Darkness Spreading Across the Land Dungeons and Dragons Art

Dungeons & Dragons fictional campaign setting

Dark Sun
Dark sun logo.png
Designers Timothy B. Chocolate-brown
Troy Denning
Publishers TSR, Inc.
Wizards of the Coast
Publication October 1991 (2nd Edition)
August 2010 (4th Edition)
Genres Fantasy
Systems AD&D 2nd Edition
D&D 4th Edition
Media blazon Game accessories, novels, comics, role-playing video games
Website www.athas.org

Dark Sun is an original Dungeons & Dragons (D&D) campaign setting set in the fictional, mail service-apocalyptic desert earth of Athas.[i] Dark Sun featured an innovative metaplot, influential fine art work, dark themes, and a genre-bending accept on traditional fantasy role-playing.[2] The product line began with the original Dark Sun Boxed Gear up released for D&D's 2d edition in 1991,[iii] originally ran until 1996, and was one of TSR's most successful releases.[ii]

Night Sun deviated from the feudalistic backdrops of its Tolkienesque pseudo-medieval contemporaries, such as Greyhawk or Forgotten Realms, in favor of a composite of night fantasy, planetary romance, and the Dying Earth subgenre.[1] [3] [4] [5] Dark Sun 'south designers presented a savage, magic-ravaged desert globe where resources are scarce and survival is a daily struggle. The traditional fantasy races and character classes were contradistinct or omitted to meliorate suit the setting'due south darker themes. Nighttime Sun differs further in that the game has no deities, arcane magic is reviled for causing the planet's electric current ecological fragility, and psionics are extremely common.[ii] The artwork of Brom established a trend of game products produced under the direction of a single creative person.[2] [half-dozen] The setting was also the first TSR setting to come with an established metaplot out of the box.[ii]

Dark Sun 'south popularity endured long after the setting was no longer supported, with a lively online community developing around it.[vii] Only tertiary-party material was produced for the 3rd edition D&D rules,[ii] but a new official edition of Nighttime Sun was released in 2010 for the fourth edition.[1] [viii]

Dark Sun has been mentioned past developers, most notably Mike Mearls, and appeared in psionics playtest materials for Dungeons & Dragons for the fifth edition of the game.[ix] [10] [eleven] [12] [thirteen]

Development [edit]

Advanced Dungeons & Dragons (2d edition) [edit]

TSR released the 2nd edition of Battlesystem, its mass-combat ruleset, in 1989. In 1990 the visitor began pre-production on a new campaign setting 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 authentication fantasy creatures any. TSR worried near this concept, wondering how to market a product that lacked any familiar elements. Eventually, elves, dwarves, and dragons returned merely in warped variations of their standard AD&D counterparts. The designers credited this reversion as a pivotal alter that launched the projection in a new direction.[14]

Contributors to this project at its beginnings included Rich Bakery, Gerald Brom, Tim Chocolate-brown, Troy Denning, Mary Kirchoff, James Lowder, and Steve Winter. With the exception of Denning and Kirchoff, blueprint veterans such as David "Zeb" Cook declined to join the conceptual team (though Melt would write the first two adventure modules: Liberty and Road to Urik). The majority of projection members were new to TSR, though non necessarily to the industry (Winter having worked at GDW).[14]

Steve Winter suggested the idea of a desert landscape. His inspiration drew partly from Den by Richard Corben and the fiction of Clark Ashton Smith.[14] The Dark Sun setting drew much of its makeup from artist Brom's imagery: "I pretty much designed the await and feel of the Nighttime Lord's day campaign. I was doing paintings before they were even writing virtually 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."[6]

Game designer Rick Swan described the setting: "Using the desert as a metaphor for struggle and despair, this presents a truly alien setting, bizarre fifty-fifty by AD&D game standards. From dragons to spell-casting, from character classes to gilded pieces, this ties familiar Advertising&D conventions into knots." He said that Athas "shares the post-apocalyptic desolation of FGU's Aftermath game, GDW's Twilight 2000 game, and other later-the-holocaust RPGs".[15]

The original Dark Sun Boxed Fix released in 1991 presented the base setting details wherein the Tyr Region is on the verge of revolution against the sorcerer-kings. A 5-book fiction series, the Prism Pentad, written by Denning and edited past Lowder, was released get-go in 1991, in coordination with the boxed set. Prepare a decade after the first boxed fix, the Expanded And Revised boxed prepare released in 1995 updated the setting to reconcile the events and characters introduced since the initial 1991 release, and gave more details on the globe exterior the Tyr Region.

Following the setting'due south release, poor sales for Battlesystem soon stopped its farther inclusion in Dark Sun products. The tie-in with the Complete Psionics Handbook proved more successful—all characters and creatures were psionic to a greater or bottom degree—but designers regretted the extra fourth dimension involved in attaching these rules to practically every living matter in the campaign globe.[fourteen]

The Dark Sun game line concluded abruptly in late 1996. When TSR released its production schedule in Dragon #236 (December 1996) no Dark Dominicus products were included.[xvi] [17] The final release was Psionic Artifacts of Athas (1996) though two books, Dregoth Ascending and Secrets of the Dead Lands were rumored to have been nigh completion to the point that early versions were reportedly given to some GMs at the 1997 Gen Con Game Off-white earlier 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 Order were part of his official proposals for 1997. An invasion of the Kreen Empire was likewise beingness considered, according to Melka, forth with the mystery of the Messenger and a product on the Silt Sea.[16]

Dungeons & Dragons (3rd edition) [edit]

Night Sunday was not officially supported by the third edition of Dungeons & Dragons, but Paizo Publishing and the fans at Athas.org kept the setting alive through the use of the Open Game License issued by Wizards of the Coast.[ii] [16] David Noonan created an updated version of the setting for Paizo in 2004 that was published in Dragon magazine and Dungeon mag 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 character races such as elans and maenads.[18] : 18

Athas.org presented another update to the setting for three.v in 2008. It was a rules-only conversion that provided everything needed to play in the Dark Sun world through the non-epic levels.[19] The Athas.org version besides condensed the metaplot information and presented a much broader view, allowing players an opportunity to create campaigns in virtually whatever era of Athas, even equally far back as the Blue Age. Athas.org was also given permission to convert and release ii unpublished second edition sourcebooks, Dregoth Ascending (2005) and Terrors of the Expressionless Lands (2005), which was based on TSR'due south unpublished Secrets of the Deadlands.[16]

Dungeons & Dragons (fourth edition) [edit]

In August 2009, Wizards of the Coast appear at Gen Con Indy that Dark Sun would be the next campaign setting to exist released for fourth edition. The setting was chosen considering designer James Wyatt felt that the setting's grittier, activity oriented experience was a good fit for the quaternary edition rules and because the setting demonstrated that Dungeons and Dragons games could go beyond the tropes and themes of standard medieval fantasy.[twenty]

This version was heralded as a return of the feel of the original 1991 boxed gear up taking the setting back earlier the events of the Prism Pentad.[21] The metaplot's timeline is gear up back to merely afterward the original Night Lord's day'southward first adventure, Liberty (1991). The sorcerer-king Kalak is dead and Tyr is a free city-state simply the futurity of Athas beyond that is upward to the players. Game designer Richard Baker said the pattern team wanted the game to brainstorm when Athas had the well-nigh possibilities for adventure[8] and offer a version of the setting where the Prism Pentad storyline would be possible but not mandatory.[22]

The fourth edition setting strayed far less from the core rules than its AD&D counterpart.[22] Rich Bakery reported that the design team wanted the entrada setting to mesh closely with the new core rules and source fabric, such every bit the Player's Handbook, than previous editions had. Effort was made, withal, to ensure that these more generic elements stayed true to the unique experience of the setting.[23]

The most notable fourth edition change expanded character building by introducing themes. Themes were a 3rd way to ascertain a histrion graphic symbol identity through archetypes or careers allowing them to more clearly describe their place or office inside the world. Some variant classes cardinal to the 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 calibration of Athas was reduced slightly but the geography was largely unchanged.[22]

The edition change created other notable differences including templars as warlocks, the dray becoming dragonborn, the introduction of new core races such every bit tieflings and eladrin, and the exclusion of races from previous editions: elans, maenads, pterrans, and aarakocra.[24] The new fourth edition races were given Athasian twists in a similar manner to the original fantasy races.[25]

Possibly the about pregnant 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 D&D universe, making it virtually impossible to admission via other planes or spacelanes.[22] Fourth edition instead presented Athas squarely within the standard D&D cosmology, though information technology was still hard to access or get out.

Reception [edit]

A reviewer for the British magazine Arcane commented: "In that location's plenty of temper 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 brusque. Never mind the monsters; declining to take plenty h2o on a desert crossing tin can be fatal." The reviewer concluded that "if claret in the sand is the handbag you lot're into, you'll find enough to bask under the Dark Lord's day".[26] Writing in Dragon magazine, Rick Swan gave the initial release 4.5 stars out of 5. He warned that information technology 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 grapheme classes, only information technology ís worth the effort. The Dark Sun setting is that skillful."[15]

The original Dark Sun production line was one of TSR'due south most popular releases with an indelible fan following.[2] [7] 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 filed legal paper work confronting them for infringing on their copyright. TSR somewhen relented after fan outcry and established a formal fan site dedicated to Dark Sunday fan creations.[seven]

Reviewers of the fourth edition release of the setting were largely favorable. Christopher W. Richeson of RPG.net gave the setting an splendid rating, saying that update did an "excellent task of incorporating 4E'southward mythology without losing the harsh experience of the original setting.[27] EN World gave the setting a B+ rating proverb that the source volume was readable, and introduced innovative new mechanics to the game. The reviewer was critical of the source book reporting that it felt "incomplete" in both content and fine art work in comparison to the Forgotten Realms source books released ii years prior.[28]

Looking back at the setting, Chris Wilson writing for Fourth dimension describes the world as a good candidate for television adaptation, "a richly imagined world" with "traces of Dune mixed with Jedi-similar powers and a healthy side of murderous human-sized praying mantises".[29] John Baichtal of Wired described Athas every bit "the swords and sorcery equivalent of Mad Max: a desert world where h2o, 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 muls (half-dwarves) and thri-kreen (insect men) add together to the setting's uniqueness. It'due south a riot!"[thirty]

The world [edit]

The entrada setting of Nighttime Lord's day 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 being of other continents is unknown.

Athas is a devastated globe, the result of magic run amok. Most of Athas is an empty desert, interrupted past a handful of corrupt city states controlled by power-mad sorcerer-kings and their spell-wielding lackeys. The vicious climate and the oppressive dominion of the sorcerer-kings take created a corrupt, bloodthirsty, and desperate civilization that leaves picayune room for chivalric virtues common to fantasy settings (hence why paladins are excluded).[24] : 5 Slavery is commonplace, gladiatorial duels provide entertainment for the elite, and decease permeates the culture. Every bit rain falls only once per decade in some areas, h2o is more precious than gilt. Due to the scarcity of natural resources, few wizards have access to books fabricated of paper pages and hard covers; instead, they record their spells with cord 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 gilt piece. Weapons typically consist of obsidian, bone, and forest, and are prone to breaking. Only a unmarried dragon exists in all of Athas, a monstrosity whose appearance heralds disasters of catastrophic proportions.[xv]

Cabalistic magic draws its power from the life force of plants or living creatures, with the potential to cause tremendous damage to the environs. As a result, wizards and other arcane casters are despised and must practice in secret. Psionics are extremely common with nearly every living affair having at least a modicum of psionic ability. Due to a scarcity of metallic, weapons and armor are made from natural materials such as bone, rock, wood, carapace or obsidian.[24] : 119–120

Athas has no deities and no formal religions other than the cults created by the sorcerer-kings.[31] : 17 There is some contention within the source fabric as to whether or non in that location were always deities in the setting. The Advertisement&D source material seems to propose that in that location weren't e'er any gods involved with Athas, while the 4th edition setting leaves the choice open up, more explicitly stating that the gods were destroyed or driven away by malevolent elemental spirits.[24] : 208 Clerics and druids instead draw power from the Inner Planes/Elemental Chaos.

History of Athas [edit]

Dark Sunday's extensive metaplot spans several fictional ages into its past and is described by a fictional narrator called the Wanderer who presents an in-game account of Athas's history in their Wanderer's Journal. Co-ordinate to this business relationship the planet progressed through several ages roughly corresponding to the color of the sun and the land of the planet.[24] : xvi–17 [31] : ix–xiv [32]

The Blue Age [edit]

The Wanderer'southward Journal begins with the Edenic Blue Age when Athas was one time covered with a vast body of life-giving water under a blueish sun. Halflings ruled Athas during this time, edifice a powerful civilization. They were nature-masters and life-shapers, able to produce anything they needed by manipulating the principles of nature itself. The historic period came to an terminate by accident.[31] : 10 The halflings of the smashing city of Tyr'agi tried to increase the sea'due south fecundity in lodge to produce more creatures and plants. The experiment failed, however, instead choking the sea with a toxic dark-brown tide that spread across the waters, killing everything it touched.

The Green Age [edit]

The Wanderer's Journal claims that the Green Age began approximately 14,000 years before the setting's starting menses.[31] : 11 Desperate to salvage themselves and Athas from the brown tide, the halflings built the Pristine Tower, a powerful talisman that could harness the energies of the lord's day. The lite of the Pristine Tower burned away the brownish tide but also inverse the planet. The lord's day inverse from blue to yellowish. The endless sea receded, revealing a verdant globe of plant life. The halflings' civilisation came to an cease and virtually of them withdrew from the world and spiraled into savagery. The last of the nature-masters transformed themselves into new races, condign humans, demihumans, and other humanoids that repopulated the earth and built new civilizations.[31] : vii–16

The erstwhile halfling center of Tyr'agi was renamed Tyr and the other cracking cities of the Tyr region, such as Ebe, Bodach and Giustenal, were built during this menses. Due to mutations caused by the power of the Pristine Belfry, the new people of Athas discovered they were gifted with myriad psionic powers. Soon a loftier standard of living was achieved for those dwelling in the cities supported by wonders created with psionics.

The Time of Magic [edit]

Amidst the new races were a rare and powerful race known as the pyreens. One of their number, Rajaat, would bring most sweeping changes to Athas. Rajaat discovered magic eight one thousand years earlier the electric current age. Seeking more ability he took possession of the Pristine Tower. Here he mastered this new force and developed two distinct means; one that preserved nature, known as preserving, and one that exploited it, known equally defiling. He taught preserving magic to the public but secretly selected fifteen human being students with a potential for both psionics and magic for a darker purpose. Using the power of the Pristine Tower to harness the free energy of the yellow sunday, he transformed these 15 into his Champions. 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.

The Cleansing Wars [edit]

Rajaat'southward ultimate want was to exterminate all races except the halflings and return Athas to the splendor of the Blue Age. Virtually three,500 years earlier the electric current age,[31] : 13 Rajaat assigned each of his Champions a race to exterminate and the ensuing years of struggle were known every bit the Cleansing Wars. The unbridled use of defiling magic unleashed by Rajaat and his Champions during the wars desolated the country, turning much of it into a savage, desert wasteland nether a burning crimson sun. The non-existence of many of the typical D&D races, such as trolls and goblins, is due to these wars.[31] : vii–sixteen

The Age of the Sorcerer-Kings [edit]

The struggles would have connected to completion had the Champions not discovered that Rajaat's true plans did not include their survival. Approximately 2,000 years before the electric current age,[31] : 14 the Champions, led by Borys of Ebe, rebelled against their creator and used one of Rajaat's talismans, the Nighttime Lens, to imprison him in a shadow realm known as the Blackness. With Rajaat imprisoned, the erstwhile Champions renamed themselves Sorcerer-Kings and despotically divided up the surviving urban center-states among themselves. His escape would spell doom for all of them, and then the quondam 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 gild to be able to cast the spells required to maintain Rajaat'south prison. The ritual that transformed Borys into a dragon caused him to get mad and embark on a century-long defiling rampage. The defiling during the Cleansing State of war had been substantial, but Borys's rampage was the tipping point that turned Athas into a hellish desert.[31] : 7–xvi [32] : 224, 279

Metaplot [edit]

Dark Sun'south second edition metaplot was avant-garde through its novels and gamble modules. During this era TSR began to aggrandize metaplots in other settings, such as Forgotten Realms, but Night Sun pioneered the matching of fiction and adventure modules to engender and advance metaplots.[2] The original 1991 boxed set begins at the end of the Brownish Age (the Age of the Sorcerer-Kings) with the former Champions of Rajaat at present tyrannically ruling over the few pockets of civilization left in the Tyr Region. These city-states tightly control the few remaining reservoirs of fresh water, the food supply, and other precious resources such equally obsidian or iron.

Troy Denning'south Prism Pentad novels brought sweeping changes to the metaplot of Dark Sun and were also closely tied to playable gamble modules such equally DS1: Freedom (1991) and DSQ1: Road to Urik (1992).[two] This trend connected with the adventure modules tying directly into Denning's fiction and vice versa. The culmination of the tangled metaplot was summarized in Beyond The Prism Pentad (1995) in preparation for the release of the revised and expanded boxed gear up, released a few months later, which presented the setting after the events of the modules and novels. Some advances in the metaplot were controversial among fans as releases such as Listen Lords of the Last Body of water and Windriders of the Jagged Cliffs explicitly introduced more science fiction elements, such every bit the lifeshaping magics of the halflings, that had previously only been hinted at.[33] [34]

At the point the source material lays out for play the beginning of the Age of Heroes when the sorcerer-king'south hold on the Tyr Region has recently been challenged with the assassination of Kalak of Tyr in a slave rebellion led past Rikus, Agis, Neeva, Tithian, and Sadira. Over the class of the adventure modules and the novels the metaplot advances radically, irresolute the Tyr Region with Rikus, Agis, Neeva, Tithian, and Sadira (from the novels), or the player characters at the center of the changes.[31] : seven–16 Borys the Dragon is killed by Rikus and Sadira. Sadira becomes the get-go sunday-magician through the utilise of the Pristine Belfry, putting her at a level of ability equal to the sorcerer-kings. Tithian uses the Nighttime Lens to free Rajaat, believing he will exist transformed into a sorcerer-male monarch every bit 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 equally a focus for a spell that burns away Rajaat'southward shadow, the source of his tremendous power. This spell also causes a tremendous convulsion creating the Bang-up Rift, a passage to the previously unknown Scarlet Savannah and the alien Kreen Empire.

The Revised and Expanded boxed ready released in 1995 begins at this point with the destabilization of the Tyr Region's political ability structure. The wake of the creation of the Cerulean Tempest and the earthquake that caused the Great Rift results in powerful storms and destructive aftershocks. The Wanderer discovers the lost halflings of the Jagged Cliff, as well as the psionic utopians of the Mind Lords of the Terminal Sea.

Tertiary edition changes [edit]

Paizo [edit]

In May 2004, David Noonan wrote a brief update for the setting for the 3rd edition rules.[35] The setting picked three hundred years later on 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 metropolis-states and the fate of the remaining sorcerer-kings.

The city-land of Raam is on the verge of collapse after the death of its magician-queen. The psionic dragon-lich Dregoth, who resurrected himself later being slain past the other Wizard-Kings for attempting to go a dragon like Borys, sweeps in and transforms virtually of the riotous inhabitants into undead. He now rules the metropolis-state where the living walk side by side with undead zombies and skeletons. In Draj, Azetuk the adopted son of the deceased Magician-Rex Tectuktitlay was installed largely as a figurehead by Tectuktitlay templars, but manages to learn enough to transform himself into a true wizard-king. He takes command of Draj and begins to demand regular blood sacrifices in his temples. Balic has likewise fallen into chaos afterward the disappearance and reappearance of their magician-king Andropinis.[35] : 65

Tyr remains free from sorcerer-king rule and has managed to defend its walls from multiple assaults from Urik. The city-country is now ruled past a council of nobles and preserver mages from the Veiled Alliance.[35] : 76

Athas.org [edit]

In 2008, Athas.org released a new edition of the Dark Sun campaign setting for the 3.v rules. This edition picks up the metaplot two years after the Wanderer's discovery of the Final Sea. Following prophesied signs, Dregoth takes to the surface and makes his bid for true divinity.[36]

Fourth edition changes [edit]

The quaternary edition setting presents a much abridged and somewhat dissimilar backstory that alludes to the original metaplot but doesn't explicitly reference information technology. Piffling is known in-game almost the history of Athas and what is known is largely myth, legend, and/or the propaganda of the sorcerer-kings. The fourth edition metaplot describes iii ages: the Dark-green Historic period, the Red Age, and the Desert Age or the Age of the Sorcerer-Kings. Equally with the original metaplot, the Greenish Age is earliest visible sign of civilization just suggests that rare tales tell of an before age, perhaps the Blue Age. The terminate of the Green Age is described similarly to the original metaplot. The Dark-green Historic period gave style to the more recent Red Age, a time of profound war and strife that left the world a blasted, desolate waste material. Game play begins during the Desert Historic period, similarly to 2nd edition, with the world a barren wasteland and its few remaining habitable places being lorded over past the wizard-kings. Sorcerer-rex Kalak of Tyr has been assassinated and the liberation of Tyr has sparked a blink of hope and renewal in the Tyr Region.[24] : 16

A side-bar briefly describes the true history of Athas, which differs slightly from the original. Outset, the gods were destroyed or driven away from Athas by malevolent elementals known equally primordials. The loss of true gods created a fault in the world that allowed for the potential for arcane magic, which Rajaat discovers; the remainder of the metaplot up to the modern era is similar to 2d edition. The Tyr Region remains the merely bastion of civilization on Athas just is tyrannically ruled by the magician-kings. No mention is fabricated of the events of the Prism Pentad.[24] : 208

Cosmology [edit]

One of the hallmarks of the Dark Sun setting was Athas' cosmological isolation, something that bankrupt with the rest of the canonical Dungeons & Dragon 's universe.[37] Many of Dark Sun's AD&D contemporaries are attainable via planar travel or spelljamming, but Athas, with very few exceptions, is entirely cutting off from the balance of the universe.[38] : viii–9 [39] While it retains its connections to the Inner Planes, access to the Transitive Planes and Outer Planes is near impossible. The reason for the cosmological isolation is never fully explained.

The cosmology for the original setting consists of the prime cloth plane and two other transitive planes: the Gray and the Black. The Black is roughly equivalent to the Plane of Shadows and contains a mysterious realm of absolute pettiness called the Hollow that serves as a prison house for Rajaat. The Gray is roughly equivalent to the Ethereal Airplane in that it surrounds Athas, forming a massive buffer betwixt the prime textile plane and the Astral Plane and so cutting information technology off from Outer Planes. The Gray in this edition is the realm of the dead where undead creatures and necromancers draw their power.[38] The Grayness, however, is thinner in regards to the Ethereal Plane, bringing access to the Inner Planes with relative ease. Night Sun'due south Inner Planes accept unlike paraelementals based on natural phenomena: pelting lay between air and water; sun between air and burn down; magma between fire and globe; and silt between globe and water.[37]

The 4th edition setting places Athas clearly inside the World Axis cosmology,[22] but retains its traditional cosmological isolation.[24] : 17 The Feywild, known equally the Lands Within the Winds, is largely absent with its few remaining access points being jealously guarded by the remains of the eladrin on Athas. Shadowfell, known as the Gray on Athas, acts every bit a barrier betwixt Athas and the other planes. The Astral Sea is accessible via the Gray only the realm is largely empty in proximity to Athas with the connections to other realms lost. As with previous editions, Athas sits shut to the Elemental Anarchy and the planet has a special connection to these planes. These planes are accessible from the World and vice versa. Contained deep within the Elemental Chaos is the Abyss.[24] : 17

Races [edit]

Athas is home to several of the standard high fantasy races, including elves, dwarves, half-elves, halflings, and humans, equally well as a scattering of new or exotic fictional races, such as muls, one-half-giants, pterrans, thri-Kreen, and aarakocra. Subsequent resources introduced more races such as elans, drays, and maenads.[15]

Night Sun races were distinctly different from those found in other campaign settings as the designers purposefully went against blazon.[15] For example, the thri-kreen and aarakocra were originally monsters.[26] 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 largely cannibals living in shaman-ruled settlements in the jungles across civilisation.[24] : 5 [xv] 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 earth in previous ages.[24] : 25 [31] : nine–16

Playable races [edit]

Race Clarification Editions as a playable race
Aarakocra Intelligent bird-people living in small tribes in the rocky badlands and mountains.[31] : 23 Aarakocra were not included as a playable race in 4e but are mentioned as abode in the hinterlands of Athas.[24] : 196–197 2nd, tertiary
Dragonborn (dray) Created by the sorcerer-king Dregoth in the city-state Giustinal, most were destroyed along with their city-country. They are now a race of refugees living on the fringes of Athasian society.[24] : 24 2nd, 4th
Dwarf Athasian dwarves are similar to dwarves in other settings merely usually have niggling to no pilus, and are gifted artisans of rock and metal. In previous editions dwarves could not do cabalistic magic but this brake was omitted in fourth edition.[24] : 25 [31] : 22 All
Eladrin Egotistical, isolationist refugees from the dying Lands Within Winds attempting to save what remains of their decomposable homeland. They excel at psionics and abhor cabalistic magic. Eladrin are not well known on Athas and almost regard them as legends.[24] : 26 4th
Elf 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 piece of work or drudgery as much equally possible.[24] : 26 All
Elan Former humans changed into a race of powerful psions. Elans were introduced in the updated setting clarification in Dragon magazine (2004).[15] In Athas, elans were created by the psionic society known equally The Society. Elans were included in 4th edition in the supplement Psionic Power. 3rd, quaternary
Genasi Genasi, or one-half-elementals, are the rare offspring of humans and elementals living in the wastes on the Isle of the Body of water of Silt. They revere nature and detest sorcerer-kings and defilers.[24] : 30 4th
Half-giant (Goliath) Half-giants are magically generated human-giant hybrids created past the sorcerer-kings as slave soldiers. More intelligent than their counterparts in other worlds, simply with a trend to modify personalities over time. Half-giants can only mate with other half-giants.[24] : 27 All
Half-elf One-half-elves are the offspring of humans and elves. They are shunned and held with suspicion and hostility from both sides of their parentage. All
Halfling Halflings are the oldest race on Athas with a culture dating back to the distant past.[31] : 25 They are now known for being savage (often cannibalistic) tribal people, and revere nature. They largely live in isolated tribes in the jungles.[24] : 28 All
Human being Humans are the most populous race on Athas. All
Maenad Maenad are not native to Athas. Along with the elan they were introduced in the 2004 setting brief in Dragon magazine,[15] brought to Athas equally soldiers past the sorcerer-king Andropinus when he returned from the Outer Planes. They were not included in the 4th edition setting. tertiary merely
Mul Muls are dwarven-human hybrids bred by the magician-kings as a race of slave soldiers.[31] : 27 They are larger and stronger than humans, possessed of tremendous endurance.[24] : 26 All
Minotaur Barbarous warriors bred by an elemental cult to create half-man half-bull soldiers to fight the wizard kings.[24] : 30 4th
Pterran Intelligent, reptiloids dwelling in the Hinterlands due west of the Ringing Mountains. Pterrans have a shamanistic culture and believe themselves to exist the planet'southward chosen children.[31] : 27 They were not included in the 4e setting.[24] second, 3rd
Tiefling Tieflings are the offspring of humans and demons who wander the wastes raiding, stealing, and killing for survival.[24] : thirty 4th
Thri-Kreen Thri-Kreen are a race of predatory, vi-limbed, humanoid sized insect people resembling mantises.[24] : 22–23 [31] : 28 All

Others [edit]

  • Pyreen – The pyreen or peace-bringers are an ancient race of nomadic, psionic druids that mysteriously emerged during the Green Historic period who opposed Rajaat and the sorcerer-kings, and seek to restore vitality to Athas.[31] : 106–107 The pyreen are a non-role player race in previous editions but appear equally an epic destiny in the 4th edition setting.[24] : 102

Classes [edit]

Similar to the races, Dark Sun's character classes were largely consequent with the classes of the core game rules, only with some changes to bring them in line with the game's unique themes. For case, the commonplace evolution of psionic ability, unusual nature of magic, and focus on survival skills have altered the scope and theme of some classes and atomic number 82 the addition of new classes. Bards, for example, are as likely to exist skilled at assassination or poisons as they are with entertainment. Athasian clerics, rather than worship a given deity, pact with elementals. They also do non organize into churches, collect followers, and are allowed to deport edged weapons.[40] At that place are also significant setting distinctions between cabalistic spellcasters, divine spellcasters, and psionicists that oftentimes 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-rex's rule. Psionics are broadly accepted and celebrated, with well-nigh all living things possessing some psionic talent.

Defilers and Preservers: The Wizards of Athas included information and rules for how 20th level wizards can transform into 21st level dragons, or avangions for proficient-aligned characters, both of which as well have psionic powers.[41] Avangion have been ranked among the strongest creatures in the game by Scott Baird from Screen Rant.[42]

As classes inverse in subsequent editions these were as well reconciled with the setting. Available classes are not defined in the 4th edition campaign setting. Besides paladins[24] : 5 being specifically mentioned every bit not existence present, there is very little information as to whether or non the other 4th editions classes should be included in the setting.

In 3rd edition sorcerers are almost unheard of, though in the Paizo adaptation they suffer an fifty-fifty greater stigma than wizards.[18] Warlocks, sorcerers, and artificers are standard classes available for play in the 4th edition setting. Other arcane spell casters such as sorcerers, and warlocks, or were not included until the Paizo afterward version of the setting in 2004. In 4th edition whatever arcane caster was ostensibly bachelor if the dungeon master allowed information technology.

Form Editions equally a playable form Description
Bard All Bards were included in the original Advert&D boxed set equally part of the rogue class, and again in the 3rd edition rules.[43] [44] : 15–xvi Athasian bards differed from their counterparts on other worlds in that they are as probable to deal in poisons, assassination, and blackmail as they are in amusement or lore. The original Athasian bard.[44] : xv–xvi does not have the power 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, only a setting-specific bard grade is not outlined.[24] : 5
Barbarian/Brute[44] : 15–29 3rd Brutes had the same game statistics equally the barbarians.
Cleric 2d, tertiary There are no gods in Athas so clerics gain their powers by making pacts with elementals (globe, burn down, h2o, air) or paraelemental (sunday, silt, magma, rain) of the Inner Planes. In 4th Edition, clerics and other divine classes are non available.
Druid All Druids gain their powers past serving the natural spirits of Athas.
Dune Traders All Dune Traders were a new character class specific to the second edition Dark Sun setting, introduced in the split Dune Trader supplement. They accept access to many of the same rogue skills as thieves, only to a bottom 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 quaternary edition setting the dune trader is a character theme.[24] : 42
Fighter All
Gladiator 2nd Specialized warriors who fight for entertainment.
Psion All Psionics are an important part of the setting. Psions and psionic classes of various types were ever bachelor depending on the edition. These included: psychic warrior, soulknife, wilder, and potentially other psionic classes included in 4e.
Ranger All
Templar All Templars are mystic servants of the magician-kings. In previous editions they were a specialized priest class, just in 4th edition they are a character theme that practices some sort of arcane magic. Many are warlocks.
Wizard All In previous editions, defilers and preservers were a split up grade. In quaternary edition, defiling and preserving is a matter of choice.

Divine spellcasters [edit]

Clerics and other divine spellcasters were particularly afflicted by the setting; the lack of true gods meant that divine spell casters were radically different from the standard D&D counterparts. Without proper deities, clerics derive their powers from such every bit the forces of the Inner Planes, or in 4th edition, the Elemental Chaos.[45] : three–iv Divine spell casters, such as elemental clerics or druids, are allied to one of these planes and are able to draw free energy from them for their specialized spells.[26] [45] : three–iv The but spheres attainable to Athasian clerics are those corresponding to the elemental planes (earth, air, fire, and water), the paraelemental planes (silt, sun, pelting, and magma).[ citation needed ]

The idea of the divine spell pulley inverse significantly during the 4th edition of the setting with the introduction of central magic. Some ostensibly divine spell casters, such equally templars, became arcane spell casters. Others, such every bit shamans, clerics, and druids, cast spells using primal magic equally opposed to divine magic. Clerics technically still used divine magic mechanics but under the aforementioned limited auspices that marked the previous editions of the setting.[ citation needed ]

In previous editions, templars, casters who directly serve and derive their powers from the sorcerer kings, were treated every bit a specialized course of cleric. In 4th edition the templar class shifted away from being a divine caster to an arcane pulley, though not all templars are skilled in magic.[24] : 62 Many templars are not clerics at all just warlocks who have pacted with their sorcerer-king.[40] They are entirely dependent on their patrons for their magical abilities.[46] Besides their cleric-like abilities templars besides accept special abilities that allow them to govern and control the population of their metropolis-states.[44] : 26–27 [47]

Game designer Rick Swan felt that while "clerics got the shaft in the original Nighttime Sun set", the supplement World, Air, Burn down, and Water "transforms the stodgy Night Sun cleric into the setting's most intriguing character".[45] [46] With the fourth edition setting the elemental cleric became a background rather than a class in and of itself.[xl]

Arcane spellcasters [edit]

Cabalistic magic in Dark Sun differs essentially 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 fashion that destroys it, known as defilers. Withal, any arcane caster may choose to defile at any time.[48] Defiling exploits the environment, draining the life from the surrounding area and turning it into a sterile wasteland.[xv]

Psionics [edit]

Psionic powers are a cornerstone of the setting, with nearly every living thing having some psionic abilities.[26] [49] [fifty] : iii Psionic ability is about as common in Dark Sun every bit arcane magic is in other D&D campaign settings, and unlike arcane magic, is accustomed and revered appearing in every strata of Athasian social club.[50] : seven–9

Given the prevalence of psionics the people of Athas have developed laws to govern their utilize. Each of the major metropolis-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 (21st level and higher up) that sees itself equally the secret monitors of psionic balance on Athas.[50] : 11–21 Generally, crimes committed using psionics are punished as they would be if they were committed normally. Mind reading, controlling the actions of others, spying on others using past psionic means are all outlawed, and summoning extraplanar beings are all outlawed. The only exception to these laws is for courtroom officials who are allowed to employ psionics in the due process of law.[50] : 9–x

The original Dark Sun boxed set did not contain rules for psionics, but rather drew on a separate supplement: The Complete Psionics Handbook. These were later expanded in the setting-specific sourcebook The Will And The Way.[49] [l] The Nighttime Sun Campaign Setting, Expanded and Revised published in 1995 included psionic rules as function of the core boxed set, which were intended to replace The Consummate Psionics Handbook rules.

The 3rd and fourth editions of D&D would brand psionics more than mutual equally an option in any D&D world, and would divide the original psionicist character class into a number of different psionics-using classes.[51] [52]

Editions [edit]

second edition Advanced Dungeons & Dragons [edit]

The majority of resources for the setting were released betwixt its showtime appearance in 1991 and 1996, when TSR stopped supporting the game line. The line included the original boxed prepare with rulebook authored by Timothy Brown and Troy Denning. Dragon Kings, released in 1992, featured rules for ballsy level character advancement for Dark Lord's day. The bones source material was later expanded and revised 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 every bit gladiators, clerics, and psions; the races native to Athas, such every bit elves or thri-kreen; and more than detailed setting information, such as the city-land of Tyr, the Veiled Brotherhood, and the different slave tribes.

3rd edition [edit]

Dark Dominicus was not supported with a published rulebook for third edition, but compatible rules for the 3.5 edition appeared in several places; the Sandstorm supplement included rules for general desert conditions.[53] In 2004, Paizo published several articles in Dragon magazine and Dungeon magazine that brought Dark Sun in line with the third edition rules. athas.org published unrelated source materials in 2007 for Dark Sun under the open game license. Both rules were official versions approved and sanctioned past Wizards of the Coast that provided two different possible versions of the setting.

Paizo's Night Sunday [edit]

A special feature in Dragon mag No. 319 (May 2004) and a parallel feature in Dungeon magazine No. 110 provide an alternative interpretation of the setting for the 3.five edition. (The rules for defiler wizards appear in Dragon #315, and boosted monsters in Dungeon #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.[ citation needed ]

In place of the higher dice for ability scores, the abilities of all of the player grapheme races accept been improved. Each (including humans) has an additional bonus to ane or more ability scores, an innate psionic power, and often other bonuses. Every race has a level aligning, pregnant that a PC of the race counts as a PC of higher level than he actually is for purposes of residue.[ commendation needed ]

4th edition [edit]

Lead up and promotion [edit]

On Baronial 14 at Gen Con 2009, Wizards of the Coast announced that Nighttime Sun would be the 2010 campaign setting.[54] Wizards announced two source books and an adventure for the new campaign setting.[55] [56] [57] The setting was a "reimagining" of the second edition setting, returning to the fourth dimension immediately after Tyr became a free country.[58] Some of the characters, races, and setting details from the previous editions were changed or removed.[24] : 5 A new rules element was the add-on of Themes (Athasian Minstrel, Dune Trader, Elemental Priest, etc.). Each PC gained ane theme that together with race and class helped define the graphic symbol. Themes grant an initial ability and additional powers could be chosen instead of normally available grade powers.

Wizards of the Declension promoted the setting heavily. Rich Baker first communicated diverse probable changes to the setting via his Blog at wizards.com. He too indicated that a preview of Dark Sun would be available as an adventure at the 2010 D&DXP convention. This full adventure previewed new fabric from the campaign setting.[59]

The fourth Penny Arcade/PvP serial of Wizards of the Declension's D&D podcast, running for two weeks in May and June 2010, was devoted to a Dark Sun campaign using pre-generated Dark Sun characters. Throughout July and August, excerpts were published as free content on the D&D Insider spider web site. The first two excerpts covered basic information on the setting, which is like to that of previous versions. A series of articles connected to provide glimpses into the setting prior to the release in August.

In improver to the first run a risk at D&DXP, there were several other adventures provided earlier the full release:

  • The Dark Dominicus adventure entitled Bloodsand Arena was held on June 19 for Gratuitous RPG 24-hour interval.
  • The second flavour of D&D Encounters (featuring weekly one-to-2-hour adventures at gaming stores) was based in Dark Sun and provided players with 15 weeks of Dark Dominicus encounters.[60]
  • Gen Con and PAX Prime number held the "Celebrity and Claret" Dark Dominicus Arenas, featuring 7 dissever arena encounters held in each metropolis-country. Each arena was of varying difficulty and players gathered glory. Winning half-dozen of seven adventures resulted in sufficient glory for a fabric map of the Tyr region, non currently available through other means.[61]
  • The Lost Cistern of Aravek for fourth-level pregenerated PCs was provided on August 21 for the Worldwide D&D Gameday.[62]

Release [edit]

On Baronial 17, 2010, the Dark Sun books were released.

  • Richard Baker, Robert J. Schwalb (August 2010). Nighttime Sun Campaign Setting. Wizards of the Coast. ISBN978-0-7869-5493-three.
  • Bruce Cordell (August 2010). Marauders of the Dune Sea. Wizards of the Coast. ISBN978-0-7869-5495-7.
  • Richard Baker, Bruce R. Cordell (August 2010). Dark Sun Creature Catalog. Wizards of the Coast. ISBN978-0-7869-5494-0.

In addition, the Dungeon Tiles set released on June 15 was Dark Sunday themed.

  • Peter Lee (June 2010). Dungeon Tiles: Desert of Athas. Wizards of the Coast. ISBN978-0-7869-5398-1.

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 grow, only reflect the 4th edition rules. For example, in 2d edition, defilers were a carve up wizard form. In quaternary edition in that location are many arcane classes, so defiling became an at-volition power applicative when using daily arcane powers. Elemental priests became a new Shaman build, the Animist Shaman. Elemental worship is tied to the Primal ability source, considering the Divine power source (which includes clerics and paladins) is unavailable to player characters by default.

Ashes of Athas Campaign [edit]

In January 2011 at the D&D Experience Convention, Wizards of the Declension and Baldman Games launched an organized play campaign set in Dark Sunday. The entrada used the fourth edition rules and time frame.[63] PCs played the function of Veiled Alliance members fighting against a secret organisation named The True.[64] [65] Later adventures took players from Altaruk and Tyr across the Tablelands (Urik, Gulg, Nibenay, and many wilderness locations) to face up 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 7 capacity (21 rounds of iv-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.[66]

fifth Edition [edit]

Dark Sun and Athas have been mentioned past developers of the fifth edition of the game. At Gary Con in 2018, Mike Mearls mentioned that at that place was talk well-nigh bringing back the Mystic class, a psionic class featured in a play exam commodity released in Unearthed Arcana.[67] Mearls noted that, at the time, Wizards of the Coast decided not to release the Mystic on its own because the class would not exist needed "until nosotros do Dark Sun."[68] Nighttime Sun was also mentioned in a revised version of the psionics rules released in an Unearthed Arcana commodity.[11] [9] [x] [12] [xiii]

Novels [edit]

Numerous novels have been based in the Night Sun setting. Notable authors writing in the globe of Athas are Troy Denning, Simon Hawke, and Lynn Abbey.

Comics [edit]

A v issue series of comics based on the entrada setting called Ianto'due south Tomb created by writer Alex Irvine and artist Peter Bergting was released by IDW Publishing.[69] [70]

Media [edit]

A number of video games are as well set in the Nighttime Dominicus world: including Dark Dominicus: Shattered Lands (1993), Dark Sun: Wake of the Ravager (1994), and the MMORPG Dark Sun Online: Crimson Sands (1996).

References [edit]

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External links [edit]

  • Athas.org—The official domicile of the Night Sunday website
  • Digital Night Lord's day History—A history of the digital fandom of Dark Sun
  • Digital Wanderer - Features full map of Athas with annotations for important places.
  • Os, Rock, and Obsidian podcast - Dark Sun podcast from Misdirected Mark

morrisprilloomply.blogspot.com

Source: https://en.wikipedia.org/wiki/Dark_Sun

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