Mul'niessa

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Mul'niessa
Common Alignments Tendency towards neutral and evil alignments
Common Classes Wizard, Ranger, Sorcerer (abyssal), Rogue
Influencial Faiths Taara, Illotha, Deimos, Thul
Most Frequently Found In Charn
Naming Ideas Although our sildanyari are not Tolkien's, Tolkien's influence is prevalent in gaming culture, so it isn't uncommon to see names drawn from his influences. For muls, tiefling or Abyssal-sounding names may fit, too.
Khazad Characters Sildanyari

When the sildanyari fell from the realm of the fae, they fell to politicking among themselves, and began to split. The mul'niessa elders tell a lie: that the goddess Taara saw their plight and sent to the divine lines of the silvanori a servant to serve as a uniter of their people. However, the other sildanyari did not recognize Her gift, and split in two. The gods of Light and their followers, so obviously jealous of the mul'niessa, sent the Sun to burn them.

Retreating to their undergrown caverns, Taara's most fervent followers live in darkness beneath the Shadow Council. They alone among the sildanyari claim divine rulership--that even so distantly, one of Taara's own blood runs in their nobles' veines. Though truth to this claim is dubious at best; the Shadow Council hold an unprecedent amount of control over mul'niessan life, and the mul'niessa have divergd sufficiently from the main sildanyari stock that some do not consider them sildanyari at all. Shorter, with smaller lifespans with a hint of stockiness, they possess mortal trappings that their otherwise longlived cousins lack.

Today, the mul'niessa remains the Light's saunchest enemies, and work against various nations and faith. However, a trickle of the mul'niessa attempt to exist independently of the actions and deeds of the greater portion of their race. Time will tell if such individuals are successful in their efforts. Though, this may be a symptom of the Shadow Council's weakening hold in areas, if nothing else--which also in areas, has inspired it to act with greater fervor.

interesting if it were so.


Physical Description

Mul'niessa are not as tall as other elves, and possess skin tones that range from deep brown to shades of grey. They possess a nearly unearthly aura about them that ranges to uncomfortable given their taint to even charming at times and their slender builds can make them appear uncomfortably thin to other races. Their hair color tends towards shades of alabaster with some cases producing very light blond hair. They have a natural charismatic aura that makes them seem alien and otherworldly yet also grants them the ability to influence other individuals easily, a trait necessary because so few trust them and more outright despise them.

Their willing bind has over time, rendered them closer to the mortal world. For this reason, mul'niessa are slightly shorter than others of their kind, their lifespans less. Some of them have been known to sport traces of body hair--the underarm, a hint of a moustache. Other sildanyari view these as marks of shame. To the mul'niessa, the greater bind to mortality is part of the price they pay.

The important thing to remember though, is that as a race, muls are not victims, nor wilting flowers. Though they may cover their features in unfriendly metropoles, beneath cowel, their heads are high.

Society and Lands

Mul'niessa society is dominated by an elite bloodline that it is taught are descended from Taara's line. The myth exists that mul'niess of sufficient talent and blessing may advance, though this is largely fiction kept as a means to placate the greater population. Within their caverns, life is stratiated, and resources accordingly. The lowest mul'niessa may subsist on almost nothing, as the nobles lie languid in opulence. Yet, the myth of advancement and Taara's grace holds most complacent, as well as limited access to education. Education among the mul is stratiated and controlled--with greater and greater knowledge locked away by power and bloodline.

The priesthood of Taara holds sway among them, and nobles keep themselves occupied in games for power. Murder and revenge are the common coin, and advancement in power is akin to advancement in Taara's eyes.

Other Races

The rivalry between the mul'niessa and other races often simmers, but never truly dies. Scholars debate today, the relation of the different races--some claim there is enough to maintain kinship, and others point to the small yet potent, physical differences that have come about over time. Then there is the fact that they just do not like one another.

The mul'niessa are not ones known for allies, outside of areas similar to Charn or Bludgun. They are ambitious, and agreements are only as good so long as the ink on the contract lasts. In recent years, emboldened by Taara's acts of terror upon the world, the mul'niessa have become more bold, and have claimed a part of Charn's forests for their own use.

Most races regard them rightly with suspicion, and they find their dealings difficult outside of certain nations. Predjudice against mul'niessa is seen as common reason, even by the well-educated, and the mul'niessa would see it no other way. After all, an enemy is more engaging when forewarned, and victory all the sweeter.

Now and then, a group of mul may break beyond the fiction enforced by the Shadow Council, and make their way to the world--but these heroes are rare, and must be strong to survive in the world their people have created for them.

Alignment and Religion

The mul'niessan hold a view of Taara that few do. They see Her as both unitor and creator--that the jealous Sun and Earth would lay claim to Taara's right is hubris of both these gods and all other races. This of course, is false--views that do not stand once beyond the Shadow Council. However, within their reach this fiction rings true and is supported fervently by its worshippers.

Aside from Taara, traditional members of the pantheon of darkness are also venerated, though are presented in terms of her servants. Sildanyari hubris and the faiths of Dark have combined to create a fiction all their own. Not only the priesthood, but long lines of blooded nobles--with power and personal wealth invested in the system--hold great sway.

Within this society, the acquisition of power matters.

As a race, mul'niessa tend towards the evil alignments but neutral mul'niessa, particularly among exiles or those striking out away from their traditional mindsets, are not unknown. Good mul'niessa are very rare but not impossible.

Such individuals must be strong-willed and strong-minded to survive such a transformation.

Adventurers

Mul'niessa leave their core societies for any number of reasons. Exiles who are fleeing for their lives for some great crime, or due to being unable to fit into mul'niessa society are not unheard of though, reasonably are rarely believed and trusted in other lands.

Many are superstitious of the mul'niessa, or fear them, and so they often find it difficult to be taken at face value, especially by other elves or by the dwarves. Mul'niessa often find disguising themselves is the best means to be able to move around freely.

Mul'niessa Racial Traits

Mul'niessa normally stand around 4 and a half feet to 5 and a half feet tall, and tend towards uncomfortably thin or slender when compared to other races. They mature at roughly 100 years, and may live to be over 1000. They are somewhat shorter than their other kin, though not overly so, and lives not quite as long, though this isn't a big difference.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9.

Finally, please remember that Mul are not drow. There are some similarities, but we've had way too many people craft thinly concealed would-be drow characters, ranging from uncomfortably over-sexualized characters to creepy whip-wielding men. In short: Do not be the creepy guy at the gaming table.

Mul'niessa Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Mul'niessa, male 4ft 0in 100 lbs +2d8 x3 lbs
Mul'niessa, female 4ft 0in 90 lbs +2d6 x3 lbs


Mul'niessa Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
110 years +4d6 +6d6 +10d6


  • Classification: humanoid (elf)
  • +2 Dexterity, +2 Charisma, -2 Constitution: Mul'niessa are nimble and darkly manipulative.
  • Medium: Mul'niessa are Medium creatures, and have no bonuses or penalties due to their size.
  • Normal Speed: Mul'niessa have a base speed of 30 feet.
  • Darkvision: A Mul'niessa can see in the dark up to 120 feet.
  • Ageless: Elves do not suffer the ravages of age upon reaching adult hood and cannot be magically aged. However they still die when their time is up.
  • Shadow Elf Immunities: Shadow Elves are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
  • Keen Senses: Mul'niessa receive a +2 racial bonus on Perception checks.
  • Mistrusted: Because of who they are, mul'niessa tend to be mistrusted by other races. They receive a -2 profane penalty to Diplomacy checks, even when disguised. There's always something 'off' about the mul.
  • Spell-Like Abilities: A Mul'niessa can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
  • Weapon Familiarity: Shadow Elves are proficient with the hand crossbow, rapier, and short sword.
  • Languages: Mul'niessa begin play speaking Sildanyari and Common. Mul'niessa with high Intelligence can choose bonus languages from the following: Low Common, Khazdul, Undercommon, Yrch-Speak.

Character Options

Mul'niessa Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.

Elven Accuracy, Leaf Singer, Shadowy Dash*, Dark Sight*, Taara's Own (house), Fiendish Darkness (house), Abyssal Mask (house)


Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.


Ritual Magic

Unbinding: The name of this ritual is a misnomer. Since a mul's soul is bound to Taara, they are able to use that force to break the enchantments or bindings of others. However, this requires a sacrifice to the dark goddess in turn. For example, a group of mul might form a blood circle, and transfer the curse of a werewolf to their own spirits, where the binding of Taara snaps it in two. The werewolf is now free, but Taara will demand Her price.

In this way, the mul may break enchantments both lesser and powerful, but it always requires a group of them to do so, and a sacrifice.

Faroth-fea: As sildanyari live a long time, so do their magics. The sildanyari developed this ritual to trace a magic's owner or identify its source. The result is not always precise of even conclusive, but rituals such as this enable them to survive in a world ridden with magic.

Gwedhgalad: Mul children are born bound to Taara, who is given ownership of part of them, in exchange for Her blessings to the race as a whole. This occurs due to ancient oaths sworn by their members, and a building-up of the practice of Gwedhgalad over time. That is, Ea's magic has responded, creating at birth an already-existing bond.

However, by undergoing the actual, formal rite of Gwedhgalad, the child is further bound. He or she is taken among the priests and local elders, on a day blessed by the Council. At this time, they undergo a ritual baptism, where a portion of the child's soul is rent away and given to Taara. The act also cements the Council's control over its populace, as a child who has not undergone the rite is considered of the lowest social position. It can also be a means to punish parents and family lines.

Sacred Objects: It's suggested that blood from one of the ancient muls who had first signed the Pact may have power of some kind. The blood probably is long since dust, however.


Character Page Badges

Want to show off your Mul'niessa pride on your Character Page? Use the following wikicode! (More badges here!)


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Mul'niessa PC Badge
Family Name: All of the letters!
Role: Your role, if any
Faith: Your current faith. By default, it is Taara.
The Bargain: Your take on the Bargain with Taara, and how it's affected your choices. Remember, Mul'niessa are not victims.
{{Badge}}
{{Badge-Icon|Darkelf02.jpg}} 
{{Badge-Content}}
{{Badge-Title|Mul'niessa PC Badge}}
{{Badge-Entry|Family Name}}''All'' of the letters!
{{Badge-Entry|Role}}Your role, if any
{{Badge-Entry|Faith}}Your current faith. By default, it is Taara.
{{Badge-Entry|The Bargain}}Your take on the Bargain with Taara, and how it's affected your choices. Remember, Mul'niessa are not victims.

{{Badge-End}}