I've had a keen interest in Dark Sun when I saw the 4e campaign books (too young for when 2e version came out) and thought it was a cool concept. I remember flicking through someone's homebrew Dark Sun for 5e stuff a bit ago, but wasn't confident in bringing it up as I didn't know too much about it beyond that sourcebook. I've gone through the Prism Pentad books, but that's about it for the novels that I've read (any recommendations I'll gladly have a look at)
I'd probably be interested in some sort of Mul Gladiator, someone brought up in the fighting pits and made to fight most of his life. Possibly still in service to an Athesian noble (dependant on if it started in a slave-controlled city-state or not it could be willing or unwilling).
If we're not taking the non-offical 5e creations at this point, I might go with a human ranger; someone who uses his knowledge of the wastelands and the monsters that reside there to travel more safely and eventually gaining a bit of primal abilities from the elements (not arcane magic, but not quite divine either)
Dark Sun is a universe of land-corrupting magic and powerful psionics, right? If you are still recruiting, I have 2 concepts I'd like to throw out for consideration:
Grishkar Darkmoor, Defiler Wizard and power-hungry Necromancer (Please excuse the implied setting below if it seems off. This was copy-pasted from a much-used backstory)
Born Aleric Kane to a moderately respected family of wizards, few expected the first-born son to aspire to priesthood. At twelve, Aleric could manipulate the magical Weave better than nearly any of his peers. However, the arcane was always overshadowed by the divine. Aleric saw magic as a tool of the Gods. In order to truly cause change in the world, godliness was needed, not sorcery. At 16, Aleric dropped out of his apprenticeship and fled for a monastery to become a simple priest. Aleric spent the next few years finding great peace for the simple life of service.
One day, Aleric was asked to bring food to one of the high priests in their study. He dutifully carried out the task, but found the priest deep in study over a menacing tome. The book was thick, leather of some uncommon animal reinforced with blue metal bindings, the spine bearing glowing runes. The priest asked Aleric to stay a few minutes while he studied further. Before long, Aleric could feel the room getting close. The air grew heavy and the high priest began to sway and groan. As Aleric reached to help him up and away from his work, the priest screamed and threw himself at the young monk. Without thinking, Aleric spat a few words and the high priest's face was struck by fire.
The room did not remain silent. The tome began to hum and throb. Aleric was pulled by sudden urges to read the secrets within. It became immediately clear that this was a book of great power and malice. The next thing he remembered was being interrogated by the Grand Bishop regarding the murder of a high priest and disappearance of an important book.
Questioning turned to interrogation, then to inquisition. The Grand Bishop drilled Aleric for days and the line between investigation and torture became blurred at times. All the while, a strange voice seemed to resonate in Aleric's mind. It goaded, bargained, and enticed. After five days, Aleric gave in.
The Grand Bishop arrived with a half dozen retainers for questioning, but Aleric led off with unknown prayers and incantations. He gave over control to the voice, letting it speak through him. Retainers began to shout prayers, commands, rebukes, but it fell on deaf ears. The Geand Bishop was locked by the voice and Aleric watched as his body moved with grim purpose. A passerby in the hallway would have been ignorant to the horrors that transpired in the next thirty minutes.
Three years after this event, news reached a local lord that the Kane family was brutally slaughtered and their estate razed. The monastery has sat dormant for eight years since the death of its Grand Bishop. No soul has ever left nor has any nearby village dared to investigate. Whispers float across the nearby towns of the name Grishkar Darkmoor, but no one knows anything other than the name appearing on mangled animals in the nearby woods.
Tadriel the Wraith, Lingering Ghost of the Eight
Hundreds of years before Tadriel's birth, his people lived among a kingdom of elves. Their leader claimed he had discovered the secret to the universe and the divine. In short time, those that shared his views came to be know as the Followers of Eight. The Followers' beliefs were seen as heretical by the king and the people were exiled to the wilderness. Under their leader's guidance, The Followers found a new home and lived in peaceful isolation. Two centuries before Tadriel's birth, a new power was discovered by The Followers' most gifted individuals. They claimed it was a gift from The Eight and began teaching the fragments of what they knew.
100 years after Tadriel's birth, news of this discovery reached the son of The Followers' exiler-king, who now ruled with an iron fist. He decreed that this new power was a growing threat to be used for vengence. Support followed quickly and the army was sent to wipe out The Followers. Though they lived in exile and had no desire for conquest, The Followers were not an easily-broken froce. The invading army found very quickly that The Followers' new powers lied in psionics used to harness and manipulate the very foundational elements of the universe. Sadly, their few hundred could not stand against the many thousand that hunted them.
Tadriel fled with his sibling, Shariel and Myschael, along with a group of survivors. In their plight, sentiments were mixed. Myschael, the eldest of the three, took on the mantle of leadership and demanded revenge on their attackers. Those that supported her took up arms, but as many desired peace and safety. The latter group fled further into the world, but refugees make for soft targets. When attacked by raiders, Tadriel was able to create a diversion, but was cut off and had to flee on his own. He now wanders, lost in the world, searching for clues to his sisters, the impulsive firestorm, Myschael, and the quick-witted zephyr, Shariel.
Myschael the Tempest, Vengence of the Eight
Following the destruction of her home, Myschael was distraught and surrounded by mourning and confusion. Steeling herself for the good of her people, Myschael called for vengence against a clear act of unjustified murder. Support was far from what she had hoped, but her judgement was clouded and Myschael's attempted counter-offensive was met with a disastrous end. Like her siblings, she was lucky enough to escape, but is left a wanderer in the world, searching for her lost family.
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
If you decide to jump into a full campaign or just some 1-off, unrelated scenarios, we'll be here :)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I have the 4th edition dark sun books and was really interested in the setting and world but never got a chance to play a campaign. I’ve been hoping to see 5th edition bring out dark sun setting. Not sure what exactly I would make but rogue is what I’m leaning toward.
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Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
This sounds very interesting, though I don't really know anything about it. My better classes are Heavy type frontline fighters, but I can play other things. Should I make a character?
Rollback Post to RevisionRollBack
DM for:Reign of VillainsPlayer for:Tildian Hopsprite - Halfling Warlock 1 (Smiles all around!)Sen'ra Esghal - Fire Genasi Barbarian, Path of the Berserker 4 (Adventurers never rests!) (Angry and drunk.) Silthen Ehten - Drow Elf Storm Sorcerer 1 (The Search For The Sacred Shards)
I'll take two more players and give you a week to read the material I sent and prepare your background. Take your time because I'll read them all in a few days and all at the same time. Don't rush into it.
PM me for any questions you might have before committing to a background.
Dark Sun
Beneath a crimson sun lies wastelands of majestic desolation and cities of cruel splendor, where sandal-clad heroes battle ancient sorcery and terrible monsters. This is Athas, the world of the Dark Sun, a dying planet of savagery and desolation. Sand, rock, sun, burning heat—these are the only properties that Athas possesses in abundance. Every living creature in the world works constantly to obtain food and safeguard water. Hunters might go days without finding suitable prey, and herders must drive their flocks from place to place to find good grazing. Water is scarce in the known regions of Athas, and those who control life-giving wells or springs jealously guard access to such riches.
City dwellers enjoy more security than do nomads or villagers living in the deserts, but it takes legions of workers—most of them slaves—toiling in the fields to support a city’s population. Great and terrible sorcerer-kings rule the city-states, each a long-lived tyrant who crushes dissent. Rapacious nobles, corrupt templars, ruthless merchants, and legions of brutal soldiers profit from or support the sorcerer-kings’ reigns, while the common folk groan under unjust laws and harsh taxation. Slaves survive only as long as they can earn one more day’s worth of food and water with their backbreaking toil. For most people, life is a choice between struggling to survive in the wasted wilderness or trading freedom for the relative safety of the oppressive city-states.
This is Athas, a world of cruelty and tyranny, a place of savage beauty and barbaric splendor—a world of heroes.
Athas has a single, crimson sun and two moons named Ral and Guthay.
Dark Sun features a number of important distinguishing features that differentiate it from other Dungeons and Dragons campaign settings. The brutal climate and the oppressive rule of the sorcerer-kings have created a corrupt, bloodthirsty, and desperate culture that leaves little room for chivalric virtues common to fantasy settings (hence why paladins are excluded from the setting).[
Slavery is widespread, the people are violent, and monsters roam the wastes beyond the safe havens of the city-states and villages.
Arcane magic draws its power from the life force of plants or living creatures with the potential to cause tremendous harm to the environment. As a result, wizards and other arcane casters are despised and must practice in secret.
Psionics are extremely common with nearly every living thing having at least a modicum of psionic ability.
Due to a scarcity of metal, weapons and armor are made from natural materials such as bone, stone, wood, carapace or obsidian.
Weapons of Inferior Materials
All Athasian weapons are nonmetal by default and break more easily than metal ones. A broken item is at best an improvised weapon. Damaged magic weapons lose their enhancement, properties, and powers until repaired.
Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. A metal weapon, however, breaks only if you roll a natural 5 or lower on the reroll. Weapon Substitution: When you break a weapon, you must either draw another weapon or only make improvised unarmed attacks. You may also be able to pick up a weapon during combat, such as from a defeated foe, with a minor action.
With DM permission, makeshift weapons may be crafted with a medium difficulty Nature or History check if materials or survival days are available.
Athas has no deities and no formal religions other than the false cults created by the sorcerer-kings. The gods were destroyed or driven away by malevolent elemental spirits, called primordials, at the end of the Green Age. Clerics and druids instead draw power from the Inner Planes/Elemental Chaos.
The PCs are all members or affiliates of the Veiled Alliance (VA) in Tyr
The Veiled Alliance exists to protect preservers from physical, mental, and magical attacks by all enemies: sorcerer-kings, templars, defilers, the general citizenry, and even the dragon. Preservers automatically earn its protection, but not all automatically acquire membership. A wizard must earn affiliation. Other characters may join under certain circumstances. These “auxiliary” members also gain protection. Defilers cannot join the Alliance. Only good or neutral characters may join.
The organizations undertake many varied activities, yet all serve this relatively narrow purpose. If anything threatens a preserver or preserving magic, the Alliance vows solemn opposition. Conversely, the organizations (as opposed to individual members) care nothing about threats to others. No Alliance takes official action to free ordinary slaves, for example, nor to provide disaster relief, nor to battle monsters.
All players will use the guidelines described in these supplements and will create their characters accordingly. 3rd level characters may participate in the adventure.
Glad to hear that this is still a thing. I've got the two base character concepts from before, but need to read through the homebrewery fully before making something.
Would the UA Mystic be available to reflect the psionically gifted world of Athas?
Edit: Noticed that it's listed as the "psion" class in the file.
Glad to hear that this is still a thing. I've got the two base character concepts from before, but need to read through the homebrewery fully before making something.
Would the UA Mystic be available to reflect the psionically gifted world of Athas?
Edit: Noticed that it's listed as the "psion" class in the file.
Right, made something completely different, as that how my character genning works. Made it on D&D Beyond creating houserules so it'll be usable.
Name: Durnst the Sunburst Race: Athasian Dwarf Class: Cleric (Sphere of Fire) Background: Primal Guardian Backstory: Durnst was born to a pair of dwarves who had escaped their bonds of slavery by fleeing during a giant attack on the noble's estates. His mother, while pregnant, prayed to the elements in hopes they would survive. Her bare belly out towards the sun and her bond with the fire allowed Durnst to be born, albeit to the death of his mother in childbirth. He has a birthmark on his head that looks like a sun with flames, hence his moniker "The Sunburst". His father, Gwiff, taught Durnst of the trials and tribulations that come from living in the wild, though saw that Durnst had an affinity for fire. He made him follow the rituals that the clerics of Athas must upkeep in order to be gifted the "magic" that does not defile. His power comes from Athas' sun itself, meaning he is more active in the day, and much less so at night.
Since his upbringing was in the wilderness, he is lucky to have survived these thirty five years. However, his camp was raided by elven silt walkers. Left with little, their fortune was still just as bad as his father was taken by a group of slavers. Durnst manage to escape, barely, and followed the slavers back to Tyr. Since then he has found out how terrible the city-states truly are. He has since lost most of his belongings that he had gained, now with mainly his clothes, a weapon to guard him, and his totem that he would kill anyone who would attempt to take it.
He found out about a group named the Veiled Alliance, some who understand that magic is not inherently evil and depose the Sorcerer-Kings. Durnst, as one who uses "magic" and also sharing their animosity to the slavery system enforced, has sought out their aid, as his current focus is to find his father, and hopefully free him.
Edit: Made my alternative character below.
Name: Kr'kakkak Race: Thri-Kreen (Sakar-Kreen) Class: Psion (Order of the Nomad) 3 Background: Wilder Backstory: Kr'Kakkak is one of the Sakar-Kreen, the largest, yet least violent, of the Thri-Kreen tribes. His clutch lived in the desert as wandering nomads, scavenging what food sources were available. However, they would never think to eat another sentient being, so had to resort to eating the pieces of the cacti and other sources that are scarcely found in the desert.
While growing up, Kr-Kakkak starting having strange thoughts during his time of rest. Thri-kreen do not sleep, they instead enter a topor state and rejuvinate while fully aware in their senses. However, he had strange thoughts during this time; he had dreams. He did not know what these were, and the clutch could not help him. All they knew was he had some latent 'psionics' that he would need to learn to control.
With advice from the clutch leader, Grittik'Ra, he left his clutch behind to find the knowledge he needs to discover what was in the 'dream' he had, and what it all means.
Since then, he has ended up finding his way to the nearby city-state, which intrigues him. It is an enormous clutch, yet they all hate one another. Being a strange thing in the city state, being a mantis-creature that scales on the side of a half-giant, he was easily a target for theft and attacks. However, he used his psionic abilities in self-defense and scared off his attackers with the help of some (possibly start with a PC who helped save him). Since then, he has decided this person is a member of his new clutch in his self-discovery.
His new friend introduced him to the knowledge of how sorcerer-kings impose the horrible conditions upon the people. Kr'Kakkak did not see an issue with this, as the head of the clutch dictates how it works. However, the mention of the Veiled Alliance and how the sorcerer-king is a powerful defiler shows that the leader of these people is doomed to destroy his clutch. With this knowledge, he agrees with the Veiled Alliance that defilers are bad for all clutches and should be opposed.
Edit: I got bored. Made a third character.
Name: Elhor Race: Sun Elf Class: Ranger (Underdark Stalker) Background: Wasteland Nomad Backstory: Elhor is of the sun elves, specifically the Dust Devil clan. He would run with his clan during his younger years, up until the point that the clan was separated during a sandstorm. He was one of the "fortunate" survivors, who was found by slavers to be taken in. While he and the others of his tribe were tormented by the psionic and defiling slavers, he had his tongue removed for his insolent words, leaving him incapable of speaking correctly. However, they managed to get their comeuppance when a group of The Veiled Alliance managed to find the defiler in the midst and ended up killing some of slavers, freeing those who were set to be traded for in the next city-state. However, since not all of them died, one of the psionic slavers will recognise him and others that escaped. Because of this, Elhor decided he did not belong in a city-state.
Since then Elhor has taken up the traditions of sword and bow, learning to survive in the wilds, wanting to keep away from the city-states with less chance of being caught again. He took up running again, attempting to find food sources and habitable areas not too far from the city-state, with hopes that he can assist The Veiled Alliance as they had done for him a few years ago.
... and another.
Name: Dynus Cattroll Race: Dwarf Class: Barbarian (Path of the Ancestral Guardian) Background: Escaped Slave Backstory: Dynus was born in the slave pits between two dwarves. Initially it was though the mother was going to rear a valuable mul child, but it was not so. He was thrown into the fighting pits for the amusement of those born into a luckier lifestyle. Dynus was one who had a short temper, never forgiving a sleight, and picking the fights, knowing which ones he should be taking.
His master was a slave lord and defiler who used his slaves just as any other would. He particularly enjoyed torturing Dynus due to his disappointing birth. He has a deep rage for the ex-master of his. The estate where the slaves were kept on was attacked by a small group of The Veiled Alliance a short while ago. The slave lord manage to flee, meaning that he would be able to come back again, with a vengeance. Dynus, among others, was freed by them At that point Dynus had decided on his focus, to assist the Veiled Alliance in finding his ex-master and bringing him to justice!
I'm really keen on Dark Sun. Always wanted to play in this universe. I was thinking of doing a rogue Inquisitive, but I can easily switch to something else (just not a cleric or monk, as I already those 2 type of characters)
I m a big fan of this setting even if I have found that it is one of the hardest I have ever had to DM.
I have all the books and read all the novels. I 've roamed the web for conversion done to bring it to the 5th edition and found many cool things.
My question would be? Are you interested and what would you want to play? Character and campaign type.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Hi there,
I've had a keen interest in Dark Sun when I saw the 4e campaign books (too young for when 2e version came out) and thought it was a cool concept. I remember flicking through someone's homebrew Dark Sun for 5e stuff a bit ago, but wasn't confident in bringing it up as I didn't know too much about it beyond that sourcebook. I've gone through the Prism Pentad books, but that's about it for the novels that I've read (any recommendations I'll gladly have a look at)
I'd probably be interested in some sort of Mul Gladiator, someone brought up in the fighting pits and made to fight most of his life. Possibly still in service to an Athesian noble (dependant on if it started in a slave-controlled city-state or not it could be willing or unwilling).
If we're not taking the non-offical 5e creations at this point, I might go with a human ranger; someone who uses his knowledge of the wastelands and the monsters that reside there to travel more safely and eventually gaining a bit of primal abilities from the elements (not arcane magic, but not quite divine either)
Current Player In: The Guild as Elsara Deepmoon
I would also be interested in this. While I know very little about the setting what little I know sounds interesting
Kurt Stoneseeker
Ragmin Graybeard
I'm with Law_less I'd be interested but I know nothing about Dark Sun.
Dark Sun is a universe of land-corrupting magic and powerful psionics, right? If you are still recruiting, I have 2 concepts I'd like to throw out for consideration:
Grishkar Darkmoor, Defiler Wizard and power-hungry Necromancer (Please excuse the implied setting below if it seems off. This was copy-pasted from a much-used backstory)
Born Aleric Kane to a moderately respected family of wizards, few expected the first-born son to aspire to priesthood. At twelve, Aleric could manipulate the magical Weave better than nearly any of his peers. However, the arcane was always overshadowed by the divine. Aleric saw magic as a tool of the Gods. In order to truly cause change in the world, godliness was needed, not sorcery. At 16, Aleric dropped out of his apprenticeship and fled for a monastery to become a simple priest. Aleric spent the next few years finding great peace for the simple life of service.
One day, Aleric was asked to bring food to one of the high priests in their study. He dutifully carried out the task, but found the priest deep in study over a menacing tome. The book was thick, leather of some uncommon animal reinforced with blue metal bindings, the spine bearing glowing runes. The priest asked Aleric to stay a few minutes while he studied further. Before long, Aleric could feel the room getting close. The air grew heavy and the high priest began to sway and groan. As Aleric reached to help him up and away from his work, the priest screamed and threw himself at the young monk. Without thinking, Aleric spat a few words and the high priest's face was struck by fire.
The room did not remain silent. The tome began to hum and throb. Aleric was pulled by sudden urges to read the secrets within. It became immediately clear that this was a book of great power and malice. The next thing he remembered was being interrogated by the Grand Bishop regarding the murder of a high priest and disappearance of an important book.
Questioning turned to interrogation, then to inquisition. The Grand Bishop drilled Aleric for days and the line between investigation and torture became blurred at times. All the while, a strange voice seemed to resonate in Aleric's mind. It goaded, bargained, and enticed. After five days, Aleric gave in.
The Grand Bishop arrived with a half dozen retainers for questioning, but Aleric led off with unknown prayers and incantations. He gave over control to the voice, letting it speak through him. Retainers began to shout prayers, commands, rebukes, but it fell on deaf ears. The Geand Bishop was locked by the voice and Aleric watched as his body moved with grim purpose. A passerby in the hallway would have been ignorant to the horrors that transpired in the next thirty minutes.
Three years after this event, news reached a local lord that the Kane family was brutally slaughtered and their estate razed. The monastery has sat dormant for eight years since the death of its Grand Bishop. No soul has ever left nor has any nearby village dared to investigate. Whispers float across the nearby towns of the name Grishkar Darkmoor, but no one knows anything other than the name appearing on mangled animals in the nearby woods.
Tadriel the Wraith, Lingering Ghost of the Eight
Hundreds of years before Tadriel's birth, his people lived among a kingdom of elves. Their leader claimed he had discovered the secret to the universe and the divine. In short time, those that shared his views came to be know as the Followers of Eight. The Followers' beliefs were seen as heretical by the king and the people were exiled to the wilderness. Under their leader's guidance, The Followers found a new home and lived in peaceful isolation. Two centuries before Tadriel's birth, a new power was discovered by The Followers' most gifted individuals. They claimed it was a gift from The Eight and began teaching the fragments of what they knew.
100 years after Tadriel's birth, news of this discovery reached the son of The Followers' exiler-king, who now ruled with an iron fist. He decreed that this new power was a growing threat to be used for vengence. Support followed quickly and the army was sent to wipe out The Followers. Though they lived in exile and had no desire for conquest, The Followers were not an easily-broken froce. The invading army found very quickly that The Followers' new powers lied in psionics used to harness and manipulate the very foundational elements of the universe. Sadly, their few hundred could not stand against the many thousand that hunted them.
Tadriel fled with his sibling, Shariel and Myschael, along with a group of survivors. In their plight, sentiments were mixed. Myschael, the eldest of the three, took on the mantle of leadership and demanded revenge on their attackers. Those that supported her took up arms, but as many desired peace and safety. The latter group fled further into the world, but refugees make for soft targets. When attacked by raiders, Tadriel was able to create a diversion, but was cut off and had to flee on his own. He now wanders, lost in the world, searching for clues to his sisters, the impulsive firestorm, Myschael, and the quick-witted zephyr, Shariel.
Myschael the Tempest, Vengence of the Eight
Following the destruction of her home, Myschael was distraught and surrounded by mourning and confusion. Steeling herself for the good of her people, Myschael called for vengence against a clear act of unjustified murder. Support was far from what she had hoped, but her judgement was clouded and Myschael's attempted counter-offensive was met with a disastrous end. Like her siblings, she was lucky enough to escape, but is left a wanderer in the world, searching for her lost family.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
No longer interested (I've got all my campaigns filled) thank you though.
Thanks all, I was really just checking for interests. Not sure if I m going to make a campaign just yet.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
If you decide to jump into a full campaign or just some 1-off, unrelated scenarios, we'll be here :)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I have the 4th edition dark sun books and was really interested in the setting and world but never got a chance to play a campaign. I’ve been hoping to see 5th edition bring out dark sun setting. Not sure what exactly I would make but rogue is what I’m leaning toward.
Rockcrusher lvl 2 Goliath Barbarian Horde of the Dragon Queen
Taggart lvl 6 Air Genasi Blood Hunter Tomb of Annihilation
Shadow lvl 3 variant feral tiefling rogue Shackled City
I'd be intrested in joining. Would probably pick a class to fill depending what else people are playing.
Definitely interested and can post multiple times a day.
DM - New World (LMP), Shield of Bahamut
Darkwing Skyyykiller-Aarakocra Monk- Lost in the Endless Tower
Kabarr Caldera- Fire Genasi- Fighter - Cold Cash
Talley Tafoia-Genasi Cleric-Rising of the Accursed Dragon
This sounds very interesting, though I don't really know anything about it. My better classes are Heavy type frontline fighters, but I can play other things. Should I make a character?
DM for: Reign of Villains Player for: Tildian Hopsprite - Halfling Warlock 1 (Smiles all around!) Sen'ra Esghal - Fire Genasi Barbarian, Path of the Berserker 4 (Adventurers never rests!) (Angry and drunk.) Silthen Ehten - Drow Elf Storm Sorcerer 1 (The Search For The Sacred Shards)
I'm very interested. I am very flexy when it comes to characters
PbP Character: A few ;)
Here is the pitch for the campaign.
I'll take two more players and give you a week to read the material I sent and prepare your background. Take your time because I'll read them all in a few days and all at the same time. Don't rush into it.
PM me for any questions you might have before committing to a background.
Dark Sun
Beneath a crimson sun lies wastelands of majestic desolation and cities of cruel splendor, where sandal-clad heroes battle ancient sorcery and terrible monsters. This is Athas, the world of the Dark Sun, a dying planet of savagery and desolation. Sand, rock, sun, burning heat—these are the only properties that Athas possesses in abundance. Every living creature in the world works constantly to obtain food and safeguard water. Hunters might go days without finding suitable prey, and herders must drive their flocks from place to place to find good grazing. Water is scarce in the known regions of Athas, and those who control life-giving wells or springs jealously guard access to such riches.
City dwellers enjoy more security than do nomads or villagers living in the deserts, but it takes legions of workers—most of them slaves—toiling in the fields to support a city’s population. Great and terrible sorcerer-kings rule the city-states, each a long-lived tyrant who crushes dissent. Rapacious nobles, corrupt templars, ruthless merchants, and legions of brutal soldiers profit from or support the sorcerer-kings’ reigns, while the common folk groan under unjust laws and harsh taxation. Slaves survive only as long as they can earn one more day’s worth of food and water with their backbreaking toil. For most people, life is a choice between struggling to survive in the wasted wilderness or trading freedom for the relative safety of the oppressive city-states.
This is Athas, a world of cruelty and tyranny, a place of savage beauty and barbaric splendor—a world of heroes.
Athas has a single, crimson sun and two moons named Ral and Guthay.
Dark Sun features a number of important distinguishing features that differentiate it from other Dungeons and Dragons campaign settings. The brutal climate and the oppressive rule of the sorcerer-kings have created a corrupt, bloodthirsty, and desperate culture that leaves little room for chivalric virtues common to fantasy settings (hence why paladins are excluded from the setting).[
Slavery is widespread, the people are violent, and monsters roam the wastes beyond the safe havens of the city-states and villages.
Arcane magic draws its power from the life force of plants or living creatures with the potential to cause tremendous harm to the environment. As a result, wizards and other arcane casters are despised and must practice in secret.
Psionics are extremely common with nearly every living thing having at least a modicum of psionic ability.
Due to a scarcity of metal, weapons and armor are made from natural materials such as bone, stone, wood, carapace or obsidian.
Weapons of Inferior Materials
All Athasian weapons are nonmetal by default and break more easily than metal ones. A broken item is at best an improvised weapon. Damaged magic weapons lose their enhancement, properties, and powers until repaired.
Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. A metal weapon, however, breaks only if you roll a natural 5 or lower on the reroll. Weapon Substitution: When you break a weapon, you must either draw another weapon or only make improvised unarmed attacks. You may also be able to pick up a weapon during combat, such as from a defeated foe, with a minor action.
With DM permission, makeshift weapons may be crafted with a medium difficulty Nature or History check if materials or survival days are available.
Athas has no deities and no formal religions other than the false cults created by the sorcerer-kings. The gods were destroyed or driven away by malevolent elemental spirits, called primordials, at the end of the Green Age. Clerics and druids instead draw power from the Inner Planes/Elemental Chaos.
The PCs are all members or affiliates of the Veiled Alliance (VA) in Tyr
The Veiled Alliance exists to protect preservers from physical, mental, and magical attacks by all enemies: sorcerer-kings, templars, defilers, the general citizenry, and even the dragon. Preservers automatically earn its protection, but not all automatically acquire membership. A wizard must earn affiliation. Other characters may join under certain circumstances. These “auxiliary” members also gain protection. Defilers cannot join the Alliance. Only good or neutral characters may join.
The organizations undertake many varied activities, yet all serve this relatively narrow purpose. If anything threatens a preserver or preserving magic, the Alliance vows solemn opposition. Conversely, the organizations (as opposed to individual members) care nothing about threats to others. No Alliance takes official action to free ordinary slaves, for example, nor to provide disaster relief, nor to battle monsters.
All players will use the guidelines described in these supplements and will create their characters accordingly. 3rd level characters may participate in the adventure.
http://homebrewery.naturalcrit.com/share/B170xQyhCW
Read carefully. Athas is very different then other settings.
You’ll have to use your own sheets and link them to me.
All basic races are available but also Tieflings.
All will need a solid background.
I will decide (randomly) and attribute the wild psionic talents.
I will use milestone advancement.
If I have a lot of people attending this campaign I ll make two groups so don't hesitate to participate.
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Glad to hear that this is still a thing. I've got the two base character concepts from before, but need to read through the homebrewery fully before making something.
Would the UA Mystic be available to reflect the psionically gifted world of Athas?
Edit: Noticed that it's listed as the "psion" class in the file.
Current Player In: The Guild as Elsara Deepmoon
I am still very interested also.... will post my character later today.
DM - New World (LMP), Shield of Bahamut
Darkwing Skyyykiller-Aarakocra Monk- Lost in the Endless Tower
Kabarr Caldera- Fire Genasi- Fighter - Cold Cash
Talley Tafoia-Genasi Cleric-Rising of the Accursed Dragon
If the class exist in the file no problem. ;-)
Writing a Story
https://www.dndbeyond.com/forums/d-d-beyond-general/story-lore/27837-magister-reborn-story-thread
Right, made something completely different, as that how my character genning works. Made it on D&D Beyond creating houserules so it'll be usable.
Name: Durnst the Sunburst
Race: Athasian Dwarf
Class: Cleric (Sphere of Fire)
Background: Primal Guardian
Backstory: Durnst was born to a pair of dwarves who had escaped their bonds of slavery by fleeing during a giant attack on the noble's estates. His mother, while pregnant, prayed to the elements in hopes they would survive. Her bare belly out towards the sun and her bond with the fire allowed Durnst to be born, albeit to the death of his mother in childbirth. He has a birthmark on his head that looks like a sun with flames, hence his moniker "The Sunburst". His father, Gwiff, taught Durnst of the trials and tribulations that come from living in the wild, though saw that Durnst had an affinity for fire. He made him follow the rituals that the clerics of Athas must upkeep in order to be gifted the "magic" that does not defile. His power comes from Athas' sun itself, meaning he is more active in the day, and much less so at night.
Since his upbringing was in the wilderness, he is lucky to have survived these thirty five years. However, his camp was raided by elven silt walkers. Left with little, their fortune was still just as bad as his father was taken by a group of slavers. Durnst manage to escape, barely, and followed the slavers back to Tyr. Since then he has found out how terrible the city-states truly are. He has since lost most of his belongings that he had gained, now with mainly his clothes, a weapon to guard him, and his totem that he would kill anyone who would attempt to take it.
He found out about a group named the Veiled Alliance, some who understand that magic is not inherently evil and depose the Sorcerer-Kings. Durnst, as one who uses "magic" and also sharing their animosity to the slavery system enforced, has sought out their aid, as his current focus is to find his father, and hopefully free him.
Edit: Made my alternative character below.
Name: Kr'kakkak
Race: Thri-Kreen (Sakar-Kreen)
Class: Psion (Order of the Nomad) 3
Background: Wilder
Backstory: Kr'Kakkak is one of the Sakar-Kreen, the largest, yet least violent, of the Thri-Kreen tribes. His clutch lived in the desert as wandering nomads, scavenging what food sources were available. However, they would never think to eat another sentient being, so had to resort to eating the pieces of the cacti and other sources that are scarcely found in the desert.
While growing up, Kr-Kakkak starting having strange thoughts during his time of rest. Thri-kreen do not sleep, they instead enter a topor state and rejuvinate while fully aware in their senses. However, he had strange thoughts during this time; he had dreams. He did not know what these were, and the clutch could not help him. All they knew was he had some latent 'psionics' that he would need to learn to control.
With advice from the clutch leader, Grittik'Ra, he left his clutch behind to find the knowledge he needs to discover what was in the 'dream' he had, and what it all means.
Since then, he has ended up finding his way to the nearby city-state, which intrigues him. It is an enormous clutch, yet they all hate one another. Being a strange thing in the city state, being a mantis-creature that scales on the side of a half-giant, he was easily a target for theft and attacks. However, he used his psionic abilities in self-defense and scared off his attackers with the help of some (possibly start with a PC who helped save him). Since then, he has decided this person is a member of his new clutch in his self-discovery.
His new friend introduced him to the knowledge of how sorcerer-kings impose the horrible conditions upon the people. Kr'Kakkak did not see an issue with this, as the head of the clutch dictates how it works. However, the mention of the Veiled Alliance and how the sorcerer-king is a powerful defiler shows that the leader of these people is doomed to destroy his clutch. With this knowledge, he agrees with the Veiled Alliance that defilers are bad for all clutches and should be opposed.
Edit: I got bored. Made a third character.
Name: Elhor
Race: Sun Elf
Class: Ranger (Underdark Stalker)
Background: Wasteland Nomad
Backstory: Elhor is of the sun elves, specifically the Dust Devil clan. He would run with his clan during his younger years, up until the point that the clan was separated during a sandstorm. He was one of the "fortunate" survivors, who was found by slavers to be taken in. While he and the others of his tribe were tormented by the psionic and defiling slavers, he had his tongue removed for his insolent words, leaving him incapable of speaking correctly. However, they managed to get their comeuppance when a group of The Veiled Alliance managed to find the defiler in the midst and ended up killing some of slavers, freeing those who were set to be traded for in the next city-state. However, since not all of them died, one of the psionic slavers will recognise him and others that escaped. Because of this, Elhor decided he did not belong in a city-state.
Since then Elhor has taken up the traditions of sword and bow, learning to survive in the wilds, wanting to keep away from the city-states with less chance of being caught again. He took up running again, attempting to find food sources and habitable areas not too far from the city-state, with hopes that he can assist The Veiled Alliance as they had done for him a few years ago.
... and another.
Name: Dynus Cattroll
Race: Dwarf
Class: Barbarian (Path of the Ancestral Guardian)
Background: Escaped Slave
Backstory: Dynus was born in the slave pits between two dwarves. Initially it was though the mother was going to rear a valuable mul child, but it was not so. He was thrown into the fighting pits for the amusement of those born into a luckier lifestyle. Dynus was one who had a short temper, never forgiving a sleight, and picking the fights, knowing which ones he should be taking.
His master was a slave lord and defiler who used his slaves just as any other would. He particularly enjoyed torturing Dynus due to his disappointing birth. He has a deep rage for the ex-master of his. The estate where the slaves were kept on was attacked by a small group of The Veiled Alliance a short while ago. The slave lord manage to flee, meaning that he would be able to come back again, with a vengeance. Dynus, among others, was freed by them At that point Dynus had decided on his focus, to assist the Veiled Alliance in finding his ex-master and bringing him to justice!
Current Player In: The Guild as Elsara Deepmoon
Hi !
I'm really keen on Dark Sun. Always wanted to play in this universe.
I was thinking of doing a rogue Inquisitive, but I can easily switch to something else (just not a cleric or monk, as I already those 2 type of characters)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation