Arukamia: To The East Wiki

ASSIGNMENT BOARD • QUEST LOGS • CHARACTERS • ROOKER'S NOOK



Welcome to Arukamia!
This is the official wiki for the Dungeons & Dragons 5e campaign of Arukamia: To The East. This website will be the living document that catalogs and organizes our game.

This is a West Marches style campaign. If you don't know what that is, don't sweat it! I've explained pretty much everything you need to know below and within. If you have some free time on your hands and want to get down and nerdy, you can find more info about the origin of West Marches here or here.

(tl;dr of everything you're about to read below: make a character, magic is weird in this world, schedule a time, and let's have fun)

Getting Started & Out of Game
We'll be using two main platforms outside of our game: a) this website, and b) a master email thread for scheduling.

You're going to create a level 1 character. Before our first session, feel free choose all of the starting stuff, fine-tune your personality, and expand on your background if you wish. All that matters is that you were born in Sahnmore and are an Adventurer Initiate of the Sahnmore Academy.

However, you will be rolling your character up with me''. ''For a list of all the races and classes I'm allowing in this campaign, click here. Note: you will also be allowed to choose one Feat for which have the prerequisites for. For the list of all allowed feats, click here (note: you cannot choose Lucky as your level 1 feat).

''Need some resources to make your character, like the Player's Handbook, a character sheet, or other good-to-have PDFs? Click here!''

Play Sessions
When you want to play, you'll need to check the Sentinel's Assignment Board to see what rumors and findings the scouts have brought back for you to act upon. You may also opt for something off-board or a self-driven, single-player mission (especially if you're a magic user – I have a specific game for us to play to figure out your backstory). If you want to do either of these, let me know directly so we can figure out the details.

I run games Fridays, Saturdays, and Sundays, 1-2 sessions per week max (they'll probably hover at 4 hours on average). Once you decide on what you want to do, email me directly and I'll put you down for that date!

This whole thing is an excuse for a bunch of friends to get together and hang, so games will be in-person, at my home (so I won't be scheduling online games 🙂). I start right on the dot of our scheduled time, and BYOB & snacks etc, please!

After The Game
After the session is over and within a week of your mission, you can write a Quest Log that I will include on this site. To do so, write something up and send it to the Session # email thread I send before the session (I'll take care of posting it up on the Quest Logs page). This will give really handy information for other players to act upon – and you may even get some extra credit. Don't know what any of this means? We'll figure it out together – don't worry :)

I highly encourage you to listen to this track as you read this section. Drama and stuff.
Everyone knew about the Volcano.

You know, Kalkatini, the Volcano with a capital V. Even from a world away (but what world would exist without Kalkatini?) you can't miss that thing.

Everyone also knew that Kalkatini had a bit of a temper, but that's what happens when your volcano is a baby (yes, it's a literal baby, and yes, for the life of me I can't get over how weird as all heck that sounds). They had all lived through the Long Darkness that baby spit up one fine morning, right? But this time, that Volcano – that damn baby in that festering pit of doom affectionately known as the Womb of the World – wasn't having any old tantrum. This time, the Darkness it spit up wasn't just Long. We people (People? Beings? Organisms? Anyway...) could wait around for a long time, and the gods who walk the continent could endure even longer.

This time, it was a total erasure. Boom. Gone.

As the Poison Darkness – the nastiest thing anyone had ever seen Kalka-freakin-tini throw up – spread across the continent, everyone made a beeline westwards, over the Landsharks, as fast as their feet or wings could carry them. The Elves fled their enchanted forests; the Tabaxis, their jagged cliffs. The Humans abandoned their forward-thinking cities; the Dragonborn, the slums the humans forced them into. The gods disappeared (and so did our magic –– funny how that happens), and everyone fled. That was a waste for most of 'em, really, because this Darkness was as swift as it was dark. Which means pretty Dang quick, with a capital D.

Now, some of the more fortunate of us ended up as far away as far can be: high up on a mountain, cresting above the clouds, in a little university town called Sahnmore (sahn being old Druidic for sky, and more being old Common for...more. Real original, I know). Thank god (Oohr, in this case) that Oohr (god, in this case) was around, because they saved the day. Kept them safe. Gods of Renewal are good at that kind of stuff.

Fast forward a hundred years, and here we are: a happy, cramped community of Arukamians, shielded from the Darkness. But guess what? That Darkness? It's starting to look not-so-dark anymore. And that's why you're here. You're going to venture into this world to see what's up. What's left. What in Jareth's name has been happening all these years?

You've trained for this, as every generation stranded up here has trained for the past century. But they're not here anymore. And you (yes, you) are! You are ready, whether you want to be or not. So, go on and get yourselves to the Sentinel's Station to see what rumors the Scouts have brought back.

Everyone knows about the volcano. But we don't really know diddly-squat about the world anymore. It's up to you to adventure outwards to find out more –– before the big Baby Kalkatini wakes up again.

Lore
For those familiar with D&D's lore already, you'll notice various changes for the purposes of this campaign.

Magic
Magic works differently in Arukamia. If you're a magic user, disregard any D&D lore about innate magic (Bards, Sorcerers, I'm looking at you), because you've received your magic directly from a Walking God, a not uncommon sight in Arukamia.

Gods
Speaking of which, the traditional gods in D&D lore don't exist! I've made all new ones, because reasons. For a list of all gods in Arukamia, check out this page.

As for things like a Warlock's patrons, the planar system, and more: I'm still working on this. More soon!

If you have an idea about your character you don't know how to create, let's talk. I'm figuring a lot of this out as we go along as well!

Last But Not Least...
You're here to play!

It's sometimes more fun as a player when your character does something less than ideal, so: learn to make the right mistakes. We're not playing to win. We're playing to tell collaborative, compelling stories together.

Above all else, you're here to have fun with old and new friends. Are you not having fun? Please, tell me, because I want to know! We'll work together to find a way to make it more fun for you. I'm always looking to improve.

tl;dr: Have fun, and no bummers.

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