Dark Sun ala Fabian - To Save a Dying World (Inactive)

Game Master Fabian Benavente

Dark Sun played with Pathfinder Rules (and a healthy dose of house rules) focused on the on-going story of an unlikely group of heroes called to destiny.


Welcome to Athas - A Quick Guide for Players:

“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call travelers to slow suffocation in the Sea of Silt, and selfish kings squander their subjects’ lives building gaudy palaces and garish tombs. This bleak wasteland is Athas, and it is my home.”
—The Wanderer’s Journal

Beneath a crimson sun lie 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 campaign setting, a dying planet of savagery and desolation. Life hangs by a thread in this barren land, and now it is up to you to write your own story in blood and glory.

EIGHT CHARACTERISTICS OF ATHAS

The world of the DARK SUN setting is unique in several ways. Many familiar trappings of the DUNGEONS & DRAGONS game are missing or turned on their heads. Athas is not a place of shining knights and robed wizards, of deep forests and divine pantheons. To venture over the sands of Athas is to enter a world of savagery and splendor that draws on different traditions of fantasy and storytelling. Simple survival beneath the deep red sun is often its own adventure.
Newcomers to Athas have much to learn about the world, its people, and its monsters, but the following eight characteristics encapsulate the most important features of the DARK SUN campaign setting.

1. THE WORLD IS A DESERT
Athas is a hot, arid planet covered with endless seas of dunes, lifeless salt flats, stony wastes, rocky bad lands, thorny scrublands, and worse. From the first moments of dawn, the crimson sun beats down from an olive tinged sky. Temperatures routinely exceed 100 degrees F. by midmorning and can reach 130 degrees or more by late afternoon. The wind is like the blast of a furnace, offering no relief from the oppressive heat. Dust and sand borne on the breeze coat everything with yellow-orange silt.

In this forbidding world, cities and villages exist only in a few oases or verdant plains. Some places don’t see rain for years at a time, and even in fertile regions, rain is little more than a humid mist that falls during a few weeks each year before giving way to long months of heat and drought. The world beyond these islands of civilization is a wasteland roamed by nomads, raiders, and hungry monsters.

Athas was not always a desert, and the parched landscape is dotted with the crumbling ruins of a planet that once was rich with rivers and seas.

Ancient bridges over dry watercourses and empty stone quays that face seas of sand tell the tale of a world that is no more.

2. THE WORLD IS SAVAGE
Life on Athas is brutal and short. Bloodthirsty raiders, greedy slavers, and hordes ofinhuman savages over run the deserts and wastelands. The cities are little better; each chokes in the grip of an ageless tyrant.

The institution of slavery is widespread on Athas, and many unfortunates spend their lives in chains, toiling for brutal taskmasters. Every year hundreds of slaves, perhaps thousands, are sent to their deaths in bloody arena spectacles. Charity, compassion, kindness— these qualities exist, but they are rare and precious.

Only a fool hopes for such riches.

3. METAL IS SCARCE
Most arms and armor are made of bone, stone, wood, and other such materials. Mail or plate armor exists only in the treasuries of the sorcerer-kings. Steel blades are almost priceless, weapons that many heroes never see during their lifetimes.

4. ARCANE MAGIC DEFILES THE WORLD
The reckless use of arcane magic during ancient wars reduced Athas to a wasteland. To cast an arcane spell, one must gather power from the living world nearby.

Plants wither to black ash, crippling pain wracks animals and people, and the soil is sterilized; nothing can grow in that spot again. It is possible to cast spells with care, preserving the world and avoiding any more damage to it, but defiling offers more power than preserving. As a result, sorcerers, wizards, and other wielders of arcane magic are reviled and persecuted across Athas regardless of whether they preserve or defile. Only the most powerful spellcasters can wield arcane might without fear of reprisal.

5. SORCERER-KINGS RULE THE CITY-STATES
Terrible defilers of immense power rule all but one of the city-states. These mighty spellcasters have held their thrones for centuries; no one alive remembers a time before the sorcerer-kings. Some claim to be gods, and some claim to serve gods. Some are brutal oppressors, where others are more subtle in their tyranny. The sorcerer-kings govern through priesthoods or bureaucracies of greedy, ambitious templars, lesser defilers who can call upon the kings’ powers. Only in the city-state of Tyr does a glimmer of freedom beckon, and powerful forces already conspire to extinguish it.

6. THE GODS ARE SILENT
Long ago, when the planet was green, the brutal might of the primordials overcame the gods. Today, Athas is a world without deities. There are no clerics, no paladins, and no prophets or religious orders. Old shrines and crumbling temples lie amid the ancient ruins, testimony to a time when the gods spoke to the people of Athas. Nothing is heard now but the sighing of the desert wind.

In the absence of divine influence, other powers have come to prominence in the world. Psionic power is well known and widely practiced on Athas; even unintelligent desert monsters can have deadly psionic abilities. Shamans and druids call upon the primal powers of the world, which are often sculpted by the influence of elemental power.

7. FIERCE MONSTERS ROAM THE WORLD
The desert planet has its own deadly ecology. Athas has no cattle, swine, or horses; instead, people tend flocks of erdlus, ride on kanks or crodlus, and draw wagons with mixes and mekillots. Wild creatures such as lions, bears, and wolves are nonexistent. In their place are terrors such as the id fiend, the baazrag, and the tembo. Perhaps the harsh environment of Athas breeds creatures tough and vicious enough to survive it, or maybe the touch of ancient sorcery poisoned the wellsprings of life and inflicted monster after monster on the dying world. Either way, the deserts are perilous, and only a fool or a lunatic travels them alone.

8. FAMILIAR RACES AREN’T WHAT YOU EXPECT
Typical fantasy stereotypes don’t apply to Athasian heroes. In many DUNGEONS & DRAGONS settings, elves are wise, benevolent forest dwellers who guard their homelands from intrusions of evil. On Athas, elves are a nomadic race of herders, raiders, peddlers, and thieves. Halflings aren’t amiable riverfolk; they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests.

Goliaths or half-giants, as they are commonly known are brutal mercenaries who serve as elite guards and enforcers for the sorcerer kings and their templars in many city-states.

Additional setting and flavor information with pics can be found in this book; disregard the rules part of the book.

Athas map 1

Athas map 2

The two files below are a combination (with some minor edits) of the conversion files from Cronax Tyrian Conspiracy DS Campaign and Pathfinder Conversion 1.1.

Character Creation

Equipment

Shared Benefactor:
Please work the following into your background. At one point in your past, an old preserver saved your ‘butt big time’ (freed you from slavery, found you dying, saved you in a fight, etc.). The details of this event are left up to you (part of your background). The preserver was older guy who would not accept any form of payment (pay it forward) and said he would contact you in the future. You have been contacted... and asked to go the City of Urik.

The City of Urik:
Urik lies northeast of Tyr, on the edge of the Great Alluvial Sand Wastes. It is ruled by the sorcerer-king Hamanu, who calls himself King of the World, King of the Mountains and Plains, King of Urik. He is a self-styled warlord, a warrior king who has built a city to house his great army. Urik is much like the other city-states ruled by sorcerer-kings. Slaves are plentiful, working as domestic servants, as artisans in the craft shops, as soldiers, and as workers in the obsidian quarries. A thriving merchant's quarter features mundane and exotic goods from all over the Tyr region. In the very center of the city stands a great walled fortress. This is Hamanu's palace, Destiny's Kingdom, which covers a square mile of land. It serves as more than the sorcerer-king's residence, however. It is also the administrative center for his templars and the base for his army.

Urik is known for both its prowess in war and its obsidian. Its army stands as one of the most feared in the region, even with its recent defeat against Tyr. The army consists of both freemen and slaves, and special units of halflings and half-giants add a unique punch to Hamanu's forces. Obsidian, mined from the nearby Smoking Crown Mountains with the sweat and blood of slaves, is Urik's most prized commodity. It is exported to the other city-states, filling Hamanu's coffers to overflowing. Obsidian weapons and tools are among the best available in this metal-poor world.

While Hamanu plays soldier and personally trains his troops, his templars take care of the day-to-day running of the city. Urik follows a strict, unforgiving code of laws. The obsidian quarries are full of visitors and citizens, alike, who broke one of Urik's many laws. Visitors are advised to carry extra money in case they need to bribe a templar to maintain their freedom.

Recent History:
A year ago, it would have seemed preposterous to imagine that King Kalak would be overthrown, or that the army of Urik would be defeated. Yet this has come to pass. A year ago, Tyr was a city groaning under the heel of a tyrant. The terrible sorcerer-king Kalak was obsessed with the building of a mighty ziggurat, and he had stripped all of Tyr of its slaves. The iron mines were idle and the crops in the fields surrounding the city were ignored for lack of slave labor. Faced with economic ruin and starvation, the people of Tyr were desperate. Kalak’s only response was to confiscate more slaves.

Everyone remembers that day when the mul Rikus hurled the Heartwood Spear through Kalak’s chest. Thus began the revolution. The great leaders of the rebellion Rikus, Neeva, Agis, Sadira, and Tithian fought to prevent Kalak from casting some spell of catastrophic proportions. The end of the day saw the end of Kalak’s thousand-year reign. Freedom had come to Tyr, and Tithian was declared king.

While the leaders of the rebellion worked to create a new democracy in the ancient city, a new danger was already approaching. On hearing of Kalak’s death, the sorcerer-king Hamanu of Urik dispatched an army to conquer Tyr. The fragile freedom of Tyr depended on the skills and determination of her fledgling army. In a long day of feints, raids, and one desperate stand, Rikus crushed the army of Urik.

It is now Freedom Year 2


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Meet the heroes of the game (appearance, background, personality, picture):

Ala'a, female elf oracle
Barega, male halfling druid
Gbaji, male half-giant brawler
Lalali-Re, female human psion
Valsavis, male human slayer
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Urik to Tyr Trip
The road is approx. 144 miles and I’m saying that you can cover 24 miles/day in the wagon (30' rate, on the road) so it will take you 6 days to get to Tyr.

The wagon is equipped with two 50-gallongs barrels of water. The group will consume 10 gallons per day so you have about a 10-day supply. I’ll keep track of water with the loot table below.