Dust to Dust - A Fantasy LARP
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We're sure you have questions, which is awesome, because we have answers! Here there be information on where to find other information about the game, how we're running it, and how to play. If you think of something not covered here or in the forums, please feel free to contact plot with your questions.

General Information | Player Characters | NPCs/Volunteering | Buttons | The World

General Information

  • Is there a rulebook I can buy?

    The Dust to Dust rulebook is available for free in PDF format here. If you do not have acrobat reader, or need a hard copy, please contact plot. You can also purchase a player-created hard-copy of the rulebook On lulu.

  • Hey, there's this thing in the Rulebook I don't understand! Where can I get answers?

    You can post your question on the forums, if it hasn't already been answered there. A rules FAQ of previously asked questions will be coming soon.

  • I am totally new to LARPing, and don't understand these random terms people keep using. Is there a list of terms somewhere I can look at?

    I'm glad you asked! There is a jargon page for general larp terminology, and there's a DtD specific glossary in the works. Check these out, and then refer any other questions to the forums.

  • Who are the staff members?

    You can find a list of the plot and campaign committee members here. If you need to contact a specific member of staff, you can PM any of them on the Rule of Three boards.

  • Where will the game be held?

    Our primary site will be AH Stephens in GA, with a secondary site at Camp Cherokee at King's Mountain, SC.

  • Where can I find directions to site?

    Directions will be available here. Otherwise, you can look up directions on the sites for each of the relevant state parks.

  • Where can I register for an event?

    Pre-registration is available on the Events Page.

  • It's event time! What do I do now?

    Check out the Event In Brief page for a basic overview of how an event goes, and what to do once you've arrived on site.

  • The event is over! What do I do now?

    Go fill out your Checkout and Feedback forms, whether you are a PC or an NPC. We want to know how your event was!

  • So when I am filling out my Checkout Form after the event, I see there is something about Between Game Actions. What are they, how do they work, and what am I permitted to do with them?

    Between-Game actions represent activities your character undertakes between games to persue various goals. With a between-game action, you may:

    • Use a Craft skill to earn 10 silver per level of the craft
    • Use a Production skill to make up to 1.5 Production Point per level of goods (paying the material cost for those goods at checkin when you receive the tags)
    • Use a Lore skill to ask appropriate questions.
    • Conduct research (using some combination of Lore skills, Production skills, in-game resources like money or discovered documents, artifacts, etc)
    • Learn spells, if you're a Celestial/Create a focus, if you're a ritualist
    • Do other reasonable things (what we call 'plot actions'). You generaly can't use a BGA to do anything likely to result in conflict (We decide to burn down all of the Hulder!, We're going werewolf/troll/shade/homunculus hunting!, we steal the Box of Forbidden Pastries from the Bakers!), talking to Major NPCs (The Patriarch, The Council of Silver, so on and so forth), and so on. We really like to resolve conflict during the course of play, as a committee. If you submit something we find it outside of what we consider reasonable, we will let you know and ask for another BGA from you. It doesn't waste your slot. That being said, if we tell you no, and you keep trying it over and over again...that might waste your slot. We don't expect anyone to do that, but it needs to be said. There will be exceptions from these rules from time to time.
    • If you are using anything to assist in an action, that really, really needs to be listed. If you are using in-play resources, we will be asking for them at the start of the following event, provided we send a response to you regarding that action. If we fail to respond to an action, do not expect to have to pay anything you would normally have to pay, that's on us.

    If you feel that you need an NPC's cooperation for something, sending an IP letter is the best way to do it. Sending a letter to an NPC generally doesn't require using a BGA, but you will need to actually write and send the letter in character, via email to d2d@ruleof3.net. If you wish to ensure that the letter is sent securely, you may spend a BGA, to signify making a special effort.

    Some skills grant extra BGAs, such as the Principalities cultural advantage, Commune, and several Ancient Arts. These, obviously, don't count against the two BGAs everyone receives. You can also buy 1 extra BGA per event at a cost of 3 Buttons. A Celestial learning a spell, or a ritualist creating a focus also does not count against this limit.

    BGAs will be open for two weeks following an event, if you don't get them in by then, you miss your window for that between game period. With so many research actions and such, we need that time to respond.

  • How much build did I get?

    The event "blanket," or build that everyone gets for an event, is 5 CP for a 1-day, 8 for a 2-day, 10 CP for a 3-day, and 15 for a 4-day event.

Player Characters

Photo of a Homunculus
  • How do I get started making a character?

    The Creating a new character page is a good place to start. You may also want to check out the Races and Nations pages for information you can use to start building your character concept.

  • Who do I contact if I have questions about my character?

    Questions about characters should be directed to Dust to Dust Plot.

  • Now that I have this awesome concept, how do I go about fitting it into the game?

    You can join the discussion on the Red Button boards to see who else is playing your race, culture, warrior order, magical style, or the like. Once you've got your Culture Packet from plot(coming soon), Dust to Dust Plot are happy to help Returned players develop their heroic stories. Modern characters can take a look at the Recent History page, and sign up for an open role or two, as a way to have shared history with other players. The first role is free, additional roles are available for Buttons.

  • What should I research to try to get into character? Are there books or movies I can read/watch to get the feel of this game?

    Each culture has a theme and costuming section that gives ideas on analogues to the relevant culture. In addition, you can check out the Dust to Dust Style Guide for pictures and other style ideas.

  • Can I play a half-breed race?

    There are no half-breeds in the world of Dust to Dust. Homunculi are incapable of reproduction. Returned were human and mortal in their past life, and as such bear human children. Celestials only bear human children as well, as Celestials do not rely on reproduction in order to sustain their race.

  • Can I play a celestial from the First Descent, or a Returned from the Time of the Wolf King?

    No. All celestials in the Second Descent are taking on mortality for the first time; any celestials from the First Descent that returned to Heaven were elevated to Primarchs. In addition, all Returned PCs died during the Great War of Shadow, and so must have lived during the 50 year span of that war, which began in 5130 LE. More information on the dating system is below, under the World heading.

  • Is the culture description I see on the website the only information I get about my culture?

    No! Once you pick a culture, you will get a much more comprehensive culture packet, which contains (hopefully) everything you will need to understand where your people come from. This packet is only available once you have firmly decided upon a culture, however. You may express interest to plot by emailing d2d@ruleof3.net; we ask for general details such as name, preferred culture, and a very basic concept.

  • So I've got my packet, started my character history, and I have a bunch of questions! What do I do?

    If you've let plot know what culture you're planning to play, you should be added to the board for your culture on the Red Button boards. Many questions may be addressed there. If you want to work out concept specifics/check details with plot, just email us. We will do our best to get you a timely response.

  • How many character points do I get at character creation?

    Players have forty (40) starting character points, for purposes of “at creation” skill costs, with three (3) additional character points if the player has turned in a character history. Character histories may be submitted up to thirty (30) days after the first event that the player attends as that character, and must be approved by Dust to Dust staff in order for these character history points to be applied. Players have twelve (12) additional “experience” character points that do not count as starting or “at creation” character points. Players are allowed to take up to ten (10) points of Disadvantages at creation, and these ten (10) points are counted as “at creation” points. Disadvantages may not be taken without a valid character history on file.

  • Are there any restrictions on how I spend my starting points?

    Character points may be spent in any way that the player desires, though players are encouraged to build characters that “make sense” rather than “min-maxing” or “powergaming” for a perceived best build. Some abilities have a different cost, or are even unobtainable, once a character is created.

  • What are Advantages and Disadvantages?
  • Advantages and Disadvantages are traits that you can buy at character creation to make the game easier, or else more challenging. Taking an Advantage (such as Fortune, Acute Senses, Rapid Healing) costs "at creation" character points. Taking a Disadvantage (such as Mute, Sickly, Illiterate, Fast Bleeder, Weak Spirit) gains you up to 10 "at creation" character points. Point values are based on the severity/benefit of the Advantage or Disadvantage, and are available in the rulebook.

  • What are Talents?

    Talents are the myriad skills and abilities used by characters to create things, represent learned knowledge, or perform actions such as healing the wounded or disabling security measures, such as traps and locks. All Talents are non-Magical.

  • What are Magical Talents?

    Magical Talents are the ability to use magic in one of many different forms. Some, but not all, confer a tie to magic that others can detect with certain spells. The five magics that directly confer a magical tie are Alchemy, Celestial Ways, Forge Magic, Ritualism, and Totemic Power. Ancient Arts, Binding Contracts, and Grafts do not inherently confer a tie to magic, but they are still magical talents of a sort.

  • Is there some sort of concise list of all the skills/abilities I can buy, and their point costs?
  • Indeed there is! If you just need numbers, Appendix 5 of the Rulebook has totally got your back.

  • I hate the Abilities/Talents/Advantages I bought at creation! Can I change them?

    New players are allowed to re-spend their characters after the first event that they attend, if desired.


  • How do I get started as a full-time volunteer?

    Speak to a member of Plot and let them know that you're interested in full-time volunteering/NPCing. You will be asked to sign a safety wavier at your first event, and a sportsmanship agreement.

  • As a volunteer/NPC, what should I bring to an event?

    At the very least, you will want a set of black clothing-- black pants & shirt, with more or less layers depending on the weather. You will also want comfortable shoes, ideally something reasonably approrpiate to the setting (not sneakers). Weapons, armor, and other necessary props will be provided for you. If, however, you have something really cool that you want to bring, or you know you'll be doing a specific NPC during the weekend, feel free to bring extra stuff.

  • So I've just arrived on site... what do I do now?

    First, you'll want to go to the Tavern and sign in so that you are credited with your buttons for NPCing. Next, you'll want to report to Monstertown and stow your gear in your cabin/bunk, and check in with the Monstertown manager. If we need you to do something specific right at the start of play, you'll be told then so that you can get ready. Monsters who arrive on time for it should also attend Opening Ceremonies.

  • As an NPC, will I just be fighting all the time?

    Not necessarily. We try to divvy out the speaking roles to those who haven't got a chance to play a named NPC yet. The more you NPC for us, the more roles you're likely to get. If you prefer to just fight, or have to be non-combat for some reason, let the MT manager and/or Plot know, and we'll see what we can do.

  • What are Bloodsworn?

    Full time NPCs who have taken an oath to never create a PC for the game are referred to as the Bloodsworn. Bloodsworn NPCs will generally get NPC roles that require access to campaign/plot secrets and the like, and are held especially responsible for keeping those secrets.

  • What if I have questions that aren't answered here?

    Please check out the Volunteering page first. If your questions aren't answered there or here, feel free to email plot.


  • What are Buttons?

    Buttons are a reward for players and volunteers for participating in Red Button games. They can be spent on PC creation in a number of ways.

  • What can I use Buttons on?

    You can find a list of uses for Buttons here. Other uses for Buttons will be at the discretion of Plot.

  • How do I get Buttons?

    Volunteer! There's many forms such volunteering can take, whether it is full-time NPCing, doing monster time as a PC, or making props, weapons, and/or costumes. Feel free to contact the General Manager, or check the out of play boards on the forums to find out our current needs. Also, you can donate money to the game for various purposes on the Events page, in return for Buttons.

The World

  • Where in the world is the game going to take place?

    The Principal game locations are can be found here. The primary location is Marath Suvla, a frontier town located in Troll Country, north of Tarsikka and the Principalities, and east of Gaunt and Oresund.

  • When in the world is the game going to take place?

    The game started in 1211, RE (Regnal Era). The Regnal Era dates from the revelation of the Redwood Throne to the world. Prior to that was the Truce Era (TE), which lasted 2989 years, and dated from the end of what is known in distant legend as the Great War of Shadow. References to the First Age in ancient texts refer to years LE, or Lithini Etos, which translates roughly to "Years of the Stone". Returned PCs know that the Great War began in 5130 LE, and lasted about 50 years. Other ancient cultures may have had their own systems of dating; these appear occasionally in scraps of esoteric text.

  • Why would the PCs travel from their various and separate countries and locations to the common location(s)?

    Each nation will have a "why would you travel here?" section in the culture packets, though not on this site. There are plenty of reasons to go to the game locale though; coming up with your personal reasons might be a good thing to consider when writing your character history.

  • What is the general rate of literacy in the world?

    In general, world literacy is very high. Pcs do not have to buy read/write as an advantage-- Illiteracy is available as a Disadvantage however. Be warned that much like being Mute, Illiteracy will severely impact your gameplay.

  • What is the likelihood of having traveled widely in my characters lifetime?

    It depends on the nation, Tarsikkans don't travel much, neither do members of the Caliphate, or those from the Emirate and Sultanate now living in the Caliphate. Oresunders might have traveled to Gaunt, but that's about it. Gaunt obviously travels to the Principalities and Athral Isle; they are the principal source of sea travel along the western coast of the continent. The Principalities travel all over.

  • What would a typical PC know about other nations?

    The Principalities and the Caliphate know the most about other nations, the others are very limited in the histories and records they possess. Generally, a PC would have access to as much information about any given nation in their own time period as is provided on the Website. So while a Druman PC would potentially have as much information about Tharicia or Mazhan as is on the website, and a Caliphate PC would have similar knowledge of the Athral Isle or the Principalities, said Caliphate and Druman PC would not know anything about each other. Celestial PCs would know as much about any culture at all as is on the website, if they are old enough to have been in Heaven during the First Age. More information on this point can be found in the Culture Packets.

  • Has the average person ever seen magic?

    Out of the things the average person has seen, they might have seen ritualism, which is considered magic, and alchemy, which isn't really considered magic. Many of the nations outlaw one or the other, or it's very uncommon in one or the other. People in cities are more likely to have witnessed magic than people in small towns.

  • What role does Religion take in society at large?

    The world of Dust to Dust has many religions. There are many Totemic Mystery Cults which are practised throughout the world. The Oresunders practice the religion of the Pentaverate, while the Akathians worship the Molten Sheik. The Gauntish, the Principalities, and many Athrals follow the Redwood Throne, which is more evangelical in nature than the world's other faiths.

    The Returned followed their own religions in the First Age, and while many of them still practice their old faiths, others have converted to the religions of the lands in which they've some to dwell, although Returned may not use Totemic magic.

  • What is the general level of trade in the world? Peddlers? Caravans? Silk Roads?

    The Guilds control most of the trade in the Principalities and regions around. Further East, you find caravans, peddlers and merchants, as one might expect. In the Caliphate, much of the trade is controlled by the Caliph and his government.

  • Is there a well-established system of roads and ports like in the Roman empire, or is it more like the Middle Ages where roads and ports fell into disarray and travel was tricky and slow?

    Roads and ports are in disrepair. Overland travel is tricky and slow, but one can reasonably expect goods and things to arrive somewhere, just slowly. Sea travel is expensive and dangerous.

  • Do countries and powers have established Navies? How big are the largest ships?

    Gaunt is a force to be reckoned with, with Longships being the largest ships. You stay mostly close to the shore, unless you are incredibly good or insane, or both. Longships carry around 40ish people, counting crew. Gaunt (and by extension Athral Isle) as navy, the Free City of the Hulder has a small one, the Emirate had one, but it was either burned or scuttled after the Marrashi invasion, and the Marrashi have a navy.

  • How well explored is the world?

    The lands players occupy have been mostly explored, though not fully. The lands surrounding the area have not been much explored, due to the extremely hazardous nature of sea travel, and the dangers of the lands to the Far East and North.

  • Do people think the world is round, or flat? Is the model of the cosmos Helio-centric? Geo-centric? Does the World have a name?

    Most people think the world is flat, scholars know the world is round. People call the world Earth, which may or may not be correct.

  • What is medical technology like in this world? Obviously, there is magical healing, but aside from that?

    Bleeding and leeches sums it up well. There is a Physicker's Guild, based in the Free City of the Hulder, which is at the forefront of medicine in the world.

  • Are the Marrashi a playable race?

    The Marrashi are not a playable race.

  • What about horses? Are there horses in the world?

    Horses absolutely exist in the world. They do horsey stuff and horse it up wherever they would normally, however there are places in the world that animals just simply tend to stay away from. The wastelands are a good example of this, as are certain places of magical power, such as Petra’s Hearth, Victor Agio’s Hall, and Marath Suvla, to name as few.

  • How does mail work in the world and the various nations?

    The most common means of mail delivery varies from place to place.

    In Athral Isle and the Principalities, the guilds are the most reliable way to send a letter. The Tharici often carry mail as well, and are regarded as reliable in this one office by all but their bitterest detractors. Many have expected that King Sigmar would imitate the postal service of Gaunt, which is guaranteed and protected by the Dane, but he has shown no sign of doing so.

    In the Caliphate, the most reliable ways to send letters are the Royal Societies, the Tharici, or personally-hired couriers.

    In Gaunt, Dane Sverre Frosteye guarantees and protects the postal service, the roads, and other major infrastructure. The penalty for interfering with the postal service or the roads is death for the offender and as many of the offender's family as it takes to quench the Dane's anger. (See the Punishment of the Mountain Boar Sept in Recent History for an object lesson in the Dane's views on this.)

    In Oresund and Tarsikka, the Tharici or people who happen to be going where you need are the best ways to send mail.

    In Marath Suvla, the Itra spirits are an absolutely reliable way to deliver mail. They do not seem to require persuasion unless they are about another specific task right at that moment, and they do not seem to seek payment.

    In all cases other than Marath Suvla, the mail is mostly secure and will almost always reach its destination. If you must be absolutely certain, spending a BGA and as much as two crowns can increase the level of security to certainty. If trying to send a letter to a location that is off the map of the known world, odds of the letter reaching its destination drop precipitously unless you are working with a specific courier.