Mulhorand

One of the few ancient empires that has survived to the present day, for millennia Mulhorand existed under the rulership of physical manifestations of its deities. Now in the hands of. those deities’ mortal descendants, Mulhorand has begun to change and accommodate the rest of the world, opening itself to foreign trade and ideas.

With the collapse of Unther’s government, Mulhorand has conquered much of its old rival’s territory and may be looking to remake itself into the empire it used to be. Still unpopular in some western countries for its acceptance of slavery, Mulhorand remains an exotic land with powerful magic, old technology, and a powerful clergy.

Mulhorand has long been a patriarchal nation, with the first son of a family inheriting two-thirds of the family’s property, the second son getting the remainder, and all other children left to fend for themselves. Recently, Mulhorand’s laws have started to enforce equality between the sexes.

Priests are still the most respected members of society, with the vast majority of them being descendants of the incarnations of the deities they serve. Wizards, also well respected here, spend their time researching new magic or examining old artifacts.

Religion is important to the Mulhorandi. They say prayers four times a day, priests run the government, and the temples own all the nation’s slaves (which are rented out to others). Class is also important: Bureaucrats (people of status) shave their heads and paint circles upon their foreheads. One circle indicates a freeman, two a wizard, and three a cleric. The middle class consists of artisans, craftsfolk, traders, mercenaries, and scribes.

Below the middle class are the slaves, who are treated well; harming a slave is considered vandalism of temple property. It is possible for a slave to rise to the status of a bureaucrat if given sufficient education. For the most part, adventurers are seen as little more than grave robbers. Nonhumans are uncommon aside from the dwarves and gnomes in the Sword Mountains and elves and half-elves in the Methwood.

The greatest source of dissent among the citizens is the rivalry between the churches of Anhur and Horus-Re. Anhur favors change and conflict while Horus-Re represents eternity and perpetual order. Now that Mulhorand is ruled by someone fully mortal once again, the dominance of Horus-Re is lessening, and deities from the Faerûnian pantheon are making inroads in Mulhorand while the local deities are expanding outward from their native land. Mulhorand is also unusual for its technology, primarily pumps to move water to irrigate crops. This aspect of the culture had fallen into decline for centuries but is now being revived by the priests of Thoth and Gond.

BENEFITS:

Languages:

Mulhorandi, Draconic

Equipment:

Weapons: Khopesh, Spear
Armour: Leather, Banded Mail, Medium Shield
Mounts: Camel, Horse, Riding Beetle

Spells:

Protective Amulet
Barrier

Fighting Styles:

Weapon & Shield Fighting Style

Favoured Deities:

Mulhorandi Pantheon, Mask, Mystra, Draconic Pantheon

Mulhorand

Forgotten Realms: Birthright Avanpallandt