Zardnaar
Legend
Dark Sun without psionics? I thought we just had a thread about that saying it was no bueno.
It's not Dark Sun though. I'm not trying to directly copy it. The metal rule for example I can skip.
Dark Sun without psionics? I thought we just had a thread about that saying it was no bueno.
These things work mechanically, and I know you’ve said this isn’t meant to be Dark Sun, but I want to point out that these elements touch on what I’ve always felt were the thematic heart of the setting (as originally published, anyway). Which, to be clear, was despair.Idea. Gods are dead, clerics exist but the divine spark is in the individual cleric. So rather than elemental clerics they're just another spellcaster.
The Dragon Kings can grant spells and might have exclusive domains.
Rather than defiling might just have wild magic and dead magic zones. Maybe left over from when the gods died.
These things work mechanically, and I know you’ve said this isn’t meant to be Dark Sun, but I want to point out that these elements touch on what I’ve always felt were the thematic heart of the setting (as originally published, anyway). Which, to be clear, was despair.
Specifically, the lack of any divine presence, the absolute tyrannical rulership by the entites that destroyed the world, and the existence of the defiling magic which destroyed it (and continues to).
Psionics, while an interesting adaptation, isn’t as integral, as it doesn’t contribute to the theme.
How does that work with modern D&D?
First, I think your instinct to make your dragon kings the patrons and sources of “divine” magic is spot on. They would also make great warlock patrons.
But the scary thing about arcane magic in Dark Sun (narratively, that is – it could be argued that the mechanics never quite did justice to the narrative) was that all of it drained life absolutely and indiscriminately. A magic user could try to do it responsibly, but even that only lessened the effect.
Without defiling magic (or something that serves its purpose), you cut out one of the thematic legs of the setting: that power is not only inherently corrupting, but that it requires corruption. That’s okay, of course; it’s your setting. But it’s a subtle thing and the tone of the game will be different in ways you might not intend.
I’ve always thought it would be interesting to set a campaign on a planet that was tidally locked with its sun. One side would be perpetually too hot and the other too cold, but a habitable band would circle the globe between them, perpetually in twilight.
If the clerics aren’t getting their powers from the Dragonkings, it might make more sense to use druids. Otherwise, you really have to wonder where the power is coming from. I was personally never very fond of the elemental cleric approach, but a druid could probably do it pretty well.Just watched a TV show on netflix with a world like that.
Darksun had 4 domains for clerics. Is there a themed group I could have with the clerics while the Dragonkings could offer the other domains.
Not all domains need to be there but I would like to get most of them. I could also just offer elemental clerics.
Or what you mentioned earlier, the gods died and their deaths caused magic to roil across the world tearing it apart. This is also the cause of the new divine casters, they have the tiniest fragment of divine energy within them that they can call upon.I'll have to come up with a magical cataclysm to explain state of planet.
Or write defiling rules.
Magical cataclysm is easy. Either magic wrecked the sun or moved the planet closer to the sun.