A world shaped by where you go, who you deal with, and what you leave behind.
Arkh-Perain: Dust and Coin is a 5.5e-compatible campaign setting for players and Game Masters, built around the idea that the world surrounding the characters should actively shape play rather than simply provide scenery.
The setting combines the Living Desert, reactive factions, new character options, collaborative spells and magic items, and practical GM tools designed to make the setting easy to bring to the table. Ready-to-use NPCs, adventure hooks, campaign frames, encounter systems, and ready-to-run starters give GMs enough structure to begin quickly while leaving room for a campaign to grow through play.
Arkh-Perain is built for tables that enjoy exploration, political tension, discovery, and choices with consequences. The Confederation of Nealdoril, Karth, and Sarmark exists in an uneasy balance with the powerful Pers guilds, the Mangusta Knights, neighbouring realms, and threats buried beneath centuries of history.
For players, the book introduces the Melezi ancestry, the martial Questbound class, setting-rooted subclasses, backgrounds, feats, spells, magic items, and character hooks designed to connect adventurers directly to the world around them.

And Arkh-Perain is more than desert. Adventures can lead from the trade cities of the Confederation into Cteseiron’s mountain valleys, the ports of Isfarea, the savannas and jungles of the Unbroken Wilds, or the mage-ruled Scholarship of Nesugeia.
The setting can support anything from a single expedition to a long-running campaign. It can be dangerous and unforgiving—but it is not a hopeless survival setting.
This version is much closer to the concept you supplied because it positions Arkh-Perain first as a complete reactive setting, with the Living Desert as one of its distinctive systems rather than as the entire identity of the product.



