The DARK SUN campaign setting is as broad and
inclusive as any other DUNGEONS & DRAGONS milieu.
All the familiar adventure scenarios, such as “clean
out the monster lair” or “search for treasure,” work
as well on Athas as they do in any other world.
Straightforward dungeon crawls, such as delving into
Under-Tyr, exploring desert caverns where raiders
lair, or venturing into the ruins of buried cities, are as
vital. All that’s necessary to make such escapades feel
like DARK SUN campaign adventures is to surround
the characters and plots with Athasian trappings,
such as the desert, slavery, or a reptilian monster mix.
This section discusses several Athasian adventure
themes. The most important premise is that Athas is a
world ruled by evil. Civilization has been subjugated
by the sorcerer-kings. Much of the wilderness is overrun with brutal, pitiless raiders. No moral authority
exists to which the player characters can defer—either
they are the heroes of the game, or no one is.
The Desert
On Athas, the desert is ever-present, a magnificent
and terrible environment. Every game set on Athas
should, at some point, lead characters into the blistering wilderness beyond the city-states.
By day, the Athasian desert is a scorched wasteland; at night, it can get bitterly cold. A sea of sand,
shifting and blowing, might be a common sight, but
other versions of desert exist. Rocky badlands, scrubdotted hills, and featureless flats dominate certain
areas. When the characters enter a new kind of terrain, take time to describe it. The first few times they
encounter a desiccated salt flat or a stark fractured
wasteland, you want them to hesitate for a moment to
appreciate both its grandeur and its threat.
For instance, when the heroes first enter the waste,
tell the players that they see white dunes like frozen
waves, glowing beneath a merciless sun. An acrid,
ashy odor clings to everything. The hot wind brings
with it sand particles that sting exposed flesh and
inflame the eyes. Except for the sigh or howl of the air
currents, the desert is cloaked in a gravelike silence.
Athasian Ecology
The deserts of Athas are home to a mix of primitives
and monstrosities unknown in other settings. In general, stock your adventures with whatever monsters
you think offer your players a good challenge.
Reptilian and insectlike creatures play a bigger
role on Athas than mammals do. Many beasts of
burden, such as horses, camels, oxen, and elephants,
have died out. Other domesticated and game animals, such as dogs, cats, cattle, pigs, sheep, antelope,
and deer, are likewise absent from Athas. Goats survive, as do lions, hyenas, bats, and a few small rodents
such as mice and desert rats. In place of fur-bearing
mammals common on other worlds, Athasian
beasts are scaled or chitin-covered. Crodlus, inixes,
mekillots, and other large reptiles are common
mounts or beasts of burden. Kanks and other giant
insects serve the same purposes.
Certain aquatic monsters, such as aboleths and
sharks, are not part of the Athasian ecology. Other
normally sea-based creatures have adapted. Chuuls
are at home on Athas, burrowing under the sands.
They lose their swim speed and gain a burrow speed,
but are otherwise the same. Other monsters appear
on Athas with slight changes in form or new abilities.
The DARK SUN Creature Catalog presents a number of
themes you can use to adapt monsters to Athas.
Certain intelligent races found in other DUNGEONS
& DRAGONS settings remain populous on Athas.
Elves, dwarves, halflings, humans, and goliaths have
spread across the world. Other groups were annihilated during the genocidal wars that raged thousands
of years ago. Devas, gnomes, kobolds, ogres, kuotoas, and sahuagin can no longer be found on Athas.
Other humanoids, such as dragonborn and eladrin,
are limited to a handful of survivors. In their place,
native races such as aarakocras, brohgs, gith, hejkins, and silt runners have settled the wastes. Finally, some
peoples have adjusted to the burning sands, leaving
behind old ways. Lizardfolk are known as ssurrans on
Athas, and they’re a desert-dwelling, nomadic race.
The world has not seen the brutal tread of orcs, but
tareks—a race of savage, bestial warriors—are similar
Survival
For most creatures in the Athasian wilderness,
surviving through any particular day is an accomplishment. In the city-states, day-to-day existence
is not at issue for nonslaves, although the threat of
treacherous death in civilized areas should not be discounted. Any hero who ventures into the desert must
be concerned with necessities such as water and food.
An entire adventure could be built around surviving the rigors of Athas. Perhaps the heroes pursue a
criminal into the wastes, or follow an ancient map
that hints at treasure. Several days into the trip, the
heroes discover that their supplies have been spoiled
or are missing. The real adventure begins when they
realize they’re within days of death and help is a long
way away. Players whose characters emerge from this
“survival adventure” gain a new appreciation for the
uniquely challenging nature of the DARK SUN setting
Slavery
Slavery is a brutish, ubiquitous reality on Athas.
Anyone might become a slave. Teams of slaves carry
noble palanquins through the streets; slave auctions
attract crowds in busy marketplaces; caravans bring
in coffles of roped slaves. On Athas, adventurers witness slaves and chattel owners all around them.
A character might come to legally own slaves
without intending to. Triumphing over a noble or a
dune trader could leave the heroes responsible for
their vanquished foe’s slaves. They might confront the
realities of slavery when they discover that a friend
or a relative has been taken by slavers. A character
might even fall into slavery, perhaps as a result of the
machinations of an enemy noble or a templar.
Slavery and Alignment
Keeping slaves is not compatible with a good alignment,
but doing so does not necessarily make a character evil.
Most slave owners are unaligned. Overseers who treat
their slaves brutally are definitely engaging in evil acts
that should outrage good characters. The question is
whether anything can reasonably be done about the situation. Given how commonplace slavery is on Athas, good
characters can’t reasonably attempt to free every slave
they meet, nor should they recklessly challenge slave
owners who are too powerful to overcome. Good characters should be anguished by the abundance of human
misery in civilized areas, however, and they should be
dedicated to aiding however they can short of attempting suicidal actions.
Psionics
All living creatures on Athas have some minor ability to affect the world with their minds. Most folk
fail to tap into these abilities, experiencing déjà vu
or random flashes of insight at best. Every so often,
a person naturally develops the capacity to close a
door from a distance or bring a small object to hand.
More than a few natives, however, display strong
mental aptitude. Psions, wild talents, and other
psionic creatures, individuals, and institutions can be
encountered on a daily basis.
On the streets of a typical city-state, a character
might observe:
- A dowser using her wild talent to locate a good site
for a new well.
- A stately noble keeping dust and grim from his
fine slippers and elaborate hems by levitating a
few inches above the street.
- The impressive facade of an academy where influential people can pay to be educated in the Way.
To showcase the importance of psionics in the world,
include psionic monsters in adventures. Instead of
using an archer as an artillery monster, use a telekineticist who delivers bolts of force. Organized fighting
groups could include empaths who heal, or telepaths
who fight as controllers. Adventures might include
story elements based on noncombat psionic talents.
For example, a villain could have the ability to command lackeys using long-distance telepathy
Arcane magic
Although Athasians are accustomed to the Way, they
are hostile to arcane power. They consider casting an
arcane spell to be an evil act. On Athas magic is evil
or, at least, the favorite tool of evil manipulators. You
should make sure that the player of an arcane character understands the constant and ruinous temptation
of arcane magic. Every now and then, remind the
player of the defiling option. This suggestion can be
particularly telling when an important attack is at
hand, such as when a character uses a daily power.
Whether a character gives in to the temptation of
defiling or not, people who discover that he or she
is an arcanist usually assume the worst. As a result,
all spellcasters must be careful about whom they
confide in. Blasting enemies with spectacular spells
in a populated area is certain to be met with cries of
“Spell maker!” and “Defiler!” At least one witness will
report the character to the templars unless the spellcaster convincingly claims to be a psion, conceals the
spellcasting, or eliminates all witnesses.