Aftermath

What has come before.

Former Years
1372 Year of Wild Magic

1373 Year of Death: A Divine Atropal is set free of its prison. It begins marauding across Faerun destroying whole cites and raising an undead army. Culminating in the complete destruction of Waterdeep!

1374 Year of Alliance: Many of the world’s mighty hero’s and villains gathered at the Conference of the Planes. Here they made agreements to gather their forces to meet the armies of the Atropal.

1375 Year of New Gods: A vast battle occurred in the Desert of Anauroch just southwest of the Scimitar Spires. The battle raged both on land and in the air as a vast floating citadel appeared. Vast numbers on both sides were wiped out in a giant cataclysmic explosion. The desert sand at the heart of the explosion was left as a sheet of glass. As of yet there is no knowledge as to what caused this massive destruction. The Atropal is defeated within the floating citadel by the hero/outlaw band, Order of the Locust.

Four new deities have appeared although only two of them are gaining prominence.
The Rat is just that. He is a small rat dressed in black robes with a cowl carrying a scythe and riding a raven. He is aligned with Mystra and followers her devoutly. His followers protect arcane spell casters as they travel. The head of his church is Sir Mor’Ladim, an epic level Paladin.

Pertho loosely follows Tymora. Not much is known about what he looks like as he is never seen, even when he is there. He has a few followers. They are generally scouts and rogues. There is little actual dogma for is followers beyond collect items of interest, trust to luck, and don’t be seen.

1376 Year of Regrowth: The people of Faerun try to rebuild what has been destroyed. Vast areas are depopulated and empty. Undead roam the land in hordes. There are many political and power vacuums that are being filled by many different factions.

A band of adventurers with ties to a Merchant family in Sembia manage to claim the long offered Dutchy of The Stonelands from Cormyr by building a large citadel and defending the area north of the Stormhorns. As of yet, it is unclear how this was performed nor the source of their might and wealth.

With this Cormyrian Dutchy essentially held by a Sembian family, there is no telling what the future may hold.

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1. Invite your players

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

2. Edit your home page

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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

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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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