Wizards of the Coast: For those players who may never have played Dark Sun in its earlier inception, can you give us a rundown of this world? How would you describe Dark Sun encapsulated, and what sets it uniquely apart from other settings?
James Wyatt:Dark Sun is a sort of post-apocalyptic fantasy, a world that’s been blasted and ravaged by out-of-control magic. The arcane magic of the world draws its power from the life force of things around it, and if it’s not wielded carefully, it can transform nearby plant life into ash and drain other living creatures of their vitality. That’s why the world is a desert, its civilizations concentrated in a handful of city-states ruled by evil sorcerer-kings and its wilderness haunted by marauding nomadic bands.
The gods of the setting are absent or dead, replaced by elemental spirits tied to the ancient primordials. Shamans and other primal characters draw on the forces of sun, sand, wind, and precious rain. Wizards practice their magic in secret or openly serve the sorcerer-kings. And psionic power is more common than on other worlds -- which is handy, since this setting will come out a few months after Player’s Handbook 3, which introduces the psionic power source.