All of the images are from the TSR Dark Sun books while some of Lhe LexL comes from 1S8's uark sun books. Athas is a harsh world where only the fittest survive. If your character dies, he or she is dead -- permanently. A new one must be rolled up to continue playing.
All of the images are from the TSR Dark Sun books while some of Lhe LexL comes from 1S8's uark sun books. Athas is a harsh world where only the fittest survive. If your character dies, he or she is dead -- permanently. A new one must be rolled up to continue playing.
All of the images are from the TSR Dark Sun books while some of Lhe LexL comes from 1S8's uark sun books. Athas is a harsh world where only the fittest survive. If your character dies, he or she is dead -- permanently. A new one must be rolled up to continue playing.
Introduction This is an introduction to Dark Sun. All of the images are from the TSR Dark Sun books while some of Lhe LexL comes from 1S8's uark Sun books and Wlzard of Lhe CoasL's D&D Next playtest. As such Wizards of the Coast own the copyright to those items. Portions of text are from the online roleplay intensive game called ArmageddonMUD located at www.armageddon.org and as such are owned by them. These copyrighted materials are used in good faith with no copyright infringement intended. Athas Athas is a harsh world where only the fittest survive, and competition over extremely scarce resources causes constant strife, struggle, and bloodshed. Deserts cover most of the Known World and the great red sun can bring temperatures as high as 150 degrees during mid-day and as low as 60 degrees at night. Your character will face hardship often, and will probably even be killed. If your character dies, he or she is dead -- permanently. A new one must be rolled up to continue playing.
The City-State of Allanak Allanak is a large city-state located in the southern portion of the Known World. The city itself is divided into five main "quarters" -- 1he Maglckers' CuarLer, Lhe Commoners' CuarLer, Lhe Merchants' Quarter, the Nobles' Quarter and the Templars' Quarter. The Magickers' CuarLer ls a ghetto where those born with a connection to one of the elemental planes are permitted to live when Lhey aren'L dolng Lhe blddlng of Lhe Sun klng. 1he MerchanLs' CuarLer conLalns a large bazaar and various merchant estates within. The Templars' and Nobles' Quarters, located on the south-west and south-east sides of the city, respectively, each contain residences of the city's rulers. Lastly, the Commoners' Quarter contains houses belonging to the city's common people. Dark Sun Gazetteer Page 2
Life in Allanak The life of a nakkie citizen is one of strife--expensive and degenerate living conditions, a nearly omnipotent ruler and His Templars watching your every move. Everyone accepts it though as the only option is to go out into the terrible wastelands beyond Allanak's walls where glanL llzards, poisonous insects and worse lurk under every rock and over every sand dune. Most nakkies are slaves belonging to the nobles and Templars, and the commoners are usually of the merchant class or soldiers in Tektolnes's army. The rest of the population earn their living in less honest ways. Templars are His Gloriousness's elite soldiers and spellcasters. Their power comes from Tektolnes Himself rather than from the elements, more deadly but with few applications aside from destroying people who pose a threat to Him. Templars basically have the power to do anything they want, and don't hesitate to use it when threatened, intimidated, or annoyed. The nobles spend their careers gathering popular support, serving in the senate, or otherwise advancing the goals of their houses. Nobles are accustomed to a very luxurious lifestyle, far beyond the means of the commoners. Many commoners may have little idea what a noble's life really entails, but they know that nobles are simply a better breed than they. History of Allanak Almost everyone within the Known World is illiterate. The only exceptions are the nobility, Templars and those few who are born into the Great Merchant Houses. Given this, your average person is hazy on the details or timeframes for history, but there are some things everyone knows. Legend has it that at the dawn of time Athas was a fertile land with grass and plants spreading as far as the eye could see. Then The Dragon came. This creature declared war on all the people that lived in these lands. The Dragon used powerful magicks, fuelled by the life energy of plants, animals and even people, leaving nothing but ash in its wake. By the time the Dragon was finished, the land was a wasteland and everyone was either dead or enslaved by The Dragon. After some time, The Dragon left, leaving Dragonthralls to act as rulers in his place. These Dragonthralls were powerful people who had learned the terrible defiling magicks of The Dragon. For generation after generation these Dragonthralls ruled the Known World. Until one day, the Highlord Tektolnes rose to power. Uniting the southern tribes, he led a warband against the Dragonthralls, defeating them and freeing his slaves. The people repaid the Sun King by building him a city. The City-State of Allanak. Tektolnes continued his war against the other Dragonthralls, ridding the world of them once and for all. When Tektolnes returned to the southern deserts to rule over his people, false kings clawed their way from the ashes and built cities of their own. These false kings angered Tektolnes. But he allowed them to rule over these far off lands as they were too far away for Tektolnes to try to rule. And so for generation after generation the people of Allanak have lived in the city, protected by the Highlord from the beasts of the desert, from elves who would rob everyone of their goods and worse LhreaLs LhaL lurk [usL beyond Lhe clLy's walls. Dark Sun Gazetteer Page 3
Magick in Athas Wizards are known as defilers. They are people who draw energy from plants and people, turning them to ash in the process. Once filled with this energy, defilers are able to unleash it in the form of terrible spells. There are few laws which are universal in Athas, however the law that condemns all defilers to death upon first sight is one of them. Even elven tribes outlaw such magick, condemning those who practice it to death. If they can be killed. Unlike defilers, elementalists are permitted to exist within Allanak so long as they register their abilities with the Templarate. Once registered, they are permitted to use their abilities whenever they so desire. As long as they do it within the confines of the Magickers' Quarter. Despite elementalists being permitted by the law, commoners still fear and despise them, dubbing these people and their Quarter magickers. Commoners will even turn on their own parents or children, forclng Lhem ouL of home and lnLo Lhe Maglckers' CuarLer where Lhey remaln for Lhe resL of Lhelr lives. There are six elemental planes, which are: Suk-Krath: The plane of fire that also shares the same name as the sun. Ruk: The plane of stone. Vivadu: The plane of water. Whira: The plane of wind. Drov: The plane of shadows Elkros: The plane of electricity. There is said to be another type of elementalist. A Nilazi. Nilazi are said to have a connection to the Void Plane, a plane where nothing exists. This plane is poorly understood and is the only type of elementalist that lsn'L welcome in the Magickers' Quarter. Although technically they are permitted under the law, the other elementalists will quickly try to kill the Nilazi and the templarate rarely intervene. In order to be easily identified, elementalists are forced to wear a dull green gem around their neck. It is believed these gems somehow allow the Allanak Templarate to control the magickers, which makes them viewed with great suspicion in other city-states. Metal Metal is extremely rare in Athas with obsidian being used as both a coin and a weapon material. Dark Sun Gazetteer Page 5
Classes Select 1 class to begin with at level 1. The possible classes you can choose are: Cleric Fighter Rogue For further details on what options for each class are available please read the Classes section. Backgrounds Select 1 background. Only backgrounds detailed in this document are permlLLed. ?ou'll flnd Lhem ln greater detail after the wild talent section. Note: All characters must have lived in Allanak their whole lives for this campaign. Future campaigns will allow greater background choices. Specialties Select a specialty. The following specialties are permitted: Archer Dual Wielder Guardian Healer Jack of All Trades Lurker Survivor Skills Some races, backgrounds and specialities allow for the selection of a skill. The skills used in Dark Sun are as follows: Animal Handling (Charisma) Bluff (Charisma) Diplomacy (Charisma) Find and Remove Traps (Intelligence) Forbidden Lore (Intelligence) Geographical Lore (Intelligence) Historical Lore (Intelligence) Insight (Wisdom) Intimidate (Any) Listen (Wisdom) Local Lore (Intelligence) Natural Lore (Intelligence) Open Locks (Dexterity) Planar Lore (Intelligence) Professional Lore (Intelligence) Dark Sun Gazetteer Page 6
Sleight of Hand (Dexterity) Societal Lore (Intelligence) Spot (Wisdom) Stealth (Dexterity) Streetwise (Charisma) Survival (Wisdom) Further details on these skills can be found after the Specialties section. Languages Below is a table that lists which languages each race starts with knowing. kace Languages ALhaslan uwarf Slrlhlsh and Mlrruklm ClLy Llf Allundean and Slrlhlsh ueserL Llf Allundean and elLher Slrlhlsh or 8endune ClLh Peshrak and elLher Allundean, Slrlhlsh or 8endune ALhaslan Palf-Llf Allundean and elLher Slrlhlsh or 8endune Palf-ClanL Slrlhlsh Crey loresL Palfllng kenLu and a bonus language Puman Slrlhlsh or 8endune Mul Slrlhlsh and Mlrruklm 1hrl-kreen nrlzkL and elLher Allundean, Slrlhlsh or 8endune
Sirihish is the common language in each of the City-States, while Bendune is the tribal tongue spoken by most nomadic humans. The other languages listed are racial languages spoken by members of that particular race. In addition there are restricted languages. These are Cavilish which is the merchant tongue, spoken only by members of the Great Merchant Houses. The other secret language is Tatlum which is believed to be the language spoken before the coming of the Highlord Tektolnes. In modern times only Templars are able to speak this language. If your character gets a bonus language, they can choose any racial language in the above table except for Nrizkt. Only Thri-kreen possess the appropriate anatomy to speak this language. Equipment See the class and background sections for further details on starting equipment. Hit Points At 1 st level you receive the maximum number of hit points. After 1 st level your HP is determined by rolling to determine what your HP are. Dark Sun Gazetteer Page 7
Races of Athas Athasian Dwarven Stats +1 Constitution: Dwarves are stout and sturdy. Speed: Dwarves do not suffer a speed penalty for being encumbered or wearing heavy armour. Dwarves have a base speed of 25 feet. Low-Light Vision: If there is no light within 30 feet of a dwarf, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Dwarven Resilience: Dwarves are immune to poison. Dwarven Toughness: All dwarven hit die increases by 1 step. They are 1d4, 1d6, 1d8, 1d10, 1d12, 2d6. At 1 st
level they gain 1 extra Hit Point. Dwarven Focus: Due to their focused nature, dwarves select 1 weapon and their damage dice increases by 1 step when using that weapon. In addition they gain training in one Profession Skill. Languages: Mirrukim and Sirihish. Dwarven Physical Appearance Uniformly a short and stocky lot, dwarves possess heights of endurance often unattainable by other races. Physically, dwarves stand between 52 and 58 inches in height and are nearly as thick across the shoulders as they are tall. All Athasian dwarves are completely hairless, with slightly pointed ears and great masses of muscle. Dwarves in Allanak Although something of a minority in population, the dwarven nature is well known among all races. They universally live within the human controlled city-states as either commoners or slaves. Although dwarves can fill a number of roles in the Allanak ranging from mercenaries to independent merchants or even crafters, they are never employed by either the city militia or the noble houses. Dwarven Focus A dwarven focus is something that a dwarf becomes fixated on by the time they become an adult. It is a goal they will never abandon and strive to achieve their whole life. A dwarf may do things unrelated to the focus - but it will always be at the back of their head, nagging them. A dwarf will never do something contrary to their focus, ever. A dwarf likely does not refer to their focus in terms of "this is my focus." To them, it is entirely natural to want to complete this goal, just like breathing or eating. Clven LhaL a dwarf's focus ls Lhe overwhelmlng naLure of Lhelr llfe, should a dwarf achleve Lhelr focus it is likely they will become fixated on a new focus directly related to the previous one. In this way a dwarf can appear to pursue a single goal their entire life to an outsider. It takes someone that knows the dwarf very well to realise they have actually had achieved goals over the years. Dwarven Aging 1he average llfe expecLancy of a dwarf ls 100 years. 1hey're consldered adulLs aL 26. Dark Sun Gazetteer Page 8
City Elven Stats +1 Charisma: Elves are born liars and are adept at bargaining their way out of trouble. Low-Light Vision: If there is no light within 30 feet of an elf, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Speed: Elves have a base speed of 30 feet. Light Fingers: Elves have advantage on checks made to spot something on a person and to sleight of hand checks to either steal it from them or to hide small objects without being noticed. Elven Weapon Training: When attacking with a dagger increase the damage die by 1 step from a d4 to a d6. Furthermore double the range that a dagger can be thrown. Distrustful: Naturally distrusting of outsiders, elves are immune to charm effects and others have disadvantage when attempting to persuade, lie or intimidate an elf. Child of the Streets: Llves can never geL losL whlle ln a clLy Lhey're famlllar wlLh. Languages: Elves begin play speaking Allundean and Sirihish. Desert Elven Stats +1 Dexterity: Elves are nimble. Low-Light Vision: If there is no light within 30 feet of an elf, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Fast: Elves have a base speed of 35 feet. Keen Senses: Elves have advantage on checks made to listen, search or notice something. Elven Weapon Training: When attacking with a longbow, shortbow or gythka increase the damage die by 1 step. They are 1d4, 1d6, 1d8, 1d10, 1d12, 2d6. Distrustful: Naturally distrusting of outsiders, elves are immune to charm effects and have others have disadvantage when attempting to persuade, lie or intimidate an elf. Child of the Sands: Elves can attempt to hide in any desert terrain using nothing but their clothing to blend into the sand dunes. Languages: Elves begin play speaking Allundean and either Sirihish or Bendune. Elven Physical Appearance All elves stand between around 75 and 96 inches in height and tend to have slim, light frames. Elvish features tend to have less variation than do human features, but a large range does indeed exist: skin color usually falls in the dark, dusky browns to pale cream-colors; hair is typically darker but shares a similar range of hues. Eye colour among elves, however, is a matter of extraordinary variability. Elven ears are always pointed, and the shape of the eyes is always that of an almond. Elves in Allanak Elves are universally considered thieves, a reputation they not only deserve but are proud of. Were they not the most populous race in Athas (by a very small margin) they would most likely be banished from the city-states. As it is, they are shunned from polite society, but allowed to live there nonetheless. Most elves live in the wastelands, coming to the City-States only to ply their trade. Whether that trade be dealing in goods or attempting to trick people out of their coin. Some elves actually make their home within a city-state. Often these degenerate souls are more often than not the remnants of a tribe that fell to the many dangers of Athas. Some elves are slaved, buL aren'L hlghly valued. due to their unreliability. Elves in this campaign must have lived in Allanak all their lives. Dark Sun Gazetteer Page 9
Tribal Nature Elves, all elves, are deathly loyal to their tribe, if they should belong to one. You can almost attribute a sort of 'hive mind' to elves, in that most of them consider the welfare of their tribe above their own personal welfare. An elf would tell you that they would give up their own life without hesitation to protect or serve their tribe. Not all of them have that much willpower, but all of them wish they did, and certainly all of them will claim they do. Elves also naturally trust their tribemates. They know that every elf in their tribe feels the same loyalty they do - so they have a strong ingrained trust and even reliance upon all of their kin. To act in a harmful way against a tribemate is an unthinkable act in an elven tribe. But a caveat - some tribal cultures are harsh, what is "harmful" to you or me may not be considered serious harm to them; and also, if one elf is seen to be acting in a way that harms the tribe as a whole, to be harmful to that individual (to protect the tribe) is absolutely warranted. As a general rule, a harmful act against a tribemate would be one that betrays them to an outsider - this would be the ultimate crime among elves. Sometimes harmful acts occur entirely within the structure of the tribe which are important for the strength of the tribe as a whole - these are not truly harmful, to an elf. Finally, all elven tribes have an "us and them" philosophy of the world. As elf sees their tribemates as being essential to their self-image - they are part of a tribe more than they are an individual. Similarly, elves see anyone not of their tribe as being a complete outsider. This extends even to other elves and other elven tribes. There is no reason why an elf would feel any closer to an elf from another tribe than they would to a human or dwarf. Indeed, elven tribes war among each other as much, or more, than they war with other races. Individual elves may provide outsiders tests to gain their trust and loyalty. These tests are dangerous for both the elf and the outsider as the elf places themselves in more and more vulnerable situations to see if the outsider takes advantage of them. All elves assume outsiders will always take advantage of them; they would if given the chance, and so rarely perform these tests. Elven Culture There are two ideas that are true in all elven tribes. An elf would rather die than ride on a mount and all elves highly respect thievery. In elven culture, a gifted thief is given the same respect as a gifted artisan would be given in a human culture. In this sense, robbery is considered a precious skill among elves - it is something to be cultivated, something to hope your children possess, something which you yourself strive after, and the reason you look up to those more gifted than you. A clever pickpocket is indeed a fine example of an elven thief - but there is so much more to the art. Con-artists of any sort are thieves. Muggers are thieves, albeit less subtle ones. Even traders are thieves - indeed, many elves consider trading to just be a sophisticated form of theft. This makes many elves become merchants, but they tend to be the least scrupulous merchants around. 1he only person an elf wouldn'L sLeal from ls a LrlbemaLe. 1o do so would be Lo beLray boLh themselves and the tribe. Elven Aging 1he average llfe expecLancy of an elf ls 92 years. 1hey're consldered adulLs aL 24. Dark Sun Gazetteer Page 10
Gith Stats +1 Dexterity: Gith are quite agile. Speed: Gith have a base speed of 30 feet. Low Light Vision: If there is no light within 30 feet of a gith, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Gith Weapon Training: Gith retain their weapon attack bonus (if any) when attacking with improvised weapons and also increase the damage die by 1 step. Damage die steps are 1d4, 1d6, 1d8, 1d10,1d12 and 2d6. Scavengers: Gith gain advantage to all checks made to forage for food or supplies. Gith Toughness: Somewhat more hardy then elves, Gith increase all their Hit Dice by one step from d4, d6, d8, d10, d12, 2d6. At first level they get 1 extra hit point. Languages: Gith begin play speaking Heshrak and either Allundean, Sirihish or Bendune. Gith Physical Appearance Gith are a race of hunched-over humanoids which are apparently descended from elves. Any such evolutionary branching assuredly occurred sometime in the very distant past, for there are few similarities between them save their long-limbed frame and great height. Gith skin is yellow to dark brown, rough and perhaps a little scaly as though some reptilian anscestry may exist. Average height is approximately 84 inches, with weight similar to that of elves. Eye colour is typically black and dark brown. Gith in Allanak Relegated to the wastelands, gith are not tolerated within the city-states. As such all gith within Allanak were either captured in a raid or born into slavery. They live short lives in either the obsidian mines or in the arena as gladiators. Gith in this campaign must have lived in Allanak all their lives. Gith Culture Gith society is highly tribal, much like nomadic elves. However, gith tribal culture is extremely ritualistic and sometimes cruel. Symbolism, tradition, and attention to correct processes marks gith society apart from others (with the possible exception of thri-kreen culture, from whom the gith may have learned). Tests of merit by combat are common among gith, but other measures such as ritual performance are also frequently used to settle disputes. For example, as there is no gain from fighting an obviously weaker tribesman, the stronger gith may just as easily demand a contest of storytelling or a fire- ritual judged by peers. Aging The average life expectancy of a gith is 45 years. 1hey're considered adults at 13. Dark Sun Gazetteer Page 11
Half-Giant Stats +1 Strength: Half-Giants are large and powerful. Speed: Half-Giants have a 30 foot base speed. Slow Witted: Often too stupid to understand when to be afraid, half-giants are immune to effects that would make them frightened. Keen Senses: Keenly aware of those around them, half-giants have advantage on checks made to listen, search or notice something. Half-Giant Weapon Training: Half-giants are proficient with all giant weapons. Armour Mastery: Half-Giants are proficient with light and medium armour. While wearing heavy armour they gain a +1 bonus to AC. Languages: Half-Giants begin play speaking Sirihish. Half-Giants Physical Appearance Half-giants appear much like a human, but with highly exaggerated features, and with skin tones which sometimes go into the reds. Half- giants stand between 120 and 150 inches tall. Due to their large size, half-giants must drink twice as much as other races and eat four times as much. Half-Giant Culture Half-giants have no culture to speak of. Suffering from great difficulty in formulating original ideas, half-giants very willingly adopt the customs of those nearby. They will do their best to emulate a particular person in the best way they know how. However if the half-giant leaves that person's presence for long, Lhey start emulating someone else. Given this, half- giants are able to switch their loyalties very quickly, and some races (such as elves) find this to be intolerable. Half-Giants in Allanak Technically half-glanLs aren'L normally slaves under the law. A half-glanL LhaL's kllled someone powerful mlghL be senL Lo Lhe obsldlan mlnes Lo molllfy Lhe famlly. 8uL mosL people don'L see Lhe point in owning a half-glanL. 1hey're qulLe loyal and easlly fooled. MosL Palf-Giants work for either one of the Great Merchant Houses, the Allanak militia or a noble family as soldiers and guards. Aging The average life expectancy of a half-glanL ls 82 years. 1hey're consldered adulLs aL 21. Dark Sun Gazetteer Page 12
Grey Forest Halfling Stats +1 Dexterity: Halflings are quite nimble. Speed: Halflings have a base speed of 25 feet. Halfling Weapon Training: When a Halfling attacks with a blowgun, carrikal or a datachi club they are proficient with, increase the damage die by 1 level. They are 1d4, 1d6, 1d8, 1d10, 1d12, 2d6. Eat Anything: Halflings are able to find sustenance from even the stringiest parts of dead creatures. A Halfling can eaL Lhe lefLovers of a creaLure afLer lL's been sklnned and get enough meat for 1 day and two quarts worth of water. A Halfling can also eat uncooked meat without ill effect. Halfling Nimbleness: You can move through the space of hostile creatures that are larger than you. Naturally Stealthy: Halflings can hide behind creatures that are larger than them. Languages: Halflings begin play speaking Kentu and one other bonus language. Halflings Physical Appearance Halflings can often be mistaken as children of other races at first glance. Standing between 36 and 44 inches in height, halflings are indeed the smallest of the humanoids. Skin and eye colour among halflings tends to vary between a pale cream and a muddy brown, although other colourations are not uncommon: pale blue, greenish, or coppery skin can all be found. Halflings are virtually hairless except for the typical unruly mane of hair which tops their heads. Halfling Culture Native to the Crescent Forest, halfling culture is extremely different than the societies of elves, dwarves, and men. Among the attributes stressed in halfling society are tolerance, learning and an oneness with nature. Aggressiveness, a desire to steal, or a will to deceive would be foreign qualities to a typical halfling. While seemingly an eminently desirable race to befriend, there are several aspects of halfling life which set them forever apart from other races. Foremost, halflings are extremely carnivorous and will readily consume nearly any freshly killed creature--a practice which tends to turn the stomach of others. Powever lf LhaL wasn'L enough, halfllngs don'L dlfferenLlaLe between intelligent and unintelligent animals and see them all as sources of food. By the standards of other races, halflings are a backward and savage people (not to mention dangerous). Not only do they lack anything but the most basic ability to create equipment, they have no understanding of the concept of trade. Halflings in Allanak Halflings are killed on sight when within the human controlled city-states. As such all halflings in Allanak are kepL as slaves. 1hey are Lralned Lo flghL ln Lhe clLy's arena as gladlaLors where Lhey lead short, but brutal lives. Aging 1he average llfe expecLancy of a halfllng LhaL doesn'L flghL ln Lhe arena ls 120 years. 1hey're considered adults at 31. Dark Sun Gazetteer Page 13
Human Stats +1 to all ability scores: Humans are much less specialised than other races. Versatile: At first level humans get an additional +2 to the ability score of their choice and +1 to all other ability scores. Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Sirihish or Bendune. Human Physical Appearance Most humans stand between 68 and 78 inches in height and vary tremendously in skin and eye colour (hair colour tends to range between light blond to black, but peculiar variations on even this feature are entirely possible). Eons of life on Athas has warped the human appearance enough so that physical anomalies are somewhat commonplace: webbed fingers or toes, hairlessness, pointed ears, long or short limbs, or skin tones in the faint blues or greys are all possible mutations upon the human form. It is said in Allanak that such people are descendants of the mutants who followed the Sun klng over Lhe norLhern mounLalns. Somehow Lhough, LhaL doesn'L seem Lo granL Lhem respecL or acceptance within society. Humans in Allanak Humans are the most predominant race in Allanak. They are either natives to the city-state or Lhey're Lravellers from Lhe wasLelands. 1hey could elLher be people born ln anoLher clLy-state or a member of a tribe that lives within the harsh conditions of the desert itself. In this campaign PC humans must either have lived in Allanak all their life or be from one of the local tribes. Those native to Allanak could either be a slave, a commoner, a gemmed magicker, a member of a Great Merchant House, a noble or a Templar. These organisations are detailed later in this document. Aging 1he average llfe expecLancy of a human ls 68 years. 1hey're consldered an adulL aL 18.
Dark Sun Gazetteer Page 14
Mul Stats +1 to any ability score: The Mul's human half makes them quite versatile. Speed: Muls have a 30 foot base speed. Born to Fight: Muls increase the damage die of 1 weapon category by 1 step. Alert: Muls gain advantage on checks made to spot or notice someone during battle. Fearless: Muls are immune to becoming fightened. Beserker: Muls can continue fighting even when they drop below 0 hit points. Each time they take damage that causes them to be in negative hit points they can choose to fall unconscious or continue fighting. If they continue fighting they must make a wisdom save equal to 5 + the damage they took. On a failed save they go into a homicidal rage and for 1 minute will attack the closest creature. Muls Physical Appearance Physically, muls bear most of the bulk of their dwarven parent, being extremely strong and rugged. Most of the height and cunning of their human ancestry is preserved as well--from a purely intellectual point of view, a much better product than half-giants. Mulish ears are always pointed, and muls never grow hair. Skin tones are widely varied, from light tan to copper to greys and even blues to dark browns. Usually, a mul's eyes are slanted. Muls are slightly shorter than humans. Mul Culture Being sterile, and thus outside of the typical chain of reproduction, muls often suffer from a sense of meaninglessness. This is compounded when they learn (often too young) that they were born as a tool or bargaining chip. This tends to make many muls into angry people, full of distrust and hate. Muls in Allanak Muls are sterile crossbreeds of dwarves and men, bred solely by House Borsail for combat in the arenas of Allanak. It is quite likely that muls did not exist prior to the founding of Allanak, when the earliest known experimentation of this nature was recorded. Muls are always slaves and are usually gladiators. Some nobles and merchants are brave enough to keep them as personal bodyguards, sometimes with disastrous results. Muls who prove themselves in the arena as not only powerful warriors, but brilliant tacticians are sometimes taken into the Nakkie militia as Captains. Although technically slaves of the templarate, they command a unit and are given great latitude in the training of their men. Mul Aging 1he average llfe expecLancy of a mul ls 60 years. 1hey're consldered an adult at 15. Dark Sun Gazetteer Page 15
Thri-Kreen Stats +1 Dexterity: Due to their insectoid nature, thri-kreen are quite agile. Speed: Thri-Kreen have a 30 foot base speed. Low-Light Vision: If there is no light within 30 feet of a thri-kreen, they treat shadows in that radius as normal light, and they treat darkness in that radius as shadows. Hunters: Thri-Kreen have advantage on tracking and foraging checks. Hive Mind: Thri-Kreen have a greater psionic connection then other races. By spending a week in close proximity to other creatures it can establish a connection that allows the group to communicate with each other telepathically when within a range of 100 feet of the thri-kreen. The other creatures have to be willing to accept this psionic connection for it to work. Insect Biology: Thri-kreen can survive on 1 pint of water a day. This cannot be lessened by being in the shade during the day. Furthermore thri-kreen are incapable of sleep. Thri-kreen Weapon Training: Thri-kreen increase the damage die for gythka and chatka by 1 level. Languages: Thri-kreen begin play speaking Nrizkt and either Allundean, Sirihish or Bendune. Thri-Kreens Physical Appearance Thri-Kreen are hulking insectoids who generally stand about 85 inches in height at the shoulder (they are nearly 48 inches longer than they are tall). They are six-limbed exoskeletal creatures, covered by a hard, sandy yellow-to-ruddy brown carapace. Their heads are wedgelike, with two black compound eyes on either side and a laterally-working jaw at the front. Two antennae grow from between their eyes, and serve as aids to movement when in darkness. Thri-kreen Culture Thri-kreen are utterly foreign in manner and thinking to all other intelligent races. The single thought which dominates the mind of a thri-kreen is the hunt for food. Active all day and night, thri-kreen travel with their packs (or clutches) endlessly, searching for prey, killing, and eating. The pack- mentality is so strong within thri-kreen that they act as one, losing all independent thought. Thri- kreen regard most other races as lazy (because of their sleeping habits) and have great difficulty distinguishing the non-insectoid races. As such wild thri-kreen will often hunt down and eat the intelligent races for food. Among some thri-kreen clutches elven meat is considered a great treat. A strictly carnivorous species, thri-kreen can only eat freshly killed meat. Thri-kreen refrain from hunting when they approach other races to trade, lest they accidentally kill the creatures they wish to trade with. Thri-kreen refrain from manufacturing items themselves, as such they often trade meat or unworked gems for these items. Thri-kreen in Allanak Thri-kreen do come to the city to trade, and might even stay there if they are without a pack. They recognise that as a single creature they are vulnerable and will often hire on as a guard in a merchanL's caravan unLll Lhey flnd a new pack Lo run wlLh. 1hrl-kreen are also kept as gladiators in the arena and the Great Merchant Houses even keep some slaves as personal guards. Thri-kreen Aging The average life expectancy of a thri-kreen is 24 years. They are fully matured at 6. Dark Sun Gazetteer Page 16
Wild Talents Every character begins the game with a single wild talent. Some characters, such as a psionicist or thri-kreen, have additional psionic abilities. These are detailed under the race or class that grants those abilities. Using wild talents requires a wisdom check with the DC depending on the wild talent. Failure to make this check results in you taking subdual damage equal to your classes hit die. This represents the mental strain it takes to use your psionic abilities untrained and doesn'L acLually mean you've taken physical damage. If your HP reach 0 it means that you have passed out. Any damage taken this way can be restored through rest and spending hit die, magick or potions. Attraction This wild talent helps you in dealing with other people. It is a DC 10 wisdom check to use this ability. lf you succeed you galn advanLage on Lhe nexL roll you make Lo affecL someone's mood Lowards you. Every additional time you use this ability the DC increases by +2. The DC resets to DC 10 after you have an extended rest. Barrier This wild talent protects you from psionic attacks. It is a DC 10 wisdom check to erect the barrier initially which lasts for 10 minutes. After 10 minutes you must make another wisdom check with +1 to the DC or lose the barrier. The DC resets to 10 after you have an extended rest. lf you're aLLacked wlLh a pslonlc aLLack while you have the barrier running, you and the attacker must make opposed wisdom checks to see if the attack succeeds (automatically causing you to lose the barrier). You have advantage on this check. Contact This ability allows you to communicate psionically with someone else. The table below determines the DC depending on how far away they are from you: DC 10: 100 feet DC 15: 1 mile DC 20: 18 miles This contact lasts for 10 minutes during which time you can communicate with them one way. After 10 minutes you must sever the link or make an additional wisdom check with +2 to the base DC. The DC resets after an extended rest. Danger Sense This wild talent warns you when danger is coming. When you roll initiative you can make a DC 10 wisdom check to either avoid being surprised or to gain advantage on the initiative roll. Heightened Hearing This wild talent allows you to overhear other conversations much more easily. When you make a listen check you can gain advantage be beating a separate DC 10 wisdom check. This DC increases by +2 every additional time you use it. The DC resets to 10 after an extended rest. Dark Sun Gazetteer Page 17
Heightened Smell This wild talent allows you to track someone by scent. Make a DC 10 wisdom check and you gain the ability to follow someone based on their scent. This ability lasts for 10 minutes at a time, after which you must make an additional wisdom check with +2 to the DC before or lose this ability. The DC resets to 10 after you have an extended rest. Mind Over Body This wild talent allows you to go without food and water for 24 hours without suffering any negative effects. The initial wisdom check is a DC 10. Every day you make an additional check without eating or drinking the DC increases by +1. You cannot attempt to use this ability if you are suffering from the effects of dehydration or starvation. Know Direction This wild talent helps you avoid becoming lost. You can imagine a place that you are quite familiar with and then make a DC 10 wisdom check to work out which direction it is. Every time you make another check before resting for the day, the DC increases by +2. Object Reading This allows you to pick up impressions left on an object by its previous owner. Listed below are the DCs you must meet to get the relevant information. When attempting to gain particular information you musL declare Lhe uC you're aLLempLlng to meet. If you fail this check then you take damage as normal: uC 10: LasL owner's race uC 13: LasL owner's sex. uC 16: LasL owner's age. DC 19: How the last owner came to gain the item and how they lost it. DC 22: All this information about all past owners. Retrospection This ability allows you to try harder to recollect a lost memory. If you make a DC 10 wisdom check you can reroll a failed lore check. If you beat the wisdom check by 5 or more you can reroll the failed lore check with advantage. Each time you use this ability in a day the DC increases by +2. The DC resets to 10 after an extended rest.
NAME: STR ( ) DEX ( ) CON ( ) Current XP Required for Next Level INT ( ) WIS ( ) CHA ( ) Class Features Homeland Carry Lift/Drag/Push Range: Ammunition: Weapon: Attack: Damage: Break: Wgt Age Gender Hgt Class XP NL Hit Die Eyes Speed Initiative Hair Damage: Break: Damage: Break: Damage: Break: Weapon: Attack: Range: Ammunition: Weapon: Attack: Range: Ammunition: Weapon: Attack: Range: Ammunition: Weapon: Attack: Range: Ammunition: Break: Damage: Spell Atk: Spell DC: lvl 1 lvl 2 lvl 3 lvl 4 lvl 5 lvl 6 lvl 7 lvl 8 lvl 9 lvl 10 Total Weight 1st 4th Weight Spell Slots Per Day 6th 8th 9th 10th 2nd Item 7th 5th 3rd