Totally Not Dark Sun (TnDS)
A hack of Dark Sun with the following design principles:
- Updated to 5e (2024)
- All kinds of magic are dangerous, not only arcane
- Arcane magic defile the environment
- Divine magic produce madness
- Primal magic is chaotic
- Metaplot agnostic (origins are shrouded in mystery, multiple possible causes for the current situation)
- Druid-monarchs are not the only BBEG
- Eldritch horror and evil cults are also a trope in sword and sorcery
- Also nomad raiders should be more prevalent (because Mad Max is cool)
- All main lineages, classes and subclasses can be played (with minor modifications)
- Clerics and druids (and paladin and rangers in a minor way) swap their roles:
- Clerics roam the dessert looking for clues of their forgotten deities or protect small villages that pledge their faith in exchange of protection
- Paladins roam the land obsessed by their oaths
- Archdruids rule the cities and big settlements making the settlements sustainable. Some collaborate, but most of them compete against one another and seek to enslave or destroy the other druids.
- Clerics and druids (and paladin and rangers in a minor way) swap their roles:
- Some cultural characteristic of the races (cannibalism, nomad runners) could be moved to backgrounds
10 Key Facts About TnDS that every player should know
This page is based on the following article: https://athas.org/articles/10-key-facts-about-dark-s...
Introduction
A forgotten Cataclysm and a Dead World The world has been devastated by an apocalyptic event, le...
Character Creation
Magic system
Factions
Variant rules
Useful links
City States descriptions: https://athas.org/products/csod