The World
Dust
Dust Background


The Shard of Dust was always a dry, arid, desolate land, scorched under Arak's unrelenting insane fury, or so the one time priests of the One True God would say.

A dry and sun blasted land, the known areas of Dust boast sand aplenty, with crisp arid mountain ranges poking through the deserts and clusters of oases, holding the precious water of life.

After the Shards fused to form the new world, Dust along with all of the Shards was changed forever, but with the sands only now beginning to settle, how far those changes go on Dust have yet to be seen.
Dust Native Populations

The Shard of Dust was traditionally home to people suited to desert living, with the majority of the population living in towns clustered around oases such as the Tears of Nia.

Trade between settlements relied on caravans which would track slowly across the ever shifting sands, following well established trade routes. Only the hardiest or most desparate would attempt to survive in the deepest deserts, where the sands, djinn and efreet combine to make travel extremely hazardous hampering any exploration effort.

Major Settlements

Akawiya Usala
Situated roughly in the middle of the Thousand Tears is a large temple complex where the Clerics of Arak used to study the scriptures and pass down the laws.  Only men could enter the temple and many took long pilgrimages to seek wisdom here.  The temple as since been sacked and the priest dispersed

Mubarak Abar  or New Whitewater
Not so much an oasis as a cluster of many small oases around which has grown a large trading community.  Merchant houses and coffee shops fill the Bazzars.  Anything can be traded for here if the price is right.
In the years following the Union of the Shards, the Guild Council of Whitewater, Archipelago, made the decision to relocate their headquarters to Dust.
Consequently, the Guilds, along with their subsiduaries and support personnel began the arduous task of choosing a new location to act as the centre for their operations, eventually settling on Dust.
New Whitewater is now a bustling Guild Town, run along the same lines as Whitewater used to be before it returned to its piratical origins.
The Guilds are full of optimism for the future, talking of expansion and opportunity in this new world, where the Guilds will continue to grow from strength to strength.


Ma'man Afyun
Threats, bribes and powerful 'Blades' are all that prevents this dubious drug den from being cleared out.  Illicit goods and services of all kinds can be found in its dark and narrow streets.  It is rumoured that Khalil Turki has his base here.

Akadimiya Ta'sis
Many great scholars, together with their written lore, came to the Thousand Tears to preserve their knowledge.  Among these academics were a group of wizards called the Ashipu who helped to build and ward a magnificent new library and university.  Much of the ancient Lore of dust can be found if one can gain access and dig through the massive pile of scrolls.

Babili Ta'sis
Despite being a poor source of water, the descendents of Babili have made good use of their resources.  Well known for their engineering and metal work, the Babili have fortified their estates and raised a small army.  Though loyal followers of Arak, the Babili are very independent as are many of the households of the Thousand Tears of Nia.

Basatin Badin
The garden in the desert.  This is the lush and private estate of Mohammed al Maksoud.  His apparent misuse of water for cultivating flowers is widely frowned up on, but also demonstrates his extreme wealth.

Other settlements & places of note

Il Badin
The majority of Oases in the Thousand Tears of Nia are small, family controlled affairs.  Il Badin is a good example.  Only one well provides water for a household of thirty-two.  The family of Badin travel to other wells when their own runs down, as do many other families who lead a semi-nomadic lifestyle.  Goats and camels are the main resource for such families.

Awan el Abar
Unclean members of society, such as lepers, are banished to the desert.  Some of these outcasts have banded together to claim an oasis as their own. 

Dagta Artuwazi
The well of nightmares is shunned by all who know it.  Many a foolish traveller has stayed the night by its calm waters only to be driven mad by the ghosts and others spirits that dwell there.  It is said that the ghosts of a slaughtered caravan haunt this place and constantly look for more souls they can "recruit" into their ranks to protect the precious oasis.

Hieraconpolis
Once a mighty city of an empire now known as Shibin el Kom.  A haunted ruin that travellers take a wide route to avoid is all that remains.  Legends of the desert attest to great treasures hidden there and many a bold tomb robber has disappeared searching them.

The Nest of Vipers
If this area has a real name the local nomads do not know it.  The eastern ranges of the mountains of Geb have become a no-mans-land as the serpent men have claimed this area for themselves.  Excavations and building prospects can be seen from the foothills, but nothing is known of the higher valleys.  No travellers return from the Nest of Vipers.


Page last updated on 18/5/08
Content for this page was taken from the Strangehaven blog by Julie and Richardh
For Dust costumes click here.
With Arak dead, his temples sacked and his wealth redistributed to those strong enough to hold it, a political storm driven by commerce has washed over the populated towns found clustered around the oases.

Here money is everything in this godless land, slavery is the norm and theft is a legitimate business tactic - provided you don't get caught. Meanwhile, far out in the deepest desert, this vast continent's people can only speculate at the changes wrought by the fusing of the Shards.
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