Elemental Kingdoms

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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