Dawnwind Players Guide in The 5th Dimension | World Anvil
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Players Guide
 
This article is designed to be a handout given to players of the Bastion setting, it should contain enough information about the world so that someone could create a character that would fit within it.
Work in progress
 
Welcome
  The 5th Dimension and more specifically Bastion fit within this genre i've defined as Cosmic Fantasy. It's essentially a combination of many things i've loved and been inspired by over the years and my dream setting for either running or playing in a campaign. It is however just a foundation and i'd like to continue to alter, tweak and add to this setting until I cannot anymore or until no one wants to play in it anymore. It is a sandbox, and it is and will always be my goal to surprise and delight with a fresh perspective on the traditional D&D settings. And on that note, if you have found your way here there is a pretty high chance you've been invited to check out the setting in the hopes you might join a group. If this is the case then know that Bastion wants any and all players from all walks of life, the world will continue to grow and evolve with every session, with every character driven moment, with every player decision and with every roll of the dice. It is my aim to make the world as immersive and enthralling as possible, but that's going to take a while, and i'd love your help. <3  
The World
  The Etherium is the name given by mortals to the currently known space of the 5th dimension. Bastion is the name given to a small region of the Etherium that is home to many suspended isles and continents. These scattered shards of life orbit the southern hemisphere of a truly awe inspiring object, known simply by most as the Lifebringer... though it has many names. This strange and beautiful object is aptly the source for all life within the Bastion, as it provides all life with light, warmth, energy and sustenance. It radiates in pulses, however these cycles are so slow to a mortal observer that it takes many hours before a noticeable change in brightness or weather might occur.   The Lifebringer is almost too blinding to look at during its most active periods, but its cycles are somewhat predictable and when its activity drops one can begin to gaze upon its strange glowing markings that swirl along its surface. Because of these changes in activity a normal day/night cycle might change slightly to a mortal observer. Sometimes a day within Bastion might consist of a slightly longer "bright" period, or perhaps the "bright" may recede early and plunge the lands into darkness. There are those who believe through mathematical calculations that they can predict these changes. While there is some truth in their understanding no true method for predictions has been discovered, but that has never stopped the superstitious from believing that these "seers" can truly predict the future.   The awe inspiring orb has long been a part of many races cultures and religions. Gazing up into the night sky and seeing its majestic and wondrous silhouette covered in strange glowing markings has fascinated the minds and souls of countless storytellers, scholars, artists and dreamers. Along with the countless beings that have pondered its existence, comes numerous tales and studies. Many depict the Lifebringer as a god, or as a resting place of a benevolent being. Some attempt to study its workings and discover its secrets. While others simply praise it for bringing a strong harvest and a long summer.
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Like the old world, the lands of Bastion are separated by vast distances that require great knowledge, skill and technology to cross. Many brave souls over recorded history have ventured out into the Etherium aboard all manner of vessels, however it is becoming ever more so common place to see these mighty ships and hulls in Bastions skies. Sometime in the last two centuries the Lifebringer began imparting a new gift, one that would allow for new kinds of transportation and technology to be created and so a new age of invention and exploration would begin. The Radiant era.   New trade routes, new lands, new resources. Some Isles would flourish in their new found wealth while others would perish in brutal civil and resource centric wars. Larger powers would embark on creating mighty navy's and controlled regions, while other factions would turn to pirating and looting of less protected or independent lands. Maps would be created, skilled navigators have become priceless and the Bastion has truly become alive with many hoping to find their own piece of fame and fortune amongst the hundreds if not thousands of Isles.  

Weather

  Seasons come and go, some might last a span of weeks while other times the warmth and radiance of the Lifebringer might be snuffed out after only a mere matter of days; plunging its child like Iles into wind, storm and abaddon. Summers, springs, cool authums and desolate winters. The cycles of the great celestial are almost impossible to predict but there are those who believe they can to varying degrees of success. While some of them may or may not be telling the truth, there are always signs of coming changes to Bastions skies; and any being who can perceive these minute details in the air and atmosphere can quickly find themselves highly sought after by councils, guilds and skyship crews alike.   The Lifebringer is just that, it radiates blanketing heat, crisp moisture and sweet air into the Ethereum's skies. But due to its immense size and the nature of the chaotic Islands that surround, all manor of strange weather events and atmospheric conditions have been noted to occur. Strong trade currents, rich farm lands, storms of ice, rock and even hellfire. All manor of songs and tales exist from the strange and wonderful things explorers have discovered chasing Bastions winds in the recent centuries. And while a great stretch of the Ethereum's skies have been mapped, it is by no means truely explored. There are still so many beautiful and alien sights to behold suspended within the Lightbringers sight.    
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Not a lot is known about Bastions origin to most mortals. Many simply see it as a gift from whatever god or gods they happen to follow. Some study it and believe it to be the natural arcane order of things, while others have their own theories, concepts and ideas.  

The passage of time, the current day

  It is The Radiant era. Rising kingdoms and ancient clans, young trade organizations and nomadic cults, long forgotten precursor spawn and newly born races.   For the last two centuries Bastions lands and skies have experienced an unprecedented amount of change. One event in particular can be noted as being the catalyst for such expansion and growth. The Radiant Fall. Celestes Gifts, the Shards.    

Prominent Locations

 
  • Wildlands
  • Brightlands
  • Borderlands
  • The Expanse
  • The Echelon
  • The Shademire Belt
 

Races

 
  • Dragonborn
  • The Dragonborn have existed within the Bastion for many ages. Over that time the different ancestry's have worked hard to retain their clan heritage and connection to their patrons or kin. After the last immense war, the vast majority of the Dragonborn have cemented their home within the large Isles of the Brightlands; however their are smaller clans, factions and prominent individuals who have come to live elsewhere. While their ancestry doesn't necessarily dictate their personality, their bloodlines and colour of their scales will oftentimes be a determining factor in their lives. They will most often conduct themselves in a manor that best respects their clan heritage and brings honor in whatever form that may be.
  • Dwarf
  • One of the oldest races to reside within the Bastion, the dwarves pride themselves on their ancestors history of survival in the early years of the worlds existence. Having to survive the immense heat and chaotic nature of the Bastions early days left the Dwarves no choice but to delve into the lands, creating immense mines and catacombs. Some of these structures even survive today and although they have dwindled in numbers of recent years, the dwarves still hold a number of proud cities and great keeps built within the oldest of Bastions Isles. There is even tale of a Dwarven skydock and although many of their kind detest the idea of taking to the skies, one such Island collision early in Bastions history left a rich Dwarf mine cleaved almost in two. Not wanting to give it up so easily, the stubborn Dwarven clans decided to turn it into a cliffside keep and in recent years they have even constructed docks upon the cliff face for traders and travellers alike.
  • Elf
  • Ancient and mysterious, the Elves of Bastion were some of the first to travel between its countless Isles and find settlement within its deepest forests and tallest shimmering peaks. Most are reclusive, choosing to keep out of the affairs of the other races and instead looking to protect their kin and ideals while mastering their arts and arcane prowess. But there are some few who are found to be driven by a sense of wanderlust and take to exploring the Bastions strange and exotic lands on their own.
  • Gnome
  • The Gnomes of Bastion take great delight in their heritage of invention and creation. Being some of the first to take to the skies of the Etherium on rudimentary wing like contraptions, their small frames and quick wits allowed them to explore and expand in some of the earliest days of the Bastion. In the current era they chose to live in tight nit communities on small Isles of their own, spending their jovial days creating strange and wonderful things, and enjoying life to the fullest. But some Gnomes choose to leave their homes, perhaps in search of adventure or inspiration, whatever the reason though if they can prove themselves to be as resourceful as their kin; many a crew would pay well to have them aboard their vessels.
  • Half Elf
  • The embodiment of human curiosity and restlessness, mixed with the refined nature and artistic tastes of Elven culture. The Half Elves of Bastion are one of the youngest races to grace its many Isles but in recent years one of the most influential. As they don't truly have a history or home of their own within the realm, they have come to find refuge in the ever changing winds of the Etherium. Many are explorers, travellers, traders, diplomats and artists; choosing to live out their desires and follow the ebb and flow of time. And although they are one of the less common races within Bastion, due to their nature it's almost rare these days to see an outcast crew without one or more Half Elves filling out their ranks.
  • Half Orc
  • Set apart from their full blooded warring kin, the Half Orcs of Bastion are another young race who are seeking to find their place under the light of the Lifebringer. While some choose to live and use their inherited determination to find their way amongst the Orcs, most set out on their own and join Human society where they find themselves more welcome. While they don't have a history of their own, many don't mind and instead see it as an opportunity to prove their strength and their worth. This means something different to most Half Orcs but many find themselves lending their strength to the smaller races, fighting to find their own path or perhaps even leading a barbarian tribe on the rim of the Bastion. Whatever their choices are, they wear their scars with pride and continue to battle against fate.
  • Halfling
  • One of the more recluse races within Bastion, the Halflings are lovers of peace, food, hearth and home... although home can be wherever they might find themselves. Hidden away in small communities or adrift among the Isles, Halflings love nothing more than good company and put great value into their bonds of family and friends. Although they don't often harbour grand desires of fame and fortune, many of the Halflings within Bastion find themselves venturing into the world driven by a sense of wanderlust and curiosity, although they are rarely in a rush to get to anywhere... if they have a destination at all. Valued for their luck and knack of the arts, Halflings make fine travelling companions and are renown for their happy dispositions and generosity.
  • Human
  • The youngest of the forerunner races, short lived and strong willed; ambitious and adaptable. Within the Bastion, Humans have quickly found themselves in many differing parts of its cultures and lands, trying to find their own path or leave an everlasting legacy. Weather they reside in the Brightlands fighting for land and resources in the grand kingdom of the Mayshard, the desolate wastes of the borderlands, or one of the countless other Isles of the Etherium; they seek to earn glory. While this is not absolute, a humans short lifespan means that if they wish to stand the test of time then they must prove themselves in the basking light of the Lifebringer. And so Humans that seek adventure are most often those who are the most daring and ambitious of their kind; hunting power, wealth and fame. Because of their tendency to migrate and expand, the Humans of Bastion can be found in most regions and in varying ethnicities and varieties. In rare circumstances some humans even have just a touch of another race within their bloodline, showing some minor trait or physical characteristic.
  • Tiefling
  • A walking remnant of the precursor wars, Tieflings are humanoid beings infused with demonic essence... a parting gift from a lesser deity. They are often mistrusted and many assume their heritage has left them with a misplaced morality. While this is sometimes the case, many Tieflings oftentimes turn to a life of swindling and crime out of necessity rather than desire. There are some rare community's within the Bastion that have come to accept them however and many Tieflings take to the skies and lands trying to find a place of their own to call home. And while they are slow to trust others, once a bond is made with a Tiefling oftentimes they are a firm friend or ally for life.
 
  • Aarakocra
  • One of the rarest and most aloof of the races within Bastion, the Aarakocra are almost legend among the Isles with sightings so uncommon and oftentimes confused with other bird species that many believe them to simply be child's tales. They are however, one of the oldest races to grace the lands of the Etherium. Believed to have originated from somewhere beyond the elemental chaos, these birdfolk mostly keep to themselves in some of the hardest to reach Isles. Every now and again however, a few might trek out from their outposts to ride and explore the winds, seeking to scout and discover more lands to add to their legendary maps.
  • Aasimar
  • Another of the precursor touched races, the Aasimar were created to be guardians of law and life and while many willingly choose to follow the path, not all believe so strongly. Some may choose to question their bloodlines and instead take fate into their own hands and bank on the ever changing winds of the Etherium, while others might fall further from the light.
  • Bugbear
  • Part of the family of goblinoid creatures, Bugbears are most often cited as being brutish and dimwitted and the only member of that family of creatures that can grow fur on its body. They are most often found in raiding parties or barbaric tribes of the Borderlands. In rare circumstances however, a Bugbear might choose to have a change of heart and shed its evil nature to instead chase more virtuous desires and the grand rewards that might come from such actions.
  • Centaur
  • Another of the rare races that reside within the Isles, Centaurs were only recently discovered by exploring skyships in the Wildlands. They reside on one of the largest landmasses within the Wildlands, seemingly quite content with their nomadic lives and very protective of their tribes. They are highly valued for the knowledge of survival and nature, with older members leaving behind their nomadic tribe to instead settle within the frontier settlements to survive and live out their days.
  • Firbolg
  • A reclusive race of giant-kin, the Firbolg have been found to reside on many different Isles sequestered in rolling hills and deep forests. They are cautious and shrewd when dealing with strangers and outsiders but in recent years some of the Firbolg clans residing near more civilised parts of the world have relented a little and have begun trading and communicating with outsiders. While Firbolg adventurers are rather rare, sometimes an outcast or loner might find themselves set adrift into the winds to discover a new home for themselves amongst the Isles.
  • Goblin
  • Goblins live in loose clans and factions and oftentimes find themselves subjugated under another race to do their bidding, but sometimes one might find themselves desiring more. Being apart of raiding parties, or pirate clans can be fun and all but you're still giving up part of your loot to the biguns. So why not set out and find some power, strength and loot of your own, at least that's what most Goblin adventurers think.
  • Goliath
  • Residing in the highest peaks of some of the most recluse Isles, Goliath's are few in number but more than make up for it with their individual strength and ambition. They value their place in the tribe above all else and seek to ever outdo their past efforts and accomplishments. Incredibly competitive, some Goliath's leave their tribe in order to seek out ever greater accomplishments among the lands... although few of these adventuring giants walk the isles and few still live to old age; instead usually succumbing to some grand creature they sought to fell.
  • Hobgoblin
  • Oftentimes at the head of a large clan or faction of other goblinkind, Hobgoblins lead their Goblin and Bugbear kin in grand wars and raids against the other races of the Bastion. Mostly residing in the Borderlands, they have been known to travel great distances on haphazard ships and vessels in order to loot and pillage unprepared settlements. Every now and again however one of these kind might shed their more evil ways and instead seek a life of more virtuous acts in order to reap the rewards and benefits those acts might bring. However given their kinds usual nature, most other races within the Bastion might struggle to acknowledge such acts of courage and virtue.
  • Kalashtar
  • Bound with spirits from another realm, the Kalashtar are mostly human in appearance but there is an unmistakable alien quality about them. While they cannot directly communicate with their bound spirits, their deep connections drive them in their everyday lives and in rare circumstances can sometimes allow them to wield strange powers. The Kalashtar are usually seen as outcasts and strange individuals and as such often don't have a home nor Isle to call their own. This usually suits them just fine however as many who have developed a bond with spirits will find strange satisfaction in giving into their otherworldly desires and chasing those dreams to the far corners of the Bastion.
  • Kenku
  • Depressed birbs
  • Kobold
  • Uplifted by a fallen precursor (stub article)
  • Lizardfolk
  • Loxodon
  • Minotaur
  • Orc
  • Tabaxi
  • Tortle
  • Triton
  • Vedalken
  • Warforged
  • Yuan-Ti
 
Factions
 
  • The grand kingdom Mayshard
  • The Kessian dwellers
  • The mighty Torvan
  • The Helgian raiders
 

Technology

 

Traditions

 
Pantheon
 
  • Knowledge, History and Truth - LG Tikal
  • Creation and Invention - NG Tarkol
  • Life, Peace, Reason and Serenity - LG Ella
  • Prose, Poetry, Music, and Art - NG Eira
  • Sunlight, Celestial Radiance and Agriculture - LG Dimitra
  • Trade, Negotiation, Ventures, Appraisal and Reciprocity - NG Xanth
  • Arcane and Mystics - CG Qurilion
  • Luck and Change - CG Calera
  • Mischief, Humor, Eccentricity and Unpredictability - CG Amurai
  • Justice, Oaths, Order and Nobility - LN Arkon
  • Resolutions and Fate - LN Barron
  • Death - LN Cerise
  • Exploration, Travel and Voyages - CG Alaire
  • Wilderness and the Elements - TN Solvigour
  • Guidance and The Path - TN Rue
  • Strength and Storms - TN Vertious
  • Time, Infinity and Continuity - TN Ismos
  • Pleasure, Love, and Passion - CN Raelia
  • Obscurity, Outcasts and Isolation - CN Odes
  • Plots and Secrets - CN Ademal
  • Darkness, Twilight, Shadows and Stealth - LE The Chosen
  • War, Conquest and Tyranny - LE Norus
  • Trickery and Deceit - CE Zavian
  • Wealth, Greed and Vengeance - CE Asros
  • Famine, Plague and Drought - NE Vesh
  • Madness, Insanity, Murder, and Torture - NE The Prophet
  • Destruction, Nightmares and Disasters - NE The Hive
Logo
   
In recorded rare events, a beautiful shining object is said to have fallen from the Lifebringer itself, carrying with it the same radiant energy. These strange shards, these gifts, started falling some one or two hundred years ago but no one can say exactly. What is known is that it was not long after when the first to study these objects realized that they could be used to create wonderful new and safer methods of transportation between the lands. It wouldn't take long for the invention to spread and soon the dawn of a new age was upon the world. An age of expansion, invention, creation and discovery.
 
Hex One
 
Most skyships move by enchanted means, perhaps Ornithoptic wings or some other energy. Older ones often rely on a mixture of sails and wing-oars while there have been rumors of newer craft in the brightlands that are powered by strange clockwork mechanisms. There's even an old child's tale of a ship that harnessed the power of some ancient flying animal to pull the vessel. Either way all of these craft must have had at least one thing in common, the beautiful beacons of guidance and protection, the shards, the Levistones.
 
Hex Two
 
It is possible to leave the Bastion, many have even done it against their will. For it is a simple thing to fall off the edge of the world, or rather in this case the edge of an Isle. The Lifebringer has a strange way of holding onto things, but its influence is only so great. A piece of earth the size of a small home might stay floating within the light for an age, while anything smaller slowly drifts away towards the edge of the Etherium, the Elemental Chaos. So just like the mighty seafalls and the water that drifts out into the night, a solitary soul can fall all the same.
 
Hex Three
 
The gods of the Etherium are very real and revered entities. They are the embodiment of various beliefs and have found dominion over specific aspects of the world. While they seem to have receded their influence over recent millennia, many still speak tales and legends of mortals bequeathed with blessings of the divine. People gather to worship gods of life and good fortune, or perhaps meet in hidden places to venerate the gods of deception and destruction. The mortals of Bastion are polytheistic, they honor deities of their own and acknowledge others. Individuals might pay homage to various gods in a single day, thanking for a strong harvest, calm winds and the strength to fight for their family.
 
Hex Four

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