Base Requirements

  • Races: Human, Tiefling
  • Classes: Any
  • Ability Requirements: none
  • Alignments: Any
  • Starting Cash: By class
  • Bonus Languages: Mulhorandi
  • Recommended Languages: Chessic, Devic, Durpari Creole, Muhjuri, Muran, Raurindi, Thayan, Untheric


  • Weapon Slots: +1 slot
  • Non-weapon Slots: By class
  • Available Categories: By class
  • Bonus Proficiencies: Ancient History, Hiding
  • Required Proficiencies: none
  • Recommended Proficiencies: Land-based Riding, Spellcraft

Overview: Mulhorand is a land of great temples, powerful priest-kings, and ancient lore. It may well be the oldest kingdom on all of Toril, having been established some 3,500 years ago. Although the so-called Great Kingdom has been in a period of decline over the past several centuries, it seems to have stabilized now and is gradually rebuilding the power and prestige that once gave it sway over many distant lands and diverse people.

The traditions of Mulhorand are rooted in ancient lore and rituals that seem to date back almost to the dawn of time. In the land of the Pharaohs, adventurers are looked upon with great disfavor, for they are often perceived as grave robbers and defilers of temples. Adventurers feel that they would probably be accused of these crimes whether they committed them or not, so they do. It;s something of a vicious circle. They are looked upon as malefactors at best and, more commonly, as dark menaces who must be destroyed.

Description: The adventurers of Mulhorand are not interested in being recognized as such. They tend to dress in the light linen tunics and trousers or skirts often worn by most of their countrymen. They clothe themselves so as not to stand out in a crowd. The hot climate of Mulhorand makes the wearing of armor a difficult feat. Some will wear partial leather armor over one arm and shoulder. Warriors of Mulhorand favor kopesh swords, spears, and short bows.

Role-Playing: The fact that most of society views them as criminals and deviants cannot help but have an impact on the personalities of Mulhorandi adventurers. Because of their low standing in society, these characters have come to think of themselves as rogues and scoundrels. Many of them live almost hermetic lives, venturing out only at night or when the crowds filling the streets can hide their actions.

Special Abilities:

  • The people of Mulhorand are an ordered and disciplined lot. They gain a +1 saving throw against any mind-affecting spells.
  • Mulhorandi see their pharaoh as one of their gods walking among them, and worship him as if he were a deity, before all other gods. For that, they gain a +2 on their saving throws vs spells if the spell is cast by a cleric or priest not also from Mulhorand. After all, with the divine pharaoh leading them, what other god could do more? It’s the hard-nosed, bull-headed mindset of Mulhorandi that comes through for them.
  • Wizards of Mulhorand are masters of the spells of concealment. At the very least, these include all spells of the Black Road, Path of Darkness, Skulking Path, Veiled Path, Shapeshifter’s Path, and the Path of Twins. Other spells can be added to this list as the DM desires. For the purposes of learning and casting these spells, Mulhorandi spellcasters treat them as if they were one level lower than listed in their spell descriptions. A spell cannot be reduced below 0th level (Cantrips).
  • Their familiarity with graves and tombs brings with it a knowledge of the dead and undead. These characters have mastered the art of turning undead, mastering certain minor incantations, long forgotten in the rest of the world, that serve the same purpose. In game terms all characters from Mulhorand turn undead as if they were clerics of one-half their level (round up), unless they would gain greater ability from their class.

Special Disadvantages:

  • Mulhorandi are single-minded, intractable, and not very willing to try new things. As a result, it costs two extra slots to purchase any non-weapon proficiency slots outside of their groups, rather than one.
  • Due to their rigid beliefs, a Mulhorandi will refuse to be the recipient of any spell effects—beneficial or otherwise—from any priest not also from Mulhorand. If he believes the person intends to do actual harm to him, the character will actively resist with force.
  • Because of their acclimation to the hot climate, Mulhorandi suffer a -1 to their saving throws against cold-based attacks.
  • Their frequent exposure to the dead and undead has made the people of Mulhorand especially vulnerable to the foul art of necromancy. These characters suffer a -4 penalty whenever they must make a saving throw against a spell from the school or sphere of Necromancy.
  • All Mulhorandi worship the Pharaoh first, and the gods second. Mulhorandi priests have access to the following spheres. These replace the normal spheres granted to priests of the character’s class and religion:
    • Major Spheres: All, Animal, Charm, Cosmos, Protection, Necromantic, Wards
    • Minor Spheres: Combat, Divination, Law, Sun

Return to Homelands.


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