Tabletop Game / Dark Sun

http://static.tvtropes.org/pmwiki/pub/images/darksunlogobetter_9764.jpg

"I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call travelers to slow suffocation in the Sea of Silt, and selfish kings squander their subjects' lives building gaudy palaces and garish tombs. This bleak wasteland is Athas, and it is my home."

Dark Sun is a Campaign Setting mostly for the second and fourth editions of Dungeons & Dragons (although some material for 3.5 was published in Dragon magazine). Originally conceived as the default setting for a miniatures based wargame, the setting survived as a regular D&D world even after the minis game failed. There were two editions of Dark Sun, the second advancing the timeline a few years, inserting a bit of hope along with a whole lot of new troubles and detailing a larger portion of the world. After the end of Second Edition D&D, a group of fans kept Dark Sun alive using the Third Edition rules until an official set was published in Dragon, which was followed by a standard Fourth Edition version in 2010.

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 extremely rare, requiring weapons to be made of less durable alternatives like bone, wood, 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 drastically different from their normal 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 Characters 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.) 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 is also known for its metaplot, some element of which is present in all editions of the setting. The bare bones is as follows: the Tyr region is dominated by 7 tyrannical city-states, the most powerful of which is, naturally, Tyr. Each city-state is ruled by an oppressive sorcerer-king (or, in some cases, sorcerer-queen); powerful spellcasters that are universally cruel and nigh immortal (the youngest sorcerer-king has over eight centuries under his belt). Tyr's sorcerer-king is Kalak, and on the verge of his ascension the unthinkable happened: Kalak was slain at the hands of a slave revolt. Power immediately shifted hands to his former High Templar and killer, Tithian, who quickly outlawed slavery and declared Tyr to be a Free City. There are even talks of setting up a senate, giving people rights, and establishing a rudimentary justice system. However, all is not well in Tyr. Multiple factions with opposing interests are vying for both power and a place in the new government, and almost all of them need to be in agreement in order for anything to get done. On any given day, the Free City of Tyr is teetering between anarchy and full-blown civil war. If that weren't enough, the vultures have begun to circle; with Kalak gone, the numerous bandits and raiders of Athas have declared open season on Tyr's trade roads. Worse, word of Kalak's death has begun to reach the ears of his rival sorcerer-kings, who, aside from consolidating their own power bases to ensure that they avoid Kalak's fate, have begun their machinations against a Tyr they view as hopelessly exposed. The first truly good thing in written Athasian history has happened in Tyr, but it is a meager candle in the face of the tidal wave of darkness hoping to extinguish it.

Dark Sun games — as one might guess — are notoriously deadly. In 2nd Edition, 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. 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 with 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 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 simply from having such powerful inherent characteristics. All of this means that even fairly standard Dark Sun characters were outright superhuman in comparison to characters from all the other D&D 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 "character tree": players were advised to keep three backup characters, who could also gain levels when their current character leveled up, in case their current one died... which they commonly did.

Three video games set on Athas were released by SSI in the mid-90s. The first, titled Dark Sun: Shattered Lands centered on the city-state of Draj. The player's party begin as gladiators in the city's arena, but soon escape to the surrounding wilderness. At the same time the sorcerer-king of Draj is preparing to crush the defiant settlements of free people around the city. The player takes on a central role in uniting the disparate villages and searches for ancient lost magics to help in the upcoming battle. The second game, Dark Sun: Wake of the Ravager takes place around Tyr. The player becomes entangled in the activities of the Veiled Alliance, working against the Dragon who has put into motion plans to awaken and control the titular Ravager (actually a tarrasque). The third game was an early MMORPG titled Dark Sun: Crimson Sands, with Tyr and its surroundings as the stage again. Plagued with technical problems, it never quite took off and closed down after three years.

The MUD Armageddon is loosely based off of the Dark Sun setting.


Contains examples of:

  • A God Am I:
    • 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 their claims.
    • Ironically, averted by the Dragon of Tyr. It did the god thing millennia back and got bored with it, and it's powerful enough that it doesn't need to bother with manipulating its people through worship.
    • Dregoth spent centuries exploring other planes via his Planar Gate, seeing the Gods of other settings. He plots to become an actual god in the adventure City by the Silt Sea. It's outright stated he's going to fail, as the strange nature of Athas makes godhood impossible.
  • After the End: In more than one adventure, it is made painfully clear that Athas used to be a nice place.
  • Apocalypse How: 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 Lost Technology.
  • Ascend to a Higher Plane of Existence: Any sufficiently powerful wizard/psionicist can try this in 2e, though it is a long, painful, multistage process in which a single mistake will kill you dead. Evil characters turn into dragons while good ones turn into angelic energy beings. All of the big bads are in the process of becoming dragons. Did we mention that becoming a dragon is a process that requires life energy as a catalyst, meaning that every single dragon is the product of an act of genocide? This is why there are no gnomes, orcs, goblins, kobolds, ogres, trolls, or pixies on Athas.
    • Thematically remains, though simplified, in the 4e version. The Avangion, Dragon King and Pyreen are epic destinies for Arcane characters, Arcane characters who can use Arcane Defiling, and Primal characters respectively.
  • Asskicking Equals Authority: 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. Slave tribes greatly value Wizards or powerful clerics for their magic.
  • Ban on Magic:
    • 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.
    • In Tyr after Kalak's death, it becomes legal to practice Preserving. Practicing Defiling is still illegal, though.
  • Beach Episode: Subverted. Your characters might think they're in for a break if they find the idyllic Last Sea, but they'll soon learn otherwise.
  • Big Creepy-Crawlies: 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).
  • Black and Gray Morality: an intentional part of the setting is the concept of "what will you do if the circumstances are bleak enough?" The inherent concept of Dark Sun is that the villains are terrible, but the heroes themselves are often forced to commit terrible acts to complete their goal, or simply to survive. One of the first adventures for the setting opens with the party being part of a band of slaves whose slavers have been slain, but there isn't enough water to sustain everyone. The party is thus given a choice: do they kill the other slaves to spare them the agonies of death by thirst, abandon them to the wild and steal all the water themselves, or insist on sharing the water and risk none of them surviving? Depending on a particular campaign, though, this could be darkened to Black and Black Morality, or lightened to Grey and Gray Morality.
  • Black and White Morality: The usual Character Alignment 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.
  • Black Magic: 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.
  • Brain in a Jar: The Mindlords, who rule and preserve the Last Sea.
  • Bread and Circuses: 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.
  • Butterface: The Sorcerer-Queen Abalech-Re is described as having a shapely body, but in her picture she has a hideous, magically deformed face.
  • Canon Discontinuity:
    • The 4E revamp follows more-or-less the original story, but with a few changes. The Primordials either kill or drive off the gods, so there's no more divine magic for the world. A powerful psion named Rajaat discovers arcane magic, which exists (at least in the flavor he finds) due to a flaw in the world caused by the lack of divine magic. Arcane magic, being flawed, defiles the world with each use, so Rajaat decides to teach people how to use it. Then, he and his closest disciples start a genocide on races that he considered impure.
      The world was dying quickly, and it got to the point where entire continents that hadn't even been touched by the disciples were dying. This made them take pause, so they turned on Rajaat and imprisoned him in the nothingness outside the world. Having done that, the disciples grabbed their own plots of land in the Tyr region (the only habitable region), the strongest of them turned into the Dragon of Tyr, and things were like that for a few hundred years until a revolution in Tyr started, which is where the setting picks up.
    • The Last Sea expansion from 2e has also been pretty much ignored.
    • Several player races added in 2E and 3E have also been ignored and replaced with new additions.
  • Canon Immigrant: Psurlons, a species of worm-headed psionics trapped in the astral plane, first showed up in the Dark Sun: Shattered Lands computer game. They have since been officially introduced to the tabletop setting in sourcebooks.
  • Casts No Shadow: Several types of undead in the setting don't cast shadows.
  • Cheap Gold Coins: A notable aversion. Metal currency of any kind is extremely rare, mostly the relics of earlier ages.
  • Combat by Champion: A very common way of settling disputes, whether it be nobles betting on gladiators or nomadic warriors fighting for their tribe's right to a watering hole.
  • Continuity Reboot: The 4e version ignores several of the later changes in the setting and starts all over again with essentially an "updated" version of the very first box set continuity. However, there a few more additions to keep it in line with the rest of 4e.
  • Crapsack World: The world is dying, the people responsible are in control of everything, what's left of civilisation may collapse utterly if they are removed, most people can't even believe in heroism anymore because sheer survival tends to require brutality and selfishness, and those who achieve power tend to to do so only because they are at best ruthless and more likely utter bastards. That more or less sums up the situation of Athas in a nutshell.
  • Crazy-Prepared: Sorcerer Kings will generally have plenty of psionic receptacles, any magic item they might need, be oozing with defensive spells, and have a whole company of high level templars with them at all times. They won't step foot outside their palace without serious preparation unless they absolutely have to. Justified, as a lot of people want them dead.
  • Creepy Centipedes
    • The Cilops: 15+ feet long with an amazing sense of smell who don't have to sleep and will track and pursue you for weeks.
    • The Megapede is 100-150 feet long and has a poisonous bite. They hide beneath the sands of Athas, rising above them only to devour other creatures.
  • Crossover: Very infrequent; back in 2nd Edition, when every other setting was crossing over left and right, it was made clear that Athas was a backwater with very limited knowledge of planar travel and no knowledge of spelljamming. It did cross over with Ravenloft, though—the city-state of Kalidnay was drawn into the Dark Domains when its ruler attempted to become a dragon and his high templar murdered her family in his name. A bunch of the notorious Cannibal Halflings also make a quick cameo in Baldur's Gate II, of all places. There was also an attempted Githyanki invasion, but after discovering what Athas was like, they sealed the portal to it.
  • Cultural Translation: In-Universe. Urik government got a clue about Kreen pack mentality long ago and established a simple policy: gate guards explain to every entering thri-kreen that the city is a large pack and the newcomer is welcome to join any of its many clutches, but must obey the laws of the pack. Humanoids in the city have little to no problems with local thri-kreen as a result.
  • The Dark Arts: Defiling is more or less abhorred by everyone, up to and including other defilers (they don't want competition.)
  • Darker and Edgier: See above. Then compare to most other D&D settings at the time.
  • Daylight Horror: Due to the circumstances, you don't need to crawl into some obscure dungeons to witness evil in all its glory. Just by walking around the main street in any city, you'll see people suffering under harsh enslavement and the brutal enslavers treating them like animals. And the good people —if there are any— are unable to change an iota of this monstrous situation. Death by psionic locusts seems merciful compared to slavery.
  • Death of the Old Gods: Pre-4e Athas never had deities period. In 4e, they all died fighting the primordials so long ago that most people aren't even aware they ever existed.
  • Death World: Athas is so unsuitable for life — and yet simultaneously so full of ridiculously deadly forms of it — that your party is almost as likely to be wiped out on the way to the dungeon as to die in the dungeon itself.
  • Dragons Are Demonic: Unlike most of D&D, there are no "good" dragons on Athas. Just starting to become one requires and act of genocide, and continuing down that road means giving up more and more of yourself, and the better parts of your personality, to animalistic rage.
  • Dragons Are Divine: While Dark Sun lacks true deities the Sorcerer King of Tyr, who is draconic, would qualify as they are the closest thing the setting has to gods.
  • Elemental Powers:
    • 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.
    • Changed up in 4e. Athas has no canonical divine magic and no clerics or paladins (though there's a couple of options for "But I really wanna play a cleric anyway!"). Elemental powers are now Primal, and Elemental Priest is a theme rather than a class.
  • End of an Age: Very much so. Tombs and temples from the Green Age dot the Tyr region, all of them either empty or filled with stuff that is very good at killing you. Of particular mention is that since metal is so rare, the techniques for doing stuff with it (i.e. blacksmithing of any sort) have been lost for generations. This means that even a mundane iron sword is a priceless relic of a far more technologically advanced time.
  • Enemy to All Living Things: All arcane casters, to some degree. Arcane magic (rightly referred to as "defiling") inherently saps the life out of the surrounding terrain, killing plant life, sterilizing soil, and (in some cases) actively siphoning vitality from living creatures. There is a method of safe spellcasting known as "preserving", but defiling is both easier and inherently more powerful, so more people do it. Thus, wizards, sorcerers, and other arcane casters (even the preservers) are viewed by the common folk as walking embodiments of death and hubris.
  • Everything Trying to Kill You: Those three backup characters? You'll probably need them — even if you'll find a high-level priest friendly enough to resurrect, it's not likely that there's going to be the body left. Athas has huge elemental creatures, sentient (and evil) walking worms and so on. But encountering a normal-sized beetle, a small tortoise, a cactus, a field of flowers, or a patch of grass can be just as fatal, and in even more unpleasant ways. Simply having a little seed blown by the wind off a seemingly inert tree onto open skin can end up in taking a walk when companions don't look and feeding oneself to it.
  • Everything's Better with Dinosaurs: Pterrans, humanoid pterodactyls, are a player race. Yes, we realize pterodactyls weren't dinosaurs.
  • Evil Is Easy:
    • 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 plantlife starts coming back due to your spells, people still will react towards your arcane magic like they 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.
    • This trope underpins the entirety of the setting, from defiling being much easier than preserving, to day-to-day life. Civilization is ruled by villainous Sorcerer-Kings who control the water supply and lead corrupt legions of loyal Templars. Slavery is rampant and brutal, and is the punishment for any crime that doesn't merit execution... or for just having something that a Templar wants. The rules point out that anyone with an actual Good alignment should be unwilling to own slaves or take part in the more corrupt and horrible parts of society - being willing to compromise just to stay safe makes you Neutral rather than Good, after all - and so likely mark themselves for Templar attention. But even out in the wilds, the harsh environment can push Good people to cruel acts, such as when you must decide who merits full rations during lean times. On the top of the power scale, the process of becoming an Avangion is so hard with so many points of potential failure that it's almost a sick joke. Athas is as awful as it is because the "good" option is often an empty promise.
  • Evil Old Folks: Andropinis, the Sorcerer-King of Balic, has a human form of a stately old man. He's also the President for Life of his city-state, and puts on a facade of allowing free speech while ruthlessly quashing any dissenters against his rule. (Oddly enough, older editions mark him as Lawful Neutral, not Evil.)
  • Expy: The Draxan minions of the Dragon of Tyr have quite a lot in common with their almost-namesakes from Stirling's novels: Being outnumbered ten to one by their slaves, which they make up for by treating them worse than any other slaveholding society that ever existed on their planet, being fond of genocide, and having a warrior society where martial (OK, and magical/technical) prowess trumps everything.
  • Fanservice: The artwork in spades. Word of God has it that the designers threw out the alternative of a frozen dying world specifically because the concept-art didn't have enough skin.
  • Fantasy Counterpart Culture: Many of the city-states fall under this trope. This includes Balic (ancient Rome, complete with Patricians and Praetors), Draj (very obviously the Aztecs), Raam (either Egypt or India — there's evidence for both), Gulg (Darkest Africa), Tyr (the Phoenician city of Tyre, presumably), Urik (Sumer), and Nibenay (vaguely reminiscent of Angkor, capital of the Khmer Empire in what is now Cambodia). The halflings of the Forest Ridge seem vaguely Amazonian.
  • Flight, Strength, Heart: 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).
  • Flying Seafood Special: 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.
  • Gaia's Lament: Athas. Used to be a nice place. Now it's just a dying world of deserts and misery.
  • Gaia's Vengeance: In the 4e versions, the Primal classes (more so than usual), and to an extent the Primal-based Elemental Priest and Primal Guardian themes. Quite literally the "Voice of the Ravaged" paragon path, which is a character who deliberately seeks out the most scarred and psychotic primal spirits to act as a conduit for their rage and hate.
  • Gladiator Games: Almost every community has an arena or fighting pit, and Gladiator is one of the setting-specific player classes in the pre-4th editions. In 4e, it's a character theme, and also a new build for the Fighter.
  • Half-Human Hybrid: The half-giants, a magically engineered race. Muls are also more or less setting-specific; they're half-dwarves. They don't occur naturally, in part because (in 2e at least) they're sterile and prone to killing their mothers in delivery, but slavers will force-breed them because muls are considered some of the best gladiators in the world. There's also half-elves, but they're not terribly different from those on other worlds.
  • Hobbits: Athas' surviving halflings are savage cannibals who inhabit its few remaining jungles.
  • Horse of a Different Color: The local equivalent of a horse/camel is the kank, a mostly docile and mildly social large insect, that eats almost anything, nearly tireless and thus fastest in the long run — they're used as riding-, pack- and even chariot- beasts, or as herd animals, because they give "honey" and though their meat is inedible, chitinous carapace is useful. The Erdlu is a flightless bird which can be mounted and is a good sprinter, but mostly get used as a herd animal for eggs, meat and a few byproducts. The inix is a large lizard which can do both sprint and sustained run, but needs to eat too much vegetation to be practical in the desert. The Mekillot is a six-ton lizard and the local equivalent of an elephant — used for a howdah or wagon and is never really "tame" — they are a bit infamous for eating their handlers, suddenly sitting on anyone who tries to walk under one and randomly deciding to wander off the road and ignore commands not given via direct Mind Control.
  • Humans Are Bastards: Aside from the normal horrible conduct most people must get up to just to survive in a world as harsh as Athas, the original campaign setting boxed set notes that humans are the vast majority in the templars and nobility because they "have a talent for treachery and political intrigue."
  • Humans Are the Real Monsters: The humans, led by a pyreen, conducted a genocidal campaign against the other races, driving many (including orcs, goblins, and gnomes) to extinction. His human lieutenants turned against him and gave him A Fate Worse Than Death after, though, but more because he intended to wipe out the humans after the war and give the place back to the halflings than because they weren't bastards.
  • I'm a Humanitarian: Several races are noted as regularly enjoying a bit of long pork, of one species or another. The cannibal halflings are brought up whenever the setting is mentioned, and some monster races are known to eat other intelligent beings too. Then there are the thri-kreen, another major playable race, who are noted as preferring elf when they can get it.
  • Judge, Jury, and Executioner: Templars can be summed up as this. In AD&D, by second level they could charge a free citizen (without evidence, of course), and have them thrown into the dungeons for however long, or just have them killed outright if they were seventh level or higher. Luckily, they can be bought off.
  • The Juggernaut:
    • 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 Chaotic Evil, has red Glowing Eyes of Doom, 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 it’s going to be torn into small corroded pieces right on the wearer.
    • Even worse than the So-ut is the 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 Chaotic Evil, with staggering Psychic Powers... oh, and it's fully sentient.
  • Living Gasbag: Floaters are a species of sentient (if somewhat dumb) hydrogen jellyfish that float through the air.
  • Lizard Folk: 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.
  • Lord British Postulate: 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 win, the Dragon probably has a contingency spell or other cheat 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 TSR at the time) the Dragon's death would completely annihilate the status quo and the Metaplot.
  • Luck Manipulation Mechanic: 4th edition suggests an optional rule that allows a player the choice to re-roll the D20 attack roll whenever they originally roll a "1" (indicating a "critical miss"). The new die roll must be accepted, and the character's weapon breaks. Enhanced weapons break if the result is a 5 or less.
  • Magic Is Evil: Played with. Arcane magic is inherently evil, but there are ways of casting it that don't involve killing plants and sapping the life from the soil. However, the "healthy" way of casting magic is inherently more difficult, which means that people looking for a quick route to power generally choose the evil way. Thus, even if your wizard has never hurt a fly, people will still be trying to kill him for being an evil spellcaster.
  • Massive Race Selection:
    • In addition to the usual humans, elves, half elves, halflings, and dwarves, players could play half-giants, thri-kreen (Multi-Armed and Dangerous mantis people), pterrans (flightless pteranodon people), aarakokra (bird people), and muls (half-dwarves).
    • The 3.5 Dragon update added maenads, dray, and elan.
    • Official 4E races: Humans, Elves, Eladrin (the rulers of "The Land Within the Wind", the almost-destroyed Feywild), Goliaths (reflavored as Half-Giants), Dwarves, Half-Elves, Mul, Dragonborn (reflavored as Dray), Halflings, Thri-Kreen, Tieflings (humans with demonic ancestry), Genasi (elementally-imbued humans), Kalashtar (psionically adept humans first introduced in Eberron), and Minotaurs. Suggestions for including other races, at DM's discretion, includes time travellers, planewalkers, and mutations spawned from the Pristine Tower and Sunwarped Flats. A
  • Master Poisoner: Dark Sun bards are known for such a practice and learn to prepare and use more poisons with the level advancement.
  • Matriarchy: Some of the Sorcerer-Kings happen to be female, but the best example of this trope is actually Nibenay, whose ruler is male. The templars of the city, however, are all his wives, and as Nibenay has very little to do with the city's governance, the actual rule of the city falls to his harem.
  • Multi-Armed and Dangerous: Thri-Kreen have four arms, as do the giant-like brohgs. Thri-Kreen are a playable race.
  • Nintendo Hard: 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' Ancient Tomb. 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 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.
  • Non-Combat EXP
    • Fighters receive XP for constructing defenses and Siege Engines.
    • 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 (Half-Human Hybrids 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.
  • Our Angels Are Different: For one thing, they don't exist; the possibility of one coming into being is purely theoretical. An avangion is an anti-dragon, a preserver and psionicist who has reached apotheosis and is mighty enough to potentially turn the world green again. The emergence of a fully-realized avangion would be an example of Earn Your Happy Ending on a global scale.
  • Our Dragons Are Different:
    • 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 Physical God 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.
  • Our Dwarves Are All the Same: They're hairless brutes who are generally found being used as slaves due to their amazing endurance.
  • Our Elves Are Different: They are quick, sneaky desert raiders who no one else fully trusts, often for very good reasons. Oh, and they're seven feet tall.
  • Our Fairies Are Different: 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 (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.
  • Our Giants Are Bigger: 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.
  • Razor Wings: The razorwing, a pteradon-like semisentient creature.
  • Reasonable Authority Figure: Some of the Sorcerer-kings aren't too bad to live under.
    • Lalali-puy, Sorcerer-Queen of Gulg. Her citizens love her because she is genuinely kind to them. Her alignment is still listed as evil (the local primal spirits want her dead for enslaving them,) but supplementary materials note that if any Sorcerer-monarch were to perform a Heel–Face Turn it would probably be her.
    • Andropinis is an able statesman, and his citizens have rights, genuine civic pride, and are even allowed to vote against his preferred candidates for office. Just remember that he's only tolerant up to a point, and criticism of 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 powerful tyrants in the Tyr region.
    • Oronis of Kurn takes the cake, since he's the only Sorcerer-King to not only repent for past sins and become a Preserver and budding Avangion, he's actively trying to improve the state of Athas.
  • The Republic: Balic is theoretically a republic with strong democratic traditions, and most offices are elected, including the city's templars. However, the office of dictator is for life, the current dictator is an immortal Sorcerer-King like most other place's rulers, and while it's a freer city than most, he does not tolerate open dissent or any votes or elections that don't go the way that he wants.
    In Balic, we treasure our freedoms. You are free to speak as you will. Of course, Andropinis is also free to speak as he will, which may very well be an order for your execution. Choose your words with care, my friend.
  • Precursors: The rhulisti (ancient halflings) from 2nd Edition.
  • Psychic Powers: Presented as the evolutionary alternative to magic, referred to by the locals as The Way. Some people have them through training, some people spontaneously manifest them, but almost everyone has them to some degree, including most of the nonsentient monsters. With the exception of Planescape with its cranium rats, this is the only campaign setting where you risk having your head exploded by vermin.
  • Sand Is Water: The Sea of Silt, which is more or less exactly what you'd suspect.
  • Sacred Hospitality: Traveling minstrels and entertainers benefit from this. It's well known that many of them are quite willing to utilize this for spying and assassination purposes, but they cannot lightly be refused quarter, even if I Know You Know I Know they've been sent by an enemy.
  • Scaled Up: The goal of pretty much every sorcerer-king.
  • Sealed Evil in a Can: After the Champions of Rajaat realized that Rajaat's Cleansing Wars are actually attempted genocide, they sealed him in a prison dimension.
  • Serious Business
    • Using Arcane magic.
    • For those who understand and accept the preserving way of casting Arcane magic: using defiling Arcane magic.
  • She Is the King: Zig-zagged. Depending on the sourcebook, Lalali-Puy and Alabach-Re are either called Sorcerer-Kings or Queens. Some supplements use Sorcerer-Monarch as a gender neutral term.
  • Slave Race: Muls are, in the vast majority of cases, bred in captivity from humans and dwarves. (The various rulebooks don't explicitly say "all Muls are born into slavery," but no exceptions are mentioned.)
  • Stepford Smiler: Everyone who lives around the Last Sea, where happiness is enforced by law. You had better have happy throughts, or the psychic police WILL MAKE YOU HAVE HAPPY THOUGHTS.
  • Stripperific: The setting is made of this trope, for both males and females. Designers who'd worked on its initial development have openly admitted choosing a desert setting (as opposed to, for instance, an arctic one) because of the ample beef-and-cheesecake opportunities afforded by the artwork.
  • Super-Persistent Predator: Monstrous Compendium Appendix II: Terrors Beyond Tyr. Cilops are 15 foot long Creepy Centipedes that don't require any sleep and will track their prey (using both their sense of smell and psionics) for weeks without stopping.
  • Time Skip: The 3E revamp in Dragon.
  • The 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.
  • Unreliable Expositor: The "author" of The Wanderer's Journal (part of the original boxed set) is a self-confessed Unreliable Expositor as he notes that what he has written is the product of sifting a little truth out of quite a lot of lies. Especially since official histories are little more than works of self-aggrandizing propaganda spread by the sorcerer-kings to make themselves look powerful, wise, and impossible to depose. Obviously done so the potential Game Master wouldn't feel too constrained by what was in the Journal if they wanted to change something.
  • Villain World: Most of the world is full of savages and monsters, and what little civilization there is is ruled by the evil Sorcerer Kings.
  • Walking Wasteland: One of the two types of playable wizard in the game, Defilers, drain the energy of all plant life in a radius equal to the level of the spell they're casting in feet or yards. If that weren't enough, defiling also sterilizes the soil, ensuring that nothing will grow in that spot again.
  • We Are as Mayflies:
    • Not just humans: every race is shorter lived here than in other settings (and less likely to die of age anyway) but the champions are the thri-kreen, who reach maturity at six years old and never live past thirty-five. The exceptions are the half-dozen Sorcerer kings (and a few others) who have been around for millennia.
    • The mysterious pyreen regard almost everyone else as being beneath their notice due to this attitude. They are more concerned with the survival of the planet, compared to which the lifetime of even an elf is inconsequential.
  • A World Half Full: 4e takes this vibe. Athas is still a Crapsack World, but the kickoff point is right after the fall of Kalak of Tyr and the establishment of the Free City, and it's emphatically clear that you can Earn Your Happy Ending, cast down the Sorcerer-Kings and even make the world green again. That's where your characters come in.
  • World of Badass: Athas is so harsh that just living here qualifies as The Spartan Way. In earlier editions, the rules stated that the average human in Athas was a third-level fighter, equivalent to a decently experienced adventurer in most other settings; in most settings back then, average humans wouldn't have any levels at all. Also, the default maximum for attribute scores is 20 instead of the usual 18 in AD&D. In fact, an extraplanar invasion by the githyanki ended with the githyanki running away from the desert full of psionic survivalist badasses and deciding, "Do not EVER try invading here again—as a matter of fact, just seal the whole damn portal!"


http://tvtropes.org/pmwiki/pmwiki.php/TabletopGame/DarkSun