Majimon Green


For centuries, humankind hid in remote towns and cities scattered about the kingdom of Verdigris, erecting huge walls and mystical barriers in order to protect themselves from the Monsters that roamed the realm. These Monsters are the modern descendants of those once created by the ancient sorcerers known as maji.

The maji dreamed of combining magic with common beasts to create a weapon that would make their rivals tremble. They failed. Their binding rituals were weak, and they could not control the Monsters that they had created — the ancestors of the MajiMonsters that rule the lands to this day. The maji died out, hunted by their own people for their crime, and humankind retreated to their scattered, walled towns. The Old Empire fell to ruin. All that remained was an overgrown morass and a scattering of dilapidated structures that made up the Southern Wildlands. For many, a life behind walls was all they had ever known. Travel between settlements was rare and dangerous, and those who attempted it were either incredibly brave or foolish. In those days, the only certain thing was fear.

But today is a new day.

It has been nearly two decades since Zarassa the Renewer proclaimed herself Empress. For nearly two decades, bold men and women have taken strides at reclaiming what was lost. For nearly two decades, humankind has been afforded a new hope. Today is a day in the Age of Binders, and today as every day the New Empire grows stronger. Today, MajiMonsters are as much allies as foes, and some of the deepest bonds are forged between human and Monster. But something villainous is still at play. Something old and awful has survived to disrupt this balance. Though fallen to ruin centuries ago, echoes of the lost Old Empire still persist to threaten humankind’s recent progress.

And where villains loom, heroes must arise. Alas, to arise, heroes must first be found, and trained, and tested. You arrive on chartered ships from all across Verdigris, invited by the Archmage and Consort Amelie to undergo the Binding Trials. These are the final tests between you and the official rank of Binder, held every five years on the birthplace of the Binders, Crescent Island. You disembark at the pier, clutching your belongings and your single, precious occupied drajule, and are directed towards the Hall of Trials.

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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