As the World Burns
There are a number of differences between the Dark Sun campaign and a “normal” campaign.
- Basic survival is significantly more difficult. Powers and rituals that create water or food or remove the requirement to eat or drink simply do not work. Trail rations and water are replaced by a more generic “survival day” that contains the materials needed to survive one day in the wild.
- Overland travel is dangerous. Every day of travel requires one of three possible rolls – Nature, Perception and Endurance. Failure could result in delay, random encounters or heat stroke. Running out of supplies makes overland travel exponentially more dangerous.
- Survival days are enough to keep you alive, but not enough to make you comfortable. If you want to take a true extended rest, you need to use two survival days worth of supplies for a single day. You don’t suffer from fatigue if you continue to spend only one, but you will not recover daily powers or healing surges.
- Planar travel is impossible. You cannot create portals over long distances or access other planes. The Feywild is almost non-existent, having been mostly destroyed over the centuries.
- Arcane magic is distrusted. Although the history of the world is known only to a very few individuals (such as the sorcerer kings, who aren’t talking), most people believe that arcane magic caused the destruction of the world. If a magic user is discovered, they are likely to be either lynched by a mob or hunted down by the sorcerer kings. Other types of power (divine, primal, psionic) are not feared the same way. In addition, psionics are much more common, and generally take the place of arcane magics.
- The remaining population is mostly isolated in a series of city-states, each ruled by an immortal sorcerer-king. These individuals are incredibly powerful, effectively immortal, and rule over their cities with iron fists. Don’t piss them off.
- Everyone in the game starts with a minor psionic ability, assigned by the DM.