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<blockquote data-quote="Zardnaar" data-source="post: 7168155" data-attributes="member: 6716779"><p style="text-align: center"><strong><span style="font-size: 12px">The World of Athas</span></strong></p> <p style="text-align: center"><strong></strong></p> <p style="text-align: center"><strong></strong>[ATTACH]86295[/ATTACH]</p><p>While in the wastes of Atha’s the gritty realism rules variant in the DMG is used. A short rest takes 8 hours while a long rest takes 7 days. A short rest takes one hour while a long rest takes 8 hours if you find a comfortable and secure location. A comfortable and secure location generally means a city, town, oasis, Inn, druids grove etc. Sleeping rough or camping does not count as secure. </p><p style="text-align: center"><strong>Athasian Currency</strong>.</p><p>The world of Athas is poor in metal. The ceramic piece is used as currency and an item in the PHB that costs 15 gp for example costs 15 cp instead. Items made out of metal however cost the the PHB price. Athasians use substitutes where they can and if one can find 100 ceramic pieces equal 1 gp. A smaller coin known as a bit is also minted, there are 10 bits to a Cp. A real gold coin is worth 100 Cp.</p><p style="text-align: center"><strong>Athasian Equipment</strong></p><p>Athasian armor tends to be lighter than the equivalent on other worlds. Rather than metal plates substitutes of wood, bone, chitin, or stone have been used. Padded, leather and hide are unchanged. Scale is made out of the hardest materials Athasians can substitute such as pieces of Mekilot hide or hardened carapace. A chain shirt is a scale shirt and is made out of scales and offers less protection than a full suit of scale armor. Breastplate, Half Plate and all the heavy armor’s have no substitutes and are very rare and expensive to acquire. Chainmail for example costs 100gp or 10 000 Cp assuming you could even find a suit for sale.</p><p></p><p style="text-align: center"><strong>Weapons</strong></p><p>Inferior Materials</p><p>Athasian weapons are usually made out of inferior materials such as stone, bone or wood. A wooden club still functions the same but a sword is often made out of obsidian for example. Weapons made out of inferior materials reduce the damage by one dice (1d8 becomes 1d6, 1d6 becomes 1d4 etc). Weapons made out of Substituted materials cost half the listed PHB price (in ceramic pieces). Weapons made out of wood such as bows, clubs and staves function normally. Ammunition however deals reduced damage, a fire hardened arrow is not as good as steel. Additionally if you roll a 1 on the attack roll the weapon breaks after it deals damage. </p><p>Some weapons such as a chatka or gythka are made out of alternative materials and are treated as metal objects. </p><p> </p><p style="text-align: center"><strong>Extreme Heat</strong></p><p>Athasians are treated as adapted to hot climates (DMG pg 110). However once the temperature gets over 130 degrees the extreme heat rules apply to Athasians. </p><p>Foraging ( DMG pg 111)</p><p></p><p>The default DC for Atha’s is limited and very little (if any) food and water sources (DC 20). Abundant food is very rare and mostly limited to the fields of the city states or village, an oasis, the Crescent Forest/Ridge, a Druids grove or the private gardens of a Sorcerer King (DC 10). Limited food (DC 15) is rare is and located in places such as scrub lands. </p><p></p><p> Certain places in Athas are DC 25 for survival checks such as the Sea of Silt, various salt flats and similar terrain. Attempts to forage in defiled land automatically fail. </p><p></p><p style="text-align: center"><strong>Water Needs (</strong> DMG pg 111)</p><p>Atha’s counts as hot so water needs are doubled. <p style="text-align: center"><strong>Defiling</strong></p><p>Wizards and other arcane spell casters draw their power from the plant life of Athas. Any arcane spellcaster can chose to defile but Preservers run the risk of becoming a defiler should they do it too much. All player character spellcasters start the game as preservers. </p><p></p><p>When an arcane caster casts a spell they can chose to defile as a bonus action. Defiling enhances a spells power and the spell is treated as though it is cast in a higher level spell slot. A defiled spell creates a circle of ash 5’ wide per level of the spell. Any living being caught in the circle of ash has disadvantage on all skill checks until the end of their next turn. In addition plant based beings take 1d8 points of damage per level of the spell. </p><p></p><p> Defiling leaves behind a tell-tale circle of ash and the average Athasian can recognise the ash circle with a DC 10 intelligence (arcana) check as they have likely hears myths and tales about destructive and evil magic. Clerics, Defilers, Druids, Preservers, have advantage on the roll while Defilers, Templars and servants of the Sorcerer Kings automatically make such a check. </p><p></p><p> Each time a spellcaster defiles they must make a DC 15 intelligence save. Failure indicates that they lack the required knowledge and skill required to be a preserver and the spell caster becomes a defiler. Defilers no longer have the choice to defile or not and every spell they cast defiles creating a circle of ash. A defiler also finds it harder and harder to gather the extra arcane power and may only enhance a spell via defiling once per short rest. Defilers cannot be of good alignment and any good aligned preserver becoming a defiler changes alignment.</p><p></p><p> Defilers are generally hunted down and put to death by the populace of Athas. Anyone seen defiling is generally treated as a Defiler. Defilers either hide their power, have a powerful patron for protection or dominate a slave tribe or group of bandits. At the DMs option a defiler has disadvantage on any persuasion rolls they make especially known defiler. </p><p></p><p style="text-align: center"><strong>Athasian Encounters</strong></p><p>Athas is a brutal world. For purposes of constructing encounters lower the CR of opponents by 1.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7168155, member: 6716779"] [CENTER][B][SIZE=3]The World of Athas[/SIZE] [/B][ATTACH=CONFIG]86295._xfImport[/ATTACH][/CENTER] While in the wastes of Atha’s the gritty realism rules variant in the DMG is used. A short rest takes 8 hours while a long rest takes 7 days. A short rest takes one hour while a long rest takes 8 hours if you find a comfortable and secure location. A comfortable and secure location generally means a city, town, oasis, Inn, druids grove etc. Sleeping rough or camping does not count as secure. [CENTER][B]Athasian Currency[/B].[/CENTER] The world of Athas is poor in metal. The ceramic piece is used as currency and an item in the PHB that costs 15 gp for example costs 15 cp instead. Items made out of metal however cost the the PHB price. Athasians use substitutes where they can and if one can find 100 ceramic pieces equal 1 gp. A smaller coin known as a bit is also minted, there are 10 bits to a Cp. A real gold coin is worth 100 Cp. [CENTER][B]Athasian Equipment[/B][/CENTER] Athasian armor tends to be lighter than the equivalent on other worlds. Rather than metal plates substitutes of wood, bone, chitin, or stone have been used. Padded, leather and hide are unchanged. Scale is made out of the hardest materials Athasians can substitute such as pieces of Mekilot hide or hardened carapace. A chain shirt is a scale shirt and is made out of scales and offers less protection than a full suit of scale armor. Breastplate, Half Plate and all the heavy armor’s have no substitutes and are very rare and expensive to acquire. Chainmail for example costs 100gp or 10 000 Cp assuming you could even find a suit for sale. [CENTER][B]Weapons[/B][/CENTER] Inferior Materials Athasian weapons are usually made out of inferior materials such as stone, bone or wood. A wooden club still functions the same but a sword is often made out of obsidian for example. Weapons made out of inferior materials reduce the damage by one dice (1d8 becomes 1d6, 1d6 becomes 1d4 etc). Weapons made out of Substituted materials cost half the listed PHB price (in ceramic pieces). Weapons made out of wood such as bows, clubs and staves function normally. Ammunition however deals reduced damage, a fire hardened arrow is not as good as steel. Additionally if you roll a 1 on the attack roll the weapon breaks after it deals damage. Some weapons such as a chatka or gythka are made out of alternative materials and are treated as metal objects. [CENTER][B]Extreme Heat[/B][/CENTER] Athasians are treated as adapted to hot climates (DMG pg 110). However once the temperature gets over 130 degrees the extreme heat rules apply to Athasians. Foraging ( DMG pg 111) The default DC for Atha’s is limited and very little (if any) food and water sources (DC 20). Abundant food is very rare and mostly limited to the fields of the city states or village, an oasis, the Crescent Forest/Ridge, a Druids grove or the private gardens of a Sorcerer King (DC 10). Limited food (DC 15) is rare is and located in places such as scrub lands. Certain places in Athas are DC 25 for survival checks such as the Sea of Silt, various salt flats and similar terrain. Attempts to forage in defiled land automatically fail. [CENTER][B]Water Needs ([/B] DMG pg 111)[/CENTER] Atha’s counts as hot so water needs are doubled. [CENTER][B]Defiling[/B][/CENTER] Wizards and other arcane spell casters draw their power from the plant life of Athas. Any arcane spellcaster can chose to defile but Preservers run the risk of becoming a defiler should they do it too much. All player character spellcasters start the game as preservers. When an arcane caster casts a spell they can chose to defile as a bonus action. Defiling enhances a spells power and the spell is treated as though it is cast in a higher level spell slot. A defiled spell creates a circle of ash 5’ wide per level of the spell. Any living being caught in the circle of ash has disadvantage on all skill checks until the end of their next turn. In addition plant based beings take 1d8 points of damage per level of the spell. Defiling leaves behind a tell-tale circle of ash and the average Athasian can recognise the ash circle with a DC 10 intelligence (arcana) check as they have likely hears myths and tales about destructive and evil magic. Clerics, Defilers, Druids, Preservers, have advantage on the roll while Defilers, Templars and servants of the Sorcerer Kings automatically make such a check. Each time a spellcaster defiles they must make a DC 15 intelligence save. Failure indicates that they lack the required knowledge and skill required to be a preserver and the spell caster becomes a defiler. Defilers no longer have the choice to defile or not and every spell they cast defiles creating a circle of ash. A defiler also finds it harder and harder to gather the extra arcane power and may only enhance a spell via defiling once per short rest. Defilers cannot be of good alignment and any good aligned preserver becoming a defiler changes alignment. Defilers are generally hunted down and put to death by the populace of Athas. Anyone seen defiling is generally treated as a Defiler. Defilers either hide their power, have a powerful patron for protection or dominate a slave tribe or group of bandits. At the DMs option a defiler has disadvantage on any persuasion rolls they make especially known defiler. [CENTER][B]Athasian Encounters[/B][/CENTER] Athas is a brutal world. For purposes of constructing encounters lower the CR of opponents by 1. [/QUOTE]
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