Homebrew Ancient Mulhorandi Species Details
I have heard rumours and whispers of encounters with beings of undead unlike any other. These sentient skeletons are believed to be the remnants of a lost and forgotten empire far to the east. I have so many questions and not enough answers. I pray to encounter one in my travels soon.
The Ancient Mulhorandi are a forgotten race of sentient skeletons that have risen from the sands of the Mulhorandi Desert found in the east of Faerûn. There are myths and legends of a dynasty that existed before the time of the Old Empires. The lore surrounding these people is sparse and fragmented but what is known is that they were able to continue living even when their bodies had failed. A few remaining scriptures from the time tells that they were able to circumvent death by sheer willpower, unlike a Lich who embraced death, they simply continued living. Not much else is known as this once prosperous and undying dynasty was destroyed by the ancestors of now current inhabitants of Mulhorand, well so the it is told.
The survivors of this long lost dynasty are incredibly rare, if any still remain, as undead are usually executed on sight without warning by most races across Faerûn. If any one these ancients still roam they would likely be using disguises and moving with stealth to avoid being discovered.'
The last recorded encounter with one of these Ancient Mulhorandi was searching for forgiveness from a pantheon residing in Heliopolis.
Ceremonial Skeletal Appearance
The Ancient Mulhorandi simply appear as a human skeleton that has been polished to a perlaceous finish with delicate and elaborate inlays of precious metals, typically gold, silver and adamantine. Their presence is beautiful while also bringing fear to the heart of those that catch a glimpse of these mysterious beings.
It has been told that when they speak you hear a voice and yet the jaw will not move, with the sound emanating from their direction. For the most part the eye sockets are always empty but their has been rumours of large jewels in others, perhaps purely for decoration and not serving any real purpose.
The Ancient Mulhorandi can be distinguished by their attire which has been described as stunning robes of illustrious make with breathtaking filagree.
Culture
The Ancient Mulhorandi were believed to be an arrogant, reclusive race, resistant to change and convinced of their cultural superiority over all others. Many even believed they were above the gods. The Ancient Mulhorandi felt they were more civilized, inventive, and capable than other races and believed strongly in the values of order and discipline. All upper and middle class Mulhorandi received at least some education, and apprenticeship at a young age was common. Mulhorandi followed the rigid class structures of their society, and they also had a strong tradition in the use of magic, but disagreed over the pursuit of divine magic over arcane magic, perhaps what attributed to their downfall and demise.
Death is only for the body, not the mind.
— Ancient Mulhorand Scripture
Secrets of the Sands
It is by no surprise that there are those that seek out these beings in the hope of finding the cities of this fallen dynasty. The mutterings of treasure hunters tell of old powerful magics not seen in Faerûn for eons, immeasurable wealth of gold and jewels, tomes of lost knowledge and the chance to cheat death itself. Many expiditions have found nothing, with many others being lost to the harsh desert of Mulhorandi. Many believe it to be the ploy of a mischievous deity to lead those wanting wealth on a wild goose chase.
Naming
The Ancient Mulhorandi seem to share ties with existing Mulan given the names of those encountered, perhaps the Mulan adopted names from this fallen dynasty or possibly share a common lineage.
Male Names: Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur
Female Names: Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis;
Family Names: Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt
Note: This race is best played with the Amnesiac (Pbyers) background.
Ancient Mulhorandi Traits
Your character shares these traits with other Ancient MulhorandiAbility Score Decrease
Your immortality comes with a price, choose one Ability Score to decrease by 2, and choose two Ability Scores to decrease by 1.
Immortality
Your age has been lost in faded memories and your soul seems to keep you skeletal remains in pristine condition. You need not sleep, eat, drink, or breathe, and you cannot be compelled to do so. Any spell or effect that would cause you to age has no effect. You are immune to diseases. You gain resistance to poison damage and the poisoned condition, and you are immune to the effects of spells that would put you to sleep. The energies that sustain you will heal most wounds you take at approximately the same rate as a mortal, and your hit dice function as normal. Instead of sleeping, you enter an inactive state for 4 hours each day. you do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Alignment
The Ancient Mulhorandi tend towards lawful alignments due to lingering notions from their past.
Size
Ancient Mulhorandi vary widely in height with a slim build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed
Your base walking speed is 25 feet.
Languages
You can speak, read, and write Common, Primordial and Mulan.
Darkvision
You see with your soul not your long withered eyes, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Timeless Fortitude
When you are reduced to 0 hit points but not killed outright, you can make a Constitution save with a DC 3 + damage taken, on a success you drop to 10 hit points + your Wisdom modifier. You also have advantage on death saving throws if you do fall.
Sticks and Stones
You have no organs to pierce but you do have bones to break. You are resistant to piercing but vulnerable to bludgeoning.
Cleric's Worst Nightmare
You have no body to heal only animated bones. Healing spells and potions have no effect on you. No bother, you have an innate ways to energise your soul. The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. There is the possibility of tapping into new powers as you become stronger.
- Healing spells and potions have no effect.
- Can cast Vampiric Touch.
- Can cast Regenerate at 7th level.
These spells have limited uses per long rest. Your Wisdom is your spellcasting ability for these spells.
Old Magic
Your magical essence is not like any other. You have an innate ability to cast spells due to your heritage, it is this same heritage that these new forces of light and dark have little effect on you.
- Resistant to radiant and necrotic damage.
- Choose two cantrips.
- Choose one 1st-level spell, you can cast once per long rest.
Your Wisdom is you spellcasting ability for these spells.
Past Life
Your long memory might be deteriorated but you still retain your skills. Where you a guardian of the dynasty, a caster for a powerful family, an artisan of the city or apart of the ruling clergy?
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