Bane of the Singing City

Zendikar's Freedom is coming to a close...

Your Adventure Begins
Many tales have been told about the Singing City, the most common of goblin song madness, but even after a 100 years of exploration so much of the city’s ruins remain uncharted, untouched and unexplored. But something ‘new’ is not always something welcome. An expeditionary team exploring new ruins of the city have gone missing. You as part of the Halimarian Expedition company have been tasked with the retrieval of their research and mappings, and the team if you find them I guess. As you set off with the expedition team, in the usual high spirits, with the promise of excitement and pay, some of you can’t shake the feeling of foreboding. What will you find? What will it cost you? Will you return?

A tumultuous plane of wild mana, unstable weather, and floating terrain, Zendikar is a world of incomparable natural beauty and danger. A dynamic plane, the landscape is affected by volatile seismic movements known as “the Roil,” whose violent shifts make life there precarious, unpredictable, and full of adventure. Rivers cascade down from above the skyline. Craggy peaks lurch to crush those who would scale their heights. Lush forests and murky swamps grow over upturned ruins, which hide ancient secrets.

The Na Plateau
The Na Plateau rises from the land just east of the center of Murasa. Roughly a quarter mile high, its forested top is about as high as Murasa’s Wall. Wurms dwell in the cracked cliffs of the plateau, hunting the surrounding lands for miles around for beasts large enough to make a meal. The plateau is also home to several screeching goblin tribes that battle over the scraps they can retrieve from peril seekers and archaeophiles who come to plumb the secrets of the Singing City.

The Singing City
This ruin is a cyclopean maze of strange structures and tumbled towers hidden somewhere near the center of the enormous Na Plateau. Known by legend throughout Zendikar, the Singing City is so named for the eerie, almost musical sounds that come from underground chambers below the ruined buildings. The sounds have driven many explorers mad, causing them to turn on companions or hurl themselves from great heights, but enough have survived with proof of great treasures and powerful magic to draw others to grim fates.

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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