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<blockquote data-quote="Fenes 2" data-source="post: 964246" data-attributes="member: 6166"><p>Setting: Heavily modified Forgotten Realms, Mulhorand/Unther region</p><p>Level: 14</p><p></p><p>Mulhorand/Unther are structured after egypt, and are almost twin cultures.</p><p>Religion-wise, I remodeled the Mulhorandi pantheon and culture. There are still gods walking the palaces in Skuld. No good gods though, only neutral gods. Mulhorand is a theocratic society modeled after communist russia, with the clerics of the different temples instead of the party. Unther was a manchester-capitalistic society controlled by their godking, and fell apart after the godking died, ripe for the picking by Mulhorand. Arcane casters in Mulhorand are, due to the belief that magic is god-granted and use of it without clerical backing is heresy, and due to the long-standing conflict with the Red Wizards of Thay, persecuted and very rare. The church of Toth, however, is mainly composed of mages with a few levels of cleric, for appearance's sake. The Goddess Isis was struck by Set through a plot and her personality fragmented. Her different fragments - each a diferent aspect of her portofolio, and a shard of her mind - compete with each other. The result is a Goddess with split personalities. Good thing she can have multiple avatars.</p><p></p><p>The party is formed around a Priestess of Isis (PC) in service to the temple of Isis in Unthalass (and the right-hand woman of the head priestess there). The party battles Red Wizards of Thay, rebels in the occupied territories, the forces of free Unther, the cults and followers of Tiamat and Set, pirates and other enemies of the state of Mulhorand. </p><p>At the same time, the priestess is gathering the parts of her ancestral blade in a race with the minions of a semi-undead ancient mage that needs the blade to become either undead or alive again and remains trapped in a half-state until then. </p><p>And there are the plots and intrigues of the different temples of Mulhorand, the private interests of the group who has close ties to a merchant house from Turmish, which means getting involved in struggles between merchants as well.</p><p></p><p>Recently the group finished a trip to Cimbar, where the group gathered some information about a potential lead on the ancestral blade of the priestess (which will, later, lead them on another trip), played matchmaker for the heir of a local noble house and a daughter of the mentioned turmish merchant house, battled a thieves guild in league with the Red Wizards, formed a semi-alliance with the local temple of Bane, rooted out an underground organisation that fought against slavery, made the Harper allies of said organisation mad, founded a new temple, participated in the main theater play of the summer festival, got to know the family of a student of the priestess (and S.O. of the party barbarian), got involved in a feud between noble houses, assassinated the heir of a noble house in order to allow the patriarch of said house to recognize his other, illegitimate son turned dashing pirate (and prevent the assassination of said patriarch by the heir), overcame the smear campaign (which used bards and slandering songs) of a merchant the group had made an enemy of at the same time the adventurers had met (and battled) the mentioned pirate and went on a shopping spree in the great market, ending up with a load of fake protection amulets the barbarian kept buying, a couple nice "maztican artwork" (actually shou long art with feathers pasted on it), a winged cat and a drow slave.</p></blockquote><p></p>
[QUOTE="Fenes 2, post: 964246, member: 6166"] Setting: Heavily modified Forgotten Realms, Mulhorand/Unther region Level: 14 Mulhorand/Unther are structured after egypt, and are almost twin cultures. Religion-wise, I remodeled the Mulhorandi pantheon and culture. There are still gods walking the palaces in Skuld. No good gods though, only neutral gods. Mulhorand is a theocratic society modeled after communist russia, with the clerics of the different temples instead of the party. Unther was a manchester-capitalistic society controlled by their godking, and fell apart after the godking died, ripe for the picking by Mulhorand. Arcane casters in Mulhorand are, due to the belief that magic is god-granted and use of it without clerical backing is heresy, and due to the long-standing conflict with the Red Wizards of Thay, persecuted and very rare. The church of Toth, however, is mainly composed of mages with a few levels of cleric, for appearance's sake. The Goddess Isis was struck by Set through a plot and her personality fragmented. Her different fragments - each a diferent aspect of her portofolio, and a shard of her mind - compete with each other. The result is a Goddess with split personalities. Good thing she can have multiple avatars. The party is formed around a Priestess of Isis (PC) in service to the temple of Isis in Unthalass (and the right-hand woman of the head priestess there). The party battles Red Wizards of Thay, rebels in the occupied territories, the forces of free Unther, the cults and followers of Tiamat and Set, pirates and other enemies of the state of Mulhorand. At the same time, the priestess is gathering the parts of her ancestral blade in a race with the minions of a semi-undead ancient mage that needs the blade to become either undead or alive again and remains trapped in a half-state until then. And there are the plots and intrigues of the different temples of Mulhorand, the private interests of the group who has close ties to a merchant house from Turmish, which means getting involved in struggles between merchants as well. Recently the group finished a trip to Cimbar, where the group gathered some information about a potential lead on the ancestral blade of the priestess (which will, later, lead them on another trip), played matchmaker for the heir of a local noble house and a daughter of the mentioned turmish merchant house, battled a thieves guild in league with the Red Wizards, formed a semi-alliance with the local temple of Bane, rooted out an underground organisation that fought against slavery, made the Harper allies of said organisation mad, founded a new temple, participated in the main theater play of the summer festival, got to know the family of a student of the priestess (and S.O. of the party barbarian), got involved in a feud between noble houses, assassinated the heir of a noble house in order to allow the patriarch of said house to recognize his other, illegitimate son turned dashing pirate (and prevent the assassination of said patriarch by the heir), overcame the smear campaign (which used bards and slandering songs) of a merchant the group had made an enemy of at the same time the adventurers had met (and battled) the mentioned pirate and went on a shopping spree in the great market, ending up with a load of fake protection amulets the barbarian kept buying, a couple nice "maztican artwork" (actually shou long art with feathers pasted on it), a winged cat and a drow slave. [/QUOTE]
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