Artificial Limbs

With such incredibly long lifespans, one thing elves fear more than nearly anything is permanent maiming. Even some magicks are not powerful enough to restore limbs to those who have lost an arm or a leg through accident or misadventure. Thus, the surface elves, like the drow, nurture a number of crafters who work replacing lost limbs. There are very few of the elves who comprehend this extraordinary technology of theirs, for the design of artificial limbs is something beyond that of magic. Most elves do not understand invention or even the desire to create something not inherently magical, but the existence of these limbs proves that some few do, and do so very well.

Nevertheless, artificial limbs are exceptionally rare. Since they must be individualized and their creation often takes years, they are not typically found lying about a dungeon. More likely, they will be discovered on the skeletons of elf warriors, or in those places where warrior elves once fought. Regardless of whether their skeletons have turned to dust over the ages, their magical limbs remain.

With extensive (and expensive) retooling, these devices can be worked so that they fit other races who have lost limbs. Likewise, if a PC can somehow convince the elves that it would be in their best interest to forge a limb for the PC, he or she might gain one. Otherwise, the chances of finding a device such as these are practically nonexistent.

Made of mithril or an especially strong alloy, artificial limbs can duplicate nearly any action the original flesh-and-blood limb could perform. They are more versatile, however, for they can be fitted with special attachments that enable their owner to execute myriad functions.

Artificial feet, for example, could have the toes replaced with spikes for ease in climbing or use as a secret weapon during combat. Fingers can be replaced with a variety of tools and picks for locks, or they can be combined to form a single, deadly blade. Possibilities are limited only by the imaginations of the crafter and the character, by the application of good sense, and by the realities of engineering the devices. Finally, if they are of particularly fine make, they can hold an enchantment.

While nearly any limb can be replaced if lost, elves have not yet been able to develop internal organs of any sort. However, they can rebuild a person if his or her vitals remain intact.

Lest any PCs think that a body given over to such technology would be a good idea, let them consider the following hindrances: First, the character must be an elf, for elves will not perform this service for any but an elf. Second, elves neither revere nor respect those who have lost many limbs. Their generals and those of the warrior Houses may wear up to two artificial limbs without shame; anyone injured beyond that point must, to the elven mind, be a total incompetent. Such a person's bungling and sheer stupidity has obviously led to that state, and that person commands no respect from the elves. Such individuals are actively avoided, for their mere presence is viewed as bad luck.

Finally, and perhaps most importantly, elves are not proud of their scars as members of the lesser races so often are. Elves who have these limbs take pains to hide them, for they are ashamed that their lives have not followed the elven way. These individuals wear long gloves, heavy tunics, or thick breeches to hide the fact that their bodies are not perfect.

Those whose bodies have been totally altered go to even greater lengths to hide their restructuring. Their bodies have become something that are not natural, and so the much-vaunted elven connection to the earth seems a hollow mockery of the way they once were. Indeed, most elves are far too proud to allow themselves to be "preserved" in such a way, preferring instead what they perceive as the sanctity of death.

This is not to say that elves refuse these limbs outright. Rather, the artificial limbs are a convenience, a last resort when regeneration and other natural methods of replacement are exhausted.

For the sake of play balance, the damage-causing potential of these limbs should not exceed 1d6, plus Strength bonuses. Although other types of abilities might be slightly enhanced (such as the thief's Pick Locks ability), these bonuses should not exceed +10%. Player and DM alike should keep in mind that good tools are no substitute for sheer talent, expertise, and experience.

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