The Taldan Claim

A Grisly Duel

The town of Artume has been surrounded by the borders of the Commonwealth for over a year. The young king and his mother had to flee after the regent staged a coup. Samara and Aldeberan have managed to track down the dowager queen and get her support in challenging the former regent. Dormarion demands the regent surrender to the rightful king, but the aging man will only do so after single combat.

Ktihdi is named Dormarion's champion, and the group sets about prepping her for the duel. She is shielded, strengthened, inspired, and perhaps most importantly, enlarged. The duel is over in seconds, with Ktihdi sustaining a few wounds before she impales the regent's head on her sting.

The boy king is reinstalled with his mother as regent, and Ktihdi gains a fearsome reputation.

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A Doctrinal Dispute

Just across the Lake from Kallasport sits Riverton, home of Narael Twice-Born, mad devotee of the river god Hanspur. Aldeberan has been spreading a new version of Hanspur's faith in which ritual drownings are only symbolic, not lethal. Narael doesn't appreciate this heresy, and has asked Dormarion to discuss this on neutral ground – the middle of the lake.

The meeting turns out to be an ambush, and the two boats engage each other. Dormarion, his bodyguard Magni, and Ktihdi all jump over to the other ship, and with supporting fire from Narsius and Samara they quickly bring down the mad cleric and his acolytes. The remaining forces surrender, and Riverton is added to the Commonwealth by virtue of a dead mayor.

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An Arch Adventure

After a few months getting to know everyone and helping lay the foundations of Kallasport, Dormarion suggest a mission for the group. Sevenarches, oldest settlement in the River Kingdoms and hub of elven portals, has been occupied by druids who have banned all elves from the region. The group is asked to go to Sevenarches to at least secure passage for elves in their territory, hopefully to even convince them to join Dormarion's budding Commonwealth.

As druids guide them into Sevenarches, the group is set upon by wolves. With the help of the druids, the group is able to strike the wolves down, but the fact that the attack occurred at all clearly unnerves the druids. The town is on edge when they arrive, but the archdruid is uncomfortable discussing the situation with a group so affiliated with the elves, and he laughs at the idea of joining the fledgling Commonwealth. He offers to speak with them again tomorrow, but the group is not confident in their chances.

As they leave the meeting, a goat-legged man waves them over. His name is Crispix, and he tells them of a splinter group of druids aligned with the winter courts of fey who have been attacking the town. He offers to give them three horses (Ktihdi obviously not needing one) that will take them to the base of this splinter group. They accept his offer.

A few hours out from town, Samara's horse runs off into the woods, taking her with it. It turns out to be a Kelpie, and tries to drown her in a river before the others can arrive. With Samara swigging Narsius's potions and Ktihdi braving the water to fight the beast, they manage to bring down the Kelpie. Its corpse is duly pickled.

Assuming they've been betrayed, the group heads back to town to confront Crispix. When they arrive, the town is being attacked by the Wild Hunt. The group slays many an ice wolf, and even a Cold Rider of the Hunt (thanks to a well placed bomb from Narsius), then makes their way to the stalbe. They save Cripix from a corrupted treant, and decide to spare him after he explains that the winter court forced him to send them out with a Kelpie.

In the center of town, the group finds a melee of druids, many of them in the form of various animals. Spying the ones with tufts of strange fur as the shadow druids, the group joins the fray, dispatching or subduing all the shadow druids in the courtyard. Entering the town hall, the group finds the archdruid and the head of the splinter group fighting at the end of the hall, and Ktihdi helps bring down the remaining shadow druids. Wounded but alive, the archdruid agrees to join the Commonwealth and allow elves into the tonn once more.

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Meeting with Elves

We rejoin our group as they move up the Sellen River to Kyonin. Showing their letter of introduction at the border and with Ktihdi speaking on their behalf, the group is admitted into Iadara, the elven capital. Narsius and Aldeberan are the first humans to enter the city in decades.

They are brought to the throne room for an audience with Queen Telandia Edasseril to speak of the legendary Elven Heir. The Queen is cagey at first, but after Aldeberan convinces her that their interest is wholesome, she reveals that the legend is true: thousands of years ago, a Taldan prince and Osiriani princess hid with the elves, and their great-grandson still lives (thanks to some healthy elven intermarriage). Not only does he live, but he is also her nephew, and a potential heir to the elven throne, making his legendary moniker all the more accurate.

The queen tells them that the heir grew up in the elven court, but recently he has been out in the world, building his claim and investigating Chelish attacks in Ustalav. Last she heard, he was in the River Kingdoms, planning on building a new town on the shores of the Kallas Lake. After quick farewells and a bit of shopping, the group rejoins the river and heads east, to the River Kingdoms.

They find the heir nailing boards together in the foundation of the first building on the north shore of the Kallas Lake. He is introduced as Dormarion Setoanbou, founder of Kallasport, king of The Commonwealth, and claimant to the thrones of Taldor, Osirion, and Kyonin.

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Lion Blades Go North

Our party is Aldeberon the human bard, Samara the catfolk assassin, Narsius the human alchemist, and Ktihdi the giant intelligent spider tremorgraphist (telegraph with webs) and budding bloodrager.

You have each been contacted by a particular member of the Lion Blades, the espionage and diplomatic wing of the aging Taldan empire.

Three of you are freshly trained recruits of the Lion Blades, about to be sent on your first mission from Kerian, your commanding officer and trainer. One of you is a tremorgraphist from the elven capital of Iadara, visiting her sister at the Bardic College in Oppara.

Kerian meets with her three recruits to brief them on their mission: go to the elven kingdom to find a husband for the princess Eutropia, who is currently having trouble getting confirmed as heir by the senate. The husband in question is rumored to be the descendant of a Taldan prince from the golden age of the empire, and his association to those glory days may be enough to bring the senate around to recognizing the first official female heir it has ever seen.

Kerian and her recruits then meet with Ktihdi, a large intelligent spider (Liante) who works as a tremorgraphist (telegraph but with spider webs) in the elven capital to serve as a local guide when they reach the elven kingdom of Kyonin. After some discussion of terms, Ktihdi agrees, and she and the 3 recruits embark.

The first leg of the journey is over the sea and uneventful. The assassin and the bard trade stories with the sailors, and the alchemist and the spider discuss and collaborate on web-based alchemy. The second leg of the journey is up the Sellen River, and here they run into trouble as a griffon (primary predator of the Lianter) swoops in to attack Ktihdi. While Ktidhi is seriously wounded, she is kept alive by the bard while the entire boat collaborates to slay the griffon. Poison from Ktihdi, a firebomb from the alchemist, and a fatal bolt from the assassin’s crossbow eventually win the day. The next few days are spent divvying up the griffon’s corpse, with the assassin making tokens of the feathers, the alchemist harvesting organs, everyone trying griffon steaks, and Ktihdi pickling the rest.

The brief overland portion was interrupted by night-time run in with faux-border agents (basically bandits). This was resolved semi-peacefully by a tactical appearance by our beloved enormous spider Ktihdi magically stage-lit by the eternal showman Aldeberon, with a parting shot from the incorrigible hunter Samara. With the rapscallions routed, the party reaches another navigable section of the Sellen River, and sails the rest of the way to Kyonin.

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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.

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