Munê The Mune are a mysterious race of and are poorly understood. Lore and Mythology indicate that they were once angels. According to the myth the Arch Angel Osgiliath once fought with his general who tried to seize power from him. He cast down the traitorous general Orcyrus and all of his followers to the realm of the living instead of destroying them so that they would always remember how powerful they were. This makes their limitations in comparison all the more a stinging reminder. Of course that was 3 millennia ago so none remain alive who know the true story. The Mune do resemble angelic creatures with their long flowing hair, pale skin, and the occasional one wing. Frail but graceful and intelligent is their makeup. They are calm but take revenge very seriously and will stop at nothing to attain vengeance. They are often viewed by others as arrogant and vain, sometimes insane because of their knack to seek vengeance. They favor Cosmosmancers, Wanderers, Warriors, Paladins, Bladesmaster, Warlock, Dancer, and Devil Forger. Mune get these traits: (Medium Humanoid) (Base Land Speed 35ft)
Common Names: Male: Cyrus, Demi, Epthos, Hektor, Female: Dreama, Sonomah, Imarael, Osesial (+2 DEX, +2 INT, +2 CHA, -2 CON, +2 STR, -2 WIS) +10 racial bonus to Jump, Bluff, Concentrate, Rally, +5 to Inspire Language: Celestial, Common, Draconic, Abyssal Special Traits: One with the night (at night Mune are more powerful, getting a +2 on all rolls ) Vengeful Strike (if vengeance is declared on a target Mune get a +2 on attack rolls against them) Levitation (levitate for 30 min 1/day) Ancestral Rapture (1/day speak in a language that deals damage to those who hear it 2d6 sonic damage).