Extras and Articles
Some items and information used by the Campaign don't seem to fit into any easy category or are large enough for their own section. These articles or game accessories are still important to gameplay and are included at the end of the Campaign section for ease of reference.
- 1 Optional Campaign Information
- 2 Expanded Rules
- 3 Item Information
- 4 Spells
- 5 Character Fluff
Optional Campaign Information
Not all information within Traykon is universal. Some things can be omitted and not used by the GM as the level of detail is unimportant for most adventures.
These are the languages found in Traykon. Although other languages might arise due to extra-planar visitors, these are the established languages which persist. Regional dialects and variants are possible, but still they conform to the basic base language so that individuals who speak the core language can understand variants.
Timekeeping in Traykon
The basic necessity for months is not always important when an adventure only spans days or weeks. Some players don't care about time keeping at all and the GM can mark time however they please. This document explains how the months are named, organized, and the number of days for each.
GMs are encouraged to use their own method of keeping time. There is however a specific hourly convention as well as traditional way of marking the days.
Different cultures and religions have different stories of the creation of Traykon. While all profess to be correct, none are willing to accept the possibility that the answer is unknown.
In Traykon, there are hundreds of nomadic groups who fight for pay that fall under the heading of mercenary bands. A few of those groups grow in both strength and reputation into a respectable or feared fighting force who rulers and merchants alike court for protection and assistance. Some of these groups sale their swords to the highest bidder and some are more discerning in their choice of employers.
The Guide to Undead was originally created by Lenard Lakofka for 2nd Edition Dungeons and Dragons. I first came across the article and began using the contents shortly before 3rd edition came out and I have adapted the general information over time to the different versions for the campaign. It is now usable for Pathfinder or any other RPG since most specific spell information has been removed. What remains of specific spells and abilities are easily translated to other game systems.
Since many players learn the exact statistics of monsters over time, I wanted to add in some flavor to undead encounters. Thus arrived the Undead Age Categories in my campaigns.
This was a good resource defining the different types of ghosts that can be encountered in a campaign. Most people think of ghosts as simply a monster or template. This document expands upon the legends and gives a little extra options for flavor. The original document was in Word 97 format so this is a reproduction of the original.
This document was created for 2nd Edition Dungeons and Dragons but it is an exhaustive list of Random or Wild magic effects. This file came to me originally as a Word document but I had so many requests to convert it to a universal format that I converted it to PDF. There are approximately 10,000 magical effects contained in the list. The proper use of the file is to roll 4 d10 and consult the table. Effects range from merely temporary cosmetic all the way to campaign effecting permanent effects. For those who want to include random effects or wild magic in their campaign this is a wonderful resource.
A madcap successor to the previous volume, this edition describes another 10,000 chaotic effects to amuse, vex, and inconvenience even the most circumspect of spellcasters. Never again will mages unleash a spell with the same carefree abandon.
Traps are a common danger in dungeon environments. From gouts of white-hot flame to hails of poisoned darts, traps can serve to protect valuable treasure or stop intruders from proceeding. All traps—mechanical or magical—have the following elements: CR, type, Perception DC, Disable Device DC, trigger, reset, and effect. Some traps might also include optional elements, such as poison or a bypass.
Based off of the Simon Gibbs AD&D document "The Complete Crossbow" Version 2.0 January 7, 2000. This adaptation has been updated to Pathfinder rules with corrections and formatting applied. The original text is retained where possible and the AD&D document can be found here: File:The Complete Crossbow.pdf.
This spell is used by those who want to bargain with a lesser elemental being. Sometimes spellcasters summon them as Familiars or Companion Spirits.
The Storm of Wrath is a spell created by the druids of Traykon in defense of Kashagar. This spell has no level as it is both a ritual spell and a divine miracle that can only be cast with the direct aid of a nature deity or the will of the land.
Tarok is a card game played almost exclusively by nobles. The game is based on Tarot cards which allows players of the game to also use their cards for divination and many other uses. Some (secret) societies will sometimes use Tarot cards as calling cards or as part of a complex code instead of for the game. Other uses of the cards are possible and will be covered in other sections. This section is just on the complicated process of the game.
Often, players fall into an Archetype mindset. They believe all of their wizards have to be Gandalf, their barbarians Conan, and their knights cast in the mold of King Arthur's court. The oddities section has examples and ideas on how to make a character break from the archetype.
Here are 230 quirks for your NPCs. Use them individually or mix and match them. Some of these quirks need a set up to make them noticeable by the group.
Some campaigns have the players as part of an "adventuring troupe" who are bound by contract. These people either act under the authority of a guild or some other statutory authority that gives them quasi-legality to act outside the normal rules of civilization.
Codified system for players to have "honor" play a role in the campaign. This is analogous to reputation and can be used to expand upon social interaction in your campaigns.
Rules and information on how to do chivalrous jousting. Since this isn't normal combat where the contestants are trying to kill each other, the basic rules for hit and damage do not apply.
High Miracles are only granted by deities to their most faithful followers. These powerful spells are given in addition to the priests' normal compliment of spells for the day.
A DM's best ally is a good sense of mystery. Maintaining mystery within an adventure can keep the players on the edge of their seat for hours. This file gives the enterprising DM tips on how to accomplish this.
Ideas that hold the party together.
Rules and guidelines for using pieces of different types of armor.
A listing of strange or unusual plot ideas to get an adventure going with a little twist. Well worth the read as throwing a couple of these in a campaign can challenge the players preconceptions.
Why does every wilderness encounter have to end in combat? This question and the solutions to the problems of stereotype adventures are in this file.
Life under the city can be made interesting, if of course there is a Sewer System there to take advantage of. A quick way to and from points of interest concealed from the city guard, a den of intrigue and network of corridors used by thieves and beasts alike. The sewage system leading from the ground drains to the system tend to be about 2' in diameter and almost always vertical accessed via drain covers, garderobes or cesspits, nice.
One of the more important but underdeveloped parts of the gaming is how the GM rewards the characters with treasure. Too often, the PC's find some gold, some silver, some gems, and some random magic. How boring! Treasures can be used to enhance player enjoyment and excitement in so many ways!
These symbolisms have been excerpted from W. Cecil Wade's The Symbolisms of Heraldry or A Treatise on the Meanings and Derivations of Armorial Bearings. Published in London in 1898.