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Dungeons & Dragons
Character Races:

Mul  
D&D 3rd Edition for DarkSun

A Mul is an incredibly tough crossbreed of a human and dwarf. They retain the height and cunning of their human parent, plus the durability and raw strength of their Dwarven heritage. Muls are usually the products of the slave-pit owners recognize the Muls' assets as gladiators and laborers, and so order the births of as many Muls as can be managed within the ranks of their slaves.

Personality: Born as they are to lives of slave labor, with the taskmaster's whip taking the place of parents and family, Muls are given to a gruff personality and violent reactions.

Physical Description: A full-grown Mul stands 6 to 6 l/2 feet tall and weighs 240-300 pounds. They are fair skinned, sometimes tending toward a copperish coloration, and have pale-colored eyes. 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. 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. Muls are born sterile--they cannot perpetuate their kind. Muls can live up to 80 years.

Relations: Many Muls my never seek friends or companionship but live out their lives in servitude, driven by hatred and spite. Most, however, learn who to trust in the slave pits and who not to, gaining favor and reputation among the other slaves. 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 or sent to the gladiator pits.

Alignment: Muls are often Chaotic-neutral. Mul PC’s may be any chaotic alignment.

Mul Lands: As a slave-race, Muls have no homelands.

Religion: Any.

Language: Muls speak the common tongue.

Names: Muls are usually named either Dwarven or human names.

Male Names: Arklonnh, Cromere, Korr, Lothar, Raknar.

Female Names: Anga, Baluk, Cryias, Danara, Sepira.

Clan & Family Names: None.

Adventurers: Mul adventurers are usually escaped gladiators that are on the run from bounty-hunters and templars. They will do anything in their power ( risking life and limb ) to retain this newfound freedom. Many former slave-muls live independent lives all over Athas. 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 the mental disciplines of psionics.  

MUL RACIAL TRAITS

  • Ability Score Bonus: +4 Strength, +4 Constitution, -2 Intelligence, -4 Wisdom, -4 Charisma

  • Size: Muls are Medium-sized.

  • Base Speed: Mul base speed is 30 feet.

  • Darkvision: Muls can see in the dark up to 20 feet. Darkvision is a black and white only, but it is otherwise like normal  sight, and Muls can function just fine with no light at all.

  • Racial Bonus--Saving Throws: None.

  • Racial Bonus--Skills: +2 racial bonus on Intimidate checks.

  • Automatic Languages: Common

  • Miscellaneous Bonus--Mul Exertion: Muls are able to work longer and harder without rest than are most other races. Regardless of the preceding type of exertion, eight hours of sleep will let a Mul become fully rested, ready to begin work again.

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

  • Special Attacks/Defenses: None. 

  • Favored Class: Gladiator, Fighter, or Psionicist.

Created by Alex Rodriguez Frayre
(11-15-00)