Merchant House of Amketch - a D&D 5e Dark Sun Game ala Fabian (Inactive)

Game Master Fabian Benavente

Dark Sun played with D&D 5e Rules focused on the on-going story of an unlikely group of heroes in the service of the Veiled Alliance.


Post to Find PCs, if necessary:
In the city of Balic, an insidious new threat to the Tyr region has arisen in the shape of a humble beetle. Magically altered to deliver a psionic malady via their bite, the beetles have been used by templars, slavers, raiders, and worse to neutralize the psionic abilities of their captives and render them docile. In desperation, the Veiled Alliance has called upon your characters to track down the source of the sinister beetles and put an end to them. There’s only one problem; the most powerful merchant house of the Tyr region is growing even wealthier from the parasitic trade!

Welcome Dark Sun fans! I will be hosting an ‘old school’ Dark Sun game run with D&D 5e Rules.

I am looking for five characters to star in a PBP (Play By Post) version of the AD&D Dark Sun Module Merchant House of Amketch. XXX spots has already been filled by a XXX, YYY so only XXX more PCs will be selected.

The PBP will be run a little bit differently than most.

GAME FORMAT and EXPECTATIONS
Please see this PBP game (game in progress) for game format; the turn recaps there show what my intention is with regards to gameplay, use of maps, how combat is handled, etc. If you have any questions, please do not hesitate to ask.

Character selection will NOT be first come first serve, and we will take time to develop characters. The game will have action as well as problem solving so a good mix of characters is recommended.
I am looking for "roleplayers" whose posts are NOT a one sentence reply. All players are expected to post AT LEAST ONCE PER DAY so if you can't meet that schedule please do not bother applying to the game.

If this sounds like a game for you, then post a character with the following sections: a) appearance, b) background, and c) personality. Please make the characters interesting, the strong and silent types just don't cut it in this type of game.

FLUFF
Please work the following into your background. At one point in your past, an old wizard ‘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 an older guy (or gal) who would not accept any form of payment (pay it forward) and said you would be contacted in the future. Well, guess what? You have been contacted... and asked to go the City of Balic.

Once players are selected, we will work on a common background to determine if/how the PCs know each other or if they are just meeting for the first time in Balic.

CRUNCH
We will be using this conversion guide as it feels it stays true to the old school feel that I want for the game. The guide has allowable races, classes, and other rule aspects that are an essential part of Dark Sun.

Just so you can start thinking about the crunch part (some people work this way), we will be starting at 3rd level (see, I told you it was old school) so you may submit your crunch at this time. However, please be reminded that PC selection will be based on the ‘fluff’ and not the ‘crunch’.

I will accept PCs for consideration until [TWO WEEKS AFTER POSTING]. I'll make my selection that very day and the game or 'pre-game' (getting the PCs together) will start the very next day.

I’m sure I missed something here so please ask me questions.

Game on!

Fabian

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.

Athas map

Rules:
I want to capture the 'old school' feel of Dark Sun so we'll be using this conversion guide in the game.

Please be aware that, although I'm not new to Dark Sun and PBPs (used to play DS with 2nd Edition Rules, 3,5, and even Pathfinder rules), I am a recent convert to the 5e rules and this will be the first 5e game I GM. Therefore, mistakes will be made but I am very open to dialogue on how to best implement things and I am always on the side of the PCs. I am looking to tell a heroic tale, not a tragic one.

That being said, we will discuss rules only as they apply to the game. That is, I will NOT be taking the time to design (steal from somewhere?) a gladiator class for 5e if no one in the party wants to be a gladiator.

Shared Benefactor:
Please work the following into your background. At one point in your past, an old wizard '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 an older guy (or gal) who would not accept any form of payment (pay it forward) and said you would be contacted in the future. Well, guess what? You have been contacted... and asked to go the City of Balic.

The City of Balic:
Balic is ruled by the Dictator Andropinis, a powerful sorcerer-king who was elected to his post over seven-hundred years ago. Though the term 'dictator' originally referred to the power of dictating (as in stating) a city policy sanctioned by a democratic assembly of property owners, Andropinis has converted the title and office into one of total authority.

Anyone who speaks against him is executed by dictatorial decree.
On the rare occasions that someone is brave enough to voice a complaint about the harshness of Andropinis' rule, the old man takes great delight in reminding all within earshot that their ancestors elected him to his post for life. Unfortunately for the citizens of Balic, nobody realized just how long Andropinis might live.

Andropinis lives in a majestic palace of white marble, rectangular in shape and adorned on all sides by magnificent columns. This palace is located atop a stony, fortified bluff in the center of the city.

Andropinis' personal army consists of ten thousand highly disciplined foot soldiers who carry twelve-foot lances, large wooden shields, and thrusting daggers made from the sharpened thigh bones of erdlus.

Balic's templars are unique in that the free citizens of the city elect them to their posts for ten-year terms. Andropinis is generally tolerant of these elections, though he sometimes lets the citizens know which candidates he would like to have elected. I have heard that if the wrong candidate wins the election, Andropinis has him executed and calls another vote.

The nobles of Balic are called patricians. Like most other nobles, they hold their lands from generation to generation. Most of them make their living from the olive orchards and grain farms surrounding the city, but a few own large parcels of the scrub plains, upon which they carefully graze kanks and other creatures, twenty miles west of the city.

Balic's Merchant Emporiums sit nestled against the base of Andropinis' rocky fortress, in an area called the agora. The merchants do a bustling business in olive oil, kank nectar, and the decorated pottery produced by the city's famous potters. The Elven Market rings the agora on all sides, so that it is impossible to do any legitimate bartering without first being assaulted with dubious offers.

Balic's secluded location is quite defensible as far as the armies of other city-states are concerned, for it is impossible to approach the city from any direction except the west. Unfortunately, its close proximity to the Forked Tongue Estuary causes the city more than enough trouble from giants who wade ashore to raid. Every citizen in the city, male or female, slave or freeman, is a member of the militia.

On a rotating basis, they spend every tenth month helping the normal army patrol the fields and scrublands in an effort to reduce the amount of crops and stock lost to raiding giants.

Recent History:
A year ago, it would have seemed preposterous to imagine that King Kalak would be overthrown. 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.

It is now Freedom Year 2.