Exploring Mulmaster, City of Danger

Post/Author/DateTimePost
#1

ackir

Mar 11, 2015 1:01:27

The Adventurer’s League Player’s Guide gives us a little insight into the current Mulmaster. In an effort to not be woefully underprepared to paint a picture for my players as I was at the beginning of Season One, I decided to compile information about Mulmaster here.

 

Please share your thoughts and insights!

 

 

Geography

 

Mulmaster lies in a secluded corner of the Moonsea on rugged, rocky land where the Earthspur Mountains meet the sea. Its location between the River Lis and White River is of strategic trade importance for the region.

 

Commerce

 

Without any significant natural resources, Mulmaster relies heavily on its position on trade routes for its survival. From what I can piece together, trade comes up from the Sea of Fallen Stars and then out to the rest of the Moonsea or west to the Dalelands. The nearby Earthspur Mountains are famed for rich deposits of Iron and Silver (leading me to speculate that smithing and the ore market is important to Mulmaster).

 

Populace

 

Mulmaster is one of three metropolises on the Moonsea with a population of nearly 50,000 (competing with Melvaunt and Hilsfar). Most of the primary sources reference either the nobles who live in the foothills overlooking the harbor or the poor who live in shantytowns outside the protection of the city walls. There doesn’t seem to be a middle class and daily life seems to be a struggle for most Mulmasterites. This is probably a result of the political structure.

 

Politics

 

Outwardly, Mulmaster brands itself as an oligarchy under the rule of the Blades, a council of sixteen lords. The Blades are supposed to represent the interests of Mulmaster’s nearly 50,000 in harmony with the noble houses creating a sort of rule by the people, but the reality is something closer to tyranny. The High Blade uses secret police (Hawks), the City Watch, the arcanists guild (Cloaks), and any amount of violent persuasion to maintain power over the nobles and 15 other Blades.

 

On a larger scale, Mulmaster maintains a loose neutrality with nearby major powers (including the Red Wizards of Thay thanks to a recent alliance-through-marriage).

 

Religions

 

As a whole, Mulmaster leans neutral evil with the Church of Bane having the most influence, but temples to most deities of war, intrigue, commerce, and magics can be found and are respected.

 

Places of Interest within Mulmaster

 

Towers of the Blade (complex of city government)

Southroad Keep (visitor center, tax collection, prison, courthouse)

House of the Black Lord (temple of Bane)

Tower of Arcane Might (Cloaks headquarters)

Thayan Embassy (Red Wizards’ Enclave)

Temple of Tymora (bustling, famed Casino - in addition to house of worship)

Docks

 

Places of Interest near Mulmaster

 

Ironfang Keep (north and east near mouth of White River - home of dark wizards)

Flooded Forest (south - sunken, fetid swamp)

Pillar of Fire (east in Galena Mountains - magical cave imbued with fire)

 

I can’t wait for this season. I loved Phlan and its deep history of tragedies, but I’m looking forward to adventuring in a much larger city that doesn’t lend itself so easily to heroics. This bit from “Mysteries of the Moonsea” seemed to be the most poignant:

 

“Good-aligned characters should never feel entirely welcome or comfortable here. That said, Mulmaster needs adventurers as much as any city. To keep the PCs interested in Mulmaster (and to keep them coming back), you will need to tread carefully and allow them room to conduct their affairs without interference. If spies and assassins harangue them constantly, their interest in the city will evaporate. To help invest the PCs in Mulmaster, have the city reach out to them occasionally… Paint Mulmaster as a city worth saving, and the characters might be persuaded to stay for a time”

 

Sources

 

Mysteries of the Moonsea

3e Forgotten Realms Campaign Setting

4e Forgotten Realms Campaign Guide

#2

Undrhil

Mar 11, 2015 1:10:27

"To help invest the PCs in Mulmaster, have the city reach out to them occasionally… Paint Mulmaster as a city worth saving, and the characters might be persuaded to stay for a time”

 

Are we talking about the same PCs who *want* to play Chaotic Neutral characters so they can do whatever whenever to whomever with a "But it's my alignment" comeback?  Cause, I can't see those PCs being very helpful here.  :P

 

Seriously, though, I'm looking forward to adventuring the Mulmaster.

#3

Nozareem

Mar 11, 2015 4:36:11

My Thayan cleric of Bane should feel right at home!

#4

Skerrit

Mar 11, 2015 6:19:16

ackir wrote:
(Reply to #4)

ackir

Skerrit wrote:
#6

Tyranthraxus

Mar 12, 2015 0:39:54

My current Character that I had in Hoard of the Dr Queen was a Cloak member from Mulmaster. I used the 'Guild' background to make it so.

 

 

#7

Seaners

Jul 10, 2015 16:24:48

It's said that the Lords' Alliance seeks a pact with the Hawks (secret police).

Not an alliance with the Blades?

Aren't the Hawks subordinate to the Blades? Why seek a pact with the Hawks? How would that work?

Thanks in advance for helping me understand.

#8

Kalani

Jul 10, 2015 16:58:00

Because the Blades aren't an organization - they are just the city elite (and are chosen from amongst the most powerful nobles in Mulmaster). They have little reason to make an alliance with anyone as they can do whatever the hell they want. They answer to one person - the Lord Blade himself.

 

(Reply to #8)

Seaners

Kalani wrote:
#10

Ainulindalion

Jul 10, 2015 21:26:06

The Lord's Alliance is generally in favor of the status quo. The High Blade and the Council of Blades in Mulmaster is the status quo.  The Hawks are the Blades' Secret Police, specifically charged with maintaining the status quo.  The alliance between the faction and the internal group makes a lot of sense.