Elemental Kingdoms

Relighting the Fire
1st Adventure

Serk returned to his home village (Bior’s Steading) with the seasonal trade caravan, a vested cleric of the Fire Pantheon. Not much had changed since he left. The Water temple was still the most prominent and its priests still did not like him. During his formal appearance before the elder council, they argued that not only was a fire priest not needed, the temple itself was no longer consecrated. It had fallen into disrepair and the holy flame had gone out a few winters back. One of the elders, Valdur Thorsson spoke in his defense. He explained that there was an ancient shrine that had been used to originally light the temple’s fire and he could re-consecrate it by capturing a fragment of that shrine’s flame and returning it to the village.

Preparations began with Valdur and his son Brokkr researching old notes and reconstructing the original binding ritual. Brokkr was quite the prodigy with the formulae and rituals, and would accompany Serk to assist in performing the binding. Grettir Ericksson, one of the weaponthanes, and son of the councilmen volunteered to lead the expedition. He had missed the most recent raiding season due to illness and was looking for glory. Additionally, Halfgrim the Unruly, one of the King’s Eyes (monitors and tax collectors of Bior’s overlord) agreed to accompany the party. He claimed it was to record any valuable resources found but in private, he confessed his devotion to the Fire Pantheon and his desire to see the temple restored as his true motivation. Together, the four headed into the hills a day or so from town to find the shrine.

During the journey, the party came across a wounded lion, caught in a pit trap. They spread out to examine the area and correctly determined the creature was bait before a group of cannibal beastmen appeared from a nearby gully, blowing a horn to alert nearby warriors. The series of battles with the beastmen ended after a few minutes, with most of the party wounded and four beastmen dead at their feet (their wolfhound having fled the combat). The leader of the warband, a raging warrior, had been wearing a wolfhide cloak with a raven skull clasp that seemed exceptional. Grettir claimed the cloak and the party scavenged several bone javelins from the beastmen as well.

There were no other encounters on the way to the shrine. A quick examination of the cave in which it resided revealed an exceptionally large spider and an exposed vein of silver ore. The spider ambushed and webbed Brokkr, but he was able to avoid its bite until it was killed by Grettir.

The ritual had some surprising events. At one point the ritual seemed to summon small earthen wolves from the walls themselves which attacked and severely injured most of the party. The group decided to rest in the cave for two days while Serk prayed for guidance and healed the party and Brokkr made some corrections to the ritual. The ritual resumed and during its climax, two more elementals (birds of flame) were released from the shrine and menaced the party. They were both quickly destroyed by Halfgrim and Grettir, who were both prepared for such an attack. The completion of the ritual also disturbed a nearby tomb and an ancient skeletal warrior emerged from its opened door. Halfgrim engaged the creature and took a serious wound from it before smashing its skull with a fist of stone. With its destruction, the party did a cursory examination of the tomb which was now empty, although there was evidence of other creatures having emerged and left the tomb at some point in the past. Grettir examined the weapons and armor of the skeleton and claimed them as they were all steel and of fine quality.

The party returned to town via a separate path to avoid running into more cannibals. The fire lighting ceremony was attended by most of the town and everyone was quite happy. The flame was believed to protect the town from harsh winters and winter was fast approaching. The council gifted the party with several silver armbands and much congratulations. The four men, now having a taste for adventure discussed their future…

Campaign Notes
Upcoming Elemental Kingdoms Campaign

Rules Variations [Vanilla and Eberron]

The ruleset will be DnD 3.5 using a variant of the Eberron campaign setting. I will add any variations below as they come up or as I think of them:

No Kalashtar or Kalashtar feats – There are no Kalashtar
No Hobgoblins or Dhakaani feats – There is/was no Hobgoblin empire

No Dragonmarks, Dragonmarked Houses or Dragonmark-related feats.

Campaign Details

The world consists of multiple city-states and small kingdoms. The most powerful arcane centers focus on the elements and most arcane casters are known by the element they favor. Arcane casters are often leaders in communities either as outfight lords or influential advisers to those in power. While much of the power structure is feudal in nature, the lack of heavy agriculture has kept populations small and the power structure is tighter. Small feuds and raids between neighbors happen but outright war is uncommon.

Fighter classes need not be military, most citizens are able fighters and will go on raids. Professional fighters are known as weaponthanes and are pledged to the defense/success of their home clan/village/kingdom and are provided training, food and shelter in return.

Rogue classes could arise from any caste. Tricksters could prosper in the underworld, or the politics of the nobility and dextrous fighters exist among the thanes.

Both Arcane and Divine casters are almost exclusively in positions of power. Both are considered masters of the elemental aspects so there is not much distinction between them from the common folk. Those who aren’t in power are such either by choice, or because of past crimes against their fellow nobles.

Arcane studies usually follow families due to sorcerous bloodlines or closely guarded libraries.

Divine casters are inducted from all castes usually from tests of faith administered by the existing priests. Newly inducted divine casters are considered equals of the aristocracy but this does not extend to their families so many try to use their position to provide for their scions. Many merchants and master craftsmen are descended from priestly nobles who provided their initial investments or training.

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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