Runaway - Dambraii (Character Kit)

Class Information 	Class Information
Class Requirements 	Mage or specialist wizard
Racial Requirements 	Half-elf (drow)
Ability Requirements 	All scores except Wisdom must be 9 or better
Prime Requisite 	Intelligence, Strength
Aligments 	Any
Social Rank 	Upper class (in Dambrath only)
Hit Die Type 	d4
Attack as 	Wizard
Save as 	Wizard
Advance as 	Wizard
Spell Ability? 	Mage or specialist wizard
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	1d4+1
Proficiencies 	Proficiencies
Weapon Slots 	1
Initial Weapons 	Standard wizard
Additional WP Slot 	6
Additional Weapons 	Standard wizard
Nonproficiency Penalty 	-5
Nonweapon Slots 	4
Additional NWP Slot 	3
Available Categories 	General, Wizard
Bonus Proficiencies 	Animal handling, appraising (horses), riding (land-based), spellcraft
Recommended Proficiencies	Appraising (other), artistic ability, boat piloting (POSP), deep diving (POSP), fishing, gaming, navigation, religion, seamanship, swimming, veterinary healing (CRH)
Secondary Skills 	Gambler, groom, limner/painter, sailor, scribe, trader/barterer
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==Overview==
Dambrath is an isolated kingdom in the Shining South whose southern border meets the Great Sea. Dambrath is governed by an evil matriarchy of half-drow who worship Loviatar and Lolth. The half-drow upper class is called the Crintri ("noble ones"). Crintri nobles form 10% of Dambrath's population, governing a middle class of half-drow, dwarf and halfling merchants and workers, and humanoid guards (20%). Human peasants (70%) are called Shebali ("lower ones," actually Arkaiun barbarians); male humans are especially oppressed. Any elf or half-elf, save one with drow blood, is killed on sight.
Now and then, a Crintri female is involved in a disastrous love affair that involves elements of treason, criminal activity, social disapproval, or just plain bad luck. As a result, she is so distraught (or is hunted so intensely) that she gets on her horse and simply flees the country. This is no small matter, as all Dambraii know that drow and half-drow are hated everywhere else in the Realms by most people. Very few runaway Dambraii are seen in Faerûn, but some do manage to find new lives as adventurers.
Dambraii runaways are usually encountered on the Shaar or Eastern Shaar, or in lands bordering this region. They cannot return to Dambrath without facing severe humiliation at the very least, or imprisonment, torture, and death at worst. They are far more likely to live in wilderness areas than in any urban setting, with the exception of Luiren or possibly a gold dwarf town near the Great Rift.
==Description==
A Dambraii runaway has typical half-drow features: dark gray skin, rough white hair, pointed ears, and eyes of an elf or human color. As she likely fled Dambrath in haste, she would have few possessions and probably only one
suit of clothes, one suit of armor, a few weapons, and whatever else she could throw on her horse before escaping. The look of Dambraii clothing and armor is distinctive and known throughout the Shining South and the Shaar, leading to the runaway's instant identification even if her half-drow features were concealed.
==Roleplaying==
Much has been written over the years about the difficulty of being half-elf—typical characters of this kind are often welcome in neither human nor elf culture, they are frequently bitter and lonely, and so forth. In the case of the Dambraii, this treatment and the resultant feelings are usually magnified significantly.
Anyone roleplaying a Dambraii runaway should get a copy of The Shining South and carefully study the material on Dambrath and its society. Piracy, horse breeding, magic use, and trade are important elements in many areas of Dambraii daily life. The player should develop a detailed account of the circumstances under which the character fled Dambrath, and why she cannot now return there. This description should supply any clever DM with excellent adventure hooks for future scenarios, and it should also give the character powerful personality traits, goals, and motivations.
It is unlikely that a DM will make life easy for a drow or half-drow roaming Faerûn, so the player should consider ways to disguise the Crintri's appearance in public or keep her hidden from hostile eyes. Even getting into the initial good graces of other adventurers can be tricky and should be carefully negotiated. Staying alive is a challenge in itself for most of the character's life.
A few good-aligned Dambraii are worshipers of Eilistraee, who is very unpopular in Dambrath. The worship of Eilistraee benefits a Dambraii runaway greatly, as most surface-dwelling drow follow this goddess and welcome new worshipers. Getting to those worshipers, however, is the real trick. More information on Eilistraee and her worship appears in Drow of the Underdark.
Only female Crintri or drow are allowed to become spellcasters in Dambrath. Runaways can be multiclassed like any half-elves, but they cannot be priests in any way. Fighters (including multiclassed ones) are trained with the short bow, lasso, and long sword, all used from horseback as well as on the ground. Many Dambraii fighters are experienced sailors (merchants or pirates) and hunters. Pearl diving is common in places along the coast.
==Special Advantages==
A Dambraii runaway is a superb rider and judge of horseflesh. She gains a -1 modifier to checks when using the animal handling or riding (land-based) proficiency with any horse, and a -2 modifier if the horse was raised and trained in Dambrath.
The appraising proficiency is taken for horses. The runaway evaluates horses so well that she can accurately tell how many hit points any horse she examines has. A Dambraii runaway starts the game with a light war horse with maximum hit points.
At the DM's option, a Crintri spellcaster can have 1d3 unusual 1st-level spells in her starting spellbook of 1d4+3 spells (magic learned from drow ancestors or foreign lands). Such spells should be given out by the DM only. Possible sources include Drow of the Underdark, The Wizard's Spell Compendium, and materials for the AL-QADIM® campaign (since Zakhara is not far from Dambrath, and Dambraii ships trade with that land).
==Special Disadvantages==
The worst disadvantage a Dambraii runaway has is that she is a half-drow and subject to intense prejudice across most of Faerûn. She may also be hunted by assassins, bounty hunters, or thieves hired by enemies in her homeland, depending on the exact reason why she fled the country. NPC reaction rolls are normally made with a +8 bonus toward a hostile reaction, except by the gold dwarves of the Great Rift and the halflings of Luiren, whose people are actually treated quite well in Dambrath. These two races have only a +2 bonus toward a hostile reaction; they dislike Crintri for their arrogance, cruelty, and evil nature but are willing to put up with them for the sake of making a profit.