Monday, January 10, 2022
Different Dark Suns 2
Monday, November 29, 2021
Dark Sun: Daggers in the Night
The party's caravan arrived at the Silver Springs Oasis. Eowen and Egon went to try to deliver a message given to them by the elf Iseela back in Dur-Taruk for Toramundi, Chieftain of the Silver Hand Tribe that controls the carvanserai. With the mention of Iseela's name they are taken through confusing back alleys and underground passages until they are are ushered into a room where the chief sits cross-legged on the floor with a shaman.
Toramundi accepts the coded message. Egon asks him for help with information on Golothlay Canyon. He laughs and tells them he doesn't believe that the House Madar treasure exists, and he thinks they are on a fool's errand which can only lead to their deaths. Any other information will cost them.
Egon and Eowen pay his price in silver and obtain a map which will allow them to skirt some of the known dangers on the way to the canyon. Their employer, Urum ath Wo, is pleased because he has been unable to find a guide. He bids them bed down near the animals and heads off for better accommodations.
That night, while Eowen is on watch, she discovers two masked elves attacking some of the merchants in the party in their sleep. She sounds an alarm, and Egon and Keeb-Raa join the fight. They kill one assassin, but the other runs away. Eowen gives chase, but looses him in the twisting passages of the ancient structure.
Keeb-Raa manages to use his healing magics to stabilize the wounded merchant.
Monday, October 18, 2021
Dark Sun: The Bandits of the Crimson Oasis
The last two sessions of our Forbidden Lands Dark Sun campaign saw the party (now having made the acquaintance of the dune peddler Egon the Honest) taking yet another job from the dwarf merchant Urum ath Wo. Urum believes he has reliable information regarding the rumored treasure of the merchant prince Darom Madar said to be hidden in the remote Canyon of Golothlay.
Urum plans to do this deal separate from his work for House Zawir, hoping to strike out on his own. Egon negotiates the party not just decent pay, but a share in future profits.
The arrangements made, the small caravan heads out for the Silver Springs Oasis with the party acting as guards and scouts. At Silver Springs they plan to palaver with Chief Toramundi of the Silver Hands, the elven tribe that holds the Springs. Urum believes he has specific knowledge of the desert that might be helpful.
Along the way, they avoid an erupting swam of baazrag, and notice a halfling spying on them. Eowen the Elf tracks the halfling back to a small oasis, but finds whoever was there has already left. Fearing an attack, she heads back to the caravan, but is waylaid by the halfling. She kills the halfling, but hears that a fight has begun in the arroyo the canyon the caravan was passing through.
The others are set upon by a dwarf ornamented like a sun priest, and three human bandits. After a short battle, the dwarf and one of the humans are dead. The other two surrender. Looting the bodies, they take studded leather armor and find a pouch with two potion fruit.
Putting some distance between themselves and the canyon, they decide to stop for the the night and make camp.
Monday, September 20, 2021
Dark Sun: The Sand Raiders
I've run two sessions now of Dark Sun using Forbidden Lands (and the Burning Sands Dark Sun adaptation you can find online). To keep it easy as we were getting used to the system, I decided to run the short adventure in the 4e Dark Sun book.
At the caravanserai of Dur-Taruk, the party (Eowen, Elf Ranger; Insam, Ranger; and Keeb-Raa, Thri-Kreen druid) accept a job from a dwarf factor named Urum ath Wo of the merchant house Zawir. It seems a Zawir caravan arrived with one wagon missing and with it its cargo of grain, wine, and wood. Fifty silver was offered for clear directions to the cargo or its return, and the party is eager for the coin.
The party is able to pick up the trail of the lost wagon and track it to a place it was set upon by saurian silt runners. In fact, some of the silt runners are still there, and the party engages them in combat, ultimately emerging victorious. The bodies have attracted the attention of a pack of kruthiks. The party has to kill them before they can follow the tracks showing where the silt runners too the cargo. They lead to the ruins of an ancient tower.
Stealthily approaching the tower, the party finds a vault where the silt runners and their leader have taken the cargo and the still-living wagon crew. The leader is a largely reptilian creature who has a dagger coated with some greenish ichor. He doesn't get a chance to use it because Insam puts an arrow through a gap in his carapace and kills him.
In the battle that follows, one silt runner escapes but the others are slain. The party decides the cargo is too much trouble for them to carry back, but they free the crew, and after making camp for the night in the vault, they return to Dur-Taruk in the morning for their payment.
Friday, July 16, 2021
Dark Sun: The Pristine Tower
"The effect of this cannot be understood without being there. The beauty of it cannot be understood, either, and when you see beauty in desolation it changes something inside you."- Annihilation, Jeff VanderMeer
The Pristine Tower is a mysterious structure in the deserts of Athas. It is first mentioned in Denning's novel Amber Enchantress, but later figures into an adventure Dregoth Ascending. I'm going to ignore for this post what the Tower is and the roll it plays in the history of Athas, as that's something one might or might not want to use in there own campaign, but I think the Pristine Tower as enough interesting things about it, it's worth including even without the backstory.
Monday, July 12, 2021
Dark Sun: The Shadow King of Nibenay
The original Dark Sun campaign setting calls the Sorcerer-King Nibenay "a bizarre and enigmatic
figure." He is seldom seen by his people--to the degree that rumors sometimes spread than he has died. All his Templars are women, and they may or may not all be his wives. By the 4e version of Dark Sun they were definitely his wives, though the marriage is "purely ceremonial."
Monday, July 5, 2021
Dark Sun: The Gray
Cosmology is really on comes up and references to certain monsters or magic in the original Dark Sun campaign setting, but in the second edition supplement Defilers and Preservers the "planes" called the Gray and the Black are established. The Black mainly serves a backstory purpose or to be a place for monsters to be from. It's similar to the Plane of Shadow/Shadowfell, a concept I've felt to be of limited utility in most settings, Dark Sun included.
The Gray is a different story. It at once solves one potential problem with the Great Wheel: there are too many afterlifes. It also provides a thematically appropriate underworld for the this particular setting.
The Gray is described as a "dreary, endless space" or "ashen haze." In conception it's not unlike Hades or Sheol. Like the River Lethe of Greek myth, the Gray steals memory and identity, but in this case the environment leeches it from them. Eventually their spiritual being becomes one with the gloom.
The only thing I don't like about the Gray as described is that I don't think it should be featureless. More interesting to me, would be if it mirrored in most respects the desert landscape of Athas, except perhaps more desolate. It would be doubted with ruins of dead cities and the tombs and monuments to long dead potentates who thought they could carry their riches into the afterlife--and perhaps, in a way they did, for all the good it did them.
Of course it should be possible (though not easy) to visit the Gray, like visiting the Underworld in Greek mythology. The souls of the dead are probably not dangerous for the most part to visitors, but the the ghosts that could pass between the Gray and the mortal realm might well be.
Thursday, July 1, 2021
Dark Sun: The Desiccated Sea
Here I'm going to break a bit more with Dark Sun as published than I have in my previous posts. I'm afraid I don't really like the Sea of Silt. I know realism doesn't really have much of a place in a fantasy setting about sorcerer-kings and dragons, but it isn't very realistic. Also, I think it robs the setting of a bit of it's desert feel because it gives kind of an "out." Travel across the Sea of Silt is more difficult that ocean-going travel, true, but it provides some of the same type of adventuring opportunities. This could be a feature, but I see it as a bit of a bug.
Once a thriving port, now a dead city on the cliffs |
Sunday, June 27, 2021
Dark Sun: The Lion of Urik
- The Epic of GilgameshI am Hamanu, King of the World, King of theMountains and the Plains, King of Urik, for whomthe roaring winds and the all-mighty sun have decreeda destiny of heroism...- Dark Sun Campaign Setting (1991)
Friday, June 25, 2021
Dark Sun: Tumult in Tyr
In the Dark Sun campaign setting, the city-state of Tyr is presented as on the brink of some drastic change. The Sorcerer-King Kalak has confiscated the slaves of the nobles to build his ziggurat, is taxing the people unmercifully to pay for it, and is neglecting his trade obligations to neighboring states. Kalak's reasons for doing this and the results of his actions for for his city play out in the novel The Verdant Passage and in the module Freedom.
Friday, June 18, 2021
Dark Sun: The Templars
We're told in the original Dark Sun campaign setting that the Templars are "clergymen devoted to the sorcerer king of their city. Like other priests, they are granted spells in return for their worship." Also, they "dominate the king's bureaucracy." The revised box set expands on this slightly saying they serve as city guards and in the army, they oversee the city's administration, and they "maintain the illusion that the sorcerer king is a god by using their absolute power to enforce worship and homage to their ruler."
The problem with these portrayals is it seems at odds with what we are told about individual city-states and their sorcerer-kings. Some sorcerer-kings are viewed as gods, it's true, but some (we are explicitly told) just style themselves as rulers or whatever. Also, despite their name implying the existence of temples, we are not, across all the city-states, given any indication of temples' existence or what the practices within them might be. The first Dark Sun novel, Denning's The Verdant Passage supports the view of the setting material, with Kalak of Tyr viewed as a king and little evidence he is worshipped by anyone (though there is a mention of the templar's leading his "veneration.").
Without providing a unified "origin" for the templars and their role, I feel like not only should their exact nature vary from city-state to city-state, but also their name. I suppose for ease of discussing them as a class, templar serves as well as anything, though. For most city-states I like the approach of the setting material and the novel: sorcerer-kings are venerated but not worshipped. (The distinction, may admittedly, be a fine one, but it exists.) The sorcerer-king forms the core of the city-state's civic religion: it's holidays, festivals, and foundational myths. There are no gods on Athas, but there is an afterlife, so perhaps fidelity to the sorcerer-king is tied in dogma to reward in the hereafter. The templars officiate at public observances (except when the sorcerer-king is present) and punish those who don't appear sufficiently devoted. As bureaucrats they also have a role in legal preceding that interact with the civic religion.
Many of the city-states are probably a bit more fascistic than ancient world cities in the popular imagination. I feel like scarcity of resources would tend to push them the direction of Immortan Joe's Citadel in Mad Max: Fury Road. I could see some smaller ones having a cult (used in the modern sense) kind of character.
Saturday, June 12, 2021
The Mutants of Dark Sun
On Athas, centuries of abusive magic have not only scarred the landscape—they've twisted the essence of human appearance, as well. Many humans in Dark Sun look normal... Others, however, have marked alterations to their appearance. Their facial features might be slightly bizarre; a large chin or nose, pointed ears, no facial hair, etc. Their coloration might be subtly different, such as coppery, golden brown, hues of grey, or patchy. The differences may be more physical, such as webbed toes or fingers, longer or snorter limbs, etc.
This might not count as minor |
Thursday, June 10, 2021
Dark Sun: Sorcerer-King Ascension
"I am a brother to dragons, and a companion to owls. My skin is black upon me, and my bones are burned with heat."
- Job 30:29-30
Sunday, June 6, 2021
Dark Sun: City-States and Sorcer-Kings
art by Alcatena |
The main action of the first Dark Sun material is set in the Tyr Region, also called the Tablelands. This is an area a bit bigger than the land area of Britain or a bit smaller than the land area of Colorado, for comparison. There are seven city-states, each (at least in the beginning) ruled by a Sorcerer-King.
Thinking about revising Dark Sun with the elements I mentioned before in mind, but also with any eye to the setting's inspirations, I find the Tyr region a little bland. Each of the city-states has a real world culture as inspiration (sometimes maybe a mashup of two), which gives you a bit more of a hook than just generic D&D Sword & sorcery city-states, true, but I think we can do better--at least in terms of my stated goals.
Here I would look to Planetary Romance, as it's a genre full of city-states separated by desert: Mars/Barsoom and Llarn (from two Gardner Fox novels) come to mind, but there are lot of others, and we don't need to limit ourselves to inspiration from only desert planet planetary romance. What these stories typically portray are cities at once more homogenous and more flavorful than Dark Sun's as presented.
Most Planetary Romance takes place in a cultural region sometimes covering a whole planet. The cities in that region mostly have the same political arrangements, speak the same language, and have a consistent material culture. In order to make then distinct (and interesting places for adventure), they tend to have one unusual thing about them. It could be one of the things I mentioned above is slightly different or it could be the pursuit of some exotic pastime, a cultural eccentricity, an exotic terrain/natural resource or something physically about its people. (Flash Gordon and Mad Max: Fury Road represent the extreme end of this, perhaps, with polities that are essentially themed.) The more flavorful unique elements, of course, tend to be on the fantastic side rather than the mundane. My post on the Sword & Planet setting of Zarthoon illustrates this, though it leans a little in the Flash Gordon direction. Still, it gives you the idea.
This game in Storm is one of those unique elements |
Dark Sun at once makes the cities a bit distinct in terms of mundane details, but they are mostly lacking that hook--a fantastic element to spur adventure. The Dark Sun cities in most cases don't have a high concept thumbnail description, unless you reference what real world culture inspired them.
The description of the Sorcerer-Kings themselves is part of the problem. A bit more "wizard from Thundarr" vibe would certainly help, I think. There is a transhuman aspect to what the what the Sorcerer-Kings are after, so I feel like they should, at least in some cases, feel like they are moving away from human a bit. maybe?
So from this perspective, I plan to take a look at the city-states in upcoming posts.
Thursday, June 3, 2021
The Dials of Dark Sun
While I haven't heard its creators name specific works, it seems clear that the Dark Sun setting draws inspiration from Planetary Romance, Sword & Sorcery, and Post-Apocalyptic media. Paying attention to the features of these (sub)genres, one could "dial" up or down their presence in the game to tailor the setting to a specific experience, without needing to eliminate any one of components entirely.
- Lots of wilderness, most often desert
- Isolated, weird communities
- A mishmash of technology in use
- Lost technology
- Outsider, loner, (badass) heroes
- savagery vs. civilization
- violence
- grimness
Sunday, May 30, 2021
Images Under A Dying Sun
Thinking about doing something with this old post condensing my ideas about Dark Sun. Here are some images that get me in the right frame of mind. No actual Dark Sun art here, though of course a lot of that is pretty inspirational.