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|The Country of Murghom|
|Topic Started: Oct 15 2011, 10:28 AM (265 Views)|
|trialbyfireent||Oct 15 2011, 10:28 AM Post #1|
This campaign begins in the country of Murghom.
Murghom is a semi-autonomous confederacy much like their rival Semphar on the eastern border. Both Murghom and Semphar were originally colonies of Mulhorand many years ago, but due to domestic disputes and a rising amount of encroaching monsters and enemies, Mulhorand withdrew its military presence leaving the colonies to fend for themselves.
After the soldiers` withdrawal, Murghom was left vulnerable and came under attack by an army of dark elves who had come from the deep reaches of the Underdark. When the people of Murghom called to their sister colony Semphar for aid, they were denied and left to fight for themselves. For a year and a half, the swift and merciless attacks of the drow slowly starved Murghom of its resources and soldiers until all hope seemed lost.
As the colony began to crumble, a paladin of Horus-Re came from Mulhorand to aid Murghom, with a cadre of devout faithful in his service. With only a few dozen skilled soldiers at his disposal, the paladin waged a fearsome campaign against the drow by finding and targeting their leaders with divination. The chaos and dissention sewn among the drow was too much for their war effort to bear, and many of their lost and shaken soldiers became turncoats for the promise that they might live out their lives in captivity, and that any children they bear would have the right to redemption and freedom. The drow army was swiftly defeated, and the paladin and clerics were hailed as a restitution sent by the gods themselves.
The paladin, Eduan Vahrak, alongside the tenacious men who fought against the drow to save their country, formed The Murghom Confederacy and The Order of Light. Each community in Murghom thereafter would name a City Ataman, or leader, every two years in midsummer. These community leaders would all participate in a general assembly to determine the best way to serve the interest of Murghom`s people. The future of the country was brightening significantly.
Though the country`s capital city of Murghyr hosts the assembly of Atamans twice yearly, the true center of military, trade, and religious power in Murghom has long been the city of Port Ghaast. In recent decades however, Port Ghaast has become perpetually foggy and eerie. While the looming fog is not itself a threat, the country at large has seen many more unnerving problems lately. A rogue tribe of gray orcs have been kidnapping travellers and raiding smaller outlying settlements near the Great Wild Wood. The forest itself has long been home to an ominous cult of lycanthropes and evil druids who worship Malar the Beast God. The shores of Brightstar Lake are now home to wandering undead monsters, perhaps awaken by foul magic or an ancient curse. On top of it all, the Semphari who are jealous of the success Murghom has had and refused to share in the wake of their abandonment, have begun marshaling forces for what their Sage King Apopo has claimed is a campaign to take back the riches that Semphar`s people are rightly due.
The Murghom Confederacy`s leaders, and The Order of Light have been working tirelessly to address the many dangers threatening their land, but their troubles seem to worsen by the day. In the prosperous and gold-driven cities of Mulhorand, their cries for help have fallen on deaf ears, just as they had so many years before. Yet even so, word of their troubles has spread far beyond their ancient borders, to the homes and taverns of the west where adventurers wait eagerly for new challenges to surmount.
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