Myth Drannor Revived? [Archive] - Wizards Community

Post/Author/DateTimePost
Am_I_Still_Unconscious

02-06-06, 09:24 AM
last week my player's have decided to attempt to reclaim Myth Drannor, and then Cormanthor...

should i allow this, and what level should they be before they try it?
NightBreeze

02-06-06, 10:25 AM
Wow....reviving Myth Drannor is the newest cool thing.

It depends on what kind of character they are. If they are adventurers who just explore ancient tombs and fight supreme dragons.....high, very very very high level.

If they are well known famous people with a lot of friends among human and elves, before that, probably.
Lord Karsus

02-06-06, 11:04 AM
-I wouldn't allow it. If someone was going about, looking to recreate the Roman Empire, many people would frown upon it- many powerful people. As a plot, it seems like a cool idea, but I would never allow the players to actually succeed, and create a new Cormanthyr.
longarm

02-06-06, 11:30 AM
To do something like this you would need an army no matter how powerful the group may be...it may be best to withhold judgemnet until "Powers of Faerun" comes out (March 06) as it explicitly looks at leading an army and ruling a land which could probably help you decide whether the PC's could do this. In the mean time they can do other things like scout or fight Drow in Cormanthyr.

If you are using events from novels you should keep your eye on the "Last Mythal" series, as this places a relatively powerful elven force (the Crusade led by Seiveril Miritar) from Evermeet in Cormanthyr (in book 2). Book 3 is due out in June (I think, maybe I made that up, but it'll be this year!) and since their major foe (the fey'ri of House Dlardrageth) has occupied to Myth Drannor it seems reasonable to anticipate Seiveril Miritar's crusade will assault the city (though it's unclear what the aftermath would be). Alternatively you can use the city's occupation by the fey'ri as a good reason your PC's can't do this.

-Longarm
Am_I_Still_Unconscious

02-06-06, 11:45 AM
They actually already recruited the help of a fairly large force of Wood Elves from the High Forest, and Dalesfolk from the surrounding Dales, if they proceed with the mission. They also mentioned about trying to get to Evermeet and get some assistance, as well hunting down the Elfblades. Theyre all 15th-17th level, and have been a thorn in House Jaelre's side for quite some time, and frankly theyre just tired of mowing over the Drow, and have even squared off against Jezz (who escaped with his life, but not his +2 keen kukri, which was disarmed before he fled).
Mythrus

02-06-06, 01:03 PM
This is currently the kind of campaign I am running now )
IMO why not? This is a great story that deffiently has to run into epic levels.
The Last Mythal books are great for reading material concerning what is happening in Myth Drannor now.
My plan is to run my adventure along side the books. My party as it is are all Elves so doing this will be much easier. I have many many stories involved with the players so far. One player is a decendant of the Sun elves who made the pack with Demons that created the Fey'ri. His ancestor decided what they were doing was bad so he took his children and fled. So he kinda has this redemption thing going on toto stop the Fey'ri. Another player is a descendant of the original mages that imprisioned the Fey'ri all those years ago. The game is new so we really have not gotten into the good parts yet.
This week is when I will start it with the elven mage tower being invaded. (from the first book, I forgot the name of the tower)
The player I mentioned earlier being the descendant of the mages that imprisioned the Fey'ri, his grandfather is going to die at the tower so it will be good =)
One of the reasons I am running this game along side the books is so the players will have access to the lasrge army that Seiveril Miritar put together to battle the Fey'ri.. because if ya gonna do something this huge you are going to need an army.
Also, concerning the other evil baddies in Myth Drannor now .. like the Drow ..whos to say that the Fey'ri dident scare them away or kill them.. so one less problem the players will have to deal with.

In my opinion ... the players really really have to be serious about this.. I mean reclaiming the rulership blades is gonna be a tough feat. Then they have to prove to the Shrinshee that they are serious.
What helps my party a little bit is that they are all different elves, I have some Wood Elves, Moon Elves, Sun Elves and even a half drow and a Star elf.

Mythrus
Am_I_Still_Unconscious

02-06-06, 01:16 PM
I have a sun elf, a wood elf, a moon elf, and a shield dwarf (***hole player, who couldnt cooperate with the rest of the party, they want to kill him but theyre alignments restricts it!), but they stumbled upon a massive hidden library complex, hidden underground in the outskirts of Myth Drannor, and found clues to the locations of the Art, and War blades... and the moon elf stayed behind to research the Crownblade some more.

the rest of the party wants nothing to do with any of this, and split off and is sailing through the pirate isles toward aglarond...
White_Wizard

02-06-06, 01:47 PM
Reviving Myth Drannor shouldn't be matter of a single adventure, but the final goal of an entire campaign that will likely go through a good deal of epic levels.
As a DM you should let the players try to achieve their goal, which is, after all, the entire game's goal. But you shouldn't let them achieve it easily, or they will show no other interests. There are other forces involved in putting some order in the city. First of all the demons and the devils. From CR 1 to more or less infinite your players will have a good deal wiping them out, even with the help that their newfound allies can provide (think that neither the once glorious and powerful armies of Myth Drannor, of which there is no more the equal, could do that and were wiped out in one of the greatest defeats ever). Then there is wild and dead magic to put in order, and that could be a challenge of widely varying rating, from the simplest (wish/miracle spell -and xp loss) to dealing against the strangest wild magic effects.
Then there is to deal with the Cult of the Dragon (see Pool of Radiance), which can be very troublesome, especially because, to get completely rid of them, one is expected to battle with at least several powerful dracoliches, let out the masters of the order which are likely to be very powerful and cunning.
Myth Drannor is also the den of a number of various roaming monsters: minotaurs, hydras, troll, beholders, ghosts, undead of all kind, oozes, treasure hunters (not to mention that the Dark God -Eye of the Beholder 3- cannot have been killed that easy)....
Once accomplished such task, once secured the city and the wood nearby, one should afford extremely high expenses for rebuilding (and here should help a lot the loot plundered during the securing) and then dealing with all sort of trouble that the rulers of a newborn city have to face.
And even should they have sucess in this, they will probably have to face with expansive aims from the drow of Cormanthor and the Zhentarim, who are two mighty foes, expecially against a city not yet powerful.
And yet there is plenty of space to fill in everything I mentioned with everything a DM can imagine to throw against a party. Be fiendish. Be cruel. Make them be frightened until they cry: only then will Myth Drannor work properly.
Honestly: make them realize that you won't be putting obstacles to their aims, but still they have to understand that restoring Myth Drannor won't be easy at all and that the risk of death is extremely high. After all there should be a reason if neither Elminster ever tried to do that.
Ioulaum

02-06-06, 02:14 PM
In my opinion ... the players really really have to be serious about this.. I mean reclaiming the rulership blades is gonna be a tough feat. Then they have to prove to the Shrinshee that they are serious.
What helps my party a little bit is that they are all different elves, I have some Wood Elves, Moon Elves, Sun Elves and even a half drow and a Star elf.

Mythrus


The half-drow is good start but to convince the Shrinshee that your players are serious that party needs to add some human/halflings and gnomes. A all Elf Parties exactly what will put the Shrinshee off form your players efforts.

Btw did your players ask for permission form the Elven gods yet or at least got the blessing the of the church?
Mythrus

02-06-06, 02:29 PM
Thats a good point Ioulaum, I never thought of that ... I havent read up on the Shrinshee for awhile now .. but I thought She stated when she left the Realms that when all the elves are united under this common goal then they might be worthy to reclaim the Crownblade?

No, they have not asked for anyones permission just yet since they really are new to the campaign, they are only 3rd lvl so right now they have just been adventuring... in a few more lvls I will start all the fun stuff :D

Mythrus
Ioulaum

02-06-06, 02:48 PM
Thats a good point Ioulaum, I never thought of that ... I havent read up on the Shrinshee for awhile now .. but I thought She stated when she left the Realms that when all the elves are united under this common goal then they might be worthy to reclaim the Crownblade?

The Rulersblade already accept her so technically she is the Ruler of Myth Dannar. And when she left she said she will return when everyone gets along in Myth Dannar (not direct quote). Now whether she can pass the RulersBlade to someone else i don't think it was ever mention by the realm creators. So that part is up to you as the DM to decide if you want one of your players to be accept by the Rulers Blade. And she is kinda back as she is awake form her statsis sleep and is ready to kick some behind. Of course seeing the elves in the state they are might put her back to sleep again.

just a opinion, before your players go after the RulersBlade. Have them find ether the Artblade or WarBlade First. That will put your players on a much better footing when dealing with other Elves. Even the most conservative Sun Elf is going to keep his mouth shut around someone who recover one of the lost Elfblades.

No, they have not asked for anyones permission just yet since they really are new to the campaign, they are only 3rd lvl so right now they have just been adventuring... in a few more lvls I will start all the fun stuff :D
Mythrus

Once your players get up a few levels or maybe after finding either the Artblade or Warblade. you might want them to ask Seldrine for their Blessing. Especially if you plan to have Non-elven characters as part of the group and you will needed it for the Shrinshee to back your groups effort.
longarm

02-06-06, 06:38 PM
The way I see it the Crown Blade is pretty much off limits, there is basically nothing the NPC can do to "reclaim" it. Shrinshee will return with it when the time comes (and probably shouldn't hand it over to a PC!). The PC's role strikes me as helping bring about those events (expultion of the nasty things that live in Myth Dranor is one aspect of this, reclaiming the Art Blade (whereabouts unknown, IIRC a Dragon took it in a rumor presented in the 2ED books about Cormanthor) and the Warblade (in the temple of Lloth in the destroyed city of Maerimydra seem more reasondable. Also some political work must be done to make human realms surrounding Cormanthyr support a new nation (the Dales and co) or back off (Zhents and co).

-Longarm
Ioulaum

02-06-06, 06:51 PM
The way I see it the Crown Blade is pretty much off limits, there is basically nothing the NPC can do to "reclaim" it. Shrinshee will return with it when the time comes (and probably shouldn't hand it over to a PC!). The PC's role strikes me as helping bring about those events (expultion of the nasty things that live in Myth Dranor is one aspect of this, reclaiming the Art Blade (whereabouts unknown, IIRC a Dragon took it in a rumor presented in the 2ED books about Cormanthor) and the Warblade (in the temple of Lloth in the destroyed city of Maerimydra seem more reasondable. Also some political work must be done to make human realms surrounding Cormanthyr support a new nation (the Dales and co) or back off (Zhents and co).

-Longarm

Shrinshee can't "just" hand it over anyone. Anyone who wants is going to have to pass a test by the RulersBlade and if that person fails that person is dead.

Artblade was recover by josdiah(sp?) Strum after it was stolen by the Dragon but was lost agin following a battle with one of the Three who lead the Army of Darkness. No one ever found a trace of him or the sword following the battle.

Warblade like you said in a temlpe of lolth in the Underdark. THis I think is the easist of the three blades to restore as A. you aren't going to find the Shrinshee unless she wants you to find her and B. There is absolutely no clue where the Artblade is following the final battle in Myth Dannar. Most eyewitness to the battle are most likely dead already.
longarm

02-07-06, 04:30 PM
Shrinshee can't "just" hand it over anyone. Anyone who wants is going to have to pass a test by the RulersBlade and if that person fails that person is dead.

The Shrinshee can hand the Crownblade over to whom ever she likes, whether they pass the test is between them and the blade; it has nothing to do with the Shrinshee returning the blade. As for them dying, well it does allow a save (not that it helps much since it's a pretty high DC IIRC and the person still takes 40d6 if they fail). I'd point out that no hard, fast rules were set for passing the test (except alignments, and woe to any shadow mages who try to draw the Artblade), mostly just suggested skills.

-Longarm
johnis

02-08-06, 07:33 AM
I have played the exact same thing.
It was my first character in 3rd edition, an elf and he always wanted to return to Myth Drannor".After lots of adventures and level ups, round about 20 th lv our party -our characters were very close- built a stronghold near Cormanthor. My character had the Leadership feat and later Epic Leadership. We started an adventure in Cormathor finding out a lot of stuff (in fact you need to read a lot to have the whole story 100% accurate-but reaaly that's not the point). I agree with the fact it should be the goal of a campaign (sbdy mentioned it). Finally, we travelled to all elves-homes asking for army, so that "we can go back home". Of course the elves are slow to their decisions and they stay put oce they decide. Anyway we got a -rather small- percentage of elven army and then made deals with the Dales and so on. We entered Cormanthor. Lots of battles against drow, but mainly outsiders and almost all of our army was gone but Myth Drannor was freed at last. Then many years to rebuild everything etc. By this time my character was 31st lvl and then having all our goals achieved and being -very very- powerful, we stopped playing and started a new campaign, new characters.
Anyway. what I mean is as a Dm you should be careful so that you do not make mistakes on the history or plot that u will later regret (so read a lot), make it tough (for the reward is great) maybe make them sacrifice sth to see if they really want this so bad and make them feel they do sth great (as it is) If they do all that, it doesnot matter if it can happen, you should do it. In the end, that's the purpose of the game
hreslingozer

02-16-06, 12:58 PM
If you run CoTSQ, the warblade is under the temple there. Its location is revealed in the Lost Empires of Faerun, but not built into the adventure, and I am going to add it in so as to create the lead in for their final mission, which will be the restoration of Myth Drannor. CoTSQ would be a great first lead in to retrieving the Warblade.
Belissaire

02-16-06, 03:50 PM
But isn't Myth Drannor revived and its Silverymoon?
White_Wizard

02-17-06, 04:58 AM
Of course not: Silverymoon is in the Silver Marches, while Myth Drannor lies in the opposite side of Faerun (Cormanthor).
Silverymoon only resembles what was (a fraction of) the power once belonged to Myth Drannor and is based on the same principles of freedom, but nothing more. Silverymoon was already founded when Myth Drannor fell.
Caelan

02-20-06, 08:02 AM
I am running a campaign right now that may very well go in this direction, but is nowhere close to that goal. Another possible complication I forsee to your PC's being able to rebuild Myth Dranor is that the elves at Evermeet long ago left that world behind. They lost interest in the affairs of man so-to-speak. That is the reason they left for Evermeet. Living the long lives that they do, if they had any interest in rebuilding the lost empire thay would have. So they themselves may not be very helpful to the PC's when they visit. Not to mention that the rulers of Evermeet might not care either way. They may see it that if your PC's wish to try, then let them have at it. As for their aid, I should think it would be hard to get them to do anything without allowing a century or four to discuss the matter in-depth. Just my 2 coppers worth.
Good luck with it though.
jemmerx

02-20-06, 10:20 AM
There is also the fact that clearing out Myth Drannor of monsters and fiends only gets you an empty ruined city. As White_Wizard mentioned, you'd face the large and expensive task of rebuilding.

Several other hurdles stand in the way. Once the monsters have been cleared, the city must still be protected from any other creatures or organizations that may try to move in. Also, just because the city has been cleared of dangers doesn't mean there will be an influx of people coming to live in it. Time must be spent to lull the people back in. While researchers may be interested almost right away (with assurances of security) many people will be skeptical about the safety of a city overrun by fiends for so long.

Even if many people do move in over a fairly short period of time (several years at least) there are no guarantees that Myth Drannor will ever shine again like it once did. Those are some big shoes to fill!