BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Mujmali

Peoples from beyond the Silvas Jankil

Far past the great expanse of jungle and undergrowth known as Silvas Jankil, there lies the nation of Mujmal. Mujmal is a land of dense jungle, arid gorges, great rivers, and beautiful coastlines of the Amaranthine Sea. There, the peoples of Mujmal have lived for hundreds of years, many of them being the long-lost descendants of the travelers missing from the Silvas Jankil. Here, the Mujmali live in relative peace, creating stunning cities and temples of stone to honor the Heavens and the Primordial Lords alike.   Unlike many other lands, the Mujmali make no distinction in the source of magic. To them, magic is a single source, like that of a great river cascading from a high peak. Whether divine, elemental, arcane, or something else entirely, the Mujmali blend and draw upon that power as if drawing water from that same stream. This unique perspective drives both the religious and magical nature of the Mujmali people, who claim to be blessed by the Heavens and the Primordial Water, and many Mujmali are known to channel magical energy of nearly every tradition seamlessly.   Most Mujmali are human, but there is also a number of duergar and elves. The elves, the first inhabitants of the land, were largely driven out by the arrival of men, and have largely now made their homes in tribes in the Silvas Jankil. The duergar, the second group to arrive in Mujmal form the second largest group in the region, and are known for their shockingly jovial nature compared to their often dour kinsmen. All of the Mujmali peoples universally despise the Haradrim, who are known to take and enslave Mujmali who travel in the Silvas Jankil.   Adventurers: Mujmali adventurers are infrequent, but not rare. The general vastness, isolation, and difficulty of braving the Silvas Jankil ensures that most Mujmali can live lives of adventure and exploration nearby to their own lands. However, for those who do venture beyond the Silvas Jankil, many find wonders in the cities, people, and nations of the Eastern Continent and beyond. Many, especially those of magical traditions, seek out new knowledge and skills to bring back to their homeland; others seek to export the unique Mujmali method of spellcraft. Those closer to home may seek to protect or guide travelers through the Silvas Jankil, or seek out kin lost to the Haradrim.   For more information on the Mujmali, see their main article here: Mujmal  
A Mujmali magician conjures a draconic spirit.

Table of Contents

Standard Ancestry Traits


Ability Score Modifiers: The Mujmali peoples are known for their wisdom and good sense, and just as many others known for their acumen and fortitude. However, most Mujmali are an insular people. They gain +2 Wisdom, +2 Constitution or +2 Intelligence, and -2 Charisma.
Base Speed: Mujmali have a base speed of 30 feet.
Languages: Mujmali begin play speaking Mujmali Common and Duergar (Mujmali). Mujmali with high Intelligence scores can choose from the following: Common (Adoese), Common (Enlightened), Common (Romanoran), Duergar (Haradrim), Elvish (Al-Andalusian) and Elvish (Cathanese). See the Language in the Dragon's Domain page for more information about these languages.

Feat and Skill Ancestry Traits


Bonus Feat: Mujmali select one extra feat at 1st level.
Waterborn: Mujmali gain a +2 bonus on Swim checks.
 

Magic Ancestry Traits


Blessings of the Ganaj: Mujmali are treated as +1 level higher when casting spells with the water descriptor, using granted powers of the Water domain, using bloodline powers of the water elemental bloodline, using the revelations of the oracle’s waves mystery. This trait does not give Mujmali early access to level-based powers; it only affects powers that they could already use without this trait. If a Mujmali has a Wisdom score of 11 or higher, they also gains the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—create water, prestidigitation, purify food and drink, wave shield    
A Mujmali ranger guards the border of the .
Silvas Jankil

RP Calculation


In order to keep potential new ancestries balanced, I used a "race point" calculator in an effort to create equitable ancestries. For comparison, a non-variant human is 9 RP.  
  • Standard Ancestry Traits: 0 RP
  • Feat and Skill Ancestry Traits: 6 RP
  • Magic Ancestry Traits: 3 RP
  • Total: 9 RP
  See the Pathfinder SRD for more information.

See Also


A part of

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!