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In the DSO world, I am known as a young halfling named
  Welcome to Athas. It's not a nice place to visit. And you wouldn't live here. Long. Dark Sun: Crimson Sands is the latest in SSI's series of
                   AD&D computer games based on TSR's Dark Sun game
    system.
DSO is available at 
A Background to Athas
The world of Athas (the setting for Dark Sun) is a devastated and dying one. Most of its land surface is covered by vast deserts, plains of melted obsidian, seas of
waterless silt, and jagged mountains. Where forest does exist it is small and deadly, surrounded on all sides by harsh savannahs. All this burns under a huge dark sun.
Athas is a world destroyed by magic. Once it was a green and blossoming place, but the First Magician discovered the secret of magic, which involved drawing
energy from the surrounding world to create spells. He devised two types of magic, Preserving magic, which taught restraint, and Defiling magic, which emphasised
power. His chosen servants became Defilers, their magic killing all the plants, and eventually even animals, about them, to fuel their spells. The First Sorcerer sent his
champions to slay all the other races, ostensibly to return the world to a golden age under humanity. When the champions learnt that he intended to give the world to
the halflings (Once the sole race of Athas, and creators of the Pristine Tower that destroyed their age, and Athas' sun) instead they rebelled, and became the
ever-living Sorcerer-Kings.
These Sorcerer-Kings, all Defilers, set themselves as rules of the great city states of Athas, such as Ur-Draxa, Tyr and Nibenay, while they searched for the secret of
becoming immortal Dragons. Meanwhile their Templars rule over a harsh society of slaves and gladiators, hunting out rival magicians to destroy and enforcing the will
of the Sorcerer-Kings.
This is the world of 'present day' Athas. The PC's live in one of the seven great cities, passing their lives under the baleful gaze of one of the Dragon-Kings, avoiding
the corrupt Templar bureaucracy, and trying to survive the Harsh Land.
Features of the Game System
Dark Sun presents a number of major alterations to the normal AD&D concepts and rules, a new ethic of survival, 3rd level minimums, new PC races, readily
available Psychics, no Gods, and elemental Priests.
A new ethic of survival
In most AD&D games it is assumed that the characters are heroes, a cut above the normal man, and largely concerned with unusual threats. The worlds are generally
kindly and pleasant, though containing threats, usually guarding the treasure that makes the adventurers venture out of safer places.
In Athas, in contrast, the world is deadly. The air burns, the ground is without water, and both ancient monsters and resource starved peasants are equally ready to
kill you. Athas is notably a world without resources. There is little metal or plant materials, therefore armour is made from insect shells and weapons from bones. The
picture of the ideal Athasian would be that of a tanned, half-naked man, well muscled, dressed in piecemeal furs and leather, somewhere in a sun baked desert.
3rd Level Characters
Naturally normal people don't survive Athas easily, they stay in the relative safety of their cities, so Dark Sun characters all start at 3rd level instead of the normal 1st,
and are expected to progress quickly in level. Athas is a world of particular threat, the strong survive and the rest die quickly. It is certainly implied that Dark Sun
players should expect their characters to die far more often than in a normal game.
New PC Races
Another significant departure from normal AD&D is the quite different selection of PC races in Dark Sun. For once TSR has moved away from its Tolkeinsh roots
and re-defined the archetypes. Athasian Elves are vicious, untrustworthy and always running, halflings once ruled the world, and many PC's may well be half-dwarf
Muls, Aarakocra or the insectoid Thri-Kreen. Since AD&D very seldom varies the PC races or adds new ones it is a good indication of how much this campaign
setting is willing to alter things to fit in with the world.
Readily available Psychics
Another departure from fundamental AD&D precepts is the balance of Magic and Psychics on Athas. In normal AD&D psychic powers are all but non-existent,
and magic dominates. On Athas magic is feared, even in the hands of the nature-loving preservers, and Defiler magic has destroyed the world. Every PC, on the
other hand, has at least one psychic power, and an entirely new Psionicist Class exists for specialist Psychics.
This principle of changed forms of power is carried on into the concept that Athas has no Gods. On Athas the power of the individual is supreme, and the closest it
comes to Gods are the corrupt Dragon-Kings attempting to reach divinity. Rather then the normal AD&D Cleric, drawing on the power of a distant God, Athas has
Templars, who draw magic directly from their semi-divine Sorcerer-Kings (and therefore have the power to rule everything), and the Elemental Priests, who draw
their power from the elemental planes, surely a fitting source of power for the elemental and savage Athas.
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