Traskian Odyssey
This campaign invites you into a political and exploration fantasy where magic is not heroic by default, it is dangerous and chaotic. Who will you be?
$20.00
/ Session
Details
Weekly / Wednesday - 3:30 AM UTC
Session Duration / 3–4 hours
5 / 7 Seats Filled
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Schedule
About the adventure
In the civilized heartlands of Prask, stone cities rise on the backs of tradition, order, and suspicion. Magic is rare, distrusted, and often outlawed, spoken of in the same breath as catastrophe. To the east, Zaylia endures in quiet independence, its noble houses wielding subtle, inherited magics behind closed doors, bloodlines steeped in power they pretend not to possess. High in the mountains, Leven enforces strict laws over arcane practice, allowing magic only through rigid hierarchy and royal sanction. And beyond all of this lies Queron, vast, untamed, and steeped in raw, living magic. Few return from its depths, and those who do rarely admit where they came from. This campaign invites players into a political, exploration-driven fantasy where magic is not heroic by default, it is dangerous, regulated, hidden, or feared depending on where you stand. As adventurers, you will navigate shifting laws, cultural distrust, secret traditions, and ancient powers that refuse to stay buried. One region’s crime is another’s birthright. One kingdom’s salvation may be another’s undoing. Your origins, allies, and choices will matter, and they will follow you across borders. Perfect for groups who enjoy slow-burn worldbuilding, moral tension, and character-focused storytelling, Traskian Odyssey blends grounded intrigue with rising magical stakes.
Game style
Realm Building
Roleplay Heavy
Sandbox / Open World
Meet the Game Master
Less than a year on StartPlaying
24 games hosted
Highly rated for: Creativity, Storytelling, Voices
Average response time: Under 1 hour
Response rate: 100%
About me
Hey! I'm Zach, your resident Dungeon Master and longtime DND Fanboy. Fantasy is my life fuel, I've been crafting custom stories and worlds for over a decade now, and been roleplaying since I could talk. My specialty is creating in depth and engaging worlds to roleplay in, I love bringing people and places to live in fantasy realms and have a reservoir of dozens if not hundreds of stocked up ideas I'd love to share with you all!
View Profile →Character creation
Creating your character
Character Creation can happen at your leisure before session, with my DMs open to answer questions about lore or mechanics, and generally help with anything that needs assistance. If any adjustments need to be made post-character creation they will be discussed with you!
What to expect
Preparing for the session
A discord account will be required! As you will be invited to a server there to have information easily accessible for notes and other conveniences! A D&D Beyond Account to make the character sheets, where you will be invited to a campaign with homebrew enabled.
What Zach (Ewok) brings to the table
I greatly enjoy putting thought, effort, and love into the crafting of a world. Making sure each NPC is filled with a believable life to them, and the world is rich and explorable. I want you to feel in your characters shoes, be it through NPC voices, personal interactions with NPCs tailored to your experience of the world, and plenty of homebrew made over the course of over a decade. All in all, we're here to have fun and immerse you in the worlds and stories I create. Hope you enjoy!
Homebrew rules
Giving every martial class maneuvers akin the Battlemaster Fighter. It's more complicated than that, but that's the briefest summary. To go a bit more in-depth, each martial class has superiority die (of varying sizes), a save for their maneuvers, and a different list of maneuvers they can learn. My friend created this (Co-DM and additional player in this campaign) and I adopted it for my campaign, and, according to my players, they've thoroughly enjoyed having fun with martial characters in ways that aren't strictly 'deal more damage'. There's combat maneuvers and there are out-of-combat maneuvers, The half-casters even get a lesser version of it, to properly reflect them being half-martial, half-caster. ---------- For 8 hours' worth of training, you can train an instance of attempting to learn a feat. If you have no trainer, you roll once. If you have a trainer, you roll with advantage. 1d20 - 1d12 - 1d10 - 1d8 - 1d6 - 1d4 One a natural number of the die's highest value (20, 12, 10, 8, 6, 4), you advance to the next die in descending order. After you hit the 4, you gain the feat. This can be done for feats, specific proficiencies, saving throws, weapons, and more. If you attempt to get a ASI, you start at 1d100 instead of 1d20
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Zach (Ewok) creates a safe table
Any triggers or avoided topics can be brought up to me prior to Session 1, with the Luxton Technique always available to stop and talk about how to continue if anything crosses an untold boundary.
Content warnings
Safety tools used

