit, muls resemble powerfully built humans. Although one might expect muls to average somewhere between dwarf and human stature, they are taller than most humans. Male muls have truly heroic proportions-broad shoulders, narrow waists, powerful thighs, and thick arms. Females, while
not as heavily muscled , are tall, strong, and athletic. Many muls of both genders are hairless, although some grow topknots of dark hair. Their faces hint at their dwarven ancestry, with strong, stern features and small, swept-back ears that come to subtle points. Mul skin and eye colors are as varied as they are in humans, but many muls have a copper or deeply bronzed complexion, and a few have eyes of a star­tling honey-gold or green-gold color.

Muls have little collective racial identity and adopt the dress and fashion of their homes. However, they are fond of tattoos and favor simple geometric pat­ terns rather than depictions ofcreatures or objects. In this way, they honor their dwarven heritage with deSigns reminiscent ofdwarven motifs.

Muls have life spans comparable to those of humans.

Most muls begin their lives as slaves. Slaveholders throughout the Tyr Region have long known that tre­mendous hardiness and stamina result from mixing human and dwarven lines. Muls make outstanding gladiators,slave warriors,and heavy laborers, endur­ing toil and hardships that would kill lesser folk.

Muls who set their hearts on freedom are diffi­cult to keep in chains. Some escape to the wilds and become raiders or join tribes of ex-slaves, whereas others who escape become mercenaries and sell their fighting skills to whomever they can. Muls who don't nee captivity can win their freedom in the arena or by completing a dangerous task for their mas­ ters. Afew highly prized gladiators receive so many privileges and comforts that they are effectively free, enjoying great latitude to go where they want and do as they wish. The Dungeon Master might have mul heroes start the campaign as slaves. If not, assume that your mul character has already won his or her freedom by the time the game begins.

Muls are hard, driven, pragmatic folk with little remorse or sympathy in their hearts. Many grow up under the lash, having been taken from their parents while very young and subjected to brutal training for the arena or grinding toil in fields or quarries. Con­sequently, muls have a hard time offering friendship and trust to anyone. More than a few muls, scarred by the hardships of their upbringing, spend their days as bitter, violent misanthropes. Others are suspicious, grasping mercenaries who have learned never to lift a finger on behalf of another person without establish­ing what they will gain from providing aid.

Despite their tendency to be sullen or self-centered, muls can learn to work alongside others. Growing up in the slave pits and the underclass of society taught them how to forge alliances and understandings; their sur­vival demanded nothing less.

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