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Dark Sun

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corrupt, bloodthirsty, and desperate culture that leaves little room for chivalric virtues common to fantasy settings (hence why paladins are excluded). Slavery is commonplace, gladiatorial duels provide entertainment for the elite, and death permeates the culture. As rain falls only once per decade in some areas, water is more precious than gold. Due to the scarcity of natural resources, few wizards have access to books made of paper pages and hard covers; instead, they record their spells with string patterns and complex knots. Metal is also rare, affecting both the economy and the quality of equipment. The ceramic coin, made from clay and glazed in various colors, is the primary medium of exchange, worth about a hundredth of a gold piece. Due to a scarcity of metal, weapons and armor are made from natural materials such as bone, stone, wood, carapace or obsidian, and are prone to breaking. Only a single dragon exists in all of Athas, a monstrosity whose appearance heralds disasters of catastrophic proportions.
933:. Over the course of the adventure modules and the novels the metaplot advances radically, changing the Tyr Region with Rikus, Agis, Neeva, Tithian, and Sadira (from the novels), or the player characters at the center of the changes. Borys the Dragon is killed by Rikus and Sadira. Sadira becomes the first sun-wizard through the use of the Pristine Tower, putting her at a level of power equal to the sorcerer-kings. Tithian uses the Dark Lens to free Rajaat, believing he will be transformed into a sorcerer-king as a reward. Several sorcerer-kings are lost or destroyed during the ensuing battle with Rajaat. Andropinis is imprisoned in the Black while Tectuktitlay is killed. Rajaat is ultimately vanquished by Sadira using the Dark Lens as a focus for a spell that burns away Rajaat's shadow, the source of his tremendous power. This spell also causes a tremendous earthquake creating the Great Rift, a passage to the previously unknown Crimson Savannah and the alien Kreen Empire. 834:, rebelled against their creator and used one of Rajaat's talismans, the Dark Lens, to imprison him in a shadow realm known as the Black. With Rajaat imprisoned, the former Champions renamed themselves Sorcerer-Kings and despotically divided up the surviving city-states among themselves. His escape would spell doom for all of them, so the former Champions selected Borys as Rajaat's warden. As warden, Borys would need to be transformed into a true dragon, a creature nearly unheard of in the setting, in order to be able to cast the spells required to maintain Rajaat's prison. The ritual that transformed Borys into a dragon caused him to go mad and embark on a century-long defiling rampage. The defiling during the Cleansing War had been substantial, but Borys's rampage was the tipping point that turned Athas into a hellish desert. 1001:
The fourth edition metaplot describes three ages: the Green Age, the Red Age, and the Desert Age or the Age of the Sorcerer-Kings. As with the original metaplot, the Green Age is earliest visible sign of civilization but suggests that rare tales tell of an earlier age, possibly the Blue Age. The end of the Green Age is described similarly to the original metaplot. The Green Age gave way to the more recent Red Age, a time of profound war and strife that left the world a blasted, desolate waste. Game play begins during the Desert Age, similarly to 2nd edition, with the world a barren wasteland and its few remaining habitable places being lorded over by the sorcerer-kings. Sorcerer-king Kalak of Tyr has been assassinated and the liberation of Tyr has sparked a glimmer of hope and renewal in the Tyr Region.
804:, would bring about sweeping changes to Athas. Rajaat discovered magic eight thousand years before the current age. Seeking more power he took possession of the Pristine Tower. Here he mastered this new force and developed two distinct ways; one that preserved nature, known as preserving, and one that exploited it, known as defiling. He taught preserving magic to the public but secretly selected 15 human students with a potential for both psionics and magic for a darker purpose. Using the power of the Pristine Tower to harness the energy of the yellow sun, he transformed these 15 into his 2253:
Altaruk and Tyr across the Tablelands (Urik, Gulg, Nibenay, and many wilderness locations) to confront an ancient primordial awakening in the Sea of Silt. Chapters consisting of three linked adventures each were released at the D&DXP, Origins, and Gen Con gaming conventions. A total of seven chapters (21 rounds of four-hour play) were released, providing a single continuous story taking player characters from 3rd through 9th level (11th level at completion). Though the campaign concluded in January 2013 at Winter Fantasy, adventures can be requested from Baldman Games.
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away the brown tide but also changed the planet. The sun changed from blue to yellow. The endless sea receded, revealing a verdant world of plant life. The halflings' civilization came to an end and most of them withdrew from the world and spiraled into savagery. The last of the nature-masters transformed themselves into new races, becoming humans, demihumans, and other humanoids that repopulated the world and built new civilizations.
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of the characters, races, and setting details from the previous editions were changed or removed. A new rules element was the addition of Themes (Athasian Minstrel, Dune Trader, Elemental Priest, etc.). Each PC gained one theme that together with race and class helped define the character. Themes grant an initial power and additional powers could be chosen instead of normally available class powers.
572:(1991). The sorcerer-king Kalak is dead and Tyr is a free city-state but the future of Athas beyond that is up to the players. Game designer Richard Baker said the design team wanted the game to begin when Athas had the most possibilities for adventure and offer a version of the setting where the Prism Pentad storyline would be possible but not mandatory. 47: 2240:
there are many arcane classes, so defiling became an at-will power applicable when using daily arcane powers. Elemental priests became a new Shaman build, the Animist Shaman. Elemental worship is tied to the Primal power source, because the Divine power source (which includes clerics and paladins) is unavailable to player characters by default.
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of nature itself. The age came to an end by accident. The halflings of the great city of Tyr'agi tried to increase the sea's fecundity in order to produce more creatures and plants. The experiment failed, however, instead choking the sea with a toxic brown tide that spread across the waters, killing everything it touched.
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A side-bar briefly describes the true history of Athas, which differs slightly from the original. First, the gods were destroyed or driven away from Athas by malevolent elementals known as primordials. The loss of true gods created a fault in the world that allowed for the potential for arcane magic,
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described Athas as "the swords and sorcery equivalent of Mad Max: a desert world where water, steel and kindness are in short supply, where magic destroys the environment and the kings and queens are exclusively evil. Elves are untrustworthy merchants and halflings are cannibals. New PC races include
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In 2009, Wizards of the Coast announced the return of Dark Sun as the 2010 campaign setting, in addition a two source books and an adventure for the new campaign setting. The setting was a "reimagining" of the 2nd edition setting, returning to the time immediately after Tyr became a free state. Some
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In place of the higher dice for ability scores, the abilities of all of the player character races have been improved. Each (including humans) has an additional bonus to one or more ability scores, an innate psionic power, and often other bonuses. Every race has a level adjustment, meaning that a PC
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Given the prevalence of psionics the people of Athas have developed laws to govern their use. Each of the major city-states in the setting have organizations that teach or regulate psionics in that region. Additionally, the Order is a secret psionic organization composed of supremely powerful psions
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boxed set released in 1995 begins at this point with the destabilization of the Tyr Region's political power structure. The wake of the creation of the Cerulean Storm and the earthquake that caused the Great Rift results in powerful storms and destructive aftershocks. The Wanderer discovers the lost
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begins with the Edenic Blue Age when Athas was once covered with a vast body of life-giving water under a blue sun. Halflings ruled Athas during this time, building a powerful civilization. They were nature-masters and life-shapers, able to produce anything they needed by manipulating the principles
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released in 1991 presented the base setting details wherein the Tyr Region is on the verge of revolution against the sorcerer-kings. A five-book fiction series, the Prism Pentad, written by Denning and edited by Lowder, was released beginning in 1991, in coordination with the boxed set. Set a decade
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that would use this ruleset, the working title of which was "War World". The team envisioned a post-apocalyptic world full of exotic monsters and no hallmark fantasy creatures whatsoever. TSR worried about this concept, wondering how to market a product that lacked any familiar elements. Eventually,
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The 4th edition Dark Sun books greatly change the setting, and the 4th edition races were added as well, including Tieflings, Dragonborn, and Eladrin. Mechanical differences abound, but reflect the 4th edition rules. For example, in 2nd edition, defilers were a separate wizard class. In 4th edition
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that often do not exist in other fantasy worlds. Arcane spell casters are largely reviled, while divine magic is accepted though it sometimes presents an ideological challenge to the sorcerer-king's rule. Psionics are broadly accepted and celebrated, with virtually all living things possessing some
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were originally monsters. Some of the hallmark fantasy races were each given different twists to make them more suitable to the settings darker themes. Athasian elves are not benevolent forest dwellers but hostile tribal nomads with savage dispositions and a deep distrust of outsiders. Halfings are
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claims that the Green Age began approximately 14,000 years before the setting's starting period. Desperate to save themselves and Athas from the brown tide, the halflings built the Pristine Tower, a powerful talisman that could harness the energies of the sun. The light of the Pristine Tower burned
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Arcane magic draws its power from the life force of plants or living creatures, with the potential to cause tremendous harm to the environment. As a result, wizards and other arcane casters are despised and must practice in secret. Psionics are extremely common with nearly every living thing having
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world through the non-epic levels. The Athas.org version also condensed the metaplot information and presented a much broader view, allowing players an opportunity to create campaigns in virtually any era of Athas, even as far back as the Blue Age. Athas.org was also given permission to convert and
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that presented rules for 3rd edition. This version took place three hundred years after the last published setting details and sought to return the setting's metaplot to something closer to the original boxed set. This version also provided rules and setting details for the new third edition player
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supplement. They have access to many of the same rogue skills as thieves, but to a lesser extent. In addition, they had several abilities unique to traders, including the cultivation of extensive networks of useful contacts. In 3rd edition they were a prestige class. In the 4th edition setting the
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The fourth edition setting presents a much abridged and somewhat different backstory that alludes to the original metaplot but doesn't explicitly reference it. Little is known in-game about the history of Athas and what is known is largely myth, legend, and/or the propaganda of the sorcerer-kings.
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pioneered the matching of fiction and adventure modules to engender and advance metaplots. The original 1991 boxed set begins at the end of the Brown Age (the Age of the Sorcerer-Kings) with the former Champions of Rajaat now tyrannically ruling over the few pockets of civilization left in the Tyr
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Rajaat's ultimate desire was to exterminate all races except the halflings and return Athas to the splendor of the Blue Age. About 3,500 years before the current age, Rajaat assigned each of his Champions a race to exterminate and the ensuing years of struggle were known as the Cleansing Wars. The
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Reviewers of the fourth edition release of the setting were largely favorable. Christopher W. Richeson of RPG.net gave the setting an excellent rating, saying that update did an "excellent job of incorporating 4E's mythology without losing the harsh feel of the original setting". EN World gave the
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Arcane magic in Dark Sun differs substantially from more traditional fantasy campaign settings in that it draws from the life force of the planet or living beings. Arcane spellcasters may cast spells in a manner that preserves nature, known as preservers, or in a manner that destroys it, known as
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boxed set as part of the rogue class, and again in the 3rd edition rules. Athasian bards differed from their counterparts on other worlds in that they are as likely to deal in poisons, assassination, and blackmail as they are in entertainment or lore. The original Athasian bard. does not have the
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In May 2004, David Noonan wrote a brief update for the setting for the 3rd edition rules. The setting picked three hundred years after the second edition and the events of the Prism Pentad. The guide outlined some of the important events that had taken place since then, and largely focused on the
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The original Dark Sun product line was one of TSR's most popular releases in the 1990s with an enduring fan following. In the 1990s, fans formed multiple mailing lists, fan sites, and discussion boards concerning the setting. These fan sites grew to such a size and scale during the 1990s that TSR
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commented: "There's plenty of atmosphere in Dark Sun and, despite the seeming uniformity of the geography, a great deal of imagination has gone into detailing its various regions". The reviewer also observed: "Life on Athas is particularly tough and short. Never mind the monsters; failing to take
381:'s imagery: "I pretty much designed the look and feel of the Dark Sun campaign. I was doing paintings before they were even writing about the setting. I'd do a painting or a sketch, and the designers wrote those characters and ideas into the story. I was very involved in the development process". 2252:
Convention, Wizards of the Coast and Baldman Games launched an organized play campaign set in Dark Sun. The campaign used the 4th edition rules and time frame. PCs played the role of Veiled Alliance members fighting against a secret organization named The True. Later adventures took players from
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were rumored to have been near completion to the point that early versions were reportedly given to some GMs at the 1997 Gen Con Game Fair before the line ended. Prior to the line's cancellation, designer Kevin Melka claimed that another halfling product, a book on the dwarves, and a book on the
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held the "Glory and Blood" Dark Sun Arenas, featuring seven separate arena encounters held in each city-state. Each arena was of varying difficulty and players gathered glory. Winning six of seven adventures resulted in sufficient glory for a cloth map of the Tyr region, not currently available
962:, who resurrected himself after being slain by the other Sorcerer-Kings for attempting to become a dragon like Borys, sweeps in and transforms most of the riotous inhabitants into undead. He now rules the city-state where the living walk side by side with undead zombies and skeletons. In Draj, 586:
The most notable fourth edition change expanded character building by introducing themes. Themes were a third way to define a player character identity through archetypes or careers allowing them to more clearly describe their place or role within the world. Some variant classes central to the
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Athas is a devastated world, the result of magic run amok. Most of Athas is an empty desert, interrupted by a handful of corrupt city states controlled by power-mad sorcerer-kings and their spell-wielding lackeys. The brutal climate and the oppressive rule of the sorcerer-kings have created a
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The former halfling center of Tyr'agi was renamed Tyr and the other great cities of the Tyr region, such as Ebe, Bodach and Giustenal, were built during this period. Due to mutations caused by the power of the Pristine Tower, the new people of Athas discovered they were gifted with myriad
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source material seems to suggest that there weren't ever any gods involved with Athas, while the 4th edition setting leaves the option open, more explicitly stating that the gods were destroyed or driven away by malevolent elemental spirits. Clerics and druids instead draw power from the
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largely cannibals living in shaman-ruled settlements in the jungles beyond civilization. Other standard fantasy races such as ogres, kobolds, or trolls, for example, are all assumed to have been destroyed during the Cleansing Wars or simply passed from the world in previous ages.
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by Bill Slavicsek in 1995 to include the developments of the setting since the initial 1991 release. Additional source books further detailed the setting. These included in-depth looks at certain aspects of the setting including certain classes, such as gladiators, clerics, and
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templars, but manages to learn enough to transform himself into a true sorcerer-king. He takes control of Draj and begins to demand regular blood sacrifices in his temples. Balic has also fallen into chaos after the disappearance and reappearance of their sorcerer-king
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who have pacted with their sorcerer-king. They are entirely dependent on their patrons for their magical abilities. Besides their cleric-like abilities, templars also have special abilities that allow them to govern and control the population of their city-states.
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Athasian elves are swift-running herders, traders, thieves, and raiders and are considered untrustworthy by most other Athasians for their duplicitous ways. Elves in this setting prefer to live in the moment and attempt to avoid hard work or drudgery as much as
808:. Besides their native psionic powers and defiling magic, they were imbued with immortality and the ability to draw magical energy from living creatures through the use of obsidian orbs. The process of creating the Champions turned the sun from yellow to red. 646:
gave the initial release 4.5 stars out of five. He warned that it would take "a skilled DM to handle the subtleties of the setting, not to mention the psionics rules and the fine points of the new races and character classes, but it is worth the effort. The
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which Rajaat discovers; the remainder of the metaplot up to the modern era is similar to 2nd edition. The Tyr Region remains the only bastion of civilization on Athas but is tyrannically ruled by the sorcerer-kings. No mention is made of the events of the
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Half-giants are magically generated human-giant hybrids created by the sorcerer-kings as slave soldiers. More intelligent than their counterparts in other worlds, but with a tendency to change personalities over time. Half-giants can only mate with other
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previous editions, such as gladiators, templars, and elemental priests, were introduced as themes. Themes proved very popular and were widely adopted in other settings. The scale of Athas was reduced slightly but the geography was largely unchanged.
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Athasian dwarves are similar to dwarves in other settings but usually have little to no hair, and are gifted artisans of stone and metal. In previous editions dwarves could not practice arcane magic but this restriction was omitted in 4th edition.
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is played on the fictional planet Athas. Novels and source books largely take place in the Tyr Region, though other areas are described for play. The exact landmass configuration of the planet or the existence of other continents is unknown.
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setting a B+ rating saying that the source book was readable, and introduced innovative new mechanics to the game. The reviewer was critical of the source book, feeling it to be "incomplete" in both content and art work in comparison to the
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Insider web site. The first two excerpts covered basic information on the setting, which is similar to that of previous versions. A series of articles continued to provide glimpses into the setting prior to the release in August.
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unbridled use of defiling magic unleashed by Rajaat and his Champions during the wars desolated the land, turning much of it into a savage, desert wasteland under a burning crimson sun. The non-existence of many of the typical
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proved more successful—all characters and creatures were psionic to a greater or lesser degree—but designers regretted the extra time involved in attaching these rules to practically every living thing in the campaign world.
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with relative ease. Dark Sun's Inner Planes have different paraelementals based on natural phenomena: rain lay between air and water; sun between air and fire; magma between fire and earth; and silt between earth and water.
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Halflings are the oldest race on Athas with a culture dating back to the distant past. They are now known for being savage (often cannibalistic) tribal people, and revere nature. They largely live in isolated tribes in the
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campaign setting for the 3.5 rules. This edition picks up the metaplot two years after the Wanderer's discovery of the Last Sea. Following prophesied signs, Dregoth takes to the surface and makes his bid for true divinity.
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cosmology, but retains its traditional cosmological isolation. The Feywild, known as the Lands Within the Winds, is largely absent with its few remaining access points being jealously guarded by the remains of the
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Athas has no deities and no formal religions other than the cults created by the sorcerer-kings. There is some contention within the source material as to whether or not there were ever deities in the setting. The
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Intelligent, reptiloids dwelling in the Hinterlands west of the Ringing Mountains. Pterrans have a shamanistic culture and believe themselves to be the planet's chosen children. They were not included in the 4e
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The struggles would have continued to completion had the Champions not discovered that Rajaat's true plans did not include their survival. Approximately 2,000 years before the current age, the Champions, led by
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Templars are mystic servants of the sorcerer-kings. In previous editions they were a specialized priest class, but in 4th edition they are a character theme that practices some sort of arcane magic. Many are
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druids that mysteriously emerged during the Green Age who opposed Rajaat and the sorcerer-kings, and seek to restore vitality to Athas. The pyreen are a non-player race in previous editions but appear as an
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Tyr remains free from sorcerer-king rule and has managed to defend its walls from multiple assaults from Urik. The city-state is now ruled by a council of nobles and preserver mages from the Veiled Alliance.
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This version was heralded as a return of the feel of the original 1991 boxed set taking the setting back before the events of the Prism Pentad. The metaplot's timeline is set back to just after the original
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ability to cast spells. In 4th edition, the Athasian Minstrel is offered as a character theme and it is suggested that many Athasian Minstrels are bards, but a setting-specific bard class is not outlined.
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Order were part of his official proposals for 1997. An invasion of the Kreen Empire was also being considered, according to Melka, along with the mystery of the Messenger and a product on the Silt Sea.
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adaptation they suffer an even greater stigma than wizards. Warlocks, sorcerers, and artificers are standard classes available for play in the 4th edition setting. Other arcane spell casters such as
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Intelligent bird-people living in small tribes in the rocky badlands and mountains. Aarakocra were not included as a playable race in 4e but are mentioned as dwelling in the hinterlands of Athas.
554:. The setting was chosen because designer James Wyatt felt that the setting's grittier, action oriented feel was a good fit for the fourth edition rules and because the setting demonstrated that 1829:"transforms the stodgy Dark Sun cleric into the setting's most intriguing character". With the 4th edition setting the elemental cleric became a background rather than a class in and of itself. 5481: 2006:#111). Two of the authors of the Paizo materials, Chris Flipse and Jon Sederquist, are on the Athas.org "overcouncil", and are responsible for much of the development of the Athas.org rules. 1838:
defilers. However, any arcane caster may choose to defile at any time. Defiling exploits the environment, draining the life from the surrounding area and turning it into a sterile wasteland.
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Created by the sorcerer-king Dregoth in the city-state Giustinal, most were destroyed along with their city-state. They are now a race of refugees living on the fringes of Athasian society.
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At the point the source material lays out for play the beginning of the Age of Heroes when the sorcerer-king's hold on the Tyr Region has recently been challenged with the assassination of
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Possibly the most significant change to the setting was the alteration to its cosmology. In previous editions, Athas had a setting specific cosmology that was isolated from the rest of the
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boxed set released in 1995 updated the setting to reconcile the events and characters introduced since the initial 1991 release, and gave more details on the world outside the Tyr Region.
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Genasi, or half-elementals, are the rare offspring of humans and elementals living in the wastes on the Isle of the Sea of Silt. They revere nature and hate sorcerer-kings and defilers.
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filed legal paper work against them for infringing on their copyright. TSR eventually relented after fan outcry and established a formal fan site dedicated to Dark Sun fan creations.
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enough water on a desert crossing can be fatal". The reviewer concluded that "if blood in the sand is the bag you're into, you'll find plenty to enjoy under the Dark Sun". Writing in
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powers are a cornerstone of the setting, with nearly every living thing having some psionic abilities. Psionic ability is about as common in Dark Sun as arcane magic is in other
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differs further in that the game has no deities, arcane magic is reviled for causing the planet's current ecological fragility, and psionics are extremely common. The artwork of
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Clerics and other divine spellcasters were particularly affected by the setting; the lack of true gods meant that divine spellcasters were radically different from the standard
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is accessible via the Gray but the realm is largely empty in proximity to Athas with the connections to other realms lost. As with previous editions, Athas sits close to the
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extensive metaplot spans several fictional ages into its past and is described by a narrator called the Wanderer who presents an in-game account of Athas's history in their
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being specifically mentioned as not being present, there is very little information as to whether or not the other 4th editions classes should be included in the setting.
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s popularity endured long after the setting was no longer supported, with a lively online community developing around it. Only third-party material was produced for the
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as opposed to divine magic. Clerics technically still used divine magic mechanics but under the same limited auspices that marked the previous editions of the setting.
896:(1992). This trend continued with the adventure modules tying directly into Denning's fiction and vice versa. The culmination of the tangled metaplot was summarized in 4294: 2701: 6068: 1539:
As classes changed in subsequent editions these were also reconciled with the setting. Available classes are not defined in the 4th edition campaign setting. Besides
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There are no gods in Athas so clerics gain their powers by making pacts with elementals (earth, fire, water, air) or paraelemental (sun, silt, magma, rain) of the
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Muls are dwarven-human hybrids bred by the sorcerer-kings as a race of slave soldiers. They are larger and stronger than humans, possessed of tremendous endurance.
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to the international stage with a multi-million-dollar awareness campaign, it is difficult not to read the campaign setting as a grim warning ... 30 years later,
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Region. These city-states tightly control the few remaining reservoirs of fresh water, the food supply, and other precious resources such as obsidian or iron.
1083:. The Gray in this edition is the realm of the dead where undead creatures and necromancers draw their power. The Gray, however, is thinner in regards to the 3821: 1530:
for good-aligned characters, both of which also have psionic powers. Avangion have been ranked among the strongest creatures in the game by Scott Baird from
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magazine (2004). In Athas, elans were created by the psionic society known as The Order. Elans were included in 4th edition in the supplement Psionic Power.
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Psionics are an important part of the setting. Psions and psionic classes of various types were always available depending on the edition. These included:
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counterpart. Rich Baker reported that the design team wanted the campaign setting to mesh closely with the new core rules and source material, such as the
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s designers presented a savage, magic-ravaged desert world where resources are scarce and survival is a daily struggle. The traditional fantasy races and
1800:. Some ostensibly divine spell casters, such as templars, became arcane spell casters. Others, such as shamans, clerics, and druids, cast spells using 1179:
Dark Sun races were distinctly different from those found in other campaign settings as the designers purposefully went against type. For example, the
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Dark Sun was not supported with a published rulebook for third edition, but compatible rules for the 3.5 edition appeared in several places; the
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of the core game rules, but with some changes to bring them in line with the game's unique themes. For example, the commonplace development of
3866: 3248: 2495: 1565:, or were not included until the Paizo later version of the setting in 2004. In 4th edition any arcane caster was ostensibly available if the 5870: 5658: 5496: 4079: 2977: 2229: 2197: 2167: 2141: 2032: 5772: 4141: 2778: 166:, influential art work, dark themes, and a genre-bending take on traditional fantasy role-playing. The product line began with the original 4185: 2059: 5644: 4993: 4477: 4457: 4053: 518:
presented another update to the setting for 3.5 in 2008. It was a rules-only conversion that provided everything needed to play in the
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described the setting: "Using the desert as a metaphor for struggle and despair, this presents a truly alien setting, bizarre even by
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In previous editions, defilers and preservers were a separate class. In 4th edition, defiling and preserving is a matter of choice.
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is perhaps TSR's most obviously political product. Coming as it did in 1991, a year after activists brought the 20th anniversary of
5386: 5209: 5204: 4905: 4513: 4508: 4462: 1620: 1607: 1547: 1044:, but Athas, with very few exceptions, is entirely cut off from the rest of the universe. While it retains its connections to the 881: 850: 262: 251: 114: 107: 5637: 5394: 5254: 5151: 4548: 2286: 2266: 1846: 1724: 1720: 1716: 1712: 1703: 1558: 1550: 1514: 1502: 1476: 1413: 1350: 1329: 1260: 1145: 1141: 792:
powers. Soon a high standard of living was achieved for those dwelling in the cities supported by wonders created with psionics.
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magazine #110 provide an alternative interpretation of the setting for the 3.5 edition (the rules for defiler wizards appear in
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The idea of the divine spell caster changed significantly during the 4th edition of the setting with the introduction of
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stopped supporting the game line. The line included the original boxed set with rulebook authored by Timothy Brown and
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counterparts. The designers credited this reversion as a pivotal change that launched the project in a new direction.
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established a trend of game products produced under the direction of a single artist. The setting was also the first
356:). The majority of project members were new to TSR, though not necessarily to the industry (Winter having worked at 5981: 5849: 5376: 4584: 4269: 1853:
campaign settings, and unlike arcane magic, is accepted and revered appearing in every strata of Athasian society.
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world, and would split the original psionicist character class into a number of different psionics-using classes.
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Former humans changed into a race of powerful psions. Elans were introduced in the updated setting description in
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The city-state of Raam is on the verge of collapse after the death of its sorcerer-queen. The psionic dragon-lich
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Dune Traders were a new character class specific to the 2nd edition Dark Sun setting, introduced in the separate
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The original Dark Sun boxed set did not contain rules for psionics, but rather drew on a separate supplement:
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Savage warriors bred by an elemental cult to create half-human half-bull soldiers to fight the sorcerer kings.
3950:"Dungeons & Dragons Roleplaying Game Official Home Page - Article (And the Next Campaign Setting is ...)" 3651: 672:
describes the world as a good candidate for television adaptation, "a richly imagined world" with "traces of
606:. The new fourth edition races were given Athasian twists in a similar manner to the original fantasy races. 3451: 2873: 2719: 2326: 2302: 2047: 1925: 1915:
The majority of resources for the setting were released between its first appearance in 1991 and 1996, when
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mixed with Jedi-like powers and a healthy side of murderous human-sized praying mantises". John Baichtal of
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Numerous novels have been based in the Dark Sun setting. Notable authors writing in the world of Athas are
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The Lost Cistern of Aravek for fourth-level pregenerated PCs was provided on August 21 for the Worldwide
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game standards. From dragons to spell-casting, from character classes to gold pieces, this ties familiar
5709: 5702: 4715: 4695: 187: 5716: 4422: 4054:"Dungeons & Dragons Roleplaying Game Official Home Page - Article (Eight Characteristics of Athas)" 1878:
published in 1995 included psionic rules as part of the core boxed set, which were intended to replace
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still feels relevant as a cautionary fable about unchecked power and a disregard for the environment."
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The edition change created other notable differences including templars as warlocks, the dray becoming
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supplement included rules for general desert conditions. In 2004, Paizo published several articles in
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and contains a mysterious realm of absolute nothingness called the Hollow that serves as a prison for
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included information and rules for how 20th level wizards can transform into 21st level dragons, or
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the adopted son of the deceased Sorcerer-King Tectuktitlay was installed largely as a figurehead by
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elements, such as the lifeshaping magics of the halflings, that had previously only been hinted at.
5811: 5371: 4888: 4741: 3870: 2503: 173: 4083: 4028:"Dungeons & Dragons Roleplaying Game Official Home Page - Product (Marauders of the Dune Sea)" 4002:"Dungeons & Dragons Roleplaying Game Official Home Page - Product (Dark Sun Creature Catalog)" 3976:"Dungeons & Dragons Roleplaying Game Official Home Page - Product (Dark Sun Campaign Setting)" 3537: 2981: 941:
halflings of the Jagged Cliff, as well as the psionic utopians of the Mind Lords of the Last Sea.
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counterparts. Without proper deities, clerics derive their powers from such as the forces of the
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Thri-Kreen are a race of predatory, six-limbed, humanoid sized insect people resembling mantises.
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magazine, brought to Athas as soldiers by the sorcerer-king Andropinus when he returned from the
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decided not to release the Mystic on its own because the class would not be needed "until we do
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and two other transitive planes: the Gray and the Black. The Black is roughly equivalent to the
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setting was Athas' cosmological isolation, something that broke with the rest of the canonical
683:
muls (half-dwarves) and thri-kreen (insect men) add to the setting's uniqueness. It's a riot!"
348:
declined to join the conceptual team (though Cook would write the first two adventure modules:
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in that it surrounds Athas, forming a massive buffer between the prime material plane and the
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The Dark Sun game line ended abruptly in late 1996. When TSR released its product schedule in
207: 4057: 5974: 5855: 5779: 4837: 4795: 4178: 4098:"The Wizards Community > Dungeons and Dragons > Forum > D&D Encounter Season 2" 2181: 1342:. They are shunned and held with suspicion and hostility from both sides of their parentage. 1263:
and abhor arcane magic. Eladrin are not well known on Athas and most regard them as legends.
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Among the new races was a rare and powerful race known as the pyreens. One of their number,
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Dark Sun and Athas have been mentioned by developers of the fifth edition of the game. At
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and the planet has a special connection to these planes. These planes are accessible from
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is nearly impossible. The reason for the cosmological isolation is never fully explained.
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of the race counts as a PC of higher level than he actually is for purposes of balance.
1108:, known as the Gray on Athas, acts as a barrier between Athas and the other planes. The 363:
Steve Winter suggested the idea of a desert landscape. His inspiration drew partly from
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Crawford, J.; Dillon, D.; Petrisor, B; Taymoor, R, and Schneider, F. (March 14, 2020).
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conventions into knots". He said that Athas "shares the post-apocalyptic desolation of
370: 3007: 304:, its mass-combat ruleset, in 1989. In 1990 the company began pre-production on a new 6047: 6024: 5744: 4830: 4685: 4664: 4659: 4654: 4629: 4609: 3923: 2745: 2472: 2208: 2151: 1823:
felt that while "clerics got the shaft in the original Dark Sun set", the supplement
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convention. This full adventure previewed new material from the campaign setting.
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created an updated version of the setting for Paizo in 2004 that was published in
5730: 5078: 5073: 5036: 5009: 4809: 4644: 4634: 4624: 4604: 4166: 3656: 3064: 2775:"Dark Sun When Does all this Psionics Talk Mean We're Finally Getting Athas 5e?" 2336: 2312: 1668: 1532: 1041: 618: 378: 321: 309:
elves, dwarves, and dragons returned but in warped variations of their standard
230: 4142:"Dungeons & Dragons Roleplaying Game Official Home Page - Event (Game Day)" 453:#236 (December 1996) no Dark Sun products were included. The final release was 5514: 5316: 4979: 4599: 4589: 4564: 3893: 3636: 3207: 2806:
Johnson, Harold; Winter, Steve; Adkinson, Peter; Stark, Ed; and Peter Archer.
2316: 1455: 1180: 1161: 1037: 614: 402: 4390: 439:
soon stopped its further inclusion in Dark Sun products. The tie-in with the
5911: 5897: 5527: 5346: 5326: 5186: 5066: 4986: 4928: 4867: 3757: 3743: 3652:"Dungeons & Dragons: 10 Most Powerful (And 10 Weakest) Monsters, Ranked" 3271:"Five Fantasy Epics That Would Have Made for Better TV Than Game of Thrones" 2851: 2837: 1916: 1820: 1210: 1184: 1165: 695: 643: 603: 385: 295: 271:
has been mentioned by developers, most notably Mike Mearls, and appeared in
73: 4844: 2265:
in 2018, Mike Mearls mentioned that there was talk about bringing back the
853:. During this era TSR began to expand metaplots in other settings, such as 46: 2900: 1259:
attempting to save what remains of their decaying homeland. They excel at
558:
games could go beyond the tropes and themes of standard medieval fantasy.
5429: 5176: 5161: 4972: 4881: 4874: 4858: 4851: 4309:"Will 'Dungeons & Dragons' Bring Back the Dark Sun Campaign Setting?" 4119: 2262: 1527: 1438: 846: 595: 575:
The fourth edition setting strayed far less from the core rules than its
238: 192: 163: 2078:
The Dark Sun adventure entitled Bloodsand Arena was held on June 19 for
2074:, there were several other adventures provided before the full release: 485:
and the fans at Athas.org kept the setting alive through the use of the
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Athas is home to several of the standard high fantasy races, including
1101: 599: 97: 1640:. In 4th Edition, clerics and other divine classes are not available. 621:. Fourth edition instead presented Athas squarely within the standard 344:. With the exception of Denning and Kirchoff, design veterans such as 17: 5366: 4919: 2359: 1966:
magazine that brought Dark Sun in line with the third edition rules.
1302: 3405: 3404:; Fernandes, Bruno; Flipse, Chris; Sederqvist, Jon (Oracle) (2003). 2954: 1974:
published unrelated source materials in 2007 for Dark Sun under the
225:
were altered or omitted to better suit the setting's darker themes.
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class, a psionic class featured in a play test article released in
1447:
who wander the wastes raiding, stealing, and killing for survival.
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Druids gain their powers by serving the natural spirits of Athas.
1554: 2978:"And the Next Campaign Setting is ...Big News from Gen Con Indy!" 1152:, as well as a handful of new or exotic fictional races, such as 1120:
and vice versa. Contained deep within the Elemental Chaos is the
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and artist Peter Bergting, based on the campaign setting called
2086: 5570: 5106: 4767: 4434: 4394: 1866:. These were later expanded in the setting-specific sourcebook 5449: 5156: 3511: 2052: 477:
Dark Sun was not officially supported by the third edition of
158:
set in the fictional, post-apocalyptic desert world of Athas.
2031:
first communicated various likely changes to the setting via
2808:
30 Years of Adventure: A Celebration of Dungeons and Dragons
625:
cosmology, though it was still difficult to access or exit.
3249:"Review: Dark Sun Campaign Setting by Wizards of the Coast" 377:. The Dark Sun setting drew much of its makeup from artist 955:
city-states and the fate of the remaining sorcerer-kings.
127:
Game accessories, novels, comics, role-playing video games
1475:
Pyreen or peace-bringers are an ancient race of nomadic,
821:
races, such as trolls and goblins, is due to these wars.
2752:(Podcast). No. 14–16. Misdirected Mark Productiions 1095:
The 4th edition setting places Athas clearly within the
316:
Contributors to this project at its beginnings included
135: 1059:
The cosmology for the original setting consists of the
2346:
Three video games are also set in the Dark Sun world:
666:
Looking back at the setting, Chris Wilson writing for
2116:
The Dark Sun books were released on August 17, 2010:
1168:. Subsequent resources introduced more races such as 4384: 3582:"Defilers and Preservers: The Wizards of Athas (2e)" 3326:. Cambridge, Massachusetts: MIT Press. p. 225. 1968: 1889:
would make psionics more common as an option in any
1392:. They were not included in the 4th edition setting. 613:
universe, making it nearly impossible to access via
523:
release two unpublished second edition sourcebooks,
6012: 5869: 5821: 5789: 5676: 5615: 5581: 5495: 5385: 5304: 5278: 5195: 5117: 5019: 4778: 4729: 4678: 4557: 4501: 4445: 2777:. shambazzlegames.com. July 5, 2020. Archived from 2027:Wizards of the Coast promoted the setting heavily. 1992:magazine #319 (May 2004) and a parallel feature in 876:novels brought sweeping changes to the metaplot of 515: 176:in 1991, originally ran until 1996, and was one of 131: 123: 103: 93: 83: 69: 53: 1698:Specialized warriors who fight for entertainment. 1384:they were introduced in the 2004 setting brief in 1255:Egotistical, isolationist refugees from the dying 3202:Ramshaw, Cliff (February 1996). "Games Reviews". 2810:. Wizards of the Coast, Inc, 2004, pages 130-138. 987:In 2008, Athas.org released a new edition of the 27:Dungeons & Dragons fictional campaign setting 3631:Comford, David (October 1996). "Games Reviews". 435:Following the setting's release, poor sales for 3386:Dark Sun Campaign Setting: Expanded And Revised 2285:was also mentioned in a revised version of the 1875:Dark Sun Campaign Setting, Expanded and Revised 1380:Maenad are not native to Athas. Along with the 186:deviated from the feudalistic backdrops of its 4192:, February 11, 2011. Retrieved April 30, 2011. 4030:. Wizards.com. August 17, 2010. Archived from 4004:. Wizards.com. August 17, 2010. Archived from 3978:. Wizards.com. August 17, 2010. Archived from 3738: 3736: 2923: 2921: 2867: 2865: 2863: 2861: 2832: 2830: 2828: 2826: 2824: 2822: 2820: 2818: 2816: 4406: 4236:, February 4, 2011. Retrieved April 30, 2011. 2549: 2547: 2211:set released on June 15 was Dark Sun themed: 1523:Defilers and Preservers: The Wizards of Athas 902:(1995) in preparation for the release of the 594:, the introduction of new core races such as 531:(2005), which was based on TSR's unpublished 8: 4293:: CS1 maint: multiple names: authors list ( 3603: 3601: 3599: 3531: 3529: 2700:: CS1 maint: multiple names: authors list ( 2665: 2663: 39: 5805:Dungeon Master Option: High-Level Campaigns 4080:"The Wizards Community > WotC_RichBaker" 2589:"Digital Dark Sun: History of Athas Online" 2390:"Dark Sun: James Wyatt Spotlight Interview" 1619:Brutes had the same game statistics as the 1369:Humans are the most populous race on Athas. 416:game, and other after-the-holocaust RPGs". 5680: 5578: 5567: 5114: 5103: 4775: 4764: 4442: 4431: 4413: 4399: 4391: 4387:—The official home of the Dark Sun website 4247:""Ashes of Athas Adventure Now Available"" 3815: 3813: 3560: 3558: 3298:"D&D Dark Sun Revamp Honors a Classic" 3197: 3195: 3193: 3191: 3033: 3031: 3029: 3027: 3025: 2840:(September 1992). "Role-playing Reviews". 2802: 2800: 2798: 2796: 2713: 2711: 2643:"Awakened Mystic – Dungeons & Dragons" 2614:"D&D Dark Sun Revamp Honors a Classic" 2608: 2606: 2582: 2580: 2578: 2384: 2382: 2380: 1443:Tieflings are the offspring of humans and 45: 3567:Defilers and Presrevers: Wizards of Athas 3477: 3475: 3473: 3324:Monsters, Aliens, and Holes in the Ground 2459: 2457: 2433: 2431: 2429: 2427: 2425: 2423: 2421: 2419: 2417: 2415: 688:Monsters, Aliens, and Holes in the Ground 6069:Dungeons & Dragons campaign settings 3377: 3375: 3373: 3371: 3369: 3367: 3365: 3363: 3140: 3138: 3136: 3134: 3132: 3130: 3128: 3126: 3124: 3122: 3120: 3118: 3116: 3114: 3112: 3110: 3108: 3106: 3104: 3102: 2769: 2767: 2720:"Dungeons & Dragons Teases Dark Sun" 2637: 2635: 1903:List of Dark Sun modules and sourcebooks 1571: 1195: 1071:. The Gray is roughly equivalent to the 190:pseudo-medieval contemporaries, such as 3847: 3845: 3843: 3841: 3839: 3722: 3720: 3718: 3610:"DSS2 Earth, Air, Fire, and Water (2e)" 3396: 3394: 3361: 3359: 3357: 3355: 3353: 3351: 3349: 3347: 3345: 3343: 3100: 3098: 3096: 3094: 3092: 3090: 3088: 3086: 3084: 3082: 2739: 2737: 2376: 931:Rikus, Agis, Neeva, Tithian, and Sadira 880:and were also closely tied to playable 726:at least a modicum of psionic ability. 663:source books released two years prior. 546:In 2010, Wizards of the Coast released 4286: 3708: 3706: 3704: 3702: 3425:"Windriders of the Jagged Cliffs (2e)" 2980:. Wizards of the Coast. Archived from 2693: 2070:In addition to the first adventure at 38: 5759:Player's Option: Combat & Tactics 3746:(June 1994). "Role-playing Reviews". 3223:"Review of Dark Sun Campaign Setting" 2899:Appelcline, Shannon (December 1996). 1793:planes (silt, sun, rain, and magma). 1553:are almost unheard of, though in the 257:rules, but a new official edition of 7: 5766:Player's Option: Skills & Powers 4270:"Psionics and the Mystic – Take Two" 2718:Hoffer, Christian (April 18, 2010). 2494:Appelcline, Shannon (June 6, 2014). 849:was advanced through its novels and 690:, RPG historian Stu Horvath noted, " 633:A reviewer for the British magazine 237:setting to come with an established 5773:Player's Option: Spells & Magic 3159:. Wizards of the Coast, Inc., 2010. 279:for the fifth edition of the game. 3538:"An Elementary Look at the Planes" 3296:Baichtal, John (August 30, 2010). 2744:Adducci, Robert (August 8, 2018). 2557:(October 1999). "Profiles: Brom". 2273:. Mearls noted that, at the time, 1942:, and the different slave tribes. 1673:dune trader is a character theme. 1036:contemporaries are accessible via 25: 5738:Forgotten Realms Campaign Setting 4324:Irvine's "Dark Sun" Shines Bright 3948:Carroll, Bart (August 14, 2009). 3452:"Mind Lords of the Last Sea (2e)" 2874:"Psionic Artifacts of Athas (2e)" 2396:. August 14, 2009. Archived from 2055:series of Wizards of the Coast's 2002:#315, and additional monsters in 1497:were largely consistent with the 1493:Similar to the races, Dark Sun's 4202:Dukes, Matt (February 8, 2011). 3796:"An Interview with Troy Denning" 3773:"Dark Sun Campaign Setting (4e)" 3247:Neuroglyph (September 8, 2010). 3039:"Dark Sun Campaign Setting (4e)" 2526:"You Got Science in My Fantasy!" 1334:Half-elves are the offspring of 489:issued by Wizards of the Coast. 6059:Dark fantasy role-playing games 5926:Expedition to the Demonweb Pits 5919:Expedition to the Barrier Peaks 4253:. April 2, 2013. Archived from 4206:. Critical Hits. Archived from 3514:. athas.org. September 11, 2009 1910:Advanced Dungeons & Dragons 915:Windriders of the Jagged Cliffs 426:after the first boxed set, the 298:released the second edition of 289:Advanced Dungeons & Dragons 3794:Anondson, Eric (August 2001). 2364:Dark Sun Online: Crimson Sands 2218:Dungeon Tiles: Desert of Athas 1880:The Complete Psionics Handbook 1863:The Complete Psionics Handbook 1597:were included in the original 904:revised and expanded boxed set 1: 5954:The Lost Caverns of Tsojcanth 4204:""DDXP 2011 Recap Part Deux"" 4144:. Wizards.com. Archived from 4056:. Wizards.com. Archived from 3952:. Wizards.com. Archived from 3869:. wizards.com. Archived from 3865:Heiret, Rob (April 8, 2010). 3650:Baird, Scott (May 20, 2018). 3008:"Dark Sun out of Development" 2957:. athas.org. February 5, 2008 2933:"Dark Sun: Player's Handbook" 2355:Dark Sun: Wake of the Ravager 825:The Age of the Sorcerer-Kings 261:was released in 2010 for the 202:, in favor of a composite of 180:'s most successful releases. 5989:The Temple of Elemental Evil 5487:List of 3rd edition monsters 5482:List of 2nd edition monsters 4179:"D&D Experience Podcast" 2325:released a five-issue comic 1885:The 3rd and 4th editions of 1578:Editions as a playable class 1205:Editions as a playable race 1017:One of the hallmarks of the 929:in a slave rebellion led by 5947:The Keep on the Borderlands 5933:The Gates of Firestorm Peak 5270:List of alternative classes 3822:"The Will and the Way (2e)" 3728:Earth, Air, Fire, And Water 3412:. Athas.org. pp. 9–14. 2746:"Bone, Stone, and Obsidian" 2672:"Psionic Options Revisited" 1826:Earth, Air, Fire, and Water 1484:in the 4th edition setting. 1079:and so cutting it off from 918:explicitly introduced more 6085: 5982:The Ruins of Undermountain 2496:"Beyond Feudalism: Part 2" 2300: 1900: 909:Mind Lords of the Last Sea 550:for the fourth edition of 455:Psionic Artifacts of Athas 442:Complete Psionics Handbook 87:October 1991 (2nd Edition) 29: 5683: 5577: 5566: 5113: 5102: 4774: 4763: 4747:System Reference Document 4441: 4430: 3683:Dark Sun Campaign Setting 3483:"The Dark Sun's DM Guide" 3221:Christopher W. Richeson. 3157:Dark Sun Campaign Setting 2440:"Dark Sun Boxed Set (2e)" 2349:Dark Sun: Shattered Lands 2186:Dark Sun Creature Catalog 2156:Marauders of the Dune Sea 2130:Dark Sun Campaign Setting 1087:, bringing access to the 529:Terrors of the Dead Lands 463:Secrets of the Dead Lands 457:(1996) though two books, 89:August 2010 (4th Edition) 44: 32:Dark Sun (disambiguation) 5689:Arms and Equipment Guide 4328:. comicbookresources.com 4268:Mearls, M; Crawford, J. 4230:"The D&D Experience" 3681:; Denning, Troy (1991). 1981: 533:Secrets of the Deadlands 508:character races such as 5885:modules and sourcebooks 4994:Masque of the Red Death 4769:Geography and cosmology 2303:List of Dark Sun novels 2248:In January 2011 at the 2244:Ashes of Athas Campaign 2216:Peter Lee (June 2010). 2033:his Blog at wizards.com 899:Beyond The Prism Pentad 651:setting is that good". 275:playtest materials for 172:released for D&D's 162:featured an innovative 5798:Wrath of the Immortals 5717:Deities & Demigods 5624:Dungeons & Dragons 5599:Dungeon Master's Guide 5430:Illithid (mind flayer) 5387:Creatures and monsters 4493:Sources and influences 4423:Dungeons & Dragons 4350:Dungeons & Dragons 3892:Raddu (June 6, 2015). 3754:Lake Geneva, Wisconsin 3458:. Wizards of the Coast 3431:. Wizards of the Coast 3010:. Wizards of the Coast 2906:. Wizards of the Coast 2901:"Dragon Magazine (2e)" 2880:. Wizards of the Coast 2848:Lake Geneva, Wisconsin 1807:In previous editions, 996:Fourth edition changes 540:Dungeons & Dragons 479:Dungeons & Dragons 471:Dungeons & Dragons 277:Dungeons & Dragons 151:Dungeons & Dragons 5710:Book of Vile Darkness 5703:Book of Exalted Deeds 5108:Characters and beings 4716:Strategic Simulations 3851:L. Richard Baker III 3820:Appelcline, Shannon. 3775:. D&Dclassics.com 3771:Appelcline, Shannon. 3712:Core Rule Book (2003) 3608:Appelcline, Shannon. 3580:Appelcline, Shannon. 3536:Appelcline, Shannon. 3456:Dungeon Masters Guild 3450:Appelcline, Shannon. 3429:Dungeon Masters Guild 3423:Appelcline, Shannon. 3322:Horvath, Stu (2023). 3174:"Dark Sun dragonborn" 3041:. D&Dclassics.com 2878:Dungeon Masters Guild 2872:Appelcline, Shannon. 2475:on September 24, 2008 2442:. D&Dclassics.com 2438:Appelcline, Shannon. 2289:rules released in an 2085:The second season of 2019:Lead up and promotion 1986:A special feature in 1725:other psionic classes 1023:Dungeons & Dragon 945:Third edition changes 6003:White Plume Mountain 5961:Queen of the Spiders 5905:Desert of Desolation 5752:Manual of the Planes 4896:Magic: The Gathering 4691:Wizards of the Coast 4251:Baldman Games forums 4183:Wizards of the Coast 4122:on December 17, 2012 4034:on November 11, 2009 4008:on November 11, 2009 3982:on November 11, 2009 3920:Wizards of the Coast 3853:The Will And The Way 3402:Nutall, Peter (Brax) 3176:. Athas.org (repost) 3067:. Athas.org (repost) 2984:on November 10, 2015 2935:. dragonmagazine.com 2569:Wizards of the Coast 2530:Wizards of the Coast 2469:Wizards of the Coast 2465:"The History of TSR" 2394:Wizards of the Coast 2275:Wizards of the Coast 2222:Wizards of the Coast 2190:Wizards of the Coast 2160:Wizards of the Coast 2134:Wizards of the Coast 2100:through other means. 1931:expanded and revised 1869:The Will And The Way 1316:Half-giant (Goliath) 1061:prime material plane 1028:s universe. Many of 938:Revised and Expanded 556:Dungeons and Dragons 429:Expanded And Revised 212:Dying Earth subgenre 78:Wizards of the Coast 30:For other uses, see 5812:Epic Level Handbook 5455:Reptilian humanoids 5372:Strahd von Zarovich 5021:Planes of existence 4889:Kingdoms of Kalamar 4742:Game System License 4362:on January 26, 2011 4116:"Gen Con Indy 2012" 3726:Shane Lacy Hensley 2750:misdirectedmark.com 1833:Arcane spellcasters 1777:Divine spellcasters 1511:divine spellcasters 1507:arcane spellcasters 566:s first adventure, 373:and the fiction of 41: 6064:Deserts in fiction 5891:Against the Giants 5616:Classic boxed sets 5510:Corellon Larethian 5497:Deities and powers 5305:Notable characters 5118:Races and lineages 4453:Adventurers League 4257:on April 20, 2013. 4148:on October 1, 2009 3956:on August 17, 2009 3926:on August 18, 2000 3570:. TSR, Inc., 1996. 3388:. TSR, Inc., 1995. 3149:Schwalb, Robert J. 2565:Renton, Washington 2506:on August 16, 2014 2250:D&D Experience 2087:D&D Encounters 1723:, and potentially 1257:Lands Within Winds 893:DSQ1: Road to Urik 812:The Cleansing Wars 781:Wanderer's Journal 768:Wanderer's Journal 756:Wanderer's Journal 422:Dark Sun Boxed Set 375:Clark Ashton Smith 169:Dark Sun Boxed Set 6041: 6040: 6037: 6036: 6033: 6032: 5940:The Isle of Dread 5865: 5864: 5822:Psionics Handbook 5592:Player's Handbook 5562: 5561: 5558: 5557: 5332:Volothamp Geddarm 5098: 5097: 5094: 5093: 4780:Campaign settings 4759: 4758: 4755: 4754: 4737:Open Game License 4210:on April 14, 2011 4086:on June 17, 2013. 3855:. TSR, Inc, 1994. 3730:. TSR, Inc, 1993. 3637:Future Publishing 3612:. dndclassics.com 3584:. dndclassics.com 3208:Future Publishing 3065:"Dark Sun Sprint" 2682:on April 22, 2020 2620:. August 30, 2010 2587:Adducci, Robert. 2335:(2011) by writer 2231:978-0-7869-5398-1 2207:In addition, the 2199:978-0-7869-5494-0 2169:978-0-7869-5495-7 2143:978-0-7869-5493-3 2126:Robert J. Schwalb 1976:open game license 1774: 1773: 1495:character classes 1467: 1466: 1224:Dragonborn (dray) 1050:Transitive Planes 882:adventure modules 851:adventure modules 796:The Time of Magic 686:In his 2023 book 581:Player's Handbook 525:Dregoth Ascending 487:Open Game License 459:Dregoth Ascending 223:character classes 208:planetary romance 141: 140: 16:(Redirected from 6076: 5975:Red Hand of Doom 5790:High-level rules 5780:Unearthed Arcana 5681: 5667:Rules Cyclopedia 5579: 5568: 5115: 5104: 4838:Forgotten Realms 4796:Council of Wyrms 4776: 4765: 4696:Grenadier Models 4483:Related products 4443: 4432: 4415: 4408: 4401: 4392: 4372: 4371: 4369: 4367: 4358:. 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Kuntz 4553: 4497: 4473:Popular culture 4437: 4426: 4419: 4381: 4376: 4375: 4365: 4363: 4346: 4345: 4341: 4331: 4329: 4320: 4319: 4315: 4311:, July 8, 2020. 4307:Comicbook.com, 4306: 4302: 4285: 4278: 4276: 4274:dnd.wizards.com 4267: 4266: 4262: 4245: 4244: 4240: 4227: 4223: 4213: 4211: 4201: 4200: 4196: 4175:Rodney Thompson 4171:Jeremy Crawford 4165: 4161: 4151: 4149: 4140: 4139: 4135: 4125: 4123: 4114: 4113: 4109: 4096: 4095: 4091: 4078: 4077: 4073: 4063: 4061: 4052: 4051: 4047: 4037: 4035: 4026: 4025: 4021: 4011: 4009: 4000: 3999: 3995: 3985: 3983: 3974: 3973: 3969: 3959: 3957: 3947: 3946: 3942: 3929: 3927: 3914: 3913: 3909: 3899: 3897: 3891: 3890: 3886: 3876: 3874: 3864: 3863: 3859: 3850: 3837: 3827: 3825: 3819: 3818: 3811: 3801: 3799: 3793: 3792: 3788: 3778: 3776: 3770: 3769: 3765: 3742: 3741: 3734: 3725: 3716: 3711: 3700: 3693: 3677: 3676: 3672: 3662: 3660: 3649: 3648: 3644: 3630: 3629: 3625: 3615: 3613: 3607: 3606: 3597: 3587: 3585: 3579: 3578: 3574: 3563: 3556: 3546: 3544: 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Index

Genasi
Dark Sun (disambiguation)

Designers
Timothy B. Brown
Troy Denning
TSR, Inc.
Wizards of the Coast
Fantasy
AD&D 2nd Edition
D&D 4th Edition
www.athas.org
Dungeons & Dragons
campaign setting
metaplot
Dark Sun Boxed Set
2nd edition
TSR
Tolkienesque
Greyhawk
Forgotten Realms
dark fantasy
planetary romance
Dying Earth subgenre
character classes
Brom
TSR
metaplot
third edition
fourth edition

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