Chronicles from Nhelaam
Dwarves crossbred with humans to create the mül as a surface slave race. They were bred after early interaction with humans, long before the war.
Mül have more fexible personalities than their Dwarven parentage but still have a tendency to be very dedicated to a cause or task. They can be very single minded unless presented with a convincing argument to change their minds. The primary difference, however, is they are more willing to listen to suggestion, which is a remnant of their slave mentality. They are generally agreeable folk with decently long tempers. However, their mood can change in an instant, going from cool headed to blood boiling without warning. Outbursts of anger and rage are usually the result of their morals or code of ethics being tested or violated. They value honor and trust as the highest personal standards.
The mül is the strongest and largest of any of the races, greater or lesser. Müls grow as high as seven feet, weighing upwards of 250 pounds, but carry almost no fat at all on their broad muscular frames. Universal mül characteristics include angular, almost protrusive eye ridges, and ears that point sharply backwards against the temples. Most müls have dark copper-colored skin and hairless bodies.
Mül are more accepting of other races as any folk can be. They know the extents of torture and servitude and have also learned forgiveness and acceptance. They hold no grudge against any race and are accepted by all others nearly as much as man. Dwarves tend to treat them with more respect than even other Dwarves out of guilt and shame. They do, however, prefer to live amongst their own kind whenever possible. Due to generations of inbreeding and enslavement, they have a kind of racial solidarity and tend to live in tightly knit mül communities, even within larger mixed societies.
Even since their emancipation, the mül have not developed an individual society, nor do they have any lands of their own. They are remarkably well associated with their former masters, the Dwarves and tend to still live near the mountains they toiled to fortify and fought to protect. They are also found, in fair numbers, in the city of Cesara Keldyr, where they have found a place in architecture, construction and mining.
Mül, like their former masters, also worship the stones, but with hardly any zeal. It is rare to find a Mül who practices religion with any kind of dedication, and most references to the stones are as curses or exclamations.
Müls are familiar with both dwarven and common as a rule, but prefer to speak in common, as it is what was spoken in their slave days. When in the company of their own race, they have a tendency to speak a mishmash of the two languages, interchanging words and phrases without warning or logic. Most mül are profcient in writing dwarven, but remain illiterate in most other languages unless their profession or adventures necessitate their further education in literacy.
Müls family names are very frequently drawn from their dwarven owners. Other mül changed their name at the time of the Armistice to represent their trade or knowledge. Mül common names come from all aspects of their knowledge, from common dwarven names to plants, trees and minerals.
The Mül Role
Mül, once the muscle of the dwarven empire, now use their strength and endurance to their own ends, offering their services to any who will pay for them. They are the manual labor of many larger cities, as well as a large portion of the Cesara Militia and can frequently be bought as mercenaries. They learned a lot from their greedy and financially shrewd masters. They have a very strong influence in some of the largest markets in Fæan.
Mül Racial Traits
+4 Strength, +2 Constitution, -2 Charisma: Combining the human height with the dwarven musculature, müls end up stronger than either parent race, but their status as born-to-be slaves makes them insecure in their dealings with others.
Medium: Müls are Medium Creatures and have no bonuses or penalties due to their size.
Normal Speed: Müls have a base speed of 30 feet.
Darkvision: Müls can see in the dark up to 30 feet.
Tireless: A Mül only needs to sleep 6 hours (consecutive) in a 72 hour period to feel rested.
Mül Vitality: +2 to Fortitude Saves against fatigue and exhaustion.
Incredible Toughness: +2 to all Fortitude Saves. This effect stacks with Mül Vitality.
Weapon Familiarity: Müls treat any weapon with the word “dwarven” in its name as a marital weapon.
Languages: Müls begin play speaking Common and Dwarven. Müls with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).
+1 Racial Hit Die: As a hybrid half-race, müls are considerably more powerful than either of their parent races, thus they gain levels more slowly. For the complete rules on Racial Hit Dice, see page 313 of the Pathfinder RPG Bestiary.