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A dark-fantasy world, running since 2001 and played entirely in text. Create a character and join the war.
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✓Over 30 classes with multiclassing
✓Play an immortal vampire
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Mhun

A Mhun underground survivor figure dark of skin and hair Mhojave born refugee resettled in Moghedu

Mhun are dark-skinned people, shorter than Humans, and their homeland is the Siroccian mountains. Religion is central to their culture: many follow seven Albedi Gods once worshipped as Spirits, though others worship the Gods of Sapience.

At a glance

FeatureDetails
AppearanceDark-skinned humanoids, shorter than Humans and taller than Dwarves.
Origins and communitiesMoghedu in the Siroccian mountains, with communities outside the homeland.
CultureA varied religious life, including seven Gods of Albedi origin and the Gods of Sapience.
Racial abilitiesDigging; Tremor Sense; Might

Origins and history

The Mhun are the long-suffering survivors of countless conflicts and regimes in the southwest of Sapience. Shorter than Humans but taller than Dwarves, they are dark-skinned with dark eyes and hair. They are noted for being adaptable, frugal, and endowed with a certain cunning. They are originally from the Mhojave desert and fell under Bloodloch’s sphere of influence until their exodus from the region. Their homeland currently lies within the Siroccian mountains.

Mhun raised in Moghedu have witnessed a tumultuous history. Before 422 MA, Moghedu was not an independent state. Following its liberation, a strict theocracy took control, enforcing traditional conformity via invasive, telepathic conditioning. After the death of the High Priestess in 456 MA, a monarchy was formed, and the Priests were made less powerful. Mhun raised outside Moghedu are more diverse, ranging from strictly traditional to fully assimilated.

Religion

Religion forms a central core to Mhun existence – their traditions focused upon seven Spirits, but recent discoveries revealed those Spirits to be Gods of Albedi origin. This has prompted a renaissance in Mhun religious tradition, drawing on Albedi practices and long-forgotten traditions. Many Mhun adhere to some form of traditional faith, while many others worship the Gods of Sapience.

Racial abilities

Level 1: Digging

Syntax: DIG or BURY <item>

Your hands are rugged enough to dig a hole in the ground without needing a shovel.

Level 31: Tremor Sense

Syntax: TREMORSENSE

Your feet have become sensitive to the earth’s vibrations. You can now sense adventurers burrowing through the ground below.

Level 61: Might

This ability is passive.

No race is more mighty than you in physical combat. When dealing brute-sourced damage, it increases by 1%.

Class ideas for roleplay

These are potential starting points for a character’s story and are offered as suggestions only. You can make almost any class or race combination work in Aetolia as your race gives no special advantage with these classes; availability follows the usual class and guild rules.

Luminary

A Mhun who turns to the Gods of Spirit could become a priest amongst Enorian’s Illuminai. The history of their people under Bloodloch might make resistance to Tyranny a personal cause, while the Luminary’s guardian angel and Light-sourced fire now shape the path they have chosen.

Monk

A Mhun wary of Moghedu’s history of telepathic conditioning could study mental discipline among Duiran’s Sentaari. Learning to wield Telepathy could raise difficult questions about using that power, even as their training serves the defence of Dia’ruis.

Runecarver

Moghedu burns its dead to keep them from the Consanguine, though older Mhun scripture held that the dead return to the Mother beneath the earth. A Mhun who keeps faith with that creed of “Entesh, untesh” might join Duiran’s Praadi, where rot and fungal growth return the dead to the soil to nourish Dia’ruis.

See also: The Races of Aetolia · The World of Aetolia · Character Classes