History TabletopGame / DarkSun

31st Dec '16 12:28:52 PM nombretomado
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** Official 4E races: Humans, Elves, Eladrin (the rulers of "The Land Within the Wind", the almost-destroyed Feywild), Goliaths (reflavored as Half-Giants), Dwarves, Half-Elves, Mul, Dragonborn (reflavored as Dray), Halflings, Thri-Kreen, Tieflings (humans with demonic ancestry), Genasi (elementally-imbued humans), Kalashtar (psionically adept humans first introduced in ''{{Eberron}}''), and Minotaurs. Suggestions for including other races, at DM's discretion, includes time travellers, planewalkers, and mutations spawned from the Pristine Tower and Sunwarped Flats. A

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** Official 4E races: Humans, Elves, Eladrin (the rulers of "The Land Within the Wind", the almost-destroyed Feywild), Goliaths (reflavored as Half-Giants), Dwarves, Half-Elves, Mul, Dragonborn (reflavored as Dray), Halflings, Thri-Kreen, Tieflings (humans with demonic ancestry), Genasi (elementally-imbued humans), Kalashtar (psionically adept humans first introduced in ''{{Eberron}}''), ''TabletopGame/{{Eberron}}''), and Minotaurs. Suggestions for including other races, at DM's discretion, includes time travellers, planewalkers, and mutations spawned from the Pristine Tower and Sunwarped Flats. A
16th Dec '16 5:19:42 PM Xtifr
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'''Dark Sun''' is a Campaign Setting mostly for the second and fourth editions of ''TabletopGame/DungeonsAndDragons'' (although some material for 3.5 was published in ''Magazine/{{Dragon}}'' magazine). Originally conceived as the default setting for a miniatures based wargame, the setting survived as a regular D&D world even after the minis game failed. There were two editions of Dark Sun, the second advancing the timeline a few years, inserting a bit of hope along with a whole lot of new troubles and detailing a larger portion of the world. After the end of Second Edition D&D, [[http://www.athas.org a group of fans]] kept Dark Sun alive using the Third Edition rules until an official set was published in ''Dragon'', which was followed by a standard [[http://www.wizards.com/default.asp?x=dnd/drfe/20090814 Fourth Edition version]] in 2010.

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'''Dark Sun''' ''Dark Sun'' is a Campaign Setting mostly for the second and fourth editions of ''TabletopGame/DungeonsAndDragons'' (although some material for 3.5 was published in ''Magazine/{{Dragon}}'' magazine). Originally conceived as the default setting for a miniatures based wargame, the setting survived as a regular D&D world even after the minis game failed. There were two editions of Dark Sun, the second advancing the timeline a few years, inserting a bit of hope along with a whole lot of new troubles and detailing a larger portion of the world. After the end of Second Edition D&D, [[http://www.athas.org a group of fans]] kept Dark Sun alive using the Third Edition rules until an official set was published in ''Dragon'', which was followed by a standard [[http://www.wizards.com/default.asp?x=dnd/drfe/20090814 Fourth Edition version]] in 2010.
16th Jul '16 11:58:07 PM Nerrin
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* HumansAreBastards: Aside from the normal horrible conduct most people must get up to just to survive in a world as harsh as Athas, the original campaign setting boxed set notes that humans are the vast majority in the templars and nobility because they "have a talent for treachery and political intrigue."


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* UnreliableExpositor: The [[LiteraryAgentHypothesis "author"]] of ''The Wanderer's Journal'' (part of the original boxed set) is a self-confessed UnreliableExpositor as he notes that what he has written is the product of sifting a little truth out of quite a lot of lies. Especially since official histories are little more than works of self-aggrandizing propaganda spread by the sorcerer-kings to make themselves look powerful, wise, and impossible to depose. Obviously done so the potential GameMaster wouldn't feel too constrained by what was in the ''Journal'' if they wanted to change something.
12th Jul '16 11:16:46 PM rmctagg09
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* DragonsAreDivine: While ''Dark Sun'' lacks true deities the Sorcerer King of Tyr, who is draconic, would qualify as they are the closest thing the setting has to gods.
11th Jul '16 6:59:38 PM Nerrin
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* EvilIsEasy: Sure, if you're good-aligned, it's possible to avoid the ecological problems that come from using arcane magic. It's naturally harder, slower, and is less powerful. Plus, even if you've advanced enough that [[FertileFeet plantlife starts coming back due to your spells]], people ''still'' will react towards your arcane magic like they [[BurnTheWitch react to a defiler's magic]]. Oh, and if you do manage to get powerful enough to start restoring plantlife, you basically paint a huge target on yourself for the Sorceror-Kings to focus on.

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* EvilIsEasy: Sure, if you're good-aligned, it's possible to avoid the ecological problems that come from using arcane magic. It's naturally harder, slower, and is less powerful. Plus, even if you've advanced enough that [[FertileFeet plantlife starts coming back due to your spells]], people ''still'' will react towards your arcane magic like they [[BurnTheWitch react to a defiler's magic]]. Oh, and if you do manage to get powerful enough to start restoring plantlife, you basically paint a huge target on yourself for the Sorceror-Kings Sorcerer-Kings to focus on.on.
** This trope underpins the entirety of the setting, from defiling being much easier than preserving, to day-to-day life. Civilization is ruled by villainous Sorcerer-Kings who control the water supply and lead corrupt legions of loyal Templars. Slavery is rampant and brutal, and is the punishment for any crime that doesn't merit execution... or for just having something that a Templar wants. The rules point out that anyone with an actual [[CharacterAlignment Good alignment]] should be unwilling to own slaves or take part in the more corrupt and horrible parts of society - being willing to compromise just to stay safe makes you Neutral rather than Good, after all - and so likely [[BeingGoodSucks mark themselves for Templar attention]]. But even out in the wilds, the harsh environment can push Good people to cruel acts, such as when you must decide who merits full rations during lean times. On the top of the power scale, the process of becoming an [[OurAngelsAreDifferent Avangion]] is so hard with so many points of potential failure that it's almost a sick joke. Athas is as awful as it is because the "good" option is often an empty promise.


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* ImAHumanitarian: Several races are noted as regularly enjoying a bit of long pork, of one species or another. The cannibal halflings are brought up whenever the setting is mentioned, and some monster races are known to eat other intelligent beings too. Then there are the thri-kreen, another major playable race, who are noted as preferring ''elf'' when they can get it.
8th Jul '16 5:48:05 AM Ramidel
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* AWorldHalfFull: 4e takes this vibe. It's still a massively CrapsackWorld, but the kickoff point is right after the fall of Kalak of Tyr and the establishment of the Free City, and it's emphatically clear that you ''can'' EarnYourHappyEnding, cast down the Sorcerer-Kings and even make the world green again. So get to work!
8th Jul '16 5:09:33 AM Ramidel
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* SlaveRace: Muls are, in the vast majority of cases, bred in captivity from humans and dwarves. (The various rulebooks don't explicitly say "''all'' Muls are born into slavery," but no exceptions are mentioned.)
8th Jul '16 3:35:05 AM Ramidel
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** Averted in 4e. Athas has no canonical divine magic (though there's a couple of options for "But I really wanna play a cleric anyway!"). Elemental powers are now Primal and the province of druids.

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** Averted Changed up in 4e. Athas has no canonical divine magic and no clerics or paladins (though there's a couple of options for "But I really wanna play a cleric anyway!"). Elemental powers are now Primal Primal, and the province of druids.Elemental Priest is a theme rather than a class.
8th Jul '16 3:31:30 AM Ramidel
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* ElementalPowers: In the absence of true gods clerics receive their powers from the elemental planes. This does not excuse them from the normal clerical conducts-they are entirely capable of losing their clerical powers in a manner quite similar to how a normal cleric can have them taken away by their god.

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* ElementalPowers: ElementalPowers:
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In the absence of true gods clerics receive their powers from the elemental planes. This does not excuse them from the normal clerical conducts-they are entirely capable of losing their clerical powers in a manner quite similar to how a normal cleric can have them taken away by their god.god.
** Averted in 4e. Athas has no canonical divine magic (though there's a couple of options for "But I really wanna play a cleric anyway!"). Elemental powers are now Primal and the province of druids.
7th Jun '16 7:22:36 PM DracMonster
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* SacredHospitality: Traveling minstrels and entertainers benefit from this. It's well known that many of them are quite willing to utilize this for spying and assassination purposes, but they cannot lightly be refused quarter, even if IKnowYouKnowIKnow they've been sent by an enemy.
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