Story

Maugeter is a four-act campaign, with each act taking place in a reasonably contained area of the world. The campaign is based on a pen-and-paper D&D campaign which I have run twice before, but never finished. One group got roughly as far as the middle of act one, and the other as far as the beginning of act three.

Each act is being made as an individual Neverwinter Nights module, with the minimum communication and area overlap between them that this necessitates. In D&D terms, each module will provide experience points sufficient for five characters levels, so the whole campaign will take your character to level 20. Act one, "The Keys to the City" is approximately 50% complete at present.

"The Keys to the City" is primarily an introduction to the game world, and a chance for the player to find a role for their character within it. It takes place within the city of Maugeter, the largest and most powerful city in the land. Exactly what the player's character is doing there depends on their character class.

Maugetan Mercenaries' Guild: The Maugetan Mercenaries' Guild is the most well-reputed independent military organisation in the land. They accept applicants of above-average talent and experience as members, and distribute well-paying mercenary jobs amongst them. On occasion, the Guild will contract a mission on a scale such that it requires the entire mercenary force to assemble for one purpose. Fighters, Rogues, Sorcerers. Wizards and Bards may choose to enter the city looking to join this illustrious organisation.

Life Of Crime: Unlike Kanzier, Maugeter has never had an organised Thieves' Guild, faced with overwhelming opposition from the powerful and well-organised City Guard. A secretive group of four criminals have made a discovery they think will change this situation. Fighters, Rogues, Sorcerers. Wizards and Bards who are not of good alignment may choose to enter the city looking for contacts amongst the criminal underworld and become part of this new initiative.

Maugeter School of Wizardry: The Maugeter School of Wizardry is the premiere institute in the land for the study of magic. Applicants who can complete the rumoured trials receive tuition in the eight magical principles, and will ultimately become the most powerful spellcasters in the world - if they survive. Sorcerers and Wizards may choose to enter the city with a recommendation from the home town that they be considered for admission in the School. Whether the character really wants to learn, or to gain access to the potential power of the institute is up to them.

Lord Abertay's Call: Lord Abertay of Maugeter desires a household performer and musician, and has put out a call for the greatest bards in the land to assemble at his manor. There with a series of competitions he will choose the best of them. Bard characters may choose to be on their way to the city to participate in this competition.

A Sister's Cure: Some way to the west of Maugeter, south of the Barl Plains, a small village of barbarian live a peaceful existence in the Ohril Forest. Barbarian characters are travelling to the city to find a cure for their sister, who has fallen ill. Do not think that this implies any value on the lives of anyone outside of the character's family, if you don't wish it to.

Ill Portents: To the south-east of Maugeter lies the massive Emberwild Forest, an outpost of tangled and riotous nature amongst the civilised farmlands around. This forest is home to the Druidic Order, the last servants of the Balance Goddess Ro who remain in the land. Recently the High Druid has been sensing vague but powerful portents telling of conflict with the city of Maugeter, and so he has dispatched an inexperienced member of the Order to investigate the city. Druid and Ranger characters are travelling undercover posing as young adventure-seekers looking to join the Mercenaries' Guild and find out what nature the threats take.

Find Sir Vahrane: Far to the east of Maugeter lies the Fortress City of Ristinnol, a stronghold against the evil forces of the Wastelands beyond. Ristinnol is distinguished by the presence of the paladins, a strange condition that arises in youths of any race at an early age and marks them out for great deeds in the service of good. As a Squire not yet Knighted, Paladin characters have been directed to the city in search of Sir Vahrane, who went missing in the vicinity over a year ago.

A Question Of A Question: The lands around Maugeter are bordered by the endless Rammas mountain range to the north. On the other side of this barrier lies the legendary Heart of the World mountain where the spirits of the dead live with the gods. Other than mining colonies loyal to one of the major cities, the only civilised inhabitants of the mountain range are the mysterious holy orders that serve the three intractable Elder Gods: PRI, EN and SUR. As a young member of one of the three orders, Monk characters have been sent to the city searching for the question, and the answer to that question, which will allow them to complete their training.

Searching For Answers: Clerics in the world of Maugeter are not just servants of the gods, but individuals with powers somehow related to those of Sorcerers. To develop their abilities, however, a Cleric must ally him or herself with one of the land's deities and receive their favour. Cleric characters are travelling to Maugeter to meet with the heads of the temples there, in order to learn about the religions and best choose which god to dedicate themselves to.

 

 

 

 

 

 

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