This is an excerpt of another project I am working on. My current D&D campaign takes place in Mulhorand. I have slowly been fleshing out my concept of what Mulhorand is post-Second Sundering and hope to eventually publish it on DM’s Guild.
Descended from the original human slaves brought from inter-dimensional portals by the Imaskar Empire, mulans are the most numerous inhabitants along much of the eastern coast of the Sea of Fallen Stars. Guided by their god-kings, or pharaohs, they built an empire of their own that has waxed and waned throughout the centuries. Their fortunes have been inexorably tied to magic and its practice, whether arcane or divine, has played a prominent role in shaping their culture. As a people that prided themselves on order, hierarchy, and ancient traditions, the devastation wrought by the Spellplague and the absence of their gods led many to re-evaluate their long-held beliefs. Since the restoration of Mulhorand and its pantheon, many mulans wrestle with their abhorrence to old practices, such as slavery and strict patriarchy, and the desire to rediscover the wonders of their homeland.
Mulans tend to be slim and tall, with skin that ranges from sallow to tawny. Their fine hair is often brown or black and have very little body hair. Perhaps the greatest hint of their intermingling with other peoples and races during their century of trials are in their eyes, as black and brown are the most common but green or even amber colored eyes are not unheard of. Most favor light-colored, flowing clothes that breathe easy in the blistering heat day and can bundle against the chill of frigid nights in the desert. Some hold to the tradition of shaving their scalps and drawing circles upon their brows, one for a person of middle class, two for a practitioner of arcane magic, and three for members of the priesthood.
The turami were among the original inhabitants of the lands along the shores of the Alamber Sea. While they also suffered under the yoke of the Imaskar Empire, they were subjugated but not enslaved. While most were displaced westward after the fall of the empire, others stayed and converted to the worship of the Mulhorandi pantheon. Although they could not claim descent from their gods, many rose to prestige and prominence especially in the military and in commerce, as they primarily dwell in the fertile land that lay between Mulhorand and its ancient rival, Unther. Since the events of the Spellplague, many of the preeminent sailors, pirates, and captains on the Sea of Fallen Stars are turami.
Turami are usually tall and muscular, regardless if their build is slight, slender or heavy. Their mahogany skin ranges from dark to light, with dark eyes and dark, curly hair that is typically worn long in a variety of styles. Being that they are less isolationist than mulan, they tend to more easily and readily adapt to the customs and clothing of others. For example, sharing influences with Turmish and other cultures across the Sea of Fallen Stars, many that engage in maritime endeavors tend to favor brilliant colors and have also adopted piercing and tattooing.
Some scholars theorize that the Sea of Fallen Stars sits on a nexus point between Toril and other planes, and no place better represents this than Mulhorand. The lineages of the gods have often produced aasimar, tieflings, and other planetouched. Today, as in ancient times, these descendants occupy a place of respect in the hearts and minds of the Mulhorandi, and many of the Chosen that now occupy the divine seats of their forebears are planetouched. More so than in other lands, their features closely more reflects those of their divine progenitors. These characteristics often include things such as eyes like a falcon, crocodilian scales, or skin like jade.
Ability Score Increase. Your Dexterity score increases by 1.
Divine Form. Starting at 3rd level, you assume a facsimile of your patron deity.
Your transformation lasts for 1 minute or until you end it as a bonus action. The instant you transform, your allies gain Inspiration. This Inspiration must be spent during your transformation. During it, your base walking speed increases by 10 feet and ranged attacks against targets in a 10-foot radius have disadvantage.
Once you use this trait, you can’t use it again until you finish a long rest.
The orcs that crossed the portals opened by Theurgist Adept Thayd, the last surviving apprentice to the ancient Imaskari wizards, were unlike those of other lands. Smaller, less feral and far more zealous, gray orcs follow the will of their high priestesses with fanatical fury. Their defeat during the Orcgate Wars left them stranded and weakened. They now wander the northeastern high plains and grasslands in small, nomadic tribes. Their prophecies state that their gods will return when the true believers reign supreme and gray orcs will occasionally ally with other races to wage war against other tribes, whom they consider heretics.
Ability Scores. Your Strength score increases by 2, your Wisdom score increases by 1, and your Intelligence score is reduced by 2.
Speed. Your base walking speed is 35 feet.
Aggressive. As a bonus action, you can move up to your speed toward a hostile creature that you can see.
Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
Menacing. You are trained in the Intimidation skill.
Languages. You can speak, read, and write Common and Orc.
Half-orcs with gray orc parentage gain Keen Smell, instead of Darkvision.
It is believed that a small population of gold dwarves has always dwelled in the Dragonsword Mountains. Whereas Mulhorandi architects invented the pyramid and built sunlight monuments to their gods, master dwarven stonemasons were often called upon to construct vast labyrinths and dangerous dungeons to protect the wealth of the pharaohs. During the Spellplague, the dwarves were pursued by the blue dragon, Gestaniius, and besieged by illithids without their traditional allies to turn to. When Geb took as his Chosen a dwarf and manifested along with the rest of the Mulhorandi pantheon, the dwarves rallied to free the land. These gebhen dwarves as they are now called, work with the rest of the pantheon to rebuild what was destroyed over the past century of upheaval.