D&D 5E (+) What would you want for 5e Dark Sun?

Steampunkette

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I think the Dragonlance topic of the same name is pretty great and I'd like to follow through a similar course with Dark Sun under the following precepts:

1) Narrative Elements will almost certainly change to adapt the setting toward more modern sensibilities. More female characters, LGBT inclusion, wider ethnic diversity, and some elements may be trimmed or re-framed to be less offensive. This isn't inherently a bad thing. But if you're down with it, what kind of changes would you want to see?

2) Dark Sun has a ton of Systems Changes. From Defiling to Psionics to Environmental Survival. How drastically would you want to see those systems altered, or perhaps do you have ideas on how they could be carried forward? Or do you think that such changes should even be -applied- to a modern table sensibility due to the preponderance of roll-playing as opposed to role-playing in modern game design?

3) Power Level. While it could be included in the Systems changes, Dark Sun's monsters were stronger, it's characters had higher stat generation methods, and magic items, or even good quality weapons and armor, were rare to make things even more challenging. Should that stylistic and mechanical gap remain in 5e, or should it be brought into a more "Modern Balance" spirit where any Athasian character is no stronger or weaker, by default, than any Faerunian one?

I'll go first.

Narrative Changes for Modern Sensibilities:
  • More Female Sorcerer-Kings.
    • On Athas there were only 3 female sorcerer-kings. Abalach-Re, Lalali-Puy, and Yarmuke. And Yarmuke was destroyed by Hamanu who also wiped her city from the world.
    • Thankfully, most of the Sorcerer-Kings gender is pretty irrelevant to who they are and what they accomplish. So making Oronis, Tectuktitlay, or even Andropinis (Who has the most masculine name of them all, Man-Penis) into Female Characters wouldn't actually change much of anything.
    • Could even have one of the Sorcerer-Kings be transgender. Nibenay presents a draconic form and largely hides from the public eye. It could be interesting if that draconic form were feminine.
  • LGBTQ+ loose organizations could be neat.
    • I don't mean big and broad-ranging LGBTQ Lobbyists. I'm talking about smaller organizations of protection. Athas is a harsh place and having trans characters know that, for example, a building with a painted Kank's Head on the front wall wall is a safe space could be interesting. It would also set Athas aside from other settings as one that is harsh, but not without it's mercies.
    • Similarly, an alliance of people with different sexualities creating a group-atmosphere of protection and solidarity might be nice in a cruel world. Like maybe no one cares if some courtier is slipping into silk-sheets with courtiers of similar genders, or whether gladiators are coupling in the barracks between matches, but there's still plenty of reason for abundant caution and escape plans and the like for when bigots -do- rear their ugly heads
    • Though it would also be kind of great to just have no societal stigmas tied to LGBTQ+ existence, of course.
  • Slavery is a tough call. But I think they could largely keep it.
    • 5e D&D tries to keep slavery in the hands of evil people. Which is why the Drow are totally willing to enslave you at the start of Out of the Abyss. The main thrust of slavery in modern fantasy is that it exists, it is evil, and only evil people enslave others.
    • Therefore having slavery as a thing in the setting would still work, but the players would be actively encouraged to fight and kill slavers when possible/reasonable, and free any slaves they find. Which is what good people should do in any setting.
  • Points of (Dim) Light?
    • Athas has always been a place with a handful of real "Towns" and a few villages scattered across the sands between them, often 2-3 days travel apart (On foot) and usually plagued by cannibal Elves, cannibal Thri-Kreen, and cannibal Halflings. Because, honestly, cannibalism is just super popular as a dining option on Athas.
    • This sort of physical structure lends itself well to a Points of Light campaign. And, honestly, making that the style du jour for Athas could fit really, -really-, well. So long as the lights are dim. So long as the safety is fleeting, the comfort expensive, and the danger swift to return.
  • Ethnic Variety
    • Honestly, Athas could do this fairly easily if the art department goes for it without any sort of backlash. I don't think there's much chance, at all, that people are going to complain if Tecuktitlay isn't white as snow, or Lalali-Puy doesn't have blonde hair and blue eyes. Honestly, ruddy and dark skin tones should -probably- be the default for the whole setting, with pale skin being a rarity even among the wealthy.
Systems Changes:
  • Arcane/Divine/Psionics as different.
    • 5e's "All magic is just magic" is just not good for Athas. Athas uses Defiling and Preserving as a powerful narrative element, and one that Clerics and Druids are incapable of doing because their power doesn't defile.
    • Athas would need to break the "Weave Narrative" to work. Different types of magic -need- to be different to interact with this core identity of the setting.
  • Psionics as Default
    • A Psionicist Class (I love KibblesTasty's) would be great. Especially one that takes cantrip-casting to heart and builds off of it.
    • Probably a Psionic-Warrior option or something similar as well. Likely as a Subclass of Fighter or maybe Ranger?
    • Maybe just a whole mess of Psionic Subclasses in general.
    • Definitely a ton of Wild Talents as Feats.
  • Defiling as Default
    • Preserving should be something you actively choose, rather than a default. And it should cost you.
    • Yes. This makes Wizards and Sorcerers (if they're even in the game!) weaker unless they defile. That's the point.
    • Playing a Wizard should be unattractive in the setting to keep the Arcane magic level low. Not impossible, so people can still play their Wizards... but less attractive.
  • Travel Mechanics
    • Traveling from place to place isn't hard, really. Pick a direction and go. Getting there -alive- is the trick.
    • Heat Mechanics, Environmental Hazards, Dangerous Monsters, and most importantly LIMITED RESOURCES.
    • Water isn't always available on Athas. And even when you -can- get some it's often dirty.
    • Some sort of mechanical structure that makes survival against the World into it's own unique danger layered on top of everything else would be spectacular.
Power Level
  • Stronger Characters. Harsher Challenges.
    • Athasian characters have been stronger than those of other settings, often with less magical power available. Previous editions handled this with higher attribute scores, which is also an option but consider replacing Magic Items with "Heroic Power"
    • To replace magic items, there should be a new "Internalized Power" system that allows characters to function as if they -have- magic items in many cases and situations, without actually having them.
    • Perhaps give people a number of "Heroic Power" slots equal to their Attunement availability and allow the player to gain these heroic powers through gameplay.
    • Belt of Giant Strength? Nah. Your strength score gets boosted 'cause you have "Mighty Thews" which gives you a +4 Strength Bonus (Max 22) or a +6 bonus (Max 24
  • Bigger Stats
    • Maybe give players their level 4 ASI at level 1? Or their level 8 at level 1 so they just don't get one of the two during leveling.
    • This would keep their overall power level similar while boosting them at low-level play before they can play into the "Heroic Power" system.
  • Wild Talent at level 1?
    • Wild Talents are an important part of Athasian culture. Not -everyone- has them, but enough people do that it's just considered normal.
    • Maybe give all players a single level 1 "Free Feat" which can be a Wild Talent or not, as they personally prefer.
  • Interesting Weapon and Armor Rules.
    • In addition to having some really cool and slightly freaky weapons, Athas also had rules relating to Bone, Stone, and Wooden weapons that probably should be updated.
    • Weapon Breakage was a common problem for Athasian Heroes who would often see their favorite Carrikal break off in the thick armored hide of a Braxat or crushed under the bulk of a rampaging Mellikot.
    • Armor/Shield Breakage was also an issue, but slightly (SLIGHTLY) less common. Maybe give players the ability to actively sacrifice shields and armor to negate a critical hit altogether, or something? Not sure.

What are your thoughts?
 

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Maybe the best thing to do is to just make a Dark Sun adventure.

You're slaves. You have to find the Dark Tower or whatever and something something brighten the Dark Sun etc. Then you travel across the deserts of Athas, which are each little sandboxes, and the Sorcerer-Kings come and hunt you down and you have to deal with them, and it leads all the way up to killing the Dragon. Could be a fun 1-20 adventure.
 

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Yora

Legend
It's true. Though part of that is the city-states being the centers of commerce and interest while the rest of the world is kind of the Adventure Zone where you travel to places... But doing up a bit more detail on the smaller communities could be interesting? Especially the distinct difference between Urik's outlying villages, which are likely kept under direct control of the Lion, while Draj's outlying villages are largely free of Tectuktitlay's influence because of how weak he is.
That's exactly it. The desert is the place for adventures, and adventures is what it's all about. You can have some run-ins with templars in the cities, but that can get old quickly.
To have adventures, we need more adventure content.
 

Alzrius

The EN World kitten
It was in Dragon Kings I’m pretty sure.

From memory, the lore was that in the Pristine Tower, Rajaat bound to each nascent sorcerer-king a conduit to the elemental planes, which allowed them to grant elemental sphere spells to templars but not cast them themselves ( which always was a pretty tenuous and hand wave-y explanation, but whatever). This process was entirely separate to the dragon transformation process, so a new Dragon (a pc defiler, for instance) wouldn’t have any luck granting spells to templars without Rajaat’s help…
As you noted, that was the rationale for how the Sorcerer-Kings could grant spells to their templars in Dragon Kings. What's less well-known is that this was pseudo-retconned in Defilers and Preservers: The Wizards of Athas, where it said that the vortices that connected the Sorcerer-Kings to the elemental planes were created via the Dark Lens (itself detailed in Psionic Artifacts of Athas, though that didn't add anything to the idea that it could create/summon elemental vortices).

Whatever the explanation, the older products are in lockstep about new dragons (or other advanced beings) not being able to gain the power to grant spells to those who worship them...with one exception. In Dragon #319's 3.5 incarnation of Dark Sun, set several centuries after the events of the Prism Pentad, Atzetuk (the boy who was previously put up as Tektuktitlay's son, but was really a brainwashed figurehead) has become a true sorcerer-king, including being able to grant spells to templars. So apparently it's possible for a new advanced being to gain that power. Perhaps if the Dark Lens was recovered...?

Please note my use of affiliate links in this post.
 

Daskinor: Really not sure -how- to update this one. The character is a paranoid and delusional character who sees enemies everywhere he looks and fears a mysterious "Them". The Them in question could be the Veiled Alliance, another Sorcerer-King, or just some random slave or citizen on the streets of Eldaarich. Maybe I could play up a Templar-Controlled city angle with an ineffectual king that they use as a figurehead for their control over the town, wherein their oaths to him are not so strong as other Templars because his will and whims are so drastic they routinely lose spellcasting ability? Could be fun.
Yeah, Daskinor is a tough one. There’s a fan write up (I think on athas.org) that basically makes Eldaarich into Dark Sun North Korea, but it never quite worked for me.

I’d almost be tempted to make Daskinor a sorcerer-king who is under subtle attack, and who is losing. His paranoia is rooted in reality - he DOES have enemies - but it’s gotten out of control amd is now self-defeating. A suitably powerful psionic enemy maybe, a circle of elder psurlons, or some horrendous incorporeal undead thing he found in the obsidian wastes.

The other thing i’d do is introduce more sorcerer-kings. The world is big and the Tyr valley is small. We don’t have any canonical champions who Rajaat tasked with exterminating the minotaurs, or centaurs, or hobgoblins, or sahuagin, or tabaxi, or aaracokra - not to mention kreen. Sure there’s long-doomed Pennarin but he’s only known from two lines in a novel before dying, surely there’s others. Hell, I once spent a chunk of time Athas-ifying the Rise of the Runelords adventure path, focusing on the reawakening of the forgotten champion Karzoug Gnoll-Eater.

This gives us more space and variety to play with in Athas. We can expand the world, we can have more representation without retconning. Not all of rajaat’s champions even have to be rulers. While some siezed or built cities, others may have retired to isolated towers for arcane experimentation, or wandered the world in disguise, or delved deep into the under dark, or slept beneath the sand like more conventional d&d dragons. Want a justification for monks in Athas? A champion who gains followers and spreads his philosophy through posing as a cryptic itinerant martial arts master. He/she promotes the teaching of martial arts to slaves - the oppressed are loyal to those who help them, and more potent slave revolts can only weaken those sorcerer-kings who rule cities. Maybe one who obsessively tracks down lore or clues about the early life of Rajaat, hoping to find the secret to finally destroying him. A crippled, stumbling, mendicant champion, struck by a lingering spell or psionic curse in the rebellion against Rajaat and who has been slowly consumed by it ever since, horrifyingly powerful to confront but erratic, agonised, incapable of ruling.

Athas could stand to be bigger. I’d definitely be looking at some of these directions to expand it.
 

In Dragon #319's 3.5 incarnation of Dark Sun, set several centuries after the events of the Prism Pentad, Atzetuk (the boy who was previously put up as Tektuktitlay's son, but was really a brainwashed figurehead) has become a true sorcerer-king, including being able to grant spells to templars
I have every hope that any 5e iteration of Dark Sun will treat the 3.5e version with the contempt it deserves.
 

Steampunkette

A5e 3rd Party Publisher!
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Couple notes:

There are only 15 Champions of Rajaat. Not because there's not enough world for them, not because the designers forgot all the other monsters that could have Champions slaying them, and not because they ran out of creativity. There are 15 Champions (Several of which are now dead) because Rajaat's intention was to wipe out all the species that arose from the Halflings/Pyreen, including Humans. Which is why his Champions (All human) turned against him.

So inventing new Champions to fight Minotaurs or Hobgoblins or Sahuagin kinda goes against that specific intention in favor of "We're just gonna genocide everything" -or- "Oh, uh. Yeah. Sorry, Borys. You didn't know I had another 20 Champions to wipe out all non-Halferrr non-Human Life descended from the Pyreen but I totes did."

Which of course also brings us to the issue of representation... Yeah. We could add these new Sorcerer Kings and make them women, trans, etc, but they'll always feel tacked on. Especially if it's outside of the Tablelands and stuff. We'll face pushback for retconning, obviously. And "Wokeness" by certain members of the community... But we're gonna get that -anyway- since adding more Sorcerer-Kings and more representation puts us in those same crosshairs.

So why not retcon and explore within the design space that already exists?

As far as other enemies: I had a -lot- of thoughts on that. Especially expanding beyond the Tablelands and stuff. My thought wasn't to expand the Sorcerer-King quantity, but to put other threats in the world. Some of them -in- the world as ancient trapped evils rise... possibly "Gods" or ancient elder things to be somewhat traditional. But also things like conquerors and vengeance-seekers from the Crimson Savannah and the Sea of Silt.

Because while a lot of settings have war in them, few do it in desert landscapes with titanic monsters randomly interrupting the battle! I'd love to see a "Fleet" of Silt-Skimmers fighting against another massive group with the players racing from deck to deck pirate-style and rescuing friends from the Silt itself like Wesley in the Fire Swamp, only for a Silt Sea Horror to burst out from under some of the ships and start attacking either giving the heroes time to regroup as it smashes the enemy fleet to flinders -or- forcing them to split their attention between threats.
 

Zardnaar

Legend
Couple notes:

There are only 15 Champions of Rajaat. Not because there's not enough world for them, not because the designers forgot all the other monsters that could have Champions slaying them, and not because they ran out of creativity. There are 15 Champions (Several of which are now dead) because Rajaat's intention was to wipe out all the species that arose from the Halflings/Pyreen, including Humans. Which is why his Champions (All human) turned against him.

So inventing new Champions to fight Minotaurs or Hobgoblins or Sahuagin kinda goes against that specific intention in favor of "We're just gonna genocide everything" -or- "Oh, uh. Yeah. Sorry, Borys. You didn't know I had another 20 Champions to wipe out all non-Halferrr non-Human Life descended from the Pyreen but I totes did."

Which of course also brings us to the issue of representation... Yeah. We could add these new Sorcerer Kings and make them women, trans, etc, but they'll always feel tacked on. Especially if it's outside of the Tablelands and stuff. We'll face pushback for retconning, obviously. And "Wokeness" by certain members of the community... But we're gonna get that -anyway- since adding more Sorcerer-Kings and more representation puts us in those same crosshairs.

So why not retcon and explore within the design space that already exists?

As far as other enemies: I had a -lot- of thoughts on that. Especially expanding beyond the Tablelands and stuff. My thought wasn't to expand the Sorcerer-King quantity, but to put other threats in the world. Some of them -in- the world as ancient trapped evils rise... possibly "Gods" or ancient elder things to be somewhat traditional. But also things like conquerors and vengeance-seekers from the Crimson Savannah and the Sea of Silt.

Because while a lot of settings have war in them, few do it in desert landscapes with titanic monsters randomly interrupting the battle! I'd love to see a "Fleet" of Silt-Skimmers fighting against another massive group with the players racing from deck to deck pirate-style and rescuing friends from the Silt itself like Wesley in the Fire Swamp, only for a Silt Sea Horror to burst out from under some of the ships and start attacking either giving the heroes time to regroup as it smashes the enemy fleet to flinders -or- forcing them to split their attention between threats.

You have read Rise and Fall of a Dragon King?

I don't think I would worry about Kurn and Daskinor and wouldn't put to much effort into Dregoth either.

Mostly because you're just creating more work for yourself.

I did develop a future Athas based off the revised boxed set. Advanced the timeline 1000 years.

That was around 15 years ago think my notes are around somewhere. 18 pages or something like that.

Not sure about killing if Kalak. I think he's a good candidate for the PCs to topple before they're level 25+. Eg level 10.

Also if he is dead who liked him and ate they still around?

It's one thing I didn't like about the Prism Pentad and the old TSR metaplot. They set all this stuff up and in 3-4 years NPCs did everything.
 
Last edited:

Steampunkette

A5e 3rd Party Publisher!
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You have read Rise and Fall of a Dragon King?

I don't think I would worry about Kurn and Daskinor and wouldn't put to much effort into Dregoth either.

Mostly because you're just creating more work for yourself.

I did develop a future Athas based off the revised boxed set. Advanced the timeline 1000 years.

That was around 15 years ago think my notes are around somewhere. 18 pages or something like that.

Not sure about killing if Kalak. I think he's a good candidate for the PCs to topple before they're level 25+. Eg level 10.

Also if he is dead who liked him and ate they still around?

It's one thing I didn't like about the Prism Pentad and the old TSR metaplot. They set all this stuff up and in 3-4 years NPCs did everything.
It's fair, with the Kurn/Daskinor/Dregoth thing. I'd just like to touch on all the Sorcerer-Kings for background seeding of the adventure. Already set up a Roll20 game "Under Olive Tinged Skies" and installed the Athas rolling macros and made a deck of "Water" cards that I can hand out to the players for their starting fluids.

Just in case one of my players decides to be a Templar of Keltis/Oronis or something, y'know?

I like setting the game in the wake of Kalak's death because it sets the stage and the stakes. The Sorcerer-Kings -are- mortal, no matter how long lived, and could be killed by a brave and powerful band of heroes... But it's an incredibly dangerous task and is the risk really worth it?

Gonna put smaller victories in people's paths, lower stakes, go for the more existentialist/Sword n' Sorcery feel, then build up into heroic fantasy from there.
 

Mind of tempest

(he/him)advocate for 5e psionics
Couple notes:

There are only 15 Champions of Rajaat. Not because there's not enough world for them, not because the designers forgot all the other monsters that could have Champions slaying them, and not because they ran out of creativity. There are 15 Champions (Several of which are now dead) because Rajaat's intention was to wipe out all the species that arose from the Halflings/Pyreen, including Humans. Which is why his Champions (All human) turned against him.

So inventing new Champions to fight Minotaurs or Hobgoblins or Sahuagin kinda goes against that specific intention in favor of "We're just gonna genocide everything" -or- "Oh, uh. Yeah. Sorry, Borys. You didn't know I had another 20 Champions to wipe out all non-Halferrr non-Human Life descended from the Pyreen but I totes did."

Which of course also brings us to the issue of representation... Yeah. We could add these new Sorcerer Kings and make them women, trans, etc, but they'll always feel tacked on. Especially if it's outside of the Tablelands and stuff. We'll face pushback for retconning, obviously. And "Wokeness" by certain members of the community... But we're gonna get that -anyway- since adding more Sorcerer-Kings and more representation puts us in those same crosshairs.

So why not retcon and explore within the design space that already exists?

As far as other enemies: I had a -lot- of thoughts on that. Especially expanding beyond the Tablelands and stuff. My thought wasn't to expand the Sorcerer-King quantity, but to put other threats in the world. Some of them -in- the world as ancient trapped evils rise... possibly "Gods" or ancient elder things to be somewhat traditional. But also things like conquerors and vengeance-seekers from the Crimson Savannah and the Sea of Silt.

Because while a lot of settings have war in them, few do it in desert landscapes with titanic monsters randomly interrupting the battle! I'd love to see a "Fleet" of Silt-Skimmers fighting against another massive group with the players racing from deck to deck pirate-style and rescuing friends from the Silt itself like Wesley in the Fire Swamp, only for a Silt Sea Horror to burst out from under some of the ships and start attacking either giving the heroes time to regroup as it smashes the enemy fleet to flinders -or- forcing them to split their attention between threats.
what about areas we do not know about, I heard of a land of undead and obsidian?
 

Zardnaar

Legend
It's fair, with the Kurn/Daskinor/Dregoth thing. I'd just like to touch on all the Sorcerer-Kings for background seeding of the adventure. Already set up a Roll20 game "Under Olive Tinged Skies" and installed the Athas rolling macros and made a deck of "Water" cards that I can hand out to the players for their starting fluids.

Just in case one of my players decides to be a Templar of Keltis/Oronis or something, y'know?

I like setting the game in the wake of Kalak's death because it sets the stage and the stakes. The Sorcerer-Kings -are- mortal, no matter how long lived, and could be killed by a brave and powerful band of heroes... But it's an incredibly dangerous task and is the risk really worth it?

Gonna put smaller victories in people's paths, lower stakes, go for the more existentialist/Sword n' Sorcery feel, then build up into heroic fantasy from there.
Fair enough. I don't think Kurn or Oronis is common knowledge.

Last time I had a player inquire about a good templar I let her play it and gave her the bare minimum to serve as an agent of Oronis.

This was 3.5 and I retained the 2E alignment requirements for the most part. But it was 1000 years in future soft retcons here and there. There was more water die to the Cerulean Storm but back to seven Sorcerer Kings. I tried to keep retcons to a minimum think I added a new female queen Razia and used existing material as much as I could. Living SKs returned, Dregoth ruled Raam iirc.

Slightly nicer place than original boxed set Tyr had a river again.
 

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