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The results of magical modifications, mojh (pronounced MOEZH, both singular and plural) appear to be as much dragons as the humans they once were. They pattern themselves after the creatures known as the dramojh, or "dragon scions,” which held mastery over the realm long ago.

In the lands now ruled by the Diamond Throne, the dramojh once enslaved humanity and the faen, having conquered them with magical might and brute force. These ancient, winged fiends, whom some say were equal parts demon and dragon, fielded vast armies of powerful spellcasting warriors. Only the power of the giantish armies of old, in full Chi-Julud mode, could overcome them— and they did. The giants hunted the despicable dramojh to extinction.

Thus, centuries later, the giants were none too happy at the appearance of the mojh.

By some definitions, it is a mistake to call the mojh a race. All mojh were once humans who chose to transform themselves using a magical process that alters a fully developed human into a draconic mojh. Magical transformation is the only way to create a mojh: The process makes the creatures genderless. They gain a tough, scaly hide and a predilection for magic and other intellectual pursuits. As a result of the transformation, the mojh also become extraordinarily long lived. Only humans can become mojh.

While mojh cannot reproduce in any conventional way, any single mojh, two or three times during its long life, can "give birth” in an asexual budding process to a small reptilian creature called a kobold, or “mojhborn.” The mojhborn normally become the slaves and servants of their progenitors. Mojhborn cannot reproduce at all.


Roleplaying Mojh

The word “mojh” is meant to make one think of the dramojh. It’s meant to convey power and engender respect— and a little fear.

Mojh don’t really look much like the dramojh did. They are vaguely draconic humanoids (dramojh were not humanoid at all) and seem nothing like the humans they once were. They dwell apart from humans and other races most of the time. Their communes are isolated and often secret.

Two qualities intrinsic to the mojh race shape their outlook. First, each individual mojh chose to be a mojh. The process by which a human transforms into a mojh is not easy, and few go into it lightly. One needs to have a real disdain for one’s current identity to undergo such a change, and one must have a real need to live separate from others who were once of his or her kind.

Second, mojh are genderless. Biological urges to mate or such emotions as love do not drive them. In fact, they are fairly emotionless compared to humans. They devote that mental energy and that time to other pursuits—usually in developing their minds, their bodies, or their magical abilities. Each mojh thinks of itself as a work in progress, steadily improving all the time.

Monte Cook’s Arcana Evolved has no system of alignment; thus, to say that the mojh lean toward “evil” is too simplistic. The game offers no actual definition of good or evil. As in the real world, each individual must define those terms. That said, any beings who willingly pattern themselves after the dramojh are easy to label as evil. To be sure, many members of the other races do just that. They see the mojh’s fascination with the dramojh and even with dragons as abominable. Mojh do not trust others easily—even other mojh. They often assume that others will dislike them, and their naturally devious minds take for granted that most other people are just as devious as they. Even a mojh who would not betray another sees betrayal in others quite easily.

Mojh characters challenge their players, as they are not the most likable creatures by most standards. Those mojh who do associate with others, however, learn to adapt and fit into standard society. (They also often use hooded cloaks or other simple disguises to avoid drawing attention.) In most communities, you’re not likely to see a mojh in a social position—a shopkeeper, an entertainer, or a leader. Mojh are very often mages—runethanes, magisters, mage blades, and witches (usually iron or mind witches). Less frequently, they take up the ritual warrior mantle. They seldom appear as akashics or greenbonds, and even more rarely as unfettered, oathsworn, or totem warriors (usually serpent or shark totem warriors). They almost never become champions or warmains; the rare mojh champion usually champions its own race.

Mojh Transformation: The process of transformation from human to mojh requires a monthlong set of rituals and applications of magical and alchemical mixtures worth about 500 gp. If a character begins play as a mojh, this cost does not affect its starting gold. The transformation is irreversible. It is possible for a human character to become a mojh even after a campaign has begun. The character chooses the transformation in lieu of a feat; it can only occur when the human would normally gain a new or bonus feat. Humans who make this choice must be at least 3rd level and take a level in mojh immediately following the transformation. The transformation is not complete until the character gains that level. The character gains all mojh racial abilities and keeps existing human racial abilities (the bonus feat and the skills bought with the bonus skill points), although the mojh no longer gains the extra skill point each level.

Personality: Mojh intentionally give up being human to transform themselves, physically and mentally, into all-new creatures. Clearly, they are fanatic, driven individuals. However, they do not all wish to see a return to the ways of the evil dramojh and do not necessarily want to see the other races enslaved again. Mojh adore magic, craving and hoarding its power. They have a particular affinity for writing, including runes, symbols, and similar pictographs. Mojh can always automatically identify familiar handwriting, and they pride themselves on developing their own distinctive and artistic script. They would rather communicate through writing than speech if given the choice.

Physical Description: Most mojh are tall and thin, with a long and narrow head like that of a reptile. Small greenish-brown scales cover mojh flesh. Their fingers grow long, and their limbs tend toward the spindly. They have snakelike tails that serve only as aids to balance

Relations: Separatists to the core, mojh wish to live alone or insmall mojh groups. Many races, particularly humans, have a natural aversion to the mojh. However, those able to see beyond that can find treasured companions. Mojh look upon other races fairly equally, referring to all of them simply as “nonmojh.”

Outlook: Despite their sinister reputation, not all mojh are selfish, cruel, or inherently dangerous. In their own view, they have ascended to a new form and a new level of being. Their concerns deal mostly with finding their place in this new state.

Mojh Lands: The mojh normally separate themselves from normal society to undergo their transformation, and they remain separate afterward. They gather in small, isolated clutches and keep to themselves.

Religion: Mojh revere dragons as sacred beings worthy of admiration and veneration, but only a very few worship any gods.

Language: Mojh speak Draconic and Common.

Names: Humans adopt a new name when they become mojh. Here are some sample names:

Mojh Names: Daragoth, Scinathar, Yetheran.

Adventurers: Mojh adventurers search for wealth and power. Many also seek to better understand their place in the scheme of things, now that they have a new form. Mojh may go on adventures simply because they want to take and retain control of their own lives, go where they please, and do as they like.

Favored Drink: Tea; Favored Food: Meat (cooked well done); Favored Weapon: Rapier or short sword.

Mojh Racial Traits

  • Mojh are very intelligent—their intellect is, in fact, magically enhanced during their transformation, giving them a +2 racial bonus to Intelligence. However, they are thinner and less sturdy than the humans they once were, imposing a –2 racial penalty to Constitution.
  • Medium: As Medium creatures, mojh have no special bonuses or penalties due to their size.
  • Mojh base speed is 30 feet.
  • Because they use their tails to help them keep their balance, mojh enjoy a +2 racial bonus to Balance checks.
  • The mojh affinity for runes and symbols grants them a +2 bonus to Decipher Script, Forgery, and Knowledge (runes).
  • Darkvision: Mojh can see in the dark up to 60 feet. This darkvision is black and white only, but otherwise it resembles normal sight. Mojh can function just fine with no light at all.
  • Natural Armor: Their scaly hides provide mojh with a +1 natural armor bonus to Armor Class.
  • Automatic Languages: Common and Draconic.
  • Bonus Languages: Any.
  • Mojh always gain Knowledge (mojh) as a class skill.
  • Racial Levels: Mojh can take a few levels in “mojh” as a class to develop their racial qualities more fully.


Mojh Levels

Mojh can take up to three levels in “mojh” at any time. Not all mojh, by any means, take racial levels (or all three of them). Mojh levels stack with a spellcasting class level for purposes of determining caster level for spells. If the mojh has two spellcasting classes, add the racial levels to the higher of the two. Innate magical abilities gained through mojh levels use the character’s total level as the caster level. The mojh can use the diminished versions of its spell-like abilities, but not the heightened versions.

Hit Die: 1d8

Skill Points at 1st Character Level: (2+Intelligence bonus) × 4.

Skill Points at Higher Levels: 2 + Intelligence bonus.

“Class” Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Decipher Script (Int), Knowledge (magic) (Int), Knowledge (mojh) (Int), Knowledge (runes) (Int), Search (Int), Spellcraft (Int).

Weapon and Armor Proficiency: Mojh with levels only in mojh (no actual class levels) are proficient in the use of simple weapons but not armors or shields.

1st-Level Mojh Spell-Like Ability: At will—detect magic. Use the mojh’s character level as the caster level.

2nd-Level Mojh Spell-Like Abilities: 1/day—lesser beastskin, levitate, touch of fear. Use the mojh’s character level as the caster level. These are in addition to any other spell-like abilities the character may have.

3rd-Level Mojh Spell-Like Abilities: 1/day—destructive grip, levitate, share armor. Use the mojh’s character level as the caster level. These are in addition to any other spell-like abilities the character may have.

Mojh Natural Armor Bonus (Ex): This +1 bonus stacks with the mojh’s existing natural armor bonus.

The Evolved Mojh

Evolved mojh grow a spiny ridge down their backs and small, dragonlike horns on their heads. Their eyes flash with deep intelligence and mysterious thoughts. Their flesh grows thicker, like iron, and takes on an almost metallic sheen.

Evolved Mojh Natural Armor Bonus (Ex): These bonuses stack with their existing natural armor bonus.


THE MOJH
Mojh
Level
BAB Fort
Save
Ref
Save
Will
Save
Special Spells/Combat Rites
RACIAL LEVELS
1 +0 +0 +0 +2 Spell-like ability, Sense the Unseen
2 +1 +0 +1 +3 Spell-like abilities +1 level of existing class
3 +2 +1 +1 +3 Spell-like abilities, +1 natural armor bonus to AC, dragon spell template +1 level of existing class
EVOLVED LEVELS
4 +3 +1 +1 +4 +1 Intelligence +1 level of existing class
5 +3 +1 +2 +4 +1 Intelligence, +1 natural armor bonus to AC +1 level of existing class
6 +4 +2 +2 +5 +2 natural armor bonus to AC +1 level of existing class
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