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Dark SUN CAMPAIGN GUIDE
(me sf
ao vite [eto iss cy ants lee
fa } YS pearias:
“t live in @ 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
ains_ to plunder lonely caravans, mysterious
Singing winds call ravelers 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 my
home.” —The Wanderers Journal
Beneath a crimson sun lie wastelands of majestic desolation
and cities of ervl splendor, where sandal clad heroes battle
ancient sorcery and terrible monsters. Thi is Athas, the
world ofthe DARK SUN campaign setting, «dying planet of
| —_stvagery and deasation, Life hangs bya thread inthis barren
and its nforgiving to the wea, and now i is up to yoo
-___wttesour own ato in loo and one
Be (a:
__ ErcHT CHARACTERISTICS OF
- ATHAS
"THE WORLD IS A DESERT
©" From the first moments of dawn until the last twinkling of
isthe erimson sun shimmers inthe olivesinged sky ike a
“ery puddle of blood It climbs toward ts zenith and the
temperature rises rlentlesaly: 100 degrees by midmoming,
110 at noon, 130 - sometimes even 150- by late afternoon. A
‘an eannot drink fst enough o replenish the Mss he loses
As the days drag on, he fees sick and fecble. If he does not
“have enoweh water, he grows too weak to move, His mouth
“ecomes dry and bitter his lips, tongue, and throat grow
swollen. Before long his biod is thik and gummy. His heart
“ must work hard to circulate it, Finally his system overheats,
Icing him dead and alone inthe sands
‘There ace no rivers or lakes and pockets of civilization are
concentrated in isolated oases where water is more precios
‘ham lie, But, this isnot alla wasteland Under the sands ie
ancient ruin, testament to atime before the desert, and the
citytates area wonderin and of themselves
2. THE WORLD IS SAVAGE
Life on Athas is brutal and short. Bloodthirsty raiders, greedy
slavers, and hordes of merciless savages overrun the deserts
and wastelands. The cities are not much safer; each choke in
the grip of an immortal tyrant. Slavery is widespread on
Athas, and many unfortunates spend their lives in chains,
(oiling for brutal taskmasters, Every year, hundreds of
‘slaves, perhaps thousands, are sent to their deaths in bloody
arena spectacles. Charity, compassion, kindness—these
‘qualities exit, but they are rare and precious blooms. Only a
fool hopes for such riches.
3. METALIS SCARCE
‘Most weapons and armor are made of bone, stone, wood, and
similar materials. Mail or plate armor exists only in the
treasuries of the sorcererkings. Steel blades are nearly
priceless; many heroes never see stich weapons during their
lifetimes.
4, ARCANE MAGIC DEEILES THE WORLD
Reckless use of arcane magic during ancient wars reduced
Athas to a wasteland To cast an arcane spell, a magic user
siphons power from the living world. Nearby plants wither t0
ash, crippling pain wracks animals and people, and the sol is.
permanently sterilized. Itis possible to cast spells with care,
avoiding any more damage to the world but defiling is easier
and faster 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 spelleasters can use their
arcane abilities without fear of reprisal
5, SORCERER KINGS RULE THE CITIES.
Terrible defilers of immense power rule all 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 profess to serve
gods. Some are brutal oppressors, while others are subtle in
their tyranny. The sorcerer kings govern through priesthoods
or bureaucracies of greedy, ambitious templars, who channel
their power In all appearances, they are gods of this world,
6. THE GODS ARE SILENT
Athas is a world without deities, No clerics, no paladins, and
no prophets live here. Religious orders are dedicated to
sorcererckings who claim godhood Old shrines and
crumbling temples lie amid ancient ruins, testimony to a time
when unknown agents spoke to the people of Athas. Those
who lay claim to clerical powers do so through worship of the
elements: the sun, the sand, the storm, and the rarest of all,
7. FIERCE MONSTERS ROAM THE WORLD
‘The desert planct has its own deadly ecology: Many creatures
that are familiar sights on milder worlds have long since died
ut or never existed on Athas, The world has no cattle, swine,
fr horses; instead, people tend flocks of erdlus, ride on kanks
or erodlus, and draw wagons with inixes and mekillos. Wild
creatures such as lions, bears, and wolves are almost
nonexistent. In their place are terrors such asthe 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 ora lunatic travels them alone.baw
8. FAMILIAR RACES AND CLASSES ARE
WHAT YOU EXPECT
‘Typical fantasy stereotypes don't apply to Athasian heroes. In
many fantasy settings, elves are wise, benevolent forest-
dwellers who guard their homelands from intrusions of evil
On Athas, elves are nomadic herders, raiders, peddlers, and
thieves. Hallings aren't amiable riverfolk; they're xenophobic
headhunters and cannibals who hunt and kill trespassers in
their mountain forests. New races thrive here: the monstrous
halfiant, the insectoid thrikreen, the halfbreed mul There
are no paladins, bards serve as assassins, and the mental
force of psions can be found even amongst the lowliest
beggar and slave
pa el
THE CALL
“Athas is an endless wasteland, yet it has a majestic
and stark beauty. When fist light casts its emerald
hhues over the Sea of Silt, or when sunset spreads
its orange flame over the Mekillot Mountains, the
world's feral beauty stirs the untamed heart in each
of us. It isa cal to take up spear and dagger, to flee
the cities, to go and see what lurks out in the
barrenness.”- The Wanderer's journal
————————
PLAYER TIP
‘The DARK SUN setting isn’t a place for your typical bearded
dwarf with a love of beer and gems, cherubic halfling, or
charging knights and gnome wizards. In this setting, some
races don't exist, and the dwarf might instead be a hairless
devotee to the sun, the halfling a stealthy cannibalistic hunter,
and any wizard likely hides her spelleasting lest a mob hang
her for defling what precious life clings to the earth. Half
giants and thrikreen are part of the dorninant races, and the
scarcity of metal leads crafters to creative uses of alternative
materials and an entirely different economy. This book
‘expands your usual options and will help you and your friends
create characters uniquely invested inthis word,
Athas waits to challenge you. Whether you ate a rnul
gladiator, competing forthe cheers of thousands, or the elven
‘wickster selling contraband goods 2s part of your cover forthe
Velled Alliance, of a the-kreen hunter enthralled by the
irregular behaviors of humanoids, you wil fae the sare basic
{question; are you here simply to survive, or do you dare to do
‘This is unofficial Fan Content permitted under the Fan Content Pe
are property of Wizards ofthe
Not approvediendorsed by Wizarda, Portions of the materiale
Wizards of the Coast LLC.PART 1
‘CHARACTER CREATION
1. CHOOSE A RACE
‘This guide provides the racal traits and roleplay aspects ofthe
ight available classes: dwar, elf, halal, hall giant, halfling,
human, mul, and theickreen
2. CHOOSE ACLASS
The traditional classes and archetypes may have been
‘modified or do not exist. This Guide lists any changes to each
class. The classes of Athas are: barbarian, bard, cleric, druid,
‘empath (new) fighter, monk, psion (new), ranger, rogue,
warlock, and wizard. The Paladin and Sorcerer do not exist
3. DETERMINE ABILITY SCORES
Standard array (15, 14, 13, 12, 10, 8), of point-cost variant
(PHB 13) ifpermitte.
4. DESCRIBE YOUR CHARACTER
+ Determine f your OM allows evil alignments
+ Literacy is banned in cities, so consult the DM when
choosing a background as to whether your social class
enables your character to read and write.
Be descriptivel A character is ore than numbers. Come
up with personality traits and use the Ideals, Bonds, and
Flaws to assist with creating a unique character that will
valve and grow as the campaign grows,
Consider finding Dark Sun-themned art for your character.
“The at ofthe original setting provided enhancement to the
setting
5. CHOOSE EQUIPMENT.
Consult this Guide's Equipment section in Part 6 for
purchases, currency, and changes in material. Because of the
rarity of metal and water, the economy and gear of Athas has
developed quite differently (rom other settings. For example,
the primary currency is a “ceramic piece (cp)," not a gold
piece, which is far more valuable on Athas.
(6. ASSIGN WILD TALENT
Psionies are common on Athas, though few consciously |
raster the "Will and the Way.” Player characters may opt to
have a Wild Talent. For the people of Athas, psionics are
special because it's the one source of extraordinary power that
‘does not make them beholden to someone or something else.
Templars need a sorcerer king. Clerics must pray to the
flernents. Wizards leech life from plants. Soldiers need
someone to make and maintain armaments, Consult the Wild
Talent section in Part 4ifyou are anon-psionic character
1.COME TOGETHER
Most campaigns begin with a unifying starting hook or story.
“The DM Is encouraged to run a Session 0: Prologue, in which
players should bring a character concept to the table and
utlize that session to finish making characters as a group. The
[group is encouraged to roleplay how they arrived at their
‘current situation with one another, and work together in
developing a narrative that ay affect your choice of assigning
scores, features, and background to your character.
OPTIONAL RULES
The OM should notify players in advance which optional rules
will be in use and which supplements are permitted beyond
this Gulde. Part 9 contains a section for homebrew, optional
rules, but these are also not necessary to enjoy the Dark Sun
world,RACES OF ATHAS
“The worst thing you can say toa dwarf is ‘Te cantt be done:'If
he’ already decided todo it, he may never speak to you again.
Tf he hasn't decided to take up the task, he may commit
himself to it simply out of spite. ‘Impossible’ is not a concept
‘most dwarves understand Anything can be done, with
‘enough determination." Shallen, Nibenese trader
On Athas, dwarves are not subterranean miners but rather,
longiived, slowly dying race known for their relentless focus
fom a task to the single exclusion of all others. A dwarfs chief
Tove is toil, and one is never happier when tasked with
‘cause he can approach with a stoic, singlemindedness for
weeks, months, years, or even decades. Once his mind is
committed to a task, it is near impossible to sway him away
from it as he will fail to listen to reason. Dwarves live for their
focus, for those who die unable to complete a focus return
fom the dead to haunt their unfinished work. A dwarf rarely
Aivalges his focus to anyone.
SHORT AND STOUT
Short and powerful, dwarves stand between 4 14 and 5 feet
tall Their frames are massive and an average dwarf weighs in
the vicinity of 200 pounds. Life in the Athasian wastes makes
them rugged, tanned, and callused Dwarves are hairless and
find the very idea oft repulsive,
THE FOCUS
A dwarfs relation is often a function of his focus. Those who
help him are respected, sensible companions. Those who
hinder him are obstacles that must be removed There is very
litle room for compromise in a dwarven mind
ee ae
Focus
Focus is the central point of your existence, and no
simple job will suffice. Work with your DM to
come up with a starting focus and a new one if
completed. None should be easy to complete and
should take at least 1 week or longer to finish to be
worthwhile.
—_— eo
For example, Grelak, protector of his village, makes the
retrieval of a sacred book stolen by raiders his focus. After a
week of gathering clues, he Sets out (0 liberate the artifact,
‘from its current owner in a trading post weeks away. On the
way there, he gains the benefit of his dwarven focus for
anything that would slow him because he is trying to reach
the book. Later, he stops in Nibenay to rest and gets in a
brawl He doesnt receive any bonuses beéause he isn't
actively pursuing his focus,
DWARVEN SOCIETY
[Dwarves are close-knit, formed around clans and focused on
family. Ties of blood are honored above all but the focus
Family honor or dishonor is passed down to generations. A.
‘community is led by the Urhnomous (over-leader), and each
clan by an uhrnius (leader) There are 3 main dwarven
settlements in the Tablelands: Kled near Tyr, and the twin
villages of North and South Ledopolus on the southwestern
edge. Dwarven oral tradition shares that they were once a
mighty people living in vast cities, and many of these ancient
ruins are all out there, buried and forgotten,
‘hiss unofficial Fan Content permitted under the Fan Content Policy Not approvedjendorsed hy Wizards, Portions ofthe materials wsed
are property of Wizards ofthe Const, BWizards of the Coast LLC.‘many on Athas prefer just one name, using a town
of Kled) if distinction is needed.
s Names: Baranus, Biirgaz, Bontar, Brul, Caelum,
Gare, Daled, Droe, Fyra, Ghodran, Gralth, Gram, Jurtan,
- Lyanius, Murd, Nati, Portek, Rkard, Sa'ram, Sult, Veso.
Female Names: Ardin, Erda, Ghava, Greshin, Gudak,
DWARF TRAITS:
Dwarves are nonmagical by nature and abhor arcane casters.
cannot take an arcane casting class. Their priests lean
s steady earth and avoid chaotic air, and they take to
with a vengeance. Dwarves lave villages at times to
focus and to search for ancient dwarven ruins. They
prized as mercenaries because once contracted,
ity wll ever change.
ity Score Increase. Your Constitution score increases
and you choose to increase your Strength or Wisdom by
a
e. Dwarves mature around age 35 and live up to 250
s though the dangers of Athan often claim them well
this time
Dwarves tend lawfl and good to neutral Ther
n to an established hierarchy in villages means they
to follow nila een to the point of ridicule,
Size. A ypical wart stands about 4 5 to 5 foot tll and
ci ee 200 pounds. Your sie is Medium.
ed by wearing heavy armor,
rkvision. Despite living aboveground, your heritage
you to see in dim light within 60 feet of you as.
ght light, and in darkness as if it were dim light. You can’t
Aiscerm color in darkness, only shades of ess
arven Focus. When making an ably check or saving
Re pelted io your Foca, you are ccondcred
"Tool Proficiency. You gain proficiency with the artisa's
of your choice: smith’s tools, brewer's supplies, or
‘Toughness. Your bit point maximum increases
‘by Land it increases by 1 every time you gain a level
Languages. You can speak Common and Dwarvish. With
| DM permission, yourscharacter might be able to read
with an appropriate background. Dwarves keep
irate acy tel Gog arent
language mostly used for writing history that they wil never
share to outsiders. Their native language is deep and throaty,
fall of urtural sounds and harsh exclamations that cause
most nonsdwarves to get raw throats if spoken for long.
ROLEPLAYING A DWARF
Remember the intensity of your focus. Breaking it
has social, philosophical, and spiritual
repercussions. If you die before completion, your
spirit will return as a banshee and you will have
shamed your clan for generations to come. For
someone to intentionally stand in the way of your
focus is an assault on you. Your greatest
satisfaction is completing the focus. Keep a serious
attitude always. The only time you show your
festive side (you have one) is when you have |
recently fulfilled a focus or between setting a new
cone. At this time, your full joy and hurnor show, but
you are vulnerable in some ways because you are
lost in purpose.
Std
i ie unofficial Fan Content permitted under the Fan Content Policy Not approvedjendorsed by Wizards, Portions of the materiale used
are property of Wizards of the Coast, ©Wizards of the Coast LLC.“Honot? The word does not exist in the elven language:
‘Tharak, human guard
“Better to die with a spear in your hands than to live with
shackles around your wrist."~ Elven adage
Athas' wilderness is home to the longelimbed elves, a race of
‘traders, herders, and fast moving raiders. Running is the key
‘to acceptance and respect amongst them. Elves who are
injured and cannot run are often left behind to die. Most
rarely stay in one place for long, both physically and
‘emotionally, and this is seen as a sign of strength in their
people -an absolute freedom.
? BIE culture, while savage, is also rich and diverse. They
x have turned celebrating into an art form, and elf song and
F ance is captivating and seductive to non-elves. Elven war
| parties are greatly feared in the deserts, for they are a deadly
force of endurance and maneuverability
Others see elves as dishonest and lazy: generally, a fair
‘assessment. Elves idle for days until compelled to exert
themselves, but they can run for days without complaint. No
‘self-respecting elf will ride an animal and it is a severe
dishonor to do s0. Custom dictates those who cannot keep up
are left behind, and this includes the pregnant and the elderly.
Elves prefer to live short, happy lives rather than long, boring
‘ones. Unlike traditional settings, Athasian elves rarely live
past 140 years. Seeing the future as a dark, deadly place, they
prefer to live in the “here and now." They thrive in open
‘spaces and tend to wither in captivity, making them poor
‘choices on the slave block.
This:
are property of Wizards of
‘ontent permitted under the Fan Content Pe
LONG AND LEAN
Elves are longeimbed sprintérs who stand between 6 % and 7
¥ feet tall with slender yet muscular builds, averaging 175
pounds, They have deeply etched features with rugged skin
as varied as the other races of Athas. They grow no facial ai
but the locks atop their heads comes in from lightest blond to
darkest black. They dress in garb designed to protect them
from the elements
‘TRUST IS FOR FOOLS
Elves keep to their own tribe ~ there is no racial unity - and
the rare friend unless there's an angle to be gained Strangers
are potential enemies waiting to take advantage of an ell, so
they look to get the advantage first. If a companion shows
promise, the elf devises a series of “teste” of trust that allows.
them to prove their friendship is “stronger than the bonds of
death,’ as elves say. Once gained, one is forever a friend, but if
that trust is betrayed itis gone forever Inthe tribe, elves are
all equals, except the Chief. The Chief is elected and rules for
life, making all major decisions for the tribe, and elves are:
expected to tithe a choice piece of loot, Holding out suggests
a lack of loyalty to the tribe, Your natural enemy are the thri-
Jkreen who view your people as.a delicacy.
lS
‘THE RUN
Those who cannot keep up die, and freedom in all
matters is life. Most elves don't li, cheat, or steal
out of malice. They see an opportunity and the
gullible can't keep up. In their culture, an elf is
Fewarded for being faster, both in wit and running.
If you stop running, if you settle down, you wither.
—K—_—————————"
HOME IS WHERE YOU RUN
Elves are nomads by nature, though they maintain semi
permanent settlements in the wilderness. Their ability to
cover vast distances makes them master raiders, and they
consider anywhere their legs can take them as their territory
to take from as they see fit.
Elves may flippantly adventure for wandetlust, but those
who persist often do so for a desire for profit, glory, revenge,
or loyalty, They like to boast about their accomplishments,
weaving these into song. Elves often take keepsakes from
memorable raids and sew these into their cloaks, Elves are
pleased by flaunting a stolen item before an owner. Elven
custom dictates the victim congratulate the thief on his
postession of such an attractive item (those who don't are
poor sports)
Unlike most other races, elves have no issue with defling
‘magic and arcane practice.
dorsed by Wizards, Port
ards ofthe Coast LLC.Ni Bo 7
Naming of young runners is a sacred responsibility, given
| after the first interesting thing the child does while learning
| to run. With the right name, an elf child can grow to
“greatness, but the wrong name may cause one to vanish in
| the wastes, A child's name can be changed because of an
‘extraordinary deed performed during the rite of passage
| Blves take the surname oftheir tribe.
Male Names: Botus (Water Runner) Coraanu (First El,
the Warrior Thief) Dukkoti (Wind Fighter) Haaku (Iwo
Daggers), Lobue (First Runner} Mutami (Laughs at Suny
—_Natuko (Sky Hunter) Traako (Metal Stealer),
Female Names: Alaa (Bird Chaser) Ekee (Wild Dancer},
Guuta Singing Sword) Hukaa Fire Leaper),Itee (Dancing
Bow), Nusta (Quiet Hunter), Utaa (Laughing Moon)
“Tribe (Clan) Names: Clearwater Tribe (Fireshaper,
_Graffyon, Graystar, Lightning, Onyx, Sandrunner, Seafoam,
leah, Songweaver, Stecliaw, Wavedivers, Windriders
ns); Night Runner Tribe (Dark Moons, Full Moons, Half
| Moons, Lone Moons, New Moons, Quarter Moons clans)
~ Shadow Tribe; Sit Stalker Tibe Fire Bow Fie Dagger Fite
‘Sword clans); Silver Hand Tribe; Sky Singer Tribe
— (Dawnchaser, Dayjumper, Twlighteatcher clans}, Swiftwing
Tribes Water Hunter Tribe (Raindancer, Poolrunnes,
—Lakesinger clans); Wind Dancer Tribe (Airhunter,
_ ELF TRAITS
tend to any profession and trade that let's them act
Seely This makes them poor stdents ofthe rigorous study
of psioncs, and rarely docs anything but Air draw them to
clerical ty.
“Ability Score Increase. Your Dexterity score increstes by
| and you choose to increase your Intelligence or Charisma
yt
“Age. Elves reach physical maturity at the same rate as
Fhuimans but must pass the wibe'’ rites of inktiation before
being recognized as adults, typically around 20, Elves can live
ives tend chaotic hecause of their love of
jom, variety and selfexpression. They tend neutrality;
h they tend good (selfsacrifce) when the tribe is
‘concerned. Although they will steal everything in sight, they
are not morderous and avoid unnecessary violence.
"Size. A ypical ef stands about 6 1/2 to 7 1/2 feet tall and
‘around 175 pounds. Your size is Medium.
Speed Your base walking speed is 35 feet.
Burst of Speed Your heritage allows you to move ia
sprints. When you move on your tur in combat, you can
‘double your speed until the end of the turn, Once you use this
‘trait, you cant use it again until you move 0 feet on one of,
your turns.
Elven Resilience. You are conditioned to the extreme
‘weather of the wastelands and have advantage on all saves
‘against extreme heat and cold,
“Mask of the Wild. You can attempt to hide even when you
‘are only lightly obscured by terrain, weather, or other natural
phenomena
‘This is unofficial Fan Content permitted under the Fan Content Policy. Not sppravedjendorsed by Wizards. Portions ofthe material sed
are property of Wizards of the Coast, ©Wizards of the Coast LLC.
ails you can travel i x day. You have advantage on force
march saves, \
Languages. You can speak Common and Flvish, Each
tribe has a distinct dialect. The language is filed with short,
clipped words, run with a rapid staccato pace difficult for
‘others to pick up. They disdain the siow, tedious languages of
others but condescend to learn Common. Elves that learn
other tongues hide it to gain advantage.
a i
ROLEPLAYING AN ELF
Rely on guerilla combat. skills — distance,
maneuverability and speed. The elven philosophy
ever t0 stand up ina far ight, and running =
prized, whether it be from an equal combat, an
awkward situation, of a pregnant lover. When
someone professes to be your friend, dismiss them
at first then offer them a test of trust (don’t tell
them), Ask them to give you a prized possession or
see if they take one of yours left out in a
conspicuous place. Pretend to sleep and listen to
what they say about you. Maybe allow yourself to
be captured and see if this presumed friend will
rescue you!
—_—_—_——r"People are no good You can only trust animals and the
bottle.” Delmao, halfelf thiet
Unlike the parents of tnules, elves and humans are often
attracted to each other, but just as often, they are the
unwanted product of a casual encounter. Born from two
‘worlds but not welcome in either, they find an attraction to
the solitary wastes. In conjunction with a lack of unifying
culture, most turn into lonesome, self-sufficient folk. Elves
‘have no tolerance for them (the mother is expected to get rid
of the child or be cast out) and most, though not all, humans.
believe their ears make them just another lazy thief and
trickster. When everyone sees you as the worst quality of your
parent race, the halfelf turns away and has found a kinship in
the animal world unmatched by either oftheir parent races.
HALF AND HALF
Half-elves are taller than most humans, standing 6 to 6 1/2
feet tall, bulkier than elves and able to pass themselves off
‘more as humans than full elves. The men can grow beards
and they have a full range of skin tones and hair colors. Some
enjoy proving themselves better than humans or elves at a
task, and others simply turn to different cultures, such as thr
kreen or muls, for friendship. They rarely maintain a
friendship for long as itis their experience that everyone is
foing to let you down or betray you eventually, but at times it
is necessary to ally or simply not be alone.
NO CULTURE
Halfelves don't form communities despite their numbers,
land they can reproduce with either parent race. Most will
never know their elven parent and they aren't weleome in
elven tribes, seen as an embarrassment who can't keep up.
Their affinity to beasts leads them to be valuable animal
handlers. Some find acceptance in the ranks of templars,
where service to the sorcerer king or queen provides a
weleome home. In adventuring partis, they tend to be aloof
because it's likely to be a short-lived experience.
HALF-ELF NAMES
‘Most have human names as they cannot run as elves to gain a
given name, nor an accepted tribal name. Some warp the
elvish custom and simply take a name, much to the anger of
elves. Like most races, halfelves use only one name, though
they may adopt a city oF village surname, oF a profession, to
distinguish themselves.
Male Names: Boaz, Brazin, Ero, Fyrian, Gathalimay,
Laban, Lafus, Luris, Melestan, Mirch, Navarch, Poortool,
egg, Ruach, Solzak, Vok, Wek, Wheetan, Xutan,
Female Names: Alie, Arya, Aso, Drewet, Feera, Feykaa
Krysta, Lorelei, Mila, Ranis, Sareka, Thania, Vaerhirmana.
HALF-ELF TRAITS
Halfelves are influenced by both parents, even if not
accepted by either race.
Ability Score Increase. Your Wisdom score increases by
2, und two other ability seares of your choice increase by 1
‘Age. Hallelves mature as humans, reaching adulthood
around 20, and some live to 130 years,
‘Alignment. Lawful and neutral half-elves labor for
‘acceptance from a parent race while chaotic ones have given
up, rejecting a society that has rejected them.
Size. A typical halfelf stands close to 6 ¥ feet tall and
weighs 140 pounds. Your size is Medium.
‘Speed. Your base walking speed is 30 fect.
Nomadic Life. You have proficiency in the Survival and.
‘Animal Handling skills
‘This is unofficial Fan Content permitted under the Fan Content Pe
are property of Wizards ofthe
Not approvediendorsed by Wizards, Portions of the materiale
Wizards of the Coast LLC.ty. At 3rd level you can you can use an Action
‘charm medium size or smaller beast with
3 or lower. You must be able to touch and talk to
[your or your companions are fighting the beas
“cannot be charmed It must pass a Wisdom save or be
for 24 hours. The saving throw is 8 ~ your
‘bonus + your Wisdom modifier If you or your
do anything harmful to the beast, the charm
‘cannot use this trait again until you complete a
ROLEPLAYING AALEELE
You don't consider yourself a separate race. You
pride yourself on your selfreliance and refuse
patronizing offers to help you. You'll do fine on
your own, thank you very much. Take any chance to
Show humans you're just as talented as them or
elves you're just as clever. IF others view your
attempts as irrational, well, they get to be wrapped
in the blankets of racial acceptance. You're left out
in the cold. Praise should be viewed with suspicion
because no one hands that out without an angle in
mind, Other halFelves dor't interest you by default.
Just because they have the same ears doesn't mean
you suddenly have anything in common. In an
adventuring group, you don't need charity and
don't need someone else to cook your food or take
your watch,
This does not mean youll never form a lasting
friendship. But it's hard to get over a lifetime of
being on the outside and being constantly
reminded of that. This is why you feel affinity with
the beast. They're simple. They don't judge, and
they don't act with malice
i is unofficial Fan Content permitted under the Fan Content Policy. Not spprovedjendorsed by Wizards, Portions of the materials used
are property of Wizards ofthe Coast, ©Wizards of the Coast LLC.“Mind of a child strength of three grown men. Ive seen
half giant tear the walls out of building because he wanted a
better look at the tattoos on a mul inside.” ~ Daro, buman
trader
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BIG AND STRONG
Halégiants are enormous individuals, generally 10 to 12 feet
high and weighing in upwards of 1600 pounds. Though they
hhave human features, these tend to be exaggerated in some
ways, Skin tones range from light brown to deep tan, like
sand, They vary in hair color and tend to wear whatever hair
style or fashion they currently are emulating, Absent that,
their giant heritage makes for thick hair amenable to braids.
‘There is no economy for half-giant stature, so their clothing
would likely consist of several humansized articles. of
clothing stitched together. A tavern would charge extra for
filling enough plates for a half-giant sized appetite, and any
armor would have to be specially crafted. Most nobles,
templars, and merchant houses feel the investment is worth
the return when they have 1500 pounds of enforcement at
their command,
IMPRESSIONABLE
‘The most powerful warriors on Athas, halfgiants seem
content to dwell in humanity’s shadow and drift towards
charismatic leaders of all races. For example, if halfgiant
village is near elven raiders, they are likely to emulate the
guerilla tactics ofthe elves. However, this innate need to fit in
is more than a whim. Itis inherent to the half-giants creation,
‘Abalfgiant farmer's village might be raided, and he may soon
adopt the morals of the invaders because they seem to know
what they're doing, and the halfgiant finds he's pretty good at
smashing heads too,
ah tt
ALIGNMENT ON A WHIM
One axis of your alignment will be fixed and the
other subject to change, even daily, based on
influential events or persons around you that you
find a reason to emulate or admire. You will try out
their morals or philosophies and perhaps stick with
it for a time if you're good at it. This does not mean
halfgiants are unreliable + the influence must be
strong for them to change, and they have a core
philosophy that is fairly unchanging. A halfgiant
Soldier might see a dwarven cleric of the sun and
be impressed by her unflappable devotions. He
may try shaving himself and praying to the sun
Until he finds he cannot stare at the sun without
hurting his eyes and cannot make fie appear.
‘This can make role-playing a half-giant a challenge.
—_—_—_——__—F
HALF-GIANT NAME!
‘Shaves are given human names while free halfgiants will take
names based off the adopted culture, See other races for
‘name suggestions,
dorsed by Wizards, Port
ards ofthe Coast LLC.Abily Score Increase. You have 4 points to split between
your Strength and Constitution scores. Your Strength score
may reach maximum of 22 instead of 20 Your Intelligence
and Wisdom scores are decreased by 2 each
‘Age. Halfgiants mature around 24 years of age and can
live up to 220 years.
‘Alignment. Your alignment may fluctuate as deseribed in
Alignment on a Whim. You begin with one fixed alignment
axis (good-neutral-evil or lawfulneutralchaotic) that will
never change, The other axis may change depending on who
you are emulating, Subject to DM approval, when imitating a
‘arismatie leader, select an appropriate Ideal or Flaw and
“replace your current one. Ifthe new Ideal is tied to a non:
“fixed axis of your alignment, change that aspect of your
- alignment.
Size. A typical halfgiant stands 10 to 12 fect tall and
"weighs 1,600 pounds. You occupy a 100 by 10-fot space
and have a5 foot reach, Your size is Large.
‘Speed. Your base walking speed is 35 feet.
Giant Body. You cannot wear ordinary gear sized for
| smaller ereatures such as boos, gloves, and backpacks. All
| othing. armor meals, nd lodging ost double for you
Large Hands. You may wield versatile and twoshanded
| you can use your reaction to reduce that damage by your
Constitution score, After using this trait, you cannot use it
again until you finish a short or long rest
Giant's Toughness. Your hit point maximum increases by
increases by 2 every time you gain a level
Languages. You can speak Common. Your voice is always
low, making it difficult for most to hear and understand more
‘than a rumble.
a
FOOD AND WATER NEEDS
Large creatures require four times the daily amount
‘of water and food needed for a small creature
(OMG p111).
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fare property of Wizards of the Const, ©Wisnrds ofthe Coast LC.
ROLEPLAYING A HALF-GIANT-
Always temember how much bigger and heavier
you are than everyone else. Take advantage of your
height in combat, but remember the
disadvantages. Between your size and your lesser
wits (even if you are a relatively intelligent half
giant people will assume you to be dull, you find
yourself an object of cornic relief. You are used to
being teased and will endure more witty remarks
than most people, but when you have been pushed
too far your personality can suddenly shift, and you
can unleash astonishing violence on your
tormentors and any who stand in your way. Less
frequently, these shifts can happen to you without
provocation — you just wake up with a different
ethos and altered disposition
Remember you are influenced by powerful
personalities, and can shift your personality and
ethics. You tend to imitate the tactics, clothes and
demeanor of your “little master.”
SEE
‘SIZE AND MAGIC ITEMS ‘
Magical gear adjusts for the size of the wearer from z
Small to Large. A half-giant or halfling can wear the =
same pair of boots if magical, but ordinary kank
leather boots sized for a human simply won't fit.
For creatures with an alien physique, such as a th
kreen, certain iterns like boots will never work,
magical or not.
P cecemnanenemamiet i ans
[RESIZING ITEMS
Consult if your DM permits resizing of armor by a
trained crafter (PHB 144). If so, the half-giant
would still pay double the size of resizing the
armor, which begins at 10 to 40% of the armor
price, reflecting the extra materials needed,
—_—_—_—_—_— ey’
13“Be wary of the forest ridge. The halllings who live there
‘would as soon eat you alive as look at you. Chances are you
Won't even notice them until you've become the main course.
“—Mornune, half Elven ranger
Halfings are masters of the jungles of the Ringing
Mountains. They are small, quick and agile creatures steeped
in-an ancient and rich culture that goes back far into Athas’
past. Although they are not common in the Tablelands, some
halflings leave their homes in the forests to adventure under
the dark sun. While omnivores, halfings prefer raw flesh and,
let no meat go to waste, including that of enemies, humans,
and other sentient creatures,
Halfings have difficulty understanding others’ customs or
points of view, but curiosity helps some halflings overcome
their xenophobia. Litle concerned with material wealth,
haalflings are more conterned with how their actions will
affect other halflings.
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are property of Wi
SMALL AND SAVAGE
Halflings are small creature, standing only about 3 1/2 feet
tall and weighing 50 to 60 pounds. Rarely affected by age,
halfling faces are often mistaken for the faces of human
children, even the elderly among them. They dress in
loincloths, sometimes with shirt or yest, and paint their
skins with bright reds and greens. Forest halfings rarely tend
to their hair, and some let it grow to great lengths, though it
can be unkempt and dirty.
ANCIENT CULTURE
Halling culture dominates their relations with others and
predates human civilization. Rarely will they ever draw the
blood of another halfling. Hallings of different tribes share a
tradition of song, art and poetry, which serves as a basis of
communication. Creatures that do not know'these cultural
expressions are often at a loss to understand a hallling’s
expressions, analogies and allusions to well-known tales.
Halfings can easily become frustrated with such
“uncultured” creatures lose patience with outsider
Intolerance of their ways, such as eating other humanoids,
‘They abhor slavery and most haflings will starve themselves
rather than accept slavery.
FEAR OF OUTSIDERS
Halflings have no desire to see their home become like the
rest of Athas. They are fierce and merciless in its defense,
uncaring about the struggles and excuses of other races
ilflings' bond with nature extends into most aspects oftheir
culture. A shaman or witch doctor, who also acts as a
spiritual leader, often rules their clans. This leader is obeyed
without question. Halfling. fighters willingly sacrifice
themselves to obey their leader, leaving outsiders to perceive
them as fanatics when hallings dearly love and enjoy lif.
Exploring the Tablelands gives curious halflings the
‘opportunity to learn other customs. Although they may at first
have difficulty in understanding the numerous practices of
the races of the Tablelands, their natural curiosity enables
them o learn and interact with others. Other halllings may
be criminals, renegades or other tribal outcasts, venturing
into the Tablelands to escape persecution by their kin. Most
tribes reject arcane magic, but a few have preserver
chieftains who would sacrifice an entire tribe to keep one
defiler out.
HALFLING NAMES
Halflings have only one name assigned at birth
Male Names: Basha, Cerk, Derlan, Drassu, Entrok,
Kakzim, Lokee, Nok, Pauik, Plool Sala, Tanuka, Ukos, Zol
Female Names: Alansa, Anezka, Dokala, Grelzen, Horga,
{ik Joura, Nasaha, Vensa,
Not approvediendorsed by Wizards, Portions of the materiale
Wizards of the Coast LLC.Jom score by 1.
© reach adulthood atthe same rate as humans
ive to be about 120 years old
ent. Halfngs tend towards law and evil
"Uncomfortable with change, halflings tend to rely on
“intangible constants, such as racial identity, family, clan tes
and personal honor. Halfings generally have little respect for
‘the laws of the big people.
Size. Hallings average around 3 % feet tall and 50 to 60
‘Your base walking speed is 25 feet.
‘Nimbleness. You can move through the space of
of larger size than yours.
Fry ofthe Small When you damage a creature atleast
site larger than you with an altack or spell you can cause
to ad exra damage equal to your level Once you
his trait, you cannot use it again until you finish a short
You can speak Halfling and Common. Your
fe uses drawings and tales rather than a written
. Halling rarely teach others their language, but
individuals of the Tablelands have learned the wild
Halflings found in the Tablelands learn Common to
‘but it is generally unknown past the Ringing
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are property of Wizards of the Coast, ©Wizards of the Coast LLC.
[ROLEPLAYING AHALHLANG
Remember to consistently take your height into
account. Role-play the halfling culture described
above: eating opponents, treating fellow halflings
with trust and kindness, suspicion of big people,
and general lack of interest in money. Conquest
and plundering have no place in your society;
rather the most important value isthe ability of the
inner self as it harmonizes with the environment.
You should be sickened by the landscape of the
Tablelands and desperately want to avoid any rsk
that devastation ever spreading to your homelands
in the Forest Ridge. You wil lear about other
cultures, but you should firmly believe halfling
culture to be innately superior to all others
However, you don't try to change other's cultures,
rno more than you would try to convince a tembo
to change its diet
While omnivorous, you vastly prefer meat, and
everything is a source of food, You should presume :
most other races will eat anything,_ including ‘
halflings, if they are hungry enough, and this makes %
ithard to trust them, |“Humans are fools and hopelessly naive as well They
outnumber us; they are everywhere, and yet they have n0
“more sense of their strength than a rat. Let us hope that the
Dato stay that way." —Dukkoti Nightrunner, elven warrior
Humans are the dominant culture in the explored parts of
‘Athas, known for their versatility and adaptability. Most tend
to be ambitious and individualistic; even the tyranny of
ssoréerer kings hasnt stamped out this diversity. Other races
‘often don't know what to expect when meeting a human for
the first time because predicting their behavior based on
‘cultural norms is dificult.
‘saying when humans appear to take action for no apparent
Humans tend to get along well with races they comingle
‘with (most often dwarves and muls) Halfgiants and thri
keen are seen as dangerous monsters. Elves and halfelves
are considered flighty and untrustworthy. Halllings are
exotics. Humans often serve as a go-between when one race
deals with another
's human nature” is a common
ABROAD SPECTRUM
Men average 6 feet tall and 200 pounds while women range
around 5 ¥% feet tall and 140 pounds. They tend to darkeskin
‘and bronzed tones with darker hair, though all colors exist
with nobility tending to the greatest variety. Humans are
prone to mutations, and it is not uncommon to find
exaggerated features, webbed feet, or even extra digits on
hands and feet.
MUTATIONS
Centuries of abusive magic have taken their toll on the
human body. Some humans have marked alterations to their
appearance, such as a bizarre symmetry, exaggerated facial
feature, pointed ears, no facial hair, unusual skin coloration
like copper or grey, etc. Humans are familiar and generally
unsurprised by such differences. Ultimately, these give no
benefits or hindrances in gameplay and are for flavor.
HUMAN NAMES
Human names vary by region. For most a single name
suffices. A noble will have a family surname but often revert
to use of one name. Freemen occasionally refer to their
‘occupations to avoid being taken for laborers or slaves, such
as "Barek the Weaver
‘Tyr/Urik Male Names: Agis, Amilanu, Baal, Banoc, Duzi
Ba, Gulkishar, Igigi, Markduk, Rim-Sin, Sargon, Silani,
Tithian, Utusa, Zu
‘Tyr[Urik Fomale Names: Amata, Bau, Belli, Damkin
Gula, Ishtar, Kishar, Mummu, Mylitta, Neeva, Ninsunu,
Rubati, Shala, Zakit
HUMAN TRAITS.
Humans are hard to generalize
Ability Score Increase. Your ability scores all increase by
1
‘Age. Humans tend to reach adulthood in their late teens
and can live to around 80 years,
Aligament. Humans tend to no particular alignment. The
best and worst are found among them,
Size. Men average 6 feet tall and 200 pounds while women
range around 5 % feet tall and 140 pounds. Your size is
Medium,
‘Speed. Your base walking speed is 30 feet.
Languages. Common and one other language of your
choi.
i
HUMAN VARIANT (OPTIONAL)
Instead of increasing all ability scores, you may
increase two different ability scores by 1, gain
proficiency in a skill, and gain one feat
—_eoOo
‘hiss unofficial Fan Content permitted under the Fae Content Policy Not approvedjendorsed hy Wizards, Portions ofthe materials weed
are property of Wizards ofthe Const, Wizards of the Coast LLC.See, the trick is to break their will Not too much, mind
‘You. Nobody wants to watch a docile gladiator, and muls are
"toe expensive to waste as labor slaves. But, you don't want
them trying to escape every other day. Would you lke to tell
the arena crowd that their favorite champion will not be
appearing in today's match because he died trying to escape
_ your pens?" —Gaal, Urikite arena trainer
Born from the unlikely parentage of dwarves and humans, a
mul (pronounced word
“mulzhennedar” which means “strength”; “mule” is used as a
derogatory pronunciation) combines the height and
adaptable nature of humans with the musculature and
nce of dwarves. Muls enjoy traits that are uniquely their
‘own, such as their robust metabolism and almost
inexhaustible capacity for work The hybrid has
disadvantages in a few areas as well: sterility, and the social
repercussions of being created for a life of slavery. Humans
and dwarves are not typically attracted to each other. The
‘only reason that muls are so common in the Tablelands is
because oftheir value as laborers and gladiators: slave-sllers
force-breed humans and dwarves for profit.
“mull, from the dwarven
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ards ofthe Coast, OW
are property of Wi
While mulbreeding practices are exorbitantly lucrative,
they are often lethal (© both the mother and the baby.
Conception is difficult and impractical often taking months to
achieve. Even once conceived, thé mul takes a full twelve
‘months to catty to term; fatalities during this period are hig,
‘As likely as not, anxious overseers cat muls from the dying
bodies of their mothers.
STRENGTH AND ENDURANCE
‘Second only to the half-giant, the mul is the strongest of the
common humanoid races of the tablelands. Muls grow as
high as seven feet, weighing upwards of 250 pounds, but
carry almost no fat at ll on their broad muscular frames,
Universal mul characteristics include angular, almost
protrusive eye ridges, and ears that point sharply backwards
against the temples. Most muls have dark copper-colored
skin and hairless bodies. They are always sterile.
BRED TO SLAVERY
‘Mals are bred to fight or labor. Most mul laborers master the
conventions of slave life, figuring out through painful
experience who can be trusted and who cannot. Muls learn
from their mistakes in the slave pits to a greater extent than
other races not because they are cleverer, but because unlike
slaves of other races they tend to survive their mistakes,
While other slave races are less expensive and therefore
disposable. Only the most foolish and disobedient mul would
be kulled Most masters will sell a problem mul slave rather
than kil him. Their mastery ofthe rules of slave life and their
boundless capacity for hard work allows them to gain favor
with their masters and reputation among their fellow slaves
LIFE OFA SLAVE,
All gladiators who perform well in the arenas receive some
degree of pampered treatment, but muls receive more
pampering than others. Some mul gladiators even come to
see slavery as an acceptable patt of their lives, being given
200d foad, good housing, and mates.
However, those that acquire a taste of freedom will fight for
it. Stoic and dull to pain, muls are not easily intimidated by
the lash. Masters are loath to slay or maim a mul wh«
repeatedly to escape, although those who help the mul’
escape will be tormented in order to punish the mul without
damaging valuable property. Once a mul escapes or earns his
freedom, slavery remains a dominant part of his life. Most
mus are heavily marked with tattoos that mark his
ownership, history, capabilities and disciplinary measures
Even untattooed muls are marked as a potential windfall for
slavers: itis clearly cheaper to “retrieve” a mul who slavers:
can claim had run away, than to start from scratch in the
breeding pits.
ards ofthe Coast LLC.‘Durn, Eben, Erekard, Gard Harask, Marok, Morg,
| Rikard, Sanozar, Tomak, Uskan, Zedath, Zorus.
-_ Female Names: Aisa, Aivel Brithis, Calia, Demosis, Elina,
| Faivel, Himithis, Laivi, Mersten, Narisel, Raina, Reshel
‘Saditha, Tirshet Uisel Zerima.
mul is bred for physical attibutes but can inherit a
sens quick mind A mul cannot bean arcane caster, having
rite their dwarven heritage
Ability Score Increase. Your Strength score increases by
gut Constitution and Wisdom by I
‘A mul ages like humans, tending to reach adulthood &
Fortwo year earlier and given ther lt in ie rarely reach
age of 85.
© Alignment. Muls tend towards neutrality with respect to
and evil ut run the garnt wit respect to law or chaos
lawful muls adapt well tothe indignities of slavery,
nthe game forthe comforts that they can win a valued
Speed Your base walking speed i 30 fot.
Relentless Endurance. When you are reduced to 0 hit
nts but not killed ought, you can drop ‘0 1 hit point
ROLEPLAYING A MUL
Bom to the slave pens, you never knew love or
affection; the taskmaster’s whip took the place of
loving parents. As far as you have seen, all of life's
problerns that can be solved are solved by sheer
brute force. You know to bow to force when you
see it, especialy the veiled force of wealth, power
and privilege. The noble and templar may not look
strong, but they can kill a man with @ word. You
tend towards gruffness. In the slave pits, you knew
some muls that never sought friends or
companionship, but lived in bitter, isolated
servitude. You knew other muls who found
friendship in an arena partner or co- worker. You
are capable of affection, trust and friendship, but
camaraderie is easier for you to understand and
express — warriors slap each other on the shoulder
after a victory, or give their lives for each other in
battle, You, don't think of that sort of event as
“friendship” it just happens.
Muls dislike what they fear, and they fear wizards.
They resent that a wizard's power comes from
without, with no seeming effort on the wizard's
part, while the mul's power is born of pain and
Tabor. You may never have been exposed to psionic
study or clerical ways, but there is nothing
preventing you from learning.
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a propery of Wierd of te Const Ozanne Goat LG“This one does not speak with the quivering soft shells that
Jay about all night. This one might eat you, but never speak”
—Tutochuk
‘Thrickreen ("kreen” for short) are the strangest of the
intelligent races of the Tablelands, These insectoid beings
‘born from eggs possess a mindset very different from any
‘humanoid being encountered. They roam the wastes in
- packs, hunting for food day and night, since they require no
© sleep. Thri-kreen are quick and agile and make fearsome
fighters, feared throughout the wastes. They refer to thr
kreen_who have become city dwellers as “tohrkreen,"
meaning “settled person,” whereas thrifercen means
" *wanderer-person.”
INSECT BODY
Mature Thri-kreen stand about 7 fect tall, with a rough body.
length of LI feet. Their four arms end in claws; their two legs
are extremely powerful capable of incredible leaps. However,
kreen are unable to jump backwards. Their body is covered.
‘with 2 sandy- yellow chitin, a tough exoskeleton that grants
the Thrickreen protection from blows. Their head is topped
‘with two antennae, and their two eyes are compound and
‘mulifaceted The kreen mouth consists of small pincers,
Male and female Thri-kreen are physically indistinguishable.
‘Thri-kreen usually do not wear clothing, but wear some sort
‘of harness to carry weapons and food
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‘are property of Wizards of the Coast, BWisards ofthe Coast LLC.
‘Many wear leg or armbands, or bracelets. Some attach
rings on different places on their chitin, though this requires
careful work by a skilled artisan. While most thri-kreen
appear identical to nondkreen, their nuances of exoskeleton
development render them quite unique in their view.
Pheromones release modifies their eye coloration: light for
pleasant feelings and dark for distress. They are. carnivores
and become sick if eating plants, the only exception being a
hhandful of common spices and fruitbased potions.
NO SLEEP REQUIRED
Since Thri-kreen do not require sleep, they have difficulty
understanding this state of “laziness” in others. Other
behaviors of humanoids seem unnecessarily complex. A
keen’ life is simple: hunt prey. Kren live for the hunt, and.
‘own only what they can carry. Their knowledge is largely
passed by an instinctual racial memory shared with the
clutch. At birth, they already know what animals make the
best prey and ways to catch them.
A DIFFERENT PERSPECTIVE
‘The pack mentality dominates a keen’ relation with others.
Kreen hunt in small groups and will move to other areas
rather than depopuilate an area of prey, A kreen that joins a
group of humanoids will oRten try to establish dominance in
the group. This can be disconcerting (o those unaware of the
een’s behavior, since establishing dominance usually means
making threatening gestures. Once the matter is settled, they
will abide by the outcome. Thri-kreen view humanoids as
possible sources of food but rarely hunt them as humanoids
are not simple prey. Many kreen have a particularly fond taste
for elves; as such, meetings between these two races are
often tense. However, once part of a clutch, Thri-kreen will
never turn on their humanoid friends, even in the worst of
situations.
Kreen have a severe fear of any water smaller than a
puddle as they cannot swim or float. They have no idea how
to ride another creature and find the concept alien and non.
sensical,
RACIAL MEMORY
Contrary to the variety of humans, thri-kreen are largely
predisposed to tasks due to their racial memory. They have
no wizards; their lack of natural sleep and need to hunt
‘makes it impractical, but kreen take to psionics as a way of
life and the hunt. They revere the elements and ancestral
memory causes them to revere the Great One, a legendary
leader from many clutches pastn language is very different from those of the other
telligent races, They have no lips or tongues, and so cannot
“make the same sounds humanoids make. Kren language is
‘made up of clicks, pops, or grinding noises. They do not
distinguish male and female names.
Names: Chalks, Chukatet, Drasna, Drik-chkit, Hakko,
Katcha, Kaitho, Klik-chakalda, Lakta-cho, Qhak'cha, Qhik:
‘cha, SaRelka, T'Chai, Tak-tha.
THRI-KREEN TRAITS
‘compensate for not being able to utilize items commonly
‘worn by other races.
Ability Score Increase. Your Dexterity score inereases by
2 and your Wisdom score increases by 1
Age. A thri-kreen is bor from an egg and becomes fully
“mature at 6 years. They demonstrate no effect of aging until,
‘they reach the end of their life eycle around 30 years. Sensing
“their death, such thri-kreen go on a final hunt.
© Alignment. Most Thri-kreen are chaotic, acting in
"whatever fashion benefits the pack mentality, and this rarely
"_Ieads them to philosophies of good and evil
Size. A thrikreen is 7 fect tall 11 feet long, and
Your size is Large.
‘Speed Your base walking speed is 40 feet.
_—Carapace. Your chitinous plates provide a natural armor
lass of 13 + Dexterity modifier. You cannot wear armor but
you may earry a shield.
‘Thri-kreen Physiology. You only require 1 gallon of water
‘per week. You cannot swim. You cannot wear items fitted for
“humanoids, including but not limited to armor, bracers,
cloaks, and rings.
Sleepless. You require no sleep and are immune to sleep
‘effects. You need only 4 hours of light activity to gain the
fits ofa long rest. You are not required to make saves for
‘Thridkreen Weapon Training. You are proficient withthe
~gythka, chatkcha, and your claws and bite.
(Gite. Your claws can be used to make a single natural
| attack for 1d4 + Strength modifier sleshing damage. At Sth
level, this inereases to 244,
Bite. Your bite can be used to make a natural attack for
144 ~ Strength modifier piercing damage. At Sth level you
fadd thrikreen venom to your bite. A target must make a
Constitation save or be poisoned for 1 minute if failed by 8
‘of more, the target is paralyed forthe duration. The target
repeats the save tthe beginning oft turn to end the effect.
‘The DCis 8= proficiency bonus ~ Constitation modifier
‘Additional Arms. You have two ancillary arms below your
main ones. Each of these weaker arms can hol tems but not
a yn re en No nya your ext
arms to stow oF retrieve one item each tin without using an
action and may freely swap items between your arms without
‘using a action.
‘This s wnofficial Fan Content permitted under the Fae Content Policy. Not approved
or
Leep- Ai rd evel your legs hae gon
to jump 80 feet forward or 20 straight up, without a running
start. You cannot jump backwards,
Naturally Psionic. Your Psi Point maximum increases by
2and by another 2 at Sth level
Languages. You can speak ThriKreen and Common. Thri
Kreen is a language composed of clicks and whirring,
antennae movements, and pheromone emissions that non:
fkrcen find too difficult to interpret and impossible to
duplicate. When you speak other languages, you use a high
pitched voice.
lah it
[ROLEPLAYING A THRIKREEN
‘You tend to rely on your natural attacks and special
kreen weapons. Everything you kill is @ potential
dinner. You have a strong need for a party leader —
obedience to this leader in the party is important
to you. IF you seem to be the most powerful and
capable, then you will assure leadership; if
someone challenges your authority then you will
wish to test whether they are in fact stronger than
you. It is not a question of vanity; you won't want
to fight to the death, but merely to ascertain who is.
worthy to lead the par. You do not have the focus
(fa Gvaiftolcompletelalproject, Bit you would
ve your life to protect your companions. If you
{id not trust and honor them a5 your own fay,
‘then you would not travel with them and work
together with them. You do not understand the
concept of sleep. It disturbs you that your dra
(sentient meat creatures like humans) companions
lie unconscious for a third oftheir lifetimes. Spend
your rest periods watching them in this state. You
‘own only what you can carry, caring litle for money
or other items that other races consider as
treasure. Your philosophy of ownership sometimes
leads you into conflict with presumptuous dra who
think they can own buildings, land, and even whole
herds of carrul
QVvee Ey
ndorsed by Wizards, Portions of the mterials used
are property of Wizards of the Coast, Wizards ofthe Coast LLC.he main sources of barbarians are slave tibes
and hunter-gatherer cultures from beyond the
Tablelands. Life among slave tribes is often
brutal and short. A barbarian might be a sole
survivor ofa raid or monster attack. She might
be an exile or returned to her tribe to find it
gone. Barbarian halfling tribes that draw
power from the spirits can be found in the forest ridge, and
For some, it comes from within, amplified by horrific life
ents, and for others, it may come from unity with ancient
contacted through rituals whose ways are
ned only in oral tradition, to be lost ifthe tribe is ever
itbalance
hen standing, and covered in thick sandy fur Icis one of
he most feared predators in the land.
place Eagle with Kes-trekel, a deadly carrion bird with
plumage and crimson red head whose croak is
~ eoasidered a harbinger of death,
eplace Wolf with Dagorran, a fearsome frogalike reptilian
‘unter able to track prey psionically for days or week
relenting.
i
| OF THE STORM HERALD (XANATHAR)
[No changes to Desert.
Replace "Sea" with ‘Aie” At 6th, replace breathe
underwater and vim features with “you take half damage
from falling” At 14th, replace “struck with wave" with
“etruck by a powerful gus of wind”
‘Replace "Tundra! with *Mountains” At 3rd level change
“ley spine” to “earthen spirits” At 6th, replace resistance
to cold with force. Replace immunity to extreme cold with
“gain advantage against effects that would knock you
“prone” Replace make ice with “as an action, you can
touch sand or silt and turn a5 foot square of tint a sold
non-diffieult terrain that ean support any amount of weight
for 1 minute, At 14th, replace “magical frost” with
“magical stone”
ee
PATH OF THE ZEALOT (XANATHAR)
‘+ At 3rd level choose to draw power from the Black, a
nether realm (necrotic) or a clerical efement (radiant.
‘Those who draw from the Black cannot have a good
alignment. When choosing an element, your back-story
should include how the element came to accept you. See
the Cleric, Elemental Pact for a description of how a
‘character submits herself to the elements.
“The Paladin and Sorcerer do not exist as player classes in Dark
Sun, The Paladin was removed in the original AD&D setting as
this is not a world of gods and divine warriors. The sorcerer
subtypes are il-suited for Athas and its mechanics are utilized
for defiling
| This esnoficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards, Portions of the materiale used
are property of Wizards of the Coast, ©Wizards of the Coast LLC.hhe minstrels of Athas are entertainers to the CLASS CHANGES.
wealthy and powerful elite of the city-states.
Singers, acrobats, poets, dancers, and
slontcllers minstecls ur the cites of Athos Instruments of Athas: Common instruments and their
es Sika ae At prices if nt listed in the PHB are: lap harp (30cp,6ibs} yr,
ek aa aad alent Aeeaa ia hase in lite, red pipe (Zep, 1 Ibhomn trumpet Gep, 2 Ibs) and
plain ight we anolfehoctmmatauon ofveinnde rum. Unless one has access to extravagant resources, these
who have, over time, come to utilize magic without hve ne metal components
| spellbooks, augmented by music. To survive and avoid the
| fate of most wizards, they take ther natural anit to music
"and have mixed with the minstrel culture,
| By tradition all but the poorest or most suspicious of hosts,
proud: to open their doors to traveling performers.
‘4 minstrel or sponsoring a troupe's performance _Defiting. Bards are subject to the rules of defiling contained
‘well on the host, and most Athasians are eager tin the wizard section ba
their troubles with a few hours of song and dance.
often send troupes of minstrels to one another as
fits; itis seen as a great insult co refuse such a gift, even
‘when all involved know that minstrels are often spies or
ete a “ »
"Fortunate minstrels are highly paid companions to nobility,
“trusted advisors or agents who enjoy the most intimate BARD AND "BARD?
intrels are often retained i
SREP Ging ntien or each toms oct he The ecole of Auas oidelysccept thet even the
They might sere as. Dodyeuards and. fiyhtng Bere efeee eter
instructors at the same time. Minstrels who belong to 3 used interchangeably for any performer, whether
rospe lack the comfort and trust bestowed on a kept they have arcane talent or not, nd could include a
‘minstrel, but they enjoy the freedom to travel and the aid of a charming rogue assassin who can play the lyre.
network of informants and allies. The poorest and most Most civilized creatures would, however, kill a bard
3 minstrels are simple wandering storytellers or on sight if they learned the bard had arcane talent.
* who perform for ther supper from night tonight. Those with it take great measure to hide their
Settieee trinatilt five a dark aide they conceal beneath thet powers. Ifa sorcerer king learns of the existence of ‘
‘charm and talent. Those with ambition and ruthlessness find a caster-bard in his city, he will take great steps to
‘opportunities in the employ of the elite classes. Minstrels ensure the bard is destroyed.
nTead double lives as blackmailers, thieves, spies, OF | qq
ns; a minstrels visit or a troupe's performance might
‘eanceal a mission of espionage or murder. They are
awed as masters of poison, concealed weapons, and
_subtle trickery. Even the humblest wandering minstrel with
hreadbare cloak and battered Iyre might be more than he or
the noms theres no better apy than someone who seems ;
"armless and is weleome wherever he of she goes.
The most dangerous of these = spelcasting bards - are
employed in stables by sorcerer kings and employed
ruthlessly against thei? most dangerous and wellprotected
foes.
Use the default rules for hards unless change is indicated
Music of Athas. Slower, haunting voices punctuated with the
pluck of stringed instruments are the most popular Kind.
College of Glamour (Kanathar) Does not exist
‘hiss unofficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards, Portions ofthe materials used
are property of Wizards ofthe Coast, Wizards ofthe Coast LLC.sige
CLERIC
he clerics who inhabit the wastes of Athas are
very different from those of a standard D&D
‘campaign. They do not pray to patron deities,
for they have no deities. Clerics beneath the
dark sun pledge themselves to the very powers
that dwell on the elemental planes. Like the
Athasian deserts, the elemental powers are
‘either benevolent nor malevolent, caring only that their
‘natural forms are preserved in the material world To
preserve what they can in a dying world the elements forge
pacts with a select few beings and through them hope to
replenish a decaying planet to the ancient, carefree days of
power.
‘The clerics who do the elementals’ bidding are a strange
‘and varied lot. Some teach crop rotation in order to protect
“and restore the earth of the harsh planet. Others command
‘the power of flame for little more than vengeance's sake.
Whatever their motivations, each cleric is bound and sworn
to preserve her patron clement in the physical world, Few
exer renounce the solemn agreement: to forsake the Pat is
fe incur the wrath of beings who possess the raw power of
| theclements
ELEMENTAL PACT
|. The pacts forged by the elemental beings with the
J mortals who serve them are strange and terrible
©) contracts. The elementals demand nothing less
© than the entire lives of the clerics, spent in total
: service and obedience to their element. In
- ‘exchange, the elements bestow what powers they
have to give upon their clerics. Some are great,
some weak, but all of them demand the cleric’s
total commitment. The pact is signed during the
Cleric’ Inflation, if she. succeeds; falure means
insanity, death, and occasionally even worse fates.
Violations of the various pacts are dealt with
quickly and without pity.
| Use the default rules for clerics untess a change is indicated
"below:
CLASS CHANGES
‘New Domains. The traditional domains are replaced with
Air (also known as storm, Barth (sand) Fire (sun) and
Water (rain).
Holy Symbol Traditional symbols are replaced with a
physical embodiment of your clement. Earth clerics
‘commonly use small chunks of granite, quartz, or precious
‘metal and those with resources may mount i in a staff or
‘medallion. A water cleric likely has a vial of pure water worn
around the neck, though a waterskin of untainted water could
ssullice. Fire cleries prefer obsidian stone, often carved into
the shape of flames. Air clerics are the most fortunate, not
tied by material possessions, and may use a gentle pull of
their own breath as a holy symbol
‘This is unofficial Fan Content permitted under the Fan Content Policy, Not approvedjendorsed by Wizards. Portions ofthe mates
i ‘re property of Wizards of the Coast, BWisards ofthe Coast LLC.
‘Bonus Language. You can speak the Primordial language of
‘your element at 1st level
Spell changes: Create or Destroy Water affects and
produces only I gallon per casting and at each higher spell
slot. Only Water clerics can Jearn this spell The spell Create
Food and Water does not exis.
AIR CLERICS
Clerics who make pacts with the Plane of Air are perhaps the
most misunderstood of all the elemental clerics, They are
wanderers, diviners, travelers, and mystics. Like the winds,
their minds are constantly wandering, and they rarely seem.
focused on a current problem or situation.
Air clerics prize freedom over all. They loathe restriction in
‘movement, personalities, beliefs, practices, clothing, and any
attempt to impose limitations. This makes them enemies of
bondage and slavery. The growing power of the sun has made
the air angry, dry and lifeless, unable to power hurricanes and
typhoons. Air clerics are obligated to protect earth and water
in the hopes mighty forests might sway again and raging
ins, bringing back unbridled freedom.
i
AIR INITIATION
The test of the air cleric is perhaps the most
terrifying of the elemental initiations. A cleric and
her mentor meditate for up to two weeks atop the
highest mountain they can find, When the initiate
feels ready, she walks to an overhand and leaps
from the precipice, throwing off the shackles of
the earth and giving herself completely to the wind.
AAs she falls, the air spirits may speak with her and
forge a pact of air, lowering her softly to the
ground. not, she likely dies.
Air can be destructive and powerful, but it also can distract
and obscure. Choose either the Tempest or Trickery domain
from the PHB, adjusted as follows:
‘Air Weapon Proficiencies: At Ist level you gain proficiency
with all ammunition weapons. This replaces the Tempest
bonus proficiency and is added to the Trickster domain.
‘TEMPEST (FURY OF THE STORM) DOMAIN SPELLS
Cleric
Level Spells
Ist feather fall, thunderwave
3rd gust of wind, shatter
sth call ightoing, fy
zh nla minor elemental (i, feedom of
Sth conjure elemental ai, destructive wave