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

ruleslawyer, I actually checked out a copy of PoF at my FLGS, and got the jist of it; thats for the rehash, however - that was great!

As for Syth/Soth, no worries because I am going to be custom-building him anyways, but I saw he used that General PrC from HoB, as well as some sorcerer levels. You're right, it was a pretty sweet build :)
 

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So, some more thoughts:

1) Starting in Hlondeth: Well, you certainly could build a link between the yuan-ti and the Sothillisians. Perhaps the yuan-ti are supplying scalykind mounts and strange substances (osssra oils, poisons, etc.) to the ogre mages' forces. The PCs might get into a fight with the serpentfolk and blunder into a portal connecting the City of Serpents with Murann.

2) War mounts: I'm a big fan of the mivilorn (MM3). If you use a serpentfolk-ogre mage connection, dinosaurs with the ti-khana template seem like a good option. Amn is warm enough to allow for them, and who doesn't like dinos? However, if you want something that can work into high levels, the mount really needs to be a flyer. An advanced foulwing or wyvern makes a tough but clumsy mount; for something a bit deadlier, an abyssal drake could work.

3) Building the two creatures: Warlock is a nice idea. Binder is also an option to emphasize the fiendish patronage aspect of things; Cyrvisnea could take some levels of that.

4) Selune/Shar/Bane/Cyric/Obould/Waterdeep/etc.: I'd be leery of incorporating too many wild cards into this campaign. Dealing with the Sothillisian Empire will be complicated enough without throwing in all these different factors. The plain fact is that Waterdeep doesn't have the resources to commit to a campaign in the South, and Silverymoon has its own troubles (would the other cities of the Silver Marches consent to a drastic weakening of the Marches' defense forces?) Throwing some Sharrans into the campaign could be interesting, but I'd recommend dropping them directly into the crusading force, unless you are planning on continuing the campaign up into Waterdeep.

Some thoughts, though:

a) Waterdeep has good reasons to stay out of this. Even if the Selunites in Waterdeep were incensed by the loss of a temple, it'd make more sense to just send some zealous crusaders and funds down to the Selunite force. IMHO, the Lords of Waterdeep are just too adverse to Amn and friendly to Tethyr to want to help out Amn in this matter.

b) The Knights of the Shield and Shadow Thieves *are* likely to want to get in on this action, though. Maybe they can be the basis on which the connection to Waterdeep and the North is established.
 

Ugh, just when I think I have it figured out... :p

Hlondeth or Silverymoon, Silverymoon or Hlondeth?

You make some good points about distance and the want/need to help out the Council of Six in Northern Faerun - I knew I was streching it when I was looking at the map. I guess Yuan-ti as a main agressor would work, so also guess I need a new meta-plot.

I could probably replace the orcs with Yuan-ti without much hassle, plus they'd make a nice change-up in regards to villans (I'm bad for using too many orcs/goblins :p).

So, how to re-work this for the south? More notes to follow...
 

Okay, here's my re-thought Meta-Plot for my campaign, now featuring Sothillis, Cyrvisnea, House Extaminos and Tuan-ti gang, the Sothillian Empire, Hlondeth, Ormath, the Church of Selune and Shar, The Coucil of Six and the rest of Amn, and it's neghboring country Tethyr.

The Insidious Threat​

Folk far and wide have heard the plea of the Council of Six, the ruling body of Amn. A mated pair of ogre mages, Sothillis and Cyrvisnea, have forged an unholy alliance consisting of goblins, kobolds, ogres and hill giants and have sacked the city of Murann and have declared it the capitol of the Sothillisian Empire - and the Council of Six wants it back. There has already been some further strife for Amn, since two southern cities, Riatavin and Trailstone, have deflected to Tethyr, citing better protection then that which Amn provides. Soth and Cyr have coerced the Alchemists Guild into creating potions and alchemical items for the armies, which are now well-entrenched in Murann and the surrounding land. This is not to mention that one of their own was in Murann when it was sacked, and is now either a captive of the ogre mages or dead.

The army was backed by the church of Shar, who snuck into the city under the cover of dark and assassinated many of the cities' arcanists in their sleep. The Sharrans currently reside in the (former) temple of Selune, the Moonmaiden's Hall, and have defaced this once-hallowed temple. Meanwhile, the church of Selune relentlessly crusades to regain the city, and thus their temple. They do not yet have an clue that the church of Shar, perhaps one of their greatest mortal enemies on Faerûn, have taken up residence in it.

Soth and Cyr assailed Murann in hopes of finding the lost cache of magical weapons, as well as to acquire the vast quantities of Maztican gold in the ships docked there. While they were successful in getting the gold (and thus funding their many exploits) they were unable to collect the weapon cache.

In the Vilhon Reach, House Extaminos secretly backs Soth and Cyr, and has commissioned the creation of a permanent portal between Hlondeth and Murann, to easily transport poisons, gold and scaly-kind mounts to the Sothillisian Army; there is no love lost between Hlondeth and Amn. In public, they stay neutral on the subject of the Amnian Crisis, however.

In the Wetwoods, further to the west of Hlondeth, the lizardfolk have risen up, paid off by House Extaminos, and are attacking Ormath, a city friendly with Murann, with a fury. House Extaminos has always competed with Ormath for trade, and see this as a great opportunity to back the Sothillisian Empire by doing any with a threat to it, as well as ensure themselves a larger portion of the trade.

This southern section of Faerûn is rife with intrigue, deceit, and the rumble of war drums, and perhaps it is only a few lone hereos who can help...
 

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