• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

A5e 3rd Party Publisher!
Supporter
I think the Dragonlance topic of the same name is pretty great and I'd like to follow through a similar course with Dark Sun under the following precepts:

1) Narrative Elements will almost certainly change to adapt the setting toward more modern sensibilities. More female characters, LGBT inclusion, wider ethnic diversity, and some elements may be trimmed or re-framed to be less offensive. This isn't inherently a bad thing. But if you're down with it, what kind of changes would you want to see?

2) Dark Sun has a ton of Systems Changes. From Defiling to Psionics to Environmental Survival. How drastically would you want to see those systems altered, or perhaps do you have ideas on how they could be carried forward? Or do you think that such changes should even be -applied- to a modern table sensibility due to the preponderance of roll-playing as opposed to role-playing in modern game design?

3) Power Level. While it could be included in the Systems changes, Dark Sun's monsters were stronger, it's characters had higher stat generation methods, and magic items, or even good quality weapons and armor, were rare to make things even more challenging. Should that stylistic and mechanical gap remain in 5e, or should it be brought into a more "Modern Balance" spirit where any Athasian character is no stronger or weaker, by default, than any Faerunian one?

I'll go first.

Narrative Changes for Modern Sensibilities:
  • More Female Sorcerer-Kings.
    • On Athas there were only 3 female sorcerer-kings. Abalach-Re, Lalali-Puy, and Yarmuke. And Yarmuke was destroyed by Hamanu who also wiped her city from the world.
    • Thankfully, most of the Sorcerer-Kings gender is pretty irrelevant to who they are and what they accomplish. So making Oronis, Tectuktitlay, or even Andropinis (Who has the most masculine name of them all, Man-Penis) into Female Characters wouldn't actually change much of anything.
    • Could even have one of the Sorcerer-Kings be transgender. Nibenay presents a draconic form and largely hides from the public eye. It could be interesting if that draconic form were feminine.
  • LGBTQ+ loose organizations could be neat.
    • I don't mean big and broad-ranging LGBTQ Lobbyists. I'm talking about smaller organizations of protection. Athas is a harsh place and having trans characters know that, for example, a building with a painted Kank's Head on the front wall wall is a safe space could be interesting. It would also set Athas aside from other settings as one that is harsh, but not without it's mercies.
    • Similarly, an alliance of people with different sexualities creating a group-atmosphere of protection and solidarity might be nice in a cruel world. Like maybe no one cares if some courtier is slipping into silk-sheets with courtiers of similar genders, or whether gladiators are coupling in the barracks between matches, but there's still plenty of reason for abundant caution and escape plans and the like for when bigots -do- rear their ugly heads
    • Though it would also be kind of great to just have no societal stigmas tied to LGBTQ+ existence, of course.
  • Slavery is a tough call. But I think they could largely keep it.
    • 5e D&D tries to keep slavery in the hands of evil people. Which is why the Drow are totally willing to enslave you at the start of Out of the Abyss. The main thrust of slavery in modern fantasy is that it exists, it is evil, and only evil people enslave others.
    • Therefore having slavery as a thing in the setting would still work, but the players would be actively encouraged to fight and kill slavers when possible/reasonable, and free any slaves they find. Which is what good people should do in any setting.
  • Points of (Dim) Light?
    • Athas has always been a place with a handful of real "Towns" and a few villages scattered across the sands between them, often 2-3 days travel apart (On foot) and usually plagued by cannibal Elves, cannibal Thri-Kreen, and cannibal Halflings. Because, honestly, cannibalism is just super popular as a dining option on Athas.
    • This sort of physical structure lends itself well to a Points of Light campaign. And, honestly, making that the style du jour for Athas could fit really, -really-, well. So long as the lights are dim. So long as the safety is fleeting, the comfort expensive, and the danger swift to return.
  • Ethnic Variety
    • Honestly, Athas could do this fairly easily if the art department goes for it without any sort of backlash. I don't think there's much chance, at all, that people are going to complain if Tecuktitlay isn't white as snow, or Lalali-Puy doesn't have blonde hair and blue eyes. Honestly, ruddy and dark skin tones should -probably- be the default for the whole setting, with pale skin being a rarity even among the wealthy.
Systems Changes:
  • Arcane/Divine/Psionics as different.
    • 5e's "All magic is just magic" is just not good for Athas. Athas uses Defiling and Preserving as a powerful narrative element, and one that Clerics and Druids are incapable of doing because their power doesn't defile.
    • Athas would need to break the "Weave Narrative" to work. Different types of magic -need- to be different to interact with this core identity of the setting.
  • Psionics as Default
    • A Psionicist Class (I love KibblesTasty's) would be great. Especially one that takes cantrip-casting to heart and builds off of it.
    • Probably a Psionic-Warrior option or something similar as well. Likely as a Subclass of Fighter or maybe Ranger?
    • Maybe just a whole mess of Psionic Subclasses in general.
    • Definitely a ton of Wild Talents as Feats.
  • Defiling as Default
    • Preserving should be something you actively choose, rather than a default. And it should cost you.
    • Yes. This makes Wizards and Sorcerers (if they're even in the game!) weaker unless they defile. That's the point.
    • Playing a Wizard should be unattractive in the setting to keep the Arcane magic level low. Not impossible, so people can still play their Wizards... but less attractive.
  • Travel Mechanics
    • Traveling from place to place isn't hard, really. Pick a direction and go. Getting there -alive- is the trick.
    • Heat Mechanics, Environmental Hazards, Dangerous Monsters, and most importantly LIMITED RESOURCES.
    • Water isn't always available on Athas. And even when you -can- get some it's often dirty.
    • Some sort of mechanical structure that makes survival against the World into it's own unique danger layered on top of everything else would be spectacular.
Power Level
  • Stronger Characters. Harsher Challenges.
    • Athasian characters have been stronger than those of other settings, often with less magical power available. Previous editions handled this with higher attribute scores, which is also an option but consider replacing Magic Items with "Heroic Power"
    • To replace magic items, there should be a new "Internalized Power" system that allows characters to function as if they -have- magic items in many cases and situations, without actually having them.
    • Perhaps give people a number of "Heroic Power" slots equal to their Attunement availability and allow the player to gain these heroic powers through gameplay.
    • Belt of Giant Strength? Nah. Your strength score gets boosted 'cause you have "Mighty Thews" which gives you a +4 Strength Bonus (Max 22) or a +6 bonus (Max 24
  • Bigger Stats
    • Maybe give players their level 4 ASI at level 1? Or their level 8 at level 1 so they just don't get one of the two during leveling.
    • This would keep their overall power level similar while boosting them at low-level play before they can play into the "Heroic Power" system.
  • Wild Talent at level 1?
    • Wild Talents are an important part of Athasian culture. Not -everyone- has them, but enough people do that it's just considered normal.
    • Maybe give all players a single level 1 "Free Feat" which can be a Wild Talent or not, as they personally prefer.
  • Interesting Weapon and Armor Rules.
    • In addition to having some really cool and slightly freaky weapons, Athas also had rules relating to Bone, Stone, and Wooden weapons that probably should be updated.
    • Weapon Breakage was a common problem for Athasian Heroes who would often see their favorite Carrikal break off in the thick armored hide of a Braxat or crushed under the bulk of a rampaging Mellikot.
    • Armor/Shield Breakage was also an issue, but slightly (SLIGHTLY) less common. Maybe give players the ability to actively sacrifice shields and armor to negate a critical hit altogether, or something? Not sure.

What are your thoughts?
 

log in or register to remove this ad


log in or register to remove this ad

I don't like the psionics terms because they were all coined in the 1960s. They're a very modern viewpoint as magic-as-science and just... there are versions of D&D in which they're appropriate, but not "default D&D" and not Dark Sun.
Telekinesis, telepathy, and telæsthesia were all coined in the 1890s. Clairvoyance in the 1830s. Chirurgeon in the 1500s.

We think of these things as very modern because of the big cultural growth in the 1960s, but these kinds of things have been around for a very long time.
 

In my opinion though, those terms don't fit into the Dark Sun setting's culture though.

They (chirurgeon aside) are very reflective of a near-scientific, analytical, academic attitude to psionic powers. And I'd speculate that's where the real-life terms originated from, people trying to use the new(ish...) tools of science and rationality to examine claims of extraordinary abilities. An analogy would be how the term 'lion' is used for the animal in common discourse, but among scientific circles, since Cuvier and Linnean classification, the same creature would be 'Panthera leo' (or possibly even 'the mammalian placental carnivoran felid Panthera leo')

I can certainly envision the term 'telæsthesia' being used in a D&D setting. It'd be right at home in an obscure wing of the University of Il Aluk, or among private correspondence between the gentleman natural philosophers of Mordent and the Royal Society of Lamordia, then they're debating the nature and capabilities of the natives of Bluetspur. But in Dark Sun? Probably not, for my taste. It's a very different setting, and a very different feel (and there's no real equivalent in Athas to the higher educationary or academic settings that generate these scientific terms). Athasians are, in the most part, going to call a big tawny maned furred cat a 'lion'.
 

But in Dark Sun? Probably not, for my taste. It's a very different setting, and a very different feel (and there's no real equivalent in Athas to the higher educationary or academic settings that generate these scientific terms). Athasians are, in the most part, going to call a big tawny maned furred cat a 'lion'.
And then comment on the lack of armored plates and venom, suggesting that an animal so lacking in natural defenses must have been a house pet of the Ancients.
 

On High Magic: Disagree. I feel like it's more Sword and Sorcery. Yes, everyone has a Wild Talent (Or at least the option of one, in my suggestion), but that doesn't mean they'll -ever- see play. If I've got a 1d6 Psychic Damage mind-punch that works at 60ft range or a javelin that deals 1d8+strength and doesn't require a saving throw I'm gonna throw the javelin, you know? Especially when fighting Athasian monsters that often have some measure of psionic resistance.

It's the question in writing of Show don't Tell. By giving everyone wild talents you're telling them there's a ton of supernatural power in the story. But when they go unused you're not showing it. And by and large they don't get shown. Especially among the populace of NPCs that do not have Wild Talents. Players get them, but not NPCs.

Though also of note: It's always been at the DM's Discretion, rather than an automatic thing. Yeah, the boxed set says that all player characters get a Wild Talent, but refers you to the Complete Psionics Handbook to find out what Wild Talents are and how you get them. Lots of DMs said "Nah." because they didn't wanna buy a book and a box in the same month (Both came out in October) or decided to let people be Psionicists from the book (If they had it) but not have Wild Talents.
That's definitely the way they sold it, and a lot of people bought it. And many trappings of Sword & Sorcery are there - deserts, weird creatures, tyrannical overlords, scantily clad people who somehow never get sunburned, etc. I suppose you could say that the heart of S&D was there, but it doubled down on the Weird Fantasy angle. And maybe Sword & Sorcery isn't antithetical to powerful magic anyway.

Perhaps I came in late - every group I played with back in the mid-90s had at least one copy of the Complete Psionics Handbook, and when the revised DS boxed set came out it included psionics rules anyway. That is to say, the Dark Sun campaigns I played in and ran always included psionics - after all, according to the boxed sets, those rules were not optional in the setting.

It was cool, it was undeniably weird, it was awesome because of course our heroes had insanely powerful stuff like Disintegrate and, even more fun, Detonate, Dimension Door (a way cooler version than the magic spell, too!) - but almost all the monsters and villains did too.

But Dark Sun no more low-magic than the Forgotten Realms is, unless you either a) are very selective in your definition of "magic" or b) houserule your campaign to simply not use the rules as designed.
 

Just as an aside, there are already several folks who have done well-developed versions of a 5E Dark Sun world for those looking for a finished product they can run now. I won't link them here, as I'm not sure what ENWorld's policy on such matters are, but a quick search for them should find them pretty quickly.
 

Regarding psionic elementalism,

Every spell in D&D organizes well into psionic disciplines: Prescience, Mind, Shapeshift, Force, Element, and Necromancy.

For the Psion, I want the disciplines, Prescience, Mind, Shapeshift, and Force, but not the other two disciplines.

There are very many Element spells in D&D.

The bulk of the Element discipline divides well into:
• Air-Water
• Earth-Fire

These elemental combos remind of Magic The Gathering.



The Air Water elementalism is almost synonymous with weather magic, even when including water floods.

The Earth Fire tends to be actual fire damage along with moving earth. But the combination synergizes well with each other, as each of them alone is either a one hit wonder or less useful, but together are potent.

These elementalisms of Air-Water and Earth-Fire, tend to correspond well to nature spirits within animism. Compare the Jotnar as air, storm, frost, water, sea, and waterfall, juxtaposing cliff, land, and fire and soot.

An unusual feature of the Dark Sun setting is that elemental magic is a divine power source. But even among these Clerics that focus on the elements as sacred cosmic forces, it might be useful to divide them into Air-Water Clerics and Fire-Earth Clerics. It is fine if certain Air-Water spiritual communities focus mainly on Air or oppositely mainly on Water. But in terms of mechanics, the Domain spells and features have more breadth and choice when offering both Air-Water. Besides most spells thematically blend both as weather tropes. Similar, design Earth-Fire Clerics, even if some communities lean more toward one than the other. The Earth-Fire combo connotes well the burning planet of Athas.



For various structural reasons, I treat Plant as a kind of element: the Plant element. Its theme has a number of spells with distinctive flavor, but not enough spells to stand on its own as a specialization. Plant combines well with other disciplines. Especially the Air element coheres with the Plant element. And Plant is a natural participant within Air-Water elementalism. Plant can also combine with the Earth element, as rooting into the land, and perhaps with Fire with the theme of burning wood. Likewise the Plant element can combine with Shapeshift Beast to cover all "lifeforms".

The psionic magic that attunes the elements, Air-Water, Earth-Fire, and Plant, as well as Beast, is what "primal".

If the Druid uses the primal power source, it flavors well as a specific aspect of psionic.
 

In my opinion though, those terms don't fit into the Dark Sun setting's culture though.

They (chirurgeon aside) are very reflective of a near-scientific, analytical, academic attitude to psionic powers. And I'd speculate that's where the real-life terms originated from, people trying to use the new(ish...) tools of science and rationality to examine claims of extraordinary abilities. An analogy would be how the term 'lion' is used for the animal in common discourse, but among scientific circles, since Cuvier and Linnean classification, the same creature would be 'Panthera leo' (or possibly even 'the mammalian placental carnivoran felid Panthera leo')

I can certainly envision the term 'telæsthesia' being used in a D&D setting. It'd be right at home in an obscure wing of the University of Il Aluk, or among private correspondence between the gentleman natural philosophers of Mordent and the Royal Society of Lamordia, then they're debating the nature and capabilities of the natives of Bluetspur. But in Dark Sun? Probably not, for my taste. It's a very different setting, and a very different feel (and there's no real equivalent in Athas to the higher educationary or academic settings that generate these scientific terms). Athasians are, in the most part, going to call a big tawny maned furred cat a 'lion'.
The first portion of the Will and the Way from 2e:

Zeranna looked over the new class of students with an angry scowl. As the school's Master of Psychokinesis, she should have been exempt from such basic instructional duties. She enjoyed working with the advanced students who had selected Psionics on Athas her discipline as their own, but these children had not even been taught the most basic modes of concentration!
Spoiled young nobles and wealthy merchants, she thought to herself: Well, one must begin somewhere. And their parents' tuition kept the school open. "Good morning, students, she began. I am Master Zeranna. You will address me as such. Do any of you know why you are here today?"
The class fell silent. The children fidgeted under her gaze.
"You are here to learn how to harness the power of your mind through the Way, Zeranna continued. All creatures possess the Will, the potential for psionic power, but without schooling in the Way, they will never be able to use their hidden gifts. Some of you will listen and learn. Others of you will spend months here without comprehending a thing I say. The decision is up to you. Now, shall we begin?"


There's also this bit from page 4...

"There are schools of the Way in every city of Athas, and merchant houses and noble families often pay dearly to have their scions educated by the best. Rarely, the academies waive tuition for a promising student of the free classes."

Psionics are very old on Athas. Stretching back almost to the Blue Age. There was plenty of time (6,000 years) during the Green Age for formal scientific naming conventions to be created and handed down and that's just "What they are". The basis of psionic powers are "Disciplines and Sciences", after all.

Which is based on, much as I hate to say it... Robert E. Howard's work. In various Hyborian stories there's talk of "Strange Sciences" of the Elder Things. Like how the Valusian Serpentfolk used Strange Sciences to make monstrous animals with limited intelligence to serve them and eventually pissed the Gods themselves off with their Strange Sciences which is why the Dragons (Dinosaurs) were brought to the Earth as a punishment...

That said... there's a whole other layer: The example you use, Iion. Etymologically speaking it wasn't "Leo" for most of history. It was Leon to the Greeks. The Romans would use Leo for a singular noun but Leon- was a prefix form in Latin. And then the Norman-French made it Liun, and then Middle English made it Lion. Calling it any variation of "Leo" would be a pretty "Sciency" way to talk about it, sure... But Lion (or a variation of it) is the original word, not the other way around.

For Telekinesis there was no "Original Word" to sciency up by explicitly ignoring the common vernacular to use words from a dead language to describe the thing in question. There's no Old French or Middle English or Northern Germanic or Indo-European term for Telekinetic that we're ignoring because the concept didn't exist before the 1800s when the "Let's name everything in Latin 'cause it'll just stay dead" came into vogue.

It only sounds sciency because it's using that same dead language which we're mostly used to hearing only used for Sciency stuff in the modern day. Which influenced Athas's design, playing up the Howard angle with ancient science-cultures ruined by magic.
That's definitely the way they sold it, and a lot of people bought it. And many trappings of Sword & Sorcery are there - deserts, weird creatures, tyrannical overlords, scantily clad people who somehow never get sunburned, etc. I suppose you could say that the heart of S&D was there, but it doubled down on the Weird Fantasy angle. And maybe Sword & Sorcery isn't antithetical to powerful magic anyway.

Perhaps I came in late - every group I played with back in the mid-90s had at least one copy of the Complete Psionics Handbook, and when the revised DS boxed set came out it included psionics rules anyway. That is to say, the Dark Sun campaigns I played in and ran always included psionics - after all, according to the boxed sets, those rules were not optional in the setting.

It was cool, it was undeniably weird, it was awesome because of course our heroes had insanely powerful stuff like Disintegrate and, even more fun, Detonate, Dimension Door (a way cooler version than the magic spell, too!) - but almost all the monsters and villains did too.

But Dark Sun no more low-magic than the Forgotten Realms is, unless you either a) are very selective in your definition of "magic" or b) houserule your campaign to simply not use the rules as designed.
I wouldn't say you have to be "Very" selective since Psionics, from the start, were explicitly separated from magic narratively, and magic still existed in the setting, and that magic was used by the big bads who were destroying the world that you could never hope to actually defeat without massive external help.

The setting also has the core motifs of Sword and Sorcery beyond the trappings. Smaller-Scale victories in a dark world with inch by inch progress, Existentialism, Nihilistic choices, Sorcery itself being inherently evil and corruptive making it unsuitable for use by all but the most incorruptible people dedicated to a higher cause, and a general recognition that humans are small in relation to the great dangers around them, with lives no more meaningful than a grain sand rolling across a Dune. (Never mind the fact that enough grains of sand rolling down means the dune itself is gone, because the grain of sand itself doesn't get to see that day)

And you're 100% right that it -absolutely- doubles down on the Weird Fantasy angle. With crashed alien spaceships, an undead dragon-king, one entire realm getting yoinked into Ravenloft, not to mention core artwork by the artist who envisoned the setting showing an elf with buzzsaw blades mounted on a weapon, a bicycle gear necklace, and a grenade hanging from his belt...

brom_grave_expectation.jpg

Because while Howard wrote about Pre-Historical Swords and Sorcery, Athas was always meant to go for a Fantasy-World-Future postapocalyptica based in some part on both the movie Wizards (1977) and Mad Max (1981, 1985) with a heaping helping of Conan (1982, 1984) and Red Sonya (1985)

Because we are nothing if not a product of the society (and thus media) that we are raised in.

As to the "Psionics was core"... yeah. It was. But when I was 9 and the setting and the book came out I had to pick one or the other 'cause I didn't have the saved up allowance and birthday money for both...
 

Regarding psionic elementalism,

Every spell in D&D organizes well into psionic disciplines: Prescience, Mind, Shapeshift, Force, Element, and Necromancy.

For the Psion, I want the disciplines, Prescience, Mind, Shapeshift, and Force, but not the other two disciplines.

There are very many Element spells in D&D.

The bulk of the Element discipline divides well into:
• Air-Water
• Earth-Fire

These elemental combos remind of Magic The Gathering.



The Air Water elementalism is almost synonymous with weather magic, even when including water floods.

The Earth Fire tends to be actual fire damage along with moving earth. But the combination synergizes well with each other, as each of them alone is either a one hit wonder or less useful, but together are potent.

These elementalisms of Air-Water and Earth-Fire, tend to correspond well to nature spirits within animism. Compare the Jotnar as air, storm, frost, water, sea, and waterfall, juxtaposing cliff, land, and fire and soot.

An unusual feature of the Dark Sun setting is that elemental magic is a divine power source. But even among these Clerics that focus on the elements as sacred cosmic forces, it might be useful to divide them into Air-Water Clerics and Fire-Earth Clerics. It is fine if certain Air-Water spiritual communities focus mainly on Air or oppositely mainly on Water. But in terms of mechanics, the Domain spells and features have more breadth and choice when offering both Air-Water. Besides most spells thematically blend both as weather tropes. Similar, design Earth-Fire Clerics, even if some communities lean more toward one than the other. The Earth-Fire combo connotes well the burning planet of Athas.



For various structural reasons, I treat Plant as a kind of element: the Plant element. Its theme has a number of spells with distinctive flavor, but not enough spells to stand on its own as a specialization. Plant combines well with other disciplines. Especially the Air element coheres with the Plant element. And Plant is a natural participant within Air-Water elementalism. Plant can also combine with the Earth element, as rooting into the land, and perhaps with Fire with the theme of burning wood. Likewise the Plant element can combine with Shapeshift Beast to cover all "lifeforms".

The psionic magic that attunes the elements, Air-Water, Earth-Fire, and Plant, as well as Beast, is what "primal".

If the Druid uses the primal power source, it flavors well as a specific aspect of psionic.
I would avoid conventional necromancy as the wizard has that down well.
I like the two in one dualism you suggest but how much more options can we get? light and shadow always is a good pair.
I just want all psionic elementalism in one subclass to both simplicity and to avoid cluttering up the other sub class concepts with it.
has soul ever been done as a sub class thing for any class?
The first portion of the Will and the Way from 2e:

Zeranna looked over the new class of students with an angry scowl. As the school's Master of Psychokinesis, she should have been exempt from such basic instructional duties. She enjoyed working with the advanced students who had selected Psionics on Athas her discipline as their own, but these children had not even been taught the most basic modes of concentration!
Spoiled young nobles and wealthy merchants, she thought to herself: Well, one must begin somewhere. And their parents' tuition kept the school open. "Good morning, students, she began. I am Master Zeranna. You will address me as such. Do any of you know why you are here today?"
The class fell silent. The children fidgeted under her gaze.
"You are here to learn how to harness the power of your mind through the Way, Zeranna continued. All creatures possess the Will, the potential for psionic power, but without schooling in the Way, they will never be able to use their hidden gifts. Some of you will listen and learn. Others of you will spend months here without comprehending a thing I say. The decision is up to you. Now, shall we begin?"


There's also this bit from page 4...

"There are schools of the Way in every city of Athas, and merchant houses and noble families often pay dearly to have their scions educated by the best. Rarely, the academies waive tuition for a promising student of the free classes."

Psionics are very old on Athas. Stretching back almost to the Blue Age. There was plenty of time (6,000 years) during the Green Age for formal scientific naming conventions to be created and handed down and that's just "What they are". The basis of psionic powers are "Disciplines and Sciences", after all.

Which is based on, much as I hate to say it... Robert E. Howard's work. In various Hyborian stories there's talk of "Strange Sciences" of the Elder Things. Like how the Valusian Serpentfolk used Strange Sciences to make monstrous animals with limited intelligence to serve them and eventually pissed the Gods themselves off with their Strange Sciences which is why the Dragons (Dinosaurs) were brought to the Earth as a punishment...

That said... there's a whole other layer: The example you use, Iion. Etymologically speaking it wasn't "Leo" for most of history. It was Leon to the Greeks. The Romans would use Leo for a singular noun but Leon- was a prefix form in Latin. And then the Norman-French made it Liun, and then Middle English made it Lion. Calling it any variation of "Leo" would be a pretty "Sciency" way to talk about it, sure... But Lion (or a variation of it) is the original word, not the other way around.

For Telekinesis there was no "Original Word" to sciency up by explicitly ignoring the common vernacular to use words from a dead language to describe the thing in question. There's no Old French or Middle English or Northern Germanic or Indo-European term for Telekinetic that we're ignoring because the concept didn't exist before the 1800s when the "Let's name everything in Latin 'cause it'll just stay dead" came into vogue.

It only sounds sciency because it's using that same dead language which we're mostly used to hearing only used for Sciency stuff in the modern day. Which influenced Athas's design, playing up the Howard angle with ancient science-cultures ruined by magic.

I wouldn't say you have to be "Very" selective since Psionics, from the start, were explicitly separated from magic narratively, and magic still existed in the setting, and that magic was used by the big bads who were destroying the world that you could never hope to actually defeat without massive external help.

The setting also has the core motifs of Sword and Sorcery beyond the trappings. Smaller-Scale victories in a dark world with inch by inch progress, Existentialism, Nihilistic choices, Sorcery itself being inherently evil and corruptive making it unsuitable for use by all but the most incorruptible people dedicated to a higher cause, and a general recognition that humans are small in relation to the great dangers around them, with lives no more meaningful than a grain sand rolling across a Dune. (Never mind the fact that enough grains of sand rolling down means the dune itself is gone, because the grain of sand itself doesn't get to see that day)

And you're 100% right that it -absolutely- doubles down on the Weird Fantasy angle. With crashed alien spaceships, an undead dragon-king, one entire realm getting yoinked into Ravenloft, not to mention core artwork by the artist who envisoned the setting showing an elf with buzzsaw blades mounted on a weapon, a bicycle gear necklace, and a grenade hanging from his belt...

brom_grave_expectation.jpg

Because while Howard wrote about Pre-Historical Swords and Sorcery, Athas was always meant to go for a Fantasy-World-Future postapocalyptica based in some part on both the movie Wizards (1977) and Mad Max (1981, 1985) with a heaping helping of Conan (1982, 1984) and Red Sonya (1985)

Because we are nothing if not a product of the society (and thus media) that we are raised in.

As to the "Psionics was core"... yeah. It was. But when I was 9 and the setting and the book came out I had to pick one or the other 'cause I didn't have the saved up allowance and birthday money for both...
I would prefer a more commoner sounding word for it still Latin always brings to mind acidemia and it sounds odd when a drunk illiterate bandit say it.
 

I would avoid conventional necromancy as the wizard has that down well.
I like the two in one dualism you suggest but how much more options can we get? light and shadow always is a good pair.
I just want all psionic elementalism in one subclass to both simplicity and to avoid cluttering up the other sub class concepts with it.
has soul ever been done as a sub class thing for any class?
If doing psionic elementalism, I would rather see the Druid or the Sorcerer do it. Not the Psion.

Perhaps, there can even be psionic elementalist archetype (subclass) that both the Druid and the Sorcerer can take. The archetype makes the Druid and Sorcerer features psionic.

The psionic elementalism can go by the name of primal. But if shamanistic animism itself comes to be understood as psionic, even better.

Can people handle a psionic Druid? A primal Druid sounds more familiar, even if primal is psionic.
 

Into the Woods

Remove ads

Top