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The darkness swirls around you as your senses betray your rigidly structured view of reality and its component truths.  Half formed ideas and gargantuan concepts spin by your essence, dancing to a cadence both familiar and at the same time exotic.  The dark cacophony of your inner voice screams that this eclectic melding of thought and deed can not exist in the world to which you are so accustomed.  Truths that melt your shields of arrogance and freeze your un-tempered rage strike at you from within the gray swirls that have become your home and cerebral prison.  You are caught in the dark expanse of the Oblivion.  The geography is alien, the occupants exotic, and the worst part is that your inner being has begun to meld into the formless void of existence which you now find yourself confined.  Welcome to the Oblivion.


Traykon began as the sanctuary of a god-ling named Morval who needed a laboratory to forge artifacts of amazing power. In the formative years, the ancient blood of primal dragons was brought to Traykon to fuel the ambient magic of the realm. From the far realms of Arcadia, a large graft of land was ripped away and used to form an island in Traykon's waters. The lands of the fey brought with them latent powers unlike those of the ancient dragons that begun seeping into the heart of Traykon. Created deep in Morval's forge, gateways to the elemental planes poured raw energy into the realm. Traykon became so awash with magical powers that when mortals were introduced to the new realm their magical abilities begun to rival the gods themselves.

When mortals covered the surface of the land and magical forces were unleashed capable of returning the land back to it's primal form, Morval flexed his will and The Great Cataclysm befell Traykon. The continent of Traykon was sundered, great walls of water rushing in to separate the lands. Civilizations fell and the greater magics drained away with the forces that reshaped the land. Millennia later, kingdoms began to reform as the races begun to win their battle for survival and dominance. It took centuries for kingdoms to form, rise, and fall. Finally a new regime arose driven by a newly discovered magic that used the Runes of Creation, magical arcane runes that dated back to the creation of the multiverse. With the rise of this new magical power, once again magical energies begun to grow as forces unleashed their power upon one another. However, once again the seductive power of magic drew down a cataclysm upon the face of Traykon.

 

Traykon is a world where magic has run amok for far too long and the consequences nearly wiped out all life.  Mages became all powerful and ruled whole continents.  Wars between mage guilds transformed the land and the creatures into twisted shells of their former selves.  It was at this time that an insane deity stepped into the fray and sundered the world.  For centuries, wielders of arcane magic have been locked away behind a veil of divine magic.  Now arcane magic is returning.  Can mages survive in a world that has come to both deify and diabolize them?


When Wizards of the Coast moved Dungeons and Dragons into a new edition with D&D 3E, they brought a well loved and long revered product to a new evolution. The changes and additions to the game created a scalable role playing game that allowed players to customize their characters to fit their own fantasy ideals. Many rules and classes were "fixed" in version 3.5 of Dungeons and Dragons. Although there were a lot of people who saw this as a marketing ploy by Wizards, the new version was superior since it took some of the problems discovered in 3.0 and combined the fixes into a centralized document instead of releasing them as various eratta..

As Wizards of the Coast moved forward with 4th edition D&D, the fans of role playing games saw this new direction to be a tabletop version of a Warcraft style computer game. The inflexability of the character progression as well as the simplified abilities removed any appeal for the true role players but gained them the new demographic of those without role playing desire. For many fans, 4th edition signaled the end of D&D evolution as they ignored the new edition in favor of building upon the older material.

Companies began to fill this void created by the new direction of Dungeons and Dragons with their own product brands. The most popular at this time seems to be the Pathfinder gaming system. To draw the attention of the role players and dissafected D&D players, Pathfinder released an interactive site so fans could contribute to the direction of the game. With cooperation between the fan base and other companies, the Role Playing version of Dungeons and Dragons continues to grow strong.

Here at The Oblivion Dungeons and Dragons Archive we will host the Traykon Campaign setting. I will also be attempting to utilize the various Open Gaming Content to make available Downloads, Programs, DM Aids, Player Aids, Campaign Helpers, Reference Sheets, Alignment Information, Additional Skill Usage, Feats, Equipment, and an expansive Class and Prestige Class section.  This site is maintained by Bryan Rutherford and is part of the Oblivion Webgroup.


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