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cerea2:dm:muerd

PC Character: Muerd

Player Submitted Information

The life of Muerd (it is unknown if that is his real name)

Background Like all Svirfneblin, Muerd was born in the underdark. The son of one of the very few wizards known to this race and a high ranked member of the community. Although fairly intelligent and eager to learn Muerd had no interest in magic, deciding instead to focus his attention to more physical skills to the disappointment of his parents. Often the attention seeker and trouble maker Muerd would test his skills of stealth and deception on other unwilling members of the community. His talents, although unwanted earnt him some respect among his fellow deep gnomes, though due in part to his father's reputation no doubt. Adamant to educate his son Muerd's father insisted he learn the languages of not only the underdark, but of the surface gnomes and even the others who dwell above. Muerd was not one to question his tuition and although had little interest in it was a capable learner and proved himself more than sufficient in his knowledge

Muerd was little more than thirteen years old by human standards when the Drow attacked. The Svirfneblin were prepared for an eventual encounter, but not one on this scale. Those that fought were slain, those that survived were enslaved. Muerd could only watch helplessly at the destruction of his community at the hands of the Drow soliders. It is unknown to Muerd the fate of his parents although that was the last he ever saw of them, what was once his home was now a smoldering cave, he was alone.

For years Muerd lived a solitary life in the underdark, hiding from threats and doing whatever he could to survive. His abilities allowed him to hunt and trap sources of food and scavenging whatever he could. Eventually however the Drow returned. Hiding in the caves Muerd observed the scouts establishing a small camp near the site of his old settlement. The Drow had ample supplies of food and equipment which Muerd required. After watching and waiting the camp for a few days Muerd struck as the Drow were sleeping. A carefully thrown rock knocked the lookout down and Muerd set apon him bashing and stabbing with whatever he could lay his hands on. The noise woke the other scouts who chased Muerd as he ran with a small supply of food and some cloth rags. Familiar witht he caves Muerd evaded the the pursuing Drow and vanished into the darkness.

It didn't take long for these actions to prompt a response. Withthin weeks additional Drow scouts and a handful of soldiers were sent to search the surrounding caves for the fugitive assassin. Muerd had to escape the underdark…(this part is not known)…

Arriving on the surface Muerd was confronted by a sight never before seen to him, a ball of glowing light he had only heard about in stories and an open wilderness with no ceiling. It was decided the best course of action would be to stay hidden from any and every creature he encounted while making his way as far from the mountain as possible…

Description This small, dark character has a scruffy appearance and a cautious, yet calculating look about him. His eyes constantly scan every detail of the surroundings although he does not pay attention to anything in particular. From the sight and smell it is obvious that this one did not originate from anywhere above ground. His lifeless stare is one of sorrow and contempt.

Attributes (future) STR 12 - Roughly average strength for someone of his size. DEX 18 - Agile and fast, his small stature makes him light on his feet. He is accurate with ranged weapons and fast with daggers. He is no stranger to moving quickly and quietly. CON 12 - Lack of battle training and physical endurance makes him no tougher than most other gnomes. INT 14 - Quite intelligent for a Svirfneblin, he is smart enough to attempt to solve any problem, but not smart enough to always find the best answer. Being the son of a wizard he has good language skills but due to his lack of interest, poor knowledge of anything not deemed 'useful'. WIS 12 - Although he is quite observant, he does not spend too much time contemplating his situation. He tends to act on impulse and calculate the method rather than question the motive. CHA 8 - Although familiar with conversation, his isolation made him unsociable, often to the extent of seeming rude or unsociable to others. He speaks only when deemed necessary but isn't afraid to give his opinion.

Classes Rogue - Life in the underdark evading drow patrols and stealing what he needed to survive has made this already quite devious Svirfneblin adept at many skills.

Alignment Neutral Evil - Muerd will do whatever is required to survive and prosper, he cares little for anyone except himself but is intelligent enough not to act unless there is some benefit to it. Muerd will obey laws and instructions if it is required for self preservation but may think it necessary to modify or bend certain rules and instructions if the situation demands it. Muerd is naturally suspicious of everyone and will likely be seen as nasty, selfish, rude and uncaring by all that meet him. He will co-operate with others only if the situation demands it or there is some benefit to it.

Skills (including modifiers) Appraise 2 - Lack of knowledege and experience with merchants hardly benefits his ability to trade. Bluff -1 - Lack of social skills makes him a poor liar. His general attitude is untrustworthy. Concentration 3 - Able to use his abilities but is not used to doing so while under attack. Craft Alchemy 4 - Familiar with preparing basic foods and potions from natural ingredients. Craft Armor 2 - Capable of understanding but incapable of crafting Craft Weapon 2 - Capable of understanding but incapable of crafting Craft Trap 3 - Capable of understanding but incapable of crafting Diplomacy -1 - His conversation skills are poor at best, his diplomacy typically involves daggers. Disable Device 6 - Knowledge of traps allows him to attempt to disable most devices. Heal 1 - Poor healing skills and is unfamiliar with healing kits and potions. Hide 10 - His ability to hide has allowed him to survive, he is very skillful Intimidate -1 - Small size and an unknown background and shy attitude makes him appear/sound unthreatening Listen 7 - His ability to listen, though good, is hampered by his lack of attention and poor hearing. Lore 3 - Familiar only with knowledge directly relevant to his survival Move silently 8 - Light on his feet he can move about quietly Open Lock 8 - Decent experience with locked doors and containers Parry 4 - Lack of weapons training make him poor in deflecting attacks. Perform 0 - Has never had to, nor would want to, perform any music to anyone. Search 6 - His ability to detect hidden dangers has kept him alive Set Trap 6 - The use of traps has spared his life many times and allowed him to aquire food. Sleight of Hand 0 - (Is pick pocket banned?) Spellcraft 0 - Has no knowledge of spells, magic performed by other races is unknown to him. Spot 5 - Is able to detect other creatures, even in darkness but unfamiliar surroundings reduces this ability. Survival 1 - Has basic knowledge of tracking, though nearly all creatures are unknown to him. Taunt -1 - His attempts to taunt would be ignored Tumble 8 - His excellent agility allows him to escape most encounters. Use Magic Device 3 - Ability to use most basic magical items.

Deity - (To be honest I wasn't sure what would be the most appropriate deity for a deep gnome like Muerd given the custom list of gods).

Actions Subtle, quiet, avoids confrontation and crowds. Will speak to good ability on relevant subjects but never just general banter. Will be treated badly by all who meet him or at least viewed negatively. Has an overwhelming hatred for Drow although over the years he has ceased to even care why he lacks feeling. Is not too interested in gold or trading, will rarely ask for anything unless it is expected. Will ignore nearly everyone, responding only to comments/actions directed at him. Will act in self defense but has no joy in combat, doing only what needs to be done. Is typically nervous and paranoid with a deep fear of being surprised or ambushed. Is always prepared for trouble and never stays in one place for too long, has no trouble acting in ways others may deem immoral or even evil.

Progression level 1: Nervous, shy, stays away from everyone, tries to stay hidden at all times, deeply paranoid, will run from danger. Avoids social interaction whenever possible.

Appearance Muerd likes to wear dark clothing, nothing that restricts his movement too much and carries practical items that will be of use to him rather than lots of junk. Muerd treats his clothing with care, especially his boots, although does not treat his body with the same respect and appears neither clean, nor attractive.

Notes I'm thinking this character could make an effective assassin, however i'll just have to see what happens and possibly alter his focus over time if something else seems more appropriate. I understand it will be difficult for him to advance and to make any friends, however his actions should at least earn him a reputation, even if it is as a suspicious character sneaking around everywhere. I'll modify and update this if the background doesn't fit and as the character gains experience.

DM Notes

cerea2/dm/muerd.txt · Last modified: 2015/05/03 12:32 by 127.0.0.1