History TabletopGame / DarkSun

11th Sep '17 7:03:43 AM Arivne
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* NonCombatXP

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* NonCombatXPNonCombatEXP
11th Sep '17 7:03:02 AM Arivne
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* NonCombatXP
** Fighters receive XP for constructing defenses and SiegeEngines.
** Rangers get XP for using their thief abilities, making good use of followers and casting spells.
** All wizards can gain XP for casting spells to overcome problems. Preserver wizards get them for successfully hiding the fact that they are wizards, while defilers obtain them for casting spells for a sorcerer-king.
** Priests receive XP for casting spells and using their chosen element (earth, air, fire or water) creatively.
** Rogues get XP for using a special thief ability successfully.
** Templars obtain XP for carrying out their police/judicial functions (accusing, judging, and pardoning other people), as well as for furthering their sorcerer-king's goals.
** Psionicists can gain extra XP for defeating problems and avoiding combat.
** Dwarves get XP for pursuing their focus and for completing a major focus.
** Elves receive XP for refusing a ride or magical transportation, testing their friendships with other beings and running (10 XP per mile).
** Half-giants gain XP each time they shift alignment and for imitating a charismatic friend.
** Halflings get XP for aiding other halflings and practicing another race's customs.
** Muls (HalfHumanHybrids of humans and dwarves) get it for exerting themselves in heavy labor.
** Thri-Kreen obtain XP for each kill (animal) they bring back for food.
17th Aug '17 11:13:03 PM AaronLitz
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The setting of Dark Sun is Athas, a once-beautiful fantasy world turned into a post-apocalyptic wasteland by centuries of corrupt magic and genocidal warfare. Most of the setting's land mass is made up of desert, metal is rare, requiring weapons to be made of less durable alternatives like bone and wood, there are no actual gods, and most of the standard fantasy races players might expect to find are extinct or vastly different from their normal forms. It was one of the first settings to incorporate the psionics rules to a large extent - to the point where all {{Player Character}}s and potentially any intelligent creature on Athas has at least a psionic wild talent. The Third Edition ''Expanded Psionics Handbook'' was largely built off of Dark Sun, though it made no open mention of the setting.

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The setting of Dark Sun is Athas, a once-beautiful fantasy world turned into a post-apocalyptic wasteland by centuries of corrupt magic and genocidal warfare. Most of the setting's land mass is made up of desert, metal desert. Metal is extremely rare, requiring weapons to be made of less durable alternatives like bone and bone, wood, there and obsidian, (with game mechanics for their breakage during combat) and a small, pathetic iron mine that wouldn't be considered even slightly worthwhile on another world is instead here a priceless resource that has made the City-State that owns it rich, with wars having been fought over possession of it. There are no actual gods, and most of the standard fantasy races players might expect to find are either extinct or vastly drastically different from their normal forms. forms; one of the common player character races is the Thri-Kreen - four-armed humanoid insect mantis men. Even normal everyday flora and fauna have been twisted into deadly, grotesque mockeries of themselves; Athasian bears are gigantic clawed monstrosities with an insect-like carapace, and dangerous mobile carnivorous plant life dots the landscape. Horses are long extinct such that no one even remembers them, and common mounts are instead such things as the giant ant-like kanks, the scaled and beaked ostrich-like lizard crodlu, and the huge howdah-carrying inix lizards.

It was one of the first settings to incorporate the psionics rules to a large extent - to the point where all {{Player Character}}s and potentially any intelligent creature on Athas has at least a psionic wild talent. The talent. (The Third Edition ''Expanded Psionics Handbook'' was largely built off of Dark Sun, though it made no open mention of the setting.
setting.) Psionics has replaced the common fantasy role of magic on Athas, with psionicists taking the usual place of wizards in fantasy society. Magic-use draws its power directly from the lifeforce of the land itself; drawing too much energy reduces any plants around a spellcasting wizard to grey ash, and the land itself to infertile dust in which nothing can grow... powerful enough spells can even effect nearby animals and cause them pain as their lifeforce is drained away to fuel the magic. As a result, wizards are feared and hated for their destruction of the land, and the wanton overuse of magic that caused the ecological collapse that has rendered almost the planet a vast desert. Wizards must hide their activities and disguise their powers as psionics since the vast majority of people see no distinction between the dangerously irresponsible Defilers who actually caused the ecological destruction, carelessly siphoning as much energy from the land as they can to fuel their magic regardless of the destruction it would cause, and the responsible magic-users called Preserves who have learned to use magic without doing harm to the environment, only taking just as much energy as is needed to power their magic.

Reading is outlawed for the common people, only legal for the nobility, and death is the punishment for illegal literacy. Slavery is commonplace, gladiatorial bloodsport is ubiquitous, and slave gladiators are prized commodities used as symbols of prestige and power among the noble houses.

In short, Athas is a horrible, deadly place, and only the strongest survive on the world of the Dark Sun. The feeling of the setting may best be described as a combination of sword and sandal gladiator movies, post-apocalyptic science-fiction, sword and sorcery fantasy, and planetary romance such as Edgar Rice Burrows, with a dash of ancient Mesopotamia for flavor.



Dark Sun games -- as one might guess -- are notoriously deadly. In 2nd Edition, characters started at level three just so they would have a fighting chance, and character's ability scores, which ran from 3-18 (on a scale of 1-25) in all the other D&D worlds, ran from 5-20 (or even up to ''24'' for races with ability score modifiers.) This gave Dark Sun player characters levels of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma that were reserved for ''god-like beings'' on all the other worlds, and which came with appropriately impressive secondary bonuses such as immunity to certain spells and even regeneration... attributes that could normally only be gained through powerful magic items, all merely from having such powerful inherent characteristics. Combined with their psionic abilities, this meant that even fairly average Dark Sun characters were outright ''superhuman'' in comparison to characters from all the other D&D worlds. The boxed set also introduced the concept of the "character tree": players were advised to keep three backup characters, who would also gain levels when their current character leveled up, in case their current one died.

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Dark Sun games -- as one might guess -- are notoriously deadly. In 2nd Edition, characters in addition to the psionic powers that every player character began with, they also started out at level three just so they would have a fighting chance, and character's chance. Also, PC ability scores, which ran from 3-18 (on a scale of 1-25) in all the other D&D worlds, ran from 5-20 (or even up to ''24'' for races with ability score racial modifiers.) This gave Dark Sun player characters levels of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma that were normally reserved for ''god-like beings'' on all the other worlds, and which came with appropriately impressive secondary bonuses such as immunity to certain spells and even regeneration... attributes that could normally only be gained through powerful magic items, all merely simply from having such powerful inherent characteristics. Combined with their psionic abilities, characteristics. All of this meant means that even fairly average standard Dark Sun characters were outright ''superhuman'' in comparison to characters from all the other D&D worlds. The worlds; a psionic Thri-Kreen Gladiator with the strength of a Stone Giant, wielding an obsidian sword in each of its four hands, is a perfectly valid character in a Dark Sun game. And if its non-metal swords happened to break in combat, well, that was OK... it could just use its natural claw attacks and poison bite. Did I mention its natural armor as good as chainmail from its carapace? But all this power is relative - power is needed to survive in the world of the Dark Sun, which is so deadly that the boxed set also introduced the concept of the "character tree": players were advised to keep three backup characters, who would could also gain levels when their current character leveled up, in case their current one died.died... which they commonly did.
17th Aug '17 9:07:02 PM AaronLitz
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Dark Sun games -- as one might guess -- are notoriously deadly. In 2nd Edition, characters started at level three just so they would have a fighting chance, and character's ability scores, which ran from 3-18 (on a scale of 1-25) in all the other D&D worlds, ran from 5-20 (or even up to ''24'' for races with ability score modifiers.) This gave Dark Sun player characters levels of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma that were reserved for ''god-like beings'' on all the other worlds, and which came with appropriately impressive secondary bonuses such as immunity to certain spells and even low-grade regeneration... all merely from having such powerful inherent characteristics. Combined with their psionic abilities, this meant that even fairly average Dark Sun characters were outright ''superhuman'' in comparison to characters from all the other D&D worlds. The boxed set also introduced the concept of the "character tree": players were advised to keep three backup characters, who would also gain levels when their current character leveled up, in case their current one died.

to:

Dark Sun games -- as one might guess -- are notoriously deadly. In 2nd Edition, characters started at level three just so they would have a fighting chance, and character's ability scores, which ran from 3-18 (on a scale of 1-25) in all the other D&D worlds, ran from 5-20 (or even up to ''24'' for races with ability score modifiers.) This gave Dark Sun player characters levels of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma that were reserved for ''god-like beings'' on all the other worlds, and which came with appropriately impressive secondary bonuses such as immunity to certain spells and even low-grade regeneration... attributes that could normally only be gained through powerful magic items, all merely from having such powerful inherent characteristics. Combined with their psionic abilities, this meant that even fairly average Dark Sun characters were outright ''superhuman'' in comparison to characters from all the other D&D worlds. The boxed set also introduced the concept of the "character tree": players were advised to keep three backup characters, who would also gain levels when their current character leveled up, in case their current one died.
17th Aug '17 8:58:54 PM AaronLitz
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Dark Sun games -- as one might guess -- are notoriously deadly. In 2nd Edition, characters started at level three just so they would have a fighting chance, and the boxed set introduced the "character tree": players were advised to keep three backup characters around in case their current one died.

to:

Dark Sun games -- as one might guess -- are notoriously deadly. In 2nd Edition, characters started at level three just so they would have a fighting chance, and character's ability scores, which ran from 3-18 (on a scale of 1-25) in all the other D&D worlds, ran from 5-20 (or even up to ''24'' for races with ability score modifiers.) This gave Dark Sun player characters levels of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma that were reserved for ''god-like beings'' on all the other worlds, and which came with appropriately impressive secondary bonuses such as immunity to certain spells and even low-grade regeneration... all merely from having such powerful inherent characteristics. Combined with their psionic abilities, this meant that even fairly average Dark Sun characters were outright ''superhuman'' in comparison to characters from all the other D&D worlds. The boxed set also introduced the concept of the "character tree": players were advised to keep three backup characters around characters, who would also gain levels when their current character leveled up, in case their current one died.
29th Jul '17 5:47:12 AM Bootlebat
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* VillainWorld: Most of the world is full of savages and monsters, and what little civilization there is is ruled by the evil Sorcerer Kings.
21st Jul '17 1:45:32 PM Theriocephalus
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* BanOnMagic: Openly practicing arcane magic, defiling or not, in a city-state without a license is a serious offense. Luckily, most folks aren't too adept at recognizing magic unless it actively defiles, because of how rare it is. So, casting a fireball can be passed off as using pyrokinesis -- unless you cause all the nearby plants to die when you do so.

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* BanOnMagic: BanOnMagic:
**
Openly practicing arcane magic, defiling or not, in a city-state without a license is a serious offense. Luckily, most folks aren't too adept at recognizing magic unless it actively defiles, because of how rare it is. So, casting a fireball can be passed off as using pyrokinesis -- unless you cause all the nearby plants to die when you do so.



* BigCreepyCrawlies: Lots and lots. In fact, ''most'' of the living monsters that aren't reptiles are arthropods. Kanks are giant ant/beetle things used instead of horses, while thri-kreen (mantis/beetle humanoids) are an important species and even a player-character race, as well as having varieties like the Trin (which are to Thri-kreen what apes are to humans).



* 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 Sorcerer-Kings to focus on.

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* EvilIsEasy: 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 Sorcerer-Kings to focus on.



* EvilOldFolks: Andropinis

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* %%* EvilOldFolks: Andropinis



* FlightStrengthHeart: There was a special kit to make characters with a non-coherent set of abilities by combining normal powers and random wild talents ("Tribal Psionicist" in ''The Will and the Way'')
* GaiasLament: Athas. Used to be a nice place.

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* FlightStrengthHeart: There was a special kit to make characters with a non-coherent set of abilities by combining normal powers and random wild talents ("Tribal Psionicist" in ''The Will and the Way'')
Way'').
* FlyingSeafoodSpecial: Now, there is not much of ''water'' to swim in, is there? Choice examples include the "Cloud ray", a huge levitating manta that can devour everyone in a village if it's hungry, and the "Floater", a somewhat-sentient hydrogen-supported jellyfish.
* GaiasLament: Athas. Used to be a nice place. Now it's just a dying world of deserts and misery.



* {{Hobbits}}: Athas' surviving halflings are savage cannibals who inhabit its few remaining jungles.



* TheJuggernaut:
** So-ut, aka the Rampager. It's not a Tarrasque, but it tries as much as can be packed in 15' body. It's even better armored, semi-sentient and ChaoticEvil, has red GlowingEyesOfDoom, drips acid from its claws and causes fear when it charges. And until beaten really hard, it prefers to destroy manmade items rather than the puny creatures attacking it -- unless said creatures were "fortunate" enough to have metal armor, in which case itís going to be torn into small corroded pieces right on the wearer.
** Even worse than the So-ut is the [[NamesToRunAwayFromReallyFast Nightmare Beast]], basically a cross between a trunkless elephant and a huge demonic bulldog, but stronger and tougher, capable of tearing apart your party's best melee specialist in one or two rounds, ''also'' ChaoticEvil, with staggering PsychicPowers... oh, and it's fully sentient. [[http://www.lomion.de/cmm/nigmarbe.php Enjoy]].



* OurDragonsAreDifferent:
** There is only one true dragon in the entire world, it's an unbelievably powerful defiler and psionicist, lacks wings, and is the closest thing to a PhysicalGod wandering Athas. It's bad news.
** There are also several other lesser "pre-dragons" around the world, including all of the Sorcerer-Kings. The dragons of Athas aren't naturally born creatures, but rather are actually super powerful Human (or possibly Half-Elven, by the rules) Defilers who take up the study of psionics after mastering the most powerful of spells (in the terms of the original ''AD&D'' 2nd Edition rules, they dual-class as Psionicists after reaching 20th level as Defilers), and once they master the highest levels of psychic power (after they reach 20th level as Psionicists) they begin to transform into Dragons. They then go through 10 stages of sometimes painful transformation (they have to gain 10 levels in the Dragon class, in which both their magical and psionic powers continue to increase) until, at last, they become full Dragons at 10th level, at which point they are fully 50th level characters. Needless to say, they are some of the most powerful characters ever presented with rules for play in ''Dungeons & Dragons'', and some of the most powerful characters in all the planes of the ''D&D'' multiverse, rivaling gods (they are, in fact, worshiped as gods on Athas).
** Drakes are semisentient wingless dragon-ish elemental-ish reptiles.
* OurDwarvesAreAllTheSame: They're hairless brutes who are generally found being used as slaves due to their amazing endurance.



* [[{{Hobbits}} Halflings]] and [[OurDwarvesAreAllTheSame Dwarves]] are different as well, the former being mostly savage cannibals who inhabit the few remaining jungles and the latter hairless brutes who are generally found being used as slaves due to their amazing endurance.
** [[OurOrcsAreDifferent Our orcs, meanwhile, are extinct]]. [[OurGnomesAreWeirder And so are our gnomes]]. [[OurGoblinsAreDifferent And goblins]]. [[OurOgresAreHungrier And ogres]]. [[AllTrollsAreDifferent And trolls]].
* OurFairiesAreDifferent: In 4E, the inherent haughtiness and xenophobia of Eladrin has been ramped up to the point that the majority of Athasians don't even believe they exist. With rampant defiling rapidly shrinking the Land Within the Winds (read: [[{{CrystalSpiresAndTogas}} the Feywild]]), most Eladrin that people encounter are wandering assassins charged with slaughtering any and all arcane spellcasters they meet in hopes of saving their homeland.
* OurMonstersAreDifferent
** BigCreepyCrawlies: Lots and lots. In fact, ''most'' of the living monsters that aren't reptiles are arthropoda. Kanks are giant ant/beetle things used instead of horses, while thri-kreen (mantis/beetle humanoids) are an important species and even a player-character race, as well as having varieties like the Trin (which are to Thri-kreen what apes are to humans).
** FlyingSeafoodSpecial: Now there is not much of ''water'' to swim in, is there? Choice examples include the "Cloud ray", a huge levitating manta that can devour everyone in a village if it's hungry, and the "Floater", a somewhat-sentient hydrogen-supported jellyfish.
** TheJuggernaut: So-ut, aka the Rampager. It's not a Tarrasque, but it tries as much as can be packed in 15' body. It's even better armored, semi-sentient, ChaoticEvil, got red GlowingEyesOfDoom, drips acid from claws and causes fear when charges. And until beaten really hard, prefers to destroy manmade items rather than puny creatures attacking it. Unless they were "fortunate" enough to have metal armor, in which case it's going to be torn into small corroded pieces right on the wearer.
** Even worse than the So-ut is the [[NamesToRunAwayFromReallyFast Nightmare Beast]], basically a cross between a trunkless elephant and a huge demonic bulldog, but stronger and tougher, capable of tearing apart your party's best melee specialist in one or two rounds, ''also'' ChaoticEvil, with staggering PsychicPowers... Oh, and it's fully sentient. [[http://www.lomion.de/cmm/nigmarbe.php Enjoy]].
** OurDragonsAreDifferent:
*** There is only one true dragon in the entire world, it's an unbelievably powerful defiler and psionicist, lacks wings, and is the closest thing to a PhysicalGod wandering Athas. It's bad news.
*** There are also several other lesser "pre-dragons" around the world, including all of the Sorcerer-Kings. The dragons of Athas aren't naturally born creatures, but rather are actually super powerful Human (or possibly Half-Elven, by the rules) Defilers who take up the study of psionics after mastering the most powerful of spells (in the terms of the original AD&D 2nd Edition rules, they dual-class as Psionicists after reaching 20th level as Defilers), and once they master the highest levels of psychic power (after they reach 20th level as Psionicists) they begin to transform into Dragons. They then go through 10 stages of sometimes painful transformation (they have to gain 10 levels in the Dragon class, in which both their magical and psionic powers continue to increase) until, at last, they become full Dragons at 10th level, at which point they are fully 50th level characters. Needless to say, they are some of the most powerful characters ever presented with rules for play in ''Dungeons & Dragons'', and some of the most powerful characters in all the planes of the D&D multiverse, rivaling gods (they are, in fact, worshiped as gods on Athas).
*** Drakes are semisentient wingless dragon-ish elemental-ish reptiles.
** OurGiantsAreBigger: In pre-4th Edition days anyway, as the giant races of Athas were unique to that world and general D&D giants were nowhere to be found. The most different were the Beasthead Giants.
** RazorWings: [[ExactlyWhatItSaysOnTheTin Razorwing]], pteradon-like semisentient creature.
** {{Undead}}: Lots, including the elves who died on the run and continue to run every night, with everyone alive who gets too close joining and running themselves to death.

to:

* [[{{Hobbits}} Halflings]] and [[OurDwarvesAreAllTheSame Dwarves]] are different as well, the former being mostly savage cannibals who inhabit the few remaining jungles and the latter hairless brutes who are generally found being used as slaves due to their amazing endurance.
** [[OurOrcsAreDifferent Our orcs, meanwhile, are extinct]]. [[OurGnomesAreWeirder And so are our gnomes]]. [[OurGoblinsAreDifferent And goblins]]. [[OurOgresAreHungrier And ogres]]. [[AllTrollsAreDifferent And trolls]].
* OurFairiesAreDifferent: In 4E, the inherent haughtiness and xenophobia of Eladrin has been ramped up to the point that the majority of Athasians don't even believe they exist. With rampant defiling rapidly shrinking the Land Within the Winds (read: [[{{CrystalSpiresAndTogas}} ([[SpiritWorld the Feywild]]), most Eladrin that people encounter are wandering assassins charged with slaughtering any and all arcane spellcasters they meet in hopes of saving their homeland.
* OurMonstersAreDifferent
** BigCreepyCrawlies: Lots and lots. In fact, ''most'' of the living monsters that aren't reptiles are arthropoda. Kanks are giant ant/beetle things used instead of horses, while thri-kreen (mantis/beetle humanoids) are an important species and even a player-character race, as well as having varieties like the Trin (which are to Thri-kreen what apes are to humans).
** FlyingSeafoodSpecial: Now there is not much of ''water'' to swim in, is there? Choice examples include the "Cloud ray", a huge levitating manta that can devour everyone in a village if it's hungry, and the "Floater", a somewhat-sentient hydrogen-supported jellyfish.
** TheJuggernaut: So-ut, aka the Rampager. It's not a Tarrasque, but it tries as much as can be packed in 15' body. It's even better armored, semi-sentient, ChaoticEvil, got red GlowingEyesOfDoom, drips acid from claws and causes fear when charges. And until beaten really hard, prefers to destroy manmade items rather than puny creatures attacking it. Unless they were "fortunate" enough to have metal armor, in which case it's going to be torn into small corroded pieces right on the wearer.
** Even worse than the So-ut is the [[NamesToRunAwayFromReallyFast Nightmare Beast]], basically a cross between a trunkless elephant and a huge demonic bulldog, but stronger and tougher, capable of tearing apart your party's best melee specialist in one or two rounds, ''also'' ChaoticEvil, with staggering PsychicPowers... Oh, and it's fully sentient. [[http://www.lomion.de/cmm/nigmarbe.php Enjoy]].
** OurDragonsAreDifferent:
*** There is only one true dragon in the entire world, it's an unbelievably powerful defiler and psionicist, lacks wings, and is the closest thing to a PhysicalGod wandering Athas. It's bad news.
*** There are also several other lesser "pre-dragons" around the world, including all of the Sorcerer-Kings. The dragons of Athas aren't naturally born creatures, but rather are actually super powerful Human (or possibly Half-Elven, by the rules) Defilers who take up the study of psionics after mastering the most powerful of spells (in the terms of the original AD&D 2nd Edition rules, they dual-class as Psionicists after reaching 20th level as Defilers), and once they master the highest levels of psychic power (after they reach 20th level as Psionicists) they begin to transform into Dragons. They then go through 10 stages of sometimes painful transformation (they have to gain 10 levels in the Dragon class, in which both their magical and psionic powers continue to increase) until, at last, they become full Dragons at 10th level, at which point they are fully 50th level characters. Needless to say, they are some of the most powerful characters ever presented with rules for play in ''Dungeons & Dragons'', and some of the most powerful characters in all the planes of the D&D multiverse, rivaling gods (they are, in fact, worshiped as gods on Athas).
*** Drakes are semisentient wingless dragon-ish elemental-ish reptiles.
**
OurGiantsAreBigger: In pre-4th Edition days anyway, as the giant races of Athas were unique to that world and general D&D ''D&D'' giants were nowhere to be found. The most different were the Beasthead Giants.
** * RazorWings: The [[ExactlyWhatItSaysOnTheTin Razorwing]], razorwing]], a pteradon-like semisentient creature.
** {{Undead}}: Lots, including the elves who died on the run and continue to run every night, with everyone alive who gets too close joining and running themselves to death.
creature.


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* {{Undead}}: Lots, including the elves who died on the run and continue to run every night, with everyone alive who gets too close joining and running themselves to death.
6th Jul '17 8:04:27 PM Ramidel
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* ApocalypseHow: Class 2. Defiling magic has rendered the whole planet uninhabitable except for the Tyr region. The remains of society exist in the dozen-or-so city-states most of which are ruled by the tyrannical sorcerer-kings. Any groups living outside a city have reverted to hunter-gatherer tribes or roaming bands of marauders. Technology has regress to the point that metal smithing has become a lost art, any form of worked metal is seen as a priceless piece of LostTechnology.

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* ApocalypseHow: Class 2.Planetary Societal Collapse. Defiling magic has rendered the whole planet uninhabitable except for the Tyr region. The remains of society exist in the dozen-or-so city-states most of which are ruled by the tyrannical sorcerer-kings. Any groups living outside a city have reverted to hunter-gatherer tribes or roaming bands of marauders. Technology has regress to the point that metal smithing has become a lost art, any form of worked metal is seen as a priceless piece of LostTechnology.
14th Jun '17 6:50:29 AM 92
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Added DiffLines:

* ApocalypseHow: Class 2. Defiling magic has rendered the whole planet uninhabitable except for the Tyr region. The remains of society exist in the dozen-or-so city-states most of which are ruled by the tyrannical sorcerer-kings. Any groups living outside a city have reverted to hunter-gatherer tribes or roaming bands of marauders. Technology has regress to the point that metal smithing has become a lost art, any form of worked metal is seen as a priceless piece of LostTechnology.
29th Apr '17 3:03:45 AM Ramidel
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** Andropinis and Hamanu are both able statesmen who's citizens have rights and genuine civic pride. Just don't even think of challenging either one's authority.

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** Andropinis and Hamanu are both is an able statesmen who's statesman, and his citizens have rights and rights, genuine civic pride. pride, and are even allowed to vote against his preferred candidates for office. Just don't even think remember that he's only tolerant up to a point, and criticism of challenging either one's authority.his rule ''will'' be squashed.
** Hamanu is the most organized of the Sorcerer-Kings, and has developed a systematic code of law and a meritocratic system that allows anyone who is worthy to rise to the highest ranks. On the other hand, this efficiency makes him one of the most efficiently brutal tyrants in the Tyr region.
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