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

) 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