NEW half races

Post/Author/DateTimePost
#1

zombiegleemax

Jun 18, 2003 16:36:11
Hi, i've got a group that really likes to role-play unusual half-races, for role-playing affect. So, i'm looking for suggestions for a few of the following, preferably that aren't ecl+1.

Half-orc / Half-elf mix
Orc/Dwarf
Orc/Elf
Dwarf/Gnome
Dwarf/Elf
Orc/Dwarf (ouch!)

AND... how about a magical mix of mul and elf?

Much thanks in advance...
#2

zombiegleemax

Jun 18, 2003 16:37:28
BTW, i know officially orc's don't exist on Darksun, but this group is by other boards standards, fairly creative.
#3

zombiegleemax

Jun 18, 2003 18:07:22
Never really been one to appreciate the half-breed race idea, even half-elf, half-orc, or mul (although I do like genasi, half-elementals as well as . I'd much rather play a full blooded version of said races. Unless its a crossbreeding that truly ends up with a unique, I'm not really in favor of it. Then there's always the possibility of two half-breeds mating resulting in quarter breeds, then again into eigth breeds, etc. Half-dragons, half-elementals, half-giants, tiefling, assimar, etc. These combinations lead to unique and indivdualized half-breeds.
#4

nytcrawlr

Jun 18, 2003 18:24:30
Don't get me stared on quarter breeds. Had some fool in another game try to pull that off with the DM, luckily the DM had enough sense to smack him down.

I'd rather stay away from the half races you are presenting too, esp the non-darksun ones.

I'm sure most people think the Elfling was quite enough, even though I liked it, hehe.
#5

xlorepdarkhelm_dup

Jun 18, 2003 23:05:16
Personally, I think that the "Half-Breed" idea should be a template applied to a race, not a race unto itself - even Half-Elves - but that's just me. That way, you can apply a "half-Elf" template to a human or to a halfling (elfling), or a Half-Human to a dwarf (Mul), etc. This would be ratehr complex and possibly unwieldly, but still, to me, it makes sense.
#6

nytcrawlr

Jun 18, 2003 23:06:49
Good idea, I thought of that too once, but thought better to try and implement it.
#7

lhurgyof

Jan 19, 2008 1:36:57
Hi, i've got a group that really likes to role-play unusual half-races, for role-playing affect. So, i'm looking for suggestions for a few of the following, preferably that aren't ecl+1.

Half-orc / Half-elf mix
Orc/Dwarf
Orc/Elf
Dwarf/Gnome
Dwarf/Elf
Orc/Dwarf (ouch!)

AND... how about a magical mix of mul and elf?

Much thanks in advance...

Orcs have been exterminated by a Champion of Rajaat.
Mul are sterile, and thus cannot breed.
Gnomes were killed-off as well.
And not to mention that Dwarves find hair disgusting.
#8

Kamelion

Jan 19, 2008 7:11:50
Dwelfs are already part of DS canon. Have been for ages.






:P
#9

Zardnaar

Jan 19, 2008 7:15:44
Orcs have been exterminated by a Champion of Rajaat.
Mul are sterile, and thus cannot breed.
Gnomes were killed-off as well.
And not to mention that Dwarves find hair disgusting.

A epic spell could ceate a new orc/gnome one could breed with. Various magical effects could make a Mul fertile- a wish or mircle spell would most likely be enough. I did actually read the Book of Erotic Fantasy which has rules on halfbreeds.
#10

huntmasteravatar

Jan 19, 2008 9:08:52
there is a possibility of a safe haven for those races thought to be wiped out. orcs, gnomes and others could be living there. somewhere i read about it online, tells about wemics and more.

i also have some halfbreeds IMG. The races thought to be cleansed are not included because they are forced to breed only within their race. But humans, dwarves, elves, halflings, giants and more do have halfbreeds.

IMG thrikreen are not capable of breeding with non- insect like creatures. though through magic and psionics it does happen.

One of my old players ran a half gith/half elf, he called it a scourge. it was a very nasty character.

Elflings
Dwelfs
HalfElves
Half Dwarves
are just some.

before that show on comdey central ever came out we had a character called the LingLing, halfling half human.;)
#11

xlorepdarkhelm_dup

Jan 19, 2008 14:23:06
A epic spell could ceate a new orc/gnome one could breed with. Various magical effects could make a Mul fertile- a wish or mircle spell would most likely be enough. I did actually read the Book of Erotic Fantasy which has rules on halfbreeds.

Whoever casts such a spell would most likely run into a few problems. First off, would that person even understand what the word "orc" or "gnome" means?
#12

Zardnaar

Jan 19, 2008 15:28:54
Whoever casts such a spell would most likely run into a few problems. First off, would that person even understand what the word "orc" or "gnome" means?

Using divination spells like Legend Lore, Commune and various others they could probably figure it out. Various spells could also be used to view the past or maybe they could interrogate various undead. Another possability is the Pristine Tower could create a new Orc, Gnome whatever. An epic life spell mght be able to return a dead one to life as well.

I'm not saying its likely but theres not alot magic can't do in D&D assuming enough money/time is spent.
#13

xlorepdarkhelm_dup

Jan 19, 2008 16:02:50
Using divination spells like Legend Lore, Commune and various others they could probably figure it out. Various spells could also be used to view the past or maybe they could interrogate various undead. Another possability is the Pristine Tower could create a new Orc, Gnome whatever. An epic life spell mght be able to return a dead one to life as well.

I'm not saying its likely but theres not alot magic can't do in D&D assuming enough money/time is spent.

I know, my point is that the characters would have to know to even begin to start, and unless the DM does something to do so, I'd kill any character in my campaigns that express any signs of player knowledge that the character shouldn't know. I tend to be very strict about characters showing any signs of knowing anything they shouldn't logically know. And to me, a 2,000 year gap, total genocide, and the massive destruction of almost all historical records, as well as the focus on simple and basic survival precludes any knowledge about a race that died millennia ago. I'd say the word "orc" or "gnome" holds absolutely no meaning to anyone living on Athas save for a very select few (the Sorcerer-Kings), and they are notorious for not being forthcoming about... well.... pretty much anything.

Sure, it is possible for someone to cast spells to delve into knowledge about Athas' past. But, they'd have to have a reason for doing so. There'd have to be a point. And honestly, I'd tend to make things a lot more challenging for characters/groups that start to concern themselves with things they really shouldn't.
#14

cnahumck

Jan 19, 2008 16:02:55
However, you can't look for something you don't know about. And, the big question... Why? Why bring them back in the first place?
#15

Zardnaar

Jan 19, 2008 18:22:07
However, you can't look for something you don't know about. And, the big question... Why? Why bring them back in the first place?

It would be a good quest for a epic spellcaster who wanted to restore Athas or bring back the Green Age. PCs might ty it just because they can and the DC on a 1 HD humanoid is quite eay to do via the Life seed in the ELH.

xlorepdarkhelm. Yeah the PCs Might need a reason to go digging but theres plenty of ruins in Athas. Perhaps they might find small tunnels in the Ringing Mountains and cast a spell asking who dug them (Gnomes) or find ruins of a cleansed race with writting on a wall they can use comprehend language on. Unless as the DM is going out of his way to cover up all traces of cleansed races high level characters could find things out or focusing on keeping the PCs ignorant. There were a few hints in old 2nd ed athasian materials. Essentially the DM would have to steer the PCs away from ruins and avoid encounters with undead from the Cleansing Wars. Last time we played my PCs figured out at least 2 of the Sorcerer Kings were Dragons and that some tried to kill off all the Dwarves years ago. They didn't really try divination spells to find out more but they did have a few fragments of info they could have used like the name Borys, Lalali-Puy was a Dragon, they suspected Hamanu was one as well etc.

I didn't focus on the past that much but neither did I go out of my way to bury it and they did explore the odd ruin including the buried city west of Kurn which IMC was a old preserver city that fell to encroaching desert sands jsut after the cleansing wars (it was protected by a powerful preserver ex student of Rajaat vl 30 Preserver).
#16

xlorepdarkhelm_dup

Jan 20, 2008 0:03:32
It would be a good quest for a epic spellcaster who wanted to restore Athas or bring back the Green Age. PCs might ty it just because they can and the DC on a 1 HD humanoid is quite eay to do via the Life seed in the ELH.

My parties on't typically know of the Green Age even existing. My rule of thumb is that anything beyond the Age of the Sorcerer-Kings, anything beyond what has been the status quo for 2,000 years, is at best legend, and even then a mostly unknown legend. What with the pretty totalitarian rule that the SK's have had, and how despite them being evil and dangerous now, they'd still not want a uprising from people who realize exactly who and what they are, or were.

xlorepdarkhelm. Yeah the PCs Might need a reason to go digging but theres plenty of ruins in Athas. Perhaps they might find small tunnels in the Ringing Mountains and cast a spell asking who dug them (Gnomes) or find ruins of a cleansed race with writting on a wall they can use comprehend language on. Unless as the DM is going out of his way to cover up all traces of cleansed races high level characters could find things out or focusing on keeping the PCs ignorant. There were a few hints in old 2nd ed athasian materials. Essentially the DM would have to steer the PCs away from ruins and avoid encounters with undead from the Cleansing Wars. Last time we played my PCs figured out at least 2 of the Sorcerer Kings were Dragons and that some tried to kill off all the Dwarves years ago. They didn't really try divination spells to find out more but they did have a few fragments of info they could have used like the name Borys, Lalali-Puy was a Dragon, they suspected Hamanu was one as well etc.

I didn't focus on the past that much but neither did I go out of my way to bury it and they did explore the odd ruin including the buried city west of Kurn which IMC was a old preserver city that fell to encroaching desert sands jsut after the cleansing wars (it was protected by a powerful preserver ex student of Rajaat vl 30 Preserver).

See, I go out of my way to bury the past. It is in the SKs; best interests to keep history buried, and their systematic destruction of all books, the outlawing of literacy, the complete and total suppression and control of the people, combined with the basic necessities of survival in the very harsh world of Athas makes archaeology, or any kind of researching the past be a luxury that almost all of the people of Athas simply can't afford.

Of course, I also tend to have this thing about Epic spellcasters in my Dark Sun campaigns. They have some serious health issues to contend with.... as the SKs' are also extremely jealous about their power, and tend to take anyone who could be a potential rival or threat seriously. Especially with the discovery and execution of two bizarre creatures they couldn't explain, but felt extreme hatred for (the two Avangions that Oronis taught). They don't know what those things were, but they all are determined to ensure that such creatures are eliminated with extreme prejudice.

Beyond the SK's, the Mind Lords, and heck, even the Order have a lot of secrets to hide and bury in the past. Yes, there are ruins a plenty in Athas. But those ruins are usually teeming with all kinds of nasty things that after one attempt to do a "typical D&D adventure in Athas" in my campaigns, the survivors swear off going near those death pits on principle. No curiosity is worth that particular hazard.

There also is the problem, where, like I said before, the people have been blatantly lied to by the SK's. They don't know what the past had to offer. They don't know anything about any of it at all. What people know is that the SK's rule the city-states (except for the ones which no longer have SK's, which are pointed to as very good reasons why the SKs need to rule the city-states due to the anarchy (Raam), three-way merchant war (Balic), or mass starvation and homelessness (Tyr). People believe the SK's probably always have been around. A necessary evil for a stable, and mostly secure life. Some rebel and revolt, wander out into the deserts, but not all.
#17

Zardnaar

Jan 20, 2008 2:16:27
My parties on't typically know of the Green Age even existing. My rule of thumb is that anything beyond the Age of the Sorcerer-Kings, anything beyond what has been the status quo for 2,000 years, is at best legend, and even then a mostly unknown legend. What with the pretty totalitarian rule that the SK's have had, and how despite them being evil and dangerous now, they'd still not want a uprising from people who realize exactly who and what they are, or were.



See, I go out of my way to bury the past. It is in the SKs; best interests to keep history buried, and their systematic destruction of all books, the outlawing of literacy, the complete and total suppression and control of the people, combined with the basic necessities of survival in the very harsh world of Athas makes archaeology, or any kind of researching the past be a luxury that almost all of the people of Athas simply can't afford.

Of course, I also tend to have this thing about Epic spellcasters in my Dark Sun campaigns. They have some serious health issues to contend with.... as the SKs' are also extremely jealous about their power, and tend to take anyone who could be a potential rival or threat seriously. Especially with the discovery and execution of two bizarre creatures they couldn't explain, but felt extreme hatred for (the two Avangions that Oronis taught). They don't know what those things were, but they all are determined to ensure that such creatures are eliminated with extreme prejudice.

Beyond the SK's, the Mind Lords, and heck, even the Order have a lot of secrets to hide and bury in the past. Yes, there are ruins a plenty in Athas. But those ruins are usually teeming with all kinds of nasty things that after one attempt to do a "typical D&D adventure in Athas" in my campaigns, the survivors swear off going near those death pits on principle. No curiosity is worth that particular hazard.

There also is the problem, where, like I said before, the people have been blatantly lied to by the SK's. They don't know what the past had to offer. They don't know anything about any of it at all. What people know is that the SK's rule the city-states (except for the ones which no longer have SK's, which are pointed to as very good reasons why the SKs need to rule the city-states due to the anarchy (Raam), three-way merchant war (Balic), or mass starvation and homelessness (Tyr). People believe the SK's probably always have been around. A necessary evil for a stable, and mostly secure life. Some rebel and revolt, wander out into the deserts, but not all.

I agree for sure but PCs tend to be exceptions. Short of rewriting the rules of magic (divinations) theres not alot one can really do.
#18

xlorepdarkhelm_dup

Jan 20, 2008 10:10:05
I agree for sure but PCs tend to be exceptions. Short of rewriting the rules of magic (divinations) theres not alot one can really do.

Once again, to me, it falls to Player Knowledge vs Character Knowledge. If the Player knows there is the Green Age, but there is no logical way for the Character to even conceptualize the idea, if the Character suddenly starts professing knowledge of anything about, or from the Green Age, that Character typically gets killed in my campaigns, due to my strict adherence to that basic principle. Even if the character starts to investigate things, in order to loosely piece things together in order to actually know what to do to make the divination spell function, once again... that is using Player Knowledge in my book. There would have to be something that happened in the campaign that would even begin to suggest that there is something to investigate -- something to divine from the past.

Divination spells are great, except you have to know to actually divine something before you can divine something. At the very least, have to have some reason to want to divine it. People living in Athas don't typically have the luxury of even thinking about ancient history, much less studying it, divining it, or whatever. For me, this includes Player-Characters. Once again, there would need to be some point to them doing such a thing. Now, if a Player was able to make a strong enough justification and proof that his or her character has such a purpose in the campaign, then sure. But, if that character just decides something more along the lines of "I want to know what Athas was like in the past, so I'm going to use a divination spell that looks 2,000 years back and see"... well.... I'm not as likely to even make it work right. We're not exactly talking about a short period of time to look back.... the SK's took over 2,000 years ago. Before that, was the Cleansing Wars. And the Gnomes/Orcs weren't killed off right at the end of those Wars... looking back a set number of years would be of questionable use. And I'd rule that most of the places (if not all) that the Gnomes and Orcs had lived in, have been long since destroyed and sacked... possibly by the Cleansing War Armies... once again, ages ago.
#19

Zardnaar

Jan 20, 2008 12:17:55
Once again, to me, it falls to Player Knowledge vs Character Knowledge. If the Player knows there is the Green Age, but there is no logical way for the Character to even conceptualize the idea, if the Character suddenly starts professing knowledge of anything about, or from the Green Age, that Character typically gets killed in my campaigns, due to my strict adherence to that basic principle. Even if the character starts to investigate things, in order to loosely piece things together in order to actually know what to do to make the divination spell function, once again... that is using Player Knowledge in my book. There would have to be something that happened in the campaign that would even begin to suggest that there is something to investigate -- something to divine from the past.

Divination spells are great, except you have to know to actually divine something before you can divine something. At the very least, have to have some reason to want to divine it. People living in Athas don't typically have the luxury of even thinking about ancient history, much less studying it, divining it, or whatever. For me, this includes Player-Characters. Once again, there would need to be some point to them doing such a thing. Now, if a Player was able to make a strong enough justification and proof that his or her character has such a purpose in the campaign, then sure. But, if that character just decides something more along the lines of "I want to know what Athas was like in the past, so I'm going to use a divination spell that looks 2,000 years back and see"... well.... I'm not as likely to even make it work right. We're not exactly talking about a short period of time to look back.... the SK's took over 2,000 years ago. Before that, was the Cleansing Wars. And the Gnomes/Orcs weren't killed off right at the end of those Wars... looking back a set number of years would be of questionable use. And I'd rule that most of the places (if not all) that the Gnomes and Orcs had lived in, have been long since destroyed and sacked... possibly by the Cleansing War Armies... once again, ages ago.

For sure but heres an example. Its a reativly common tale on Athas from the sounds of it that the silt sea was once water. A commune spell can confirm this and you have several other yes/no questions you can ask. A legend lore spell could be used after it and maybe it could provide a name of an important figure.

Or the PCs might do that adventure in the revised boxed set which has enough clues in it to use divinations. Not saying they should read the Prism Pentad and start casting spells about Rajaat. Another divination could be did water once flow under the Elven bridge- yes/no followed up with questions like when? Or casting spells about under Tyr.
#20

xlorepdarkhelm_dup

Jan 21, 2008 0:59:42
For sure but heres an example. Its a reativly common tale on Athas from the sounds of it that the silt sea was once water.

If you say so. Honestly, I would argue against that premise. Especially looking at the reactions given in the Prism Pentad at the notion. I'd say it is a bizarre concept to people, not a common tale. But then again, I see the bards of Athas to be more of an information-broker type, they might know... but they won't talk about it, unless the price is right. And even then, they might just poison or otherwise kill you for being to nosey in things you really shouldn't be sticking your nose into.

A commune spell can confirm this and you have several other yes/no questions you can ask. A legend lore spell could be used after it and maybe it could provide a name of an important figure.

Or the PCs might do that adventure in the revised boxed set which has enough clues in it to use divinations. Not saying they should read the Prism Pentad and start casting spells about Rajaat. Another divination could be did water once flow under the Elven bridge- yes/no followed up with questions like when? Or casting spells about under Tyr.

See, I don't use the adventures from the revised boxed set. I don't tend to use the pre-canned adventures at all.... maybe grab some elements from them, but I just don't like to use a pre-fabricated adventure. Like I have said in previous threads, I tend to be rather miserly about knowledge and information, and how it is handed out to my players' characters. If I *wanted* them to figure out things about the past, I'll have a trail of breadcrumbs for them. But, if I don't want them to, there is no reason I can think of that they'd even know anything about the past to be curious about it. And, if they can afford the luxury of thinking about ancient history, well it's time for another dangerous encounter, or three.
#21

vilehelm

Jan 21, 2008 10:22:45
I think it all depends on what kind of campaign you envision. If you play like Xlorepdarkhelm, you play for the gritty dark fantasy that Dark Sun has to offer, where survival is the ultimate goal. However, one could also see Athas as a world where the past is so extremely interesting, and sublimely hidden, that designing a campaign around exploring and learning that past (and the risks of such knowledge, obviously) is a perfect and valid way to play as well. Each DM's campaign is different, after all.

Personally, my PC's know nothing of the past as it is (after 6 or so 3-hour sessions) and that will stay for quite a while. But I do want them to discover, and they will discover, no doubt, that there is more to this world than a barren wasteland that has been like this since time began.

Of course I am lucky that none of my players knows anything about Dark Sun history. That'll make discovering it all the sweeter.
#22

xlorepdarkhelm_dup

Jan 21, 2008 12:00:35
As a DM, I have the control to determine if and when the player characters get access to whatever is necessary to begin the discovery of the past. I can even control not only how the information is discovered, but how it is presented to produce a certain kind of interpretation of that data.... I typically like leading people down false conclusions about the past, if only to shatter their preconcieved notions. I also tend to like having just enough things in Athas to give a sense of familiarity to people who know D&D, or fantasy in general, if only to then turn that sense of familiarity on its ear, as what people thought they knew or assumed that they knew turns out to be really, really wrong.

I do like the gritty dark fantasy of Dark Sun, like Vilehelm described, that's true. I like the sense of a post-apocalyptic world concept, but evn moreso that it is a world on its dying breath, doomed to be lifeless, beyond hope (but leading players along with a false sense of hope, if only to toy with them a bit). I also like a world where I've determined what realistically would be known by people, and what wouldn't be, which is a lot of fun in a world where literacy is outlawed, books have been almost all destroyed (or controlled by the really wrong people entirely), where what we'd consider educated people (wizards) are feared and reviled, to the point that the superstitious people that are the majority of the population are quick to turn into a mob to squash those who even resemble or do anything connected to wizardry -- reading, I tend to believe, is one of those things. People are quick to jump at shadows and stomp out anything that potentially could make survival on the bleak, desolate world be harder.

But, at the same time... if/when my players unravel the idea of advanced being transformations, if/when anyone actually starts stepping through the process... that person may become aware of a much larger picture... one that he or she would then have to decide if he or she will let anyone else know. The dragons don't concern themselves with trivialities of anything outside their own existence and power, typically. Avangions become more aware of the past, of what Athas used to be... and what caused the world to be where it is at now, if only to try and futily reverse the process. Spirits of the Land also become aware of the past... but from the perspective of the Spirits of the Land, colored by anger, hatred for arcane magic, and defilers specifically, and a sense of being a dying breed, being slowly extingished by those drunk with power. The Elementals (elemental lords, I believe they are called in LoA) also become aware of the world, but colored from the perspective of their patron element/paraelement.

I do tend to think that knowledge of the past, any knowledge of the past, is something more of epic level situations... when the person finally is able to really handle the day-to-day survival on Athas. But, that knowledge comes with a very hefty price -- one not easily mitigated. Being hunted by other powerful beings determined to keep the past buried is not pleasant. Especially when those other powerful beings are some of the most powerful beings on Athas.

I might hint to my players about something in the past, but I'm just as likely to hint at something which is completely wrong. I'm known for my red herrings, to the point that my players have learned to not trust anything they are presented in the game, because it is just as likely that what they thought was the truth was completely fake and misleading.

With relation to the original topic, I'd still say it isn't likely that the words "gnome" or "orc" have any meaning to anyone on Athas other than the SKs, and maybe the Mind Lords. And good luck asking them about it.
#23

Zardnaar

Jan 21, 2008 12:17:05
As a DM, I have the control to determine if and when the player characters get access to whatever is necessary to begin the discovery of the past. I can even control not only how the information is discovered, but how it is presented to produce a certain kind of interpretation of that data.... I typically like leading people down false conclusions about the past, if only to shatter their preconcieved notions. I also tend to like having just enough things in Athas to give a sense of familiarity to people who know D&D, or fantasy in general, if only to then turn that sense of familiarity on its ear, as what people thought they knew or assumed that they knew turns out to be really, really wrong.

I do like the gritty dark fantasy of Dark Sun, like Vilehelm described, that's true. I like the sense of a post-apocalyptic world concept, but evn moreso that it is a world on its dying breath, doomed to be lifeless, beyond hope (but leading players along with a false sense of hope, if only to toy with them a bit). I also like a world where I've determined what realistically would be known by people, and what wouldn't be, which is a lot of fun in a world where literacy is outlawed, books have been almost all destroyed (or controlled by the really wrong people entirely), where what we'd consider educated people (wizards) are feared and reviled, to the point that the superstitious people that are the majority of the population are quick to turn into a mob to squash those who even resemble or do anything connected to wizardry -- reading, I tend to believe, is one of those things. People are quick to jump at shadows and stomp out anything that potentially could make survival on the bleak, desolate world be harder.

But, at the same time... if/when my players unravel the idea of advanced being transformations, if/when anyone actually starts stepping through the process... that person may become aware of a much larger picture... one that he or she would then have to decide if he or she will let anyone else know. The dragons don't concern themselves with trivialities of anything outside their own existence and power, typically. Avangions become more aware of the past, of what Athas used to be... and what caused the world to be where it is at now, if only to try and futily reverse the process. Spirits of the Land also become aware of the past... but from the perspective of the Spirits of the Land, colored by anger, hatred for arcane magic, and defilers specifically, and a sense of being a dying breed, being slowly extingished by those drunk with power. The Elementals (elemental lords, I believe they are called in LoA) also become aware of the world, but colored from the perspective of their patron element/paraelement.

I do tend to think that knowledge of the past, any knowledge of the past, is something more of epic level situations... when the person finally is able to really handle the day-to-day survival on Athas. But, that knowledge comes with a very hefty price -- one not easily mitigated. Being hunted by other powerful beings determined to keep the past buried is not pleasant. Especially when those other powerful beings are some of the most powerful beings on Athas.

I might hint to my players about something in the past, but I'm just as likely to hint at something which is completely wrong. I'm known for my red herrings, to the point that my players have learned to not trust anything they are presented in the game, because it is just as likely that what they thought was the truth was completely fake and misleading.

With relation to the original topic, I'd still say it isn't likely that the words "gnome" or "orc" have any meaning to anyone on Athas other than the SKs, and maybe the Mind Lords. And good luck asking them about it.

Maybe I'm a bad DM but I tend to be somewhat lenient on PCs in Darksun but we game after the Prism Pentad so hope does exist. I also seems easier on Preservers as well. I agree with the average Athasian wouldn't know what an Orc or Gnome is but PCs aren't average andtend to stick their nose where it doesn't belong is my point. Any PC capable of using epic spellcasting could probably find out alot about the past if they could be bothered.
#24

xlorepdarkhelm_dup

Jan 21, 2008 12:40:40
Maybe I'm a bad DM but I tend to be somewhat lenient on PCs in Darksun but we game after the Prism Pentad so hope does exist. I also seems easier on Preservers as well. I agree with the average Athasian wouldn't know what an Orc or Gnome is but PCs aren't average andtend to stick their nose where it doesn't belong is my point. Any PC capable of using epic spellcasting could probably find out alot about the past if they could be bothered.

I set it all after the events of PP as well. And, I set it where the so-called hope after PP was fleeting. Nobody knows about Rajaat or any of that, other than the floundering leaders of Tyr, whose infrastructure is collapsing around them, people are starving on the streets, they really have no idea what a "democracy" really is in the first place, and basically the place is not in very good shape. It is a far cry better than, let's say Raam, but it isn't idyllic. Really, Preservers only have a somewhat more tolerated existence in Tyr. Hamanu and Nibenay haven't exactly opened their arms to them. Lalai-Puy does, but for her own personal nefarious schemes. Raam really isn't what I'd call safe for anyone. Draj isn't opened to Preservers... but it also is in a very fragile state right now. And Balic, well... it depends on where in Balic, which Merchant House is in charge to get any idea as to who is and isn't accepted.

The world didn't radically get better just because of PP. If anything, since the fragile balance and security of the Age of the Sorcerer-Kings has been shattered, the world, in my opinion, has been getting progressively worse. The realities of the situation set in, and for some places, like Urik, there has been little change, but for others... The Athasian people didn't suddenly decide they like Preservers... not when the vast majority of the people only know magic is to be blamed for the world's condition, magic = bad. Wizards use magic; they don't bother with trivial details like whatever a Defiler or a Preserver is.
#25

lhurgyof

Jan 21, 2008 14:06:37
Well, you could have these if u ran a game before the whole cleansing wasr thing.
#26

xlorepdarkhelm_dup

Jan 21, 2008 14:32:34
Well, you could have these if u ran a game before the whole cleansing wasr thing.

The presumption, unless otherwise stated, is that we're talking a timeframe equivalent to or later than what Athas.org presents the world (to include the *cough*Dim Sun*cough* Paizo timeline from the magazines), which would be circa FY 10 or later. If you start talking about campaigns set in the Green Age, or the Cleansing Wars... then all bets are off. I'd like to point out that when people talk about Dark Sun, even on this forum, they rarely are talking Cleansing Wars or earlier era. And those that do, make sure up-front that they are talking about such a jump in time.
#27

phoenix_m

Jan 21, 2008 17:16:31
The Athasian people didn't suddenly decide they like Preservers... not when the vast majority of the people only know magic is to be blamed for the world's condition, magic = bad. Wizards use magic; they don't bother with trivial details like whatever a Defiler or a Preserver is.

You have just created the reason for your PC's to want to look into the past Xlore. Plants = Magic, SK's use a lot of power, Q: What was life like before the SK's? That's not a very large leap of deduction for your average DS inhabitant let alone a PC (who in my opinion are supposed to be head and shoulders above the average person). I knew there would be a way

Aside from that, being in one of your games sound fun and short
#28

xlorepdarkhelm_dup

Jan 21, 2008 17:40:51
You have just created the reason for your PC's to want to look into the past Xlore. Plants = Magic, SK's use a lot of power, Q: What was life like before the SK's? That's not a very large leap of deduction for your average DS inhabitant let alone a PC (who in my opinion are supposed to be head and shoulders above the average person). I knew there would be a way

They have no reason to think there was a time before the Sorcerer-Kings. Then again, dwelling on such concepts means people have too much free time to speculate about the past.

That said, only arcane spellcasters would equate plants = magic in that sense (others tend to see it as magic = death). Of them, defilers are typically short-sighted magic addicts who are far more interested in themselves than what the world had to offer before they were around (not always, but still...) Preservers tend to research or want to delve in the past more than others. So, a player with a preserver character *might* have an "in"... then again, both of them are also on the run from crazed hateful, paranoid, and superstitious mobs who would rather lynch them than give them the time of day. Preservers are not exactly loved by the SKs or their followers. Defilers are outright hated by Druids... and in most cases, a Preserver tends to be seen/stereotyped by Druids as "potential Defilers" and might receive the same treatment, especially by more proactive Druids. Clerics have their own things to worry about typically... but three of the paraelements are at least cordial with Defilers (who serve to effectively make the world more suited to their patron), while the elements might take more of a proactive stance like the Druids.

The Druids might be interested in the past... if simple survival wasn't so darned important. Druids are basically stewards of nature.... nature that is dying all around them, and with them constantly being flooded with angry, resentful, and painful communication from their patron Spirits. Little time to delve deep in the past when the present is in such dire need right now. The Nobility might have more time to dwell on the past... but the SKs did a good enough job mangling the histories described within their city-states that it is questionable at best. Bards would be very likely to know... but any real knowledge obtained from a bard has a price attached.... often a hefty one. Psions trained at academies would have similar issues that the nobility faces -- it becomes really questionable as to how valid the history they read/learned about is.

Then there are the races... Elves live in "the now", neither bound by past or future... living in the moment, caring little about the effect their actions has on anyone or anything. Dwarves are the most likely to have delved deep in the past... but it depends on their focus, and they tend to not exactly be what one would call "open" with outsiders, especially when it comes to the secrets of their race. The races that primarily live in the city-states... well... they mostly are illiterate, and those which know anything of history, would most likely have a lot of conflicting and confusing tales, thanks to the SKs and Templarate muddying it all up. Halflings might have a history. But I just don't see Halflings being too open to telling anyone who isn't a Halfling about it (far more likely to put said people in a cooking pot). Thri-Kreen rely completely on their Genetic Memory... which gets fuzzy the farther back it goes.

My point being, Athas isn't a world predisposed to historians or archeologists. I've never liked the idea of an "Adventuring party" in Athas, which does dungeon crawls and the like... because I don't think it makes sense for Dark Sun. I do like having a false "typical D&D Adventure" at the start of a campaign, to shake up the party and make them come to the same conclusion... typically there is a 50% mortality rate in it (which raises the other point in my Dark Sun campaigns... don't grow too attached to your characters...)

Sure, there is an outside chance that someone might figure something out. But only on my terms. The world is, after all, whatever I make it, when the campaign is played out. If I feel that knowledge of something fro the past is pertinent to progressing a campaign/storyline (or to be a monkey-wrench to trouble the party and make them uncertain about what they are doing), I'll use it. If I don't... I tend to keep the party far more confined in the current world, with little time to spend trying to understand the past.

Aside from that, being in one of your games sound fun and short

Lol. I had a game which reached into epic levels a few years ago. Mind you, I think every player went through 3 characters each (at least), but it wasn't "short" -- it spanned about a year's worth of weekends. I like to shock my players into Dark Sun, having things they think they are familiar with only to find out they are really, really wrong. I do like to make the players very aware that the environment itself is highly dangerous, and that the world is... well.... a constant hazard. I don't dump a ton of things on them unrealistically, but I also don't pull my punches.
#29

darthazazel

Jan 21, 2008 23:52:49
I'm sure most people think the Elfling was quite enough

Amen!
#30

huntmasteravatar

Jan 23, 2008 5:20:56
i like to give my players a chance to learn about the past, although they have also learned that not everything is true and learning the true past is quite epic. But learning the past is fun but does not serve the imediate present. and thats where they are now, and if they don't handle the present then they won't live long enough to learn the secrets of the past.

each city state has its own version of the past, along with differant versions coming from nomadic tribes and clans and independant towns and villages not to forget the unique storytellers and wandering druids. even spirits and the land itself has their own stories of what happened. so finding the past isnt priority. Success in the present and stability in the future is the priority.

there is no wrong way to DM darksun as long as the players have fun and get to play in athas. don't turn athas into a krynn or faerun or other worlds, but modify athas to your liking. Just watchout with adding divine gods or you might get stalked and lynched, lol.:P

IMG asking the wrong person the wrong thing gets you killed. If you know the name Rajaat, Never ask about him. You will get burned alive or worse.
#31

Kynesis

Jan 31, 2008 23:35:24
You'd be hard pressed to allow all those half-breeds in a regular campaign world as more than a one time game.

As such, I wouldn't bother with special rules for them - just make up a rough mix of features & abilities from each half of the race their parents are from.

From a more mature perspective it sounds like torture - the social pressure of being half dwarf - half orc.... not a happy life.

In a DS setting where the rulers of all the known cities were in charge of a world wide genocide against some of those races...

I'd suggest it might be possible as an effect of the Pristine Tower - but really not in keeping with the basic premise that the Pristine Tower creates *new* races.

Personally I loathe the idea - Mul are special, they have character and uniquely suit the setting. Half-giants are stretching it a bit, but the Athasian Giants are uniquely Athasian and the moral questions inherent to them really help shape them.

Could you possibly take a Dorc seriously?
#32

huntmasteravatar

Feb 01, 2008 8:55:34
the thing is there are so many races and mutations that are common in a city that most of the time nothing would really freak people out.

illusions and psionics are also used to mask what a person really looks like if they need to hide themselves.

halfbreeds normally find acceptance in slave tribes or other nomadic tribes where what they look like matters little compared to what they can offer.

and on the subject of discovering the past. there has to be a group that has kept records all the way back from the begining. the pyreen alone should have records. the problem isnt finding writings on history, the problem is finding the truth.

Time Travel into the past is very possible, bringing races from the past to the present would only be a minor feat for someone capable of traveling in the past. We had a game where we went back to save the other avangions, but died before we could get to them. we were going to bring them into the present before they were killed.

I would like to play in a game that traveled back in time to stop rajaat before he became to powerful and play off that alternate reality. but i have no dm's who can run it at this time.

Slaying rajaat would be a very nice deed to add to my characters history.:D
#33

cnahumck

Feb 01, 2008 10:28:02
I would like to play in a game that traveled back in time to stop rajaat before he became to powerful and play off that alternate reality. but i have no dm's who can run it at this time.

Slaying rajaat would be a very nice deed to add to my characters history.:D

I ran a campaign where the PCs went back in time and tried to kill Rajaat before he became powerful.

Turns out, they were the ones who made him deformed, planted the seed of his hatred and caused the Cleansing Wars.
#34

huntmasteravatar

Feb 01, 2008 15:33:06
I ran a campaign where the PCs went back in time and tried to kill Rajaat before he became powerful.

Turns out, they were the ones who made him deformed, planted the seed of his hatred and caused the Cleansing Wars.

Thats Awesome!
#35

brun01

Feb 01, 2008 15:45:23
I ran a campaign where the PCs went back in time and tried to kill Rajaat before he became powerful.

Turns out, they were the ones who made him deformed, planted the seed of his hatred and caused the Cleansing Wars.

I didn't recognize you with the new picture, hehe. ;)
#36

squidfur-

Feb 02, 2008 19:22:44
I didn't recognize you with the new picture, hehe. ;)

seems like we're all changin' 'em up
#37

brun01

Feb 03, 2008 7:37:58
This picture does not have any squid or fur in it!
#38

flip

Feb 03, 2008 11:22:13
Just because your pic is autobiographical ....

#39

brun01

Feb 03, 2008 14:27:35
So Jon told you how I look like, huh? :P
#40

xlorepdarkhelm_dup

Feb 03, 2008 23:00:16
You didn't get the templarate list mail that had your pic in it?
#41

cnahumck

Feb 04, 2008 8:48:11
So Jon told you how I look like, huh? :P

I have access to quite a few particularly nasty ones, which I cannot show, due to "content restrictions."

Really bruno... You need to learn to stop eating that stuff...