top of page

How to start playing

Aratonia was originally created as a campaign setting for tabletop role-playing games such as D&D. Since its creation in 2017, Aratonia has blossomed into being a totally unique TTRPG experience. Here we will teach you how to start your Aratonia adventures! If you have any questions or need further clarification feel free to reach out to our team at any time via our email AratoniaTeam@gmail.com or consider joining our official discord to connect with our amazing community! 

 

Step 1: Character Creation!

Before you can begin adventuring in Aratonia, you've got to make a character to do the adventuring. Start by closing your eyes and entering the theater of your mind. Think about what kind of character you'd like to be, the options are limitless. Do you want to be tall, strong, and handsome? Or perhaps you want to be short, elegant, and beautiful. You can be old and wise, or youthful and brazen. Last but not least, are you good or evil? Consult with your Game Master about what kind of journey is ahead of your character to better inform the kind of character you create. 

 

There are a variety of different races your character can be. Choosing your race will not greatly impact how you play the game, but it will provide you with a minor bonus and in some cases, minor penalties.

​

​

Humans: 
You can play as a human if you'd like. Humans are diverse, tenacious, and adaptive people who can be found in nearly all regions of Aratonia. There are four major ethnic groups within the greater human culture, but throughout the world, many smaller groups can be found if only you know where to look. The Four Lines of Men consist of the Sylvians, the Buragnum, the Aureum, and last but not least, the Bonkinese.

 

Sylvian

Sylvian humans are descendants of Taven Sylva, the legendary warrior who founded the Sylvian Empire in the year 1,000BD, which is widely recognized as the first organized nation in the Penta Mundos. According to historical documents, Emporer Taven Sylva had two hundred fourteen confirmed children with thirty-five wives in a span of approximately six years. Taven stood six-foot-nine inches in his bare feet and weighed close to two-hundred forty-five pounds of mostly muscle. Taven was like a giant among men and although his descendants are not quite as large as he was, they are still the largest of The Four Lines of Men. Sylvian humans have pale skin typically covered in freckles, thick fiery hair, and bright emerald eyes. Ocassianlly you might see a Sylvian with blonde hair or some sort of mix between blonde and the more common fiery red. Most Sylvian males grow to a height of around six feet while Sylvian females tend to not be taller than five-foot-eight. Regardless of gender people of the Sylvian Line seem to mature faster than those from any of the other Lines of Men. Sylvian folk average a lifespan of approximately sixty-five years.

Males

Average Height: Six foot.

Average Life Span: 50-65 yrs.

Inventory Space: 15 slots

Racial Bonus: +1 to strength, proficiency in athletics.

Females

Average Height: Five foot seven inches.

Average Life Span: 60-75 yrs.

Inventory Space: 10 slots

Racial Bonus: +1 to dexterity, proficiency in acrobatics.

 

Baragnum 

Baragnum humans are descendants of the Baragon tribe, who in 990BD, fled the Ancestor Land in an attempt to avoid being assimilated into the growing Sylvian Empire.

The Baragon tribe would splinter into three smaller tribes so that their people could spread out further, hide from the growing empire easier, and, ultimately save their way of life. Two of these splitter tribes would be successful; the Zukahlie tribe was led by Chief Monzukah and sailed across the western ocean in hopes of finding new land while the Undulut tribe, led by Chief Sasmu traveled deep into the eastern desert. As stated above only two of the three splinter tribes were able to evade the growing empire, while the third tribe did manage to remain independent, it was at a grave cost. The third splinter tribe was known as the Isolie tribe and was led by Chief Magzir. Magzir believed that his people would be able to defend themselves against the Sylvian armies, and for five long and bloody years, they did. But, eventually, the armies of the Sylvian Empire would begin to overwhelm the Isolie tribe. In a moment of desperation, the Isolie people made a pact with one of the Princes of The Seven Hells so that they could be given the power needed to defend their land. They were given great power, but along with their power came a curse that infected not only their bloodline but the very land they called home. Their homeland was covered in eternal snow and ice, their skin was turned as blue as the sky and their hair went white like clouds. Within their homeland, they were vicious warriors capable of fighting for up to two entire days without rest. They did indeed protect their home, but what was left of them could no longer be called human. The Empire would eventually retreat from northern Alym and began calling the Isolie "Nixor" which translates to "snow demon" or "ice devil". Descendants of the Zukahlie and Undulut tribes share many characteristics but do differ in some ways. Men from both lineages stand around five-foot-six-inches, have dark brown skin, and black hair that is often braided, and, clothe themselves with brightly colored dashikis. There is, however, one thing that is unique to each of these tribe's descendants; those who trace their lineage back to the Zukahlie tribe will have eyes of a golden-orange color, while those who trace their lineage back to the Undulut tribe will have silvery-white eyes. Regardless of their tribal ancestry, Baragnum live on average around ninety-five years.

Males

Average Height: Five foot six inches.

Average Life Span: 85-95 yrs.

Inventory Space: 12 slots

Racial Bonus: +1 to wisdom, proficiency in insight.

Females

Average Height: Five foot four inches.

Average Life Span: 90-100 yrs.

Inventory Space: 9 slots

Racial Bonus: +1 to intelligence, proficiency in investigation.

 

The Aureum

The Aureum are descendants of the ancient southern Alynian tribe of humans known as The Solux tribe. The Solux were the first peoples of Alym to resist Taven's early attempts at amassing his own tribe and after he was denied by them a total of three times, the first war of the Penta Mundos began. The Solux utilized tamed beasts and a variety of ambush tactics to fend off Taven and the Red Army for nearly two years, but in the end, they were almost completely wiped out by the might of The Red Army. Taven admired their bravery during their war and grew to admire them even more after they were assimilated into his steadily growing tribe. Taven saw them as strong, hard-working, and, dedicated people. But it was only a matter of time before Taven and his oppressive tactics broke the will of The Solux. They were forced to adhere to a new way of life and had no choice but to abandon their old ways of worship and former ideals of how to live one's daily life. Their culture would have been if not for a small group of courageous rebels. This group, who history would come to look back on as The Abiectio, commandeered a small ketch and after setting fire to Waelock's port, sailed out onto the open sea and were never seen again. Incidentally, their lighting the port ablaze provided The Zukahlie enough time to sail far enough away from Alym so that they couldn't be followed by the Red Army's fleet of ships. Although there is no historical evidence to support the theory that this was on purpose, it certainly makes one think that fate was against Taven Sylva even after his seemingly countless victories in claiming Alym as his own. These brave and courageous rebels would sail the open sea for weeks before running out of food. Now lost, hungry, and on the verge of starving to death the Abiectio saw a bright violet star in the night sky. The light of this star gave them visions of new lands and guided their ketch to safety. Those who survived the voyage would go on to worship this violet star as they erected new settlements and villages in a land they called The Wyrld. As a symbol of the violet stars' gratitude for their worship, the descendants of the Abiectio have violet-colored eyes and have been instructed to claim the star's name as their own, hence why they are called the Aureum. The average Aureum is short, fair-skinned with a slight yellowish tint, black hair, and purple eyes.

Males

Average Height: Five foot five inches.

Average Life Span: 65-75 yrs.

Inventory Space: 10 slots

Racial Bonus: +1 to constitution, +1 to intelligence.

Females

Average Height: Five foot.

Average Life Span: 80-90 yrs.

Inventory Space: 8 slots

Racial Bonus: +1 to intelligence, +1 to wisdom.

​

The Bonkinese

The Bonkin are descendants of the very first tribe of men that Taven Sylva found after arriving on Alym sometime around 1,300BD. At this time the tribe called themselves "Booshuma". It is believed this word was used interchangeably to convey the concept of home, safety, and or family. At this point in history, the Bonkin had very a rudimentary language with only a few words that were used to warn others of danger, call for help, and to express joy and happiness. Taven spent over thirty years with these people and taught them more advanced forms of language, better ways of hunting and trapping animals, sophisticated methods of agriculture, and, basic seafaring skills. For several decades the Bonkin accepted Taven as a member of their tribe despite him not truly being one of their people, but that all changed when Taven began denying the gods the Bonkin worshiped. For the Bonkinese their religion was everything. They relied on their Sacred Spirits for guidance in every matter of importance. It was the spirits that guided them on where to hunt, where to settle, and who to appoint as leaders within the tribe. These spirits had protected the Bonkinese for generations long before Taven arrived and so their trust was ultimately placed in them, not Taven. The soon-to-be-Emporer hated these ethereal beings because their presence impeded his goals of conquest. One day during a sacred ceremony where the village elders congregated to commune with the spirits, Taven killed them. When he returned to the rest of the village he claimed that it was the spirits that killed the village elders. It was his hope that the people would feel betrayed and become hateful toward these ethereal beings which would give Taven the chance to manipulate them into following him and worshiping him instead. This vile plot worked and was enough to persuade fifteen Bonkinese men and four women to align themselves with Taven. However, the rest of the Bonkinese people were not so easily fooled. The Sacred Spirits saw all of these events transpiring and gave the faithful Bonkinese wisdom and clarity so that they would know the truth in their hearts. It was this truth that lit a fiery rage in their hearts and allowed them to see Taven for what he truly was for the first time. When they looked upon him they saw pure, sadistic savagery as if evil was boiling inside him ready to explode at any moment. In a fit of rage brought on by failure, Taven started attacking all of the Bonkinese who would not bow to him and at this moment the Sacred Spirits would, for the first time, imbue a chosen Bonkin warrior with tremendous power. This Bonkinese warrior stood up to Taven and his men so that the rest of his tribe would be able to make it to their boats and sail to safety as instructed by The Sacred Spirits. This brave warrior would be looked back on in history as the very first Hadokai.

The average Bonkinese is fairly tall and heavy-set. Their skin is sun-kissed and their hair ranges from dark brown to black. Their eyes can be any shade of green, brown, or even red. Men cover their bodies in sacred tattoos using kraken ink. 

Males

Average Height: Five foot nine inches.

Average Life Span: 55-75 yrs.

Inventory Space: 12 slots

Racial Bonus: +1 to constitution, +1 to Charisma.

Females

Average Height: Five foot five inches,

Average Life Span: 65-75 yrs.

Inventory Space: 9 slots

Racial Bonus: proficiency in survival and medicine.

Gameplay mechanics

Inventory: While adventuring throughout the world of Aratonia you will accumulate a variety of items. Unless you have acquired certain artifacts, you will have to manage your inventory wisely. The Aratonia standard inventory system limits you to a certain number of items that you can carry at one time. This is determined by the race you choose for your character plus whatever inventory bonus your class provides. Additionally, you may add your strength modifier to your inventory space once your strength reaches 20 as a special bonus for maxing out your strength.

Potions: There are five different types of potions adventurers can encounter while exploring Aratonia. These are the categories along with how much health they replenish.

Common - 5HP

Uncommon - 15HP

Rare - 35HP

Epic - 55HP

Legendary - 80HP

Consuming a health potion of rare quality or higher is considered taking a main action, consuming a potion of common or uncommon quality is considered a bonus action. 

Resting and Sleeping: While adventuring in Aratonia you may find yourself in need of rest in order to recover from the journies you've had. "Resting" is when your character sits in one area for an extended period of time and relaxes; this does not mean that character falls asleep. While resting your character can perform simple tasks such as but not limited to cleaning equipment, reading books/scrolls, preparing/eating food, making simple camp, etc. "Sleeping" is when your character does just that. While sleeping your character is unaware of their surroundings and cannot make perception checks. You cannot sleep in environments that your GM determines is high-stress or otherwise dangerous. Sleeping will restore all your health and mana points as well as any other special ability points your class uses. Resting will restore half as much.

bottom of page