You become aware, very gradually, of two things. There is something gritty pressed against your body, and you are extremely thirsty.
When you open your eyes, you find you are, in fact, laying nearly naked on what seems to be a beach. A little more examination reveals that there are others on the beach with you in a similar state. The tattered remains of what used to be your clothing are recognizable as a uniform of some kind, but one you’re not familiar with. The others all bear a mark, emblazoned directly on the skin of their left deltoid and you discover you bear it as well. You don’t remember what it is or where it came from. In fact, you have no memory of where you are or how you came to be here, wherever it is.
Wait! What’s your name? You can’t remember anything about yourself!
Further Exploration reveals you to be on a very small island with no land in sight. There is a very small cave roughly at the center of the island. Inside is a tiny trickle of water.
There seems to be absolutely nothing else here but the small group of you, bearing identical brands on your skin. Judging by the position of the sun very close to the horizon, it is either very early morning, or very late at night. It soon becomes apparent that it is, in fact, morning. This presents you with a rather large problem, as there is absolutely no cover anywhere in sight and the temperature is already exceedingly high.
After a grueling day of extreme temperatures with no shade, consuming as much water as you are able to retrieve from the cave with no containers, one of you finally spots a ship in the distance. It is built very low to the water and has neither sail, nor oar to propel it, yet it is moving rapidly. Perhaps it is chance that they spot you, but spot you on the island they do. A longboat is lowered into the water and rowed towards you, as they approach, you find the crew to be dwarves. They pull up a good distance from shore and call out to you, asking if you are shipwrecked, or tresspassers? (This is the point where the game will actually begin).

I bid you welcome to the world of Terrah (pronounced Ter-RAH). After some discussion, I have agreed to lift the restriction on arcane classes. If you truly wish to play one, you may. However, I will again caution all of you that magic in general is viewed very poorly and distrusted, if not outright feared, in most of the world you will be in. To compensate for this, to some degree, we have created a feat that is available at 1st level. Concealed Casting I would also caution you against any race that is either blatantly arcane in nature, or may be perceived as such by the lay-people of the world. Furthermore, all magic is viewed in this manner, including Divine. Clerical powers are tolerated, but frowned upon. Bardic magic is tolerated largely because most people do not view it as magical at all. In addition, though it will not become apparent until much later in the game, practitioners of magic, both arcane and divine, will be at a severe disadvantage. I will not go into detail on how at this point, as your character are not aware of this fact.
Character generation is 4d6, re-roll 1’s keep the three highest numbers. A roll of four natural 6’s constitutes a score of 19. Maximum hit points at first level, with no money or equipment, as is obvious from the introduction above. Furthermore, I am requesting that each of you choose a single weapon that is your preferred weapon. It may be any weapon your race/class combination allows you to be proficient in, but you must choose it in advance.
Any and all rules from Pathfinder are acceptable. I will be referencing the Pathfinder SRD at this location for everything, as I do not own any of the books.
It was inquired whether Elves were considered a magical race. They are not.
One final note that is a significant change is that >all< Player Characters have the Swim skill as a class skill. Thus, if you have ranks in it, you receive the +3 bonus.

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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