Dragons Are Real

Dark Sun for EZD6 - Species

I have already run a short campaign using EZD6 in the Dark Sun setting. Now some time has passed since we completed it, I thought some more and here are my ideas for adapting the Dark Sun Setting to the EZD6 rules.

This work is based on the Original Dark Sun by Troy Denning and Timothy B. Brown; Dark Sun for OSE by Lixu; Dark Sun for Shadowdark by Zqquu.

You will require EZD6 core rules and EZD6 Wasted World.

Use standard Character creation from the Core rules.

Hero Path

Species

SPECIES

These are the playable species for Dark Sun.

Dwarf

Athasian dwarves are short, stocky and completely hairless. They are famed for their single-mindedness and ability to focus on tasks for extended periods of time. Among their people, they have preserved a deep body of oral history and culture.

Elf

Virtually all Athasian elves stand over six feet tall, with some reaching seven feet. Carried by their long legs, they sprint across the deserts of the Burnt World. With a reputation for restlessness, most elves long for the countryside, but many are also merchants and traders, selling their wares and services in the cities and towns of Athas.

Half Elf

The product of unions between humans and elves, they are common on Athas. They’re between six and six and a half feet tall. They often have trouble finding acceptance among either of their parents’ kin, and as a result, many half-elves become self-reliant loners.

Half-Giant

The product of centuries of magical experiments by the sorcerer-kings, half-giants stand between ten and twelve feet tall. While most half-giants remain possessions of their creators, a few have escaped captivity, won their freedom, or been born to half-giant parents who managed to raise them outside of their master’s control.

Halfling

Feared for their occasional alien savagery and brutal treatment of outsiders, they have a deep connection to very nature of Athas itself. Most halflings hail from isolated jungle areas on periphery of the explored areas of the Tablelands. They see virtually all living things, including other humanoids, as a potential food source.

Human

Theirs is the principal culture of the cities, which were all founded by human sorcerer- kings in the distant past. Centuries of defiler magics have twisted the human race, so that some of its members have unusual or frankly bizarre facial features, or odd physical mutations like webbed fingers, shorter arms, or scales.

Mul

Creations of the sorcerer-kings, the muls were made to provide a source of slave labor. Although a combination of dwarven and human traits, muls are naturally have athletic proportions — they are taller, and have broader shoulders and thighs than humans. Some genetic lines can grow hair, but this is generally limited to the crowns of their heads.

Thri-kreen

With mandibles, six limbs and a chitinous exoskeleton. They use their lower and upper sets of limbs as most humanoids do, but have an additional middle set of smaller arms which they can use to manipulate objects or perform fine tasks. Most thri-kreen are obsessed with the hunt, and constantly worry over obtaining, preserving and accounting for food.

Next post I will look at character classes.

#Dark Sun #EZD6