Dust (5e Campaign Setting)

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Long ago the world as we knew it was ripped apart by powerful magic. In a glorious and big explosion the world was separated and scattered into many uncountable pieces. Similar to that of a cloud of dust, the world stretched out as a thin mist of rock and stone. Much that happened after has been forgotten, and many did not survive this tragedy. A mighty wizard named Capricus was responsible for the "shattering", due to his lust for ever powerful means of magic, no matter the costs. His student Ronelius had foreseen what his master would do to the world, and took measures to prevent disaster. In secret Ronelius gathered people who he had convinced to be frozen in time, using powerful chrono magical devices of his masters creation. By doing so he saved a lot of people, who, in time, would awaken one by one in a new and broken world.

One after another, mankind rose again in the dust. No one knew how many years it has been, or what had transpired in the meantime. Those who awoke first was aware of the past, but not of who they were. And those who awoke later were barely even a husk of their former self. The new world, although scattered and broken, was habitable and full of life. And a new frontier for mankind was created.

In the dust, all around and out of sight, magic lingered. From the center of the new world, magic was constantly spewing out together with the dust. The very magic that destroyed the world, would be discovered as the most profitable ressource of the new world. conflicts broke out and wars were fought, for the control and distribution of this powerful ressource. The dust was said to be the very essence of everything and nothing. The perfect amalgamation of power and balance. A material with the perfect alchemical property, no matter what it was needed for. A material with the power to create anything with the right knowledge.

And thus the age of Dust was born.

Campaign Setting Information[edit]

Players Guide

[[Classes (<!-Setting-> Supplement)|Classes]]
Classes the players can choose and play as
[[Races (<!-Setting-> Supplement)|Races]]
Races available in the campaign setting and how common/rare they are
[[Armor (<!-Setting-> Supplement)|Armor]]
[[Weapons (<!-Setting-> Supplement)|Weapons]]
[[Adventuring Gear (<!-Setting-> Supplement)|Adventuring Gear]]
[[Tools (<!-Setting-> Supplement)|Tools]]
[[Potions and Poisons (<!-Setting-> Supplement)|Potions and Poisons]]
[[Mounts and Animals (<!-Setting-> Supplement)|Mounts and Animals]]
[[Other Goods and Services (<!-Setting-> Supplement)|Other Goods and Services]]
[[Feats (<!-Setting-> Supplement)|Feats]]
Additional homebrew feats available in the setting
[[Spells (<!-Setting-> Supplement)|Spells & Magic]]
Info on custom spell lists or additional spells available for spellcasters
[[Backgrounds (<!-Setting-> Supplement)|Background & Languages]]
Additional backgrounds & languages available in the setting
[[Downtime Activities (<!-Setting-> Supplement)|Downtime Activities]]
Activities for players to do while not adventuring

World of <!-Setting->

[[Geography (<!-Setting-> Supplement)|The World & Locales]]
Information on the world, regions, and nations of the campaign setting
[[Time and History (<!-Setting-> Supplement)|Time and History]]
A look of the setting's history, mainly comprising of major events
[[Society (<!-Setting-> Supplement)|Society]]-->
A look at common societal trends and laws found in the campaign setting
[[Cosmology (<!-Setting-> Supplement)|Cosmology]]
Info on how the plane the setting takes place in interacts and connects with the broader multiverse and other planes.
[[Religion (<!-Setting-> Supplement)|Religion]]
A pantheon of the gods in the campaign setting, which includes their symbols, their attributions, their practices of worship, and how/if they commonly interact with the world.

Dungeon Master's Guide

<--An optional page which goes gives a general explanation of the world-->

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