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1 0 0 dark sunr campaign setting roleplaying game supplement richard baker · robert j schwalb rodney thompson 1
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cre1ylts design richard baker lead roberti schwalb additional design logan bonner bruce r cordell chris sims travis stout development rodney thompson lead stephen radney-macfarland peter schaefer stephen schubert additional development andy collins editing michele carter lead greg bilsland m alexanderjurkat ray vallese managing editing kim mohan director of d&d r&d and book publishing bill slavicsek d&d creative manager christopher perkins d&d design manager james wyatt d&d development and editing manager andy collins d&d senior creative art director jon schindehette art director keven smith cover illustrations wayne reynolds front william o connor back graphic designer keven smith interior illustrations ralph beisner eric belisle kerem beyit zoltan boros gabor szikszai julie dillon emrah elmasli wayne england jason a engle warren mahy william o connor david rapoza,john stanko sarah stone eva widermann cartographers adam gillespie jason a engle publishing production specialist christopher tardiff prepress manager jefferson dunlap imaging technician sven bolen production manager cynda callaway setting details based on the original dark sun setting created by troy denning and timothy b brown game rules based on the original dungeons dragons rules created by e gary gygax and dave arneson and the later editions by david zeb cook 2nd edition jonathan tweet monte cook skip williams richard baker and peter adkison 3rd edition and rob heinsoo andy collins and james wyatt 4th edition 620-25387000-001 9 8 7 6 543 2 1 first printing august 2010 isbn 978 0-7869-5493-3 l~if1s u.s canada asia pacific latin america wizards of the coast llc p.o boxwa 98057.0707 renton 707 +1.800.324-6496 european headquarters hasbro uk ltd caswell way newport gwent np9 oyh great britain please keep this address for your records wizards of the coast belgium industrialaan 1 1702 groot bijgaarden belgium +32.070.233.277 dungeons dragons d&d d20 d20 system wizards of the coast adventurer s vault player s handbook dungeon master s guide monster manual dark sun all other wizards of the coast product names and their respective logos are trademarks of wizards of the coast llc in the u.s.a and other countries all wizards characters and the distinctive likenesses thereof are property of wizards of the coast llc this material is protected under the copyright laws of the united states of america any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of wizards of the coast llc any similarity to actual people organizations places or events included herein is purely coincidental printed in the u.s.a 2010 wizards of the coast llc visit oui website at www.dungeonsanodragonscon
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contents introduction 1 the ~orld of at1-ias heroes of athas adventures on athas desperate causes athasian civilization social order matters of learning athasian coinage secrets of power history of athas psionics and magic cosmology 2.r~l2esofathas mul thri-kreen peoples of athas dragonborn dray character backgrounds dwarf the vanquished peoples eladrin elf goliath half-giant half-elf halfling human tiefling other races racial paragon paths half-giantthug mul battle slave thri-kreen predator 3 charp~ter ti-ienes choosing a theme athasian minstrel arms-troubadour unwelcome guest dune trader caravan master shady dealer elemental priest conjurations rainbringer smoking crown initiate gladiator gladiator champion jazst dancer noble adept mind general psionic scholar primal guardian guardian of the land voiceforthe ravaged templar master defiler praetor legate 4 6 8 10 11 12 12 14 14 16 16 16 17 18 20 22 24 24 24 25 25 26 26 27 28 28 29 30 30 31 31 32 33 34 36 38 40 41 42 44 45 46 47 48 49 50 52 53 54 56 57 58 60 61 62 64 65 veiled alliance the alliance and defiling master preserver veiled guardian wasteland nomad dune strider sand reaver wilder resurgent wilder wielder of the way 4 character options arcane magic defiling and preserving disguising arcane powers wild talents wild battlemind arena fighter animist shaman warlock sorcerer king pact epic destinies avangion dragon king hordemaster mind lord of the order pyreen new feats rituals equipment armor weapons double weapons adventuring gear transportation magic items 5 atlas of at1 as a desert primer tyr the free city tyr s code of justice jossi the juggler xalos the stonecutter gavansul haneth tsalaxa the scarlet helms gangs of the warrens fighting in the stadium meeting with the templars fountain of leaves balic city of sails darian haraxes draj city of the moons maxlixoco high moon priest the black guard estuary of the forked tongue giant holds the forest ridge halfling tribes the forest colossi 66 66 68 69 70 72 73 74 76 77 78 80 80 80 81 82 86 90 94 98 98 99 100 101 102 103 116 118 119 120 1 22 123 1 23 125 130 132 134 136 137 1 38 138 139 140 140 141 142 143 144 146 148 .149 151 152 152 154 1 54 154 guig the forest city the oba and the primal spirits travelers dagadas ken-kentu vek the adder who dances sunlight home the ivory triangle druids of the crescent forest dregoth the undead sorcerer-king korsk salt view malcontent nibenay city of spires polanfelk dhojakt prince of nibenay raam cityofunrest raam s castes ushuch-si ringing mountains ruins of the ringing mountains road of kings enola guardian of the lake golden dreams theseaofsilt the nature of the silt the god in the dust the southern wastes herumar the sand scourge the tablelands birk suntouched zeburon the iron rider seermafoun urik city of lions silan the serpent maetan lubar the western hinterlands the kreen khanates 6 running a dark sun gane adventure creation the desert athasian ecology survival slavery psionics arcane magic travel and survival overland movement surviving athas encounter building arena encounters wilderness encounters athasian skill challenges secret history of athas treasure and rewards sand raiders index 1 1 56 158 158 1 59 159 160 .161 162 .163 164 166 167 168 170 171 172 172 1 74 176 177 178 179 179 182 182 184 185 185 186 188 190 191 192 192 194 196 196 196 197 197 197 197 198 198 198 200 200 202 204 208 209 216 223 .
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introduction i live in a world offire and sand the crimson sun scorches the lifefrom anything that crawls orflies and storms of sand s our thejfoliagefrom the barren ground this is a land ofblood1and dust where tribes offrral elves sweep out ofthe salt plains to plunder lonely caravans mysterious singing winds call travelers to slow suffocation in the sea of silt and seifish kings squander their subjects lives building gaudy palaces and garish tombs this bleak wasteland is athas and it is my home the wanderer s journal beneath a crimson sun lie wastelands of majestic des olation and cities of cruel splendor where sandal clad heroes battle ancient sorcery and terrible monsters this is athas the world of the dark sun campaign setting a dying planet of savagery and desolation life hangs by a thread in this barren land and now it is up to you to write your own story in blood and glory way to long months of heat and drought the world beyond these islands of civilization is a wasteland roamed by nomads raiders and hungry monsters athas was not always a desert and the parched landscape is dotted with the crumbling ruins of a planet that once was rich with rivers and seas ancient bridges over dry watercourses and empty stone quays that face seas of sand tell the tale of a world that is no more eight characteristics of athas the world of the dark sun setting is unique in sev eral ways many familiar trappings of the dungeons dragons game are missing or turned on their heads athas is not a place of shining knights and robed wizards of deep forests and divine pantheons to venture over the sands of athas is to enter a world of savagery and splendor that draws on different tra ditions of fantasy and storytelling simple survival beneath the deep red sun is often its own adventure newcomers to athas have much to learn about the world its people and its monsters but the following eight characteristics encapsulate the most important features of the dark sun campaign setting 2 the world is savage life on athas is brutal and short bloodthirsty raiders greedy slavers and hordes of inhuman savages over run the deserts and wastelands the cities are little better each chokes in the grip of an ageless tyrant the institution of slavery is widespread on athas and many unfortunates spend their lives in chains toiling for brutal taskmasters every year hundreds of slaves perhaps thousands are sent to their deaths in bloody arena spectacles charity compassion kindness these qualities exist but they are rare and precious only a fool hopes for such riches 3 metal is scarce most arms and armor are made of bone stone wood and other such materials mail or plate armor exists only in the treasuries of the sorcerer-kings steel blades are almost priceless weapons that many heroes never see during their lifetimes 4 arcane magic defiles the world the reckless use of arcane magic during ancient wars reduced athas to a wasteland to cast an arcane spell one must gather power from the living world nearby plants wither to black ash crippling pain wracks animals and people and the soil is sterilized nothing can grow in that spot again it is possible to cast spells with care preserving the world and avoiding any more damage to it but defiling offers more power than preserving as a result sorcerers wizards and other wielders of arcane magic are reviled and persecuted across athas regardless ofwhether they preserve or defile only the most powerful spellcast ers can wield arcane might without fear of reprisal 1 the wori d is a desert athas is a hot arid planet covered with endless seas of dunes lifeless salt flats stony wastes rocky bad lands thorny scrublands and worse from the first moments of dawn the crimson sun beats down from an olive tinged sky temperatures routinely exceed 100 degrees f by midmorning and can reach 130 degrees or more by late afternoon the wind is like the blast of a furnace offering no relief from the oppressive heat dust and sand borne on the breeze coat everything with yellow-orange silt in this forbidding world cities and villages exist only in a few oases or verdant plains some places don t see rain for years at a time and even in fertile regions rain is little more than a humid mist that falls during a few weeks each year before giving introduction 5 sorcerer-kings rule the city-states terrible defilers of immense power rule all but one ofthe city-states these mighty spelicasters have held their thrones for centuries no one alive remembers
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a time before the sorcerer-kings some claim to be gods and some claim to serve gods some are brutal oppressors where others are more subtle in their tyr anny the sorcerer-kings govern through priesthoods or bureaucracies of greedy ambitious templars lesser defilers who can call upon the kings powers only in the city-state oftyr does a glimmer of freedom beckon and powerful forces already conspire to extinguish it the gods are silent long ago when the planet was green the brutal might of the primordials overcame the gods today athas is a world without deities there are no clerics no paladins and no prophets or religious orders old shrines and crumbling temples lie amid the ancient ruins testimony to a time when the gods spoke to the people ofathas nothing is heard now but the sighing of the desert wind in the absence of divine influence other powers have come to prominence in the world psionic power is well known and widely practiced on athas even unintelligent desert monsters can have deadly psionic abilities shamans and druids call upon the primal powers of the world which are often sculpted by the influence of elemental power 7 6 fierce monsters roam the world the desert planet has its own deadly ecology athas has no cattle swine or horses instead people tend flocks of erdlus ride on kanks or crodlus and draw wagons with mixes and mekillots wild creatures such as lions bears and wolves are nonexistent in their place are terrors such as the id fiend the baazrag and the tembo perhaps the harsh environment ofathas breeds creatures tough and vicious enough to survive it or maybe the touch of ancient sorcery poisoned the wellsprings of life and inflicted monster after monster on the dying world either way the deserts are peril ous and only a fool or a lunatic travels them alone z 0 i u d 0 i z about t1 e dari sun campaign setting the original idark sun campaign setting by troy denning and tim brown was published by tsr inc in 1991 for the 2nd edition idungeons dragons game strikingly illustrated by renowned fantasy artist gerald brom dark sun offered a compelling new vision for the dungeons dragons game one that broke free of the traditional medieval trappings of fantasy roleplaying troy denfling went on to write a five part novel series the prism pentad telling the story of the revolution in tyr and the downfall of the sorcerer-kings more than thirty game supplements adventures and boxed sets supported the setting along with novels short stories and articles in dragon magazine this new version of the dark sun campaign set ting returns to the days immediately after king kalak s overthrow when freedom glimmers weakly in a single city-state and ancient evils begin to stir once again you can still find 2nd edition dark sun game products online or in used bookstores but this new edition of the setting is a reimagining of the campaign world as its story begins people places and events described in older products might be different or absent in this edition likewise this edition of dark sun introduces many ele ments of dungeons dragons 4th edition for example new character races and classes that were not part of the 2nd edition setting 8 familiar races aren t what you expect typical fantasy stereotypes don t apply to athasian heroes in many dungeons dragons settings elves are wise benevolent forest dwellers who guard their homelands from intrusions of evil on athas elves are a nomadic race of herders raiders peddlers and thieves halflings aren t amiable riverfolk they re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests goliaths or half-giants as they are commonly known are brutal mercenaries who serve as elite guards and enforcers for the sorcerer kings and their templars in many city-states how to use this book for the dungeon master to run a dungeons dragons game in the world of dark sun you ll need the player s handbook ,dungeon master s guide and monster manual the dark sun campaign setting provides details on creating characters suitable for the deadly sands ofathas and introduces you to this savage and splendid world chapter 6 of this book addresses the dungeon master and provides specific tools for running a dark sun game the companion book the dark sun creature catalo8 contains mon sters monster themes hazards and statistics for the sorcerer-kings for players the dark sun setting isn t a place for the typical dwarf cleric halfling rogue or eladrin wizard in this setting the dwarf cleric might be a desert shaman or an empathic ardent the haifling is likely a feral stealthy killer and the human wizard probably disguises her speilcasting to avoid being murdered by a mob the first time she reveals her arcane powers this book expands the characterbuilding options in the player s handbook as well as in player s handbook 2 and player s handbook 3 helping you create athasian builds combinations themes and feel for your characters a savage world waits to challenge you can you survive the fury of the crimson sun introduction
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chapter 1 athas is an endless wasteland yet it has a majestic and stark beauty whenfirst light casts its emerald hues over the sea ofsilt or when sunset spreads its orangeflame over the mekillot mountains the world sferal beauty stirs the untamed heart in each ofus it is a call to take up spear and dagger toflee the cities to go and see what lurks out in the barrenness the wanderer s journal sand rock sun burning heat these are the only properties that athas possesses in abundance every living creature in the world works constantly to obtain food and safeguard water hunters might go days without finding suitable prey and herders must drive their flocks from place to place to find good grazing water is scarce in the known regions ofathas and those who control life-giving wells or springs jealously guard access to such riches city dwellers enjoy more security than do nomads or villagers living in the deserts but it takes legions of workers most of them slaves toiling in the fields to support a city s population great and terrible sorcerer-kings rule the city-states each a long-lived tyrant who crushes dissent rapacious nobles corrupt templars ruthless merchants and legions of brutal soldiers profit from or support the sorcerer-kings reigns while the common folk groan under unjust laws and harsh taxation slaves survive only as long as they can earn one more day s worth of food and water with their backbreaking toil for most people life is a choice between struggling to survive in the wasted wilderness or trading freedom for the relative safety of the oppressive city-states this is athas a world of cruelty and tyranny yet it is also a place of savage beauty and barbaric splendor a world of heroes this chapter begins to explore the ways ofathas and its heroes it includes the following sections 4 heroes of athas a discussion of the bold or fierce heroes who roam this pitiless world 4 athasian civilization an overview of culture politics and trade on athas 4 secrets of power a look at history magic and other matters known only to the learned i c chapter 1 the world of athas
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j 1 heroes of athas better to die with a spear in your hands than to live with shackles around your wrists elven adage in any world heroes are those who have the power to make a difference the opportunity to act and the motivation to challenge evil athas is no different fearless desert wanderers seek their fortunes in the decadent city-states trusting to their quick wits and quicker reflexes wily dune traders and proud nobles venture into monster-haunted ruins to plunder the treasures of the ancient world clever wizards study forbidden arts hoping to master the magic needed to survive and ambitious templars scheme for power when you begin your journey beneath the crim son sun you might be a mul fighter whose flashing sword wins her fame and fortune as a gladiator in the arena an elf rogue whose crooked dealings in the elven market allow him to spy for the veiled alliance a thri-kreen ranger from the western hinterlands fascinated by the debauched ways of the city dwellers or a human warlord who battles against slavers and fights to survive in the desert wastes these heroes represent only a handful of the stories you can tell with the races classes themes and back grounds of the dark sun campaign setting regardless of your race and class you face the same basic questions as do all heroes ofathas do you fight to survive the world to plunder it or to better it in a place of brutal oppression and cruel savagery what makes you a hero athasian minstrel each noble house is sur rounded by an entourage of entertainers and companions for hire athasian minstrels might be dancers poets musicians artists or tutors retained by the wealthy and powerful or they might be performers from roving troupes hired for special occasions minstrels also double as spies assassins and agents concealing daggers beneath fluttering silk or honeyed words character creat1 1 heroic themes whether prowess is measured by sheer physical prowess by mastery of the mind or by command of the arcane arts many inhabitants ofathas have the potential to be heroes mercenaries assassins desert raiders escaped slaves seraglio spies seers hermits and more the call to adventure draws athasians to meet their destinies in the deserts or cities of the world very few altruists live beneath the crimson sun however so what motivates you to make your stand are you a calculating sellsword who fights only in exchange for a suitable reward are you driven by a thirst for vengeance or the search for a loved one taken by slavers do you seek to make a name for yourself as the most fearsome warrior in the wastes or to revel in gathering loot or are you that rarest and perhaps most naïve of creatures a hero who fights to make the world a better place heroes need both the freedom to act and the desire to make a difference in the world although a myriad of motivational possibilities exist the follow ing ten heroic themes provide a good starting place for more on these heroic themes see chapter 3 chapter 1 the world of athas creatingo dark sun character is a lot like creating a char acter foi any other dungeons idragons game below are the steps ~given on page 14 of the players handbook detailing the additional elements that pertain to a idari sun game the dungeon master has some decisions to make about optional rules as well e 1 ehoose race in a~dd~tion to your usual choices~see ~hapter 2 for two ~ew races and discussions of ãltered roles4for existing razes ~2 ch9ose class chapter 4~presents rul~s on ~1efiling and preserving for all arcar~e characters k~bks at p~ioni wilditalents and o~ers ne~w.ibui!doptipns~foØebattle mind fighter shaman and warloçk if yo&re thinking ahead to your character s~ft tu~e~you might consider a racial paragon path chapterr2 or themed paragon path chapter 3 chapter 4 preseicts five new epic destinies as well dm determine if you want to allow the optional ruleforwildtalents 2a choose theme every character can choose a dark sun-flavored theme to complement his or her class see heroic themes below and chapter 3 for more 3 determine ability scores as usual 4 choose skills as usual thisis also a good time to take a look at backgrounds see the racial backgrounds in chapter 2 and the regional backgrounds in chapter 5 since they can influence your trained skill selection 5 select feats see chapter 4 for additional options many related to the new class builds and themes 6 choose powers the new build options chapter 4 include powers for the battlemind fighter shaman and warlock in addition your theme chapter 3 gives you access to powers you can choose in place of class powers 7 choose equipment chapter 4 describes new weapons equipment mounts vehicles and magic items common on athas dm determine if you wish to use the fixed enhancement bonus system see chapter 6 and let the players know since that will impact their equipment choices chapter 4 also offers optional rules for weapon breakage and heavy armor 8 fill in the numbers as usual 9 roleplaying character details as usual between your character s theme and backgrounds you probably have a pretty good idea of who your character is already .
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dune trader dune traders frequent the citystates and the wild lands following the ancient caravan routes the great merchant houses ofathas provide opportunities for ambitious and capable people to make their fortunes serving as a merce nary advisor or agent to a merchant house might provide a character with the ability to travel on his patron s behalf and live in comfort elemental priest in the absence of gods and divine magic many people of the deserts turn to primal magic elemental priests are no friends to the sorcerer-kings or templars but the residents of rural villages and nomadic tribes hold the priests in high regard some are shamans armed with potent heal ing abilities some are secret assassins and others are fierce warriors who fortify themselves with the spirits of the world s primal elements gladiator life on athas is cheap and the great city states are renowned for their bloodstained arenas gladiators are warriors who fight for gold glory or survival in the arena many are slaves trained from childhood to fight for the entertainment of the masses a prized gladiator often receives better treatment than the typical arena fodder and might enjoy considerable freedom despite his or her slave status some gladiators are free beings who choose to fight lured by the rich prizes and promise of glory noble adept naturally people of wealth and high station have more choices in life than others and noble adepts have access to the finest tutors in swordplay and psionics what they lack in practical experience in the deserts or arenas they make up for with years of leisure to master the martial psionic or magical arts free to follow the dictates of conscience or indulge their wanderlust noble adepts choose their own fates a rare luxury on athas primal guardian although elemental priests wield the powers of the desert sun sand fire and wind a few primal devotees cling to the powers of life that remain on athas these primal guardians wield the strength of forest and oasis against those who would bring further ruin to the dying world like devotees of the elements primal guardians oppose the sorcerer-kings and the minions of these tyrants and they command the fear and respect of the desert peoples templar templars practice arcane magic as agents of the sorcerer kings they maintain order in the city-states many templars use their positions to ruthlessly oppress the common people and they have their sorcerer king s sanction to use defiling magic at will however a few are a cut above their fellows they might be patriots loyal to their city above their king reformers who seek to correct oppressive practices or secret revolutionaries who desire to put an end to the tyranny ofthe despots in some cities templars serve as priests to sorcerer-kings who claim godhood even though athas has no real gods divine magic is unknown remembered only in tales of ancient days veiled alliance although many athasian heroes excel at physical combat or the mental arts magic is a rare talent arcane player characters often belong to the veiled alliance on athas arcane magic is perilous in the extreme used carelessly it defiles the surroundings destroying life and leaving barren zones where nothing can grow again as a result those who study the arcane arts are feared and per secuted the veiled alliance protects arcanists who choose the way of the preserver learning to cast spells with the care and sacrifice needed to spare the surroundings from the damage of arcane magic wasteland nomad gladiators aren t the only warriors on athas the people of the desert are perhaps the freest inhabitants ofathas the world is theirs to wander as they will as long as they have the strength and luck to avoid monsters bandits and sla vers wasteland nomads might be hunters scouts or wild raiders with no formal training but the athasian wasteland is a harsh teacher wanderers don t last long without some skill with spear or sword wilder psionic power is widespread on athas and many privileged nobles and commoners of excep tional ability receive formal training in the way the athasian term for the study of psionic disciplines wilders are those who lack formal instruction in psionics and master their powers on their own most come from the poorer classes in the city-states the outlying villages or the tribes of the desert it s not unusual for a skilled fighter or an agile rogue to have a potent self taught psionic power with which she can surprise careless enemies divine characters the gods who once influenced athas are long dead and nearly forgotten by the people of the world therefore heroes who draw on divine power are rare indeed you won t find temples or priests of your god you ll probably never meet another person who believes in any god still if you really want to play a divine character you and your dungeon master might be able to make it work here are some suggestions for how your character might know about divine magic and gain access to divine powers you have come to own a relic from an ancient age that grants you odd powers you re unsure of its origin or what the strange symbol emblazoned on the relic s surface represents you are a descendant of a long-forgotten demigod whose lineage has survived across the centuries you draw divine power from your holy blood disguising it as psionic or primal magic to keep your secret safe wandering in the wastes lost and dehydrated you collapsed and heard a voice that promised to save you in exchange for your devotion you awoke in a tribal camp parched and burned but alive you can t be sure exactly what saved your life but you do your best to hold to the bargain you made chapter 1 the world of athas
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adventures on athas athas is a world ripe with possibilities for adventure countless ruins litter the deserts and badlands each mute testimony to a different world that is lost in the past abandoned cities lie half buried in sand or brood beneath barren rocky hills crumbling castles perch atop windswept heights or guard old passes that now lead nowhere magnificent palaces and ominous towers dot the wastelands each the former retreat of a great noble or mighty archmage whose name and realm are long forgotten farmhouses and villages lie in the middle of stony wastes with nothing more than a few bits of masonry or a lonely fragment of a wall to mark the spot where people once lived many ruins have been cleaned out over the centuries but others conceal hoards of ancient treasure or valuable debris such as tools and weapons of metal in addition it s not uncommon for extensive caves and vaults to run beneath the sandy streets of ruined cities and towns since ruins offer shelter from the sun and might have old wells or cisterns that still reach water they are highly desirable lairs for desert raiders and dan gerous monsters however ruins that lack water and shelter aren t necessarily safe many such places are haunted by undead the hateful spirits of their long-vanished people zombies ghouls specters and worse might be found in the wreckage if the idea of risking life and limb in monsterinfested ruins doesn t appeal to a hero athas holds plenty of other perils simply surviving in the harsh wilderness poses its own challenges the tyr region j the part of the world that includes all of civilized athas is plagued by brutal raiders greedy slavers bloodthirsty savages and roaming packs of gnolls and thri-kreen that won t hesitate to eat anyone they come across a hero might take up arms against these predatory bands to protect a location or its people of course most athasian heroes are pragmatic and want to be paid for their efforts a mercenary might be hired to protect a caravan passing through the territory of dangerous bandits or commissioned by a merchant house to find and punish a band of raiders who plundered a house outpost heroes who don t care to serve as someone else s muscle can try to establish their own venture by taking on a route or a trade that others consider too dangerous the city states ofathas are little safer than the ruins or the countryside each groans under the oppressive rule of a despotic sorcerer king and his or her tem plars nobles jockey for influence scheme against their rivals and amass treasures merchant houses engage in silent trade wars in the markets and alleyways con flicts that can include poisonings and assassinations a hero might battle for fame and fortune in an arena or try to survive being sentenced to fight serve as a hired blade in a noble intrigue or a merchant feud or break into a templar treasury a character could explore forgotten undercities where the sorcerer kings buried chapter 1 the world of athas 10
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secrets centuries ago or seek a higher station by taking on missions useful to the tyrants whether a hero serves his or her own ambitions or hopes to one day strike a blow for freedom is up to you adversaries heroes are measured by the foes they confront the lands ofathas are overrun with desert predators vicious tribes inimical rulers and people devoted to serving the causes of oppression and tyranny raiders and savages in most of the world civilization hangs by a thread the city-states are reasonably secure but within one or two days travel lies a wilderness stalked by hungry monsters and threatened by vicious raiders and say ages marauding giants plunder the shores of the sea of silt hordes of gith gnolls tareks and thri kreen roam the barrens searching for villages or outposts to assault monstrous humanoids aren t the only raid ers to threaten the desert people many of the worst aggressors are motley assortments of humanoids united only by their desire for easy prey the battle to defend civilization s borders against the reavers of the wastelands never ends and with each passing year civilization loses a little more ground and yuan-ti lurk in old palaces or strongholds far from the city-states weaving dark spells that threaten anyone nearby in caverns beneath the desert sands the wormlike psurlons use their mind powers to dominate humans and kindred races in the absence of gods athas has become a place where elemental powers hold sway the world is just as hostile to elementals as it is to the mortal races but creatures such as archons salamanders and drakes haunt the vast deserts ringing the tyr region twisted z beasts suffused with the elemental power of the desert roam unchecked working their capricious will on the shape of the world desperate causes athas is a callous world in which many would be heroes are motivated by self interest and personal ambition however a few of the best rise above such attitudes and come to champion great causes first and foremost is the veiled alliance in cities and villages throughout athas a secret society of arcane speilcasters and a few others who share their interests practices the forbidden arts the veiled alli ance rejects defiling and all arcanists in the group are preservers they avoid the quick and easy route to power learning to cast spells with care and personal sacrifice to spare the world around them from the damage of arcane magic the veiled alliance opposes defilers everywhere in particular the sorcerer kings and their templars alliance members work against the oppression of the regimes and safeguard knowl edge that the tyrants agents try to eliminate or bury in templars vaults another cause to which heroes might rally is that of supporting a benevolent patron or an ethical mer chant house this objective might lack the grandeur of fighting sorcery and oppression but it remains a worthy goal some of the powerful entities on athas are more benign than others and heroes might help an idealistic noble reform a city s power structure or assist a trading house against its unscrupulous rivals the end of slavery is another cause worth the battle more than a few heroes join the struggle against slavers when someone dear to them is kid napped or pressed into service or for that matter when the heroes themselves are enslaved in the city states slave traders are protected by their wealth and the patronage of the sorcerer kings but slave tribes and vengeful freelancers strike at slaver outposts and caravans in the desert wilds last but not least heroes can strive to understand the injuries done to athas and heal the dying world over many centuries the true history of athas has been buried by the tyrants and their allies one could hardly find a more noble cause than piecing together the long lost truth and searching for a way to slow or stop the desiccation of the world chapter 1 the world of athas oppressors each sorcerer-king is an evil tyrant who wields awe somely powerful defiling magic scores sometimes hundreds of templars serve each ruler most templars are ambitious corrupt and cruel they exact brutal taxation from the city folk ferret out forbidden prac tices such as reading or studying arcane magic and stamp out sparks of rebellion battling a sorcerer king s regime means fighting soldiers elite guards monsters and the occasional spy or informant all under the command of ruthless templars out to prove their loyalty to their master within a city-state s walls heroes who openly chal lenge the king s templars will be overwhelmed to survive characters who strike down a templar must vanish into the populace quickly only the greatest heroes could face a sorcerer-king in person and hope to triumph even then they would have to contend with hundreds of elite bodyguards cadres of fanatically loyal templars and centuries worth of carefully prepared defenses sorcerer-kings give little thought to guarding themselves against dis loyal subjects trusting their templars to enforce civic order but they fear their fellow monarchs and protect themselves accordingly any defense that can foil the attacks of another sorcerer-king can block those from lesser mortals as well ancient horrors the distant corners ofathas harbor many dark secrets including inhuman monsters worse than any murderous raider or cruel templar shadow giants
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~j i~j athas1an civilization development and progress in the known lands of athas rely heavily on the presence of water and food most oases can support no more than a few hundred permanent residents but in a handful of verdant areas or very large oases bigger settlements can grow such is the case with the seven cities that still stand the great city-states of tyr balic draj guig nibenay raam and urik as well as others that have fallen into ruin reliable water supplies and wide tracts of arable land provide or once provided for a large population without water life is a hardscrabble existence that requires moving from location to loca tion in search of limited resources barbarity is all too common in the wastes a stranger is likely to be an enemy willing to take what he or she needs at weapon s edge nothing more than to be defended fed and sheltered the sorcerer-kings fiercely protect the secrets of arcane magic and brook no rival mages in their cities templars directly under the authority of the sorcerer king are the templars priests officials and disciples loyal to their ruler although a sorcerer-king can be expected to defend and nurture his or her city the templars manage its day-to-day necessities from law enforce ment to religious services some templars wield magical power granted to them by their monarch but even if they lack such might all templars enforce the will of the sorcerer-king they can punish law breakers dismiss complaints against favored citizens detain and abuse those they wish to harass and seize materials for the good of the state they are hated and feared by commoners and in any given city-state the templar organization is rife with corruption and per fidy the sorcerer king seldom intervenes in templars affairs no matter how crooked they might be nobles the aristocrats ofathasian society usually control farmland and water through hereditary titles that the sorcerer-king granted to their ancestors long ago they are expected to maintain their holdings and to have private military forces ready to maintain order and repel invasion when necessary most noble houses keep large stables of slaves as laborers sol diers and gladiators competition among the nobles as well as between nobles and templars is fierce in some cities the heads of the noble houses form a council that advises the sorcerer king at any time the monarch can call upon the resources living and otherwise at a noble s disposal merchants athasian merchants as a group include merchant dynasties tribal merchants and independent mer chants or free citizens discussed below merchant dynasties or houses as they re often called are a class of free folk who maintain empori ums resource-gathering outposts and trade routes in the city-states and across the hostile wastes they are citizens of no city and exist outside the normal power structure although their wealth and influence rivals that of the most prominent nobles each mer chant house is a family or an alliance of dealers with its own small army of guards and slaves that keeps goods flowing from one region to another intrepid dune traders and larger caravans carry merchandise from place to place merchant dynasties operate large emporiums in various city-states and pay taxes to the social order withinthe walls of a city-state every person has a specific place in the social order sorcerer-kings rule supported by nobles and templars the priests and warriors of the monarchs merchants and craftsfolk as well as warriors in their employ enjoy positions slightly higher than those of beggars farmers herd ers and laborers slaves toil in the lowest level of society giving their lives in forced labor gladiatorial spectacles or outright sacrifice on the other hand those who dwell in villages or nomadic tribes in the wilderness value freedom and competence and they believe perhaps rightly that city residents lack both of course the most inde pendent tribes still have leaders and members with more wealth or status than others liberty comes at a high price however since the wastelands ofathas are treacherous even for the well prepared sorcerer-kings the sorcerer-kings at the center of urban life are sovereigns who rose to power long ago through unchecked arcane might in all remaining city-states except tyr the monarch has ruled for generations each sorcerer-king is a formidable defiler and employs magic to prolong his or her life to near immortality in some cities most notably draj and guig the people view the sorcerer-king as a divine being worship of and obedience to the ruler is usu ally mandatory with templars tasked to enforce this state religion within his or her city each sorcerer king has absolute authority most reside in fortified palaces teeming with minor officials and intimidating sentries and they rarely emerge without grand entou rages and marching files of watchful guards in the face of the king s power common citizens can ask for ~chapter 1 the world of athas 12 4,
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sorcerer-kings in return for this privilege even the most rapacious templars avoid harassing members of merchant houses without good cause doing so would risk not only the templars personal buying power but also the welfare of the city state tribal merchants operate in a commercial manner similar to that of a merchant house many elven tribes are merchants of this type some forge alliances with merchant houses whereas others compete with the great dynasties unlike merchant houses mercantile tribes rarely establish headquarters and outposts instead they travel as an eternal caravan gathering and selling wares all over the region the bazaars of merchant tribes especially those run by elves are good sources of illegal or exotic items and experiences such marketplaces are also reputed to be shady in other ways selling shoddy products running confidence schemes and commit ting outright robbery merchant tribesfolk try to avoid engaging in too much behavior that might invite the scrutiny of the templars when a settlement becomes too unfriendly to a particular tribe the tribe moves on and avoids that place for a few years slaves slaves make up a large portion of the urban popu lation some are born into slavery and others are tribal folk or villagers from distant lands who were seized by slavers and sold into captivity templars and nobles also have the power to condemn debtors and criminals to slavery although dangerous people are executed if enslaving them is considered too risky wealthy athasians keep slaves as a show of prosperity as well as a source of cheap labor most slaveholders have few moral qualms about the prac tice arguing that it is better to enslave others than to allow them to starve in freedom a slave s treatment depends on his usefulness and the affluence of his owner reliable and loyal slaves are likely to receive better treatment prosperous owners often see their slaves as disposable whereas poorer owners take better care of their slaves to look after their invest ment high-minded folk sometimes crusade to end slavery or at least guarantee standards of decent treatment but callous brutality toward slaves is com monplace in many areas ofathas a slave s life is regarded as belonging to the owner who can dispose of it as desired each slave is afforded a place according to his or her talents most are farmers laborers or servants those with fighting skills end up as soldiers or gladi ators the best soldier slaves are trained as such from birth a few slaves have talents that earn them spots as artists or entertainers in a household skilled slaves can enjoy comfortable lives but they are always at risk of falling out of favor few slaves earn lasting freedom free citizens city dwellers who aren t templars nobles affiliated merchants or slaves are citizens independent mer chants and artisans make up the bulk of this class mercenaries minstrels monks priests masters of the psionic arts and adventurers or others who wield extraordinary powers make up the rest these people are free but only until a capricious templar or noble judges them guilty of a crime when that happens a free citizen becomes a slave however this fate usually befalls only the powerless citizens those who can defend themselves are rarely harassed by templars who do not wish to risk losing several soldiers just to acquire one slave villagers in the unforgiving desert villages exist only in locales that have valuable resources important trade cross roads or defensible positions a mining settlement a raiding tribe s base and a merchant trading post all are considered villages independent villages especially those built by escaped slaves or members of a particular race are chaotic colorful places they have strong or charismatic leaders and allow prac tices that are frowned upon in city-states such as the use of primal magic of course given the dangers of the wilderness any village can disappear or become abandoned overnight some villages are client settlements maintained by city-states merchant houses or nobles to provide resources such as minerals or food client villages vary in the level of governance and thereby the oppression and corruption imposed by the founders these places are more orderly than independent vil lages each has a capable governor a standing fighting force and spelicasters or psions who act as guards nomads any people who live a mobile existence can be con sidered nomads they survive by moving to wherever the resources are some nomadic tribes or bands are racially diverse and others are racially homogenous a few tribes enjoy the sponsorship of and provide services to a patron such as a city-state but most sur vive independently by herding hunting or raiding a single tribe might resort to all these methods survival on the move isn t easy some tribes especially those made up of raiders aren t shy about taking what they need from established locals and strangers slave tribes raid outlying city state holdings and caravans in a guerrilla war against their former oppressors and bandits prey on whomever they per ceive to be weak most other tribes those that consist of herders hunters merchants or scavengers are more likely to trade than to steal chapter 1 the world of athas
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like independent villages nomadic tribes usually have strong leaders who boast military or magical skill unless tradition forbids the use of magic most nomads tolerate it along with other practices that would get one killed within the borders of a city-state such as defying authority hermits outcast by choice or by decree a hermit lives alone in the wastes such a person usually settles in one place and survives on what the land offers his or her residence is hidden as is any source of water some hermits avoid contact with passing travelers but others welcome visitors who seem harmless or potentially helpful many hermits have forgotten the social graces and come off as endearingly strange but some are deranged or downright treacherous a few have real insight or power and among these are the hermits who have useful secrets to share if offered sufficient compensation matters of learning in the urban societies ofathas knowledge espe cially information about arcane magic is tightly controlled those who rule know that truth and enlightenment make the governed less likely to accept the status quo people who gain abilities that allow them to challenge or escape authority become threats to the stability of the system literacy in most city states the templars restrict reading and writing common citizens and slaves can be executed for being literate merchants can be educated enough to keep accounts although most are fully literate and seldom face repercussions nobles templars and other servants of the sorcerer-kings are allowed the privilege of reading and writing without fear some nobles teach these skills to their most valuable retain ers and slaves as well outside the oppressive city-states literacy is not constrained although few denizens ofthe wastes bother to learn to read and write the ability is more common in the wilds than in urban areas the skill becomes a problem only if one is caught and sold into slavery then literacy is best kept secret athasian player characters are assumed to be liter ate in the languages they speak unless they choose not to be a character s theme or background might explain how he or she learned to read and write literate characters who were not born into nobility probably should not reveal their skill to the templars languages athasian civilization is old and the common lan guage is nearly universal it came into being in ancient times before the peoples of the world divided into different races almost every natural creature capable of speech can speak at least a little common the table below shows languages known to exist on athas deep speech once served as a shared tongue among underdark races many of these races are no more but the gith the degenerate descendants of servants to the now-vanished illithid race still speak that language draconic is an artificial tongue devised to serve as the language of arcane magic the creator of the dragonborn race gave it to his children as their own at1-iasian coinage ceramic coins marked in various denominations are the most common form of money in civilized areas of athas each city state strikes its own coins sculpting glazing firing and treating them in specific ways to discourage forgery the typical ceramic coin or bit as it s sometimes called weighs approximately one-sixth of an ounce and is equivalent in value to a metal coin type copper bit silver bit or gold bit for convenience this book uses the standard dungeons dragons abbreviations of cp for copper piece sp for silver piece and gp for gold piece just remember that these denominations refer to ceramic not metal coins ceramic coins equivalent to platinum pieces are simply gold bits marked with a higher value and no one issues ceramic coins equivalent to astral diamonds talented criminals can make good profits counterfeiting ceramic coins but if they are caught the penalties are severe and usually affect the counterfeiter s entire family sorcerer-kings back their cities ceramic coins with royal wealth and carefully regulate the currency as a means of controlling the population in merchant empo riums travelers can exchange the coins of one city-state for those of another for a fee of 5 percent in practice few people bother swapping their currency since most merchants accept coins of any city though the templars might start cracking down on that custom metal coins exist on athas having been found in ancient treasure troves and circulated now and then very old coins attract unwanted attention unless the owner pays taxes to the right templars and nobles in addition merchant houses and minters who serve the sorcererkings strike small amounts of metal coins which have the normal value real coinage is a necessary guarantee against the possibility of a monarch abruptly devaluing the ceramic currency or banning the coins of an enemy city real coins are also useful for dune traders who deal with villagers or tribes in the wastes where ceramic coins are just pretty clay chips merchant houses prize metal coinage and exchange local ceramic currency for it at full value but city officials watch these transactions closely only merchant houses nobles or travelers who deal with such individuals can trade large amounts of ceramic coins for metal equivalents or vice versa without arousing suspicion chapter 1 the world of athas
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