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** In fourth edition, the people of the city of Tyr have managed to kill the sorcerer-king Kalak. This is actually a huge event as the sorcerer-kings were previously thought to be invincible, and the city is now known as the Free City Of Tyr. Furthermore, news of this has traveled to at least some of the other city-states and emboldened the people there, suggesting the millennia long reign of the sorcerer-kings may finally be coming to an end. That's where your character comes in. It's essentially a slightly toned down version of the Revised Edition.

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** In fourth edition, the people of the city of Tyr have managed to kill the sorcerer-king Kalak. This is actually a huge event as the sorcerer-kings were previously thought to be invincible, and the city is now known as the Free City Of Tyr. Furthermore, news of this has traveled to at least some of the other city-states and emboldened the people there, suggesting the millennia long millennia-long reign of the sorcerer-kings may finally be coming to an end. That's where your character comes in. It's essentially a slightly toned down LighterAndSofter version of the Revised Edition.original boxed set.



* BrainInAJar: Guardian orbs from the Green Age, which contain the minds of long-dead mortals. The Mindlords who rule and preserve the Last Sea are themselves confined to these orbs.

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* BrainInAJar: Guardian orbs from the Green Age, which contain the minds of long-dead mortals. The Mindlords who rule and preserve the Last Sea are themselves confined to these orbs. WhoWantsToLiveForever is in full effect, as most of these guardian orbs (including the aforementioned Mindlords) went insane ages ago.



* BurnTheWitch: If you're not a sorcerer-king or one of their agents, getting outed as a wizard (defiler or not) will probably end with you being dogpiled by both the local templars ''and'' the common townspeople.



** Canonically, Athas is such a hellhole, that the only place that's worse is ''TabletopGame/{{Ravenloft}}''. And in spirit, Athas might still be the nadir, because unlike Ravenloft, Athas got to where it is [[HumansAreBastards WITHOUT any help from Dark Powers]].

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** Canonically, Athas is such a hellhole, hellhole that the only place D&D setting that's worse is ''TabletopGame/{{Ravenloft}}''. And in spirit, Athas might still be the nadir, because unlike Ravenloft, Athas got to where it is [[HumansAreBastards WITHOUT any help from Dark Powers]].
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[[caption-width-right:350:[[WesternAnimation/{{Aladdin}} Where its flat and immense and the heat is intense.]]]]


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[[caption-width-right:350:[[WesternAnimation/{{Aladdin}} Where its it's flat and immense and the heat is intense.]]]]

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[[caption-width-right:350:[[WesternAnimation/{{Aladdin}} Where the sand is immense and the heat is intense.]]]]


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[[caption-width-right:350:[[WesternAnimation/{{Aladdin}} Where the sand is its flat and immense and the heat is intense.]]]]

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** There's a monster called the Tembo (which is sort of a [[MixAndMatchCritters combination of dinosaur and cougar thing.]]). In addition to being AlwaysChaoticEvil, they like to [[WouldHurtAChild eat kids]], [[EatsBabies even babies.]] As such, even other evil monsters and people can rarely stomach working with them.

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** There's a monster called the Tembo (which is sort of a [[MixAndMatchCritters combination of dinosaur and cougar thing.]]).thing]]). In addition to being AlwaysChaoticEvil, they like to [[WouldHurtAChild eat kids]], [[EatsBabies even babies.]] As such, even other evil monsters and people can rarely stomach working with them.
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* AWorldHalfFull: Exactly ''how'' bleak the setting is supposed to be is somewhat contentious. Even in the original boxed set, it's stated that there is beauty left in Athas despite its ruined state. Subsequent iterations are more overtly hopeful.

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* AWorldHalfFull: Exactly ''how'' bleak the setting is supposed to be is somewhat contentious. varies between editions. Even in the original boxed set, set (which offered the bleakest incarnation of Athas), it's stated that there is beauty left in Athas the world despite its ruined state. Subsequent iterations of ''Dark Sun'' are more overtly hopeful.



* BadassNormal: Thanks to the increased attributes, most non-magical/non-psionic [=PCs=] in this setting default to this. It's also recommended that characters start play at third level at a minimum, as opposed to the level 1 characters of other settings.

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* BadassNormal: Thanks to the increased attributes, most non-magical/non-psionic [=PCs=] in this setting default to this. It's also recommended that New characters start play also begin at third level at a minimum, 3, as opposed to the level 1 characters of other settings.



* BlackAndGrayMorality: An intentional part of the setting is the concept of "What will you do if the circumstances are bleak enough?" In ''Dark Sun'', even heroic characters might have to commit immoral acts just to survive. One of the first adventures for the setting opens with the party being part of a band of slaves whose slavers have perished, but there isn't enough water to sustain everyone. The party is thus given a SadisticChoice: do they kill the other slaves to spare them the agony of death by thirst, steal all the water and abandon them to the wild, or insist on sharing the water and risk no one surviving? Depending on a particular campaign, though, this could be darkened to [[EvilVersusEvil Black and Black Morality]], or lightened to GreyAndGrayMorality.
* BlackAndWhiteMorality: The usual CharacterAlignment[[invoked]] system of D&D is unchanged in Athas, and the conditions and culture of Athas are irrelevant; slave-ownership, for example, is canonically incompatible with a good alignment. That isn't to say you can't survive on Athas with a Good alignment, you're just going to have to accept that you're a small spark of goodness in a vast darkness of selfishness and brutality.
* BlackMagic: Arcane casters can choose to be "Defilers", which allows them to reroll the results for any spell they cast at the cost of further desertifying the world, or at least the portion of it they're in.

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* BlackAndGrayMorality: An intentional part of the setting is the concept of "What will you do if the circumstances are bleak enough?" In ''Dark Sun'', even heroic characters might have to commit immoral acts just to survive. One of the first adventures for the setting opens with the party being part of a band of slaves whose slavers have perished, but there isn't enough water to sustain everyone. The party is thus given a SadisticChoice: do they kill the other slaves to spare them the agony of death by thirst, steal all the water and abandon them to the wild, or insist on sharing the water and risk no one surviving? Depending on a particular campaign, though, this could be darkened to [[EvilVersusEvil Black and Black Morality]], or lightened to GreyAndGrayMorality.
GreyAndGrayMorality. All the same, it says something that ThePaladin class -- a mainstay of every other D&D setting -- is not available in ''Dark Sun''.
* BlackAndWhiteMorality: The usual CharacterAlignment[[invoked]] system of D&D is unchanged in Athas, and the conditions and culture of Athas are irrelevant; slave-ownership, for example, is canonically incompatible with a good alignment. That isn't to say you can't survive on Athas with a Good alignment, you're just going to have to accept that you're a small spark of goodness in a vast darkness of selfishness and abject brutality.
* BlackMagic: Arcane casters can choose to be "Defilers", which allows them to reroll the results for any who get a bonus (depending on what edition you're playing) ranging from faster level gain, free rerolls on spell they cast results, or boosted spell levels... at the cost of further desertifying the world, or at least the portion of it they're in.world around them.



* BreakableWeapons: On Athas, metal weapons are rare and (for most adventurers) horrifically expensive. Most weapons are made of bone, obsidian, or even wood, making them not only inferior stat-wise but giving them a non-zero chance of breaking if you do too much damage with them.

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* BreakableWeapons: On Athas, metal weapons are rare and (for most adventurers) horrifically expensive. Most weapons are made of bone, obsidian, or even wood, making which makes them not only inferior stat-wise stat-wise, but giving gives them a non-zero chance of breaking if you do too much damage with them.



* TheCaligula: Personality-wise, Abalech-Re acts almost like a female Caligula.

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* TheCaligula: Personality-wise, Abalech-Re acts almost like a female Caligula. Kalak also entered this trope in the generation before his death, as his obsession with completing his ziggurat lead him to appropriate too many slaves and other resources from his increasingly-discontent city-state.



* CheapGoldCoins: A notable aversion. Metal currency of any kind is extremely rare, mostly the relics of earlier ages; most money is instead ''ceramic'' pieces and is backed by the city-states that mint them.

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* CheapGoldCoins: A notable aversion. Metal currency of any kind is extremely rare, mostly the relics of earlier ages; most money is instead ''ceramic'' pieces and is backed by the city-states that mint them.them, usually with intricate stamps to discourage forgery.

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* MetalPoorPlanet: Metal is extremely rare on Athas, to the point that no race alive knows how to work metal, not even the dwarves.

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* MetalPoorPlanet: Metal is extremely rare on Athas, to the point that no race alive knows how to work metal, Tyr's meager iron mine (which would be considered not even the dwarves.worth bothering with on a normal planet) is central to its economy.



* NighInvulnerability: In the original AD&D, the Dragon of Tyr cannot be killed. [[FailureIsTheOnlyOption Period]].

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* NighInvulnerability: NighInvulnerability:
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In the original AD&D, the Dragon of Tyr cannot be killed. [[FailureIsTheOnlyOption Period]].
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* WithGreatPowerComesGreatInsanity: At 25th level, dragons go through an "animalistic stage" of berserk insanity. This insanity is temporary, but lasts until they're ''30th level'' (which requires 5.6 ''million'' XP). This, as much as the mass sacrifice of living beings required, is what has deterred the sorcerer-kings from evolving even more than they have.

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* WithGreatPowerComesGreatInsanity: At 25th level, dragons go through an "animalistic stage" of berserk insanity. This insanity is temporary, but lasts until they're ''30th level'' (which requires another 5.6 ''million'' XP). This, as much as the mass sacrifice of living beings required, is what has deterred the sorcerer-kings from evolving even more than they have.

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** The ''Valley of Dust and Fire'' module describes the Dragon of Tyr's city. If the [=PCs=] face the Dragon in combat, the module suggests that, properly run, the [=PCs=] should never be able to destroy the Dragon, and if the [=PCs=] somehow win, the Dragon probably has a contingency spell or clones or other cheats available to keep it alive anyway. It's been around for millennia, it doesn't exist to be killed by some epic-level adventuring party, and (more importantly by the standards of Creator/{{TSR}} at the time) the Dragon's death would [[OffTheRails completely annihilate the status quo]] and the {{Metaplot}}. This trope ''only'' applies to the AD&D version of the game.
** The 4th edition of ''Dark Sun'' explicitly statted most of the sorcerer-kings, with the implied assumption that a high-level party could face them in combat.

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** The ''Valley of Dust and Fire'' module describes the Dragon of Tyr's city. If the [=PCs=] face the Dragon in combat, the module suggests that, properly run, the [=PCs=] should never be able to destroy the Dragon, and if the [=PCs=] somehow win, the Dragon probably has a contingency spell or clones or other cheats available to keep it alive anyway. It's been around for untold millennia, it doesn't exist to be killed by some epic-level adventuring party, and (more importantly by the standards of Creator/{{TSR}} at the time) the Dragon's death would [[OffTheRails completely annihilate the status quo]] and the {{Metaplot}}. This trope ''only'' applies to the AD&D version of the game.
** The 4th edition of ''Dark Sun'' gave explicitly statted stats to most of the sorcerer-kings, with the implied assumption that a high-level party could face them in combat.combat (and even win).


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* WithGreatPowerComesGreatInsanity: At 25th level, dragons go through an "animalistic stage" of berserk insanity. This insanity is temporary, but lasts until they're ''30th level'' (which requires 5.6 ''million'' XP). This, as much as the mass sacrifice of living beings required, is what has deterred the sorcerer-kings from evolving even more than they have.

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* OurDwarvesAreAllTheSame: ''Averted'' -- they're hairless brutes who are generally found being used as slaves due to their amazing endurance.

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* OurDwarvesAreAllTheSame: ''Averted'' -- they're hairless brutes who are generally found being used as slaves due to their amazing endurance. Also, they can become so obsessively focused on a goal that dying before they finish it can cause them to come back as undead -- not exactly a move from either Tolkien or the standard D&D playbook.


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* OurGhostsAreDifferent: The Caller In Darkness is a spectacular example of this trope, both for its origin (it was a fusion of the souls of a Sorcerer-King's subjects after he and they were all massacred in the same day) and its tactics. For all its power, it never appears directly, but uses its psionics to mess with intruders' heads (helped greatly by the creepy environment of the ruined city that the Caller haunts) until they're killing each other or are so terrified that the Caller can easily finish them off.

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* NintendoHard: ''Valley of Dust and Fire'', the module detailing the city of Ur Draxa, home of the Dragon of Tyr. It is by far the single most impossible and impenetrable fortress ''ever statted in the history of AD&D''. Yes, that ''includes'' the module where you have to go to Orcus' layer of the Abyss and steal his wand, ''and'' the friggin' TabletopGame/TombOfHorrors. It is entirely possible for a high-level adventuring party to die without ever having made it within ''thirty miles'' of the place, just from the ''weather''. Not to mention the ''surrounding sea of lava''. Which can only be crossed either by flying over 30 miles of open lava (and the regular firestorms over it) or by a series of jumpgates ''directly linked to the Dragon's mind''. Then you reach the outer walls. Which are 720 feet high ''and a quarter mile thick''. And have no gates, but instead require you to win a psionic power contest with a ginormously powerful psionic construct before the passwall portal will temporarily dematerialize for you. Did we mention that the gate sends out a mental alarm whenever unauthorized psionic contact is initiated? Assuming you've gone through all this, congratulations, you're now past the introduction and actually get to try and survive in the city. Good luck! And no, it ''doesn't'' let up once you get past the outer defenses.

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* NintendoHard: NintendoHard:
**
''Valley of Dust and Fire'', the module detailing the city of Ur Draxa, home of the Dragon of Tyr. It is by far the single most impossible and impenetrable fortress ''ever statted in the history of AD&D''. Yes, that ''includes'' the module where you have to go to Orcus' layer of the Abyss and steal his wand, ''and'' the friggin' TabletopGame/TombOfHorrors. It is entirely possible for a high-level adventuring party to die without ever having made it within ''thirty miles'' of the place, just from the ''weather''. Not to mention the ''surrounding sea of lava''. Which can only be crossed either by flying over 30 miles of open lava (and the regular firestorms over it) or by a series of jumpgates ''directly linked to the Dragon's mind''. Then you reach the outer walls. Which are 720 feet high ''and a quarter mile thick''. And have no gates, but instead require you to win a psionic power contest with a ginormously powerful psionic construct before the passwall portal will temporarily dematerialize for you. Did we mention that the gate sends out a mental alarm whenever unauthorized psionic contact is initiated? Assuming you've gone through all this, congratulations, you're now past the introduction and actually get to try and survive in the city. Good luck! And no, it ''doesn't'' let up once you get past the outer defenses.defenses.
** More generally, life on Athas is such a meat-grinder that in the original AD&D rules, [=PCs=] were allowed to start at 3rd level, could have attributes from 5 to 20 (instead of 3 to 18) before racial modifiers, ''and'' got a free psionic talent even if they weren't the Psionicist class. Yet even with these power-ups, players were still encouraged to create a "character tree" -- a set of backup characters to pick from in the (probable) event that their ''current'' character dies!
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* BreadAndCircuses: The sorcerer-kings keep their subjects placated in various ways. Gladiatorial arenas are standard, but some of them also claim to be gods or to be protecting their city from some nonexistent threat.

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* BreadAndCircuses: The sorcerer-kings sorcerer-kings, being [[EvilOverlord tyrannical rulers]], must keep their subjects placated in various ways. Gladiatorial arenas are standard, but some of them also claim to be gods (or the servants/avatars of gods), or to be protecting their city from some nonexistent threat.



* {{Butterface}}: The sorcerer-queen Abalech-Re is described as having a shapely body, but in her picture she has a hideous, magically deformed face.

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* {{Butterface}}: The sorcerer-queen Abalech-Re is described as having a shapely body, but in her picture she also has a hideous, magically deformed face.
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** In fourth edition, the people of the city of Tyr have managed to kill the sorcerer-king Kalak. This is actually a huge event as the sorcerer-kings were previously thought to be invincible, and the city is now known as the Free City Of Tyr. Furthermore, news of this has traveled to at least some of the other city-states and emboldened the people there, suggesting the milliennia long reign of the sorcerer-kings may finally be coming to an end. That's where your character comes in. It's essentially a slightly toned down version of the Revised Edition.

to:

** In fourth edition, the people of the city of Tyr have managed to kill the sorcerer-king Kalak. This is actually a huge event as the sorcerer-kings were previously thought to be invincible, and the city is now known as the Free City Of Tyr. Furthermore, news of this has traveled to at least some of the other city-states and emboldened the people there, suggesting the milliennia millennia long reign of the sorcerer-kings may finally be coming to an end. That's where your character comes in. It's essentially a slightly toned down version of the Revised Edition.



** The post-''Literature/ThePrismPentad'' "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and the unimagintively-named Ceruleans, who draw their power from the Cerulean Storm.

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** The post-''Literature/ThePrismPentad'' "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and the unimagintively-named unimaginatively-named Ceruleans, who draw their power from the Cerulean Storm.



** The Monarch of Kalidnay, Kalid-Ma: In the ''Book of Artifacts'', this champion is essentially trapped in his obsidian orbs and can be restored if a high level psion/defiler swallows these. In the ''TabletopGame/{{Ravenloft}}'' source material, however, the city of Kalidnay includings its ruler was swallowed by the mists (leaving only ruins on Athas). Also, Kalid-Ma and Thakok-Ana were described as female and male respectively in their earliest Ravenloft sources[[note]]Forbidden Lore and the Monstrous Compendium Appendix Ravenloft II[[/note]], but as male and female in ''Dark Sun'' lore, which was ultimately retconned into Ravenloft from "Domains of Dread" onwards.

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** The Monarch of Kalidnay, Kalid-Ma: In the ''Book of Artifacts'', this champion is essentially trapped in his obsidian orbs and can be restored if a high level psion/defiler swallows these. In the ''TabletopGame/{{Ravenloft}}'' source material, however, the city of Kalidnay includings Kalidnay, including its ruler ruler, was swallowed by the mists (leaving only ruins on Athas). Also, Kalid-Ma and Thakok-Ana were described as female and male respectively in their earliest Ravenloft sources[[note]]Forbidden Lore and the Monstrous Compendium Appendix Ravenloft II[[/note]], but as male and female in ''Dark Sun'' lore, which was ultimately retconned into Ravenloft from "Domains of Dread" onwards.



* YourMagicsNoGoodHere: The sourcebook Defilers & Preservers introduced a brand new mechanic where the Gray interferes with certain planar spells, giving them a chance to fail. Spells contacting the Elemental Planes or the Ethereal Plane are more feasible, working on a 66+ on a d100 roll, but contacting the Outer Planes or the Astral Plane are virtually impossible, requiring a 96+ on a d100 roll. As wizards add their level to their roll, directly transitioning from Athas to the Outer Planes (or viceversa) is usually only remotely reliable for epic level wizards... though nothing stops them from traveling to the more accessible Inner Plnes and then traveling to the Outer Planes without impediment.

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* YourMagicsNoGoodHere: The sourcebook Defilers & Preservers introduced a brand new mechanic where the Gray interferes with certain planar spells, giving them a chance to fail. Spells contacting the Elemental Planes or the Ethereal Plane are more feasible, working on a 66+ on a d100 roll, but contacting the Outer Planes or the Astral Plane are virtually impossible, requiring a 96+ on a d100 roll. As wizards add their level to their roll, directly transitioning from Athas to the Outer Planes (or viceversa) is usually only remotely reliable for epic level wizards... though nothing stops them from traveling to the more accessible Inner Plnes Planes and then traveling to the Outer Planes without impediment.
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* GoodIsNotSoft: Avangions embody the pinnacle of preserver magic, learning to work magic and psionics into a force of restoration that breathes life back into the deying world of Athas. They even lose the ability to fight as they complete their transformation, countering the dragons. But they are still fully capable of wielding a massive arsenal of offensive spells and psionics, have no moral restrictions on their status, and are more than capable of slaughter on a massive scale if that is the only way to stop further ravaging of the world.


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* OurMinotaursAreDifferent:
** Beasthead giants are a strain of giant unique to Athas who have a mythical minotaur-like appearance, being human from the neck down with the head of a beast. Many do even have the heads of cattle, sheep or goats. However, they can also have the heads of any animal, be it mammal, reptile, bird or insect.
** The 4th edition version of the setting canonizes minotaurs as existing in the world, saying they are a variant strain of half-giant created from beasthead giant stock by an elemental cult that wanted to create {{super soldier}}s to fight against the Sorcerer-Kings. Their creators were destroyed and they have scattered into the wilderness, largely living as tribal raiders, though small clans have integrated into civilization. Whilst not explicitly mentioned, it would be appropriate to give them appearances based on sheep, goats or antelopes instead of cattle, similarly to the sheep-featured minotaurs of [[MagicTheGathering/Planes Amonkhet]].

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* ExpansionPackWorld: The original world map of Athas consisted of just the Tablelands; a relatively small band of terrain hemmed in between the Ringing Mountains to the west and the Sea of Silt to the east. Later {{sourcebook}}s vastly expanded the map, revealing things like the Last Sea far to the north, the giant undead-infested obsidian plains of the Dead Land to the south, and the mysterious Hinterlands, Jagged Cliffs and Crimson Savannah to the west and northwest beyond the Ringing Mountains. The Last Sea in particular got its own dedicated sourcebook.



* FantasyWorldMap: Being a ''TabletopGame/DungeonsAndDragons'' setting, naturally Dark Sun has a map. Initially, it was relatively small, focusing on just the so-called "Tablelands" surrounding the seven current city-states, but further sourcebooks and adventures created a [[http://digitalwanderer.net/darksun/ surprisingly large and detailed map]].



* LeftJustifiedFantasyMap: Averted; the Sea of Silt, Dark Sun's equivalent to the standard ocean on a FantasyWorldMap, is on the ''right'' side of the map.



* OurGnomesAreDifferent:

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* OurGnomesAreDifferent: The monstrous hej-kin, a race of burrowing humanoids that live underground and despise all surfacers, to the extent that torturing and consuming them is a significant part of their culture, are implied to be mutated and deranged descendants of the presumed-extinct gnomes.



* RatMen: The Tari are a race of humanoid rats introduced in the second of the 2e monster manuals; "Terrors Beyond The Tablelands". They're largely inoffensive scavengers, but are loathed by humans, who widely refuse to recognize they're even sapient.

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* PointsOfLightSetting: Unusually for a ''TabletopGame/AdvancedDungeonsAndDragons2ndEdition'' setting, Dark Sun remained largely defined by small clusters of civilization in a vast, untameable wilderness, even as [[ExpansionPackWorld sourcebooks and adventures expanded the world map]].
* RatMen: The Tari are a race of humanoid rats introduced in the second of the 2e monster manuals; "Terrors Beyond The Tablelands". They're largely inoffensive scavengers, but are loathed by humans, who widely refuse to recognize they're even sapient.sapient; they used to have their own empire south of the Tablelands, but it was destroyed centuries ago and the survivors reduced to barbarian tribes who either hide in the fringes of civilization and scavenge or wander the wilderness as nomadic hunter-gatherers.

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* AWorldHalfFull: In fourth edition, the people of the city of Tyr have managed to kill the sorcerer-king Kalak. This is actually a huge event as the sorcerer-kings were previously thought to be invincible, and the city is now known as the Free City Of Tyr. Furthermore, news of this has traveled to at least some of the other city-states and emboldened the people there, suggesting the milliennia long reign of the sorcerer-kings may finally be coming to an end. That's where your character comes in.
** The Revised Edition for AD&D also takes a similar tone; many of the sorcerer-kings have been slain, the Dragon of Tyr is dead, and Rajaat has been permanently banished, without the need for the yearly mass sacrifices that the sorcerer-kings had relied upon. Athas is still a damaged world and struggling to survive, but it also has a chance to heal.
* BadassNormal: Thanks to the increased attributes, most non-magical/non-psionic [=PCs=] in this setting default to this.

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* AWorldHalfFull: Exactly ''how'' bleak the setting is supposed to be is somewhat contentious. Even in the original boxed set, it's stated that there is beauty left in Athas despite its ruined state. Subsequent iterations are more overtly hopeful.
** The Revised Edition is blatantly hopeful; many of the sorcerer-kings have been slain, the Dragon of Tyr is dead, and Rajaat has been permanently banished, without the need for the yearly mass sacrifices that the sorcerer-kings had relied upon. Athas is still a damaged world and struggling to survive, but it also has a chance to heal. There are still problems to deal with, such as the threat of impending invasion from the tohr-kreen empire, but the world is much better off.
**
In fourth edition, the people of the city of Tyr have managed to kill the sorcerer-king Kalak. This is actually a huge event as the sorcerer-kings were previously thought to be invincible, and the city is now known as the Free City Of Tyr. Furthermore, news of this has traveled to at least some of the other city-states and emboldened the people there, suggesting the milliennia long reign of the sorcerer-kings may finally be coming to an end. That's where your character comes in.
** The
in. It's essentially a slightly toned down version of the Revised Edition for AD&D also takes a similar tone; many of the sorcerer-kings have been slain, the Dragon of Tyr is dead, and Rajaat has been permanently banished, without the need for the yearly mass sacrifices that the sorcerer-kings had relied upon. Athas is still a damaged world and struggling to survive, but it also has a chance to heal.
Edition.
* BadassNormal: Thanks to the increased attributes, most non-magical/non-psionic [=PCs=] in this setting default to this. It's also recommended that characters start play at third level at a minimum, as opposed to the level 1 characters of other settings.



** The post-''Literature/ThePrismPentad'' "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and an unnamed wizard variety who draw their power from the Cerulean Storm.

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** The post-''Literature/ThePrismPentad'' "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and an unnamed wizard variety the unimagintively-named Ceruleans, who draw their power from the Cerulean Storm.



* ContinuitySnarl: Because there are three different iterations of the setting -- the original version, the [[UpdatedReRelease Revised Edition]] released after ''Literature/ThePrismPentad'' novels, and the 4th edition version -- there are a number of details about the setting that can get rather contradictory.

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* ContinuitySnarl: Because there are three four different iterations of the setting -- the original version, the [[UpdatedReRelease Revised Edition]] released after ''Literature/ThePrismPentad'' novels, the slightly tweaked iteration of the Revised Edition from ''Magazine/{{Dragon}}'' #319, and the 4th edition version -- there are a number of details about the setting that can get rather contradictory.



** In the original edition, halflings were capable of becoming wizards, though only [[MasterOfIllusion illusionists]] and only using the Preserver mechanics, to the point that halfling chiefs were stated to always be multiclassed illusionist-psionicists. In the revised edition, halflings lost this class. But Defilers & Preservers, the Athasian wizard {{sourcebook}} and one of the last books published for the setting in 2nd edition, features a halfling illusionist amongst its sample [=NPCs=].
** Defilers & Preservers states that specialist wizards cannot be played on Athas, as their traditions have been lost. Not only does this contradict the existence of halfling illusionists from the original boxed set, who also appear in this book, the book contradicts itself by stating that you can play [[EntropyAndChaosMagic wild mages]], as well as necromancers, shadow mages, and ceruleans.
** Defilers & Preservers introduced the idea of the Gray, Athas' equivalent to the Ethereal Plane, acting as a barrier to certain planar-based spells. Not only had this idea never been mentioned before, but it explicitly says nothing about impeding the admittedly uncommon psychoportation powers that allow access to the other planes.



** Ironically, arcane users of elemental magic, be it the elementalist from the Tome of Magic or the ''Domains of Dread'' iteration of ''TabletopGame/{{Ravenloft}}'' or the Zakharan Sorcerer from ''TabletopGame/AlQadim'', are officially banned from the setting.



* MagicAIsMagicA:
** Magic is firmly divided between Arcane Magic (fueled by the planet's life-essence), Psionics (which draws from internal power), Druidic Magic (granted by the spirits of nature) and Elemental Magic (bestowed by powerful elementals to create clerics).
** The {{sourcebook}} Defilers & Preservers states that the elementalist, a wizard who practices elemental magic featured in several other sourcebooks, explicitly doesn't exist on Athas; the only elemental magic user is the elemental cleric.



* OurGnomesAreDifferent:



** Post-''Literature/ThePrismPentad'' {{sourcebook}}s for 2nd edition added three more types of Athasian wizard; Necromancers and Shadow Mages, who fuel their magic by drawing upon the powers of the planes (the Gray and the Black, respectively), and an unnamed type who have begun tapping the elemental energies of the Cerulean Storm for power. Because of this, all three actually do ''not'' defile when they cast, meaning that necromancers on Athas are, ironically, ''less'' evil. That said, these methods do have some problems; exactly how much energy they can draw for power at a time is unpredictable for all three, Shadow Mages slowly transmuted into living shadows, and "Cerulean Stormcasters" risk summoning a highly destructive Cerulean Storm if they work too much magic in a given area.

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** Post-''Literature/ThePrismPentad'' {{sourcebook}}s for 2nd edition added three more types of Athasian wizard; Necromancers and Shadow Mages, who fuel their magic by drawing upon the powers of the planes (the Gray and the Black, respectively), and an unnamed type the newly emergent tradition of Ceruleans, wizards who have begun tapping the elemental energies of the Cerulean Storm for power. Because of this, all three actually do ''not'' defile when they cast, cast or prepare spells, meaning that necromancers on Athas are, ironically, ''less'' evil. That said, these methods do have some problems; exactly how much energy they can draw for power at a time is unpredictable for all three, Shadow Mages slowly transmuted into living shadows, and "Cerulean Stormcasters" Ceruleans risk summoning a highly destructive Cerulean Storm if they work too much magic in a given area.area.
** The {{sourcebook}} "Defilers and Preservers" also divides magic into three categories, the Paths Sinister (Conjuration & Necromancy), Dexter (Abjuration, Divination) and Concurrence (Enchantment, Evocation, Illusion, Transmutation). Defilers have an easier time learning Path Sinister spells but suffer a penalty to learning Path Dexter spells, and Preservers are the other way around. It also states that the specialist wizard traditions don't exist on Athas anymore, except for [[EntropyAndChaosMagic wild mages]].




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* YourMagicsNoGoodHere: The sourcebook Defilers & Preservers introduced a brand new mechanic where the Gray interferes with certain planar spells, giving them a chance to fail. Spells contacting the Elemental Planes or the Ethereal Plane are more feasible, working on a 66+ on a d100 roll, but contacting the Outer Planes or the Astral Plane are virtually impossible, requiring a 96+ on a d100 roll. As wizards add their level to their roll, directly transitioning from Athas to the Outer Planes (or viceversa) is usually only remotely reliable for epic level wizards... though nothing stops them from traveling to the more accessible Inner Plnes and then traveling to the Outer Planes without impediment.
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* GenreThrowback: ''Dark Sun'' is an escape from the traditional Tolkienian HighFantasy of regular ''Dungeons & Dragons'' back to the weirder stuff of the pulp era, particularly the [[JustBeforeTheEnd Dying Earth]] works of Creator/JackVance and Creator/ClarkAshtonSmith, and PlanetaryRomance fiction like the ''Literature/JohnCarterOfMars'' series (albeit with a much DarkerAndEdgier tone than the ''Carter'' books got).
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YMMV


* EvilVersusEvil: What 90% of politics on Athas consists of, especially when it comes to the [[SorcerousOverlord Sorcerer-Lords]] and the Dragon. Every Sorcerer-Lord [[spoiler: save one]] is evil by any sane measure, and while their moral spectrum runs from the level of CompleteMonster to "relatively" AffablyEvil, all are genocidal tyrants.

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* EvilVersusEvil: What 90% of politics on Athas consists of, especially when it comes to the [[SorcerousOverlord Sorcerer-Lords]] and the Dragon. Every Sorcerer-Lord [[spoiler: save one]] is evil by any sane measure, and while their moral spectrum runs from the level of CompleteMonster pure evil to "relatively" AffablyEvil, all are genocidal tyrants.
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Syntax correction.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_sun.png]]]]
[[caption-width-right:350:[[WesternAnimation/{{Aladdin}} Where the sand is immense and the heat is intense.]]


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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dark_sun.png]]

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[[caption-width-right:350:[[WesternAnimation/{{Aladdin}} Where the sand is immense and the heat is intense.]]

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In 2023, Wizards of the Coast announced that it had no plans for Dark Sun in the foreseeable future, citing the setting's "problematic" themes. Needless to say, D&D fans were outraged.
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Asskicking Equals Authority has been renamed.


* AsskickingEqualsAuthority: A general rule. One of the main reasons the sorcerer-kings have been able to hold power for so long is because they can defend their citizens in times of crisis. Also, many slave tribes greatly value wizards or powerful clerics for their magic.

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* AsskickingEqualsAuthority: AsskickingLeadsToLeadership: A general rule. One of the main reasons the sorcerer-kings have been able to hold power for so long is because they can defend their citizens in times of crisis. Also, many slave tribes greatly value wizards or powerful clerics for their magic.
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Spelling – "aarakocra"


** In addition to the usual humans, elves, half elves, halflings, and dwarves, players could play half-giants, thri-kreen (MultiArmedAndDangerous hunting-obsessed tribal mantis people), pterrans (flightless pteranodon people), aarakokra (bird people), muls (half-dwarves) and dray ({{Draconic Humanoid}}s).

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** In addition to the usual humans, elves, half elves, halflings, and dwarves, players could play half-giants, thri-kreen (MultiArmedAndDangerous hunting-obsessed tribal mantis people), pterrans (flightless pteranodon people), aarakokra aarakocra (bird people), muls (half-dwarves) and dray ({{Draconic Humanoid}}s).



** In one place Lalali-Puy of Gulg is named as the Champion of Rajaat who cleansed the Ogres ("Inenek the Ogre-Naught"), while in another it's Kalak of Tyr, the "Ogre Doom" (in this place, Lalali-Puy is the "Aaracockra Scourge").

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** In one place Lalali-Puy of Gulg is named as the Champion of Rajaat who cleansed the Ogres ("Inenek the Ogre-Naught"), while in another it's Kalak of Tyr, the "Ogre Doom" (in this place, Lalali-Puy is the "Aaracockra "Aarakocra Scourge").
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* EvilVersusEvil: What 90% of politics on Athas consists of, especially when it comes to the [[SorcerousOverlords Sorcerer-Lords]] and the Dragon. Every Sorcerer-Lord [[spoiler: save one]] is evil by any sane measure, and while their moral spectrum runs from the level of CompleteMonster to "relatively" AffablyEvil, all are genocidal tyrants.

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* EvilVersusEvil: What 90% of politics on Athas consists of, especially when it comes to the [[SorcerousOverlords [[SorcerousOverlord Sorcerer-Lords]] and the Dragon. Every Sorcerer-Lord [[spoiler: save one]] is evil by any sane measure, and while their moral spectrum runs from the level of CompleteMonster to "relatively" AffablyEvil, all are genocidal tyrants.

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* AGodAmI:
** The sorcerer-kings. They're not technically deities in game terms, but they still enforce worship of themselves and channel divine magic to their templars. Not to mention that almost nobody else is powerful enough to contest them.
** Ironically, averted by the Dragon of Tyr. It played at being a god millennia back, but got bored with it. Today, it's secure enough in its power that it doesn't need to bother with manipulating its people through worship.


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* AGodAmI:
** The sorcerer-kings. They're not technically deities in game terms, but they still enforce worship of themselves and channel divine magic to their templars. Not to mention that almost nobody else is powerful enough to contest them.
** Ironically, averted by the Dragon of Tyr. It played at being a god millennia back, but got bored with it. Today, it's secure enough in its power that it doesn't need to bother with manipulating its people through worship.
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* EvilVersusEvil: What 90% of politics on Athas consists of, especially when it comes to the [[SorcerousOverlords Sorcerer-Lords]] and the Dragon. Every Sorcerer-Lord [[spoiler: save one]] is evil by any sane measure, and while their moral spectrum runs from the level of CompleteMonster to "relatively" AffablyEvil, all are genocidal tyrants.
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Dewicked trope


* EverythingsBetterWithDinosaurs: Pterrans, humanoid pterodactyls, are a player race. Yes, we realize pterodactyls weren't dinosaurs.
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Fixed broken links to the Prism Pentad page.


* ContinuitySnarl: Because there are three different iterations of the setting -- the original version, the [[UpdatedReRelease Revised Edition]] released after the ''Literature/PrismPentad'' novels, and the 4th edition version -- there are a number of details about the setting that can get rather contradictory.
** In the original setting boxed set, mention is briefly made of a creature called a "baazrag", with no further details aside from some sketchwork art of a strange, mutant humanoid. The ''Literature/PrismPentad'' novels promptly establish baazrags as a kind of [[FrazettaMan hulking man-ape]] often enslaved as a beast of burden. ''Magazine/{{Dragon}}'' #185, however, then contradicted this by saying that baazrags were a kind of small, armor-plated reptilian scavenger, which sometimes produced oversized mutants called "boneclaws" -- this is the version that Creator/{{TSR}} canonized into the game in the subsequent Monstrous Compendium expansions, and which Creator/WizardsOfTheCoast would continue into 3rd edition (via ''Magazine/{{Dungeon}}'' #110) and finally into 4th editions. Fans of the setting, however, inspired by a comment from Dark Sun writer Skip Williams in ''Magazine/{{Dragon}}'' #190 that perhaps the two creatures both existed on Athas and [[AccentUponTheWrongSyllable have different pronunciations]], with the scavenger being called "BAAZ-rag" and the man-ape being called "baas-RAG", would create a 3rd edition update to the setting that featured the man-ape as the baazrag (even [[PromotedToPlayable giving it stats as a PC race]]) and renamed the scavenger as the boneclaw.

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* ContinuitySnarl: Because there are three different iterations of the setting -- the original version, the [[UpdatedReRelease Revised Edition]] released after the ''Literature/PrismPentad'' ''Literature/ThePrismPentad'' novels, and the 4th edition version -- there are a number of details about the setting that can get rather contradictory.
** In the original setting boxed set, mention is briefly made of a creature called a "baazrag", with no further details aside from some sketchwork art of a strange, mutant humanoid. The ''Literature/PrismPentad'' ''Literature/ThePrismPentad'' novels promptly establish baazrags as a kind of [[FrazettaMan hulking man-ape]] often enslaved as a beast of burden. ''Magazine/{{Dragon}}'' #185, however, then contradicted this by saying that baazrags were a kind of small, armor-plated reptilian scavenger, which sometimes produced oversized mutants called "boneclaws" -- this is the version that Creator/{{TSR}} canonized into the game in the subsequent Monstrous Compendium expansions, and which Creator/WizardsOfTheCoast would continue into 3rd edition (via ''Magazine/{{Dungeon}}'' #110) and finally into 4th editions. Fans of the setting, however, inspired by a comment from Dark Sun writer Skip Williams in ''Magazine/{{Dragon}}'' #190 that perhaps the two creatures both existed on Athas and [[AccentUponTheWrongSyllable have different pronunciations]], with the scavenger being called "BAAZ-rag" and the man-ape being called "baas-RAG", would create a 3rd edition update to the setting that featured the man-ape as the baazrag (even [[PromotedToPlayable giving it stats as a PC race]]) and renamed the scavenger as the boneclaw.



* OurMagesAreDifferent: Traditionally, wizards in Athas work magic by drawing LifeEnergy from the planet and shaping it into their desired effect, being divided into "Preservers" or "Defilers" based on their approach; those who take only what power they need, draw it out slowly, and construct their spells so the energy returns to the planet once the spell is finished are Preservers, who do no harm. In contrast, those who brutally rip the energy they need from the world and let the excess bleed away are the Defilers, whose spellcasting kills any plant-life around them and burns soil into barren ash. Initially, these types were set in stone, but after the ''Literature/PrismPentad'', the rulebooks began experimenting with making them more "flexible" and allowing a wizard to switch between the two methods. This ultimately culminated in the 4th edition expression of the concept, where Preserving is the "default" casting style and Defiling is a conscious choice made each time a spell is cast, empowering one's casting at the cost of destroying the world.
** Post-''Literature/PrismPentad'' {{sourcebook}}s for 2nd edition added three more types of Athasian wizard; Necromancers and Shadow Mages, who fuel their magic by drawing upon the powers of the planes (the Gray and the Black, respectively), and an unnamed type who have begun tapping the elemental energies of the Cerulean Storm for power. Because of this, all three actually do ''not'' defile when they cast, meaning that necromancers on Athas are, ironically, ''less'' evil. That said, these methods do have some problems; exactly how much energy they can draw for power at a time is unpredictable for all three, Shadow Mages slowly transmuted into living shadows, and "Cerulean Stormcasters" risk summoning a highly destructive Cerulean Storm if they work too much magic in a given area.

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* OurMagesAreDifferent: Traditionally, wizards in Athas work magic by drawing LifeEnergy from the planet and shaping it into their desired effect, being divided into "Preservers" or "Defilers" based on their approach; those who take only what power they need, draw it out slowly, and construct their spells so the energy returns to the planet once the spell is finished are Preservers, who do no harm. In contrast, those who brutally rip the energy they need from the world and let the excess bleed away are the Defilers, whose spellcasting kills any plant-life around them and burns soil into barren ash. Initially, these types were set in stone, but after the ''Literature/PrismPentad'', ''Literature/ThePrismPentad'', the rulebooks began experimenting with making them more "flexible" and allowing a wizard to switch between the two methods. This ultimately culminated in the 4th edition expression of the concept, where Preserving is the "default" casting style and Defiling is a conscious choice made each time a spell is cast, empowering one's casting at the cost of destroying the world.
** Post-''Literature/PrismPentad'' Post-''Literature/ThePrismPentad'' {{sourcebook}}s for 2nd edition added three more types of Athasian wizard; Necromancers and Shadow Mages, who fuel their magic by drawing upon the powers of the planes (the Gray and the Black, respectively), and an unnamed type who have begun tapping the elemental energies of the Cerulean Storm for power. Because of this, all three actually do ''not'' defile when they cast, meaning that necromancers on Athas are, ironically, ''less'' evil. That said, these methods do have some problems; exactly how much energy they can draw for power at a time is unpredictable for all three, Shadow Mages slowly transmuted into living shadows, and "Cerulean Stormcasters" risk summoning a highly destructive Cerulean Storm if they work too much magic in a given area.



** The ''Literature/PrismPentad'' series states that the Dragon takes an annual levy of a thousand lives ''from each city state'' (which are then used as fuel to enable Borys to keep Rajaat imprisoned). The ''The Veiled Alliance'' sourcebook however gives so unrealistically small population numbers for most city states (even for Raam, the most populous city with 40,000 inhabitants, such a drain would be serious problem; not to mention Gulg with a mere 8,000 souls) that this course of action could barely be sustainable - and certainly not for thousands of years straight.

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** The ''Literature/PrismPentad'' ''Literature/ThePrismPentad'' series states that the Dragon takes an annual levy of a thousand lives ''from each city state'' (which are then used as fuel to enable Borys to keep Rajaat imprisoned). The ''The Veiled Alliance'' sourcebook however gives so unrealistically small population numbers for most city states (even for Raam, the most populous city with 40,000 inhabitants, such a drain would be serious problem; not to mention Gulg with a mere 8,000 souls) that this course of action could barely be sustainable - -- and certainly not for thousands of years straight.
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* BlackMagic: Arcane casters can choose to be "Defilers", which allows them to reroll the results for any spell they cast at the cost of further desertifying the world, or at least the portion of it they're in. This makes them about as popular as witches were in 17th century Salem, MA.
** The post-Literature/PrismPentad "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and an unnamed wizard variety who draw their power from the Cerulean Storm.

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* BlackMagic: Arcane casters can choose to be "Defilers", which allows them to reroll the results for any spell they cast at the cost of further desertifying the world, or at least the portion of it they're in. This makes them about as popular as witches were in 17th century Salem, MA.
in.
** The post-Literature/PrismPentad post-''Literature/ThePrismPentad'' "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and an unnamed wizard variety who draw their power from the Cerulean Storm.
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* ContinuitySnarl: Because there are three different iterations of the setting -- the original version, the [[UpdatedReRelease Revised Edition]] released after the ''Literature/PrismPentad'' novels, and the 4th edition version -- there are a number of details about the setting that can get rather contradictory.
** In the original setting boxed set, mention is briefly made of a creature called a "baazrag", with no further details aside from some sketchwork art of a strange, mutant humanoid. The ''Literature/PrismPentad'' novels promptly establish baazrags as a kind of [[FrazettaMan hulking man-ape]] often enslaved as a beast of burden. ''Magazine/{{Dragon}}'' #185, however, then contradicted this by saying that baazrags were a kind of small, armor-plated reptilian scavenger, which sometimes produced oversized mutants called "boneclaws" -- this is the version that Creator/{{TSR}} canonized into the game in the subsequent Monstrous Compendium expansions, and which Creator/WizardsOfTheCoast would continue into 3rd edition (via ''Magazine/{{Dungeon}}'' #110) and finally into 4th editions. Fans of the setting, however, inspired by a comment from Dark Sun writer Skip Williams in ''Magazine/{{Dragon}}'' #190 that perhaps the two creatures both existed on Athas and [[AccentUponTheWrongSyllable have different pronunciations]], with the scavenger being called "BAAZ-rag" and the man-ape being called "baas-RAG", would create a 3rd edition update to the setting that featured the man-ape as the baazrag (even [[PromotedToPlayable giving it stats as a PC race]]) and renamed the scavenger as the boneclaw.
** The precise relationship Dark Sun as a setting has to deities is notably different depending on which iteration you look at. In the original version, the gods are presumed to be dead or banished and their faiths were wiped out by the Sorcerer-Kings, leaving only the raaigs and ancient ruins to hint they ever existed. The revised version instead states that Athas ''never'' had true gods on it (despite not removing the ancient temple ruins or the raaigs). 4th edition makes it explicit that the gods were once a thing, but they have been dead for eons and their faiths stamped out to prevent them from reviving.

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** The post-Literature/PrismPentad "Revised Edition" added three other kinds of wizard to the setting; Necromancers, Shadow Mages, and an unnamed wizard variety who draw their power from the Cerulean Storm.



* CosmicHorrorStory: Both pre-4e and 4e Dark Suns apply; in pre-4e Dark Suns, the sorcerer-kings are the closest thing that the world has to gods... and not only are they are also responsible [[AfterTheEnd for the state]] [[DeathWorld Athas is in]], but they don't even care about that fact -- [[AmbitionIsEvil almost all, if not all, of them only desire power]], [[ItsAllAboutMe and nothing else]]. Even LighterAndSofter 4e is little better -- there used to be gods, but they lost a war against primordial forces and were either driven to extinction or exiled, leaving the world under the command of purely elemental forces who couldn't give two shits about the mortals on it. Aside from that, well... [[CrapsackWorld everything else]] [[WretchedHive about Athas]] [[DeathWorld speaks for itself.]]

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* CosmicHorrorStory: Both pre-4e and 4e Dark Suns apply; in pre-4e Dark Suns, the sorcerer-kings are the closest thing that the world has to gods... and not only are they are also responsible [[AfterTheEnd for the state]] [[DeathWorld Athas is in]], but they don't even care about that fact -- [[AmbitionIsEvil almost all, if not all, of them only desire power]], [[ItsAllAboutMe and nothing else]].else]], to the point the adventure "Forest Maker" has the Sorcerer-Queen Alabach-Re discover a powerful Avangion ascension artifact... and promptly try to exploit it to leapfrog several stages forward in her own draconic ascension. Even LighterAndSofter 4e is little better -- there used to be gods, but they lost a war against primordial forces and were either driven to extinction or exiled, leaving the world under the command of purely elemental forces who couldn't give two shits about the mortals on it. Aside from that, well... [[CrapsackWorld everything else]] [[WretchedHive about Athas]] [[DeathWorld speaks for itself.]]



* DeathOfTheOldGods: Pre-4e Athas never had deities period. In 4e, they all died fighting the primordials so long ago that most people are unaware that they ever existed.

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* DeathOfTheOldGods: Pre-4e Both versions of Athas are defined by lacking any of the traditional deities; clerics pray to the elements, whilst druids worship the dwindling lifeforce of Athas itself in pre-4e and a mixture of elemental powers and nature spirits in 4e. It's implied that there ''used'' to be gods on Athas, as one of the setting's unique undead monsters, the Raaig, is the maddened ghost of a cleric or paladin from a long-lost faith, but pre-4e Athas never had deities period. In 4e, elaborates on who or what these faiths might have been. 4e expands on this minimalistic existence by stating that they all died fighting the primordials so long ago that most people are unaware that they ever existed.



* DragonsAreDemonic: Unlike most of ''D&D'', there are no "good" dragons on Athas. Just ''starting'' to become one requires an act of mass murder, and continuing down that road means giving up more and more of yourself, and the better parts of your personality, to animalistic rage.

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* DragonsAreDemonic: Unlike most of ''D&D'', there are no "good" dragons on Athas. Just ''starting'' to become one requires an act of mass murder, and continuing down that road means giving up more and more of yourself, and the better parts of your personality, to animalistic rage. The closest thing to a "good" dragon are the Avangions (which are less "dragons" and more "giant butterfly angels") and the Elemental Drakes (which are "merely" very powerful psionic reptilian predators).



** 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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** 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 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.



** Kalak, former sorcerer-king of Tyr, also looked like an ancient old man, and was even more pointlessly sadistic than most of his fellow sorcerer-kings.

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** Kalak, former sorcerer-king of Tyr, also looked like an ancient old man, and was even more pointlessly sadistic than most of willing to wipe out his fellow sorcerer-kings.entire city-state in pursuit of a ritual that he ''believed'' would allow him to completely ascend to a full-fledged dragon in one casting.



* FrazettaMan: The Tareks, a race implied to be the mutated descendants of orcs, are mountain-dwelling brutes that look a lot like a cross between a man and a hairless gorilla. The Tul'k are a race of mutated elves who appear as tall, spindly, hairy ape-men with armored bony plates on their skull, and who have mentally regressed to a near bestial state.



* HorrifyingTheHorror: The Githyanki are known as the most feared and badass warriors in the multiverse. They live on the corpse of a god, are immortal, and dedicate their lives to raiding whatever they can get their hands on. The initiation ritual for young Githyanki is ''killing a mind flayer''. When the Githyanki discovered Athas, they packed their bags and went straight home, sealing the portal behind them.

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* HorrifyingTheHorror: The Githyanki are known as the most feared and badass warriors in the multiverse. They live on the corpse of a god, are immortal, and dedicate their lives to raiding whatever they can get their hands on. The initiation ritual for young Githyanki is ''killing a mind flayer''.flayer'', a nightmarish {{cthulhumanoid}} with genius-level intelligence, mighty PsychicPowers and a diet made up exclusively of sapient brains. When the Githyanki discovered Athas, they packed their bags and went straight home, sealing the portal behind them.



* HumanSubspecies:
** The "Terrors of the Desert" monster manual for 2nd edition features the Villichi; a race of psionic albino amazons who are born at random to human parents (roughly one in 30,000 female humans born, though their fan-made 3e update changes that to one in 3,000). They are always skilled psionicists, mature rapidly but then live for centuries, and whilst largely peaceful people who prefer to just dwell in their fortified city in the Ringing Mountains, have made it '''very''' clear to the people of Athas that hurting their kind will NOT be tolerated.
** The 3rd edition setting update in ''Magazine/{{Dragon}}'' #319 added the Elans, humans transmuted by psionic ritual into an idealized body better able to wield psionic power.



* LighterAndSofter: Post-AD&D versions of Dark Sun tone down the bleakness and make enacting major setting changes much more possible; the 4e version in particular makes attaining the status of an Avangion or a Pyreen far less impossible, and the Dragon of Tyr is no longer explicitly unbeatable.

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* LighterAndSofter: Post-AD&D Post-original boxed set versions of Dark Sun tone down the bleakness and make enacting major setting changes much more possible; the 4e version in particular makes attaining the status of an Avangion or a Pyreen far less impossible, and the Dragon of Tyr is no longer explicitly unbeatable.



* LizardFolk: Ssurran are savage nomadic carnivores. They prefer halflings, by the way. Though via being enslaved and then getting freedom some live in human cities, mostly as hired warriors of some or other sort, but occasionally even as templars. ''Mind Lords of the Last Sea'' reveals Athas also hosts a non-evil culture of lizardfolk who have become much more intelligent and civilized than normal lizardfolk of the AD&D multiverse.
* LongLived: Subverted by muls, who are the offspring of humans and dwarves. Unlike dwarves, they live ''shorter'' natural lives than humans.

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* LizardFolk: LizardFolk:
**
Ssurran are savage nomadic carnivores. They prefer halflings, by the way. Though via being enslaved and then getting freedom some live in human cities, mostly as hired warriors of some or other sort, but occasionally even as templars. templars.
**
''Mind Lords of the Last Sea'' reveals Athas also hosts a non-evil culture of lizardfolk who have become much more intelligent and civilized than normal lizardfolk of the AD&D multiverse.
** The Nikaal are a race of purple-scaled, snake-eyed, acid-spitting humanoids with a fairly advanced culture -- they regularly trade with the humanoids of the Tablelands, but are believed to be merchant tribes whose origins lie in a mysterious land past the Ringing Mountains.
** Jozhal are small, highly intelligent, nomadic reptilian humanoids who actually revere magic -- so long as it's Preserving Magic or Elemental Magic, at least. They regard the larger humanoids as dangerous and unpredictable, so prefer to avoid coming in contact with them.
** Silt Runners are small, slender, extremely fast-moving reptilian humanoids that dwell on and around the Sea of Silt. As their moniker suggests, they have the ability to race across the powdery surface of the silt, which they use to hunt larger prey.
* LongLived: LongLived:
**
Subverted by muls, who are the offspring of humans and dwarves. Unlike dwarves, they live ''shorter'' natural lives than humans.humans.
** Played straight with villichi, whose average lifespan is over 150 years and who can potentially live longer than that.



** Fans of the setting in 2nd edition were inspired by the Complete Book of Humanoids {{sourcebook}} to create an online sourcebook called "The Complete Book of Athasian Humanoids", which adds Anakores, Belgoi, B'rohgs, Gith, Jozhals, Nikaals, Silt Runenrs, Sligs, Ssurrans, Tareks, Tari, Tul'k and Villichi as playable races. They all were also presented as playable races in the subsequent 3e fan-made monster manual "Terrors of Athas".



* MetalPoorPlanet: Metal is extremely rare on Athas.

to:

* MetalPoorPlanet: Metal is extremely rare on Athas.Athas, to the point that no race alive knows how to work metal, not even the dwarves.



* OurMagesAreDifferent: Traditionally, wizards in Athas work magic by drawing LifeEnergy from the planet and shaping it into their desired effect, being divided into "Preservers" or "Defilers" based on their approach; those who take only what power they need, draw it out slowly, and construct their spells so the energy returns to the planet once the spell is finished are Preservers, who do no harm. In contrast, those who brutally rip the energy they need from the world and let the excess bleed away are the Defilers, whose spellcasting kills any plant-life around them and burns soil into barren ash. Initially, these types were set in stone, but after the ''Literature/PrismPentad'', the rulebooks began experimenting with making them more "flexible" and allowing a wizard to switch between the two methods. This ultimately culminated in the 4th edition expression of the concept, where Preserving is the "default" casting style and Defiling is a conscious choice made each time a spell is cast, empowering one's casting at the cost of destroying the world.
** Post-''Literature/PrismPentad'' {{sourcebook}}s for 2nd edition added three more types of Athasian wizard; Necromancers and Shadow Mages, who fuel their magic by drawing upon the powers of the planes (the Gray and the Black, respectively), and an unnamed type who have begun tapping the elemental energies of the Cerulean Storm for power. Because of this, all three actually do ''not'' defile when they cast, meaning that necromancers on Athas are, ironically, ''less'' evil. That said, these methods do have some problems; exactly how much energy they can draw for power at a time is unpredictable for all three, Shadow Mages slowly transmuted into living shadows, and "Cerulean Stormcasters" risk summoning a highly destructive Cerulean Storm if they work too much magic in a given area.



* RatMen: The Tari are a race of humanoid rats introduced in the second of the 2e monster manuals; "Terrors Beyond The Tablelands". They're largely inoffensive scavengers, but are loathed by humans, who widely refuse to recognize they're even sapient.



* PromotedToPlayable: Fans updated a number of the more civilized humanoids (as well as, weirdly, some of the humanoid-shaped monsters like anakores and sligs) from the 2e monster manuals to playable races in both 2nd and 3rd edition.



* 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 the only exception is Rkard.)

to:

* 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 the only exception we see in the novels is Rkard.)



* SpellMyNameWithAnS: One of the more iconic monsters of the setting is a four-armed ogre-like giant. In 2nd and 3rd edition, it's referred to as a "B'rohg", with an apostrophe. In 4th edition, it dropped the apostrophe.



* UndergroundMonkey: Whilst the setting is famous for killing off a number of "classic" D&D monsters, several left such notable absences that the setting ultimately plugged them in with what were easily recognizable as replacements. The stand-outs are Tareks for Orcs, Ssurrans for LizardFolk, and Silt Runners for Kobolds.



** The Monarch of Kalidnay, Kalid-Ma: In the ''Book of Artifacts'', this champion is essentially trapped in his obsidian orbs and can be restored if a high level psion/defiler swallows these. In the ''Ravenloft'' source material, however, the city of Kalidnay includings its ruler was swallowed by the mists (leaving only ruins on Athas).
** The ''Prism Pentad'' series states that the Dragon takes an annual levy of a thousand lives ''from each city state'' (which are then used as fuel to enable Borys to keep Rajaat imprisoned). The ''The Veiled Alliance'' sourcebook however gives so unrealistically small population numbers for most city states (even for Raam, the most populous city with 40,000 inhabitants, such a drain would be serious problem; not to mention Gulg with a mere 8,000 souls) that this course of action could barely be sustainable - and certainly not for thousands of years straight.

to:

** The Monarch of Kalidnay, Kalid-Ma: In the ''Book of Artifacts'', this champion is essentially trapped in his obsidian orbs and can be restored if a high level psion/defiler swallows these. In the ''Ravenloft'' ''TabletopGame/{{Ravenloft}}'' source material, however, the city of Kalidnay includings its ruler was swallowed by the mists (leaving only ruins on Athas).
Athas). Also, Kalid-Ma and Thakok-Ana were described as female and male respectively in their earliest Ravenloft sources[[note]]Forbidden Lore and the Monstrous Compendium Appendix Ravenloft II[[/note]], but as male and female in ''Dark Sun'' lore, which was ultimately retconned into Ravenloft from "Domains of Dread" onwards.
** The ''Prism Pentad'' ''Literature/PrismPentad'' series states that the Dragon takes an annual levy of a thousand lives ''from each city state'' (which are then used as fuel to enable Borys to keep Rajaat imprisoned). The ''The Veiled Alliance'' sourcebook however gives so unrealistically small population numbers for most city states (even for Raam, the most populous city with 40,000 inhabitants, such a drain would be serious problem; not to mention Gulg with a mere 8,000 souls) that this course of action could barely be sustainable - and certainly not for thousands of years straight.

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