Chronicle of the Orsinian League

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

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

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

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.

View
What Has Gone Before
The War for Tar Apis

Previously, on the Chronicles of the Orsinian League:

A young sorcerer joined an occult circle high in the southern reaches of the Five Kings Mountains, an ill-omened place called Droskar’s Crag, after a lonesome journey across the Andoran countryside. There he met up with one wise beyond his years in the wisdom of Stones, the Green, and the Sky. Especially the Sky, and the two, Vix and Breton, had in common an affinity that element.

Called to service from afar, a powerful young Chevalier of Old Taldor rode into High Helm, and meeting with a taciturn former servant of King Borogrim the Hale, agreed to undertake to help capture a lost city— the city of Tar Apis.

Come in search of his roots, a well-travelled elven witch, with the Varisian-styled name Red Dawn Hawk, made friends in the Dwarven library of Tar Kazmukh, with one of the old Blue Warders (the librarians of the place) and an enterprising young Halfling in search of adventure and the whereabouts of a cousin he’d not seen in some time. These two, likewise, joined themselves to the King’s cause, and his secret society, the Orsinian League.

Meeting up in the mountains, alongside a Hell-knight the sorcerer and druid met along the way, the seven battled first a horde of skeletons that lay in wait inside a decoy fortress erected as if by wizardry, then narrowly escaped being caught up in the machinations of two city-states at war over the place (neither of whom ever discovered that the barren citadel was but a ruse.)

Two, they defeated the pair of spellcasters, a narcissist elf wizard and his master, a deranged Dwarven devotee of a mad Eldest god, who had martialed armies of the undead between the two of them, and attained the strange wonders of Tar Apis…. for the league?

But the oddities and horrors they found there gave them pause…

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.