D&D General Dark Sun as a Hopepunk Setting

Alright, so I've spent the past few weeks designing on my own spiritual successor, with an eye towards whatever the eventual 2024/25 OGL/CC License is going to look like, rather than basing it off A5e. So, with all due deference to @Steampunkette, here is my own take on the concept:

Beneath the Bleeding Sun

Introducing Dasca​

Light glares down from the two suns, hanging high in the sky above the world of Dasca, sweltering. Twin shadows move across the desert, chasing people and beasts, clinging for survival in a world without mercy. Sra rises and sets with perfect predictability, marking the cycle of the day, for those whom time still matters. But it is the bleeding sun, the Great Sin, that chases the night erratically across the sky, wilting plants, burning flesh, and turning the seas to silt. The night, when it does come, is even more deadly than life under both suns, with temperatures dropping well below freezing and monsters beyond imagination prowling in the darkness.

And we deserve every agonizing minute of it.

The eight Magi, the greatest heroes of a past age, promised to free us from the yoke of our oppressive and uncaring gods. We followed them, and they delivered on that promise. Little did we know the cost. When the last living god, Vita, drew her last breath, the Great Sin rose in the sky to punish us for our misdeeds. What’s worse, the magic the Magi claimed would break our chains was powered by the very lifeblood of our planet. The spells they weaved to end the reign of the gods ravaged the land and its inhabitants, killing thousands in instants. When the smoke cleared, we had traded one group of tyrants for another.

The seven surviving Magi became the Veneficus, immortal rulers over the few city-states that survived the cataclysm. They grew paranoid, breaking ties with one another and jealously guarding the secrets to their power. Heralds patrol the streets, priests who've traded their souls to the Veneficus for a fraction of that power, serve their masters by rooting out dissenters and would-be magical practitioners.

Yet there is one thing that the paranoid Veneficus, the cruel Heralds, and even the deadly Great Sin have all proven incapable of completely eradicating from the face of Dasca: hope.

A small spark of hope has been struck in the darkest corners of Dasca’s scattered communities and city-states. Hidden in depths, away from the watchful eyes of the Heralds, leagues of spellweavers have discovered a new way of channeling magic while sustaining the planet’s lifeforce. Rumors abound of oases and groves deep in the desert, tended to by the last of the primal caretakers. And a new source of power has been slowly unlocked across Dasca; drawn not from the planet, nor the Veneficus, nor even the dead gods, but rather, from the strength of one’s own will.

And those small sparks grew into a raging fire in the city-state of Bastar, and what was once the seven Veneficus has now become the six. The Tyrant Kletian’s death has sent shockwaves through the world; proving that the Veneficus, once thought invincible, are anything but. Some even swear that on that day, the bleeding sun grew just a little dimmer. In the wake of that momentous event, Bastar has become the first Free City of Dasca since before the Age of the Gods. One can expect the vengeance of the Veneficus to be swift indeed.

This is the world of Dasca that we have inherited. A dying world; a world on the brink of ruin; mad, power-hungry tyrants fighting to rule over the ashes; a hopeless world… no longer. The planet and its people are not a lost cause. The Veneficus are vulnerable. They can be overthrown. They can be replaced.

Just like the Gods were, at the turning of the age. Is a new age eminent, and what fate will it have in store for us?


Overview​

Beneath the Bleeding Sun is a tabletop role-playing game based off of the 2024 version of the rules of the 5th edition of the world’s most popular role-playing game. It is a standalone game that can be played with merely this book. While it is largely mechanically compatible with other games and rulesets built upon these same foundations, you may find some tonal incompatibility with adding material from these other sources.

Here are the ten things you need to know about role-playing in the world of Dasca:

1: Survival is hard. Water and food are difficult to source, outside the auspices of the tyrannical Veneficus. In many ways, shelter is even harder to obtain. Any shelter must be capable of protecting from both the harsh heat of the twin suns as well as the freezing cold of the occasional night. Survival is one of many challenges that player characters will face in Dasca, and it is not a challenge to take lightly.

2: One resource that is scarce and increasingly in fewer and fewer hands is steel. Really, metal of all kinds is hard to find and incredibly valuable. Tanned hide and worked leather; sharpened bone and the re-shaped chitin of giant desert insects; stone and clay; these are the materials most crafters have to work with.

3: Most of the known world is under the control of the Veneficus, six seemingly immortal, extremely powerful magi, who wield their power and influence to lord over what they see as their own world to inherit. They are cruel and capricious, and see the people clinging to their city-states as parasites, useful only for what value can be extracted from them, provided only the bare necessities for survival, as long as they continue to be useful. Fortunately for most people, the Veneficus care little for small details or individual people they see as far beneath them.

4: Instead, most Veneficus concentrate their attention and energy on those they see as their greatest threats: each other. The Veneficus constantly scheme and sabotage the efforts of their former allies. Each dreams of one day becoming the lone God Ruler of all Dasca. The only true obstacles on their path to apotheosis can be those whose power can rival their own.

5: Most individuals will never see or interact with their city’s Veneficus. Most of the day-to-day rule of the city-states fall to the Heralds, the Veneficus’ loyal agents, afforded a fraction of their master’s power in exchange for their service. Most Heralds are wicked, utilizing their power to horde resources and deeply mistreating the people under their “care”. Many Heralds share their masters’ lust for power and penchant for scheming, conniving, and backstabbing to one-up each other.

6: The fantasy species you might be familiar with are rare, and may not seem as similar as you might expect. Humans may be by far the most common species of sapient life found on Dasca, but they are not the only ones. Chitin-crafting dwarves, dead-worshipping elves, and studious goliaths are just some of the common species you can expect to see in the dusty streets of the city-states.

7: The gods are dead, having been slain by the Magi before they ravaged the planet and became the brutal Veneficus. But some vestiges of their divine power can be found, for those who know where to look. Perhaps the bleeding sun, that Great Sin that appeared in the sky once every last god died, bears some measure of their influence. Even dead gods can still have worshippers. And what of the slain eighth Magi, killed in the battle to slay the gods? She is a presence now in the afterlife, seeing what has become of her former comrades in arms. What might she call those who follow her to perform?

8: The most powerful source of arcane energy on Dasca is the very lifeblood of the planet and those that live upon it. Casting magic in this way destroys all life in the caster’s vicinity; even the weakest of cantrips can drain another human of their life force, and the more powerful the magic, the more life force consumed. The spells necessary to slay gods ravaged the planet, killing thousands of sapients and other creatures, eradicating miles of plant life, and turning life-giving water into draining silt. Only the Veneficus and their select Heralds are, under penalty of death, allowed to possess and wield this power.

9: Other sources of power do exist, however, from the caretakers of the oases to those spellweavers who have learned, in secret, to sustain the life around them by drawing upon limited reserves of their own life force. The temptation for these new magi to ravage the world around them instead is always great, as it is an easier road to greater power. Only those most committed to hope for a better future of the planet are able to resist this temptation.

10: An even stranger form of power has awakened across the face of Dasca. Rarely seen and even more rarely understood, this power, called “psionics” by its wielders, draws not from life force or divine or primal sources but from the manifester’s own force of will. How this power came to be, and why it is only being discovered in recent years, is a mystery to all.

Species​


Here are the most common species you’ll find in the desert cities and sands of Dasca.

Humans
Humans are the most common species you’ll find in the city-states of Dasca. Highly adaptable, resourceful, and tenacious, humans have found more success in surviving the harsh bleeding sun than others.

Elves
Elves have found their long lives to be a curse in a world of misery and pain. Their dead are revered and worshipped, as a result. When their time comes, all Elves must make the harsh and perilous pilgrimage to their ancient pyramid temples. Those who make it find their place along the outer walls and wait for death to take them, adding their spirits to the collective Elven Dead who watch over their living flock until it is their own time to make the pilgrimage.
As a result of this unusual practice, most Elves tend to be fatalists. Their own connections to the planet long severed, most Elves content themselves with silent prayer to those long dead. While any worship is technically illegal on penalty of death within the city-states of the Veneficus, the pilgrimage is the only Elven religious practice that most outsiders have awareness of, and with the end result of the practice being death, few Heralds find it worth their time to prosecute.

Dwarves
Dwarves are a rare sight within the city-states. Building tunnels deep in the earth underneath human cities, most Dwarves rarely live to see the surface at all. Those that do tend to bear trade to and from the underground to the Heralds of the city-states above. While Dwarves are responsible for most of the metals that still exist to be extracted from the earth and worked to build tools, they are most commonly associated with the ornate chitin armor and jewelry their traders are often adorned with. It is believed that Dwarves have somehow managed to domesticate giant beetles or some other form of large insect that roam the deep dark.
Dwarves are also seen as some of the happiest creatures to still walk the sands of Dasca. Their wealth and resources are often on display, and they delight in humor and trickery. The dour personalities of most other species, especially the fatalist Elves, do not endear themselves to one another, and as a result only Heralds tend to interact with the Dwarven traders when they arrive.
Dwarves that live in the city-states full time do exist, and they have a tendency to enjoy the open air and wide, available space for them to work. Their craftsmanship and sole ability to work metals into usable shapes often makes such city dwarves relatively well-off as they make weapons and armor for the Heralds.

Halflings
People of the flock, most halflings are desert nomads and beastmasters. The smallfolks’ caravans are often the only folk who are willing to risk the road between the city-states, and thus Halflings are often the only source of trade between them. Aside from trade, they are most often associated with the creatures of the wastes. Tamed aurochs pull their stone carts and leather sleeper wagons, and large ibex bear their scouts and bone archers. Few are the desert predators desperate enough to risk attacking a Halfling caravan, and fewer still are those that live to learn the lesson.
Halflings also appear to have a preternatural connection to the bleeding sun, and have an uncanny ability to predict, with more success than most, when the erratic star will set. They time their travel for daylight when only a single sun graces the sky, stopping to wait out the heat of the twin suns when they occur. But no Caravan leaves the safety of the city-states when night finally falls. Halflings are renowned for their incredible courage, but not even they would risk what tends to come out when both suns are set.

Goliaths
Goliaths claim they descend from Giants, who ruled the smaller peoples of Dasca before even the Age of the Gods. Students of history, Goliaths maintain strong oral traditions that date back many millennia. Sturdy as the stone they resemble, Goliaths are a monolithic, insular culture; deeply resistant to change. While Goliath Stonesingers are happy to share the tales and songs of the history they have collected, there are two fields of knowledge that any Goliath will die before sharing with an outsider: the knowledge of Agriculture and Dowsing. Goliath farms and orchards may be sparse, and their wells may produce little water, but without them, even the Heralds would starve and die of thirst. Few Goliaths are taught these secrets; those that learn must swear never to leave the safety of the enclave.
This grants Goliaths some small measure of autonomy within their city-state enclaves, but they are well aware that it is a tenuous peace at best, and that if any outsider learned their secrets to finding water and turning dead soil fertile enough to be farmable, they would no longer find safety within the city walls.
Goliaths rarely travel outside their enclaves, but those that do tend to be Stonesingers who provide some measure of learning and entertainment to the people of the city-states. The Heralds allow this as long as the songs offer praise for the Veneficus, but keep careful watch over the proceedings all the same.

Dragonborn
Dragonborn on Dasca are always exclusively referred to as the Godstouched. Those born of any sapient species under the bleeding sun have a chance of bearing a piece of the gods’ long lost essence. Over time, the growing child will begin to exhibit the signs: scaled skin. Such signs are often a mark for death, and those that live to reach adulthood and finish their transformation into the Godstouched find no safety within the walls of the city-states.
Some believe them to be the Gods reborn; others as a sign or a promise that the Gods will soon return to Dasca. In either case, Dragonborn are often shunned even by those outside the power and control of the Veneficus.
The Godstouched have a divine connection that is unmistakable, and it is rumored that a colony of such Dragonborn exists somewhere out in the wastes, paying tribute to the dead gods from which they sprang.

Other Species and Mutants
These species listed above are only the most common found throughout Dasca, but other rare sights exist as well. In addition, wild magic springs from the unlikeliest of places, both in the endless desert and within the city-states themselves. Humans born with horns, tails, claws, even wings are not unheard of. Ultimately, it is up to the Game Master to determine which species from other possible sources are available for player characters in their games, but many such species would not be entirely out of place in the city-states of Dasca.

Classes​

The unique nature of Dasca means that not all common fantasy adventuring classes are available paths for its people. Player characters in Dasca can choose between one of the following classes:

Bard
Entertainment is as rare a commodity as water in the world of Dasca, and outside of gladiators, bards are its premier purveyors. With the resources and tools required to build most musical instruments well outside the means of the typical entertainer, most Bards excel in singing and storytelling, with perhaps simple percussion on the side. While there are many entertainers plying their craft in the city-states, Bards are a cut above; with a bit of subtle magic behind their voice. Whether their power is truly magical or a form of psionics, the subtlety is truly what is important. An illusion here, and enchantment there, nothing overt, to catch the attention of the Veneficus and their Heralds.

Caretaker
Preservers of the knowledge of the planet, Caretakers see their role as essential to the future of Dasca. Many people have no ability to imagine a Dasca covered in green, but the Caretakers can remember. They have to remember, because that memory, that knowledge, will be crucial to seeing it truly turn green once more. Caretakers carry a bit of the old primal power, able to tap into the essential elements of the world to make miracles happen. They must keep this knowledge, this power, secret, to preserve it for when the time comes to finally bring peace and restoration to the world.

Empath
Recently awakened, Empaths were the first to discover the power called psionics. Based entirely on their own force of will, Empaths are able to perform feats of telepathy, telekinesis, and more. Psionics lack the obvious flourish of most magic, allowing more manifesters to keep their abilities in secret. Where did this power come from? Why was it only awakened recently? And what does it mean for the future of life on Dasca?

Gladiator
Part fighter, part entertainer, Gladiators carry an unmistakable air of swagger and showmanship into any battle they face. Whether it’s intimidating foes or encouraging allies, they carry their ability to perform in even the most intense combat. After all, it is how the audience feels that is the most important thing to a Gladiator. The best Gladiators are masters of deception, quick to feint, and revel in toying with weaker victims before going in for the kill. And only the best Gladiators survive long enough to escape their servitude or earn their freedom.

Herald
While the followers of the Veneficus are known as Heralds, they are not the only ones who can stake claim to the moniker. In essence, a Herald is someone whose powers are granted from something bigger than themselves. Whether that’s the immortal Magi ruling the city-states with an iron grip, the dead gods, or the bleeding sun, they all are granted their powers by promising themselves to someone or something. Elven Heralds commune with their ancestral dead. And what of the lost Magi, who failed to see the end of the war against the gods. What power of hers still lingers?

Marshal
Leaders of men, Marshals project confidence and strategic thought as they issue commands to others. While skilled fighters themselves, the true danger of the Marshal is the value they provide to those who fight at their side. With a sharp mind and a commanding presence, the Marshal leads others to their fullest potential, and perhaps even beyond. Such charismatic and intelligent leaders who do not offer their service to their Veneficus are branded as seditious and dangerous.

Rogue
Thieves and scoundrels, thugs and assassins, the Rogue always has a role to play in the worlds of fantasy, and Dasca is no exception. Neither physically burly nor magically powered, Rogues are forced to get by on the strength of their agility, guile, and sheer force of personality, and in these areas they excel. Quick-footed, quick-thinking, and quick-talking, many Rogues are more than capable of getting themselves out of any trouble they find themselves in, and when trouble does not find them, they love to go looking for it.

Ranger
Some warriors study battle to hone their tactics; others fight for the entertainment of others. Rangers, meanwhile, are warriors trained for pure survival. Scouts and hunters, Rangers are capable of living off the desert almost indefinitely. They are masters of tracking and stealth, equally at home hunting down bounties or even more dangerous prey.

Shaper
While Empaths have honed their psionic power to affect the world around them, Shapers have learned to turn that power inward, honing their own bodies into weapons. Through intense training and immense willpower, a Shaper can be dangerous in any situation. They are deadly with or without a weapon in their hands, and can fight through pain that would bring lesser warriors to their knees.

Sorcerer
Arcane power still flows through this world, and Sorcerers have learned how to harness that magic without drawing on the planet’s lifeblood. Keeping their power secret is essential to their survival, as the Veneficus jealously guard their monopoly on such power. But keeping that secret isn’t the only thing Sorcerers must guard against. The temptation for greater power, the instinct to draw directly on the source of life surrounding them, is always present. To give in would be so easy, but would also damn the world.
Glorious!
 

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Alright, so I've spent the past few weeks designing on my own spiritual successor, with an eye towards whatever the eventual 2024/25 OGL/CC License is going to look like, rather than basing it off A5e. So, with all due deference to @Steampunkette, here is my own take on the concept:

Beneath the Bleeding Sun
This whole thing is awesome. The main issue I have is really more of a me problem, and that's that it ticks the "uncanny valley" response. It's close to being Dark Sun (possibly closer than legally advisable), but still different in enough places that it'd bug me. And I'm not sure how to thread that needle, or if it's even possible.
 

Uh, there already is a group running with Dark Sun for 5e[ also OSE, 3.x, 4.x, PF 1&2, etc.] , they were at Origins and Gencon.. why do we need WOTC [to ruin it]?? The group even puts out D&D version agnostic adventures..
We don't need WoTC for a 5e version of Dark Sun. We could have another 5e-adjacent company try their hand at creating a 5e version of Dark Sun. ;) A company that could take it up a level.
 

Finally got my Publisher account so I hope it's ok for me to talk about this a bit.

SCAVENGER is a Bronze Age, Science Fantasy, Hopepunk setting. Sounds like a lot, I know, but both the artist and I were very inspired by Dark Sun, Planescape, climate change, and a lot of other things that led to the creation of something IMO that is very unique. Essentially, Scavenger is about a Bronze Age world -- Akara -- currently undergoing its own apocalyptic extinction event in the form of the Great Dying. Natural disasters exaggerated into absurdity are wiping out city-states, creatures are disappearing, the climate is warping, etc. Hope is found in the city of Tarnak's Monolith, which contains a portal to a mysterious and alien World Torn Apart. Scavengers deal with raiders, brutality, a cruel and dying world in Akara trying to save lives, see justice, and prevent the loss of knowledge of artifacts. They can also venture through the Monolith into Torn, a weird technicolor deathscape, in search of powerful artifacts or advanced knowledge that can help the Akarans survive the Great Dying.

You can get a setting Quickstart here, or get the setting book PDF here. There's also a deluxe hardcover on Exalted Funeral if that's more your speed. We have a 456+page follow up releasing soon that adds dozens of monsters, alien generators, new races, artifacts, campaign generators, and more.

While Scavenger as a whole has evolved past its Dark Sun/Planescape inspirations, it's something that I think fans would really enjoy. To me, Dark Sun has always been a setting about hope at the end of times. The world already ended and now what's left could end again. Fight against corrupt sorcerer kings, get wrapped up in wildly weird science fantasy psionic nonsense, and struggle with ideas of your humanity as your bashing people's heads in with rocks to get at a dirty oasis. Scavenger is a more hopeful version of that about grunge punks using tearing themselves apart with alien magic to try and help others survive the Great Dying.

I'm super excited to see all the other Dark Sun-inspired projects in this thread come to fruition though. It's probably my favorite genre of D&D.
 

Alright, so I've spent the past few weeks designing on my own spiritual successor, with an eye towards whatever the eventual 2024/25 OGL/CC License is going to look like, rather than basing it off A5e. So, with all due deference to @Steampunkette, here is my own take on the concept:

Beneath the Bleeding Sun

Introducing Dasca​

Light glares down from the two suns, hanging high in the sky above the world of Dasca, sweltering. Twin shadows move across the desert, chasing people and beasts, clinging for survival in a world without mercy. Sra rises and sets with perfect predictability, marking the cycle of the day, for those whom time still matters. But it is the bleeding sun, the Great Sin, that chases the night erratically across the sky, wilting plants, burning flesh, and turning the seas to silt. The night, when it does come, is even more deadly than life under both suns, with temperatures dropping well below freezing and monsters beyond imagination prowling in the darkness.

And we deserve every agonizing minute of it.

The eight Magi, the greatest heroes of a past age, promised to free us from the yoke of our oppressive and uncaring gods. We followed them, and they delivered on that promise. Little did we know the cost. When the last living god, Vita, drew her last breath, the Great Sin rose in the sky to punish us for our misdeeds. What’s worse, the magic the Magi claimed would break our chains was powered by the very lifeblood of our planet. The spells they weaved to end the reign of the gods ravaged the land and its inhabitants, killing thousands in instants. When the smoke cleared, we had traded one group of tyrants for another.

The seven surviving Magi became the Veneficus, immortal rulers over the few city-states that survived the cataclysm. They grew paranoid, breaking ties with one another and jealously guarding the secrets to their power. Heralds patrol the streets, priests who've traded their souls to the Veneficus for a fraction of that power, serve their masters by rooting out dissenters and would-be magical practitioners.

Yet there is one thing that the paranoid Veneficus, the cruel Heralds, and even the deadly Great Sin have all proven incapable of completely eradicating from the face of Dasca: hope.

A small spark of hope has been struck in the darkest corners of Dasca’s scattered communities and city-states. Hidden in depths, away from the watchful eyes of the Heralds, leagues of spellweavers have discovered a new way of channeling magic while sustaining the planet’s lifeforce. Rumors abound of oases and groves deep in the desert, tended to by the last of the primal caretakers. And a new source of power has been slowly unlocked across Dasca; drawn not from the planet, nor the Veneficus, nor even the dead gods, but rather, from the strength of one’s own will.

And those small sparks grew into a raging fire in the city-state of Bastar, and what was once the seven Veneficus has now become the six. The Tyrant Kletian’s death has sent shockwaves through the world; proving that the Veneficus, once thought invincible, are anything but. Some even swear that on that day, the bleeding sun grew just a little dimmer. In the wake of that momentous event, Bastar has become the first Free City of Dasca since before the Age of the Gods. One can expect the vengeance of the Veneficus to be swift indeed.

This is the world of Dasca that we have inherited. A dying world; a world on the brink of ruin; mad, power-hungry tyrants fighting to rule over the ashes; a hopeless world… no longer. The planet and its people are not a lost cause. The Veneficus are vulnerable. They can be overthrown. They can be replaced.

Just like the Gods were, at the turning of the age. Is a new age eminent, and what fate will it have in store for us?


Overview​

Beneath the Bleeding Sun is a tabletop role-playing game based off of the 2024 version of the rules of the 5th edition of the world’s most popular role-playing game. It is a standalone game that can be played with merely this book. While it is largely mechanically compatible with other games and rulesets built upon these same foundations, you may find some tonal incompatibility with adding material from these other sources.

Here are the ten things you need to know about role-playing in the world of Dasca:

1: Survival is hard. Water and food are difficult to source, outside the auspices of the tyrannical Veneficus. In many ways, shelter is even harder to obtain. Any shelter must be capable of protecting from both the harsh heat of the twin suns as well as the freezing cold of the occasional night. Survival is one of many challenges that player characters will face in Dasca, and it is not a challenge to take lightly.

2: One resource that is scarce and increasingly in fewer and fewer hands is steel. Really, metal of all kinds is hard to find and incredibly valuable. Tanned hide and worked leather; sharpened bone and the re-shaped chitin of giant desert insects; stone and clay; these are the materials most crafters have to work with.

3: Most of the known world is under the control of the Veneficus, six seemingly immortal, extremely powerful magi, who wield their power and influence to lord over what they see as their own world to inherit. They are cruel and capricious, and see the people clinging to their city-states as parasites, useful only for what value can be extracted from them, provided only the bare necessities for survival, as long as they continue to be useful. Fortunately for most people, the Veneficus care little for small details or individual people they see as far beneath them.

4: Instead, most Veneficus concentrate their attention and energy on those they see as their greatest threats: each other. The Veneficus constantly scheme and sabotage the efforts of their former allies. Each dreams of one day becoming the lone God Ruler of all Dasca. The only true obstacles on their path to apotheosis can be those whose power can rival their own.

5: Most individuals will never see or interact with their city’s Veneficus. Most of the day-to-day rule of the city-states fall to the Heralds, the Veneficus’ loyal agents, afforded a fraction of their master’s power in exchange for their service. Most Heralds are wicked, utilizing their power to horde resources and deeply mistreating the people under their “care”. Many Heralds share their masters’ lust for power and penchant for scheming, conniving, and backstabbing to one-up each other.

6: The fantasy species you might be familiar with are rare, and may not seem as similar as you might expect. Humans may be by far the most common species of sapient life found on Dasca, but they are not the only ones. Chitin-crafting dwarves, dead-worshipping elves, and studious goliaths are just some of the common species you can expect to see in the dusty streets of the city-states.

7: The gods are dead, having been slain by the Magi before they ravaged the planet and became the brutal Veneficus. But some vestiges of their divine power can be found, for those who know where to look. Perhaps the bleeding sun, that Great Sin that appeared in the sky once every last god died, bears some measure of their influence. Even dead gods can still have worshippers. And what of the slain eighth Magi, killed in the battle to slay the gods? She is a presence now in the afterlife, seeing what has become of her former comrades in arms. What might she call those who follow her to perform?

8: The most powerful source of arcane energy on Dasca is the very lifeblood of the planet and those that live upon it. Casting magic in this way destroys all life in the caster’s vicinity; even the weakest of cantrips can drain another human of their life force, and the more powerful the magic, the more life force consumed. The spells necessary to slay gods ravaged the planet, killing thousands of sapients and other creatures, eradicating miles of plant life, and turning life-giving water into draining silt. Only the Veneficus and their select Heralds are, under penalty of death, allowed to possess and wield this power.

9: Other sources of power do exist, however, from the caretakers of the oases to those spellweavers who have learned, in secret, to sustain the life around them by drawing upon limited reserves of their own life force. The temptation for these new magi to ravage the world around them instead is always great, as it is an easier road to greater power. Only those most committed to hope for a better future of the planet are able to resist this temptation.

10: An even stranger form of power has awakened across the face of Dasca. Rarely seen and even more rarely understood, this power, called “psionics” by its wielders, draws not from life force or divine or primal sources but from the manifester’s own force of will. How this power came to be, and why it is only being discovered in recent years, is a mystery to all.

Species​


Here are the most common species you’ll find in the desert cities and sands of Dasca.

Humans
Humans are the most common species you’ll find in the city-states of Dasca. Highly adaptable, resourceful, and tenacious, humans have found more success in surviving the harsh bleeding sun than others.

Elves
Elves have found their long lives to be a curse in a world of misery and pain. Their dead are revered and worshipped, as a result. When their time comes, all Elves must make the harsh and perilous pilgrimage to their ancient pyramid temples. Those who make it find their place along the outer walls and wait for death to take them, adding their spirits to the collective Elven Dead who watch over their living flock until it is their own time to make the pilgrimage.
As a result of this unusual practice, most Elves tend to be fatalists. Their own connections to the planet long severed, most Elves content themselves with silent prayer to those long dead. While any worship is technically illegal on penalty of death within the city-states of the Veneficus, the pilgrimage is the only Elven religious practice that most outsiders have awareness of, and with the end result of the practice being death, few Heralds find it worth their time to prosecute.

Dwarves
Dwarves are a rare sight within the city-states. Building tunnels deep in the earth underneath human cities, most Dwarves rarely live to see the surface at all. Those that do tend to bear trade to and from the underground to the Heralds of the city-states above. While Dwarves are responsible for most of the metals that still exist to be extracted from the earth and worked to build tools, they are most commonly associated with the ornate chitin armor and jewelry their traders are often adorned with. It is believed that Dwarves have somehow managed to domesticate giant beetles or some other form of large insect that roam the deep dark.
Dwarves are also seen as some of the happiest creatures to still walk the sands of Dasca. Their wealth and resources are often on display, and they delight in humor and trickery. The dour personalities of most other species, especially the fatalist Elves, do not endear themselves to one another, and as a result only Heralds tend to interact with the Dwarven traders when they arrive.
Dwarves that live in the city-states full time do exist, and they have a tendency to enjoy the open air and wide, available space for them to work. Their craftsmanship and sole ability to work metals into usable shapes often makes such city dwarves relatively well-off as they make weapons and armor for the Heralds.

Halflings
People of the flock, most halflings are desert nomads and beastmasters. The smallfolks’ caravans are often the only folk who are willing to risk the road between the city-states, and thus Halflings are often the only source of trade between them. Aside from trade, they are most often associated with the creatures of the wastes. Tamed aurochs pull their stone carts and leather sleeper wagons, and large ibex bear their scouts and bone archers. Few are the desert predators desperate enough to risk attacking a Halfling caravan, and fewer still are those that live to learn the lesson.
Halflings also appear to have a preternatural connection to the bleeding sun, and have an uncanny ability to predict, with more success than most, when the erratic star will set. They time their travel for daylight when only a single sun graces the sky, stopping to wait out the heat of the twin suns when they occur. But no Caravan leaves the safety of the city-states when night finally falls. Halflings are renowned for their incredible courage, but not even they would risk what tends to come out when both suns are set.

Goliaths
Goliaths claim they descend from Giants, who ruled the smaller peoples of Dasca before even the Age of the Gods. Students of history, Goliaths maintain strong oral traditions that date back many millennia. Sturdy as the stone they resemble, Goliaths are a monolithic, insular culture; deeply resistant to change. While Goliath Stonesingers are happy to share the tales and songs of the history they have collected, there are two fields of knowledge that any Goliath will die before sharing with an outsider: the knowledge of Agriculture and Dowsing. Goliath farms and orchards may be sparse, and their wells may produce little water, but without them, even the Heralds would starve and die of thirst. Few Goliaths are taught these secrets; those that learn must swear never to leave the safety of the enclave.
This grants Goliaths some small measure of autonomy within their city-state enclaves, but they are well aware that it is a tenuous peace at best, and that if any outsider learned their secrets to finding water and turning dead soil fertile enough to be farmable, they would no longer find safety within the city walls.
Goliaths rarely travel outside their enclaves, but those that do tend to be Stonesingers who provide some measure of learning and entertainment to the people of the city-states. The Heralds allow this as long as the songs offer praise for the Veneficus, but keep careful watch over the proceedings all the same.

Dragonborn
Dragonborn on Dasca are always exclusively referred to as the Godstouched. Those born of any sapient species under the bleeding sun have a chance of bearing a piece of the gods’ long lost essence. Over time, the growing child will begin to exhibit the signs: scaled skin. Such signs are often a mark for death, and those that live to reach adulthood and finish their transformation into the Godstouched find no safety within the walls of the city-states.
Some believe them to be the Gods reborn; others as a sign or a promise that the Gods will soon return to Dasca. In either case, Dragonborn are often shunned even by those outside the power and control of the Veneficus.
The Godstouched have a divine connection that is unmistakable, and it is rumored that a colony of such Dragonborn exists somewhere out in the wastes, paying tribute to the dead gods from which they sprang.

Other Species and Mutants
These species listed above are only the most common found throughout Dasca, but other rare sights exist as well. In addition, wild magic springs from the unlikeliest of places, both in the endless desert and within the city-states themselves. Humans born with horns, tails, claws, even wings are not unheard of. Ultimately, it is up to the Game Master to determine which species from other possible sources are available for player characters in their games, but many such species would not be entirely out of place in the city-states of Dasca.

Classes​

The unique nature of Dasca means that not all common fantasy adventuring classes are available paths for its people. Player characters in Dasca can choose between one of the following classes:

Bard
Entertainment is as rare a commodity as water in the world of Dasca, and outside of gladiators, bards are its premier purveyors. With the resources and tools required to build most musical instruments well outside the means of the typical entertainer, most Bards excel in singing and storytelling, with perhaps simple percussion on the side. While there are many entertainers plying their craft in the city-states, Bards are a cut above; with a bit of subtle magic behind their voice. Whether their power is truly magical or a form of psionics, the subtlety is truly what is important. An illusion here, and enchantment there, nothing overt, to catch the attention of the Veneficus and their Heralds.

Caretaker
Preservers of the knowledge of the planet, Caretakers see their role as essential to the future of Dasca. Many people have no ability to imagine a Dasca covered in green, but the Caretakers can remember. They have to remember, because that memory, that knowledge, will be crucial to seeing it truly turn green once more. Caretakers carry a bit of the old primal power, able to tap into the essential elements of the world to make miracles happen. They must keep this knowledge, this power, secret, to preserve it for when the time comes to finally bring peace and restoration to the world.

Empath
Recently awakened, Empaths were the first to discover the power called psionics. Based entirely on their own force of will, Empaths are able to perform feats of telepathy, telekinesis, and more. Psionics lack the obvious flourish of most magic, allowing more manifesters to keep their abilities in secret. Where did this power come from? Why was it only awakened recently? And what does it mean for the future of life on Dasca?

Gladiator
Part fighter, part entertainer, Gladiators carry an unmistakable air of swagger and showmanship into any battle they face. Whether it’s intimidating foes or encouraging allies, they carry their ability to perform in even the most intense combat. After all, it is how the audience feels that is the most important thing to a Gladiator. The best Gladiators are masters of deception, quick to feint, and revel in toying with weaker victims before going in for the kill. And only the best Gladiators survive long enough to escape their servitude or earn their freedom.

Herald
While the followers of the Veneficus are known as Heralds, they are not the only ones who can stake claim to the moniker. In essence, a Herald is someone whose powers are granted from something bigger than themselves. Whether that’s the immortal Magi ruling the city-states with an iron grip, the dead gods, or the bleeding sun, they all are granted their powers by promising themselves to someone or something. Elven Heralds commune with their ancestral dead. And what of the lost Magi, who failed to see the end of the war against the gods. What power of hers still lingers?

Marshal
Leaders of men, Marshals project confidence and strategic thought as they issue commands to others. While skilled fighters themselves, the true danger of the Marshal is the value they provide to those who fight at their side. With a sharp mind and a commanding presence, the Marshal leads others to their fullest potential, and perhaps even beyond. Such charismatic and intelligent leaders who do not offer their service to their Veneficus are branded as seditious and dangerous.

Rogue
Thieves and scoundrels, thugs and assassins, the Rogue always has a role to play in the worlds of fantasy, and Dasca is no exception. Neither physically burly nor magically powered, Rogues are forced to get by on the strength of their agility, guile, and sheer force of personality, and in these areas they excel. Quick-footed, quick-thinking, and quick-talking, many Rogues are more than capable of getting themselves out of any trouble they find themselves in, and when trouble does not find them, they love to go looking for it.

Ranger
Some warriors study battle to hone their tactics; others fight for the entertainment of others. Rangers, meanwhile, are warriors trained for pure survival. Scouts and hunters, Rangers are capable of living off the desert almost indefinitely. They are masters of tracking and stealth, equally at home hunting down bounties or even more dangerous prey.

Shaper
While Empaths have honed their psionic power to affect the world around them, Shapers have learned to turn that power inward, honing their own bodies into weapons. Through intense training and immense willpower, a Shaper can be dangerous in any situation. They are deadly with or without a weapon in their hands, and can fight through pain that would bring lesser warriors to their knees.

Sorcerer
Arcane power still flows through this world, and Sorcerers have learned how to harness that magic without drawing on the planet’s lifeblood. Keeping their power secret is essential to their survival, as the Veneficus jealously guard their monopoly on such power. But keeping that secret isn’t the only thing Sorcerers must guard against. The temptation for greater power, the instinct to draw directly on the source of life surrounding them, is always present. To give in would be so easy, but would also damn the world.
Wow!!!! This is stunningly good!
Thank you, @Gradine for sharing your talent and imagination with us all.
 

@Shardstone - How far are we out from the 456 page books “releasing soon” since it’s been 8 months since the December post above? Just saw this thread and your post and went to the drive thru rpg link but don’t see the 456pg one yet or is it on another site?
 

So over in Snarf's most recent thread on sexism in gaming (which is a really -good- thread and you should absolutely check out some of the stuff being said, there), we wound up in a kind of brief aside this morning about Dark Sun and how you "Can't do that setting, nowadays". I will die on the hill that you -can-, it's just going to depend on how it's presented and who it is presented to.

Like. If you're trying to sell the book for 12 year olds you can't really expect them to understand the horror inherent to eugenics unless they've personally been exposed to the concept before the age of 12 (Which generally requires the kid to be a member of, or a friend of, a minority group dealing with the threat, or aftermath, of eugenics).

But for 16 year olds and older? I think you could make a decent case for a modern Dark Sun setting with a single, important, stipulation:

Evil must be presented as Evil.

You can't really write a Dark Sun book where slavery exists and is a totally normal uncontroversial aspect of reality that the players and their characters must, or even should, accept. No, slavery in a modern Dark Sun setting would need to be shown as evil, outright. Innocents trampled, anger, resentment, and a general expression of hatred for the institution by the majority of people should be a part of the setting when it comes to slavery. Everyone knows it's evil, but they feel they can't -do- anything about it.

Except the PCs can.

Dark Sun's original modules often had you freeing slaves for that very purpose: The writers knew slavery was evil, the players knew slavery was evil, slaves existed, and this motivated action against the institution. But the institution was often written of in fairly neutral terms. It was acknowledged that slaves existed and were very common and presented without much cultural context. In part because the setting was fairly grimdark overall, but mostly because when it came out in the 90s EVERYONE KNEW slavery was wrong and people should fight to oppose it.

Nowadays... some folks seem to have forgotten what we collectively decided was evil decades or even centuries ago.

So it bears explaining in the setting guide that, yeah. It's evil. And everyone hates it except the people directly benefiting from it.

Mul being the result of eugenics is the same. You have to show that it is, both tacitly and explicitly, evil. That these people are valid and worthwhile beings who deserve their freedom and their lives, and that if humans and dwarves wanna get together, fall in love, and raise a family of mul that's totally fine. But that the eugenics that brought them about and the people who continue to force people into breeding them are, to the last, evil people who deserve great violence heaped upon their heads and for all they have worked for to be destroyed.

Most people can't do that. They don't have the social, physical, or mystical power to do so... Except the PCs do. And thus should.

D&D has always been about creating stories about terrible evils that the players have to fight. In the beginning these stories were haphazard or loosely framed. A series of dungeon levels to delve into, a town to sell stuff in. All you need.

Over time it got more complicated and more refined in different 'waves' of social pressure. Pretty quickly the "Orc and Pie" structure of gameplay made way for more complex narratives like the Dragonlance Trilogy. Okay. So it's not that complex or extremely well written, but it's more complex than Orc and Pie.

Fighting against entrenched evils and harsher threats isn't some big scary impossible challenge. It's what D&D has built to and done over and over and over again. The issue is, and always will be, showing what is evil and meant to be destroyed, as opposing what "Just happens to exist" in a wholly neutral manner as if there was no social weight to any of it.

With that in mind, what the heck do I mean about Hopepunk?

Hopepunk, as a concept, is one in which hope is the core thrust of the story. Yes, you live in a horrible and dystopic place surrounded by great evils that seem insurmountable. But in spite of those evils you struggle and eventually thrive. You are able to be good in a place of darkness, and to make that place a little brighter for your presence. Given enough time, you'll save everyone and banish the darkness itself.

"But wait" I can imagine you saying, my cardboard cutout of a forum poster generated specifically as a caricature for this thread, "Isn't that the definition of a ton of stories like Kingdom Hearts and Final Fantasy Six and STAR WARS?" And the answer, my dear, humble cardboard cutout caricature, is yes. Yes, that's the point. Hopepunk has been with us for a -very- long time. Every WW2 movie about the French Resistance, even the spoofs, is at its core Hopepunk.

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.... told you so.

Dark Sun even included -some- hopepunk within the basis of the setting itself. The Preservers were looking to build the world back health and life, again. To restore things to how they once were. One of the Sorcerer Kings (Oronis) even bounced on the idea of becoming a Dragon to instead become a brilliant golden Avangion, capable of restoring life to the barren wastelands he had helped to create like some kind of UrSkeks.

View attachment 388867

Obviously not a perfect comparison, but since Dark Crystal came out in '82 and Dark Sun was in '91 you have to imagine there was some influence!

So how do you make Dark Sun for 5e into a Hopepunk setting? Easy. Kill Kalak.

"But that was the worst novel series ever" Yeah, so don't make it a novel series. Make it what happens in the first adventure. Not "Someone else killed Kalak, read the book to find out who!" but actually center the players killing Kalak as the central story feature for the adventure. Curse of Strahd has us killing Strahd by the end of it, so have us kill Kalak by the end of the adventure set in and around the City-State of Tyr and the surrounding areas. Sidequests in Kled and on the Forest Ridge, stuff.

Start it out with the players freeing a group of slaves because someone they know is in the cage. Like, with a backstory note for one or more party members to have an explicit reason to save -those- slaves, in particular. And have them run into a Preserver or someone else looking to do good deeds and fight against the oppression everyone faces. Over the course of the first little bit of content they're introduced to the secret organization of Good People and get caught up in a plot to overthrow Kalak.

The rest of the adventure is about helping progressively larger groups of people and freeing slaves and otherwise doing stuff big enough and good enough for Kalak to send his Templars after you to drag you to the arena to fight and die on the golden sands during his Draconic Ascension. When does the ascension happen? Whenever the player characters are dragged to the arena to fight and die for his amusement, obviously, and not a -moment- before that happens!

And then the players attack and fight Kalak with the Spear of Life or whatever other magical macguffin the book desires and chase him to the Rainbow Pyramid for the final showdown. Tadaaaaah!

And then release a Van Richten-Style setting book for Dark Sun in which you include the full map of the Tablelands and then an overview into the domains of the Sorcerer Kings. Call it "The Chronicler's Guide to Dark Sun" or "The Chronicler's Atlas of Athas" with a big Dark Sun logo on it. Whatever's clever.

In that book really expand on the Good Guys group in the setting and show the DM where they are in every settlement in that book and give player-options that play up those aspects and also Psionics. Just a whole Psionics class in the Chronicler's Book of Dark Sunnery. Don't worry! You can use the Esper if you want. I did release it under the OGL, after all, you just need to include Paranormal Power in the OGL Backmatter and give me appropriate credit for my work.

And... really. That's the main thrust of how to do it. Though there is still a Giant in the room. The Heritages.

Some of the heritages of Athas are really wonky and bad because of the way they stigmatize various elements of human experience. Whether it's the "Lolrandom" Giants or the "I must obsessively work on this one task or literally die" dwarves there are PROBLEMS in the heritages. And the answer, surprisingly, isn't "Just ignore it and use regular D&D heritages" for me. The answer is to spin those things out into character traits.

You know how you have those d10 lists of Personality Traits, Ideals, Bonds, and Flaws? Do that. Add in a 4th slot of "Quirks" which includes those as an option on the table. The whole "Randomly change alignment at dawn" can go on there with a suggestion to reroll your personality trait and ideal every day. Make a sidebar note that in Dark Sun in 1991, these quirks were tied to the heritages in a specific way that came off as somewhat demeaning and so the table was created for more variety. Include the original set just in case someone wants to be "As true to the original as possible" without being bound to do so.

HUGE problem solved, there, amirite?

And then there's the art. Which. Honestly. Isn't a problem.

Don't get me wrong! There has been some -problematic- Dark Sun art over the past 30 years. But you don't need to use -that- art. You can commission -new- art. Art which better reflects your more modern sensibilities of inclusivity and variation on the theme of "People" beyond white dudes with bulging muscles and white women with bulging... eyes.

Go all "Scorpion King" with the skin color variety and clothing variety and add in some additional body diversity and you're pretty much golden. Yeah, some people will yell about 'Realism' in the fact that there's a lot of diversity and people who look like they're from specific places on Earth... well yeah? Their world basically ended. Everyone who survived from wherever they survived at kind of got condensced into these tiny settlements with high relative diversity 'cause world-conquerors conquered the world at the end of the last age.

Disabilities, too. People with missing limbs and prosthetics made of bone and stone. People riding crude wheelchairs with broad flat wheels to handle the sand. Master Blaster situations with people being carried by people they know and trust. People using crappy quality glasses or crystals fitted to eyepatches to try and see the world.

As far as player variety for heritages: Desert Mutants are 100% a thing in the setting. Sure you can play a Tabaxi in a world where there are no Tabaxi. Is your catboy the child of a human, elf, or someone else? Go from there, easy peasy.

Anyway. Yeah. Dark Sun could be done really well and really easily. I, personally, would still prefer to market it toward people 16 and older just for the eugenics aspect of it, but... who knows.

What do you think? Should Dark Sun go Hopepunk for 2024D&D?
I adore this. Yes please.
 

This whole thing is awesome. The main issue I have is really more of a me problem, and that's that it ticks the "uncanny valley" response. It's close to being Dark Sun (possibly closer than legally advisable), but still different in enough places that it'd bug me. And I'm not sure how to thread that needle, or if it's even possible.
Yeah, and this is why the "they should just make a new thing!" argument really doesn't work out as well some folks would like to believe. That "uncanny valley" that you describe here is going to make people question why not just do Dark Sun in the first place. It's why so many "legally distinct" knockoffs ultimately fail.

Except for Transformers, of course (looks wistfully at my childhood collection of Gobots)
 

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