FR - Murann and it's Ogre Mages [major updates, 8/25]

Snotlord said:
Its a follow-up to the Stingers in Monsters of Faerûn, "The Stinger War", and is vague at best.

Also, you may want to check out some radical alliances in the conflict write-up. The finer points was lost to me, but it involved an alliance between some cyricists, clerics of Loviatar and Selunites. I hope to use this plot in my own campaign, but haven't quite gotten around to it yet.
Oh, alrighty, the Stingers from Maztica. Hmm, Maztican gold in the hands of Orge Mages in southern Amn with Stingers from Maztica invading the underdark in Faerun... might be an idea :D

I was thinking a few things: I want to start off in the Vilhon Reach, specifically in Hlondeth: how can I get them over to Murann? I was thinking of having somehting to do with the Harpers...

I was also thinking: what sort of quests could I ahve the PC's go up against? Recon some special Maztican gold artifact (not a Mcguffin they could use or anything, just a specific item) from a warehouse in Murann? Kill off some important minions? What else??
 

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the plot thinkens....

Plot Update: The Silverymoon/the North portion of the campaign has been abandoned due to a lack of making sense. See post 24 for a now more southern version of the campaign... of course feel free to steal any ideas herein

Carried over from a couple from seemlessly unrelated threads, I now have a great meta-plot going which will allow for a lower-level start. It began with Sound of Azure wanting a character concept for an upcoming FR game, where he'll be playing an evil character (thread here).

Then, he prompted me in this thread to ask me how my meta-campaign is going. I responded thusly:

Nyaricus said:
Sound of Azure said:
Coool. Sounds good to me!

Hey, are you still doing your Amnian campaign in the Murann area?
Aww, I have a fan :)

Yes, although plans have been changed :]

Basically, the plan I have is a blatant rip-off of that new series of Drizzt books about King Obould Many-Arrows.... with a twist or two and a retco or seven (:p) and the addition of the Ogre Mages of Murann plotline.

Basically, the Meta-Campaign has gotten a bit (well, a lot :p) more complicated, and allows for a lower level start (I have new players and don't want a level 10 campaign for starts... more like level 3 or 4) which is more what I now have in mind :)

It also basiclaly puts King Obould as a sub-boss. I dunno, I've been thinking alot about the game Diablo II lately, so that's where a lot of this is coming from :)

The Meta-Campaign:

The Coucil of Six, less a member who was lost in the Sacking of Murann, is requesting far and wide help for the re-aquisition of Murann, it's secondary port city and holder of much of the Maztican Gold which has been aquired from that distant land, and the surrounding lands which have fallen to Sythillis (Mike Mearls Ogre Mage Warlock 10-15 [not sure yet] and Cyrvisnea [Mike Mearls Ogre Mage Knight 10-15 [not sure yet]. They are offering a large percent of the many riches of Maztica in return for this help.

Thus far, few have heeded this call, save for some of the more northern cities, such as Waterdeep and Silverymoon. As time as gone on, The Ogre Mages have dug themselves in more - but word has it that Silverymoon, a stanuch defender of Good, and Waterdeep, a city known for it's hatred of orcs and their kin, will be sending down troops to aid in the defeat of the Sythillisian Empire, as the Ogre Mages fancy it. Thus, Syth and Cyr have opted for a devious diversion: King Obould Many Arrows.

Everyone who has heard of this Orc King knows of his legendary, flame-wreathed sword and his control of his orc-kin. No orc before has ever been able to command the numbers of orcs he has; it is improbable, but was likely to happen at some point. He has already retaken Citadel Adbarr, which was stolen from him within the past few years from dwarves, after a 300 year long occupation by orcs, who had stolen it from the dwarves in the first place. Now, he wants more, and though it is not common knowledge, he looks to all corners of the north to become his Empire - the Empire of Many Arrows. An orc nation neverbefore thought of.

The Ogre Mages are devious in this: The combined forces fo Waterdeep and Silverymoon, though may take many months by ship to reach Amn, would pose a threat enough to collapse this fledgeling nation. By getting Obould to deflect the attention of Silverymoon and Waterdeep northward, closer to home, they buy themselves time, in a number of fashions.

1) Troops would have to move by foot northward, defeat the orcs, and move southward again. That is a long campaign for either city-state, and requires many resources. Obouls goals are met by him meeting these city-states in combat, and battling them; it is exaclty what he wants. If Obould and/or his forces are killed, it doesn't matter to Syth and Cyr; it will have bought them one or two years at least.
2) If Obould is successful and defeats one or the other or both, the threat is nullified completely, and Oboulds goals are met again. This also opens up the possibility for a huge norht-south Orc and Orge Mage Alliance between the two Empires, which is not a bad idea, considering how many would oppose one or the other; together they are even stronger, if a bit seperated by distance.
3) Even if Waterdeep or Silverymoon (more likely Waterdeep) ignores King Obould, he will still attack the human lands, and wreak havok in the soldiers homelands. Men will abandon the armies cause, which is good for Syth's and Cyr's cause.

But, how to buy off Obould? With the Maztican Gold, of course! This also opens a key plot hook which will the players south, to get right into the heart of my Murann campaign. I will be sure to describe the various statues, relics, jewelery, etc as being foreign and exotic-looking in nature, and how it shows gods and demons and the like not foreign to Faerun.

Then comes the Amnian portion of the Campaign, with the PC's racing south to come to the aid of the Waterdhavian forces assisting the Amnian Guard in the re-aqusition of Murann and the (hopefully?) alive sixth Council Member. Plot hooks abound (and honestly need fleshing out....)

Character creating is this Saturday :)

Now, I just realised that it mentions in the plots bit about how there is a major temple of Selune in Murann, and how Selunites are currently crusading to reclaim this holy place.

But how to add this bit in?

Well, I think that by using SoA's concept of a Cleric of Selune who actually worships Shar is *great*, and would really work as a major character, if SoA's cleric was a High Priestess of Selune (corruption all the wya to the top, baby!). This means that Waterdeep wouldn't go to Murann's aid. Why? Well, instead of Cyric-clerics, there will be Shar-clerics backing the Ogre Mages - it's an easy sub-in and retcon :)

So, Waterdeep instead goes to the aid of the north, backed by Selune-clerics with the unknown blessing of the Ogre Mages via this high-priestes - and also unknown to Obould, which is great. If he ever knew of this, he might be tempted to march all the way south and attack the Ogre Mages. Of course, this isn't the plan, but it's a great idea :p

I'm not sure what else to add at this point. I haev most of the meta-campaign set up at this moment, btu I'd be greatful for any feedback, opinions or further help with ideas :)

Thansk for listening!
 
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Goody-gumdrops, my Cleric's clever, eh? :D :p
You know, you could be spawning a plot here for my PC. Scar-y. Take a while to set up, I guess. Plus the co-operation of the other PCs... hmmm, who knows?

Some thoughts:

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So the PCs are almost on their own if they go to Murann? That'll be pretty intense! Depending on the PCs influence over time, they may be able to influence other factions within Waterdeep to their advantage.

---

Interesting with the Shar-worship thing. It's my understanding that shar stole the godly portfolio of a god(dess?) of the Underdark back in the Time of Troubles. Would this have an effect on the plots involving the Stingers (being underground-types)?

---

Would Cyric-priests and/or Banites be involved elsewhere in this plot? Could they have some influence with Obould (supplying him, giving aid, or details on the movements of Waterdepp and Silverymoon's troops?).

---

I have to say though, you've got a truly fiendish set-ep there. Well done! It'll be interesting to hear how things go over time. Good luck, and have fun!
 

Sound of Azure said:
Goody-gumdrops, my Cleric's clever, eh? :D :p
You know, you could be spawning a plot here for my PC. Scar-y. Take a while to set up, I guess. Plus the co-operation of the other PCs... hmmm, who knows?
Heh heh, sounds like a plan, then :) I'm glad I've inspired you, in any case :p

Sound of Azure said:
So the PCs are almost on their own if they go to Murann? That'll be pretty intense! Depending on the PCs influence over time, they may be able to influence other factions within Waterdeep to their advantage.
Well, I'll likely have Silverymoon back up the PCs (likely with some of their mages and their knight... the Silver Guard it's called?) while the Selunite church in Waterdeep will not come to ther aid, and will rather stay and do a minimal campaign against Obould.

There is also the other Selune churches in Faerun that will be coming to their aid, alognside other nations/organizations that will help out the Council of Six (less 1). I have yet to develop this, however...

Sound of Azure said:
Interesting with the Shar-worship thing. It's my understanding that shar stole the godly portfolio of a god(dess?) of the Underdark back in the Time of Troubles. Would this have an effect on the plots involving the Stingers (being underground-types)?
I have no idea, but that's a great idea, if I can make it work somehow.

Lesse if we can think this out... your Sharan high Priestess (I envsion this priest as being female, so my apollogies if that confuses you at all) will not be helping Silverymon combat the Ogre Mages, because the aquisition of Murann was infact backed by the Sharan church. However, the church of Shar also is backing the Stingers from Maztica.... why? The gold isn't technically theirs (it's the Maztican humans) but perhaps if it leaves their homelands it drives the Stingers to retreive the gold and bring it back to it's proper place? I dunno, making stingers servants of the Gods themselves doesn't seem to suit them, to me.

What motive could the stingers have?

Sound of Azure said:
Would Cyric-priests and/or Banites be involved elsewhere in this plot? Could they have some influence with Obould (supplying him, giving aid, or details on the movements of Waterdepp and Silverymoon's troops?).
They could be, but I'm finding this plot to be a bit stuffy as-is with all the 'big players' I'm introducing. Thus far, we have:

The Ogre Mages (Syth and Cyr)
King Obould and his sons
High Priest of Selune (actually of Shar)
The rest of the church of Shar
The Council of Six (less one)
The Church of Selune
City of Silverymoon
The rest of Waterdeep (The church of Selune isn't the only one, but assuming it has some influence it will deter most of the other churches)
The Stingers
The Nelander Pirates, who've been bought off by the Ogre Mage sto defend Murann from the Sea (actual plot ofmr the FRCS)

so I dont hink I'll need any more big names floating around :p

Sound of Azure said:
I have to say though, you've got a truly fiendish set-ep there. Well done! It'll be interesting to hear how things go over time. Good luck, and have fun!
Y'know, I actually can't beleive how good a story I have going here - and honestly, I'm not one to brag often. I have tons of plotlines going here, and a huge amount of ideas ready from the get-go, so I am really pleased with the prospects of this campaign :D

Thanks for the recent, but awesome, inspiration you've given me :)
 

Inspiration? Hmm, probably just a happy coincidence, really.

As for whether I would implement something with my PC like that... well, it will depend on my friend's game, really. I have no idea if he'd be amenable to world-reaching plots or not. Or even if the party wizard would have something to say about it.
We'll see. :)

--
On the Stingers, yeah...that does sound kinda hokey. I just saw that point up thread, and wondered if you'd considered that angle. Perhaps they "just happened" to arrive in the area..wanting to colonise. Which ever faction encounters them may be able to get their aid in the battles ahead. And since there are so many of them... it could tip the scales of a battle.

Alternatively, they could try to colonise while the armies are away at Murann. Or even after everything has been resolved, and all prties are either exhausted from the war.

Anyway, it could be best to just leave that element out. You do, after all have a lot of variables and power groups already (hence the leaving Cyric-clerics et al out).

--
EnWorld seems to be great place to get ideas and such, so it was only a matter of time before you were inspired by someone.

Anyway...as I said, good luck!
 

Maybe I'll just leave the Stingers out. I alredy have Maztican Gold, and the PCs will likely learn that there is much more over the horizon... :D You never know, I am hoping for this campaign to hit 20th level from 3rd, so it should be interesting :D

I think it's simply best, in any case, to leace out Bane, Cyric and the stingers from this. I ahve enough meta-campaigning to do, in any case, so they simply will only be there to muck me up.

Once the PC reach Murann itself, I expect them to be ~15th level; anywhere from 13th to 17th, actually. I am giving out levels when I feel they've gone far enough, ie not giving out EXP per encounter or anything like that. That way I can pace them as I feel appropriate, which is good with me :)

I expect to have some pirating/high seas battles with the Nelanther Pirates before they get to Murann, which should be fun :D

I want to have a ouple of minions of the Ogre Mages to combat the PCs too - like a prize figher of some sort... I need tot hink on that, anyways.

I want to have King Obould be a CR 10-12 encounter, and make him a uniques boss dude, drawing off some of those great descriptions in that recent series about him.

And there are a few more thigns, too, that I need to figure out. I have a bunch of ideas though, so this whole thing soudsn *great*

Thansk again for all the inspiration :D
 

In one of my campaigns, Murann was freed from the monster hordes following a crusade by Selune's church and the nation of Amn, with the player characters being the driving force behind the crusade. It made for a very nice climax.

For the enemies, I often just added class levels to basic monsters, if needed. Being a low-magic campaign, ogre mages were usually formidable enough (PCs were level 11 to 12).
 

I'd just like to state for the record that the background meta-plot bit there states that Obould has retaken Citadel Adbar... he never had Adbar in the first place as it has never been conquered. The fortress that was recently taken from him is in fact the much smaller Citadel Felbarr, which under his rulership was the Citadel of Many Arrows.

Also in Power of Faerun, Sythillis has been renamed to Sothillis, as has his empire. Most likely to reduce the amount of snickering amongst players when his name is pronounced! ;)
 
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Fenes, that's what I had in mind for many of the critters - take one X, three Y and a dozen of Z and just add class levels! :p

Brakkart said:
I'd just like to state for the record that the background meta-plot bit there states that Obould has retaken Citadel Adbar... he never had Adbar in the first place as it has never been conquered. The fortress that was recently taken from him is in fact the much smaller Citadel Felbarr, which under his rulership was the Citadel of Many Arrows.
Y'know, I realised that last night when I was looking through my copy of Silver Marches. Good catch, however - I'll have to go change that a bit :p

Brakkart said:
Also in Power of Faerun, Sythillis has been renamed to Sothillis, as has his empire. Most likely to reduce the amount of snickering amongst players when his name is pronounced! ;)
I was kinda wondering why they did that... I never said the same aloud though, so that's prolly why :p

In any case, I refer to them as Syth and Cyr, so it doesn't really matter that much :)
 

Nyaricus said:
dang, one of the books I don't ave of FR. Alas, looks like a purchase might be in the worlks for me...
I cannot recommend Power of Faerun enough, even if you didn't need the Sy... er, Sothillisian Empire stuff. It's one of my favorite 3e FR books (right behind Serpent Kingdoms, and ahead of Lost Empires of Faerun largely because LEoF rehashes a lot of old content whereas PoF's stuff is all basically brand new).
Anyone have a sum-up of the events that have transpired?
It's not that much, to be honest. Sadly, the Sothillisian Empire section is actually one of the weaker portions of PoF, IMHO.

In brief:

After conquering Murann in midsummer of 1371 DR, Sothillis's armies seized its gold-laden ships and turned its Alchemists' Guild to making alchemical weapons and potions for the army. They failed to find the city's potent armory, however. Although Amn's armies failed to make headway against the ogre mages' forces (largely due to indecision and strife in the Council of Six), the church of Selune lent Amn its help due to the Selunites' goal of reclaiming their temple in Murann. In spring 1372, the Selunites retook Imnescar (but not Murann), and the campaign dragged on.
In 1373, the great blue wyrm Sharpfangs emerged in a raging assault (more on this in Dragons of Faerun, of course) and shattered the Twin Towers of the Eternal Eclipse. The commander of the Selunite forces took advantage of the Cyricists' confusion to reopen the pass through the Small Teeth and retake Trademeet and assist the Amnian army to retake Esmeltaran, which was now cut off from the ogre mages' supply lines.
As of the beginning of 1374, trade has resumed along the Trade Way (since caravans don't need to detour around the Small Teeth), and Amn's armies hold Esmeltaran, Imnescar, and Trademeet. Tethyr and the elves hold the northern edge of the Wealdath, refusing to aid Amn unless the Council of Six recognizes the right of Riatavin and Trailstone to secede to Tethyr. The Sothillisians control the western Small Teeth, Murann, and the western Swordbelt (the name for the plains between the Small Teeth and Wealdath west of the Trade Way). The empire's forces are, however, quite well entrenched.

While I do like Mearls's redesign of the ogre mage, Sothillis is actually a pretty well-built monstrous NPC for his CR; a nice mix of melee and magic capabilities well-suited to a battlefield leadership position. I'm not sure if I can post the stat block here.
 

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