Post by frobones on Aug 5, 2010 16:40:31 GMT -8
Hey guys, I decided to make a thread that summarizes the minor and major changes in the Dark Sun Campaign settings along with notes that describe important people and places. Feel free to use this as a discussion for various Dark Sun nuances.
Racial Nuances
World of Athas
Banned/Restricted Material
Some rituals are limited/controlled while others are just forbidden to use in the world of Athas as it would trivialize certain aspects of the campaign setting (pg. 116)
Game Mechanics
Surviving Athas (pg. 198)
To survive the blazing heat of Athas 1 of 3 things must be done:
Optional Rule: Weapon Breakage (pg. 122)
-5 penalty to Endurance checks resulting from heat while wearing heavy metal armor
Optional Rule: Random Wild Talent (pg. 81)
Roll a d10 to randomly determine a characters wild talent instead of choosing.
<!> - means DM rule exception feasible
Racial Nuances
- Dragonborn: created by the sorcer-king of Giustenal (pg. 24)
- Dwarf: mostly hairless/beardless (pg. 25)
- Eladrin: need an exceptional reason to venture in the mortal world of Athas from the Lands Within the Winds or to use Arcane Magic as their people abhor its use. (pg. 26)
- Elf: they are now a very nomadic people, othen becoming traders and herders. They are also charlatans, entertainers, thieves, and raiders. No longer are they the nature loving, tree hugging people we know and love. (pg. 26)
- Goliath (Half-Giant): its race was magically combined of human and giant stock by the sorcerer-kings to make powerful armies and guardians (pg. 27)
- Half-elf: More or less the same, outcast in both human and elven circles. (pg. 27)
- Halfling: A secluded and xenophobic people. Some tribes more savage than others, some partaking in the eating of other intelligent races while other prefer to conduct necessary trading with those outside their villages. (pg. 27)
- Human: it's humans, they are everywhere and do everything. (pg. 28)
- Tiefling: Same story, ancestors made a deal with the dark one and now they are paying the price. (pg. 29)
- Main races of Athas: Mul, Thri-Keen, Dragonborn (Dray), Dwarf, Eladrin, Elf, Goliath (Half-Giant), Half-Elf, Halfling, Human, Tieflings (pg. 30)
- Minor races: Genasi, Kalashtar, Minotaur (pg. 30)
- Unmentioned races: Shifter, Shardmind, Wilden, Warforged, Half-Orc, Drow, Shadar-kai, Revenant, MM races
- Obscurely mentioned races:
- Gith: mentioned on pg. 173 under Mount Narran, pg. 174 under Exploring the Road of Kings, and pg. 183 under Celik
- Changeling: Someone with the ability to change shape is mentioned in the sidebar on pg. 139, perhaps he is a Changeling
- Gnoll: mentioned on pg. 185 under Dragon Horns
- Gith: mentioned on pg. 173 under Mount Narran, pg. 174 under Exploring the Road of Kings, and pg. 183 under Celik
- Dead races: Devas, Gnomes, Kobolds, Ogres, Orcs, Kuo-toas, Sahuagin, and Trolls <!> (pg. 25, 196)
World of Athas
- No Divine power source <!> (pg. 9)
- The Feywild is refered to as the Lands Within the Wind (pg. 17)
- The Shadowfell is known as the Gray (pg. 17)
- The Astral Sea is empty, as the deities have retreated after their loss against the Primordials (pg. 17)
- Athas is very "close" to the Elemental Chaos, it has physical manefestations on the mortal realm (pg. 17)
- There is only one dragon, The Dragon of Tyr, who was originally a sorcerer-king who transformed himself into the terrible creature (pg. 208)
- Metal coins are rare. Ceramic coins are the Athasian replacement for currency. Each city-state mints its own ceramic coins, referred to as copper bits, silver bits, etc. Sorcerer-kings back their cities' ceramic coins with royal wealth. Coins can be exchanged from one city to another for a fee of 5 percent, but in practice few people bother swapping currency since most merchants accept coins of any city. Although rare, metal coins are valuable when dune traders deal with villagers or tribes in the wastes, as ceramic coins there are just pretty clay chips. (pg. 14)
Banned/Restricted Material
Some rituals are limited/controlled while others are just forbidden to use in the world of Athas as it would trivialize certain aspects of the campaign setting (pg. 116)
Game Mechanics
Surviving Athas (pg. 198)
To survive the blazing heat of Athas 1 of 3 things must be done:
- Spend at least part of the day in a city, villiage, outpost, or oasis
- Expend a survival day worth of supplies (this is a ration package that is normally worth 5 gp)
- Use the Nature skill to forage successfully
Optional Rule: Weapon Breakage (pg. 122)
- Fumbling Breakage: Rolling a natural 1 with a nonmetal weapon causes it to break
- Reckless Breakage: When you roll a natural 1, you can reroll the attack causing your weapon to break. Nonmetal weapons will then break, metal weapons break on a natural 5 or lower on the reroll.
-5 penalty to Endurance checks resulting from heat while wearing heavy metal armor
Optional Rule: Random Wild Talent (pg. 81)
Roll a d10 to randomly determine a characters wild talent instead of choosing.