I think that's a pretty big exaggeration. Having a few tiny pockets of magic desert scattered across the world is hardly what I'd call "a place of magic and nature that you can run away to."
I think there's a large distance between "magic desert scattered across the world" and "Feywild."
The first is part and parcel of Athas, a place any PC or NPC can wander into. It's like the mythic deserts that Rich cited on the blog. Those are cool and deserve to be part of a "desert world" setting.
The second is a magical place that PC creatures move in and out of basically whenever they need to.
The first is a place of mystery and adventure that can be right next door. As in "the magic desert is a day's travel away and lies between us and the nearest city-state."
The second is a sidebar world, and a known quantity, a tool the PC's use.
The first reaction many players have to Athas is "how do I escape this brooding land of doom?" If some shiny guy in our party can do it every 5 minutes or so, it implies that it can't be really
that hard, and then the game becomes about finding and running away to the place that is Not Athas, rather than on dealing with the troubles of Athas itself. It's not about Dark Sun anymore. It's about the Feywild. And I can do that adventure in any campaign.
That's an effect, created at the table, by players themselves, in the course of play. It's not just an academic distinction between "loyalty to the 2e set" and "fresh new 4e toys." It's a problem with how the setting behaves.
Moridin said:
I get the impression, KM, that you would be happy with nothing other than the total eradication of the Feywild and eladrin in Dark Sun. I guess I don't have anything to say that would make you feel better.
I'm sorry if I gave that impression. That's not really accurate.
I could have been OK with an Eladrin race, really. Back in an earlier thread talking about this, I speculated that an Eladrin without the Feywild on Dark Sun might look something like a PC-version
Bralani (refluff planar teleport into a whirlwind of sand -- done! Heck, the shardminds are halfway there already!) and be totally cool. There's certainly other ways you could've gone too (maybe they become more Primal-oriented to protect their homes after the world started collapsing; perhaps they are Preservers who master illusion rituals to protect their cities from the sorcerer-kings with mirages; whatever). Some solutions might've involved swapping out a racial power or something, but cross-planar teleportation is fairly inappropriate for Athas, in my book.
That's because adding the Planes to Athas is something that is more problematic for me, and the Feywild specifically seems redundant at best. It ruins the isolation that makes the place special and dangerous. Escaping the world for another one is unsatisfying when I've chosen to play in a given world. I've described why that is quite a bit by this point.
The only thing I can do now is understand why it was
so important to have these things, and to have them be like this. What would the setting be missing, if they weren't there, in this way? Why was it OK to boot out Bane and Pelor and Tiamat, but it was important to preserve the Feywild? The reasoning that you guys wanted to cleave fairly close to the 4e PH is a little unsatisfying, since part of what I, at least, want in a new setting, is something that is
non-standard, and also that the Feywild isn't (or shouldn't be) an inextricable part of the rules of the game. Nothing about the Eladrin demands a Feywild. And being non-standard isn't something that I would expect from Eberron or Forgotten Realms, which are pretty inclusive by definition (and pretty cool because of that inclusion!) but it is absolutely something I would expect from Dark Sun, which is made cool, in part, by its exclusion.
And perhaps, in turn, I can help you understand why cosmology is kind of a big deal in settings, at least for me.
It's not about excluding anything, per se. It's about the effects that including certain things has on the emotion I'm trying to get out of players at the table.
Moridin said:
Personally, I think that having defiling destroy 99.9% of an entire plane of existence, having the people of that plane becoming near-mythical anti-magic zealots, and having places in the desert where the vestiges of an ancient civilization periodically appear and disappear is perfectly in keeping with Dark Sun's motifs, and lead to some really great story possibilities in the Dark Sun milieu. For example:
The party joins up with an elf tribe to make the trip to a nearby city-state. During the journey, they discover that some of these elves aren't elves at all, but eladrin, and the party's Veiled Alliance member is a target for execution.
This plot is entirely possible and likely without the Feywild, and without wizard-hating Eladrin. Largely because
no one really likes the Veiled Alliance, and that member could be targeted for execution by any number of, heck,
normal elves.
Moridin said:
After their caravan is raided, the PCs stumble through the desert. Parched and dying, they come across the ruins of an ancient sand-blasted building where they take refuge and even delve into the ruins in search of treasure. After recovering, they depart, only to find that once a few hundred yards away from the ruins the entire structure has vanished.
This doesn't require another plane of existence. It maybe requires an epic-level
conceal city ritual or something, if you want to get mechanical about it. Which fits in with the idea of Preserver eladrin who are going into hiding.
Moridin said:
A dune trader the PCs have worked with before returns to Nibenay to sell his goods, but the PCs notice that he is acting oddly. When one of Nibenay's templars approaches the dune trader for her normal bride, the dune trader attacks and slays her. The party discovers that the dune trader's mind was tinkered with by a powerful psion, turning him into an anti-spellcaster time bomb. To restore the dune trader's mind, they must find and slay this psion, whose tower only appears when you approach it from the west at sunset.
This goes in hand with the first thing: you don't need Eladrin or the Feywild to have wizard-hating enemies in Dark Sun. Pretty much anything will fit that niche.
And, to show that my ideas are meant to be constructive criticism, here's some adventures they could construct:
- Defiling to Preserve [Paragon Tier]: An area of desert is only marked on maps with a skull and crossbones. The PC's are forced to explore the region when a young Noble man goes missing, and the city-state is put under a draconian crack-down. Returning the son of this powerful noble will ease the pressures on the city. The PC's discover that the son ran away into the unmarked area of desert seemingly following elven rumors of an astoundingly beautiful princess. The trail disappears in an otherwise empty region of the desert, but with a Skill Challenge, the party can discover a persistent, and slowly-widening, aura of defilement, as well as an opening simply in the air around them, revealing an opulent palace and verdant grounds, with copious green plants, and flowing water from fountains. This place of unparalleled beauty is, as the party can notice, an illusion, maintained by that widening aura of defiling magic. In the palace, they find the noble's son, and the lone "princess," a near-immortal eladrin Queen who resorted to defiling magic to protect her castle millennia ago, when the Feywild was being destroyed. She is living a persistent lie, half-insane, and the noble, smitten with her enchantment rituals, has largely become enslaved to her, unaware of the low-key defiling happening to his body as he lays with her. If the PC's can throw some harsh reality into this persistent fantasy, they can perhaps save the noble's son, though they will also be responsible for destroying a place of true beauty by slaying the Queen and her guards. This may leave them questioning the lengths they would go to themselves, to have what they took from the Queen.
- Ashes, Ashes, We All Fall Down: The Eladrin city of Balvinir has fallen. The guild of preservers that sustained the city's illusory walls was weakened when one died, after hundreds of thousands of years, making it impossible to maintain the rituals that hid the city from the Sorcerer-Kings in the region. Now, their armies attack, in concert, this lovely, but tragic, place, which has suddenly become exposed. The Eladrin are determined to fight to the last of them, but the PC's might be able to save a few, by fighting against the Sorcerer-Kings themselves, by amassing armies of those opposed, by playing off the always-suspicious Kings against each other, or by finding a preserver to take the dead one's place, restoring the protections on the city, at least for now. Of course, they're likely to make new enemies from this. And the party may decide not to help the Eladrin at all, to simply profit themselves off of this dying civilization. The Eladrin may not be so pure, after all, either: part of their final appearance involves a massive, desperate, suicide assault on one particular city-state (perhaps that of the PC's, or their allies). Heedless of the destruction they cause in their wake, the eladrin are mad with mourning.
- City of the Wind: Eladrin on Athas are known to be connected to the new natural order: harsh and unforgiving, largely avatars of flaying sand-storms and brutal solar light. People live in fear of their horrible natural powers, wielded personally and intelligently, rather than the mere callous destruction the natural world generally turns on the people here. Thus, the appearance of the migratory, mobile, City of the Wind on the horizon, has the people in this city-state terrified. They have no love for their sorcerer-king, but they do love their lives, and as the sandstorms begin to give way to static-electicity thunder, and alternate with searing drought and blistering solar light, the people here become panicked. Which is entirely in the favor of the current Sorcerer-King. Using the fear of the populace to usher in an age of human sacrifice, the sorcerer-king wages war against his enemies, using the City of the Wind as a buffer. In the chaos, the PC's can stop the sacrifices, save the city from both natural disasters, and Sorcerer-King made disasters, and perhaps even liberate the town. Or, they could all be buried beneath enemy armies and natural disasters both. The choice is largely up to the party: what they fight, who they irk, and who they make peace with.
Which is just a sampling of the different ways Eladrin could have been used, without involving the Feywild as a "plane of existence" that PC's can flee to, to get away from Athas's suffering.
Gotta go rock-climbing with the girl now, but we can hash this out more later, if you'd like to maybe try for some mutual understanding.
