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Dark Sun Campaign Setting

®

R O L E P L AY I N G G A M E S U P P L E M E N T
Richard Baker • Robert J. Schwalb • Rodney Thompson

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•

R O L E P L AY I N G G A M E S U P P L E M E N T
Richard Baker • Robert J. Schwalb • Rodney Thompson

CREDITS

Design Art Director
Richard Baker (lead), Robert J. Schwalb Keven Smith

Additional Design Cover Illustrations
Logan Bonner, Bruce R. Cordell, Wayne Reynolds (front),
Chris Sims, Travis Stout William O’Connor (back)

Development Graphic Designer
Rodney Thompson (lead), Keven Smith
Stephen Radney-MacFarland,
Peter Schaefer, Stephen Schubert Interior Illustrations
Ralph Beisner, Eric Belisle, Kerem Beyit, Zoltan Boros
Additional Development & Gabor Szikszai, Julie Dillon, Emrah Elmasli, Wayne
Andy Collins England, Jason A. Engle, Warren Mahy, William
O’Connor, David Rapoza, John Stanko, Sarah Stone,
Editing Eva Widermann
Michele Carter (lead), Greg Bilsland,
M. Alexander Jurkat, Ray Vallese Cartographers
Adam Gillespie, Jason A. Engle
Managing Editing
Kim Mohan Publishing Production Specialist
Christopher Tardiff
Director of D&D R&D and Book Publishing
Bill Slavicsek Prepress Manager
Jefferson Dunlap
D&D Creative Manager
Christopher Perkins Imaging Technician
Sven Bolen
D&D Design Manager
James Wyatt Production Manager
Cynda Callaway
D&D Development and Editing Manager
Andy Collins Setting details based on the original DARK SUN® setting
created by Troy Denning and Timothy B. Brown.
D&D Senior Creative Art Director
Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS®
rules created by E. Gary Gygax and Dave Arneson,
and the later editions by David “Zeb” Cook (2nd
Edition); Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison (3rd Edition); and
Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition).

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contents
INTRODUCTION. . . . . . . . . . . . . . . . . 4 Veiled Alliance . . . . . . . . . . . . . . . . . . . 66 Gulg, the Forest City . . . . . . . . . . . . . 156
The Alliance and Defiling . . . . . . . . 66 The Oba and
1.THEWORLDOFATHAS . . . . . . . 6 Master Preserver . . . . . . . . . . . . . . . . 68 the Primal Spirits . . . . . . . . . . . . . 158
Heroes of Athas . . . . . . . . . . . . . . . . . . . 8 Veiled Guardian. . . . . . . . . . . . . . . . . 69 Travelers’ Dagadas . . . . . . . . . . . . . 158
Adventures on Athas . . . . . . . . . . . . 10 Wasteland Nomad . . . . . . . . . . . . . . . . 70 Ken-kentu Vek,
Desperate Causes . . . . . . . . . . . . . . . 11 Dune Strider. . . . . . . . . . . . . . . . . . . . 72 the Adder who Dances. . . . . . . . 159
Athasian Civilization . . . . . . . . . . . . . . 12 Sand Reaver . . . . . . . . . . . . . . . . . . . . 73 Sunlight Home . . . . . . . . . . . . . . . . . 159
Social Order . . . . . . . . . . . . . . . . . . . . 12 Wilder . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 The Ivory Triangle. . . . . . . . . . . . . . . . 160
Matters of Learning. . . . . . . . . . . . . . 14 Resurgent Wilder . . . . . . . . . . . . . . . 76 Druids of the Crescent Forest . . . 161
Athasian Coinage . . . . . . . . . . . . . . . 14 Wielder of the Way . . . . . . . . . . . . . 77 Dregoth,
Secrets of Power . . . . . . . . . . . . . . . . . . 16 the Undead Sorcerer-King . . . . . 162
History of Athas. . . . . . . . . . . . . . . . . 16 4.CHARACTEROPTIONS . . . . . .78 Korsk, Salt View Malcontent . . . . 163
Psionics and Magic . . . . . . . . . . . . . . 16 Arcane Magic. . . . . . . . . . . . . . . . . . . . . 80 Nibenay, City of Spires . . . . . . . . . . . 164
Cosmology . . . . . . . . . . . . . . . . . . . . . 17 Defiling and Preserving . . . . . . . . . . 80 Polan Felk . . . . . . . . . . . . . . . . . . . . . 166
Disguising Arcane Powers. . . . . . . . 80 Dhojakt, Prince of Nibenay. . . . . . 167
2.RACESOFATHAS . . . . . . . . . . . .18 Wild Talents . . . . . . . . . . . . . . . . . . . . . 81 Raam, City of Unrest . . . . . . . . . . . . . 168
Mul . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Wild Battlemind . . . . . . . . . . . . . . . . . . 82 Raam’s Castes . . . . . . . . . . . . . . . . . 170
Thri-Kreen . . . . . . . . . . . . . . . . . . . . . . . 22 Arena Fighter. . . . . . . . . . . . . . . . . . . . . 86 Ushuch-Si . . . . . . . . . . . . . . . . . . . . . 171
Peoples of Athas . . . . . . . . . . . . . . . . . . 24 Animist Shaman . . . . . . . . . . . . . . . . . . 90 Ringing Mountains . . . . . . . . . . . . . . . 172
Dragonborn (Dray) . . . . . . . . . . . . . . 24 Warlock Sorcerer-King Pact . . . . . . . . 94 Ruins of
Character Backgrounds . . . . . . . . . . 24 Epic Destinies . . . . . . . . . . . . . . . . . . . . 98 the Ringing Mountains . . . . . . . . 172
Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Avangion . . . . . . . . . . . . . . . . . . . . . . . 98 Road of Kings . . . . . . . . . . . . . . . . . . . 174
The Vanquished Peoples . . . . . . . . . 25 Dragon King . . . . . . . . . . . . . . . . . . . . 99 Enola, Guardian of the Lake . . . . . 176
Eladrin . . . . . . . . . . . . . . . . . . . . . . . . . 26 Hordemaster . . . . . . . . . . . . . . . . . . 100 Golden Dreams . . . . . . . . . . . . . . . . 177
Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Mind Lord of the Order . . . . . . . . . 101 The Sea of Silt . . . . . . . . . . . . . . . . . . . 178
Goliath (Half-Giant) . . . . . . . . . . . . . 27 Pyreen . . . . . . . . . . . . . . . . . . . . . . . . 102 The Nature of the Silt . . . . . . . . . . . 179
Half-Elf . . . . . . . . . . . . . . . . . . . . . . . . . 28 New Feats. . . . . . . . . . . . . . . . . . . . . . . 103 The God in the Dust . . . . . . . . . . . . 179
Halfling . . . . . . . . . . . . . . . . . . . . . . . . 28 Rituals . . . . . . . . . . . . . . . . . . . . . . . . . . 116 The Southern Wastes . . . . . . . . . . . . 182
Human . . . . . . . . . . . . . . . . . . . . . . . . . 29 Equipment . . . . . . . . . . . . . . . . . . . . . . 118 Herumar, the Sand Scourge . . . . . 182
Tiefling . . . . . . . . . . . . . . . . . . . . . . . . . 30 Armor. . . . . . . . . . . . . . . . . . . . . . . . . 119 The Tablelands . . . . . . . . . . . . . . . . . . 184
Other Races . . . . . . . . . . . . . . . . . . . . 30 Weapons . . . . . . . . . . . . . . . . . . . . . . 120 Birk Suntouched . . . . . . . . . . . . . . . 185
Racial Paragon Paths . . . . . . . . . . . . . . 31 Double Weapons . . . . . . . . . . . . . . 122 Zeburon, the Iron rider . . . . . . . . . 185
Half-Giant Thug . . . . . . . . . . . . . . . . . 31 Adventuring Gear . . . . . . . . . . . . . . 123 Seer Mafoun . . . . . . . . . . . . . . . . . . . 186
Mul Battle Slave. . . . . . . . . . . . . . . . . 32 Transportation . . . . . . . . . . . . . . . . . 123 Urik, City of Lions . . . . . . . . . . . . . . . . 188
Thri-Kreen Predator . . . . . . . . . . . . . 33 Magic Items . . . . . . . . . . . . . . . . . . . 125 Silan the Serpent . . . . . . . . . . . . . . . 190
Maetan Lubar . . . . . . . . . . . . . . . . . . 191
3.CHARACTERTHEMES . . . . . . .34 5.ATLASOFATHAS . . . . . . . . . . 130 The Western Hinterlands . . . . . . . . . 192
Choosing a Theme . . . . . . . . . . . . . . . . 36 A Desert Primer . . . . . . . . . . . . . . . . . 132 The Kreen Khanates . . . . . . . . . . . . 192
Athasian Minstrel . . . . . . . . . . . . . . . . . 38 Tyr, the Free City . . . . . . . . . . . . . . . . . 134
Arms-Troubadour . . . . . . . . . . . . . . . 40 Tyr’s Code of Justice . . . . . . . . . . . . 136 6.RUNNINGADARKSUN
Unwelcome Guest . . . . . . . . . . . . . . 41 Jossi the Juggler . . . . . . . . . . . . . . . . 137  GAME . . . . . . . . . . . . . . . . . . . . 194
Dune Trader. . . . . . . . . . . . . . . . . . . . . . 42 Xalos the Stonecutter. . . . . . . . . . . 138 Adventure Creation . . . . . . . . . . . . . . 196
Caravan Master . . . . . . . . . . . . . . . . . 44 Gavan Sul . . . . . . . . . . . . . . . . . . . . . 138 The Desert . . . . . . . . . . . . . . . . . . . . 196
Shady Dealer . . . . . . . . . . . . . . . . . . . 45 Haneth Tsalaxa . . . . . . . . . . . . . . . . 139 Athasian Ecology . . . . . . . . . . . . . . . 196
Elemental Priest . . . . . . . . . . . . . . . . . . 46 The Scarlet Helms . . . . . . . . . . . . . . 140 Survival . . . . . . . . . . . . . . . . . . . . . . . 197
Conjurations . . . . . . . . . . . . . . . . . . . . 47 Gangs of the Warrens . . . . . . . . . . 140 Slavery . . . . . . . . . . . . . . . . . . . . . . . . 197
Rainbringer . . . . . . . . . . . . . . . . . . . . . 48 Fighting in the Stadium . . . . . . . . . 141 Psionics . . . . . . . . . . . . . . . . . . . . . . . 197
Smoking Crown Initiate. . . . . . . . . . 49 Meeting with the Templars . . . . . . 142 Arcane Magic . . . . . . . . . . . . . . . . . . 197
Gladiator . . . . . . . . . . . . . . . . . . . . . . . . 50 Fountain of Leaves . . . . . . . . . . . . . 143 Travel and Survival . . . . . . . . . . . . . . . 198
Gladiator Champion. . . . . . . . . . . . . 52 Balic, City of Sails . . . . . . . . . . . . . . . . 144 Overland Movement . . . . . . . . . . . 198
Jazst Dancer . . . . . . . . . . . . . . . . . . . . 53 Darian Haraxes . . . . . . . . . . . . . . . . 146 Surviving Athas . . . . . . . . . . . . . . . . 198
Noble Adept . . . . . . . . . . . . . . . . . . . . . 54 Draj, City of the Moons . . . . . . . . . . . 148 Encounter Building . . . . . . . . . . . . . . 200
Mind General . . . . . . . . . . . . . . . . . . . 56 Maxlixoco, High Moon Priest . . . . 149 Arena Encounters . . . . . . . . . . . . . . 200
Psionic Scholar . . . . . . . . . . . . . . . . . 57 The Black Guard . . . . . . . . . . . . . . . 151 Wilderness Encounters . . . . . . . . . 202
Primal Guardian . . . . . . . . . . . . . . . . . . 58 Estuary of the Forked Tongue . . . . . 152 Athasian Skill Challenges . . . . . . . 204
Guardian of the Land . . . . . . . . . . . . 60 Giant Holds . . . . . . . . . . . . . . . . . . . 152 Secret History of Athas . . . . . . . . . 208
Voice for the Ravaged . . . . . . . . . . . 61 The Forest Ridge . . . . . . . . . . . . . . . . . 154 Treasure and Rewards . . . . . . . . . . . . 209
Templar. . . . . . . . . . . . . . . . . . . . . . . . . . 62 Halfling Tribes . . . . . . . . . . . . . . . . . 154 Sand Raiders . . . . . . . . . . . . . . . . . . . . 216
Master Defiler . . . . . . . . . . . . . . . . . . 64 The Forest Colossi . . . . . . . . . . . . . . 154
Praetor Legate . . . . . . . . . . . . . . . . . . 65 INDEX . . . . . . . . . . . . . . . . . . . . . . . . 223

and storms of beyond these islands of civilization is a wasteland sand scour the foliage from the barren ground. rain is little more than a humid mist that of the city-states. —The Wanderer’s Journal Beneath a crimson sun lie wastelands of majestic des- -)Oc`Rjmg_DnN\q\b` Life on Athas is brutal and short. and worse. Athas is not a place of shining knights and Most arms and armor are made of bone. As a result. stone. are sent to their deaths in bloody arena spectacles. blades are almost priceless. and hungry monsters. and hangs by a thread in this barren land. the world of the DARK SUN® campaign better. From the first with care.” world that is no more. and the parched of the salt plains to plunder lonely caravans. To cast an arcane spell. The wind is like persecuted across Athas regardless of whether they the blast of a furnace.)Oc`Rjmg_Dn\?`n`mo Plants wither to black ash. toiling up to you to write your own story in blood and glory. Introduction ( “I live in a world of fire and sand. a dying planet of savagery and desolation. Charity. rocky bad. and selfish kings squander their subjects’ lives building Ancient bridges over dry watercourses and empty gaudy palaces and garish tombs. offering no relief from the preserve or defile. preserving the world and avoiding any moments of dawn. sorcerers. compassion. the crimson sun beats down from more damage to it. beneath the deep red sun is often its own adventure. and now it is many unfortunates spend their lives in chains. eral ways. These mighty spellcasters have held falls during a few weeks each year before giving their thrones for centuries. This is a roamed by nomads. mysterious landscape is dotted with the crumbling ruins of singing winds call travelers to slow suffocation in the Sea of a planet that once was rich with rivers and seas. Bloodthirsty raiders. This bleak wasteland is stone quays that face seas of sand tell the tale of a Athas. and its monsters. The world of the DARK SUN setting is unique in sev.)H`o\gDnN^\m^` heads. Steel of savagery and splendor that draws on different tra. . Every year hundreds of slaves. Only the most powerful spellcast- oppressive heat. run the deserts and wastelands. but the following ?`adg`noc`Rjmg_ eight characteristics encapsulate the most important The reckless use of arcane magic during ancient wars features of the DARK SUN campaign setting. wizards. where tribes of feral elves sweep out Athas was not always a desert. It is possible to cast spells lands. land of blood and dust. The crimson sun scorches way to long months of heat and drought. raiders. reduced Athas to a wasteland. Mail or plate armor exists To venture over the sands of Athas is to enter a world only in the treasuries of the sorcerer-kings. weapons that many ditions of fantasy and storytelling. and other such materials. for brutal taskmasters. The cities are little This is Athas. arid planet covered with endless seas animals and people. where sandal-clad greedy slavers. one must gather power from the living world nearby. In this forbidding world. coat everything with yellow-orange silt. lifeless salt flats. @dbco>c\m\^o`mdnod^n perhaps thousands. each chokes in the grip of an ageless tyrant. and hordes of inhuman savages over- heroes battle ancient sorcery and terrible monsters. crippling pain wracks Athas is a hot. Dust and sand borne on the breeze ers can wield arcane might without fear of reprisal. kindness— ja<oc\n these qualities exist. Simple survival heroes never see during their lifetimes. The world the life from anything that crawls or flies. setting. wood. robed wizards. and the soil is sterilized. but they are rare and precious. cities and villages exist 0)Njm^`m`m(Fdibn only in a few oases or verdant plains. nothing of dunes. and even in fertile Terrible defilers of immense power rule all but one regions. but defiling offers more power an olive-tinged sky. and it is my home. its people. 100 degrees F. Newcomers to Athas have much to learn about the /)<m^\i`H\bd^ world. thorny scrublands. Many familiar trappings of the DUNGEONS & DRAGONS® game are missing or turned on their . no one alive remembers I N T RODUCT ION / . olation and cities of cruel splendor. stony wastes. can grow in that spot again. Life The institution of slavery is widespread on Athas. Some places Mpg`oc`>dot(No\o`n don’t see rain for years at a time. by midmorning and can reach 130 and other wielders of arcane magic are reviled and degrees or more by late afternoon. of deep forests and divine pantheons. Silt. Only a fool hopes for such riches. Temperatures routinely exceed than preserving.

ambitious templars. hazards. Old ous. Shamans and druids call upon the primal elves are a nomadic race of herders. along with novels. Can you survive the fury of the crimson sun? I N T RODUCT ION 0 . and draw defilers who can call upon the kings’ powers. Only in wagons with inixes and mekillots. powers of the world. Some claim to be 2)Ad`m^`Hjino`mn INTRODUCTION gods. In many DUNGEONS & DRAGONS settings. More than thirty game addresses the Dungeon Master and provides specific supplements. raiders. Perhaps the harsh environment of Athas 1)Oc`Bj_n<m`Ndg`io breeds creatures tough and vicious enough to survive Long ago. Wild creatures such the city-state of Tyr does a glimmer of freedom beckon. place are terrors such as the id fiend. the baazrag. wellsprings of life and inflicted monster after monster Athas is a world without deities. DARK & DRAGONS game in the world of DARK SUN. swine. and boxed sets supported the tools for running a DARK SUN game. The DARK SUN Campaign Setting medieval trappings of fantasy roleplaying. This book expands the character- Likewise. lesser flocks of erdlus. adventures. peddlers. halfling rogue. telling the story of the revolution in Tyr and the savage and splendid world. even elves are wise. Goliaths—or half-giants. themes. Rc\oTjp@sk`^o In the absence of divine influence. sters. Strikingly For the Dungeon Master: To run a DUNGEONS illustrated by renowned fantasy artist Gerald Brom. Either way. or horses. or maybe the touch of ancient sorcery poisoned the might of the primordials overcame the gods. influence of elemental power. abilities. instead. but this new edition of the is likely a feral. Player’s Handbook 2 and Player’s Handbook 3). and no prophets or religious orders. people tend or bureaucracies of greedy. Dungeon Master’s Guide®. 2nd Edition setting. and some claim to serve gods. Athas anny. by Troy Denning and Tim Brown. the deserts are peril- no paladins. you’ll SUN offered a compelling new vision for the DUNGEONS need the Player’s Handbook®. on the dying world. Halflings aren’t amiable riverfolk. stealthy killer. and articles in book. wizard. The halfling online or in used bookstores. In this setting. On Athas. arcane powers. the Prism the deadly sands of Athas and introduces you to this Pentad. as they are commonly ABOUTTHEDARKSUN known—are brutal mercenaries who serve as elite guards and enforcers for the sorcerer-kings and their CAMPAIGNSETTING templars in many city-states. places. ting returns to the days immediately after King Kalak’s For players: The DARK SUN setting isn’t a place overthrow. short stories. other powers Typical fantasy stereotypes don’t apply to Athasian have come to prominence in the world. The companion setting. and the human wizard setting is a reimagining of the campaign world as its story probably disguises her spellcasting to avoid being begins. and statistics for the This new version of the DARK SUN campaign set- sorcerer-kings. is well known and widely practiced on Athas. Psionic power heroes. and wolves are nonexistent. The original DARK SUN campaign setting.. in 1991 for CjrojPn`Ocdn=jjf the 2nd Edition DUNGEONS & DRAGONS® game. the DARK SUN Creature Catalog™. combinations. There are no clerics. monster themes. the brutal it. benevolent forest dwellers who guard unintelligent desert monsters can have deadly psionic their homelands from intrusions of evil. Nothing is heard now but the sighing 3)A\hdgd\mM\^`n<m`iÀo of the desert wind. as lions. bears. one that broke free of the traditional and Monster Manual®. and only a fool or a lunatic travels them alone. Today. and the tembo. A savage world waits to challenge you. Some are brutal oppressors. or eladrin city-state and ancient evils begin to stir once again. and events described in older murdered by a mob the first time she reveals her products might be different (or absent) in this edition. helping new character races and classes—that were not part of the you create Athasian builds. testimony to a time when the gods spoke to the people of Athas. & DRAGONS game. when freedom glimmers weakly in a single for the typical dwarf cleric. contains mon- Dragon® magazine. this edition of DARK SUN introduces many ele- building options in the Player’s Handbook (as well as in ments of DUNGEONS & DRAGONS 4th Edition—for example. Inc. In their and powerful forces already conspire to extinguish it. Troy Den- provides details on creating characters suitable for ning went on to write a five-part novel series. The sorcerer-kings govern through priesthoods has no cattle. was published by TSR. they’re xenophobic headhunters and cannibals who hunt and kill trespassers in their mountain forests. and “feel” for your characters. when the planet was green. People. the dwarf cleric might be a You can still find 2nd Edition DARK SUN game products desert shaman or an empathic ardent. ride on kanks or crodlus. Chapter 6 of this book downfall of the sorcerer-kings. shrines and crumbling temples lie amid the ancient ruins.a time before the sorcerer-kings. where others are more subtle in their tyr- Mj\hoc`Rjmg_ The desert planet has its own deadly ecology. which are often sculpted by the and thieves.

It is a call to take up spear and dagger. and trade on Athas. burning heat—these are the only properties that Athas possesses in abundance. rock. Water is scarce in the known regions of Athas. each a long-lived tyrant who crushes dissent. a world of cruelty and tyranny. It includes the following sections: ✦ Heroes of Athas: A discussion of the bold or fierce heroes who roam this pitiless world. magic. but it takes legions of workers—most of them slaves—toiling in the fields to support a city’s population. Rapacious nobles. City dwellers enjoy more security than do nomads or villagers living in the deserts. and those who control life-giving wells or springs jealously guard access to such riches. CHAPTER 1 TheWorldofAthas ) “Athas is an endless wasteland. and herders must drive their flocks from place to place to find good grazing. while the common folk groan under unjust laws and harsh taxation. and other matters known only to the learned. or when sunset spreads its orange flame over the Mekillot Mountains. to go and see what lurks out in the barrenness. Great and terrible sorcerer-kings rule the city-states. sun. and legions of brutal soldiers profit from or support the sorcerer-kings’ reigns. politics. yet it has a majestic and stark beauty. For most people. Every living creature in the world works constantly to obtain food and safeguard water.” —The Wanderer’s Journal Sand. life is a choice between struggling to survive in the wasted wilderness or trading freedom for the relative safety of the oppressive city-states. This is Athas. Slaves survive only as long as they can earn one more day’s worth of food and water with their backbreaking toil. to flee the cities. ✦ Athasian Civilization: An overview of culture. ✦ Secrets of Power: A look at history. J O H N S TA N KO CHAPTER 1 | T h e Wo r l d o f A t h a s 1 . corrupt templars. This chapter begins to explore the ways of Athas and its heroes. Hunters might go days without finding suitable prey. ruthless merchants. Yet it is also a place of savage beauty and barbaric splendor—a world of heroes. the world’s feral beauty stirs the untamed heart in each of us. When first light casts its emerald hues over the Sea of Silt.

.

the follow. your theme (Chapter 3) gives you only in exchange for a suitable reward? Are you access to powers you can choose in place of class powers. fascinated by the debauched ways of the roles for existing races. artists. The Dungeon Master has some decisions to the arena. 9. musicians. classes. Select Feats. world. poets. ahead to your character’s future. Minstrels also double as spies. In addition to your usual choices. fighter. and back. quicker reflexes. In addition. Every character can choose a DARK SUN-flavored theme to complement his or her class. occasions. hoping to master the magic needed to Creating a DARK SUN character is a lot like creating a char- survive. driven by a thirst for vengeance or the search for a 7. hermits. and offers new build options for the battle- you can tell with the races. a thri-kreen ranger from the Western Chapter 2 for two new races and discussions of altered Hinterlands. son sun. a hero the players know. themes. Chapter 4 presents rules on defiling slavers and fights to survive in the desert wastes. to plunder it. the opportunity to act. acter for any other DUNGEONS & DRAGONS game. however. savagery. See Chapter 4 for additional options. or by command of 4. equipment. Fearless desert wanderers seek their fortunes in the and agents. or tutors retained In any world. Clever wizards study CHARACTERCREATION forbidden arts. shaman. vehicles. fighter. Choose Race. Roleplaying Character Details. and the performers from roving troupes hired for special motivation to challenge evil. mounts. Choose Theme.” rounded by an entourage of entertainers and — Elven adage companions for hire. Athasian minstrels might be dancers. many inhabitants of Athas have the take a look at backgrounds (see the racial backgrounds potential to be heroes. This is also a good time to the arcane arts. As usual. and more—the call to adventure draws Athasians 5. Choose Skills. seraglio spies. prowess. escaped slaves. desire to make a difference in the world. seers. by mastery of the mind. Athas is no different. you might consider a Regardless of your race and class. so what motivates you to make your include powers for the battlemind. and stand? Are you a calculating sellsword who fights warlock. city dwellers. Determine Ability Scores. See C`mjd^Oc`h`n “Heroic Themes” below and Chapter 3 for more. raiders. or they might be to make a difference. and magic items name for yourself as the most fearsome warrior in the common on Athas. Mercenaries. As usual.) have a pretty good idea of who your character is already. As usual. Choose Powers. DM: Determine if you wish to use the wastes. since that will impact their equipment who fights to make the world a better place? choices. Choose Equipment. desert in Chapter 2 and the regional backgrounds in Chapter 5). and preserving for all arcane characters. Wily dune traders and proud nobles venture into monster-haunted ruins to plunder the treasures of the ancient world. myriad of motivational possibilities exist. Chapter 4 also offers optional rules for weapon Heroes need both the freedom to act and the breakage and heavy armor. heroes are those who have the power by the wealthy and powerful. Chapter 4 presents five new epic destinies you fight to survive the world. the steps as given on page 14 of the Player’s Handbook. Fill in the Numbers. see Alliance. C H A P T E R 1 | T h e Wo r l d o f A t h a s 3 . assassins. DM: Determine if you want to allow the optional better it? In a place of brutal oppression and cruel rule for wild talents. an elf rogue whose crooked dealings in make about optional rules as well. trusting to their quick wits and or honeyed words. Choose Class. The new build options (Chapter 4) sun. Whether prowess is measured by sheer physical 3. or to revel in gathering loot? Or are you that fixed enhancement bonus system (see Chapter 6) and let rarest (and perhaps most naïve) of creatures. see Chapter 3. looks at psionic These heroes represent only a handful of the stories wild talents. you might be a mul fighter whose flashing detailing the additional elements that pertain to a DARK sword wins her fame and fortune as a gladiator in SUN game. Although a 8. Between ing ten heroic themes provide a good starting place. HEROESOFATHAS “Better to die with a spear in your hands than to live with Athasian Minstrel: Each noble house is sur- shackles around your wrists. If you’re thinking grounds of the DARK SUN campaign setting. since they can influence your trained skill selection. your character’s theme and backgrounds. Do (Chapter 3). assassins. shaman. Very few altruists live beneath the crimson 6. or to as well. As usual. or a human warlord who battles against 2. to meet their destinies in the deserts or cities of the many related to the new class builds and themes. what makes you a hero? 2a. you probably (For more on these heroic themes. you face the racial paragon path (Chapter 2) or themed paragon path same basic questions as do all heroes of Athas. and ambitious templars scheme for power. Chapter 4 describes new loved one taken by slavers? Do you seek to make a weapons. Below are When you begin your journey beneath the crim. and warlock. mind. the Elven Market allow him to spy for the Veiled 1. concealing daggers beneath fluttering silk decadent city-states.

Wasteland nomads might be hunters. collapsed and heard a voice that promised to save or secret revolutionaries who desire to put an end to you in exchange for your devotion. Used carelessly. templars tribal camp. What they lack in practical a potent. wield the powers of the desert—sun. Veiled Alliance: Although many Athasian heroes H E R O E S O F AT H A S states and the wild lands. Here Like devotees of the elements. noble adepts choose DIVINECHARACTERS their own fates—a rare luxury on Athas. Many are slaves. However. lost and dehydrated. or city-states are renowned for their bloodstained wild raiders with no formal training. Dune Trader: Dune traders frequent the city. they make up for can surprise careless enemies. and others are perhaps the freest inhabitants of Athas. and the great vers. They as psionic or primal magic to keep your secret safe. disguising it will. Some are shamans armed with potent heal. destroying life and leaving barren provide a character with the ability to travel on his zones where nothing can grow again. that grants you odd powers. following the ancient excel at physical combat or the mental arts. strength and luck to avoid monsters. with years of leisure to master the martial. be sure exactly what saved your life. You their sorcerer-king’s sanction to use defiling magic at draw divine power from your holy blood. Many templars use their positions to ✦ You are a descendant of a long-forgotten demigod ruthlessly oppress the common people. or magical arts. wield the strength of forest and oasis against those if you really want to play a divine character. You can’t serve as “priests” to sorcerer-kings who claim godhood. You’ll probably life that remain on Athas. You awoke in a the tyranny of the despots. wasteland is a harsh teacher. It’s not and noble adepts have access to the finest tutors in unusual for a skilled fighter or an agile rogue to have swordplay and psionics. magic is caravan routes. or the tribes of the desert. arcane magic is people to make their fortunes. bandits. the city-states. self-taught psionic power with which she experience in the deserts or arenas. or survival in the arena. trained from childhood to fight for the entertainment Wilder: Psionic power is widespread on Athas. the high station have more choices in life than others. C H A P T E R 1 | T h e Wo r l d o f A t h a s 4 . fire. as long as they have the of the world’s primal elements. status. Wanderers don’t last glory. outlying villages. might be patriots loyal to their city above their king. or agent to a merchant house might the surroundings. unknown. Some gladiators are free beings who choose to Wilders are those who lack formal instruction in fight. but the Athasian arenas. perilous in the extreme. and heroes who draw on divine power are rare indeed. those who study the arcane arts are feared and per- Elemental Priest: In the absence of gods and secuted. A prized gladiator often receives better and many privileged nobles and commoners of excep- treatment than the typical arena fodder and might tional ability receive formal training in the Way (the enjoy considerable freedom despite his or her slave Athasian term for the study of psionic disciplines). Arcane player characters often belong provide opportunities for ambitious and capable to the Veiled Alliance. and sla- Gladiator: Life on Athas is cheap. You’re unsure of its Templar: Templars practice arcane magic. Most Noble Adept: Naturally. lured by the rich prizes and promise of glory. scouts. but the residents of rural surroundings from the damage of arcane magic. Divine magic is best to hold to the bargain you made. psionics and master their powers on their own. patron’s behalf and live in comfort. You wind—a few primal devotees cling to the powers of won’t find temples or priests of your god. In some cities. primal guardians are some suggestions for how your character might know oppose the sorcerer-kings and the minions of these about divine magic and gain access to divine powers. Serving as a merce. Gladiators are warriors who fight for gold. psionic. they maintain order in the relic’s surface represents. As origin or what the strange symbol emblazoned on agents of the sorcerer-kings. of the masses. you and your who would bring further ruin to the dying world. sand. Dungeon Master might be able to make it work. it defiles nary. some are secret assassins. but you do your even though Athas has no real gods. and they command the fear and respect of ✦ You have come to own a relic from an ancient age the desert peoples. remembered only in tales of ancient days. On Athas. The Veiled Alliance protects arcanists who divine magic. These primal guardians never meet another person who believes in any god. The people of the desert are ing abilities. parched and burned but alive. a few are a cut above their fellows. Therefore. people of wealth and come from the poorer classes in the city-states. many people of the deserts turn to choose the way of the preserver. The gods who once influenced Athas are long dead and Primal Guardian: Although elemental priests nearly forgotten by the people of the world. As a result. advisor. Still. learning to cast primal magic. you reformers who seek to correct oppressive practices. Elemental priests are no friends to the spells with the care and sacrifice needed to spare the sorcerer-kings or templars. warriors on Athas. The great merchant houses of Athas a rare talent. villages and nomadic tribes hold the priests in high Wasteland Nomad: Gladiators aren’t the only regard. tyrants. the world is fierce warriors who fortify themselves with the spirits theirs to wander as they will. long without some skill with spear or sword. Free to follow the dictates of conscience or indulge their wanderlust. ✦ Wandering in the wastes. and they have whose lineage has survived across the centuries.

Athas holds plenty of other perils. ghouls. and roaming packs of gnolls and thri-kreen that won’t hesitate to eat anyone they come across. most Athasian heroes are pragmatic and want to be paid for their efforts. greedy slavers. serve as a hired blade in a noble intrigue or a merchant feud. Farmhouses and villages lie in the middle of stony wastes with nothing more than a few bits of masonry or a lonely fragment of a wall to mark the spot where people once lived. In addition. Since ruins offer shelter from the sun and might have old wells or cisterns that still reach water. specters. con- flicts that can include poisonings and assassinations. and worse might be found in the wreckage.+ . Simply surviving in the harsh wilderness poses its own challenges. The city-states of Athas are little safer than the ruins or the countryside. Heroes who don’t care to serve as someone else’s muscle can try to establish their own venture by taking on a route or a trade that others consider too dangerous. The Tyr Region— the part of the world that includes all of civilized Athas—is plagued by brutal raiders. However. each mute testimony to a different world that is lost in the past. Many ruins have been cleaned out over the centuries. they are highly desirable lairs for desert raiders and dan- gerous monsters. bloodthirsty savages. A hero might take up arms against these predatory bands to protect a location or its people. <_q`iopm`nji<oc\n Athas is a world ripe with possibilities for adventure. Each groans under the oppressive rule of a despotic sorcerer-king and his or her tem- plars. Of course. rocky hills. Magnificent palaces and ominous towers dot the wastelands. each the former retreat of a great noble or mighty archmage whose name and realm are long forgotten. Countless ruins litter the deserts and badlands. Zombies. Many such places are haunted by undead. A mercenary might be hired to protect a caravan passing through the territory of dangerous bandits or commissioned by a merchant house to find and punish a band of raiders who plundered a house outpost. Abandoned cities lie half buried in sand or brood beneath barren. and amass treasures. it’s not uncommon for extensive caves and vaults to run beneath the sandy streets of ruined cities and towns. A hero might battle for fame and fortune in an arena (or try to survive being sentenced to fight). but others conceal hoards of ancient treasure or valuable debris such as tools and weapons of metal. If the idea of risking life and limb in monster- infested ruins doesn’t appeal to a hero. the hateful spirits of their long-vanished people. scheme against their rivals. ruins that lack water and shelter aren’t necessarily safe. or break R ALPH BEISNER into a templar treasury. Crumbling castles perch atop windswept heights or guard old passes that now lead nowhere. Merchant houses engage in silent trade wars in the markets and alleyways. Nobles jockey for influence. A character could explore forgotten undercities where the sorcerer-kings buried C H A P T E R 1 | T h e Wo r l d o f A t h a s .

and cruel. are preservers. The world is just lands of Athas are overrun with desert predators. slave traders are protected by their wealth and worth of carefully prepared defenses. elite guards. but slave tribes give little thought to guarding themselves against dis- and vengeful freelancers strike at slaver outposts and loyal subjects. but it remains a spy or informant. The battle to interests) practices the forbidden arts. gnolls. haunt the vast deserts ringing the Tyr Region. a few of the best rise above such roam the barrens. been buried by the tyrants and their allies. as hostile to elementals as it is to the mortal races. of supporting a benevolent patron or an ethical mer- Battling a sorcerer-king’s regime means fighting chant house. The Veiled Alli- defend civilization’s borders against the reavers of the ance rejects defiling.. Hordes of gith. Scores.secrets centuries ago or seek a higher station by taking and yuan-ti lurk in old palaces or strongholds far H E R O E S O F AT H A S on missions useful to the tyrants. when the heroes themselves are enslaved. but within one or two days’ travel lies a wilderness stalked by hungry ?`nk`m\o`>\pn`n monsters and threatened by vicious raiders and sav. More than a few heroes join the struggle Only the greatest heroes could face a sorcerer-king against slavers when someone dear to them is kid- in person and hope to triumph. and drakes serving the causes of oppression and tyranny. heroes who openly chal- an idealistic noble reform a city’s power structure or lenge the king’s templars will be overwhelmed. Marauding giants plunder the shores of the Sea heroes are motivated by self-interest and personal of Silt. a secret society of aggressors are motley assortments of humanoids arcane spellcasters (and a few others who share their united only by their desire for easy prey. Even then. Whether a hero from the city-states. survive. This objective might lack the grandeur soldiers. learning to cast spells with care and personal sacrifice to spare the world around them from the Jkkm`nnjmn damage of arcane magic. The where elemental powers hold sway. ferret out forbidden prac- in templars’ vaults. In the city- cadres of fanatically loyal templars. . inimical rulers. for that matter. to assist a trading house against its unscrupulous rivals. power. but vicious tribes. Shadow giants C H A P T E R 1 | T h e Wo r l d o f A t h a s . and thri-kreen ambition. Some of the powerful entities on Athas templars out to prove their loyalty to their master. The Veiled Alliance opposes Each sorcerer-king is an evil tyrant who wields awe- defilers everywhere. and centuries’ states. The city-states are reasonably secure. have to contend with hundreds of elite bodyguards. all under the command of ruthless worthy goal. In cities ers to threaten the desert people. and Another cause to which heroes might rally is that stamp out sparks of rebellion. on the shape of the world. Athas has become a place Heroes are measured by the foes they confront. monsters. the wormlike psurlons use their mind powers to dominate humans and kindred races. Sorcerer-kings the patronage of the sorcerer-kings. They exact brutal edge that the tyrants’ agents try to eliminate or bury taxation from the city folk. the true history of Athas has lesser mortals as well. tices such as reading or studying arcane magic. and with each passing year. Most templars the oppression of the regimes and safeguard knowl- are ambitious. and the occasional of fighting sorcery and oppression. They avoid the quick and easy route to civilization loses a little more ground. and all arcanists in the group wastelands never ends. Any defense that can foil the the injuries done to Athas and heal the dying world. working their capricious will In most of the world. trusting their templars to enforce civic caravans in the desert wilds. in particular the sorcerer-kings somely powerful defiling magic. including inhuman monsters worse than any stop the desiccation of the world. many of the worst and villages throughout Athas. Alliance members work against hundreds. they would napped or pressed into service—or. <_q`mn\md`n In the absence of gods. weaving dark spells that threaten serves his or her own ambitions or hopes to one day anyone nearby. sometimes and their templars. corrupt. However. but they fear their fellow monarchs and protect Last but not least. to assault. characters who strike down a templar must The end of slavery is another cause worth the vanish into the populace quickly. of templars serve each ruler. First and foremost is the Veiled Alliance. battle. attacks of another sorcerer-king can block those from Over many centuries. One could <i^d`ioCjmmjmn hardly find a more noble cause than piecing together The distant corners of Athas harbor many dark the long-lost truth and searching for a way to slow or secrets. Twisted beasts suffused with the elemental power of the M\d_`mn\i_N\q\b`n desert roam unchecked. Athas is a callous world in which many would-be ages. strike a blow for freedom is up to you. murderous raider or cruel templar. tareks. and people devoted to creatures such as archons. are more benign than others. civilization hangs by a thread. and heroes might help Within a city-state’s walls. searching for villages or outposts attitudes and come to champion great causes. salamanders. heroes can strive to understand themselves accordingly. Monstrous humanoids aren’t the only raid. In caverns beneath the desert sands. order.

Reliable water supplies and wide to defend and nurture his or her city. called) are a class of free folk who maintain empori- immortality. pendent tribes still have leaders and members with as well as between nobles and templars. however. Draj. and they rarely emerge without grand entou. and independent mer- except Tyr. herd. at a noble’s disposal. warriors of the monarchs. the monarch can call upon the resources. a stranger is likely to be the will of the sorcerer-king. detain and abuse those they wish to harass. and Urik). Without water. the templars tracts of arable land provide (or once provided) for a manage its day-to-day necessities. is fierce. tion in search of limited resources. and sheltered. The aristocrats of Athasian society usually control ers. giving their lives in forced labor. the monarch has ruled for generations. more wealth or status than others. permanent residents. Athas rely heavily on the presence of water and food. Each mer- Within his or her city. as well as others that have their ruler. Some templars wield existence that requires moving from location to loca. Such is the case with the Seven Cities that still Directly under the authority of the sorcerer-king are stand (the great city-states of Tyr. chants (or free citizens. Merchant dynasties operate large face of the king’s power. no matter how crooked they might be. fed. They are expected to maintain their holdings and On the other hand. They can punish law- an enemy willing to take what he or she needs at breakers. each sorcerer-king is a formidable defiler and Merchant dynasties (or houses. the most inde. dune traders and larger caravans carry merchandise rages and marching files of watchful guards. and in any given city-state. that houses keep large stables of slaves as laborers. The sorcerer-king seldom intervenes in templars’ supported by nobles and templars—the priests and affairs. are citizens of no city and exist outside the normal ally mandatory. (Of course. gladiatorial the sorcerer-king granted to their ancestors long ago. each sorcerer-king has chant house is a family or an alliance of dealers with absolute authority. Most noble competence. spectacles. Most reside in fortified palaces its own small army of guards and slaves that keeps teeming with minor officials and intimidating goods flowing from one region to another. They are hated and Nj^d\gJm_`m feared by commoners. and laborers. Although a sorcerer-king can be expected fallen into ruin. and seize materials for the good of the state. rivals that of the most prominent nobles. In some cities—most notably Draj and ums. Barbarity is all but even if they lack such might. as they’re often employs magic to prolong his or her life to near. fidy. from law enforce- large population. all templars enforce too common in the wastes. or outright sacrifice. living and otherwise. At any time.) Liberty comes at a In some cities. and gladiators.- . Raam. although their wealth and influence state religion. enjoy positions Ij]g`n slightly higher than those of beggars. Worship of and obedience to the ruler is usu. bigger settlements can O`hkg\mn grow. Intrepid sentries. common citizens can ask for emporiums in various city-states and pay taxes to the C H A P T E R 1 | T h e Wo r l d o f A t h a s . weapon’s edge. the Within the walls of a city-state. the heads of the noble houses form high price. tribal merchants. Merchants and craftsfolk. perhaps rightly. and disciples loyal to Nibenay. the templars: priests. treacherous even for the well prepared. as well as warriors in their employ. dismiss complaints against favored citizens. Slaves toil in the lowest level of farmland and water through hereditary titles that society. life is a hardscrabble ment to religious services. but in a handful of verdant areas or very large oases. with templars tasked to enforce this power structure. and they believe. officials. resource-gathering outposts. magical power granted to them by their monarch. discussed below). those who dwell in villages or to have private military forces ready to maintain nomadic tribes in the wilderness value freedom and order and repel invasion when necessary. diers. and trade routes Gulg—the people view the sorcerer-king as a divine in the city-states and across the hostile wastes. They being. Sorcerer-kings rule. every person has a templar organization is rife with corruption and per- specific place in the social order. Gulg. In all remaining city-states dynasties. Balic. ATHASIANCIVILIZATION Development and progress in the known lands of nothing more than to be defended. The sorcerer-kings fiercely protect the secrets of Most oases can support no more than a few hundred arcane magic and brook no rival mages in their cities. Njm^`m`m(Fdibn The sorcerer-kings at the center of urban life are H`m^c\ion sovereigns who rose to power long ago through Athasian merchants as a group include merchant unchecked arcane might. Competition among the nobles. In the from place to place. since the wastelands of Athas are a council that advises the sorcerer-king. farmers. sol- city residents lack both.

allow them to starve in freedom. scrutiny of the templars. or scavengers—are always at risk of falling out of favor. and adventurers or others who wield similar to that of a merchant house. a standing fighting tice. and commit. In many areas of Athas. Mercenaries. Even the Am``>dodu`in AT H A S I A N C I V I L I Z AT I O N most rapacious templars avoid harassing members of City dwellers who aren’t templars. . affiliated merchant houses without good cause. priests. Some nomadic tribes or bands are ment. Independent mer- risk not only the templars’ personal buying power but chants and artisans make up the bulk of this class. or servants. and bandits prey on whomever they per- spots as artists or entertainers in a household. High-minded folk sometimes crusade to end racially diverse. Slave tribes raid outlying city-state holdings ators. tribes rarely establish headquarters and outposts. gathering Those who can defend themselves are rarely harassed and selling wares all over the region. or raiding. Instead. but callous brutality toward slaves is com. Most are farmers. lages. Unlike merchant houses. who do not wish to risk losing several The bazaars of merchant tribes—especially those soldiers just to acquire one slave. A slave’s treatment depends on his usefulness and the affluence of his owner. Skilled ceive to be weak.. slavery or at least guarantee standards of decent A few tribes enjoy the sponsorship of (and provide treatment. minstrels. However. given the dangers of lation. In the unforgiving desert. whereas poorer owners take sidered nomads. C H A P T E R 1 | T h e Wo r l d o f A t h a s . Independent villages. Survival on the move isn’t easy. or nobles to provide criminals to slavery (although dangerous people are resources such as minerals or food. the resources are. taking what they need from established locals and Those with fighting skills end up as soldiers or gladi. When great dynasties. hunting. laborers. Client villages executed if enslaving them is considered too risky). the tribe moves all are considered villages. also the welfare of the city-state. but most sur- monplace. mercantile that happens. lasting freedom. or slaves are citizens. on and avoids that place for a few years. but they are of herders. They survive by moving to wherever better care of their slaves to look after their invest. Most other tribes—those that consist slaves can enjoy comfortable lives. of it as desired. run by elves—are good sources of illegal or exotic items and experiences. whereas others compete with the templar or noble judges them guilty of a crime. Most These places are more orderly than independent vil- slaveholders have few moral qualms about the prac. and spellcasters or psions who act as guards. and a merchant trading post too unfriendly to a particular tribe. They have strong or charismatic leaders and allow prac- Ng\q`n tices that are frowned upon in city-states (such as the Slaves make up a large portion of the urban popu. use of primal magic). strangers. running confidence schemes. merchants. Such marketplaces are also reputed to be shady in other ways. aren’t shy about her talents. any village can disappear or become tribal folk or villagers from distant lands who were abandoned overnight. Some are born into slavery. selling shoddy Qdgg\b`mn products. Reliable and loyal slaves are likely to receive Ijh\_n better treatment. are merchants of this type. each has a capable governor. and others are the wilderness. are chaotic. this fate usually befalls only the powerless citizens. monks. arguing that it is better to enslave others than to force. Some tribes. but only until a capricious merchant houses.sorcerer-kings in return for this privilege. nobles. especially those built by escaped slaves or members of a particular race. Many elven tribes extraordinary powers make up the rest. services to) a patron. seized by slavers and sold into captivity. When a settlement becomes a raiding tribe’s base. a slave’s life is vive independently by herding. Of course. Doing so would merchants. masters of Tribal merchants operate in a commercial manner the psionic arts. Some forge alliances with These people are free. Templars and Some villages are client settlements maintained nobles also have the power to condemn debtors and by city-states. Few slaves earn more likely to trade than to steal. prosperity as well as a source of cheap labor. hunters. vary in the level of governance (and thereby the Wealthy Athasians keep slaves as a show of oppression and corruption) imposed by the founders. A mining settlement. and others are racially homogenous. who can dispose single tribe might resort to all these methods. or defensible positions. a free citizen becomes a slave. Each slave is afforded a place according to his or especially those made up of raiders. such as a city-state. colorful places. by templars.) A few slaves have talents that earn them oppressors. Prosperous owners often see their Any people who live a mobile existence can be con- slaves as disposable. villages exist only in locales ting outright robbery. (The best soldier slaves are trained as such and caravans in a guerrilla war against their former from birth. Merchant tribesfolk try to avoid that have valuable resources. important trade cross- engaging in too much behavior that might invite the roads. they travel as an eternal caravan. A regarded as belonging to the owner. merchant houses.

Then. In addition. literacy is best kept secret. some are deranged or downright treacherous. glazing. (For convenience. although most are fully literate and standard DUNGEONS & DRAGONS abbreviations of cp for seldom face repercussions. but if they are caught. It came into being in ancient merchant houses and minters who serve the sorcerer. a character’s theme or background might few people bother swapping their currency. In merchant empo. but the gith—the degenerate descendants of are just pretty clay chips. most potentially helpful. Real coinage is a necessary guarantee of speech can speak at least a little Common. The creator of the such individuals can trade large amounts of ceramic coins dragonborn race gave it to his children as their own.) Ceramic coins equivalent to platinum pieces nobles teach these skills to their most valuable retain- are simply gold bits marked with a higher value. have real insight or power. Real coins are also useful for dune traders who deal among Underdark races. since most explain how he or she learned to read and write. means of controlling the population. not to be. or travelers who deal with as the language of arcane magic. and among these are the hermits who have useful secrets to share—if offered C`mhdon sufficient compensation. coins. and treating them in specific ways to discourage Gdo`m\^t forgery. cially information about arcane magic—is tightly controlled. threats to the stability of the system. and the Common lan- pays “taxes” to the right templars and nobles. which have different races. having been found in ancient treasure troves and circulated now and then. The typical ceramic coin—or bit. Athasian player characters are assumed to be liter- riums. Draconic is an artificial tongue devised to serve Only merchant houses. Those who rule know that truth and enlightenment make the governed less likely to ATHASIANCOINAGE accept the status quo. People who gain abilities that Ceramic coins marked in various denominations are the allow them to challenge or escape authority become most common form of money in civilized areas of Athas. and copper piece. Unless tradition forbids the use of magic. the penalties are bother to learn to read and write. A few such as defying authority. or gold bit./ . templars. Outside the oppressive city-states. Very G\ibp\b`n old coins attract unwanted attention unless the owner Athasian civilization is old. sp for silver piece. this book uses the to keep accounts. and gp for gold piece. guage is nearly universal. firing. knowledge—espe- her residence is hidden. Nobles. the ability is more severe and usually affect the counterfeiter’s entire family. probably should not reveal their skill to the templars. In practice. and no ers and slaves as well. Such a person usually settles in one H\oo`mnjaG`\midib place and survives on what the land offers. the templars restrict reading and called—weighs approximately one-sixth of an ounce and writing. where ceramic coins more. times before the peoples of the world divided into kings strike small amounts of metal coins. Some metal. common in the wilds than in urban areas. have strong leaders who boast military or magical but others welcome visitors who seem harmless or skill. The skill Sorcerer-kings back their cities’ ceramic coins with becomes a problem only if one is caught and sold into royal wealth and carefully regulate the currency as a slavery. C H A P T E R 1 | T h e Wo r l d o f A t h a s . Outcast by choice or by decree. Almost every natural creature capable the normal value. His or In the urban societies of Athas. merchants accept coins of any city (though the templars Literate characters who were not born into nobility might start cracking down on that custom). as is any source of water. Like independent villages. Many hermits have forgotten the nomads tolerate it. but city officials watch these transactions closely. Merchant houses prize metal servants to the now-vanished illithid race—still speak coinage and exchange local ceramic currency for it at full that language. Metal coins exist on Athas. travelers can exchange the coins of one city-state ate in the languages they speak unless they choose for those of another for a fee of 5 percent. Each city-state strikes its own coins. for being literate. not privilege of reading and writing without fear. for metal equivalents (or vice versa) without arousing suspicion. Common citizens and slaves can be executed is equivalent in value to a metal coin type: copper bit. Merchants can be educated enough silver bit. the ceramic currency or banning the coins of an enemy Deep Speech once served as a shared tongue city. nomadic tribes usually Some hermits avoid contact with passing travelers. value. Although few denizens of the wastes ceramic coins. along with other practices that social graces and come off as endearingly strange. sculpting. just other servants of the sorcerer-kings are allowed the remember that these denominations refer to ceramic. one issues ceramic coins equivalent to astral diamonds. a hermit lives alone in the wastes. Many of these races are no with villagers or tribes in the wastes. nobles. The against the possibility of a monarch abruptly devaluing table below shows languages known to exist on Athas. as it’s sometimes In most city-states. literacy is not Talented criminals can make good profits counterfeiting constrained. but would get one killed within the borders of a city-state.

tareks High Sun Primordial Elementals. Mist Years on Athas are named. and clicks that members of other races find difficult to duplicate. the Chachik script is an art preserved only in the thri- kreen homelands in the far west. minotaurs. By this calendar. buzzes. Sun Ascending in the 190th King’s Age. No one alive on Athas can read the Davek script. unload unwanted or which is based on the subtle motions of the sun and overstocked products. includes rasps. The Thri-Kreen language. This 375- JASON A . anakores. festival weeks to take stock. hejkins. Common most speaking creatures Deep Speech Gith. they rely on the templars to tell them about important During the three festival weeks. The elves find it useful to have a language they can use to com- municate with one another without being understood by strangers and travelers.0 . gatherings differ from locale to locale and range Months and seasons are commonly counted in from pleasant fairs to grim sacrifices. The hejkins speak a debased form of Dwarven. Every 11 years an eclipse occurs. The history of the dwarven people has been lost. and (Lowsun.” each with four 30-day emporiums. months and one five-day festival week in the middle. Most Athasians Wind find this complicated calendar less than useful. muls Davek Elven Elves. Festival of the Cooling Sun People suppose that things are more or less as they Breeze have always been. Barazhad giants. unique to the mantis- folk. and it survives today among the elven tribes. and dwarves are illiterate in their own native language. Merchants use a simple calendar known as the Merchant’s Year. leading some AT H A S I A N C I V I L I Z AT I O N to speculate that the dwarves came to Athas from the Elemental Chaos long ago. and prepare for the next third the weather that comes to the Tyr Region. dragonborn Iokharic Dwarven Dwarves. psurlons Rellanic Draconic Wizards. eladrin. the midpoint of the year) recorded by the Calendar of Kings. celebrations and events related to the passage of years. Festival of the Soaring Sun and every 45 years the Messenger—a comet that turns Hoard night to day—blazes through the sky. Elven developed in the Lands Within the Wind (see “Cosmology. halflings. A festival is a time of good deals in the day year has three “seasons. genasi Barazhad Sorrow Supernal Devils Supernal Smolder Thri-Kreen Thri-kreen Chachik Festival of the Highest Sun (start of the year) Scorch Oc`H\m^cjaOdh` Morrow The sorcerer-kings make sure that hardly anyone Sun Descending knows the true age of Athas. LANGUAGES Language Spoken by Script Abyssal Demons. Dwarven has its roots in Primordial. Most thri- kreen in the Tyr Region do not read or write.” page 17) as a form of Common. C H A P T E R 1 | T h e Wo r l d o f A t h a s . Regardless. other fey Rellanic Giant Goliaths. most Atha. not numbered. ENGLE of the year. and next year will be the Year of Haze Wind’s Reverence. Last year was the Year of Bloom Desert’s Slumber. Rest sians are too concerned with day-to-day living and Gather survival to wonder about what happened in the past. the current year is the Year of Priest’s Defiance. gnolls Barazhad Common Humans.

few people know the annals of their world. today. taking little notice of its mortal servants. Some sorcerer-kings pretend to godhood and immortal rulers who battled one another long ago. Some say the Desert bling texts in the sorcerer-kings’ libraries suggest that Age began a few centuries ago. Because of this the sorcerer-kings know more. and Waverly fell during this ers are regarded with deep suspicion by the templars. Fleeting tales whisper of eras that pre. makes for a grim and uncaring deity. towns. psionic abilities that can be surpris- rich with water and thronged with cities and realms. ceded the Green Age. spy for Cdnojmtja<oc\n them. chance to train their powers formally can develop They do know that Athas used to be lush and green. centuries of chaos and suffering in as healers and defenders of their villages or tribes. a sturdy mental arts and learn to slay with a thought. harm done to the world. Athasians turn to other types of stories. damental vitality is leeched away: Plants wither. any traveler can see surprise after a foe in the arena used a wild talent to the evidence of the former world crumbling in the telekinetically grab a discarded weapon or teleport a deserts. and foil the efforts of masters who work for Since common Athasians are forbidden to read or their rivals. In the absence that it is two or three thousand years old. potion fruit to a wounded ally. and other primal wield- such as Bodach. which the civilizations of the Green Age died. wild talents. and the mysterious ruins. Eventually. but no definite knowledge of such soil at the site of the casting is drained such that fantastically ancient days remains in the world unless nothing will grow in that spot again. the wars of the Red Age guttered who dislike the notion of magic that lies outside the out. wars in which spells a sorcerer-king and gain the ruler’s sanction for their of nightmarish power spread destruction throughout spellcasting. Wise druids “the Way. Some say that the kingdoms of that era fell practice their arts in secret or seek the patronage of into centuries of vicious conflict. More than one gladiator has died in This knowledge is no secret. Poor or nomadic Athasians who miss the write. C H A P T E R 1 | T h e Wo r l d o f A t h a s . What is known for sure is that the Red Out in the barrens. Other Athasians venerate the primal dants of the sorcerers who put an end to the Red Age spirits of the world or turn to cults of demons or pri- wars and founded the known city-states in the few mordials. Most nobles and merchants employ talented psionic masters to advise them. those who use arcane magic The circumstances that ended the Green Age are are hated and persecuted across Athas. Ancient bridges span empty watercourses.” psionics serves the same purposes that guard their sacred groves and hidden oases with the arcane and divine magic serve on other worlds. Cities Shamans. In some of true divinities. The details of the calamity that befell Athas are The ruins of ancient shrines and fragments of crum- not the only facts in dispute. They must unclear. Fun- Green Age. Psionic power is prevalent on Athas. wielders of primal magic serve Age followed. Without taking special care—by using the technique and the ruins of great cities are filled with sand and of “preserving”—an arcane spellcaster can defile the monsters—all remnants of the time known as the immediate surroundings by casting a spell. Unfortunately for worshipers. dilapidated castles sag on hilltops over deserted Arcane magic is dangerous and uncommon. they are the descen. worship them. a primordial habitable spots left in the world. druids. The Desert Age. although it is rarely practiced in the cities. leaving older and even more animals and people suffer crippling pain. It powers of the primal spirits.1 . shield against harm. ingly powerful. for Athas is an innately magical natives practice the psionic arts. gods of old have been silent for dozens of centuries. Others say that the fearsome Dragon of Primal magic is more widespread than arcane Tyr came to Athas in a falling star and laid waste to magic. Celik. SECRETSOFPOWER The sorcerer-kings and their templars strive to keep the people of Athas ignorant of the true history of Kndjid^n\i_H\bd^ the world and the secret forces that move through it. all domains. the world. and the ability to perceive hidden things. and many The effort is in vain. shrines to vanished gods lie dusty and silent. wardens. while others claim the gods were more active in the past. Widely known as world that offers many paths to power. the current sorcerer-kings are the same gods. leaving a blasted and desolate world that endures control of their tyrannical overlords. encouraging their subjects to According to other accounts. brilliant psions study the offers a potent weapon against enemies. Many people refer to the current period as the Divine magic is virtually unknown on Athas. build false mythologies. time.

Unlike the from unchecked elemental manifestations). an otherworld Inner Planes. Sages who have scried Ral report that it is covered in great green seas and mountain-islands of dizzying heights. churning realm from which all the an eladrin palace and never see it because it lies in energy and elements of the world were formed. are summoned by reckless rituals or planar rifts. combining all fragments scattered across Athas.” this otherworld seems to be an echo or reflection of Athas. but they function only at unpredictable intervals. and vortexes such as volca- spirits of the dead linger amid the haunted ruins of noes. Many erudite thinkers believe that the Gray acts as a barrier between Athas and other realms beyond. These pockets are small. Known in some ancient texts as “the Feywild” or “the King- doms Invisible. Ral. No godly domains remain within reach of mortal travelers. The Lands Within the Wind are home to the eladrin. Athas is close of shadows and ghosts. It is absent from most places around the planet. suggesting that the presence of civiliza- fearsome nightmare beasts. Some sources call this otherworld “the link the planet to corresponding parts of the seething Shadowfell” or “the Plane of Shadow. Ral and Guthay.” Like the Lands realm. In the eladrin of the fey realm. C H A P T E R 1 | T h e Wo r l d o f A t h a s . and desert flats known as “anvils” great cities. is the closer of the two. the domains of the gods could be found in starry seas beyond the Gray. Some the other plane instead of on Athas. Guthay. But the Astral Sea has been empty for ages. including mighty shadow giants. Elemental influences grow steadily stronger Within the Wind. but pockets of this realm lie in remote deserts and mountains. would fit inside the walls of Tyr. sand gyres. The few Athasians who have journeyed beyond the Gray into the depths of the Astral Sea (usually agents of the sorcerer-kings. sources call this realm “the Elemental Planes” or “the The Gray is another echo of Athas. and that long ago. the restless to the Elemental Chaos. A traveler could walk right past Chaos.2 . especially the Forest Ridge. and many peoples assign different meanings to the motions of the stars and planets. from fell are much more hostile to mortals who venture which come the demons that plague Athas when they into their domain. All Athasians know the night sky and its familiar constellations. the smaller and more distant moon. >jnhjgjbt S EC R ET S O F P OW E R Most Athasians know nothing of the worlds and planes that exist beyond their own. and their writings are locked away in the vaults of the sorcerer-kings. Travelers in the wastes tell of the Lands Within the Wind. Stories tell of ancient moon- gates on Athas that lead to both Ral and Guthay. the denizens of the Shadow. Athas has two moons. Very few scholars have studied such topics at length. an otherworld of magic and enchantment that exists alongside the material world. and a race of devils that tion or natural life holds true elemental power at bay traveled to the Gray when the connection between (or that in the distant past. and the easy connections between the plane and Athas have been severed. a vast. Tyr Region. an elflike race of Underlying the rest of existence is the Elemental mysterious powers. dispatched to S A R A H S TO N E seek long-lost treasures) have found little more than desolate ruins and terrible abominations. depths of the Elemental Chaos lies the Abyss. is a golden orb mantled in steaming mists beneath which lie scarlet jungles and marshy seas. a mottled green in color. scholars believe that the total amount of the plane remaining in existence. the Gray is home to strange and and more chaotic as one travels farther away from the powerful creatures.” In cosmological terms. the region was shielded their home plane and Athas withered. In this realm.

or eat you. following the background rules in Player’s Handbook 2. Muls are phenomenally tough and enduring. an incredibly tough race of half-dwarves. CHAPTER 2 | Races of Athas . and halflings. and new racial paragon paths. muls combine the hardiness of the former race with the drive and flexibility of the latter race. This chapter’s races follow the same format as the ones in the Player’s Handbook. primal warriors who are notorious for indulging in cannibalism. halflings aren’t good-natured riverfolk known for their amiability and pluck. the world of Athas is unique. ✦ Mul: A mix of dwarf and human bloodlines. instead of describing example adventurers. ✦ Thri-Kreen: Insectlike hunters of the wastelands. the half-giant thug. It includes the following sections. the thri-kreen are quick and deadly warriors. including two character races: muls. it’s best to assume that everyone you meet intends to rob you. dwarves. In addition. However. Similarly. new approaches to familiar races. They’re fierce savages and headhunters. This chapter looks at new character races. Athas has few forests to speak of. and unforgiving. the entries in this book provide racial backgrounds. and its elves are thieving nomads and raiders who wander the deserts and wastes. Many of the more familiar races of the DUNGEONS & DRAGONS game roam the wastes of Athas.” — Zandar. ✦ Peoples of Athas: The world is home to cultural variants of familiar character races such as elves. CHAPTER 2 RacesofAthas * “Until you learn otherwise. exotic. ✦ Racial Paragon Paths: The mul battle slave and the thri-kreen predator are the epitomes of the races they represent. For example. How- ever. and the mantislike thri-kreen. a new goliath W I L L I A M O ’ CO N N O R paragon path. the elves of Athas aren’t flighty forest dwellers who dance in the starlight and celebrate the living world around them. enslave you. Other races have similar variations from their expected roles. provides goliath characters with a distinctively Athasian option for their paragon tier. a swift and deadly insectile race. mul mercenary Savage. This harsh environment has given birth to a number of new peoples and monsters.3 . these beings have adapted over the centuries to their brutal home and bear little resemblance to their counterparts on other worlds.

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agility. In fact. and battlemind classes. as long as you meet any other requirements. most muls are born into slavery. you shrug off an effect that would daunt a lesser person. W I L L I A M O ” CO N N O R CH A PTER 2 | Races of Athas -+ . Mul Vitality: Increase your number of healing surges by one. . ✦ to be a member of a race that favors the fighter. Tireless: You need to sleep 6 hours in a 72-hour period (instead of a 24-hour period) to gain the benefit of an extended rest. barbarian. They have the stature. . Effect: You end any ongoing damage or any dazed. Because they are strong. Ability Scores: +2 Constitution. and blessed with fantastic endurance. coupled with the physical resilience and endurance of dwarves—a rare combination of qualities that makes muls more than a simple blend of the two races. tough. or weakened condition currently affecting you. ✦ to be tough as nails. born to fight RACIAL TRAITS Average Height: 5´ 8˝–6´ 4˝ Average Weight: 200–300 lb. +2 Streetwise Born of Two Races: Select either human or dwarf. Muls are half-dwarves. MUL Tireless and unyielding. Incredible Toughness: You have the incredible tough- ness power. descended from the union of a human and a dwarf. ✦ to play a hero who fought his or her way out of the bonds of slavery. stunned. +2 Strength or Wisdom Size: Medium Speed: 6 squares Vision: Normal Languages: Common. You can take feats that have your choice as a prerequi- site (as well as those specifically for muls). Encounter No Action Personal Trigger: You start your turn. Incredible Toughness Mul Racial Power Through dogged determination and sheer physical hardiness. quick. muls are highly prized as slaves. Play a mul if you want . Dwarven Skill Bonuses: +2 Endurance. slowed. and mental flexibility of humankind.

” Pronunciation varies or training. how to forge alliances and understandings. callous. they the arena or grinding toil in fields or quarries. most find Muls who set their hearts on freedom are diffi. Tirshel. endur. they honor their dwarven heritage with Male Names: Aram. In this way. which means “strength. The Dungeon Master might have mul insubordinate. Scarred: Your scars and bat- fighting skills to whomever they can. Borthomar. are fond of tattoos and favor simple geometric pat. stern features ing what they will gain from providing aid. Marok. driven. narrow waists. Although one might expect muls to average while very young and subjected to brutal training for somewhere between dwarf and human stature. body? Do you have only a few. honest. while by the hardships of their upbringing. Sanozar. Many grow up Muscular and fit.Kctnd^\gLp\gdod`n Muls are hard. your or by completing a dangerous task for their mas. Muls have little collective racial identity and adopt the dress and fashion of their homes. spend their days not as heavily muscled. Associated Skills: Intimidate. with strong. pragmatic folk with little MUL remorse or sympathy in their hearts. victories. Despite and small. Freedom’s Call: You have been a slave all your life. and athletic. scarred powerful thighs. and a few have eyes of a star. You have known little flee captivity can win their freedom in the arena more than abuse and hardship in your life. Narisel. Gard. Slaveholders Reshel. Zorus Female Names: Aisa. they Mul Characteristics: Angry. Himithis. strong. but many muls have a copper or deeply slave pits and the underclass of society taught them bronzed complexion. or many? ters regard mull as the most accurate pronunciation. Females. Laivi. Niva. Faivel. Zedath. Rikus. Streetwise CH A PTER 2 | Races of Athas -. others who escape become mercenaries and sell their Broken. occupation. muls inherit the best features of both races. you a common laborer. Most muls begin their lives as slaves. Male muls have truly sequently. Muls have life spans comparable to those of humans. These decorations separate the seasoned throughout the Tyr Region. . Intimidate CALLEDMULS? Tattooed Warrior: Most enslaved muls bear tat- The word “mul” is derived from the Dwarven term mul. More than a few muls. Rikard. Beaten. A few highly prized gladiators receive so many cruel masters. Con- are taller than most humans. skeptical. blunt. assume master? How did you escape your tormentors? that your mul character has already won his or her Associated Skills: Endurance. although grasping mercenaries who have learned never to lift a some grow topknots of dark hair. ing toil and hardships that would kill lesser folk. and now you want nothing more than to be free. the word can be pronounced muls from the green ones and help owners identify as mool. violent misanthropes. bones broken and your spirit tested as you toiled for ters. Durn. Bost. What sort of work did you do? Were privileges and comforts that they are effectively free. Aivel. are tall. zhennedar. slave warriors. or did you fight in the arenas? enjoying great latitude to go where they want and do Why were you targeted for so much abuse? Were you as they wish. What sorts of tattoos decorate your derivation of the name. designs reminiscent of dwarven motifs. Darus. muls resemble powerfully built under the lash. whereas ment in a gladiator for the arenas. mull. Growing up in the humans. Heal freedom by the time the game begins. Given the slaves’ names). their chattel (since few owners bother to learn their sidered derogatory and might start a fight. vival demanded nothing less. Callia. although this last variation is con. driven. and trust to anyone. Demosis. Morg. Saditha. stubborn terns rather than depictions of creatures or objects. Kg\tdib\Hpg Elina. Erekard. sages who care about such mat. as bitter. Eben. Brithis. their tendency to be sullen or self-centered. having been taken from their parents humans. or mule. and thick arms. Darok. fierce. Uskan. Who owns you? What are you prepared to do to win WHYARETHEY your freedom? What will you do once you have it? Associated Skills: Endurance. Harask. However. Uisel. Muls make outstanding Combining dwarven toughness and human inge- gladiators. and heavy laborers. nuity. Muls who don’t tered features tell your tale. Many muls of both genders are hairless. muls have a hard time offering friendship heroic proportions—broad shoulders. Although muls can serve in many ways. toos that designate ownership. stern. their sur- tling honey-gold or green-gold color. their lives shaped by a noble’s desire to create a cult to keep in chains. Their faces hint at finger on behalf of another person without establish- their dwarven ancestry. If not. or did you suffer under a tyrannical heroes start the campaign as slaves. muls can Mul skin and eye colors are as varied as they are in learn to work alongside others. Some escape to the wilds and worthy champion or a merchant’s calculated invest- become raiders or join tribes of ex-slaves. Raina. Others are suspicious. stoic. Zerima throughout the Tyr Region have long known that tre- mendous hardiness and stamina result from mixing Hpg=\^fbmjpi_n human and dwarven lines. swept-back ears that come to subtle points.

. damage. vive in a harsh world. A pack is a larger social unit that consists of any number of Play a thri-kreen if you want . the hunt and the predator-prey relationship. But despite Thri-Kreen Claws Thri-Kreen Racial Power their fierce appearance. hatched. Their Average Height: 5´ 4˝–6´ 6˝ lowest pair of limbs is used as legs. Both the middle and the upper Speed: 7 squares pairs of limbs have three clawed fingers and one Vision: Low-light opposable thumb.” Thri-kreen are mantislike humanoids that hunt in Every thri-kreen has a birth clutch that consists of all packs throughout the wastes of Athas. The concept of the clutch combines “team. powerful mandibles. leaving heavy work to the Size: Medium stronger upper arms. an individual kreen has a close bond. In combat. AC strength and cleverness merit respect no matter who Hit: 1d8 + Strength. and you require only 4 hours of torpor (rather than 6 hours of sleep) to gain the benefit of an extended rest. sary. behavior. have most of the same needs and morals as do other races. You gain a bonus to the damage roll equal to Thri-kreen view everything through the lens of the number of targets. or Wisdom + 3 (6 at 11th level weak deserve contempt. Thri-kreen are other clutches. THRI-KREEN Alien to most people of Athas. roundings. pair of limbs serves as arms. thri-kreen enter a torpid Thri-kreen have short life spans and rarely reach state. Multiple Arms: Once per turn. Obeying their pack instincts. they simply prioritize those needs and morals Encounter Minor Action Melee 1 differently. +2 Nature both sets of limbs would be awkward and unwieldy. the insectlike humanoids can be loyal and courageous companions. Torpor: Rather than sleep. sandy-colored chitinous plates. A Level 21: 3d8 + Strength. and many also have psionic abilities. and physiology often seem bizarre to members of other races. 30 years of age. challenges to determine the pecking order. assessing E VA W I D E R M A N N ✦ to be a member of a race that favors the monk.” “friends. and 9 at 21st level) vs. The lazy and Attack: Strength. In this state. their possible clutchmates in secret or. Later in life. Their wedge-shaped heads have large stored on your person) as a free action instead of a compound eyes. and ranger classes. The middle set of limbs is small but dexterous. and minor action. which is easier to pronounce with their mouth parts. thri-kreen try to ✦ to roleplay a race with beliefs and practices far dif. or three enemies solely on physical and mental ability. two. or Wisdom modifier clutch is a small group (no more than six) to which damage. and the thri-kreen use them Ability Scores: +2 Dexterity. clutches. likewise. have a running start when jumping. They have surviving members of the group of eggs from which it adapted to the harsh climate and are experts at sur. If deprived of a clutch. Thri-Kreen pair lacks the strength for this purpose and using Skill Bonuses: +2 Athletics. Thri-kreen seize CH A PTER 2 | Races of Athas -- . and their upper Average Weight: 180–240 lb. Dexterity. Most important. thri-kreen hold weap- ons or shields in their upper limbs. Dexterity. Dexterity. or Wisdom modifier damage. you can draw or Swift and athletic. you remain aware of your sur. regardless of race. a thri-kreen is bio- ✦ to be a pragmatic hunter who knows how to sur. +2 Strength or Wisdom for fine manipulation. They use a series of ferent from those of humans. two (mostly vestigial) antennae. each kreen forms one or more viving with only scarce resources. find their place in any group. basic social units are the clutch and the pack. They can speak an accented Natural Jumper: A thri-kreen is always considered to form of Common but prefer their own language. perhaps centered around adventur- nimble. when neces- druid. logically compelled to seek out a new group to join.” and “family. thri-kreen judge others Target: One. demanding trial by combat. tearing at nearby enemies. or Wisdom modifier demonstrates these qualities. Their Level 11: 2d8 + Strength. these desert-dwelling creatures live for the thrill of the hunt Kctnd^\gLp\gdod`n The insectoid thri-kreen have six limbs and are cov- RACIAL TRAITS ered in tough. ing groups or specialized hunting parties. Kg\tdib\Ocmd(Fm``i Thri-Kreen Claws: You have the thri-kreen claws power. Thri-kreen minds. Dexterity. Thri-kreen You quickly lash out with all your claws. thri-kreen are natural climbers sheathe a weapon (or retrieve or stow an item and jumpers. since the middle Languages: Common. .

Pak’cha. eager to fulfill the duties of their position. Heal The clutch mindset influences all thri-kreen actions. side humans. Indeed. any member is free to voice its opinion and offer advice. pack worry you? They might be untrustworthy. Do you look Male and Female Names: Cha’ka. Kacht-ta. Ka’tho. Insight nomads of the Western Hinterlands and have little Explorer of the World: The odd creatures experience in cities. for new allies worthy of being in your new clutch? Do chkit. . khan who once ruled your race and worked along- ✦ Challenge a weak leader. What more can you Tablelands. Is it even possible for these creatures to be worthwhile clutchmates? DUTIESOFACLUTCHMATE Associated Skills: Diplomacy. T’Chai. a thri-kreen er’s commands. Last of the Clutch: As a result of battle or tragedy. taking advantage of their physical talents. for the clutch you delve deeper into thri-kreen history? Has your must endure. All must contribute to the good of the clutch and the success of the hunt. of raiders that plague the Ivory Triangle and the and they exude a delicious scent. showed you images of the Great One. for the clutch must be orderly. single-minded. Those who fully pursue these gifts often become monks or battleminds. a kreen’s first instinct is to collect any useful possessions that belonged to the attacker or (in the case of beasts) to harvest the body for food. a potent vision—a triggered racial memory that ✦ Accept your place in the clutch and follow the lead. History then to prey. Drik. Each member of the race is born with the clutch mentality and an innate knowledge of the Thri-Kreen language. Do you seek to restore the alliance ✦ Offer advice to the leader. Sa’Relka. Tak-tha you try to find and rescue your imprisoned clutch- mates? Was it your failure that led to your clutch’s Ocmd(Fm``i=\^fbmjpi_n fate? Has it been difficult to survive on your own? Thri-kreen are a people of the deep desert. Kreen estranged from their people form learn about them? Does their lack of ties to clutch and new clutches with companions of other races. for the clutch must be strong. Some attribute this natural ability to racial memory. They take orders from the pack or clutch leader without hesi- tation. CH A PTER 2 | Races of Athas -. but they are willing to accept subordinate roles in the presence of powerful allies. Despite the apparent autocracy of a kreen group. Chuka-tet. dutiful. experience awakened latent abilities and led you to ✦ First fulfill your duty to the clutch. In thri-kreen culture. between your people and other humanoids? Do ✦ Protect the clutch and clutchmates. When a thri-kreen encounters a place or an item that played an important part in kreen history. and you are the only one left. each thri-kreen is expected to have expertise in matters the others do not. and Follower of the Great One: You experienced the duties to the clutch are many. but some come from large packs around you are covered in soft flesh instead of chitin. Many thri-kreen develop psionic abilities. observant. Thri-kreen rarely fight out of malice and see no need for aggression unless it is the best means of obtaining the resources they need to survive. become a psionic character? then to other kreen.leadership of groups in which they’re the strongest THRI-KREEN members. it might see flashes of the past—an upwelling of racial memories long suppressed but present in all kreen. After a victorious battle. then to the pack. Why do they lie down and close their eyes for hours on end? Perhaps they are weak or lazy. Ka’cha. Most are Associated Skills: Endurance. Pik-ik-cha. then to intelligent creatures. predatory. for the clutch must be wise. for the clutch must be foremost. combat is just another kind of hunt. tough the other members of your birth clutch were slain or captured. Hakka. Self- defense is another matter—a thri-kreen who has been attacked can’t fathom any response other than a vio- lent counterattack. Lakta-cho. and Associated Skills: Diplomacy. Thri-Kreen Characteristics: Distinctive. inscrutable.

choose one of the following benefits (with your Dungeon Master’s consent): ✦ Gain a +2 bonus to checks with one of the skills asso- ciated with your background. sorcer- ers. monstrous individuals as long as they seem willing Racial: Racial backgrounds show how a DARK SUN to trade or talk instead of fight and they don’t act in a race differs from the familiar presentation in the Player’s threatening manner. You can pick as many background elements for your dwarves. Most dray were cast out of their home by their creator. as they call them- selves—are a strong. Other: Other background elements. hiring raiders or mercenaries of other races to serve as their slave catchers. character as you like. ✦ Gain one language associated with your background. elves. looking after the group’s interests. and more. goliaths. Dragonborn clans strike deals with the sorcerer-kings of various city-states. tieflings. wealthy merchants. Regardless of how many background elements you select. Nobles. and templars have need of a CH A PTER 2 | Races of Athas -/ . or speculators. ?m\bji]jmi#?m\t$ Created many centuries ago by the sorcerer-king of Giustenal (page 162) to serve as a race of sorcerous warriors. Dragonborn who object to trafficking in slaves often earn a living as deal brokers. moneylenders. muls. dragonborn—or dray. They also help decide why you became an adventurer and establish your character’s personality. PEOPLESOFATHAS Many different kinds of intelligent creatures popu- late Athas. From those ancient refugees arose a race of mercenaries. can put the finishing touches on your character. Regional: Choosing a homeland gives your character grounding. See Chapter 5 for regional background elements. ✦ Add one skill associated with your background to your class’s skill list before choosing your trained skills. and the streets of the city-states are CHARACTERBACKGROUNDS crowded with folk of a dozen kindreds: humans. but three is usually a good number. They live in tight-knit clans that often share a secret citadel or tower in the wastes. helping you establish his or her perspec- tive and knowledge about the world. genasi. thri-kreen. shifters. tareks. The dragonborn are not a numerous people. Handbook. offering key facets that help make your character unique. and slave traders known for their calculating (and sometimes duplicitous) ways. such as those found in Player’s Handbook 2 and other sources. and a handful of dragonborn survived when Giustenal was destroyed. Dregoth. The typical city When selecting elements. Clan members roam far from their mysterious retreats. Some dragonborn clans take part in the slave trade. when you create a character. resilient race of dragonlike humanoids. They are also renowned as sorcerers for hire. paying richly for licenses or dispensations W I L L I A M O ’ CO N N O R to practice arcane magic in those locations. choose from the following dweller rarely gives a second glance to fantastic or categories.

sible for members of that race to appear as exceptions don a task or leave work half done. They tend to the tales of their past glories and bitter defeats alive be avaricious. metalwork—rare though it might be—is the finest to be found. They usually have little or no hair. and trolls are among the Dwarves are known for their stoicism and single. Perhaps your clan’s mine is played you meet assume that you might be. Are there city. Despite the current absence of dwarven cities or P EO P L E S O F AT H A S Naturally. Streetwise ?r\ma The dwarves of Athas have the stature of their kin- dred in other worlds—short. are fiercely loyal to their clan brothers and sisters. dwarves set aside (with the Dungeon Master’s consent). and canals are marvels of design. Some were eradicated in ancient wars. explorer stranded on Athas or a hero from the past who Dwarves have no lands of their own and live was hurled forward to the current age by a magical con- among the other folk of Athas. and dwarven until the vendetta is settled. observe the exact wording of any deal or bargain they strike. and amoral. Even if a race was wiped out long ago. They reside both in vulsion. some hands and feet. mindedness. or Clanblade: You grew up in an insular dragonborn maybe raiders destroyed your family’s holdings and clan. and is he or she still alive? To whom have you someday? sold your skills since? Did you treat your employers Associated Skills: Dungeoneering. and now you search for a new deposit to work. The dray learned long ago Although the dwarves of present-day Athas carve no that they can rely only upon one another. Devas. your character might be a planar and coercion. but there’s no reason you can’t play the character builders and farmers instead of nomads or raiders. and the dwarves keep phy rooted in their exile from Giustenal. CH A PTER 2 | Races of Athas -0 . although they carefully across the centuries. were the marvel of the world. dwarves have a rich cultural history anyone else suspicious of arcane magic) regard drag. Nature fairly. and they great citadels and retain few of their ancient holdings. other worlds are never seen on the Athasian variety. stonemasons. cis- an injury to one of its own. races that no longer exist on Athas. poor or well off? Why did you leave? Associated Skills: Insight. and they tend to be world. other races lived on Athas. you were apprenticed to an scattered your group to the four winds. and thickly THEVANQUISHEDPEOPLES muscled. the Dungeon Master is free to modify this hand. callused exist today. You might be the only one of your kind in the cities and in the countryside. sly. or a campaign. striking back against the oppression of the templars You sell your magical talents openly. or maybe you discovered that you had no dispensation purchased by your clan.sorcerer clan’s services and pay very well for them. where its members are respected as expert Spellscale: You are heir to a tradition of arcane artisans or engineers. They fix their minds on the task at However. with wide. Perhaps you left the clan after magic dating back to the earliest days of your race. since it’s good business to have a reputation for ?r\ma=\^fbmjpi_n living up to agreements. ?m\bji]jmi=\^fbmjpi_n Desert Miner: Great toil often yields great Your clan likely has business dealings—some legiti. and some less so—in several city-states. sagas and secret traditions. Streetwise city-states. members of the Veiled Alliance (and strongholds. and flowing beards that are the pride of male dwarves on others died out with the passing of the old world. out. or well diggers? Are they free Associated Skills: Arcana. Who was your by the dream of founding a rich holding of your own mentor. A your people remain the most talented stoneworkers clan gathers from far and wide to avenge an insult or and engineers in the world. It’s just not in their nature to aban. rewards. dwarven cities Dragonborn live by a brutally pragmatic philoso. whether it is a challenging feat of engineering. passed down from generation to generation in great onborn with suspicion. you want to play. Early in your youth. or did you cheat them in some way? Skilled Artisan: Your clan resides in one of the Associated Skills: Insight. You come from a clan of miners who labo- mate. Do your kin- older relative who taught you how to make a living folk still wait for you somewhere? Are you motivated as a smuggler. bearing a or nobles. list of vanquished peoples in his or her own DARK SUN an intricate work of craft. Dwarf-made wells. but most people bones of the earth. gnomes. ogres. or slaver. mercenary. Intimidate or slave. Long ago. Not all riously scratch and claw buried treasures from the dragonborn are slavers and defilers. What trade do your kin follow—are they do you react when people scorn you for your magic? armorers. races that do not spent toiling in the hot sun. kobolds. a struggle for survival. For example. the were hunted down by agents of the sorcerer-kings. Most dwarves have deep tans from lives Long ago. and the group won’t rest terns. if you the object of their focus only after much grumbling want to play a gnome. it’s pos- quest for revenge. orcs. passion for the work and left to find your fortune states where you are not permitted to practice? How elsewhere. sturdy.

your elven tribe. enemies do you oppose to keep your home safe? oases that vanish with the rising sun. They are thought to be a perilous race of latans. but you are free in a way that few of the eladrin maintain their shrinking fey domains others can understand. @g\_mdi to act against those whose defiling or recklessness puts your homeland at risk. and petty theft. Herding. they abandon their previous deals. elves Eladrin are almost completely unknown to most rarely stay in one place for long. The race abandoned the elven market. entertainers. Traders and herders. the fey never-ending bazaar where the elves (and others realm has all but vanished. When it’s important to Behind you lies a childhood in the fabled Lands maintain a valuable trading relationship. the ancient lords people in contempt. they can manage forty miles a day or more. have a knack for being in the right place at the right tige of civilization remaining in (or near) the world. @ga denizens of the Lands Within the Wind (also some. thieving. such mounts are used as concept of using arcane magic is anathema to eladrin. when you can. and guard them from mortal knowledge. to live in the moment. up. eladrin psions are among the most knowledge. elves honor Within the Wind amid the fading splendor of a dying their word and barter in good faith. or misdirect outsiders. drudgery. Instead. Were you a pickpocket or a burglar. they people are collapsing and decaying. arcane magic long ago. preying on the dull-witted locals? Were you an entertainer who CH A PTER 2 | Races of Athas -1 . They are also char- Athasians. They describe the realms of the eladrin. Each of the enchanters who ward their secret towers and unseen great city-states hosts a branch of the Elven Market—a palaces with madness and illusion. day in and day turned to psionic power and delved deeply into the out. For good or for ill. your fate now lies in the they perceive an opportunity that is too good to pass mortal realm. determined to exact meaning from that destruction? @ga=\^fbmjpi_n Do you hope to find another home to call your own. a member of their tribe. you that the secret doors to those realms remain hidden. avoiding unpleasant tasks and Most are refugees who have left their fading home. You are one of these veiled warriors. and they fiercely guard the remaining fragments of If a sorcerer-king sends his soldiers to punish an their home against reckless spellcasting. lie to. decadent. elven tribe for a brazen act of theft or lawlessness. and it is ing a short-lived elven market wherever it pitched its your duty to study mortal affairs—and. Are you a grim avenger. who deal in goods of dubious origin) sell their wares. or were stolen from their rightful owners. tents. But the moment world. But few outsiders gain the friendship of an forever. Stealth carried off to noble palaces invisible to the mortal eye. Haunted Survivor: The ancestral realms of your Although elves are fickle business partners. Elves are tall. taking what what they must to survive. Whom do you serve? What Dune traders spread tales of cities hidden in mirages. Nature regard elves as vagabonds or vermin and hold your Veiled Warrior: In a few places. To ensure Market Thief: From your early childhood. and travelers Associated Skills: Nature. The very gravely wounded. Tribes which their home plane was destroyed. and even the most offi- This attitude makes eladrin haughty. beasts of burden to carry the tribes’ goods and tents. elves Eladrin regard their hidden realms as the last ves. and demanding. own home already destroyed. as a crodlu or a kank. long-legged desert rovers whose tribes times called the Feywild). Every year. more can be true and loyal friends to those who win their and more of the Lands Within the Wind vanish trust. deceit. and you have pursued pleasure you can from a world soon to pass away? many occupations in your time. Some are spies or messengers. You have become a rootless vagabond. Some Athasians Associated Skills: Endurance. Normally. tasked with watching It’s true that many elves dislike hard work and prefer the sorcerer-kings or rallying opposition to the tyrants. driven out of their native realms catch a tribe that has a mind to be somewhere else. and one does so only if ill or able and dangerous individuals on Athas. he Eladrin adventurers are rare in the mortal world. In truth. thieves. condescend. establish- world. viewing it as the agency by Elves run swiftly and with great endurance. time to peddle their wares. They have little regard for anyone who isn’t lands behind in search of a new way of life. trading. cious templar appreciates the selection of goods in ing. Still. not out of malice so much as a desire to separate the gull- @g\_mdi=\^fbmjpi_n ible from their items of value. wander the face of Athas. Most Athasians consider elves lazy and deceitful. under a death sentence for practicing forbidden magic. the eladrin dispatch spies and watchers into the mortal Your tribe roamed from village to village. raiding—your people do or are you content to live for the moment. mastered the arts of chicanery. The stories of hidden kingdoms in the desert are true—in part. posts that remain there are crumbling into ruin as Many elven goods are cheap baubles of little worth their land is burned away by defiling magic. Elves happily take advantage of. steal from. and raiders. might find that not even kank-mounted cavalry can Some are exiles. and the few eladrin out. Elves consider it shameful to ride an animal such Way.

plun- dering villages and settlements for water. and prestige. and others who wield the power of the elements or nature lie outside the bounds of such disputes and rivalries. Most sor- cerer-kings have hundreds of goliaths in their armies and shower the mighty warriors with luxuries in exchange for their loyalty. and other supplies. a desert people who Whom did you serve? Were you a slave. from a tribe of nomadic herders. creating the hardy race of towering warriors known as goliaths (commonly called half-giants). Stealth personal guard? A soldier? Who was your patron. Stealth you out into the world alone? Half-Giant Laborer: You spent your life toiling Associated Skills: Streetwise. and how did you come to leave his or her employ? Bjgd\oc#C\ga(Bd\io$ Associated Skills: Intimidate. or a free must move from place to place constantly to survive. Did your band cross paths with a powerful enemy? Did you abandon your tribe after realizing how much CH A PTER 2 | Races of Athas -2 . using your great strength in a stone Sand Raider: Life in the desert is hard. Streetwise Centuries ago. Wild goli- aths are fierce. You might have continued in this W I L L I A M O ’ CO N N O R manner. Regardless. Endurance to raid for what they need. sending Associated Skills: Intimidate. Feral Raider: You were a merciless raider. They can pass from frothing rage to gales of laughter in the blink of an eye. or did some disaster befall the group. Shamans. escape your drudgery? nity arises—your people take spear and bow in hand Associated Skills: Athletics. Bjgd\oc=\^fbmjpi_n Because most goliaths fight or toil for a living. Half-giant tribes are fractious and quarrelsome as a rule. laborer? What sort of work did you do? How did you When times grow especially hard—or when opportu. In which city-state did on your own? you serve? Was your service voluntary? Were you a Associated Skills: Endurance. mountain-dwelling barbarians who raid the people of the lowlands in search of plunder. Other half-giants become urban thugs or mercenaries. They adopt the culture and traditions of the cities in which they dwell. many goliaths have found their way into the untamed reaches of Athas. of course. successful warrior with an impressive train of trea- sures and captives is the best revenge. ambitious young warriors challenge established chieftains. but there’s more to you than your muscles. Whether you live down to others’ expectations is up to you. a goliath sometimes leaves his or her enemies behind for a few years and seeks out new opportunities else- where. Half-giants are often violent and short-tempered. Over the years. returning to the tribe as a wealthy. but their moods are mercurial. and long-remem- bered slights and insults threaten to erupt into deadly feuding. sorcerer-kings magically combined giant and human stock to breed powerful minions. others sometimes assume that you’re a simple-minded thug. Whom did you steal from? Noble’s Guard: You served in the war band or What led you to leave your tribe behind and set out palace guard of a great noble. Thievery for a master. and they serve a vital role as peacemakers and advisors. but something changed your course. You come quarry or your mighty endurance to work the fields. You can fight very well. distracted the crowds so that other elves could steal suffering you had caused? How did your time as a P EO P L E S O F AT H A S from them? Does your tribe still wander from place to raider shape your present views? place. After all. druids. food. captives.

their myths. mercenaries. half. Exiled Survivor: Elves often drive out a tribe Nature’s Protector: You commit your life to pro- member who gives birth to a half-elf child. This view makes it nearly impossible for halflings to deceive or betray one C\ga(@ga=\^fbmjpi_n another. civilization at the roof of the world. Over the ages As one might assume of a race of loners. they have forgotten much of their learning. and their connections to expecting or asking for help no matter what their the natural world are the strongest of any civilized situation. Dwarves. larger organism—the world. At what point did you Your people are feared and misunderstood across decide to become a con artist? What sorts of ruses do the Tyr Region. kreen. of sustenance. A tribe of elves might go so far as to cast out a female elf who bears a half-elf child. After all. Nature your mind. Mountains. survive. If you want to sur. living beings compete to vive. can deny their bravery and cunning. for doing so ensures their own survival. half. Ironically. when dark magic came to power. but at least your people don’t confine Associated Skills: Bluff. and you find the ways of the so-called you employ? Have you made any dangerous enemies? “civilized races” arbitrary and confusing. half-elves are a people without a home. according to races than by their own kin. Did you operate in the open. you find few friends Halflings see all creatures as potential sources among your human or elven kin. suspicion by using your talents for ill gain. but most seek to make emphasis on the individual. and still others as raiders. transforming them. but no one both sides. assertive personalities. they are treated better by unrelated The halflings are an ancient people. Regardless. Stealth throughout their lives. others as confident. Streetwise one another in cages or submit to the rule of defilers. mastering the hard for them to establish productive relationships skills they need to survive on their own. a mysteri- most assume that half-elves are every bit as clever ous and legendary jungle said to crown the Ringing and dishonest as their elven forebears. Halflings live chant houses. They call If so. part of the overall race. noble means to make ends meet—you became a pro- elves struggle to find their place in a hostile land. but Most halflings hail from the Forest Ridge. Some for which they are feared masks a deep and abiding half-elves live as loners in the desert. letting the desert dispense with the object of their C\gagdib shame. mon connection to the land’s spirits. surviving as reverence for the natural world and an uncom- herders. Nature CH A PTER 2 | Races of Athas -3 . halflings place little elves are bitter and sullen. and others have no particular reason to dislike Once stewards of all the land. Halflings live apart from other races. Some half. but they elves hold self-reliance as their highest virtue. a fate tecting the few natural resources left in the world. or did Humans and elves rarely share trust or affection. or employees of more tolerant mer. not their ancestry. Other half-elves adjust by developing throughout the Tyr Region—some as slaves. you must depend on yourself and no one else. tantamount to a death sentence. or do you mother blame you for her fate? watch over all lands through which you travel? In Associated Skills: Endurance. Defraud- ing the people who disdain you is a sure way to make C\gagdib=\^fbmjpi_n them pay for their offenses. forced to endure on society’s fringes. who are they? you a savage. trust. they are among the oldest in the world. and they built a ter. the children of stop? How do you think of your time as a sellsword unions between elves and humans are rarely happy. Humans care less about elven ancestry. and sion? Do you still kill for coin? If not. Caught between two worlds. which itself is part of a much half-elves take pride in defeating expectations. and halflings think nothing of eating their Charlatan: You respond to widespread scorn and enemies. These connections make it half-elves dabble in a variety of areas. thri. Because they must contend with hostility from divided by their stature and odd customs. when you look back on it? Half-elves typically face intolerance and prejudices Associated Skills: Acrobatics. or did you your mother survive? Did you join a slave tribe? Did assume the burden on your own? How do you pro- you scrape by in the slums of a city-state? Did your tect nature? Do you guard a particular site. race in the Tyr Region. C\ga(@ga Heartless Mercenary: Finding no practical line of work in your community. Self-taught and naturally adept at learning. the halflings retreated half-elves and judge them on their merits and charac. hunters. never remain a spiritual people. you resorted to less Born from two worlds but welcome in neither. each halfling is merely the best of their circumstances. all selves into people who win friends and engender halflings look to the Forest Ridge as their homeland. fessional killer. halflings. How did you and Is this task inherited from a predecessor. More than anything. However. but you conceal your true work behind a cover profes- they travel many of the same roads on Athas. why did you sometimes romance follows. For example. The savagery land. what is the greatest threat to nature? Associated Skills: Heal. with other races.

Hunter: Your people believe that all creatures are P EO P L E S O F AT H A S either predator or prey. To do otherwise is wasteful. ambition. Stealth Cph\i A resourceful and hardy race. you sell your skills to merchants. Deemed a rene- gade by your kin. but they reflect certain predominant traits common to particular city-states. nomadic herder and merchant trader. the city-states offer shelter. and black hair that hardly ever grows on their faces. abandoning your people to find your fortune in the lowland cities. and humanoid enemies. How do you justify this behavior to your com- panions? Do you hide this custom. their home region. Intimidate Renegade Mercenary: You have turned away from the old ways. with propaganda and prohibited by the sorcerer. Humans typically have backgrounds based on W I L L I A M O ’ CO N N O R kings and templars from keeping written histories. although the sorcerer-kings have great nobles. through selfless adaptable. Such traits are common and rarely elicit more than a glance. merchants. curly hair. slave tribes—anyone who meets your price. These tales paint the despots as saviors. possibility of a world free of the oppression that has As a people. and landowners. They water. for example. most templars influence over the city-states and their human popu- are human as well. and food they receive in return for their loy- are the most likely to be free citizens. anywhere else. water. the rulers’ control is not as secure as it once numbers fall off. tongues. dwarfing other populations in the city-states. Outside the city-states. slaveholders. eclipsed by the other peoples of the was. When Tyr’s champions assassinated King Kalak deserts. or anointed champions who. and liberated the city. exaggerated features. Tyr’s humans are varied because that city-state’s population is a conglomeration of humans from throughout the world. and actions. alty. Why did you break from your people? Do you feel guilty for having done so? Associated Skills: Perception. including vermin. They can be found in every social stratum and situation: city dweller and desert villager. More humans live in the city-states than they do communities. or revel in it? Associated Skills: Endurance. one must respect nature’s bounty. Humans’ drive. You eat what you kill. and ingenuity help the race survive on the dying world and thrive under the rule of the sorcerer-kings. human lations. Athasian humans come in all shapes and sizes. saved Athas from certain destruction. beasts. bronze skin. humans are the dominant people. Flooded defined life on Athas for so long. pampered noble and wretched slave. seeing no reason to jeopardize the shelter. all humans are given to unusual traits— such as odd skin or eye color. opening people’s eyes to the where they reside. Humans in Draj. have broad chins. most humans know only the stories told in their CH A PTER 2 | Races of Athas -4 . Regardless of their origins. or lack of body hair—that might be effects of the magic that brought ruin to the land. they sparked the fires of rebel- They seem able to scratch out a living no matter lion across the region. humans are bereft of a past. and you consider yourself to be the consummate predator. humans are the most numerous and diverse people in the Tyr Region. Although humans are resilient and gods. Humans from Gulg have dark brown skin and rounder features with thick. but even in the wastes humans are common. However. humans chafe against tyranny’s chains but hold their From Tyr to Draj. sorcerer-kings. Many food—commodities that are rare outside their walls.

They are geon Master to see if it is suitable for the campaign. and that each soul they send into death spread across Athas. Od`agdib Joc`mM\^`n The people of the desert settlements have much to The races described above account for most of the fear from the wastes. remorse for your killing. minotaurs were derived can’t be paid and live in debauchery while they can. ishing heat and scarce water make life miserable. preserved for eons by your debt? How do you control the darkness within magic or psionics. Most tieflings them the ability to endure environmental conditions lurk on civilization’s fringes in nomadic bands. gladiators. a race of the nobility. violent reavers that lurk in the badlands and barrens. In cities where status is determined by per. to minor races as well. minotaurs are a race of reduces their own burden. psionic beings. but the tieflings are those who believe that their debt must be savage warriors they created survived and eventually paid in blood. drift. but the world is home children. and more. Their elemental nature gives on Athas and destroy their enemies. indistinguishable from humans and are. Feed the Debt: A debt hangs over you. one that INTRODUCINGOTHERRACES can be satisfied only with blood. and some humans are living sonal merit. and the pun. Before choosing murder and mayhem. all these dangers pale before the merciless numbers or live in lands so remote that they have desert devils that emerge from the night. These races exist in such small However. is paid in their lifetime.+ . warping the original specimens into a new race and creating you and your kind. including genasi. Your people have a reputation as dealers of death. talk with your Dun- taking no slaves and leaving no survivors. they find work as enforcers. more or less. overseers. Goliaths and minotaurs share this CH A PTER 2 | Races of Athas kind of origin. If you want to introduce a new race to eternity. The cult was stamped out. You and your doom. Perhaps these beings infused exist- ing creatures with some of their power. you emerge into a world far you? How do you see other tieflings? different from the Athas you once knew. of Athasian culture. feral. a minor race for your character. minotaurs. and they are death incarnate. from beast-headed giants by the priests of a cult that whereas others lead lives of virtue in the hope of sought to harness elemental power to use against the breaking their patron’s hold. Whether you pay your debt with wanton Athas. genasi Tieflings are descended from humans who bar. you can use several possible entry points to make slaughter or seek other means of redemption is up to it fit with the rest of the world. Most kalashtar are debt—the price to be paid for their ancestors’ bar. soul. Stealth Perhaps you and others of your kind evolved as a Seeking Redemption: Killing others to settle result of this mutation or through contact with the your debt only reinforces the evil that stains your ancient site called the Pristine Tower (page 163). The kalashtar. Now. In what ways do you try to free yourself from kind are relics of a bygone age. especially the sorcerer- Small bands sometimes settle in the city-states. Before you die. primal. The most dangerous sorcerer-kings. On occasion. evolved from masters who trained Many tieflings believe that they carry a blood in remote monasteries long ago. and psionic powers that rival those held by the gods of other worlds. typically reside in the depths of the wastelands and gained with dark powers for the strength to survive on isles in the Sea of Silt. Are you selective about your victims? Do you feel of how to bring your chosen race into the campaign. Some assume that the debt Minotaur: Centuries ago. where kings and agents of those tyrants. They are remorseless raiders. There must be a better way to escape your ✦ The world was not always as it is now. Today. and Kalashtar: Psionic study has long been a part assassins. tieflings can become templars or rise to embodiments of the Way. or you will be condemned to torment for campaign setting. and kill or hiring themselves out as vicious mercenaries. they bitterly resent defilers. . Predators snatch livestock and civilized peoples on Athas. kalashtar. that other humanoids find intolerable. you Many races in the DUNGEONS & DRAGONS game have no must send a worthy offering to the dark master of explicit explanation for their presence in the DARK SUN your race. Genasi: Also known as half-elementals. bent on little influence on the world at large. sandstorms destroy homes. Associated Skills: Intimidate. Most genasi ing through the wastes in search of victims to rob and are devoted to the elemental spirits of the wastes. Insight ✦ The mightiest beings on Athas wield arcane. Here are a few examples you. gain—and face an eternity of torment unless the debt a psionically adept subset of the human race. or do you see it as a means ✦ The deep deserts of Athas produce mutated off- to an end? How far would you go to escape the fate of shoots of existing creatures. spawning short-lived your people? races that grow and fade away in a matter of years. less brutal members of the race Od`agdib=\^fbmjpi_n seek employment or adventure in the Seven Cities. the tieflings. Associated Skills: Diplomacy.

Anyone who has heard of you clears the Towering Presence Half-Giant Thug Attack 11 way for you to pass. C\ga(Bd\ioOcpb C\ga(Bd\ioOcpbK\ocA`\opm`n “Oh. you can either that they receive better treatment than most other increase your melee reach by 1 for any attack you slaves do. prerequisite is that you must be a character of the distinctive qualities of a character race. they You slam a foe to the ground and stand astride it. Constitution. and the other residents know better than to end of your next turn. Encounter Immediate Interrupt Personal Trigger: You are hit by an attack. did I get in your way? This alley is too narrow for Urban Skills (11th level): You gain a +2 racial my bulk.” Half-Giant’s Retaliation (11th level): When an enemy hits you while you have resistance to that Prerequisite: Goliath attack because of your stone’s endurance racial power. and thanks to your stature. You get what you want by while jumping 4 or more squares or while climbing. Whether you serve as a slave or seek your own Untouchable Athlete (16th level): You gain a livelihood as a mercenary. you can path instead of another paragon path. The physical might of these thugs ensures an action point to take an extra action. Daily ✦ Stance Minor Action Personal Effect: You assume the rockslide stance. plus 1[W] extra damage if you have combat advantage against that enemy. Rockslide Stance Half-Giant Thug Attack 20 You use techniques you learned through a lifetime of brawls to become tougher and meaner than anyone else around. In the city-states. say no when half-giant thugs come looking for goods Gigantic Action (11th level): When you spend or money. using your size. Choosing a Racial Paragon Path: When you Implements: If your racial paragon path includes reach 11th level. you gain resistance equal to your Strength or Constitution modifier to all damage. Constitution. or you can regain the use (to appease the parent and guarantee loyalty). and you knock the target prone. your attitude. but you barely notice. CH A PTER 2 | Races of Athas . . AC Hit: 3[W] + Strength. or Dexterity vs. of stone’s endurance. and your keen knowl- edge of the back streets and seedy locations of your C\ga(Bd\ioOcpbKjr`mn city-state. violence and intimidation +5 bonus to all defenses against opportunity attacks are your most useful tools. some enslaved goliaths work as that enemy grants combat advantage to you until the enforcers. Until the end of the target’s next turn. Until the stance ends. I guess you’ll have to go through me to get where bonus to Intimidate checks and Streetwise checks. R AC I A L PA R AG O N PAT H S RACIALPARAGONPATHS Racial paragon paths serve as examples of unique. you’re headed. or Dexterity modifier damage. and sometimes their children are set free make with the extra action. the enemy from rising until it has dealt with you. you can choose a racial paragon powers that have the implement keyword. The only use implements of your class and implements you gained through a feat for those powers. Effect: You gain resist 10 to all damage against that attack. each enemy adjacent to you takes damage equal to your Strength modifier.. appropriate race. Encounter ✦ Weapon Standard Action Melee 1 Target: One creature Attack: Strength. Once per round when you hit with a melee weapon attack or a close weapon WA N Y E E N G L A N D attack on your turn. preventing always see you coming. Sudden Endurance Half-Giant Thug Utility 12 Your enemy might be attacking you. it cannot stand up until either it attacks you or you are not adjacent to it.

Sudden Strength Mul Battle Slave Utility 12 You exert all the power of your mighty frame. with a knife. then shift and make a second strike at another foe. Maybe you remain enslaved. the master of your fate after years of bondage. Constitution. but I cannot escape what I am.- . Now I am free to choose my fights. Effect: You shift 2 squares and make a secondary attack. and your successful attacks also push the target 1 square. But despite everything targets when using an encounter attack power and that was done to you. Now Primary Target: One creature Primary Attack: Strength. Whether you are a warrior who calls no one master Encounter ✦ Weapon or a prized champion who is a slave in name only. and if you assume the iron body stance. Until this stance ends. In time you left your owners’ slave pens ing. Hpg=\oog`Ng\q` for love. or Wisdom modifier damage. or Wisdom vs. Effect: Until the end of your next turn. behind and set out to find your own fortune beneath the crimson sun. but regardless of your motivation. Made of Iron Mul Battle Slave Attack 20 You shrug off attacks. Secondary Target: One creature other than the primary target Secondary Attack: Strength. AC Hit: 2[W] + Strength. you have resist 5 to all damage. or for hate. or Wisdom vs. For years you gain a +4 bonus to melee basic attack rolls until the endured painful lessons. or Wisdom vs. you have almost all You plunge into the fray with a strike at the legs of one foe. Encounter Free Action Personal Special: You can use this power only on your turn. and the target is slowed and marked by you until the end of your next turn. and the occasional lethal test of your skill until you Battle Experience (16th level): If you miss all became a killing machine. Constitution. Target: One creature Attack: Strength. Challenge of Blades Mul Battle Slave Attack 11 but as a successful battle slave. Like many muls. or Wisdom modifier damage. AC Hit: 3[W] + Strength. you do not expend that encounter attack power. the rights and luxuries of a wealthy free citizen. S A R A H S TO N E CH A PTER 2 | Races of Athas . Weapon Standard Action Melee weapon Effect: You can assume the iron body stance. Hit: 2[W] + Strength. you also or the armies of your noble house. AC it is your choice whether to fight for gold. For the next twelve years my keepers trained me in every known form of personal combat. you mark the target until the stance ends. Standard Action Melee weapon you carry the harsh lessons of your upbringing. or Wisdom modifier damage. Daily ✦ Stance. you gain a +5 power bonus to Strength checks and Athletics checks. Constitution. and the target is slowed and marked by you until the end of your next turn. end of your next turn. Constitution. grueling conditioning. for glory. pain only makes you stronger. Constitution. you cannot escape the simple fact that fighting is “On my seventh birthday I was taught how to kill a person what you do best. Constitution. your spirit remained free and you have no other encounter attack powers remain- unbroken. Hpg=\oog`Ng\q`Kjr`mn Perhaps you are truly free. you were born into slavery and as Battle Slave Action (11th level): When you a youngster received brutal training for the arena spend an action point to take an extra action.” Hpg=\oog`Ng\q`K\ocA`\opm`n Pain Is Weakness (11th level): You gain a +2 Prerequisite: Mul bonus to saving throws while bloodied.

you can use a move action to move half your speed and pull the target with you. you have become a predator among predators. Constitution. and augment their natural venom so it is potent enough to take down tough prey. bonus to damage rolls with your thri-kreen claws racial Special: While grabbing the target. turning their bodies into weapons deadlier than the gythka. or Dexterity + 9 vs. you can make an Athletics check to jump as a free action either You suddenly leap across the battlefield. ENGLE CH A PTER 2 | Races of Athas . This jump enemy as long as both you and a nonadjacent ally are does not provoke opportunity attacks. Because of their battle prowess. Others use psionic powers or martial training to strengthen themselves. Fortitude or Reflex Level 21: Strength. The target also takes ongoing 5 poison Target: One creature damage (save ends). Attack: Strength. these kreen often become the strongest members of their packs. or Dexterity + 9 vs. adjacent to the enemy. They strengthen their extra arms for making claw attacks. As you grow into the role of thri-kreen predator. Leap into Action (11th level): When you spend Insect’s Spring Thri-Kreen Predator Utility 12 an action point to take an extra action. Constitution. Ocmd(Fm``iKm`_\ojm R AC I A L PA R AG O N PAT H S “My clutchmates and I. power. Ocmd(Fm``iKm`_\ojmKjr`mn Daily ✦ Poison. In these days. Encounter Minor Action Personal Entrapping Pack (16th level): You flank an Effect: You make an Athletics check to jump. Constitution. For some thri-kreen. and the greatest hunters rise to positions of leadership. No matter what triggered your transformation. Constitution.” Prerequisite: Thri-kreen Some thri-kreen fully hone their natural physiology. and you grab the target. before or after your extra action. You sense the long lineage of the kreen. and you understand the great hunts of the past and the long-forgotten tactics that enabled your race to survive the most dangerous periods of Athasian history. I hunt those who speak and think. JASON A . or Dexterity modifier Encounter poison damage. This jump does not provoke opportunity attacks. Along with these physical changes. or Dexterity + 6 vs. or Dexterity modifier Strong Claws (11th level): You gain a climb damage. moving too quickly for your enemies to react. the speed equal to half your speed. Fortitude with your weaker claws as long as it remains in your grasp. we learned to hunt to survive. Paralyzing Bite Thri-Kreen Predator Attack 20 In the adrenaline rush of combat. for I must survive. your instincts and racial memories become more acute. your mandibles fill with a toxin that paralyzes a foe that you bite. Hit: 2d6 + Strength. But I must do so. and the target is stunned until the end Standard Action Melee touch of your next turn. You also gain a +2 target takes 5 damage at the start of each of its turns. Reliable Standard Action Melee 1 Capturing Claws Thri-Kreen Predator Attack 11 Target: One creature You snag your foe with one of your claws and rend the enemy Attack: Strength. practice graceful jumps with their pow- erful legs. It is the thri-kreen way to challenge weaker leaders. Constitution. with thicker chitinous plates and stronger limbs. you become larger and tougher.. . Until the grab ends. these changes are natural—a hereditary gift. Some find the predator’s path after being exposed to sites or objects of power that stirred deep racial memories. Ocmd(Fm``iKm`_\ojmK\oc Fortitude or Reflex A`\opm`n Hit: 3d8 + Strength.

CHAPTER 3 CharacterThemes + “Noble. we must not turn on each other first. jaszt dancer. theme adds a third character component to help refine your story and identity. and warlords can be just as successful in the arena as a fighter can be. ✦ Two paragon paths for each theme. or archetype that might include characters of several different classes and roles. KEREM BEYIT CHAPTER 3 | C h arac te r T h e m es . or an elf rogue who spies for the Veiled Alliance? Each theme offers a different story for the same basic character concept. each including a granted power and a number of theme powers. A theme is a career. but are you an elf rogue dune trader. If we are to have any hand in throwing off the shackles of tyranny. Just as race and class help to identify who your character is in the world. many templar characters are warlocks. “Templar” and “gladiator” are therefore themes that extend beyond the warlock and fighter classes. battleminds. This chapter covers the following topics. slave. merchant—all are menaced by the sorcerer-kings. rogues./ . Tyrian gladiator and revolutionary This chapter introduces a new option for character building: your character’s theme. but a templar who serves chiefly as a commander of the sorcerer-king’s troops might be better described by the warlord class. including rules for choosing your theme and how themes work. rainbringer. templar. including paths such as the caravan master. rangers. If a background describes how or where your character grew up. gladiator characters are often fight- ers—but barbarians. You might be an elf rogue. and veiled guardian. a theme describes how and why your character became a hero. calling. ✦ Ten character themes for a DARK SUN campaign from Athasian minstrels to wilders. For example. an elf rogue nomad. even though they’re particularly appropriate for warlocks and fighters respectively. A theme embraces characters of almost any class. ✦ The basics of character themes. Similarly. whereas a templar who is part of the sorcerer-king’s secret police could easily be a rogue.” —Nori.

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or assassin are proficient with. don’t want to. you can gain profi- gained. So. AC. your character. If you use the modifier for your best ability score. you can choose a level 3 fighter power or a level 3 your Dungeon Master might use a version of the fixed wasteland nomad power. replacement becomes possible. For example. all (because you have chosen theme powers at earlier you have to do is choose one at the time you create levels). Retraining: You can use retraining to replace Bm\io`_Kjr`m a class power with a theme power or vice versa. you use the modifier for your ing benefits: highest ability score when making the attack. if you have just attained 3rd ciency in an implement by choosing a feat that grants level as a fighter with the wasteland nomad theme. a of a class attack power if you have no other class character without an implement still gains an enhance- power of that type. an implement (some multiclass feats do this). Noble adept Privileged and tutored in the Way Higher-Level Versions: All theme attack powers Primal guardian Protector of oases and forests have higher-level versions built into them. Most powers of this when you reach the appropriate level. If you choose to replace the level 3 B\didib\i_ power with the level 13 version. For instance. it includes an entry for a level 13 version. Each theme includes a power (usually an attack exchanging one at-will attack power. ✦ You automatically gain the theme’s granted power. regardless of class. encounter power) associated with it. for example. enhancement bonus rules introduced in Dungeon Master’s You cannot choose a theme attack power in place Guide 2 for a DARK SUN campaign. your attacks have no other encounter attack powers of that class with those theme powers won’t be much less effective than your normal best attack. If you aren’t Dune trader Agent of the merchant houses proficient with any implements. you can’t choose a theme power at 13th level. or utility power for you select the theme. Under these rules. To select a theme.1 . if Strength is your highest ability score. Your theme powers don’t automatically Choosing a theme provides you with a number of improve because you reach the level at which the new options. you must replace the Veiled Alliance Secret practitioner of magic lower-level power with the higher-level version when Wasteland nomad Raider or scout of the desert you reach the appropriate level. make the attack. when a power says. To use a Templar Agent of a sorcerer-king higher-level version of a power. if you Wilder Hero gifted with psionic talent have a level 3 theme power.” In such a The themes presented in this chapter are case. advisor. You don’t have to select a theme if you you must choose a class power as normal instead. use the modifier for the same ability you used to summarized below.” you ✦ You can choose to take additional theme powers make a Strength vs. it grants you the follow. For example. First of all. Whenever you reach a NOTPROFICIENT level that grants you a power from your class. you have the same PndibOc`h`n power but it now uses the particulars for the level 13 version. you can still use the Elemental priest Worshiper of the primal elements power—you just won’t be able to add an implement’s Gladiator Warrior forged in the arena enhancement bonus or properties to the power. with a theme power. C H A P T ER 3 | C h arac te r T h e m es . another power of the same type. CHOOSINGATHEME You can have only one theme. AC attack. The INANIMPLEMENT? theme power you choose must be of the same level as Don’t rule out themes that rely on implements for your or lower in level than the class power you would have weapon-using character. at 13th level you can ment bonus to implement attacks. “Primary ability vs. you can choose a theme power in place of a class power. The new power must be of the same level as or lower in level than the old Oc`h`Kjr`mn power—a level 5 daily attack power for a level 5 or Theme powers are added to the list of powers you can choose from as you gain levels. daily attack power. Implements: Theme powers that have the imple- Theme Description ment keyword can be used with any implement you Athasian minstrel Entertainer. You gain that power when attack power. Since theme powers replace your level 1 encounter attack power. squares equal to 1 + your ability modifier. kind express damage or effects in the form of “3[W] ✦ You unlock feats or paragon paths that use the + ability modifier damage” or “shift a number of theme as a prerequisite. Second. Ability Scores: Whenever you make an attack Once you select a theme.

adopting a secondary role your class otherwise wouldn’t provide. you must first retrain those feats or ZO LTA N B O R OS & G A B O R S Z I K S Z A I C H A P T ER 3 | C h arac te r T h e m es . For ated with themes. as long as the new power is lower in level then the old one. or an elemental priest who has power. (See Chapter 4 for feats associ. A warden is already a primal character. in a new direction. the primal guardian offers a number of prerequisites help tailor that theme to work better for theme powers that work well for defender characters. If you have no powers or feats building the story of your character. and reinforce your char- classes and races do. For example. for example. . or a level 10 powers to choices that don’t have your theme as a CHOOSING A THEME utility power for a different level 10 or lower utility prerequisite. lower daily attack power. AC” for their attack You could also use a theme to take your character powers. but maybe he’s a defiler trying granted power and gaining the new one’s granted to mend his ways. . To choose one of a theme’s para. some point in his or her career and wish to change This sort of unusual combination is a natural tool for one theme for another. so if you’re playing a fighter or warden. you must also meet any other prerequisites a fighter who becomes a primal guardian learns to of the paragon path. but gon paths. If you have feats or powers that require your adopted the ways of his enemies to meet fire with fire. You can also replace a theme power with a retraining at the next opportunity.) Many feats that have themes as example. losing your first theme’s likely a preserver . you can retrain your theme normally opposed to defiling. your role. PndibOc`h`noj You cannot replace a class attack power if doing so would leave you with no attack powers of that class. acter’s role with the powers that are available. existing theme. so your warlock is most choice when you gain a level. certain classes or races. paths also use “Primary ability vs. the primal Each of the themes presented in this book includes guardian theme powers let you put a new spin on two paragon paths. why would a that use your theme as a prerequisite other than the warlock be an elemental priest? Elemental priests are theme’s granted power. >m`\o`>c\m\^o`mn Themes offer a wide array of character creation tools. A`\on\i_K\m\bjiK\ocn You might choose a class that is strongly identified Themes often act as prerequisites for feats. Then you can change your theme by power. an >c\ibdibOc`h`n infernal pact warlock who invests in the elemental Your character might discover a different calling at priest theme can gain some useful leaderlike powers.2 . Many of the themed paragon wield a power source that most fighters never master. as described above. just as with the theme already. different power of the same theme.

Weapon =pdg_dib\i Standard Action Melee or Ranged weapon Target: One creature <oc\nd\iHdinom`g Attack: Primary ability vs. until the end of the encounter. concealed weapons. Until the end of rally. Until the end of patrons. cities of Athas in troupes or individually. AC who enjoy the most intimate confidences of their Hit: 1[W] damage plus 5 poison damage.@i^jpio`m@skgjdo threadbare cloak and battered lyre might be more than he or she seems—there’s no better spy than Fever Poison Athasian Minstrel Attack 3 someone who seems harmless and is welcome wher. thieves. This poison disorients your foe. and slash at your foe. masters of poison. Hosting a minstrel or sponsoring a troupe’s who has chosen the Athasian minstrel theme. many are bards. They might serve as bodyguards and fighting instruc. teaching young nobles how to look after themselves. or assassins. Concealed Weapon Athasian Minstrel Utility 2 strels are simple wandering storytellers or jugglers You have learned how to keep a weapon completely hidden who perform for their supper from night to night. but 4[W] damage plus 5 poison damage. but they enjoy the freedom to travel and the G`q`g-Podgdot@skgjdo aid of a network of informants and allies throughout the Tyr Region. Power Source: Martial poets. even when all involved Encounter ✦ Martial. if the target willingly moves more than 2 squares or makes an attack. You draw a hidden vial and sprinkle its contents on your ever he or she goes. a minstrel’s attack with it. dancers. Poison. it then falls prone. and subtle trickery. Those with ambition Minor Action Personal and ruthlessness find opportunities in the employ of Target: One weapon you’re holding the elite classes. Level 23 Hit: As above. They are renowned as you for that attack. minstrels tour the Granted Power: You gain the poisoned strike power. spies. Weapon know that minstrels are often spies or assassins. making a living with their wits and talents. Poison. from searching eyes. if the target willingly moves more than 2 squares or makes an attack. and by tradition all but the poorest or most suspicious of Hdinom`gKjr`mn hosts are proud to open their doors to traveling per. C H A P T ER 3 | C h arac te r T h e m es . Level 11: 2[W] damage plus 5 poison damage. acrobats. and whose musical ability is secondary to your talent for lend an ear to my song. weapon just before attacking. Minstrels who belong to a Level 21: 3[W] damage plus 5 poison damage. The civilized <oc\nd\i peoples of Athas have long celebrated minstrels. with dancing or juggling. it is dazed until the end of its assassin or a rogue who conceals your true talents next turn. immobilized until the end of its next turn. it is seen as a great to its knees. on affected by this power grants combat advantage to sion of espionage or murder. ATHASIANMINSTREL “Set aside your cares for a time. Encounter ✦ Martial. Hit: 2[W] damage plus 5 poison damage. Minstrels are often retained by noble houses your next turn. troupe lack the comfort and trust bestowed on a kept minstrel. However. Singers. and storytellers. you might be an your next turn. Even the humblest wandering minstrel with G`q`g. or until you blackmailers. Many minstrels have a dark side they conceal Encounter ✦ Martial beneath their charm and talent. tonight we make revel!” ATHASIAN MINSTREL TRAITS The minstrels of Athas are entertainers to the wealthy Secondary Role: Striker and powerful elite of the city-states. Natu. The poorest and most humble min. my lords and ladies. a battlemind specializing Level 13 in tricks of the mind. insult to refuse such a gift. tors at the same time. The pain can bring your target minstrels to one another as gifts. trusted advisors or agents Attack: Primary ability vs. but 3[W] damage plus 5 poison damage. The first creature you attack with a weap- visit or a troupe’s performance might conceal a mis. Standard Action Melee or Ranged weapon The most skilled (or fortunate) minstrels are highly Target: One creature paid companions to nobility. and most Poisoned Strike Athasian Minstrel Feature Athasians are eager to forget their troubles with a few You splash a few drops of poison on your weapon from a vial at hours of song and dance. Nobles often send troupes of your belt. performance reflects well on the host. Minstrels often lead double lives as Effect: The weapon is invisible until you are no longer holding it. AC All minstrels are skilled performers or artists. and it is to tutor young nobles or teach them about the world. or even a fighter or a warlord Hit: As above.3 . The following powers are available to any character formers. Tomorrow is for toil and worry.

G`q`g. The target is also slowed until the start of its next turn. and ongoing 5 poison damage (save ends). The poison briefly weakens your foe. and ongoing 5 poison before striking. The first time the target takes the Encounter ✦ Martial. AC You splash a few drops of a debilitating poison on your blade Hit: 2[W] + ability modifier damage. you can use a square adjacent to you JASON A . You envenom your weapon with a lethal poison that is exceptionally difficult to shake off. Until the stance ends. and ongoing 5 poison damage your next turn. squares or makes an attack. Poison. AC Hit: 2[W] damage. it takes a –4 penalty to its next saving throw against the ongoing damage. Hit: As above. it is weakened until the end Level 29 of its next turn. Encounter ✦ Martial Minor Action Melee touch Target: One weapon you’re wielding G`q`g4?\dgt@skgjdo Effect: The next creature hit by a melee attack using this weapon before the end of the encounter gains vulnerable Insidious Poison Athasian Minstrel Attack 9 5 poison until the end of your next turn. G`q`g1Podgdot@skgjdo Envenomed Weapon Athasian Minstrel Utility 6 You smear prepared poison on your weapon to erode your enemy’s stamina. Poison. but 2[W] + ability modifier damage Hit: 2[W] damage plus 5 poison damage. Until the end of plus 5 poison damage. Poison. Weapon ongoing poison damage. Level 15 Hit: As above. but 2[W] damage plus 10 poison damage. ENGLE that is occupied by an enemy as the origin square for your weapon attacks. but 4[W] damage plus 5 poison damage. Few survive its touch.4 . (save ends). Stance Minor Action Personal Effect: You assume the stance of the framing assassin. but 2[W] damage plus 5 poison damage. if the target willingly moves more than 2 (save ends). the target cannot make a saving Standard Action Melee or Ranged weapon throw against the ongoing poison damage on its turn. Level 25 Hit: As above. but 2[W] + ability modifier damage Level 17 plus 10 poison damage. Daily ✦ Martial. Daily ✦ Martial. and ongoing 5 poison damage Hit: As above. and ongoing 5 poison damage (save ends). damage (save ends). and ongoing 5 poison damage (save ends). Level 27 Hit: As above. but 3[W] damage plus 5 poison damage. AC Hit: As above.+Podgdot@skgjdo Framing Assassin Athasian Minstrel Utility 10 You have mastered a fighting technique in which you lunge swiftly toward one opponent to strike at other foes behind it. G`q`g0?\dgt@skgjdo AT H A S I A N M I N S T R E L Draining Poison Athasian Minstrel Attack 5 A splash from a tiny vial coats your weapon with a lethal venom that cripples the target with cramping muscles. Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. Target: One creature Level 19 Attack: Primary ability vs. C H A P T ER 3 | C h arac te r T h e m es . G`q`g2@i^jpio`m@skgjdo Daily ✦ Martial. The first time the target takes the ongoing poison damage. Weapon Standard Action Melee or Ranged weapon Crystal Spider Poison Athasian Minstrel Attack 7 Target: One creature Attack: Primary ability vs.

look after during your adventures. troubadours blade and use it to attack with this power. given your fame and skill. Trigger: The target willingly moves to a square that is not ity attending wealthier and more important adjacent to you or makes an attack. Encounter ✦ Martial. highly sought-after. you can make literate.” for Athletics. master the courtier’s skills and seek noble patronage. and the target is (11th level): When. and mastery of the arts. dazed (save ends). and you shift 3 squares merchants or commoners who set out to as a free action. the following attack against the target. you “Artistry can be found in anything. or Stealth check. skilled in an instrument or two. the target can next turn. and equipped with aristocratic manners Immediate Interrupt and refinement. S A R A H S TO N E C H A P T ER 3 | C h arac te r T h e m es /+ . Stance. Daily ✦ Martial or you could be between patrons. Target: One creature of this sort often serve as arms instructors to young Attack: Primary ability vs. combat advantage against that Target: Each ally in burst enemy until the end of your Effect: Until the end of your next turn. you gain Trigger: You hit with a melee weapon attack. young lord—especially roll twice and use either result. squares. notewor. any skill checks you Trigger: You hit a creature and deal damage to it with an make as a part of at-will melee weapon attack. Trigger: An enemy adjacent to you targets you or an ally your services might be very with a melee attack. Weapon extra action. Deadly Deflection Arms-Troubadour Utility 12 As an arms-troubadour. an action point to take an Daily ✦ Martial. you might With expert timing. Acrobatics. each time he or she hits an enemy with an attack. In addition to beautifying the Requirement: You must be wielding a light blade or a heavy noble household with poetry and song. with a melee weapon attack or Free Action Close burst 3 a close weapon attack. thy poets. Throughout the Seven Cities of the Tyr Region. Until the stance ends. that action. Until the end of your next turn. AC nobles. Target: The creature you hit Uncanny Grace Effect: You deal 2[W] extra damage. Attack: Primary ability vs. The target now attacks that creature instead. charming manners. Weapon deadly warriors never more than a few steps from Standard Action Melee weapon their patron’s side. nobles <mhn(Omjp]\_jpm@skgjdon surround themselves with retainers of good educa- tion. Some begin as minor nobil. swordplay. you can assume the stance ever an enemy misses you of the arms-troubadour. Elegant Blade Arms-Troubadour Attack 11 Many of these kept artists are just fops or decoration. and you shift 3 Arms-troubadours are typically well educated. Target: The triggering enemy Effect: Choose a different creature within the target’s reach. you can make the following attack. Hit: 3[W] + ability modifier damage. you gain Free Action Melee weapon Requirement: You must be wielding a light blade or a heavy a +5 power bonus to blade and use it to attack with this power. Acrobatics. you never incur failures in a skill challenge cannot do well. My earnest advice is to do nothing that you Also. In addition. Reflex nobles and elite bodyguards. A well-aimed blow briefly confounds your enemy as you easily but some are more than entertaining companions— slip into a better position. others are descended from well-off Hit: You slide the target 3 squares. reroll one damage die. you deflect an enemy’s attack so that it have a patron whose interests you misses you or your ally and targets another foe instead. using either result. <mhn(Omjp]\_jpm Clever Footwork (16th level): Whenever you make an Athletics. <mhn(Omjp]\_jpm K\ocA`\opm`n Poetic Flourish Arms-Troubadour Attack 20 Skillful Action (11th You perform a striking flourish after a successful attack and level): When you spend inspire your allies with a defiant swipe. Immediate Interrupt Melee 1 If so. or Stealth checks you fail by Prerequisite: Athasian minstrel theme 5 or less. they are skilled duelists and treasured advisors.

Daily ✦ Martial. Pernicious Poison Unwelcome Guest Utility 12 The vile substance you apply to your weapon muddles your enemy’s senses and keeps it weak for the killing strike to follow. Pir`g^jh`Bp`no Pir`g^jh`Bp`noK\ocA`\opm`n AT H A S I A N M I N S T R E L “Would you deny shelter to a simple entertainer?” Condemning Action (11th level): When you spend an action point to make an attack. The household bloodstinger poison (Adventurer’s Vault. if the target willingly Bards make the best unwelcome guests. Stealth or Thiev- drink or a knife in their back. A light wound belies the virulent poison you just introduced Unwelcome guests master the use of poisons. Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. Those who refuse entry to a performer do so at risk Foolproof Poison (16th level): Your Athasin min- to themselves. and ongoing 15 poison damage (save ends). and saboteurs. Pir`g^jh`Bp`no@skgjdon An unwelcome guest is a talented entertainer who uses his or her performer’s status to infiltrate a Noxious Strike Unwelcome Guest Attack 11 target’s house and get close enough to make the kill. . An ordinary minstrel. or the target takes 1d10 poison damage and is dazed until the end of your next turn. Nevertheless. an organization Attack: Primary ability vs. it is sub- fighters. however. former blindly. ery check. one of these entertainers for fear of poison in their Also. AC Hit: 2[W] + ability modifier damage. hiding into the target’s system. the target takes 1d10 poison damage and is immobilized until the end of your next turn. thieves. page 26) and should welcome such a guest regardless of any suspi. and assassins might find something in this ject to one of the following effects: The target takes 2d10 path for themselves as well. You also gain a book containing the formula for that no entertainer be refused entry. Burning Venom Unwelcome Guest Attack 20 The special recipe dripping from your weapon burns the flesh as it works quickly to kill your foe. poison damage. Poison. the target loses any immunity or resistance to poison until the end of the encounter. Target: One creature bership in an entertainer’s troupe. Poison. but rogues. cions. Poison Minor Action Melee touch Target: One weapon you’re wielding Effect: Before the end of the encounter. Even if the new arrival did not have strel and unwelcome guest powers that deal poison malicious intent. Reliable. Some Standard Action Melee or Ranged weapon unwelcome guests work alone. venoms and toxins about their persons for easy access Encounter ✦ Martial. In addition. a refusal is an insult few performers damage now deal acid and poison damage. Until the end of your next turn. Daily ✦ Martial. AC Hit: 1[W] + ability modifier damage plus 5 poison damage. the next creature hit by a melee attack using this weapon becomes weakened until the end of your next turn. Custom demands. moves more than 2 squares or makes an attack. combat advantage until the end of your next turn. DAV I D R A P OZ A C H A P T ER 3 | C h arac te r T h e m es /. feat. and such an affront makes enemies where there were none before. but many claim mem. each target Prerequisite: Athasian minstrel theme you hit with that attack is immobilized and grants People in the Tyr Region learn not to trust a per. Weapon when the opportunity to kill presents itself. you roll two dice and use either result. That creature is also dazed (save ends). paranoid nobles might turn away you can add two additional formulas to your book. often rife with murderers. a graceful Duplicitous Nature (11th level): You gain the dancer. At 21st level. two other formulas of your level or lower. page 21) as a bonus sent by a bitter rival. whenever you make a Bluff. can bear. or a honey-voiced singer might well be a killer Alchemist feat (Adventurer’s Vault.

The particular Target: One creature oaths vary from house to house. I’ve seen it all. unto themselves.” =pdg_dib\?pi`Om\_`m Dune traders roam every civilized corner of the The merchant houses populating the Tyr Region wel- known world. In exchange. They foist off junk. always Quick Formation Dune Trader Feature looking for new talent to bolster their presence and You lash out at your enemies and move your allies into a influence in the Tyr Region. since wastes. offering water. a candidate receives Standard Action Melee or Ranged weapon protection. ✦ Protect your own. status. friend. or each ally within 5 squares of you can shift 2 squares as a free action. and there isn’t much left that as dangerous as any human organization. and either you shift 4 ✦ Forsake any citizenship or membership in a city. ✦ Uphold the local laws and always act in accor. but their work is not charity. Finally. Regardless of the posi. A merchant who has chosen the dune trader theme. ✦ Flaunt no wealth gained through employment by G`q`g-Podgdot@skgjdo the house. but the following are Attack: Primary ability vs. but Secondary Role: Leader they pale next to the dynastic houses that dominate Power Source: Martial trade across the Tyr Region. ✦ Always act in the merchant house’s best interest. squares. Elven houses tend to slipped away from Hamanu’s half-giant thugs. but these houses readily accept new members. and no one does a better job at look- ing out for themselves and their wealth than the dune traders of Athas. making a profit. merchant more. survived the Ivory Triangle. These houses are nations Granted Power: You gain the quick formation power. DUNE TRADER TRAITS Many small traders and merchant cabals exist. pushing their wares on lent caravan leaders. hold their ?pi`Om\_`mKjr`mn own lands. you gain a +3 power bonus to They do not enjoy the peaceful relations enjoyed by the skill check. defensible position. to caravans wending across difficult bards have the most to offer merchant houses. Level 21: 3[W] + ability modifier damage. and sometimes resort to base C H A P T ER 3 | C h arac te r T h e m es /- . They field their own armies. If an ally is the target. tion sought. candidates must swear several oaths to Encounter ✦ Martial. AC common to them all. and foe. lending help to merchants in need and refusing to deal with those who unjustly Encounter ✦ Martial Free Action Close burst 5 imprison or harass any merchant. DUNETRADER “I’ve crossed the Tablelands. Level 11: 2[W] + ability modifier damage. and sold be tribal in structure. Such offerings houses frequently recruit muscle such as fighters. ✦ Deal honestly with stranger. ✦ Swear allegiance to the merchant house. From crowded marketplaces crawling come anyone with talent into their fold. Weapon the house leaders. for this reason. and the upper hand over rival houses. It’s all about arrive at their destinations. Trigger: You or an ally in burst makes a Bluff. come at the highest prices a merchant can ask and wardens. house’s leadership might rest in one family’s hands. and barbarians to ensure that caravans still be able to move the merchandise. and take an active part in political and The following powers are available to any character social developments affecting the region. Dune traders bring needed use their subtle arts to ferret out secrets and gain goods to remote areas. deal in contraband. to the isolated settlements and trading posts they have the abilities most useful for negotiating and found in the places between the great city-states. using either result. can surprise me. sworn to no sorcerer-king but allied with all. bargaining in the marketplaces. they are not the skill check. beholden to any oaths or promises. or Streetwise check and dislikes the result. Effect: If you are the target. Hit: 1[W] + ability modifier damage. Slick Negotiator Dune Trader Utility 2 dance with them. and regular pay. robbery if given sufficient cause. Intimidate. elven merchant tribes are small and mobile. In contrast to the great dynastic houses of the city. arms. the ally can reroll the dynastic houses and. Rogues and with thieves. but they are as widespread and sand to a tarek. and psionically gifted characters anyone they encounter. Warlords are excel- dune traders are everywhere. food. state or tribe. You don’t let a gaffe sabotage your negotiation. Target: The triggering creature states. Diplomacy. moving on as if the misstep never occurred.

G`q`g4?\dgt@skgjdo G`q`g0?\dgt@skgjdo Hounding Presence Dune Trader Attack 9 Blunt Force Strike Dune Trader Attack 5 You step in close to your enemy to land your attack but stay in Your weapon strikes with a satisfying crunch. free action. Weapon Standard Action Melee or Ranged weapon Standard Action Melee or Ranged weapon Target: One creature Target: One creature Attack: Primary ability vs. but 2[W] + ability modifier damage. Weapon Encounter ✦ Martial. but 3[W] + ability modifier damage. AC Attack: Primary ability vs. action.@i^jpio`m@skgjdo G`q`g2@i^jpio`m@skgjdo DUNE TRADER Delaying Strike Dune Trader Attack 3 Sly Gambit Dune Trader Attack 7 A painful hit against your opponent helps you make good Your quick strike lures your enemy into a rash counterattack. your escape. either you can shift 2 surge value. that ally is hit by the squares. or each ally in the burst can shift 1 square as a triggering attack instead of you. In addition.+Podgdot@skgjdo Deft Avoidance Dune Trader Utility 6 Command Decision Dune Trader Utility 10 You duck out of the way. slipping to where you can best land As your enemy’s blade comes down. Hit: As above. but 3[W] + ability modifier damage. If an ally is the target. AC Attack: Primary ability vs. cent to the target either you gain a +4 power bonus to all tures (but not against the target) as a free action. Weapon Standard Action Melee or Ranged weapon Standard Action Melee or Ranged weapon Target: One creature Target: One creature Attack: Primary ability vs. using its proximity to your advantage. Level 25 Level 29 Hit: As above. or that of your ally? Encounter ✦ Martial Encounter ✦ Martial Immediate Reaction Close burst 2 Immediate Interrupt Close burst 1 Trigger: An enemy in burst you can see misses you with a Trigger: You are hit by an attack. you lose a healing surge Effect: The target grants combat advantage until the end and gain temporary hit points equal to your healing of its next turn. your life. G`q`g1Podgdot@skgjdo G`q`g. or two allies within 5 squares of Effect: Until the end of the encounter. either you Effect: Either you shift your speed. or the target grants combat advantage. dazed (save ends). Level 17 Level 13 Hit: As above.G`q`g. Hit: As above. but 5[W] + ability modifier damage. but 4[W] + ability modifier damage. . opponent unable to defend itself. defenses. AC Hit: 2[W] + ability modifier damage. or the target provokes op- squares of you can shift half his or her speed as a free portunity attacks when shifting or making melee attacks. and the target is shift (save ends). either you make a basic Miss: Half damage. you are forced to decide— your next attack. Target: You or one ally in burst Target: The triggering enemy Effect: If you are the target. AC Hit: 1[W] + ability modifier damage. but 3[W] + ability modifier damage. or each ally within 2 gain a +4 power bonus to AC. C H A P T ER 3 | C h arac te r T h e m es /. leaving your motion. and the target makes Hit: 2[W] + ability modifier damage. Daily ✦ Martial. but 3[W] + ability modifier damage. melee attack. Hit: As above. and the target is a melee basic attack against a creature of your choice as slowed until the end of your next turn. Level 27 Level 23 Hit: As above. Hit: As above. Until the end of your next turn. and the target cannot Hit: 2[W] + ability modifier damage. a free action. Encounter ✦ Martial. Level 15 Level 19 Hit: As above. In addition. Reliable. but 4[W] + ability modifier damage. while you are adja- you can each make a basic attack against different crea. attack against the target. Weapon Daily ✦ Martial.

steady stream of supplies. Merchant’s Strategy Caravan Master Utility 12 You do not allow others to set the terms of your defense. and the target is slowed (save ends) Effect: Either you and each ally within 5 squares of you can shift his or her speed as a free action. you gain a +2 ried. Until the start of your next turn. caravans are crucial to maintaining Athasian power bonus to all defenses until the end of your next civilization. drawn wagons that are wooden fortresses on wheels. the marked condition ends. search out a new Target: You and one ally in burst. the target does not grant combat advantage. AC Hit: 2[W] + ability modifier damage. Peril in a hundred guises waits in the desert—hungry mon. bribe greedy officials. A caravan master might have to lead the cara. Until the end of your next turn. unreliable wells. and Desert Skirmish Caravan Master Attack 11 the possibility that the caravan’s goods. haven’t got time for raiders!” and physical courage—attributes you have cultivated Prerequisite: Dune trader theme for years. turn. scourging sandstorms. then direct your allies to fall back in a fighting retreat. Also. or two allies in burst Effect: As a free action. the Tyr Region to people thirsty for news of other Sharp Customer (16th level): Whenever you places. and of course the towering mekillot. turn out to be worth less than one paid for them. market. you are the master of your fate. mutinous drivers. you never grant feed scores of desert outposts and settlements with a combat advantage by being flanked. >\m\q\iH\no`m@skgjdon sters. pack trains bonus to speed. Encounter ✦ Martial Minor Action Close burst 5 Target: You and one ally in burst Effect: If the target is marked. wagons drawn by within 5 squares of you gains a +1 power bonus to snorting inixes. >\m\q\iH\no`m path when a familiar road becomes buried in the shifting sands. savage raiders. In addition. and two dice and use either result. speed until the end of his or her turn. ruthless competitors. They come in many Road-Hardened (11th level): You gain a +1 different forms—long files of slave porters. Each ally that starts his or her turn of heavily laden crodlus and kanks. Caravans are the vital links in the chains of com- merce binding outposts of civilization together across >\m\q\iH\no`mK\ocA`\opm`n the wild wastelands of Athas. and you wouldn’t have it any other way. if they reach You direct your allies to form a hasty skirmish line. I combination of character judgment. Not only do they carry valuable goods. C H A P T ER 3 | C h arac te r T h e m es // . Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. an action point to take an extra action. Leading a successful caravan is no mean feat. foiling your enemies’ advance for a moment. or enforce brutal “Raiders? We stand to make a killing if we can get our discipline on a rebellious underling. On the open desert. Master’s Action (11th level): When you spend Regardless of the beasts of burden or the goods car. provide travelers with the opportunity to sur. business acumen. you or one ally within 5 squares of they also carry rumors and tales of doings all across you can make a saving throw. any enemy that willingly moves to a square adjacent to the target must stop moving. Daily ✦ Martial. you roll round themselves with the safety of numbers. It takes a rare kank nectar to Tyr before the Vordons bring in theirs. or you and one ally EMR AH ELMASLI within 5 squares of you can shift 2 squares and make a basic attack against different targets as a free action. Encounter ✦ Martial Standard Action Close burst 5 van’s guards and drivers in battle. Fighting Retreat Caravan Master Attack 20 You make an attack to hobble an enemy. ensuring that you and your comrades are free to act as needed. make an Insight check or a Perception check. the target can shift 2 squares and make a basic attack against an enemy of his or her choice.

They still travel as dune traders. Rope the Mark Shady Dealer Attack 11 Making yourself appear vulnerable lures your enemy Unwitting Ally Shady Dealer Attack 20 into danger. Diplomacy. Standard Action Ranged 5 Daily ✦ Charm. At 21st level. In addition. The image you cultivate masks a devious mind and a propensity for doing whatever you must to survive. Until the end of Hit: You pull the target 5 squares. Careful manipulation and patience turns an enemy into Encounter ✦ Charm. the target takes a –4 penalty to attack of the following effects: Either you make an at-will me. choose two languages. you shift 1 square to a square not Standard Action Ranged 5 adjacent to any enemies. Swindling Action (11th level): When you spend Convincing Deception Shady Dealer Utility 12 an action point to take an extra action. In addition. and write those languages. a Nc\_t?`\g`m@skgjdon different ally in the burst can shift 3 squares to a square adjacent to the target as a free action. S A R A H S TO N E C H A P T ER 3 | C h arac te r T h e m es /0 . and others act on a larger house’s behalf. Will Hit: The target is dominated (save ends). Target: One enemy in burst you can see Effect: The target grants combat advantage to one ally in the burst until the end of your next turn. Nc\_t?`\g`m DUNE TRADER “Honest merchants are as rare as water. but they always have an ulterior motive. The shady dealer represents one breed of dune trader. shepherding goods to places in need. they let you confuse enemies and lure them into traps where your allies can strike. you roll two dice and use either result. Skilled Negotiator (16th level): You never incur Encounter ✦ Martial failures in a skill challenge for Bluff. Will Attack: Primary ability + 6 (9 at 21st level) vs. seeking some rumor or bit of gossip to benefit themselves or their house. or as one of your allies for the purpose of flanking with you one or two of your allies can make ranged basic attacks or your allies. rolls against you and your allies. Martial. Diplomacy or Streetwise check. Your skills at negotiation and intrigue serve you well. until the end of the encounter against the target as free actions. you can make the following attack against the target. or Standard Action Close burst 5 Streetwise checks you fail by 5 or less. you can choose two more languages. In addition. Reliable Effect: Before the attack. In addition. soldiers and workers. they need. choose one the encounter. Some shady dealers work as independent speculators.” Prerequisite: Dune trader theme A merchant house has power and influence. and the target counts lee attack with combat advantage against the target. Nc\_t?`\g`mK\ocA`\opm`n Well Traveled (11th level): Whenever you make a Bluff. In time. Will Hit: The target makes an attack as a free action against an enemy adjacent to it with an at-will attack power of your choice. You can now speak. but everything the house is depends on its representatives’ efforts. Target: One enemy that can see and hear you Target: One creature that can see and hear you Attack: Primary ability + 9 vs. that extra You spew a stream of prattle to give your allies the opening action does not provoke opportunity attacks. read. Martial your dupe. your words and movements make fools of everyone you meet. a skilled and treacherous agent specializing in intrigue and manip- ulation. Standard Action Ranged 5 Attack: Primary ability + 9 vs.

Attack: Primary ability vs. and the target cannot priests. They have a special kinship with Effect: You conjure a spirit of Athas. Primal Many heroic elemental priests are leaders of Minor Action Ranged 5 the village and wasteland folk and enemies of the Effect: You conjure a scion of stone that lasts until the end sorcerer-kings and their templars. However. For example. Some elemental of the encounter. Reflex tection. blessed showers that fall a few times each The ground trembles as a misshapen hulk forms from rocks year during the cooler months and often make pil- and dirt to shelter your companions from harm. Level 11: 2d10 + ability modifier damage. ELEMENTALPRIEST “I hold the wrath of fire in my grasp. is sacred to goliath wind shamans. and the target takes a –2 penalty to attack rolls and all defenses until the another. serve the spirit of the volcano. but 2d10 + ability modifier damage. blood. Minor Action Ranged 5 dwelling dwarves. whereas the mountain known as An-Bezzumar. But most Athasians venerate the A spirit appears. you can dismiss the spirit and make the raw elemental power. Target: One enemy less principle of all living elements together. and humans Effect: You conjure a bloodthirsty elemental that lasts until become elemental priests to gain access to a few the end of your next turn. servants of the desert spirits. Some worship sorcerer-kings who claim to The following powers are available to any character be divine. the endurance of rock ELEMENTAL PRIEST TRAITS in my shoulders. specific examples of elemental power. Level 13 Hit: As above. Druids and sorcerers Target: Each enemy in burst choose this theme to gain powers of healing and pro. Reflex no distinction between one manifestation over Hit: 1d10 + ability modifier damage. As they stand in two worlds: that of mortals. a connection so close it’s as if a +1 power bonus to all defenses while adjacent to it. secretive cultists. and they identify themselves as while adjacent to it.@i^jpio`m@qj^\odji @g`h`io\gKmd`no Elemental priests include wandering healers. and that of a standard action. character who venerates the elemental spirits of Encounter ✦ Conjuration. None can outlast me in battle. You and your allies gain a +1 power priests instead follow a monastic or ascetic tradition bonus to all defenses while adjacent to it. and they add the potent conjurations of this shift until the end of its next turn. action. you can dismiss it to grant you and each ally tions of elemental worship. You and your allies gain the primal elements. serve. C H A P T ER 3 | C h arac te r T h e m es /1 . bered myths. Granted Power: You gain the spirit of Athas power. mad Bloodthirsty Elemental Elemental Priest Attack 3 hermits. adjacent to it temporary hit points equal to 5 + one-half your level. elves. Elemental priests are those who serve these sullen Encounter ✦ Conjuration. Daily ✦ Conjuration. theme to their own powers. but many of those who live beneath the crimson sun give their devotion and worship to other @g`h`io\gKmd`noKjr`mn powers. the Smoking Crown is home to dwarf priests who Level 21: 3d10 + ability modifier damage. As a standard action. following melee 1 attack from the spirit’s square. you can dismiss it and make a close burst 1 attack centered on its square. Some worship demons or primordials—malevo- lent patrons that frequently demand terrible rites Spirit of Athas Elemental Priest Feature or acts of sacrifice. Primal Minor Action Ranged 5 and fierce spirits. many animist shamans are elemental Hit: 1d10 + ability modifier damage. Enemies grant combat advantage primal powers. Implement. As a minor instead of the more common tribal or village tradi. but 3d10 + ability modifier damage. or the false deities some kings purport to who has chosen the elemental priest theme. Desert. others give themselves to more end of your next turn. goliaths. Many elemental priests revere the nameless. Finally. =pdg_dib\i G`q`g.” Secondary Role: Leader Power Source: Primal The gods of Athas are little more than half-remem. Level 23 Hit: As above. making Attack: Primary ability vs. the Crown of Heaven. grimages to places where rain is soon to fall. Primal Athas might become an elemental priest. and sand savages your enemy. The wandering thri- G`q`g-Podgdot@qj^\odji kreen mystics known as the Rainspeakers venerate Scion of Stone Elemental Priest Utility 2 the rare. form. and grim warriors—any A spirit made of bones. defending you and your allies with its body. living elements as they manifest in the world. Implement.

two. and they always occupy a square. C H A P T ER 3 | C h arac te r T h e m es /2 . Hit: The target is restrained and takes ongoing 5 damage (save ends both). As a minor action. you can make the Level 25 following melee 1 attack from each elemental’s square. you can move the (save ends both). holding them fast and rending their flesh. Primal ends both). Hit: As above. to spend a healing surge and gain a +4 power bonus to all Target: One creature defenses until the start of its next turn. Remove one tortured elemental from play. the encounter. the elementals leap to Daily ✦ Conjuration. Minor Action Ranged 10 Miss: As above. Retrieving Elemental Elemental Priest Utility 6 Level 19 The wind elementals gather to form a dust devil that can whisk Hit: As above. You and each ally that spends Effect: You conjure an elemental that lasts until the end a healing surge while adjacent to the elemental regains of your next turn. and the an ally to safety. Elemental Justice Elemental Priest Attack 7 transforming their strength into vitality. CONJURATIONS In addition. you can dismiss the elemental. a minor action. Level 17 G`q`g0?\dgt@qj^\odji E L E M E N TA L P R I E S T Hit: As above. Primal Effect: As above. or four creatures. plus half damage. have some common mechanics. Healing. Primal Effect: You conjure a rewarding elemental that lasts until Standard Action Ranged 10 the end of the encounter. Primal your companion’s defense. Also. Warped elementals pull themselves from the landscape and Level 27 scuttle forward to engage the enemy.+Podgdot@qj^\odji G`q`g2@i^jpio`m@qj^\odji Elemental Boon Elemental Priest Utility 10 The favor of elemental powers shines across your allies. Primordial Retribution Elemental Priest Attack 9 you can dismiss one vengeful elemental and let one ally Horrific elementals spring forth from the ground and latch onto adjacent to it make a basic attack as a free action. Effect: You conjure a retrieving elemental that lasts until the Level 29 end of the encounter. but 5d6 + ability modifier damage. As a When an ally you can see fails a death saving throw. You must always bring Effect: The elemental is dismissed. but 3d8 + ability modifier damage. target is restrained and takes ongoing 5 damage (save Daily ✦ Conjuration. but 2d6 + ability modifier damage. and an ally adjacent to it can shift 5 squares as a free action. elemental 1 square before you take any other actions. but 4d8 + ability modifier damage. except as a minor action. As a standard action. you can Minor Action Ranged 10 dismiss one vengeful elemental and let one ally Effect: You conjure four tortured elementals in four adjacent to it make a basic attack with a +3 power different squares. you can make a melee 1 attack from the can dismiss the elemental as a free action to allow the ally elemental’s square. each adjacent to one vengeful elemental and let one ally adjacent to at least one tortured elemental it make a basic attack with a +6 power bonus to the Attack: Primary ability vs. plus 4 Daily ✦ Conjuration. Will Hit: 2d8 + ability modifier damage. your enemies. three. you slide the target 3 squares to a square All of the conjurations for the elemental priest theme adjacent to the elemental. The elementals last until the end of bonus to the damage roll as a free action. Primal damage for each bloodied ally with line of sight to the Standard Action Ranged 10 elemental. you can dismiss Target: One. G`q`g. Reflex damage roll as a free action. The elementals last until the end of G`q`g4?\dgt@qj^\odji the encounter. You and allies gain a +1 power bonus additional hit points equal to your primary ability modifier. Level 15 Daily ✦ Conjuration. When an ally falls victim to an attack. Standard Action Ranged 10 Encounter ✦ Conjuration. Effect: As above. Implement. except as a minor action. G`q`g1Podgdot@qj^\odji Miss: Slide the target and the tortured elemental each 1 square. plus 2 damage for each bloodied ally with line of sight to the elemental. Attack: Primary ability vs. plus half damage. forth a conjuration or conjurations in unoccupied squares within range. plus 3 damage for each bloodied ally with line of sight to the Vengeful Elementals Elemental Priest Attack 5 elemental. as a move action you can move each conjuration 5 squares. to attack rolls while adjacent to the elemental. When you start your turn. As Miss: As above. Allies gain a +1 power bonus to attack rolls and a +1d6 bonus to damage rolls on melee attacks while adjacent to a vengeful elemental. Implement. and its turn in a square adjacent to the retrieving elemental the target is restrained and takes ongoing 5 damage 1 square. Effect: You conjure four vengeful elementals in four different squares. you standard action. You can push any creature that ends Hit: As above.

Implement. and you can expect to be watched closely by templars—or even M\di]mdib`m@qj^\odjin arrested—if you are careless about revealing your abil. dice and use either result. concealing them. C H A P T ER 3 | C h arac te r T h e m es /3 . they are held in rev. Healers of unmatched skill and an Endurance. The touch of the mist brings healing to one of them. M\di]mdib`m Although many rainbringers are pacifists. each ally adjacent to you gains temporary obstruct a rain priest. In addition. All squares within the zone are lightly obscured. understanding that one who hit points equal to half his or her healing surge value. and can shift 1 square as a free action. On Athas. Effect: The burst creates a zone that lasts until the end of your next turn. Even vicious Also. Balm of Rain Rainbringer Utility 12 Gentle mist forms around your allies. mental priests. Its lightning tongue strikes down your foes. To heal one injury or sickness is to heal the whole Sometimes the lesser harm lies in destroying a crea- world in some small part. Encounter ✦ Cold. Each enemy that starts E VA W I D E R M A N N its turn within the zone takes 2d8 lightning damage and grants combat advantage until the start of its next turn. However. on the world itself. Zone Standard Action Area burst 2 within 10 squares Target: Each enemy in burst Attack: Primary ability vs. follows the rainbringer’s path might save their lives Rainbringer Action (11th level): When you someday by calling the rains to a parched desert or spend an action point to take an extra action. Primal Standard Action Close burst 1 Target: Each enemy in burst Attack: Primary ability vs. Bloodied allies who start their turn within the zone gain regain 10 hit points. who wield magic outside their own control. when you use a power that has the healing raiders and the cruelest slavers hesitate to harm or keyword. Reflex Hit: 2d8 + ability modifier lightning damage. you are under no particular obligation to avoid violence or to “It is a cruel world. mercy. the rarest and most honored wielders M\di]mdib`mK\ocA`\opm`n of primal magic are those who evoke the spirits of Rain Blessed (11th level): Whenever you make elemental water. You can move the zone 4 squares as a move action. Like many ele. Primal Standard Action Area burst 3 within 10 squares Target: Each ally in burst Effect: Each target gains concealment until the end of your next turn. Heal. Sustain Minor: The zone persists. The sorcerer-kings resent any gain regeneration 2 while adjacent to you. Lightning. and the tar- get is dazed (save ends). Rain Serpent Elemental Rainbringer Attack 20 You evoke a mighty elemental spirit. you roll two bestowers of the blessed rains. you are no friend to the sorcerer-kings Soothing Presence (16th level): Bloodied allies or any other defilers. Implement. one target can spend a healing surge. commoners of the cities revere your gifts and often go creating a short-lived shower of magical hailstones to impede to great lengths to help you against the sorcerer-kings. each granting the gift of healing.” ture that otherwise would go on to inflict greater harm Prerequisite: Elemental priest theme on others—or. Daily ✦ Healing. in the case of defilers. Primal. and their informants. erence and awe by the common folk. Encounter ✦ Healing. your foes. while its pri- mal power heals your allies. and the target is weakened until the end of your next turn. Fortitude Hit: 1d8 + ability modifier cold damage. the legendary Rain Ser- pent. the people of the desert and the poor You evoke an elemental from the high mountains and deep sky. the templars. but that is all the more reason to show bestow your healing on those who are not worthy of it. ally within 2 squares of you regains 3d6 hit points You are one of these rare healers. or Nature check. Hailburst Rainbringer Attack 11 ities.

Also. Primal. searing your foes and trapping them close to that ally. You are under no one’s orders. Encounter ✦ Fire. Most of the Smoking Crown’s wrath is “I have been chosen by the Smoking Crown to strike down directed in particular at Hamanu of Urik. exposing iniquity. Target: Each creature in blast The Smoking Crown is large and active by the Attack: Primary ability vs. Implement. Primal. Do not hinder me. Reflex Hit: 3d8 + ability modifier fire and thunder damage. creating a formidable obstacle.” the damage Urik’s miners have inflicted in the obsid- Prerequisite: Elemental priest theme ian quarries of the Smoking Crown. You carry a large turn. Reflex standards of most elemental sects. If They are servants of the great fire spirit that dwells you already have fire resistance. and any enemy within the zone that moves away from your ally on its turn takes 2d10 fire damage and is slowed until the end of its next turn. The priests of the Smoking Crown are one such sect. others are highly effective assassins. sects. marked by that ally until the end of your next turn. Initiates travel Hit: 3d8 + ability modifier fire damage. A number of cults. the defilers. Nhjfdib>mjriDidod\o` and defending the weak against the depredations E L E M E N TA L P R I E S T of the strong. and revolutionaries (you likely fall in the Nhjfdib>mjriDidod\o` latter group). C H A P T ER 3 | C h arac te r T h e m es /4 . you are one of the is marked by that ally until the end of the enemy’s next elite members of the priesthood. depths of the mountain. The target is to respect the elemental spirits. The zone is difficult terrain for your enemies. ERIC BELISLE Sustain Minor: The zone persists. who guards a shrine hidden in the fiery You scour your foes with the breath of the volcano. Zone Minor Action Close burst 3 Effect: The burst creates a zone that lasts until the end of the encounter. the unbelievers. they gain fire resistance equal to your priests are free to serve as they see fit. or hand as the sign of terrain until the end of the encounter. your allegiance. Many are wan- fire resistance. choose one ally its everywhere in the world. Primal Standard Action Close blast 3 when needed. the largest volcano on known Earthwrath Action (11th level): When you spend Athas. by extension they are servants of volcanic spir- an action point to make an attack. Most Smoking Crown priests give aid and protection to other members of the sect Encounter ✦ Fire. within 5 squares of you. Any enemy hit by your attack As a Smoking Crown initiate. Zone Standard Action Area burst 2 within 10 squares centered on one of your allies Target: Each enemy in burst Attack: Primary ability vs. in the Smoking Crown. all squares adjacent to you become difficult burn scar on your chest. The only member of the priesthood who @qj^\odjin has any special authority is the Keeper of the Smok- Fuming Cloud Smoking Crown Initiate Attack 11 ing Temple. face. and the target is slowed (save ends). nor do Flameshield (16th level): While allies are adja- you command any lesser priests—all Smoking Crown cent to you. Effect: The burst creates a zone centered on your ally that lasts until the end of your next turn. Implement. it increases by 5. Thunder. Magma Fissures Smoking Crown Initiate Attack 20 Jagged fissures full of spouting lava surround your ally. The zone is difficult terrain for your enemies. Daily ✦ Fire. The zone moves with your ally. K\ocA`\opm`n Fireblessed (11th level): You gain resist 5 fire. Any enemy that ends its turn within the zone or that falls prone within the zone takes 1d10 fire damage. teaching people Effect: Choose one ally within 5 squares of you. Blasted Ground Smoking Crown Initiate Utility 12 You call up broken. and secret societies devote Nhjfdib>mjriDidod\o` themselves to the mighty elemental spirits of Athas. widely throughout the Tyr Region. dering. fire-scarred lunatics shouting wild prophecies in the wastes. because of the wicked. champions. red-hot rubble from below the ground in a wide circle around you.

work in teams to Some gladiators are born to the arena. AC Hit: 2[W] + ability modifier damage. wealth. but circumstances understand that their warriors fight with passion when make us enemies. Their trials and victories are the stuff of legend. and so they offer day. Each week. or more often depending on weather or political conditions. Chosen for blood-soaked sands. barbarians or melee rang- ers—interested in locking down enemies in melee can benefit from these powers. As it flails for balance. per- from the desert wastes. Encounter ✦ Martial. most gladiators are slaves. subjects’ consent. any tough melee combatants—for example. no doubt at great expense and loss of life. and other defenders. pleasure. nobles and commoners gather to watch the drama unfold. acquire against myriad foes. their conquests bring. Arena masters powers offer several good options for establishing control over enemies in close combat. C H A P T ER 3 | C h arac te r T h e m es 0+ . with many slaves grow comfortable from the accolades enough seating to hold most of its citizens. cheering madly as their favorite =pdg_dib\Bg\_d\ojm warriors duel with other gladiators. The theme their opponent will be their equal. your enemy flies backward. they live fight in the arena. In addition. incessant spectacle of gladiatorial games. to divert public attention from oppressive the one occupation a slave can hold that also brings laws and heavy taxes. of course—but cerer-kings know that even with loyal templars and the games are so violent that few gladiators live long vast armies at their command. Gladiators are heroes to the common people. they rule with their enough to earn the victories they need to escape. never knowing when The gladiator theme is a common choice for fight- they will face an insurmountable foe. raised from an claim the contest’s great prize. Disrupting Advance Gladiator Feature With an attack followed by a violent shove. own—sentenced for a crime or sold into slavery. but it is misery. battleminds. a useful talent for any defender. never sure when ers. or some other incentive to stoke the fires and keep their captive warriors eager Life under the sorcerer-kings is hard. friend. Others find defeat whatever new horror the arena masters have themselves in the pit through no intention of their plucked. But the sor- for victory. GLADIATOR “I have no quarrel with you. Weapon Standard Action Melee weapon Target: One creature Attack: Primary ability vs. Bg\_d\ojmKjr`mn The following powers are available to any character who has chosen the gladiator theme. Only one of us will leave the arena this they have something to fight for. Freedom is the greatest prize. the sorcerer-kings decree the respect. To distract the masses from their The life of a gladiator is brutish and brief. S A R A H S TO N E Level 21: 4[W] + ability modifier damage. and you push the target 2 squares. it loses its footing and stumbles into the creatures around it. GLADIATOR TRAITS Secondary Role: Defender Power Source: Martial Granted Power: You gain the disrupting advance power. haps—only to discover that they were meant for the Naturally. or fight en masse to early age to fight in front of the crowd. and Each city-state boasts an impressive arena. and it’s going to be me. Level 11: 3[W] + ability modifier damage.” freedom. pitting what training they life and limb for a purse of high value. desperate (or cocky) enough to risk and die at the crowd’s favor. A few individuals volunteer to this fate because of their strength or skill. The target and each enemy adjacent to the target at the end of the push are slowed until the end of your next turn.

both physi. cutting a swath of bloody carnage. Weapon G`q`g4?\dgt@skgjdo Standard Action Close burst 1 Bloody Blades Gladiator Attack 9 Target: Each creature you can see in burst You whip your weapons around you to keep your enemies from Attack: Primary ability vs. Level 17 G`q`g. With one precise strike you find your foe’s weak spot. G`q`g. Weapon to cannot shift until the end of your next turn. whenever any enemy tage against the target until the end of your next turn. you move your speed. points with a melee attack. Attack: Primary ability vs. combat advantage to you until the end of the encounter. AC blocking your progress to a swift victory. but 3[W] + ability modifier damage. Your skill at the kill gives your enemies pause. and put it off guard for the rest of the battle. movement takes damage equal to your primary ability modifier and is pushed 1 square after its attack. AC Target: The triggering enemy Hit: 2[W] + ability modifier damage. devastating strike.@i^jpio`m@skgjdo Hit: 3[W] + ability modifier damage. and the target takes a –2 penalty to attack rolls until the end of your next turn. Target: Each enemy you can see in burst G`q`g0?\dgt@skgjdo Attack: Primary ability vs. Weapon Immediate Reaction Personal Standard Action Melee weapon Trigger: An enemy within 5 squares of you that you can see Target: One creature moves willingly.+Podgdot@skgjdo Level 25 Hit: As above. Encounter ✦ Martial Encounter ✦ Martial. Until the stance ends. C H A P T ER 3 | C h arac te r T h e m es 0. Special: If your next attack against the target misses. Level 15 Hit: As above. AC Level 29 Hit: 3[W] + ability modifier damage. and the target grants Hit: 4[W] + ability modifier damage. . that enemy takes damage equal to your primary ability modifier. With a you can resume your bloody work. Effect: Before the attack. Perceive Weakness Gladiator Utility 10 You spot the flaws in your foe’s technique and can bring this knowledge to bear during your next attack. Any enemy you deal damage Daily ✦ Martial. G`q`g1Podgdot@skgjdo Encounter ✦ Martial Immediate Reaction Personal Bloodborn Menace Gladiator Utility 6 Trigger: An enemy you can see misses with a melee attack. as a free action you can deal damage cally and mentally. Standard Action Melee weapon Level 19 Target: One creature Hit: 3[W] + ability modifier damage. Level 27 Savage Sweep Gladiator Attack 3 Hit: 4[W] + ability modifier damage. equal to your primary ability modifier to any enemy that starts its turn adjacent to you. Stance. Weapon Level 13 Standard Action Close burst 1 Hit: As above. You whip your weapon around you. Each enemy Level 23 that makes an opportunity attack against you during this Hit: As above. but 2[W] + ability modifier damage. Effect: You shift half your speed and gain combat advan. Hit: 1[W] + ability modifier damage. but 5[W] + ability modifier damage. AC Hit: 2[W] + ability modifier damage. you grants combat advantage to you until the end of your next turn.G`q`g-Podgdot@skgjdo G`q`g2@i^jpio`m@skgjdo G L A D I ATO R Go with the Flow Gladiator Utility 2 Murderous Rampage Gladiator Attack 7 You adjust to the shifting battlefield to position yourself where The path to victory lies through your opponent. Reliable. starts its turn adjacent to the target. you Effect: Each enemy within 10 squares of you that can see regain the use of this power. Target: The triggering enemy Encounter ✦ Martial Effect: Your next melee weapon attack against the target Free Action Personal before the end of your next turn gains a +2 power bonus Trigger: You bloody an enemy or reduce an enemy to 0 hit to the attack roll and deals 1[W] extra damage. Infuriating Challenge Gladiator Attack 5 Effect: You can assume the stance of the bloody blades. Attack: Primary ability vs. but 4[W] + ability modifier damage. Effect: Until the end of your next turn. Daily ✦ Martial. you take a step toward that goal. Encounter ✦ Martial.

and you slide the age resonates with the people. Until the stance ends. Daily ✦ Martial. each enemy adja- “I have left blood in every arena in the Seven Cities.” damage equal to your Strength modifier. something about you and your cour. Hit: 2[W] + ability modifier damage. spend an action point to make an attack while you At-Will ✦ Martial are bloodied. Target: The triggering enemy Effect: You shift 1 square as a free action. there is cent to you (other than the one you bloodied) takes little that can surprise me now. You slide the target 1 square into the square you just left. Prerequisite: Gladiator theme or fighter Whirlwind of Destruction (16th level): Ene- mies adjacent to you cannot shift to a square that is The people need heroes. Regardless. a +4 power bonus to damage rolls against enemies adja- cent to the target. Bg\_d\ojm>c\hkdji Fail to Disappoint Gladiator Champion Utility 12 K\ocA`\opm`n No matter how grim the situation. each enemy adjacent to the bloodied enemy is immobi- lized until the end of your next turn. to vent their Bg\_d\ojm>c\hkdji@skgjdon frustration and anger about their own lives. you and than just another warrior fighting for your life in the your allies gain combat advantage against the target and pit. having grown Encounter ✦ Martial. and you gain combat advantage against it until the end of your next turn. Weapon Standard Action Melee weapon up as a slave or a criminal. for these bold warriors give them all Opening Ploy Gladiator Champion Attack 11 they need and more. als to show them that adversity can be overcome no matter how tough the opposition. E VA W I D E R M A N N C H A P T ER 3 | C h arac te r T h e m es 0- . whenever you deal damage to a bloodied enemy with an attack. Trigger: You are hit and damaged by an enemy’s attack while you are bloodied. Reliable. or you could be a profes- Target: One creature sional who chose this dangerous life for glory and Attack: Primary ability vs. Finishing Strike Gladiator Champion Attack 20 You close in for the kill when you sense your enemy’s reserves failing. AC coin. not adjacent to you. you find a way to snatch Undaunted Action (11th level): When you victory from the jaws of defeat. They need brave individu. Bg\_d\ojm>c\hkdji Halo of Destruction (11th level): Whenever you bloody an enemy with an attack. An attack against one of your enemies reveals weakness in all of them. Stance. then compel the foe’s allies to stay for the slaughter. They need to wit- ness battle to slake their thirst for blood. helping you seize whatever advantage it might grant you. You might have come from humble roots. AC Hit: 4[W] + ability modifier damage. Until the end of your next turn. They need gladiators. you roll two dice for one attack roll Free Action Melee 1 during that attack and use either result. You are their hero. You can assume the finishing strike stance. You are the champion the people demand. and you become more target 2 squares. Weapon Standard Action Melee weapon Target: One bloodied creature Attack: Primary ability vs.

Weapon Standard Action Melee weapon Requirement: You must be wielding a light blade and use it to attack with this power. C H A P T ER 3 | C h arac te r T h e m es 0. you shift your speed. a half-dozen warriors explode from power. If the target is al- ready dazed. Painful Wounds (16th level): When you make quieting the audience. a deadly dance on the arena floor. and the target takes EMR AH ELMASLI ongoing 10 damage and is dazed (save ends both). the stands fill E\uno?\i^`mK\ocA`\opm`n with eager spectators. they weave to attack with this power. cheers as a heavy gate lifts. Requirement: You must be wielding a light blade and use it Unmatched in their skill with the blade. Like your fellows. welcoming the jazst troupe a light blade. Stance Minor Action Personal Effect: You assume the stance of the arena dancer. tumbling away in a dazzling display that leaves the Principle of the Razor Jazst Dancer Attack 11 beast confused. their bone and Slicing Action (11th level): When you spend obsidian blades flashing in the morning light. eclipsing those masters who first “Every drop of blood that falls on the sand seems like taught you as you became the greatest in the Seven applause. Before it can connect. . Dance of the Jazst Dancer Attack 20 Whirling Razors You run at your opponent. never saw land. calling out to the crowd attack also takes a –2 penalty to saving throws against for aid. Miss: Half damage. two. Your skills only G L A D I ATO R improve in time. Prerequisite: Gladiator theme repeatedly springing into danger to impart a painful injury before slipping away. The ground trembles. damage (save ends). then spin through the air and carve a bloody path through your enemies. sending lambent waves washing across the countryside. the dancers scatter. the target of the exaggerated expressions.” Cities. tumbling and Attack: Primary ability vs. AC capering as they deliver rapid-fire cuts and slashes to Hit: 2[W] + ability modifier damage. Just as the sun breaks the horizon. whenever an enemy misses you with a melee attack. or move as part of an attack unfold. Suddenly. the gladiator gates. It looses a thunderous roar as it E\uno?\i^`m@skgjdon charges. leaping at the last moment. Also. run. that ongoing damage. you ignore difficult terrain. Encounter ✦ Martial. pushing and shoving for the Dancer’s Grace (11th level): When you make best view to the stage where the day’s dramas will a charge attack. Daily ✦ Martial. AC Hit: 2[W] + ability modifier damage. Target: One. birthing a fero. blood streaming from a dozen cuts it You know where to place your blades to cause the most pain. Weapon You have mastered the cruel techniques of the Standard Action Melee weapon dangerous performers known as the jazst dancers. one target you hit takes ongoing 10 to the city once more. The ongoing damage increases to Suddenly. you gain a +2 power bonus to AC and Reflex. Until the stance ends. They flip and spin. you can shift 1 square as a free action and gain combat advantage against that enemy until the end of your next turn. Effect: Before the attack. The an action point to make an extra melee attack using crowd roars with delight. Daily ✦ Martial. you draw out your fights. and ongoing 5 damage (save ends). you deal 2d6 extra damage instead. and the target is dazed until the end of your next turn. The beast gate yawns wide. Arena Dancer Jazst Dancer Utility 12 Sinuous movements and practiced steps make it hard for your enemies to pin you down. cious creature. E\uno?\i^`m weaken and confuse their opponents. or three creatures Attack: Primary ability vs. its horny carapace fitted with blades to catch and slash. The jazsts feign concern with an attack that deals ongoing damage. a grating sound breaks through the 15 at 21st level.

If you do so with a power of level 13 exception of people they own. They range from the powerful. highly commercial School of Augurs to the Slave’s Sacrifice Noble Adept Utility 2 monasteries of the Exalted Path and Serene Bliss. you enhance the undeniability of Way to wealthy nobles and merchants. Tyr: The relatively new School of Thought trains the Target: One willing ally in burst nobles and merchants of Tyr. which has lasted for centuries by remaining Immediate Interrupt Close burst 1 neutral in city affairs. C H A P T ER 3 | C h arac te r T h e m es 0/ . If you later relinquish your noble adept write and can easily acquire food and water. All they Usually. Free Action Close burst 5 Trigger: You or an ally in burst makes an attack roll. which attack powers through retraining. Most lose interest in their training Granted Power: You gain 1 power point and the and fall into the same decadent malaise that per. and only who left a noble family because he or she felt sympa- rarely do they muster the courage to oppose the plans thy for common people. or 17. noble receives a basic education in psionics. you instead gain 4 power points. it’s not Power Points: If you choose a noble adept attack for the greater good. your actions. Balic: Dictator Andropinis sponsors the city-state’s Encounter ✦ Psionic lone psionic university. a combat leader for your house who seeks kings. nobles who become adventurers do so after need to do is survive. the Encounter ✦ Psionic Psiumarkh. Nobles can read and power points. the Cerebran. but those who do so are among the most capable and dangerous practitioners Ij]g`<_`koKjr`mn of the Way. learning an array of psionic talents to better Secondary Role: Controller defend himself or herself against enemies or to com. Trigger: You are hit by an attack. moner or slave child be sent for training at the King’s Academy. dren who exhibit powerful psionic talent are sent to the Effect: You add 1 to the triggering roll. G`q`g-Podgdot?dn^dkgdi` Nibenay: Several schools thrive here. Your character might be a fugitive hiding from Within the city-states. you lose the power isn’t true for much of the Athasian population. becomes subject to the triggering attack instead of you Urik: King Hamanu’s orders dictate that any com. and gains a +2 bonus to all defenses against the attack. They care nothing about what encounter attack power at that level. The city also houses numer. =pdg_dib\Ij]g`<_`ko no lessons to keep up with. No need to worry about political assassinations. emboldened by a sudden notion Raam: Among the dozens of schools here stands that you are too important to be harmed. The target ous individual masters who provide private lessons. Only a rare few nobles fully develop their psionic talents. of the sorcerer-kings. Effect: You instead add 1d4+1 to the triggering roll. and no other institution can teach psionics. saving Draj: Sorcerer-King Tectuktitlay commands that chil- throw. Power Source: Psionic mand minions. adept’s insight power. the greatest psionic university of the Tyr Region. no property to protect. and if you do Though nobles lack true power. with the possible power points. noble castes own more land assassins working for other noble families or for the and more slaves than anyone except the sorcerer. Every points you gained from the earlier choice. PSIONICSCHOOLS Adept’s Insight Noble Adept Feature Each city-state contains one or more schools to teach the With a mental focus. House of the Mind and rigorously tutored. Augment 1 Gulg: Children who show exceptional psionic abil. who patiently train their students and treat them like family. ity are given to the teachers at the seer dagada. The following powers are available to any character who has chosen the noble adept theme. vades the noble caste. they gain many so with a power of level 23 or 27.” being expelled (or removing themselves) from soci- ety. or skill check. you also gain 2 happens to people of lower castes. NOBLEADEPT “Sometimes I envy the little people—the common citizens and slaves. Most nobles watch out only for power of level 3 or 7 instead of a nonaugmentable their own interests. The members of this social class are largely new troops or more combat experience. either through a school or from a tutor hired by the noble’s NOBLE ADEPT TRAITS family. Your ally takes your place. you instead gain 6 advantages due to their wealth. Effect: You swap places with the target. or a rebel ineffectual puppets who have no real power. Even when they do so. templars.

Will Attack: Primary ability vs. you use this power. Each ally in the within 3 squares of the target gains a +1d6 bonus to burst gains a +2 power bonus to damage rolls against the damage rolls against the target until the end of your target until the end of your next turn. tortures your enemy even more. Effect: The target is dazed (save ends). Hit: 2d6 + ability modifier psychic damage. At-Will ✦ Implement. one ally is slowed until the end of your next turn.G`q`g. and your point Every thrilling strike and victorious attack your allies make is reinforced by well-aimed attacks from your followers. and the target is dazed the end of your next turn. and a +2d6 bonus to damage rolls. Psionic. C H A P T ER 3 | C h arac te r T h e m es 00 . Daily ✦ Psionic Enforced Competence Noble Adept Utility 6 Minor Action Ranged 5 At your urging. Immediate Interrupt Close burst 10 Level 23: The target loses a healing surge. but none you need to suffer. In addition. the target also falls prone. stunned until the end of your next turn. the target takes psychic damage Hit: 4d6 + ability modifier psychic damage. Level 27 Level 23 Requirement: You must expend 6 power points each time Requirement: You must expend 6 power points each you use this power. Psychic power points. Level 17 Level 13 Requirement: You must expend 4 power points each time Requirement: You must expend 4 power points each time you use this power.@i^jpio`m?dn^dkgdi` G`q`g2@i^jpio`m?dn^dkgdi` NOBLE ADEPT Unnerving Suggestion Noble Adept Attack 3 Cruel Decree Noble Adept Attack 7 You stagger an enemy with a mental attack. Level 15 Hit: 4d6 + ability modifier psychic damage. Daily ✦ Implement. Will Hit: 1d8 + ability modifier psychic damage. Psychic Standard Action Ranged 10 Standard Action Ranged 10 Target: One creature Target: One creature Attack: Primary ability vs. but 3d8 + ability modifier psychic damage and a +6 power bonus to damage rolls. G`q`g4?\dgt?dn^dkgdi` G`q`g0?\dgt?dn^dkgdi` Face of Defeat Noble Adept Attack 9 Imperious Torture Noble Adept Attack 5 You make your foe believe defeat is imminent. Will Attack: Primary ability vs. but 2d8 + ability modifier psychic damage and a +4 power bonus to damage rolls. equal to your primary ability modifier. Hit: As above. but 3d6 + ability modifier psychic damage Hit: As above. Psionic. and the target Hit: 2d6 + ability modifier psychic damage. and this power is not expended. then send your With the voice of authority. and a +3d6 bonus to damage rolls. once per round whenever an enemy within 5 squares of Level 19 the target takes damage. and you regain 4 Trigger: An ally in burst makes a skill check or a saving power points. Hit: 6d6 + ability modifier psychic damage. Level 25 G`q`g. Psionic. Effect: The target loses a healing surge. Target: One creature Target: Each enemy in burst Attack: Primary ability vs.+Podgdot?dn^dkgdi` Hit: 6d6 + ability modifier psychic damage. If the enemy was Level 29 bloodied by that damage. Hit: As above. and you regain 2 Encounter ✦ Psionic. Psionic. Psychic Daily ✦ Implement. time you use this power. throw and dislikes the result. it instead becomes ends). you call for your allies to take the underling forth to take advantage with a well-timed attack. Will Hit: 2d6 + ability modifier psychic damage. Psychic At-Will ✦ Implement. the target takes psychic damage equal to half your healing surge value. but 4d6 + ability modifier psychic damage Hit: As above. Target: The triggering ally Effect: The target rerolls the check or the saving throw. If this second check or saving throw is not successful. If the target is hit by Effect: The target is affected by imperious torture (save an attack while dazed by this power. fight to your enemies. There might Target: One willing ally be some drawbacks. Psychic Standard Action Ranged 10 Standard Action Area burst 1 within 10 squares Requirement: You must expend 2 power points each time Requirement: You must expend 2 power points each time you use this power. you use this power. your allies work harder and better. While the target is affected by imperious torture. next turn. Psionic Sustenance Noble Adept Utility 10 Your ally sacrifices his or her well-being to renew your G`q`g1Podgdot?dn^dkgdi` psionic strength.

Unequaled Command Mind General Attack 20 You extend your psionic influence to everyone nearby.) The most and the other takes a –2 penalty to the same defenses. Effect: You can assume the stance of unequaled command. one ever know. they use these soldiers an enemy to 0 hit points. Augment 2 Effect: As a free action. and you slide the target 3 squares. Will Hit: 4d6 + ability modifier psychic damage. sharing sights and combat instincts with Hdi_B`i`m\g?dn^dkgdi`n all the troops in the legion. developing your psionic talents so you turns. Encounter ✦ Implement. of course. choose two conscious allies within 20 squares could command them silently. Frequently. Psychic. it’s best to follow the sorcerer-king’s commands. (You don’t have to be able to see them. property. Hdi_B`i`m\g Hdi_B`i`m\gK\ocA`\opm`n “You should all be proud of your place as our soldiers.” ally within 10 squares of you can shift half his or her speed as a free action and also gains a +2 bonus to AC Prerequisite: Noble adept theme and Reflex until the end of your next turn. skilled mind generals can keep up a continuous mental link. Until the stance ends. one ally adjacent to the target can either take a move action or make a melee basic attack with a +2 power bonus to the attack roll. Encounter ✦ Psionic Minor Action Close burst 5 Target: One ally in burst. Daily ✦ Implement. Psionic Standard Action Ranged 10 Target: One creature Attack: Primary ability vs. you can slide that ally 1 to take action against other nobles or to protect their square as a free action. Legion’s Press Mind General Utility 12 You send out a telepathic command for your allies to get into position. Reward Victory (11th level): When an ally cerer-kings allow noble families to keep small armies whom you can see within 10 squares of you reduces of slave soldiers. splitting their focus and per- given charge of a legion of slave soldiers. or each ally in burst if this is your first turn of the encounter Effect: Each target can shift half his or her speed as a free action. at the start of your turn you can J U L I E D I L LO N either slide each ally within 5 squares of you 1 square or slide each enemy within 5 squares of you 1 square. continually shifting the field of battle to perfect its arrangement. you were minds with your allies. In the interest of protecting the city-states. Direct Order Mind General Attack 11 You stagger the target with a mental attack. Reflex. two allies adjacent to the target can each either take a move action or make a melee basic attack with a +2 power bonus to the attack roll. (Though sometimes of you. And additional power points. You trained ceptions as you see fit. Psionic. A sorcerer-king can. and Will. Stance Standard Action Close burst 3 Target: Each enemy in burst Attack: Primary ability vs.) One of shouted commands and threats can intimidate your them gains a +2 bonus to Fortitude. Telepathic Gestalt (16th level): You can link As one of your duties to your family. enemies far better than eerie silence. C H A P T ER 3 | C h arac te r T h e m es 01 . To Commanding Action (11th level): When you die for our illustrious family is the greatest honor you will spend an action point to take an extra action. Effect: As a free action. call upon the Paragon Power Points (11th level): You gain 2 nobles’ soldiers to fight for his or her interests. Will Hit: The target is dazed until the end of your next turn. the sor. At the start of each of your with them. either to provide your ally with a vulnerable target or allow the ally to get away.

but few people on Athas develop more than a passing familiarity with their innate talents. next turn. Within the psionic schools of the city-states. every time you tricked someone into giving you what you wanted. but won’t prove much of an obstacle. and Will are highest against until the end of its next turn. until the end of your next turn the target either WAY N E E N G L A N D loses one resistance of your choice or takes a –2 penalty to the defense of your choice. two. tion. Kndjid^N^cjg\mK\ocA`\opm`n Dazing Action (11th level): When you spend Mental Juxtaposition Psionic Scholar Utility 12 an action point to make an attack. Psionic. and you live up to those ideals. While your peers shirked their studies and neglected their psionic gifts. Psionic Capture Psionic Scholar Attack 11 Daily ✦ Implement. Perfected Discipline Psionic Scholar Attack 20 Using your knowledge of all types of psionic power. you felt a thrill you couldn’t find any- where else. you devoured every piece of lore and technique you could. you attack Kndjid^N^cjg\m?dn^dkgdi`n your enemies’ minds and construct ethereal chains and enervating spikes. Psionic. you devise the perfect with that attack is also dazed until the end of your strategy to both avoid it and retaliate. C H A P T ER 3 | C h arac te r T h e m es 02 . Scholar’s Analysis (16th level): Once during Target: The triggering enemy an encounter when you hit an enemy with an attack. Kndjid^N^cjg\m NOBLE ADEPT “The vast stores of knowledge at the Psiumarkh unlocked the true potential within my mind. Daily ✦ Psionic Guarded Mind (11th level): You gain resist 10 Immediate Interrupt Close burst 5 psychic. just enough to overhear gossip from a distance or to telekinetically move a cup a few inches. Target: One. Will Hit (Will): The target takes ongoing 15 psychic damage Hit: 2d6 + ability modifier psychic damage. or with private tutors. or three enemies in burst Encounter ✦ Implement. Special: One saving throw ends all effects on a single target. Attack: Primary ability vs. and Will Standard Action Ranged 10 Hit (Fortitude): The target is weakened (save ends). and the target (save ends). and lowest. and therefore don’t learn much. Fortitude. one enemy you hit By predicting your enemy’s next attack. Effect: The target takes a –5 penalty to the attack roll and you can learn that enemy’s resistances. Reflex. You also learn takes a –5 penalty to the defense the attack was made which of its Fortitude. The average noble retains the barest vestiges of psionic training.” Prerequisite: Noble adept theme Psionic power has an infinite number of uses. noble children are expected to hone their psionic powers. Every time you outmatched another student with your gifts. is immobilized until the end of your next turn. you practiced constantly and delved deep into the secrets of the Way. Fascinated by the capabilities of the mind. Target: One creature Hit (Reflex): The target is restrained (save ends). Psychic Attack: Primary ability vs. increasing to resist 15 psychic at 21st level. Reflex. As with any type of study. Your crude attempts at psionics amuse me. most stu- dents don’t put forth much effort. The world and your society reward the most cunning and the strongest. Trigger: An enemy in burst hits an ally with an attack. Psychic You compel your foe to remain still as you probe its mind and Standard Action Area burst 3 within 20 squares erode its defenses. In addi.

world. barbarians. Even if a primal guardian chooses a single locale Level 11: 10 thunder damage. Still other Mark of Thunder Primal Guardian Feature primal guardians belong to circles or brotherhoods You invoke the fading power of the world as you strike. or societies that keep watch over the whole of the Tyr Effect: You mark the target until the end of your next turn. Others are possessed by who has chosen the primal guardian theme. after all. primal guardians seek to keep ver- of pristine nature. Legendary druids such as Secondary Role: Defender Enola. In spite of the spread rumors of death and desolation. but the life of a lure dangerous beasts to lair in the right spot. the primal spirits sometimes primal guardians. learning the G`q`g-Podgdot@qj^\odji secrets of nature’s balance throughout Athas and Sandstep Primal Guardian Utility 2 searching for the place of their calling. Level 11: 2[W] + ability modifier thunder damage. and it’s a promise I intend to keep. often draw a primal guardian into long journeys away Encounter ✦ Primal from the place he or she wards. nature still flowers. and Power Source: Primal Mearedes. A few lives are nothing when weighed against flourishes in a few places—the rain-misted jungles the life of the world. are most likely to become primal guardians. he or she is free to wander the rest of the Level 21: 15 thunder damage. a few circles are free-roaming orders Level 21: 3[W] + ability modifier thunder damage. Where the elemental priests seek adjacent to you. C H A P T ER 3 | C h arac te r T h e m es 03 . does not include you. Target: One creature Another band known as the Crescent Circle works Attack: Primary ability vs. excellent examples. and they these surviving treasures. move through unexpected heroes. are scattered throughout the Forest Ridge. Nibenay. creek-fed mountain vales. this time comes to an end. However. if the target makes an attack that to oppose great dangers when they arise. They Across the Tyr Region. some Much of Athas is desolate and defiled. appointed to defend the life of Athas. the needs of all of Athas and the sand obscures you and nearby allies. protecting them from pil. rangers. the majestic stands of giant cactus that dot the stony barrens in the wilds south =pdg_dib\ of Tyr. primal Effect: You shift 3 squares. the protector of the island of Shault. Move Action Personal Even more so than elemental priests. the vital force of Athas still protect. or wicked to care whether their actions ers—including sorcerers. Some of these individuals choose their tasks for themselves. haunted or maddened by visions and bound to the place of the land’s need. you move across the battlefield. shamans. many guardians begin their careers with an extended time of wandering. the mul guardian of the Dragon’s Bowl. These watchers and sentinels are the world’s its defense. collectively sworn to defend a wide area. and a few kill supernatural ruin visited over so much of the planet anyone who comes across the place they are sworn to thousands of years ago. and wardens secret refuges and lost springs. Several Encounter ✦ Primal. the dazzling blue Kmdh\gBp\m_d\i waters of the Dragon’s Bowl. the green palm groves of hidden oases in the Tablelands. are Granted Power: You gain the mark of thunder power. But even after In a swirl of wind-driven sand. yet life still to instill reverence for the primal elements in the flowers in a few places. passing messages to each other and gathering Until the mark ends. of the Forest Ridge. freely taking up the mantle Kmdh\gBp\m_d\iKjr`mn of guardianship over some rare and precious verdant The following powers are available to any character patch hidden in the desert. AC to defend the Crescent Forest between Gulg and Hit: 1[W] + ability modifier thunder damage.” dant lands hidden and unspoiled. Likewise. guardians are people of the deep desert and the you gain concealment. chosen by the spirits or self. and a thousand more Druids. Weapon such circles. I have vowed to protect these places peoples of Athas. rangers and preserv- desperate. as do your allies while they are remote wilderness. Until the end of your next turn. it takes 5 thunder damage. wizards. Some conceal trails or wield magic to obscure their warded places. can easily see the worth in defending a place where laging or defiling at the hands of people too careless. and fey pact might murder one more piece of a gravely wounded warlocks—are often close to nature and dedicated to world. Finally. In fact. sentinels stand watch over are already attuned to the primal spirits. PRIMALGUARDIAN “The world has suffered more than any slave. some world is difficult to quench altogether. the primal spirits. Region. Many primal guardians are hermits who live in or PRIMAL GUARDIAN TRAITS near the lands they guard. consisting mostly of halfling druids and Standard Action Melee weapon wardens. Thunder. to protect.

damage. you can Once before the end of the encounter while you are in make the following attack. transforming preventing their escape. Hit: As above. Minor Action Close burst 3 Encounter ✦ Primal Effect: You spend a healing surge. you can make the following attack. Fortitude Hit: 1[W] + ability modifier thunder damage. striking your foes and Angry primal spirits bind themselves to you. each end of the encounter. but 3[W] + ability modifier damage. Primal. and wood infuse your body with you in a shell of wood and stone and thunder. Hit: 1[W] + ability modifier damage. Lifting Winds Primal Guardian Utility 6 Daily ✦ Healing. In addition. Thunder. Hit: As above. transforming you into a creature of desert life and giving Encounter ✦ Polymorph. Each en- primary ability modifier and lands at the end of this emy within the zone gains vulnerable 5 thunder while it movement.<oo\^f@qj^\odji G`q`g2<oo\^f@qj^\odji PRIMAL GUARDIAN Armor of the Land Primal Guardian Attack 3 Armor of Living Dunes Primal Guardian Attack 7 The land’s blessings wrap themselves around you. Reflex knock the target prone. directing it to your allies and creating kindling for the fire. Standard Action Close burst 2 Standard Action Close burst 1 Target: Each creature in burst Target: Each enemy in burst you can see Attack: Primary ability vs. stone. Effect: As above. Daily ✦ Polymorph. weakened until the end of your next turn. G`q`g0<oo\^f@qj^\odji G`q`g4<oo\^f@qj^\odji Storm of Debris Primal Guardian Attack 5 Splinters of wood. adjacent to you chooses to be. Level 27 Hit: As above. Zone Primal spirits riding fierce winds propel your ally into battle. turn. Target: The triggering enemy Standard Action Close blast 3 Attack: Primary ability vs. and you Attack: Primary ability vs. serrated leaves. Weapon you the ability to hurl a blast of sand from your weapon. but 10 thunder damage. You regain hit points as Move Action Close burst 10 normal. Weapon Minor Action Personal Minor Action Personal Effect: You assume the form of a storm of debris until the Effect: You assume the form of wood and stone until the end of the encounter. Fortitude Target: Each creature in blast Hit: 2[W] + ability modifier thunder damage. Level 23 Level 17 Hit: As above.+Podgdot@qj^\odji Balm of the Guardian Primal Guardian Utility 10 G`q`g1Podgdot@qj^\odji You leech the moisture from the area around you. your body into a hulking mass of rock and wood. Once before the end of your next turn. Reflex Attack: Primary ability vs. and each ally in the burst gains temporary hit Target: You or one ally in burst points equal to one-half your level. but 15 thunder damage. While in this form. you and enemy that starts its turn within 2 squares of you takes all allies adjacent to you gain resist 5 to all damage and 5 thunder damage and is marked by you until the end of cannot be pulled. but 3[W] + ability modifier thunder damage. While you are in this form. encasing Primal spirits of sand. While in this form. Once before the end of your next Trigger: An enemy adjacent to you moves willingly. the target is blinded until Hit: As above. The burst creates a Effect: The target flies a number of squares equal to your zone that lasts until the end of your next turn. Hit: As above. you can end of your next turn. but 2[W] + ability modifier thunder damage. Level 15 Level 19 Effect: As above. G`q`g.G`q`g. While you are in this form. the end of your next turn. and you push the Level 13 target 2 squares. Primal. Once during the encounter while in this form. and the target is the target 1 square. Thunder. Weapon Effect: You assume the armor of the land form until the end Minor Action of your next turn. he or she also pushes the enemy 1 square. Primal. but 3[W] + ability modifier thunder damage. but 3[W] + ability modifier damage. or slid unless you or the ally your next turn. you gain resist 5 to Effect: You assume the armor of living dunes form until the all damage. you are immune make the following attack as an immediate interrupt. but 2[W] + ability modifier damage. and thorny brush whirl Of Wood and Stone Primal Guardian Attack 9 around you with thunderous fury. you can make the following attack. Primal. when the is within the zone. but 4[W] + ability modifier damage. Primal. The target is also slowed (save ends). C H A P T ER 3 | C h arac te r T h e m es 04 . energy. Until the end of your next turn. target hits an enemy with a melee attack. pushed. this form. Weapon Daily ✦ Polymorph. but 4[W] + ability modifier thunder Hit: As above. and you slide Hit: 2[W] + ability modifier damage. Level 29 Level 25 Hit: As above. Minor Action Personal Encounter ✦ Polymorph. to forced movement.

and the target is immo- WAY N E E N G L A N D within the zone created by guarded land until the end bilized and takes ongoing 10 damage (save ends both). so too does your understanding of its power. growing your strength and vitality. or 3 squares as a move action. you The land stirs to violence. The zone is difficult terrain for Land Stride Guardian of the Land Utility 12 your enemies. of your next turn. Effect: You teleport 3 squares to a square within the zone created by guarded land. The blast creates a zone that lasts until guarded land. Guarded Land (11th level): Your connection to Encounter ✦ Primal the world lets you form bonds with the land’s spirits. Zone Attack: Primary ability + 6 (9 at 21st level) vs. the spirits emerge from the broken landscape to add their strength to your own. you land or adjacent to it. Miss: Half damage. and they respond to your efforts by lending aid where and when they can. any enemy within the zone takes damage equal to your primary ability modifier. or until a creature uses arcane defiling within the zone. Target: Each enemy within the zone created by guarded land Watchful Wrath (16th level): Once per round Attack: Primary ability + 9 vs. Bp\m_d\ijaoc`G\i_ “Who better to protect the land than the land itself?” Prerequisite: Primal guardian theme There is no greater calling than to protect the land. Your long associations with the spirit world revealed to you the fragile balance that allows life to continue despite the hardships. The primal spirits are not blind to your sacrifice. Fortitude Minor Action Close blast 3 Hit: 2d10 + ability modifier damage. Within your guarded sites you can move from place to place. Teleportation Move Action Personal Land Guarding Action (11th level): When you Requirement: You are within the zone created by guarded spend an action point to take an extra action. you no longer need to eat or drink. And if you face a dire threat. Immediate Interrupt Area special You gain the guarded land power. Whenever you choose a land to guard. a move action. to shelter it from those who would exploit it for the power it contains. the end of the encounter. As your bond with the land grows. as a free action you mark every enemy Hit: 3d8 + ability modifier damage. Standard Action Area special In addition. and you slide the Effect: You mark each enemy in the blast until the end of target 3 squares to a square within the zone created by your next turn. Only if this balance is maintained can life and the world recover. can move the zone created by guarded land 3 squares. and the target is immobilized (save ends). You can draw primal magic into yourself when you assume bestial forms. Awakened Fury Guardian of the Land Attack 20 Nature’s Steward (11th level): Once per day. At-Will ✦ Primal. C H A P T ER 3 | C h arac te r T h e m es 1+ . devoting your life to its protection. and at your call it rises up to smash K\ocA`\opm`n your enemies. Target: Each enemy within the zone created by guarded land Encounter ✦ Primal. can use the Speak with Nature ritual without expend- Daily ✦ Primal ing components. you can call forth the ancient spirits to harry and kill any you Bp\m_d\ijaoc`G\i_ name as your enemy. The land’s spirits awaken. ensuring that nothing under your stewardship comes to harm. Reflex on your turn. @qj^\odjin Bp\m_d\ijaoc`G\i_ Land’s Rebuke Guardian of the Land Attack 11 The land is your ally. nothing can hold you. and so you make this your work. snatching and rending your enemies. You can move the zone 1 square as part of While on or near the lands you guard. Trigger: An enemy within the zone created by your guarded land and marked by you makes an attack that does not Guarded Land Guardian of the Land Feature include you as a target. answering your plea for aid. They slow enemies as they approach and punish the trespassers. After the move.

Psychic your heightened connection is the ability to bind your Standard Action Ranged 5 Target: One creature spirit with your enemies. Will Hit: 1d10 + ability modifier psychic damage. The most revealing aspect to Encounter ✦ Charm. with a bonus to the damage roll equal to your ability modifier. and you are that Athas. Aftereffect: The target is dazed until the end of your next turn. It is to the ravaged. each ally within 5 wrath to destroy the enemy you have vowed to fight. creating a soothing whirlwind that washes over your allies to give them respite from their wounds. Will Hit: The target is stunned (save ends). who allow you to wield not only their strength as a free action. Level 21: Primary ability + 9 vs. Primal. sending that spirit to lash out at your enemies and bring them under your command. while at the same time sheltering your Hateful Binding Voice for the Ravaged Attack 11 allies from harm or infusing them with elemental You force your enemy to endure the ravages that have plagued strength. The chosen ally gains resist 10 to that damage type The primal spirits all bear scars from the ancient and a +1 bonus to attack rolls with powers that deal conflict that led to the world’s devastation. @qj^\odjin Their anger lets you drive your enemies to turn on one another. too?” Spirit Ride (11th level): After each extended rest. war against tyranny and right the world’s course once Bountiful Returns (16th level): When you more. lend. Qjd^`ajmoc`M\q\b`_ Qjd^`ajmoc`M\q\b`_ PRIMAL GUARDIAN “You speak of suffering? Look around you. J U L I E D I L LO N Miss: The target is dazed (save ends). vengeance personified. First Failed Saving Throw: The target is dominated instead of stunned (save ends). the adjacent to you takes fire. or thunder. but their very essence in your crusade against the despoilers. causing it to turn against one of its allies. Primal Minor Action Close blast 5 Target: Each ally in blast Effect: Each target regains hit points as if it had spent a healing surge and gains a +2 power bonus to all defenses until the start of your next turn. squares of you gains temporary hit points equal to You have become the ally of these twisted primal your primary ability modifier and can shift 1 square spirits. C H A P T ER 3 | C h arac te r T h e m es 1. each enemy selves in the bitter aftermath. who remained either retreated to the few remaining Wrathful Action (11th level): When you spend havens or turned to elemental power to sustain them. The spirits answer your commands. choose one of your allies and one of the follow- Prerequisite: Shaman or primal guardian theme ing damage types: cold. The spirits are vengeful. Many damage of that type. Daily ✦ Charm. lightning. so that even as your com- Attack: Primary ability + 6 vs. an action point to take an extra action. and as a free action the target makes a basic attack against a creature of your choice. Will panions close. Qjd^`ajmoc`M\q\b`_ ing both primal and elemental power to your attacks. Can you not see K\ocA`\opm`n that the world cries in agony. fire. cold. consumed by destructive magic. guiding their use a daily primal attack power. and thun- broken. Those another extended rest. Daily ✦ Healing. lightning. World’s Vengeance Voice for the Ravaged Attack 20 You call forth the greatest and most vengeful of your spirit allies. . Primal Standard Action Close burst 3 Target: Each enemy in burst Attack: Primary ability + 9 vs. These benefits last until you take vanished. and corrupted that you turn to wage your der damage equal to your primary ability modifier. your spirit rends the soul within. You give voice to their grievances. Restorative Wind Voice for the Ravaged Utility 12 You summon the primal spirits of air and earth.

TEMPLAR
“I have been entrusted with the full power and authority best for their city and their fellow citizens. Some are
of our king. Where I am, he is too. What I deem right and reformers who seek to moderate the excesses of the
just, he approves. What I condemn as seditious or crimi- system, and a rare handful are rebels seeking to effect
nal, he also condemns. I am the law.” change from within. Heroic templars likely hold
these convictions.
Judges, officials, and enforcers of the king’s laws,
templars are the embodiment of civic authority in the =pdg_dib\O`hkg\m
great cities of Athas. They form a privileged meritoc-
All templars are members of the templar hierarchy
racy of individuals who serve as the sorcerer-king’s
and have some skill in the use of arcane magic—espe-
eyes, ears, and mouth among the populace—and, as
cially magic that is useful in compelling obedience or
circumstances require, the heavy hand of crushing
punishing lawbreakers. However, a templar need not
tyranny. Given broad discretion to enforce the king’s
be a member of a spellcasting class. A templar might
will as they see fit, templars are often brutal and
be a rogue who serves as a spy or an investigator, a
corrupt, using their positions to wring ruinous taxes
psion jurist or scholar, a warlord who holds a post as
and bribes from all who fall under their power. A sor-
a commander or an administrator, or even a fighter
cerer-king doesn’t care about templars being corrupt,
who serves in an elite palace guard.
as long as they keep the city in good order.
Templars commonly enjoy broad powers to arrest
wrongdoers, impose fines, and command soldiers or TEMPLAR TRAITS
city guards to do their bidding in their home cities. Secondary Role: Leader
Of course, higher-ranking templars can countermand Power Source: Arcane
these orders, so a low-ranking templar can’t just com- Granted Power: You gain the templar’s fist power.
mandeer the half-giants guarding a city gate and
march off into the desert with them—he would have O`hkg\mKjr`mn
to appeal to his superiors to approve his mission and The following powers are available to any character
request that guards be assigned to his command. who has chosen the templar theme.
Likewise, templars of a particular city-state have no
civic authority in other cities or in places not under Templar’s Fist Templar Feature
the direct rule of their king. Though the civic powers You command your foe to submit, crushing its spirit and
granted to templars are formidable in their own right, slowing its flight. The same power that compels your foe to
templars are not simply bureaucrats—many are also despair fills a nearby ally with brutal zeal.
formidable spellcasters, sanctioned to wield the ter- Encounter ✦ Arcane, Implement, Psychic
rible magic of the sorcerer-kings in the pursuit of Standard Action Close burst 5
their duties. In many cities templars are trained in Target: One creature in burst
arcane magic in formal academies and are bestowed Attack: Primary ability vs. Will
with the ability to call upon their sorcerer-king’s Hit: 1d10 + ability modifier psychic damage, and the tar-
get is slowed until the end of your next turn.
magical might through lengthy pacts.
Level 11: 2d10 + ability modifier psychic damage.
The exact ranks and customs of the templar hier- Level 21: 3d10 + ability modifier psychic damage.
archy vary widely from city to city. In Balic, templars Effect: The next ally who hits and damages the target be-
are known as praetors and are elected to their posi- fore the end of your next turn gains a +3 power bonus to
tions (although a few elections end in unexpected attack rolls until the end of his or her next turn.
upsets). The templars of Nibenay are exclusively
female and are ceremonially wedded to the sorcerer- G`q`g-PodgdotNk`gg
king. In Draj, templars are known as the Priests of
the Moon and are charged with observing the civic Reward the Obedient Templar Utility 2
worship of the king Tectuktitlay, who claims to be a You call upon your subject to slay the enemies of your master,
god. Notwithstanding specific customs, all templars drawing your ally onward into the fray.
constitute a powerful, wealthy social class within Encounter ✦ Arcane, Healing
their cities—a social class highly invested in keeping Standard Action Close burst 5
each sorcerer-king the supreme master of his or her Target: One enemy in burst
city-state. Effect: The next ally who ends his or her turn adjacent to
Most templars revel in their positions and ruth- the target before the end of your next turn can spend a
lessly exploit the weak and the poor. However, a few healing surge and make a saving throw.
are patriots who are truly concerned with what’s

C H A P T ER 3 | C h arac te r T h e m es
1-

G`q`g.@i^jpio`mNk`gg G`q`g2@i^jpio`mNk`gg

TEMPLAR
Fearsome Command Templar Attack 3 Fettering Glare Templar Attack 7
You cause your foes to hesitate with a spell of magical terror, You create ghostly, constricting iron manacles to pin your foe in
but your ally takes heart from your authority. place. The manacles draw an enchantment or blight affecting
Encounter ✦ Arcane, Fear, Implement, Psychic one of your allies away from him.
Standard Action Area burst 2 within 10 squares Encounter ✦ Arcane, Implement, Psychic
Target: Each creature in burst Standard Action Close burst 2
Attack: Primary ability vs. Will Target: Each enemy in burst
Hit: 2d6 + ability modifier psychic damage, and the target Attack: Primary ability vs. Will
is slowed until the end of your next turn. Hit: 2d8 + ability modifier psychic damage, and you knock
Effect: The next ally who hits and damages one of the the target prone.
targets before the end of your next turn automatically Effect: The next ally who hits and damages one of the
succeeds on any one saving throw at the end of his or targets before the end of your next turn rolls twice on any
her turn. one attack roll made before the end of his or her next turn,
Level 13 using either result.
Hit: As above, but 3d6 + ability modifier psychic damage. Level 17
Level 23 Hit: As above, but 3d8 + ability modifier psychic damage.
Hit: As above, but 5d6 + ability modifier psychic damage. Level 27
Hit: As above, but 5d8 + ability modifier psychic damage.
G`q`g0?\dgtNk`gg
G`q`g4?\dgtNk`gg
Glare of Oppression Templar Attack 5
You create a wave of blistering sunlight and mental oppression. Imperious Gaze Templar Attack 9
It saps your enemies’ will to fight while renewing the vigor of You fix your eye on a foe or a friend, driving your ally onward
those you command. with magical compulsion or crushing your enemy’s will.
Daily ✦ Arcane, Healing, Implement, Radiant Daily ✦ Arcane, Implement, Psychic
Standard Action Area burst 2 within 10 squares Standard Action Close burst 2
Target: Each enemy in burst Target: Each enemy in burst
Attack: Primary ability vs. Will Attack: Primary ability vs. Will
Hit: 2d10 + ability modifier radiant damage, and the tar- Hit: 2d10 + ability modifier psychic damage, and the tar-
get is immobilized (save ends). get is dazed (save ends).
Miss: Half damage, and the target is slowed until the end of Effect: The next ally who hits and damages one of the
your next turn. targets before the end of the encounter can regain any one
Effect: The next ally who hits and damages one of the tar- expended encounter attack power of this power’s level or
gets before the end of your next turn gains regeneration lower.
3 until the end of the encounter. Level 19
Level 15 Hit: As above, but 3d10 + ability modifier psychic
Hit: As above, but 3d10 + ability modifier radiant damage. damage.
Level 25 Level 29
Hit: As above, but 4d10 + ability modifier radiant Hit: As above, but 4d10 + ability modifier psychic damage.
damage.
G`q`g,+PodgdotNk`gg
G`q`g1PodgdotNk`gg
Berate the Weak Templar Utility 10
Mantle of Might Templar Utility 6 You lash your failing allies with words of scorn, driving them
An invisible aura of power protects you from enemies that dare back into the fray with renewed determination.
to approach. Encounter ✦ Arcane, Healing
Daily ✦ Arcane, Fear Minor Action Close burst 5
Minor Action Personal Target: Each bloodied, dazed, stunned, or prone ally in burst
Effect: Until the end of your next turn, enemies grant Effect: Each target can choose to spend a healing surge, au-
combat advantage and take a –4 penalty to attack rolls tomatically remove one dazed or stunned effect, or stand
against you while adjacent to you. The next ally who hits up. In addition, each target in the burst can move his or
and damages an enemy adjacent to you before the end of her speed as a free action, as long as this movement ends
the encounter gains 1 action point. with that target adjacent to an enemy.

C H A P T ER 3 | C h arac te r T h e m es
1.

H\no`m?`adg`m If you are one of a sorcerer-king’s sanctioned
defilers, you might be expected to make yourself
“What does it matter if a few plants die to fuel my available for special tasks or duties as needed. Such
ambitions?” assignments are rare, however; most sorcerer-kings
allow master defilers in their cities to do more or less
Prerequisite: Arcane defiling power as they wish, trusting that they won’t jeopardize the
city or themselves. After all, master defilers are uni-
The lowly and the ignorant see defilers as craven and versally loathed, and if anything ever happens to the
corrupt—little more than thieves with magical talent. king, even a master defiler wouldn’t last a day.
It’s true that the defiler’s path is selfish in its way: A
defiler requires energy from associates and the living
world nearby to power his or her greatest spells. And H\no`m?`adg`mK\ocA`\opm`n
it is also true is that defiling can corrupt the body and Defiler’s Action (11th level): When you spend
mind. But only a fool could fail to see the power that an action point to make an extra attack, you can use
defiling offers, and you are not a fool. arcane defiling on that attack even if the attack is not
Most who openly defile enjoy the protection of high an arcane daily power.
station or powerful patrons. Perhaps you are of noble Offensive Defiling (11th level): When you use
birth, and your family’s wealth protects you from the arcane defiling, one nonminion enemy within 20
consequences of your actions. You might have been squares of you takes damage equal to half your heal-
chosen for an arcane education while still young and ing surge value.
tutored in the ways of magic by templar instructors, Defiler’s Addiction (16th level): You can use
or perhaps you gained the king’s sanction by other arcane defiling on one arcane encounter attack power
means—as a reward for some great service to the king per encounter.
or the city, through bribery, or by the manipulation
of powerful nobles or senior templars exercising the H\no`m?`adg`mNk`ggn
king’s favor. If you are not a native of a city-state, the
only sanction you require is sheer power: You can Defiling Alacrity Master Defiler Attack 11
defile freely if your tribe protects you, or if you are so Your mastery of defiling with simple spells allows you to cast
powerful that no one dares to challenge you. them with alarming quickness.
Encounter ✦ Arcane, Necrotic
Standard Action Personal
Effect: You can use one of your at-will arcane attack pow-
ers as a free action. If the attack hits, the power deals
1d10 extra necrotic damage to one target hit by the
attack. In addition, the next time you use an arcane
attack power before the end of your next turn, you roll
two dice for one attack roll and use either result.

Defiling Recovery Master Defiler Utility 12
You quickly defile your surroundings to conserve the energy of
a failed spell.
Encounter ✦ Arcane
Free Action Personal
Trigger: You miss every target with an arcane encounter
attack spell.
Effect: The triggering power is not expended.

Enemies to Ashes Master Defiler Attack 20
Like defilers of legend, you steal life force from your enemies,
wracking them with pain and turning their bodies into lifeless
ash in the process.
Daily ✦ Arcane, Necrotic
Standard Action Personal
Effect: You can use one of your at-will arcane attack pow-
ers as a free action. If the attack hits, one creature hit by
the attack also takes ongoing 20 necrotic damage (save
ends). Until the ongoing damage ends, the creature hit
is considered to be your ally for the purpose of taking
damage from arcane defiling. If the attack misses, this
JASON A . ENGLE

power is not expended.

C H A P T ER 3 | C h arac te r T h e m es
1/

Balic is friendlier to trade than any other city in

TEMPLAR
the Tyr Region is, and several important merchant
houses are based here. Consequently, praetors find
that their duties often lead them to distant villages
and even other cities, watching over Balic’s trade
affairs. Most praetor legates are natives of Balic, but
capable and trustworthy foreigners occasionally rise
high in the ranks of Andropinis’s templars.

Km\`ojmG`b\o`K\ocA`\opm`n
Praetor’s Censure (11th level): Whenever you
bloody an enemy with an attack, that enemy grants
combat advantage until the end of your next turn.
Praetor’s Action (11th level): When you spend
an action point to make an attack, the next ally who
hits and damages one of the targets of your attack
before the end of your next turn gains an action point.
Chosen of Andropinis (16th level): Whenever
an enemy starts its turn adjacent to you, you can slide
that enemy 1 square as a free action.

Km\`ojmG`b\o`Nk`ggn
Obsidian Javelin Praetor Legate Attack 11
You create a black, ghostly javelin of magical force. Its
concussion drives your foe back and makes it a tempting target
for your ally.
Encounter ✦ Arcane, Force, Implement
Standard Action Melee touch or Ranged 10
Km\`ojmG`b\o` Target: One creature
Attack: Primary ability vs. Reflex
“Sometimes hard decisions must be made to further the Hit: 3d8 + ability modifier force damage, and you push the
interests of the State. The dictator trusts my judgment in target 3 squares.
these matters.” Effect: The next ally who hits and damages the target before
the end of your next turn gains resist 10 to all damage
Prerequisite: Templar theme or sorcerer-king until the end of that ally’s next turn.
pact class feature
Dustwalk Praetor Legate Utility 12
You stride through the air in a whirling cloud of dust.
Through a combination of personal talent, family
connections, wealth, and loyal service to Dictator Encounter ✦ Arcane
Minor Action Personal
Andropinis, you have won a high office among the
Effect: Until the end of your next turn, you can fly (hover)
templars of Balic. Most praetors are magistrates, over- at your speed. You have an altitude limit of 1 square. You
seers of commerce, or military commanders—they have concealment while flying or hovering.
lack your personal might and are simply high-
ranking officials and administrators. You, however, Dictator’s Judgment Praetor Legate Attack 20
aren’t saddled with mundane duties. Instead, you You channel the power of Dictator Andropinis to pronounce
are a personal representative of the dictator, vested a dire judgment on your foe. Your spell roots the target to the
with the power to further the interests of the state in spot and crushes its will to resist you, and you offer a bounty of
whatever manner you deem appropriate. As a badge vitality on the head of the damned.
of your special office, you are entitled to wear a cloak Daily ✦ Arcane, Healing, Implement, Psychic
or tunic with a purple stripe or border. Standard Action Close burst 10
As a praetor legate, you might spy on Balic’s ene- Target: One creature in burst
mies, investigate corruption, look after the defense of Attack: Primary ability vs. Will
Hit: 4d8 + ability modifier psychic damage, and the target
the life-sustaining trade routes throughout the Forked
is immobilized (save ends).
Tongue, track down criminals, or search for ancient Miss: Half damage, and the target is slowed until the end of
artifacts in ruined cities. You answer only to Andropi- your next turn.
nis himself . . . and if you are a true patriot, you might Effect: The next ally who hits and damages the target
DAV I D R A P OZ A

find that the interests of the dictator and the interests before the end of the encounter regains hit points as
of Balic are not always one and the same. though he or she had spent three healing surges.

C H A P T ER 3 | C h arac te r T h e m es
10

and like any ✦ The greatest defilers. In their weakness. As such. wizards. VEILEDALLIANCE “For centuries. and might be better Effect: The target gains combat advantage on his or her next off with a different heroic theme. members of the Veiled Alliance are eagerly hunted by VEILED ALLIANCE TRAITS the templars and agents of every surviving sorcerer. But sometimes a dedicated preserver might panic or Level 11: 2d10 + ability modifier psychic damage. The truth is that arcane magic is a weapon. . or thwart and destroy the who wield it without their supervision must be destroyed. Teach. other people of psionic talent. <ggd\i^`>c\m\^o`m mostly within the city-states. if he or she knows too much). and some never ance is therefore a rebel movement—the only rebel master anything more than a taste of arcane power. defiler without revealing the Alliance. and most of its one ally within 10 squares of you becomes invisible to members literally wouldn’t defile to save their own lives. All Veiled Alliance activities are directed toward However. Although individual members might take cell to include a sprinkling of psions. They claim that arcane power is innately evil. Each cell is independent Most Veiled Alliance characters are preservers—sor- and does not answer to any central authority. you can also slide the they ruin the land and bring hostile attention to target 1 square on a hit. and liberate Magic removes all evidence from your foe’s senses that you or preservers and their allies. must weapon. not all Veiled Alliance members are pri- the protection of preserving and the downfall of marily spellcasters. A fallen preserver can try to start over with another Veiled Alliance cell in a differ. movement worth speaking of in some cities. Convert a lie. and all defiler to the right path. You distract observers to conceal the use of arcane power. The Alli. danger to a preserver’s door. knowledge that otherwise might pass from the world. and those who support preservers—especially Excise from Sight Veiled Alliance Feature the Veiled Alliance itself. sometimes catching them off guard. and up other tasks. Target: One creature THEALLIANCEANDDEFILING Attack: Primary ability vs. . as well as spies and pose as more important. Implement. weaken in his resolve when faced with an overwhelming Level 21: 3d10 + ability modifier psychic damage. It’s not unusual for an Alliance defiling. Do nothing that brings one of your allies exists. Veiled Alli- is direct opposition to the sorcerer-kings. Power Source: Arcane Any preserver who comes to the attention of the Granted Power: You gain the excise from sight power. Membership is another matter. Encounter ✦ Arcane Minor Action Close burst 5 ent city . ardents. power to enhance it.” be brought down. challenge. the target until the end of your next turn. but someone who repeatedly turns to defiling Target: You or one ally you can see in burst isn’t living up to the society’s ideals. and give in to the easy path. Only they have the power to destroy our path. C H A P T ER 3 | C h arac te r T h e m es 11 . A character who makes this mistake isn’t disqualified from the theme. sworn never to defile and to do everything in their spies. and you or The Veiled Alliance abhors defiling. G`q`g-PodgdotNk`gg however. Q`dg`_<ggd\i^`Kjr`mn thy and gain sponsorship of an existing member. the organization holds no other pur. and occasionally warlocks who have of each cell oversee and train a network of warriors. aid. Psychic ✦ Defilers are abominations that steal that which Standard Action Ranged 10 Special: You can spend a minor action when you use this rightly belongs to everyone. ✦ Protect the path of arcane preserving. Encounter ✦ Arcane. Will Hit: 1d10 + ability modifier psychic damage. the sorcerer-kings have perpetrated a great those who use arcane magic properly. it can be used for good or ill. The following powers are available to any character The Veiled Alliance holds the following tenets: who has chosen the Veiled Alliance theme. Veiled Alliance earns a degree of aid. The boldest of these aims guards who have no magical talent at all. If you do so. Cells of this cabal are located across the Tyr Region. ance agents come from all classes. A potential recruit must be trustwor. the character Veiled Arcana Veiled Alliance Utility 2 will be thrown out (and possibly hunted down and killed. and other capable agents—especially those who power to protect fellow preservers and safeguard use arcane power. arcane attack before the end of your next turn. Secondary Role: Controller king and those who wish to curry their favor. the sorcerer-kings. if others witness the act of defiling and word gets back to the local Veiled Alliance cell. its practitio- ners. Leaders cerers. but a secret society protects those who =pdg_dib\Q`dg`_ choose the path of the preserver: the Veiled Alliance. Arcane spellcasters are feared and reviled through- out Athas.

Level 23 Hit: As above. If you do so. but 2d8 + ability modifier radiant damage. rolls. Effect: You can see and hear as if you were in the target’s Encounter ✦ Arcane space (save ends). and the Attack: Primary ability vs. Psychic. the target takes a –2 Special: You can spend a minor action when you use this penalty to saving throws against this power. Attack: Primary ability vs. but 3d8 + ability modifier radiant damage. If you do so. Fortitude this power. damage. end of the encounter. Psychic Special: You can spend a minor action when you use this Standard Action Close burst 5 power to enhance it. If you do so. Target: Each enemy in blast Effect: Before or after the attack. Daily ✦ Arcane Veiled Escape Veiled Alliance Utility 6 Minor Action Ranged 10 Your subtle magic lends speed to an ally’s feet and calls up dust Target: One creature to conceal your ally’s movement. C H A P T ER 3 | C h arac te r T h e m es 12 . get is deafened and takes a –2 penalty to opportunity ac. Will the target saves. you can shift 3 squares. (save ends). Fortitude target cannot see anything farther than 2 squares away Hit: 1d8 + ability modifier radiant damage. and the tar. but 3d10 + ability modifier psychic Hit: As above. Psychic Veil Veiled Alliance Attack 5 locking them in place and obscuring their vision. Sensory Absorption Veiled Alliance Utility 10 Your senses ride atop your target’s senses. he or she can shift 2 additional squares and gain concealment until the end of his or her next turn.G`q`g. Standard Action Area burst 1 within 10 squares Daily ✦ Arcane. but 2d10 + ability modifier psychic damage. end of your next turn the target is slowed and takes a Level 17 –4 penalty to opportunity action and immediate action Hit: As above. If you do so. Miss: Half damage. Implement. Implement. Radiant Encounter ✦ Arcane. Level 25 Hit: 3d10 + ability modifier damage. A buzzing shroud issues from your mind. and until the until the end of your next turn. all creatures that are not adjacent to it Hit: 1d10 + ability modifier psychic damage. but 2d10 + ability modifier psychic Hit: As above. Implement. but 4d6 + ability modifier psychic damage. and the target Target: Each enemy in burst is restrained and cannot teleport (save ends both). damage. convincing your foes Daily ✦ Arcane. you can teleport 2 opportunity attacks or immediate action attacks until the squares instead of shifting 2 squares. power to enhance it. the target takes 5 Target: Each creature in burst psychic damage each time it fails a saving throw against Attack: Primary ability vs. end of your next turn instead of taking a penalty to attack Effect: Before or after the attack. the target cannot make power to enhance it. Reflex Target: Each enemy in blast Hit: 1d10 + ability modifier psychic damage. and the target is G`q`g. allowing you to gain G`q`g1PodgdotNk`gg a broader perspective. and the target is immobilized tion and immediate action attack rolls (save ends both). Level 27 Level 13 Hit: As above. and the target takes a –2 penalty to any Level 19 check made to discern your use of arcane power until the Hit: As above.+?\dgtNk`gg dazed (save ends). Hit: 2d6 + ability modifier psychic damage. you escape your A spray of mind-stinging particles covers your flight enemies’ clutches. attack rolls. from danger. G`q`g4?\dgtNk`gg G`q`g0?\dgtNk`gg Sequestering Veil Veiled Alliance Attack 9 A sparkling mist covers your foes and swirls around them. Implement. you can shift 2 squares. Encounter ✦ Arcane.@i^jpio`mNk`gg G`q`g2@i^jpio`mNk`gg VEILED ALLIANCE Dazzling Flash Veiled Alliance Attack 3 Sandman’s Veil Veiled Alliance Attack 7 Unleashing a flash of arcane magic. Miss: Half damage. Psychic that you are a powerful user of psionic power. Teleportation Standard Action Close blast 5 Standard Action Close blast 3 Special: You can spend a minor action when you use this Special: You can spend a minor action when you use this power to enhance it. Effect: The next time the target shifts before the end of your next turn. but 3d6 + ability modifier psychic damage. have concealment against it. Level 29 Level 15 Area burst 2 within 10 squares Hit: As above. Minor Action Ranged 5 Aftereffect: You can see and hear as if you were in the Target: You or one ally target’s space until the end of your next turn. Until Attack: Primary ability vs.

one ally within 10 squares of power. But in exchange. your sacrifices have led Prerequisite: Arcane class you to a place where you need to give less to perform your magic. your next turn. the master preserver’s skill and precision are so great that he can often match Vital Spell Master Preserver Attack 11 the raw power of the most reckless defilers without Your mastery of preserving allows you to conserve the fleeting harming a single blade of grass. Effect: The attack creates a zone that lasts until the end of the encounter or until you dismiss it as a free action. Effect: The damage the ally takes is reduced by 10 + your primary ability modifier. you gain a +2 choose the preserver’s path carefully shape their spells bonus to Endurance. remaining centered on you. experience. the zone moves with you. Daily ✦ Arcane. In addition. Nature. Implement. Zone Standard Action Close burst 5 Target: Each enemy in burst Attack: Primary ability vs. master preserver is an arcanist who has developed Surging Vitality (16th level): Whenever you a perfect sense for the balance of destruction and spend a healing surge. In fact. Healing Standard Action Personal Effect: You can use one of your arcane at-will attack powers as a free action. and Perception checks. the whispers of temptation hold no more power opposite for those who oppose me. the master preserver’s self-control. and they eagerly rip K\ocA`\opm`n Blessing of the Land (11th level): You can no away the life essence to fuel their magic. If you hit. and you or one ally within 10 squares of you can spend a healing surge. the world now gives you a little back. vitality of your enemy to invigorate an ally. a ripe H\no`mKm`n`mq`m fruit waiting to be plucked and savored. C H A P T ER 3 | C h arac te r T h e m es 13 . you turn your back on defiling forever. that it emanates from is harmed or extinguished. you can choose to reroll one attack roll or damage roll In this delicate give-and-take of spellcasting. Will Hit: 2d10 + ability modifier radiant damage. the and use either result. drawing a little energy from Master Preserver’s Action (11th level): When many different places. When you move. you deal 1d10 extra damage. If For most arcane spellcasters. In addition. Life Shield Master Preserver Utility 12 You shield your ally’s life with your arcane energy. Encounter ✦ Arcane. around this fragile aura. Any ally within the zone who hits with an attack S A R A H S TO N E deals 2d6 extra radiant damage or regains hit points equal to your primary ability modifier. but those who longer use arcane defiling. and intuitive grasp of the subtle currents at play allow him to instantly shape his spells without H\no`mKm`n`mq`mNk`ggn fear of defiling. and the tar- get takes a –2 penalty to attack rolls and cannot recharge powers (save ends both). From that day for- “My path guides Athas back toward health. you gain a +1 bonus to impulse to drink too deeply of the fragile energy attack rolls with arcane attack powers until the end of around them. H\no`mKm`n`mq`m When you choose the master preserver’s path. It does the ward. Far too many spellcasters see no reason to resist. Light of the Lost Sun Master Preserver Attack 20 You radiate scintillating light that burns into the minds of your enemies and fills your allies with light and life. and never so much that the life you spend an action point to make an arcane attack. Radiant. Encounter ✦ Arcane Immediate Interrupt Close burst 5 Trigger: An ally in burst takes damage from an attack. Healing. The unseen life energy of plants and animals nearby sings with power as a spell is shaped. Whereas other casters struggle to maintain you regains hit points equal to twice your primary their discipline and must consciously control their ability modifier.” over you. the urge to defile is an this situation isn’t confirmation of your path’s integ- ever-present temptation that whispers deep in their rity. what else could be? souls.

You have taken this tenet to heart and become its embodiment. mind. Target: Each creature in burst Attack: Primary ability vs. Marked Preservation (16th level): When an Veiled Guardian Stance Veiled Guardian Attack 20 ally makes an arcane attack against a creature adja. AC Encounter ✦ Arcane. and each enemy that makes an opportunity attack is marked by you and grants combat advantage (save against you during this movement is knocked prone. keeping the only honor- able path of arcane power alive. This practice might have even made you into a preserver proper. Q`dg`_Bp\m_d\i VEILED ALLIANCE “Arcane power steadies my mind and focuses my defenses. enemy.” Prerequisite: Veiled Alliance theme Preservers of the Veiled Alliance lead the way for spellcasters everywhere. Victory is sometimes defined as mere survival or a daring escape. With a vicious sweep of your weapon. you hinder the enemy with specialized techniques. Until the mark WA R R E N M A H Y action. Weapon Alliance-Trained Mind (11th level): You gain Move Action Personal a +1 bonus to Will and a +2 bonus to Insight checks Effect: You move your speed to a square adjacent to an and Perception checks. one your next turn. If you do so and your attack hits. and you mark the target until the end of power to enhance it. most of them need stalwart warriors to hold back the enemy while they work their magic. one enemy adjacent to you ment. you deliver a blow that wounds the stance. Leaving your presence is asking for swift of your next turn. you can mark that creature until the end of all nearby enemies. Guardian Dash Veiled Guardian Utility 12 Your eldritch might threatens to knock aside those who stand in your path as you chase down a chosen adversary. Q`dg`_Bp\m_d\iK\ocA`\opm`n Encounter ✦ Arcane. Weapon Hit: 2[W] + ability modifier damage. and you mark the melee basic attack against the target as an opportunity target until the end of your next turn. You have resist 10 to all damage during this move- you spend an action point. Few do that better than you. Protecting preservers is a duty of all who consider themselves members of the Veiled Alliance. the target cannot leave the ends. body. you attract the attention cent to you. punishment. you gain a +2 power Soul-Veiling Strike Veiled Guardian Attack 11 bonus to the melee basic attack rolls granted by this Using special techniques. AC by you leaves a square adjacent to you. Those who are with me need not fear the battle’s outcome. you can make a Hit: 2[W] + ability modifier damage. So that you and your allies can succeed. And yet as powerful as they are. Your training with the Alliance has honed your skills so that you can disable any adversary. If your attack hits. If you do so. when a target of this power marked Attack: Primary ability vs. but preventing enemies of the Alliance from doing harm or making their own getaway is even better. Until Target: One creature the stance ends. and you mark the Standard Action Melee weapon target (save ends). Stance Standard Action Close burst 1 Q`dg`_Bp\m_d\iNk`ggn Special: You can spend a minor action when you use this power to enhance it. Now you are an elite defender of the Alliance and its goals. You mark that enemy until the end of your next Veiled Defender’s Action (11th level): When turn. an ideal example of the preserving way. the target can use only at-will powers and cannot square until the start of its next turn. ally adjacent to the target can shift 1 square. Effect: You can assume the veiled guardian stance. You weave arcane power to give your allies the openings they need. Daily ✦ Weapon. if you weren’t one before. and soul. Involvement with preservers has taught you much. C H A P T ER 3 | C h arac te r T h e m es 14 . Special: You can spend a minor action when you use this Miss: Half damage. recharge powers. ends both).

Owing no allegiance to any but Kjr`mn themselves. less thousands endure crushing poverty and injustice Monks appreciate the solitude of the wild. a slow. WASTELANDNOMAD “I would rather die in the desert free from tyranny than die under a sorcerer-king’s booted heel. and psions perfect their mental disci- in the wide deserts and trackless wastelands beyond plines away from the rule of the sorcerer-kings. and count. escaped slaves. and any of your allies. Some find new homes alongside the advantage against the target. there is no shortage of fugitives from the cities Effect: If you use this power while you are not adjacent to who hope to join them. and G`q`g-Podgdot@qj^\odji the most willing to do what they must to meet what- ever struggle they face. Lone Resolve Wasteland Nomad Utility 2 The sorcerer-kings loathe the wasteland nomads. weakening the Free Action Personal sorcerer-kings’ legitimate governments. you deal extra damage nomadic tribes. the strongest. sweet taste. Secondary Role: Striker The Tyr Region is home to hundreds of wander. Ardents. the nomads are a cancer. For this do not expend this power. If you have combat lands promise. Weapon In addition to those who are born to the nomadic Standard Action Melee or Ranged weapon life. If the saving throw fails. Nomadic tribes roam the stony barrens and crisscross the sandy wastes as they follow kank herds or seek out R\no`g\i_Ijh\_ new water sources. rogues rely on their tricks and talents for survival. Nomad tribes Trigger: You start your turn while you are not adjacent to must contend not only with the environment. because it is the only way they know how to live. preferring to risk their lives Target: One creature in the certain hardship and probable death the waste. and Level 11: 2[W] + ability modifier damage. In Daily ✦ Primal their eyes. C H A P T ER 3 | C h arac te r T h e m es 2+ . but also any of your allies. ands who thieve and murder to make ends meet. nomads must stay on the move. Freedom is just a dream. helping you to shrug off your seeing them as nothing more than rabble and brig. with the city-states’ armies and patrols. Those who survive this grim test of survival are the toughest. enemies’ attacks. citizens and slaves alike subject to the Cities. that still thrives in those regions. which range Effect: You can make a saving throw with a bonus equal to the lands to round up new slaves to toil or fight or die. Attack: Primary ability vs. Only battleminds. Many nomadic tribes have rejected the city-states for generations. covering your movement. and scavengers eking Granted Power: You gain the wasteland fury power. and of course the never-ending quest for food and water. you depending on the templar who seizes them. reason. your primary ability modifier. but heroes of any power source comfort and security the sorcerer-kings offer come at can emerge from the deserts of Athas. Barbarians. The nomads’ lives are hard. would face if they stayed. hunger. seekers. Isolation clarifies your senses. equal to your primary ability modifier. the grasp of the sorcerer-kings’ rule can people truly be free. hunters. Deserters. Life in the dusty streets of the cities might be and other primal characters are common among the easy compared to the harsh barrens of Athas. lingering death. Power Source: Primal ing bands of herders. and you derive power from the primal energy tyrannical sorcerer-kings and their power-mad tem. becoming hermits. they are the only Athasians (other than The following powers are available to any character the recently freed people of Tyr) who know freedom’s who has chosen the wasteland nomad theme. Rangers and a terrible price. but the wasteland nomads. surviving despite the Wasteland Fury Wasteland Nomad Feature hardships by learning the desert’s secrets and mas- You catch the merciless sun’s cruel radiance in your weapon tering the survival techniques needed to provide the and redirect it to dazzle your foe. But the desert claims most. out hardscrabble lives from the deserts. AC Hit: 1[W] + ability modifier damage. exposure taking their toll until nothing remains but Level 21: 3[W] + ability modifier damage.” =pdg_dib\ R\no`g\i_Ijh\_ Civilization huddles behind the towering walls of the You come from the deadly lands beyond the Seven Seven Cities. Others go it alone. but they are WASTELAND NOMAD TRAITS theirs to lead—or spend—as they see fit. you can shift 1 square before or after the other refugees flee their homelands and the fate they attack. Encounter ✦ Primal. with thirst. plars. bare essentials.

Hit: 4[W] + ability modifier damage. Weapon Standard Action Melee or Ranged weapon Standard Action Melee or Ranged weapon Target: One creature Target: One creature Attack: Primary ability vs. AC. but 4[W] + ability modifier damage. your turn and you are not adjacent to the target or any Miss: Half damage. will follow. you can shift a number of squares equal to your Level 19 primary ability modifier as a free action. If the target doesn’t on the attack. two attacks. but 2[W] + ability modifier damage. Encounter ✦ Primal. but 3[W] + ability modifier damage. two attacks. but 10 + ability modifier damage per attack. make three attacks instead. . Minor Action Personal Encounter ✦ Primal Effect: You assume the lone nomad’s stance. but Primary ability + 2 vs. Level 27 Level 23 Hit: As above. Weapon Standard Action Melee weapon Standard Action Melee or Ranged weapon Target: One creature Target: One creature Attack: Primary ability vs. Target: The triggering enemy Effect: As a free action. If none of your allies are Attack: Primary ability vs. G`q`g. adjacent to any of your allies. this stance ends. AC. Hit: As above. whenever you start times you hit it with this power (save ends). Level 17 Level 13 Hit: As above. turn. Hit: 5 + ability modifier damage per attack. AC allies are adjacent to you. Hit: As above. Level 25 Hit: As above. you shift a number of squares equal to your primary ability modifier. you gain combat advantage Hit: 1[W] + ability modifier damage. AC. flesh until it escapes. If you end Trigger: An enemy hits you with an attack while you are not your turn adjacent to an ally. the target. it takes extra Hit: 2[W] + ability modifier damage. Hit: 3[W] + ability modifier damage. Stance bound to make your enemy pay. This movement Attack: As above. move at least 2 squares during its next turn.G`q`g. but Primary ability + 2 vs. and you gain combat damage equal to 5 + your primary ability modifier at the advantage against the target until the end of your next end of its turn. ally. Until the Immediate Reaction Personal stance ends. AC. takes a penalty to attack rolls equal to the number of Effect: Until the end of the encounter. Weapon Daily ✦ Primal. you have resist 7 to all damage. and the target Miss: Half damage. taking a better position where you are Daily ✦ Primal. No matter where it flees. you with shocking power. shredding its leaves your enemy reeling and unable to protect itself. Daily ✦ Primal. but 3[W] + ability modifier damage. If none of your Attack: Primary ability vs.@i^jpio`m@qj^\odji G`q`g2@i^jpio`m@qj^\odji WA S T E L A N D N O M A D Stalking the Prey Wasteland Nomad Attack 3 Flensing Wind Strike Wasteland Nomad Attack 7 You see a gap in your foe’s defenses and deliver an attack that Your attack creates a sandstorm around the foe. Weapon Encounter ✦ Primal. AC adjacent to you or the target. C H A P T ER 3 | C h arac te r T h e m es 2. Level 29 Level 15 Attack: As above. G`q`g4?\dgt@qj^\odji G`q`g0?\dgt@qj^\odji Monstrous Savagery Wasteland Nomad Attack 9 Nomad’s Pursuit Wasteland Nomad Attack 5 Bloodlust drives you into a wild frenzy. You roll with the attack. You gain combat advantage against the target until the end of your next turn. ignores difficult terrain. and your attacks fall You catch your prey’s scent.+Podgdot@qj^\odji G`q`g1Podgdot@qj^\odji Lone Nomad Wasteland Nomad Utility 10 Dune Dancer Wasteland Nomad Utility 6 You’re toughest when you’re all alone. Hit: 2[W] + ability modifier damage. You must end this shift closer to two attacks.

you are the living embodiment of wanderlust. Through long sojourns only half the usual survival day requirements (see in the deserted places of the world and years of study. and the tar- get is blinded until the end of your next turn. Effect: You gain concealment until the end of your next turn. More than life. You gain a bonus to Fortitude against attacks from As the nomadic tribes well know. of Athas in good time. E VA W I D E R M A N N C H A P T ER 3 | C h arac te r T h e m es 2- . and debris. when traveling overland. until The endless deserts. Life survives despite the challenges. life might be easier diseases (including sun sickness) equal to your pri- in some ways in the city-states. ing the land’s mysteries. Primal.” ?pi`Nomd_`mK\ocA`\opm`n Prerequisite: Wasteland nomad theme Dune Strider Action (11th level): When you spend an action point to take an extra action. but it’s not impossible mary ability modifier. Each time the target fails this sav- ing throw. Yet there are greater secrets than these who can see you gain a +2 bonus to speed and need guarded by the land’s spirits. the burgeoning cacti. page 198). seeing its beauty as well as its Standard Action Melee or Ranged weapon desolation. Dust Storm Dance Dune Strider Utility 12 You become a raging dust storm. next turn. Thunder. you mean to take in all the splendors spirits clamor for blood to quench their bitter thirst. Bane of the Crimson Sun Dune Strider Attack 20 The accursed sun lends strength to your attack. from the Ringing Mountains Screaming Sand Strike Dune Strider Attack 11 to the Sea of Silt. and the target is weakened until the end of your next turn. sending your enemies stumbling as you sweep across the battlefield. AC Hit: 2[W] + ability modifier damage. the to Endurance checks and Nature checks. Waste Walker (11th level): You gain a +2 bonus as proven by the desert snakes. believing the possibility that the wrongs Target: One creature done to it can one day be righted. and the target is weakened (save ends). “The templars say otherwise. the dune mice. Daily ✦ Fire. and more. from the Endless Sand Dunes to the The wind howls when your weapon connects. there is also freedom. you have acquired the skills Shifting Sands (16th level): Whenever you needed to subsist in the most barren environments. poses so great a to you at the end of the shift until the start of your danger as to bar your passage. and the start of your next turn you gain a +2 bonus to all broken landscape are home to more than just rubble defenses and you ignore difficult terrain. The land’s spirits Attack: Primary ability vs. Encounter ✦ Primal Move Action Personal Effect: You swap places with a creature of your size or smaller within 3 squares of you. scrabbling lizards. but there is life in the desert. Each creature you swap places with grants combat advantage until the end of your next turn. leaving your enemy gasping beneath its punishing heat. you and all allies what to do. shift. Miss: Half damage. you gain concealment against enemies adjacent No land. ?pi`Nomd_`m help you to punish those who worsen the world and bring it ever closer to annihilation. Then you can swap plac- es with a different creature of your size or smaller within 3 squares of you. Weapon a unique perspective. The dust of a dozen cities and villages ?pi`Nomd_`m@qj^\odjin lies under your sandals. it takes 10 fire damage and is knocked prone. AC offer you their power to aid in this restoration and Hit: 1[W] + ability modifier thunder damage. shattered mountains. no matter how desolate. As a dune strider. in the wastelands if you know what to look for and Finally. as the desert Road of Fire. Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Primary ability vs. You witness the world from Encounter ✦ Primal.

many creatures find it easier to get what they Bloodlust Action (11th level): When you spend need by taking it from others. Most sand reavers an action point to make an attack. AC Hit: 4[W] + ability modifier damage. port themselves on the slim pickings of the deserts. region. your experiences leave you changed. struggles leave you stronger. of course. since large tribes can’t sup. you can spend a healing surge as a free action. mercy. Life among the marauding you hit a bloodied creature with a melee attack. even Where you fall on this scale is. Daily ✦ Healing. and the target cannot shift until the end of your next turn. N\i_M`\q`mK\ocA`\opm`n tion. or flee the battlefield. Daily ✦ Primal. N\i_M`\q`m@qj^\odjin As a sand reaver. that tribes is often brutal and short. sworn to next turn adjacent to you. each time you reduce an enemy to 0 hit points with a melee weapon attack. to withstand any difficulty you encounter. Prerequisite: Wasteland nomad theme Your softness. But your The deserts of Athas are breeding grounds for raid. and better able ers. AC are. you gain a +2 bonus operate in small bands. Weapon are regarded as an outlaw and an enemy to all civi- Standard Action Close burst 1 lized creatures. “Before I’m done. to any attack roll made against a bloodied target. Bloody Harvest Sand Reaver Utility 12 Each foe you drop adds power to your destructive melee attacks. it provokes an opportunity protect each other and to steal only from those who attack from you. Reaving Brutality Sand Reaver Attack 20 Your brutal attack leaves the enemy with a difficult choice— stand and fight. The worst are rabid jhakars and WA S T E L A N D N O M A D ragged kestrekels without a single redeeming virtue. and your life is forfeit in any city-state Target: Each creature in burst you enter if you are identified for who and what you Attack: Primary ability vs. Reckless Fury Sand Reaver Attack 11 a lean and hungry predator. your family. I’ll rip up every stone.” forced on you. react to sudden violence—or begin it. tear down every building. Miss: Half damage. I’ll kill your friends. the tribe’s latest victim is the day he is left behind. The best of your kind are outlaws with a glim. N\i_M`\q`m have goods to spare. . your kank. Effect: You grant combat advantage until the start of your next turn. C H A P T ER 3 | C h arac te r T h e m es 2. Primal. Weapon Standard Action Melee weapon Target: One creature Attack: Primary ability vs. Above all. and empathy are gone. up to you. Until the stance ends. if need be. and the target cannot shift (save ends). brigands. Relentless Reaver (11th level): You add your Other reavers move from band to band and region to primary ability modifier to your healing surge value. Hit: 2[W] + ability modifier damage. and in their place is only ruthless determination. You Encounter ✦ Primal. Whether you chose a life in the desert or found it I won’t stop until you and everyone you love are dead. the day a warrior fails creature takes a –2 penalty to attack rolls until the to keep up with the march or take his next meal from end of your next turn. The bonus equals your primary ability modifier. seeking out the easiest prey and most reliable Unspeakable Bloodlust (16th level): Whenever companions they can find. scratch out a living from the dusty soil and countless people live under the shadow of famine and starva. tougher. you gain a bonus to the next damage roll you make with a melee weapon attack before the end of your next turn. you are a wolf of the wilderness. You are familiar with the Friend and foe alike must flee to escape your wild rage and harsh laws of the desert bands and always ready to whirling weapons. If the target ends its mer of purpose and a rough code of honor. and the wastes are your home. and bloodthirsty savages of all kinds. Stance Minor Action Personal Effect: You assume the bloody harvest stance. abandoned to his fate. In a world where it takes backbreaking labor to you are a survivor. Effect: If the target is bloodied but still conscious after you S A R A H S TO N E use this power.

Reflex scour the children of nobles and commoners alike Hit: 1d8 + ability modifier psychic damage. ness “psychic surges. Psychic his or her ability against unsuspecting neighbors. The psychic surges that wilders manifest are simply another advantage in the fight for survival in the savage lands outside the sorcerer. Some wilders create bursts of fire WILDER TRAITS or magical force. Wilder’s Armor Wilder Utility 2 they’re treated well. durability and stamina. A wilder isn’t Granted Power: You gain the psychic surge power. or Standard Action Ranged 10 loses control of a power barely held in check—with Target: One creature disastrous consequences. or a tribal leader who won a high place among the wilders’ techniques. wilder. simple disciplines. limited solely to outward manifestations of power. Outside the cities. Wilders appear in Throughout the world. powerful an unleashed mind brimming with psionic energy can be. people spontaneously might be a slave or a gladiator who has unnatural develop psionic abilities. and see to it that these attacks against the target before the end of your next discoveries are carefully trained to control their turn can score a critical hit on a roll of 18–20. who has chosen the wilder theme. but must =pdg_dib\Rdg_`m first unlock the secrets of the Way. quicker.” brief flashes of psionic energy that ripple through their minds and temporarily Psychic Surge Wilder Feature heighten their psionic abilities. gifts and guard against disaster. hoping to In the city-states. making their thoughts incarnate. A wilder might Minor Action Personal Effect: You gain a +2 power bonus to all defenses until the practice blasting rocks to learn how to manifest his or end of your next turn. You instinctually reinforce your skin with psionic plates as Becoming a wilder requires no formal training. In many cities. If you score a critical hit before the her inherent disciplines quickly and in the right spot. from city-states to slave tribes all places and among all social strata. Each tribe treasures any wilders that appear within its ranks. but mentors and formulas are worthless. In strong as chitin. C H A P T ER 3 | C h arac te r T h e m es 2/ . Some claim that everyone on Athas has a psionic capacity. G`q`g-Podgdot?dn^dkgdi` kings’ domains. Psionic. As long as they help out. it’s a different story. Without formal training. fact. Many first learn how to alter their own Rdg_`mKjr`mn bodies to make them far tougher.” Anyone who manifests natural psionic ability without needing training could be a wilder. Secondary Role: Striker Others batter through their enemies’ mental defenses Power Source: Psionic and cause grievous psionic anguish. end of your next turn. or stronger The following powers are available to any character than normal. and unreliable. you also gain temporary hit points but that’s all there is to it. Level 11: 2d8 + ability modifier psychic damage. a noble who got a head start these wilders manifest blunt. Concentration is vital to a equal to 5 + your primary ability modifier. and your for signs of psionic power. though. on your psionic education by using your psychic Though well-trained savants scoff at the crudeness of surge. WILDER “I have no idea why my mind holds such power. You unleash a psychic shock wave at your enemy. Wilders are most potent when they har. templars Attack: Primary ability vs. Level 21: 3d8 + ability modifier psychic damage. they are well aware of how your people by demonstrating your psionic powers. Your character to nomadic clans in the wastes. people see wilders as dangerous harness its energy on your next attack. trying to control and develop psychic surges can Encounter ✦ Psionic cause those powers to function poorly. All too often an untrained wilder uses Encounter ✦ Implement.

and you push Hit: 4d8 + ability modifier psychic damage. the target takes 15 extra adjacent to the target take ongoing 10 fire damage psychic damage and is dazed until the end of your (save ends). to deal 10 extra psychic damage on that attack. If you score critical hit with this power. each enemy within 5 squares of you takes 5 Effect: As above. when you’re damaged by an attack. Will Hit: 1d8 + ability modifier psychic damage. enemy’s will with your reckless. If you score a Hit: 4d8 + ability modifier psychic damage.@i^jpio`m?dn^dkgdi` G`q`g2@i^jpio`m?dn^dkgdi` WILDER Wildfire Bolt Wilder Attack 3 Mind Clash Wilder Attack 7 Your mind unleashes a tearing rift of fire that sears your You fully unleash the power of your mind. Reflex Attack: Primary ability vs. you extend the dazed until the end of your next turn. If you score a Hit: 2d8 + ability modifier psychic damage. Psionic. Daily ✦ Force. crushing your enemy and scatters a cloud of embers into the air. Level 23 Level 27 Hit: 4d6 + ability modifier psychic damage. the at- stance ends. and you push the target 4 squares. (save ends). duration of the power bonus to all defenses until the end Level 19 of your next turn and increase the power bonus by 1. Hit: 5d8 + ability modifier force damage. C H A P T ER 3 | C h arac te r T h e m es 20 . the target is hit while under the effect of this power. Psionic. If you score critical hit with this power. the target takes 10 extra adjacent to the target take ongoing 5 fire damage (save psychic damage and is dazed until the end of your next ends). you gain resist 5 to all damage. the target and each enemy a critical hit with this power. ends). you hit with an attack. Psychic Encounter ✦ Implement. but ongoing 15 psychic damage Level 25 (save ends). If you score a critical hit with any attack the end of your next turn. Psychic. Until the stance ends. Psychic Standard Action Ranged 10 Standard Action Ranged 10 Target: One creature Target: One creature Attack: Primary ability vs. and you push the Effect: The target takes ongoing 5 psychic damage (save target 2 squares. Psychic Daily ✦ Implement. the target takes 20 extra adjacent to the target take ongoing 15 fire damage psychic damage and is dazed until the end of your (save ends). Target: One creature Target: Each creature in burst Attack: Primary ability vs. next turn.G`q`g. when you score a critical hit with an attack. Will Attack: Primary ability vs. Psychic Immediate Reaction Close burst 2 Standard Action Ranged 10 Trigger: An enemy in burst damages you with an attack. next turn. Physical shields manifest around your body. Stance Minor Action Personal Minor Action Personal Effect: You assume the stance of psychic defense. Level 13 Level 17 Hit: 3d6 + ability modifier psychic damage. Encounter ✦ Psionic. Psionic. ongoing damage. When you score a critical turn. Hit: 2d8 + ability modifier force damage. Encounter ✦ Fire. harms its own psyche as it tries to break free from your control. but ongoing 10 psychic damage psychic damage. the target and each enemy a critical hit with this power. to a maximum of 10. savage onslaught. it takes damage equal to the result of Effect: You gain a +2 power bonus to all defenses until the saving throw. Level 15 Level 29 Hit: 3d8 + ability modifier force damage. dampening attacks. Once per tacker takes 5 psychic damage. and Hit: 3d8 + ability modifier psychic damage. G`q`g0?\dgt?dn^dkgdi` G`q`g4?\dgt?dn^dkgdi` Psionic Shelter Wilder Attack 5 Chaotic Thoughts Wilder Attack 9 A shield of force erupts from your thoughts. Effect: As above. If you score critical hit with this power. Will Hit: 2d6 + ability modifier psychic damage. Implement. If you score a Hit: 3d8 + ability modifier psychic damage. Until the Effect: You assume the wild repulsion stance.+Podgdot?dn^dkgdi` G`q`g1Podgdot?dn^dkgdi` Psychic Feedback Wilder Utility 10 A mental shield emanates psychic feedback against those who Wild Repulsion Wilder Utility 6 attack you. the target 3 squares. the target and each enemy a critical hit with this power. G`q`g. turn. Stance Daily ✦ Psionic. and it and slamming into your foes. Psionic. Each time you score a critical while the target is still affected by this power. protecting you You assault your enemy’s mind with confusing thoughts. you can end the stance as a free action increase the resistance by 1. Each time the target fails a saving throw against the Miss: Half damage. Implement.

Target: One creature With every cut and bruise you suffer. taking on wave after wave of enemies and one with a psychic assault that prevents it from concentrating. you strike back. Miss: Half damage. their minds and bodies that allow them to go beyond Volatile Surges (16th level): Your at-will their physical limits. Some wilders have returned M`npmb`ioRdg_`m?dn^dkgdi`n after being exiled to the desert. dispatching each more viciously than the last. If this attack is a critical hit. Psychic As your foes attack. when you or any ally hits the target with an attack. the target is also dazed (save ends). such an individual causes his or her psionic power to flare even brighter. Others have become notorious for their battle After suffering your opponents’ attacks. The target takes ongoing 5 damage. Encounter ✦ Implement. Wilders with strong inborn psionic attack powers can score a critical hit on a talents have the strongest connection. still I will stand and Reinvigorating Surge (11th level): Whenever fight!” you score a critical hit. flooding out and manifesting shards of psionic force that surround your body. Daily ✦ Force. frying prowess. walking tall when they should be nothing but piles of picked-clean Resurgent Repulsion Resurgent Wilder Attack 11 bones. Will rushes over you. Psionic Standard Action Close burst 1 Target: Each enemy in burst Attack: Primary ability vs. and attacks against the target can score a critical hit on a roll of 18–20 (save ends both). making your mind more dangerous Hit: 3d8 + ability modifier psychic damage. more power Attack: Primary ability vs. WA R R E N M A H Y C H A P T ER 3 | C h arac te r T h e m es 21 . Reflex Hit: 3d8 + ability modifier force damage. you can spend a healing surge. M`npmb`ioRdg_`m M`npmb`ioRdg_`m “I will stand! I will fight! If every bone in my body breaks K\ocA`\opm`n and the sandstorm strips my flesh. Volatile Action (11th level): When you spend Prerequisite: Wilder theme an action point to make an extra attack. and hurting roll of 18–20. your mind surges and you feel Standard Action Ranged 10 your muscles and senses burn with new strength. is slowed and takes a –2 penalty to attack rolls against you until the end of your next turn. Psionic. Implement. and the target and protecting or healing your damaged body. until the end of your next turn attacks against targets of that extra Practitioners of the Way form connections between attack can score a critical hit on a roll of 19–20. Daily ✦ Psionic Minor Action Close burst 5 Target: One enemy in burst Effect: Until the end of your next turn. Critical Insight Resurgent Wilder Utility 12 You foresee your enemy’s doom. Shards of Strength Resurgent Wilder Attack 20 Your psionic power overcomes all restraints. you can choose to end this effect and make that attack a critical hit.

you fully embed the facet of your soul into your foe. Paragon Power Points (11th level): You gain 2 Rebind the Will Wielder of the Way Utility 12 additional power points. until you rest again the next weapon attack Hit: 2[W] + ability modifier damage. since it lets them disori- ent and destroy their foes. mentally fracturing your personality and reinforcing your weapon—whether it’s an obsid- ian sword. Wielders of the Way use slivers cut from their own minds to strengthen their armaments. and I will bring it back within my mind only when it has slaked its thirst for your blood. If Augment 2 you do so. Rd`g_`mjaoc`R\t WILDER “I bind my rage to my blade. Daily ✦ Charm. the target gains a bonus to attack rolls equal to J U L I E D I L LO N your primary ability modifier. though some wielders of the Way consider certain emotions to be liabilities and believe life runs smoother without those feelings clut- tering their minds.The exchange is worth its price. or a rock warhammer—with that emotion. transferring those reckless emotions to your enemies. C H A P T ER 3 | C h arac te r T h e m es 22 . the target grants combat advantage and any you make that hits deals 1[W] extra damage to one attack it makes provokes opportunity attacks. Until the end of your next turn. start of your next turn. Though you still have a faint connection to that piece of your mind (at least enough to replace it later). you can choose to combat advantage until the end of your next turn. a bone axe. the aspect of your psyche imbued pursuing stronger and stronger foes. overtaking its mind. untamed parts of yourself to your weapon. While it is dominated. AC Hit: 2[W] + ability modifier damage. You can gain this bonus only once per turn. and the target grants Whenever you take a short rest. you regain 1 Encounter ✦ Psionic power point. Effect: The target is dominated (save ends). an action point to make an extra attack. Weapon Standard Action Melee weapon K\ocA`\opm`n Target: One creature Fragment of the Way (11th level): You remove Attack: Primary ability vs. AC an aspect of your psyche and bind it to your weapon. Minor Action Melee touch The Way Made Real (16th level): When you hit Target: One weapon you are wielding a target with an augmented psionic weapon attack Effect: The next melee weapon attack you make with the power. Your allies find you inscrutable. Rd`g_`mjaoc`R\t Encounter ✦ Psionic.” Prerequisite: Wilder theme or battlemind The desperate conditions on Athas call for desperate measures. into your weapon burns into your foe’s mind and influences its actions. Weapon Standard Action Melee weapon Target: One creature Attack: Primary ability vs. expend 1 power point at the end of that short rest. target hit by the attack. You entrust the wild. Subjugate the Will Wielder of the Way Attack 20 With a vicious attack. Hit: 2[W] + ability modifier damage. Psionic. you gain a +2 bonus to saving throws until the target weapon dazes any creature it hits until the end of your next turn. They can always reclaim the mental fragments. You imbue your weapon with more of the untamed parts of your Wielder’s Action (11th level): When you spend psyche. wondering how you can fight with such Rd`g_`mjaoc`R\t?dn^dkgdi`n ferocity while keeping a placid demeanor. you do have difficulty expressing the emotion associated with that fragment. or why Impose Your Will Wielder of the Way Attack 11 your expressions and speech seem calm while you’re As your weapon strikes home.

It also provides feats to support the character themes presented in Chapter 3. from the cruel sorcerer-kings to the merciless wastes. for Athas rarely rewards trust or hope.” —The Wanderer’s Journal Adventurers on Athas face many dangers. you have advan- tages that others lack. ✦ Feats: This section includes feats for races that appear on Athas. Yet those who pursue great destinies must surmount extraor- dinary risks. more cunning. A hero might bring light and hope as an avangion. an array of feats opens the door to the ZO LTA N B O R OS & G A B O R S Z I K S Z A I exotic arsenal used in the arenas of Athas. “Athas is a barbaric shadow of some better world. As a heroic adventurer on Athas. ✦ Rituals: The unusual challenges and harsh ter- rain of Athas require new or modified rituals. All the races are but brutal descendants of worthier ancestors. including defiling and preserving. At other times. ✦ New Builds: The wild battlemind. CHAPTER 4 CharacterOptions . Sometimes adventurers find gratitude from those they champion. ✦ Wild Talents: An optional rule that provides characters with a minor psionic trick. You are equipped to live outside the rule of the city-states. ✦ Equipment: New equipment to enable your char- acter’s survival under the crimson sun. the arena fighter. and the sorcerer-king pact warlock are new class builds suited to the DARK SUN setting. In addition. ✦ Epic Destinies: Characters who survive long enough to change the course of history gain des- tinies worthy of their accomplishments. and more terrifying than its long-vanished forebears. You’ll find these sections in the following pages. This chapter provides more tools to tailor your character to the DARK SUN setting. ✦ Arcane Magic: Rules for how arcane magic func- tions on Athas. You have developed your talents and honed your skills to set yourself apart from the average person. the animist shaman. eking out an exis- tence in the wastes or eluding your enemies in the teeming city streets. or unleash destruction as a dragon king. CHAPTER 4 | C h arac te r O pt ion s 23 . heroes are a source of fear and suspicion. The essence of every living thing has been warped to make it more vicious.

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This damage ignores ible effect on the environment. The most powerful morals or needs dictate your choices. Larger plants blacken and defiling and preserving. and minor primal spirits. can disguise the magic as another type of power. The greater the spell. Kjr`mn you gain the arcane defiling power. the damage to the world extends out a number can use spells without harming plant life. affecting any single attack roll or the damage roll for that power. Creatures with and requires care. ARCANEMAGIC On Athas. In addition. or nobles. become brittle. and it avoids harming the world whom a defiler shares a mental or an emotional con- around the caster. Eventually. terrain (described in the Dark Sun Creature Catalog) at the Dungeon Master’s discretion. each ally (willing or unwilling) ers. a defile. If a spellcaster is defiling. The most committed preservers terrain. Preserving is difficult lands barren and scarred for decades. When you Arcane Defiling Arcane Feature use an arcane power without using arcane defiling. are wracked with you might dabble in both arts. destroying mundane plant life within at least preserver draws arcane power carefully instead of 1 square of you. Arcane magic is illegal and can attract hostility. such as allies or slaves. arcane magic draws on the vitality of Oc`?`adg`mÀnK\oc plants. immunities and cannot be reduced in any way. a preserver power. Most people can’t distinguish At-Will ✦ Arcane. a preserver. Characters can use arcane defiling to alter the the spell might be damaged or destroyed. Defiling is a destroy their surroundings even when performing major cause for the world’s foul condition. often dying days later. animals. a preserver returns any excess energy This destruction does not normally affect creatures or to the environment. You are considered to be preserving unless you choose to defile. your defilers can use the act of defiling as a weapon. leaving defiled which a spell draws power. Necrotic between types of magic. the life form fueling ing. such as templars. you can choose to given the state of the world. Many defilers the more widespread the damage is. Through discipline. he or she within 20 squares of you takes necrotic damage equal to cannot disguise the arcane magic because of the vis- half his or her healing surge value. so a spellcaster often needs to conceal its use. defil- Effect: You can reroll the triggering roll but must use the second result. such heedless of the harm you cause to the land and your allies. They relish the rush of power and the power sources do not have this corrupting effect on intimidating effect. or you could let your pain as a defiler draws power. though defiled squares might become defiled eventually give up the ability to defile. with psionic or arcane power. Oc`Km`n`mq`mÀnK\oc ?`adgdib\i_Km`n`mqdib Preservers believe that preserving is its own reward. Special: You can use this effect once for any arcane daily attack power you use. When you use a daily arcane attack tearing it from the environment. This act of outcome of their most powerful spells by ruthlessly destruction is called defiling. harm- use or rejection of defiling defines you as a defiler or ing those with whom they share no connection. as primal or psionic. ishing a spell. Defiling transforms small plants and vital nutri- An Athasian spellcaster has a choice between ents in the soil into ash. the environment. When you use any arcane power. But if a The easiest and most expedient path to power is defil- practitioner draws too deeply. After fin- of squares equal to half the level of the power you use. When you begin as a spellcaster. but it destroys or damages the life from of these destroyed life forms is inert. ?dnbpdndib<m^\i` If you have at least one arcane daily attack power. Defiling is easy and intoxi. The Dungeon Master might Free Action Personal require a Bluff check to disguise arcane magic when Trigger: You make an attack roll or a damage roll as part of it is performed in the presence of enemies familiar an arcane daily attack power. C H A P T ER 4 | C h arac te r O pt ion s 3+ . Other minor spells. you You draw upon the vitality of nearby life to fuel your magic. drawing vitality from nearby life forms. Thus. nection. The residue cating.

these abilities develop into psionic At-Will ✦ Illusion. you can hear even distant whispers. Teleportation 1 Body equilibrium 6 Psionic image Minor Action Personal 2 Far hearing 7 Psionic spark Effect: You teleport an object you are holding in one hand 3 Know direction 8 Sensing eye to an unoccupied square within 10 squares of you or to a 4 Mental tools 9 Telekinetic grasp willing creature within 10 squares of you. You can- not use the object to attack or hinder another creature. you create matter. Minor Action Ranged 5 Target: One object that weighs 20 pounds or less and isn’t At-Will ✦ Psionic carried by another creature Minor Action Personal Effect: You manipulate the target or move it 5 squares to a Effect: You determine which way is north. silt. making it the most Psionic Image Wild Talent Cantrip common and accessible power source. object in your hand or in a square in the burst. Psionic Spark Wild Talent Cantrip Body Equilibrium Wild Talent Cantrip You focus your anger. you sense which way is true At-Will ✦ Psionic north. Psionic tricks called wild talents. you can hear as if you occupied that square. Minor Action Close burst 5 At the Dungeon Master’s discretion. . gain a +2 power bonus to checks to navigate natural ter- rain using either Perception or Nature. You sense how to shift your weight from step to step. Thought Projection Wild Talent Cantrip Mental Tools Wild Talent Cantrip You broadcast a thought or an image to nearby allies. equipping yourself with the At-Will ✦ Psionic simple tools you need. a player can Target: One or more creatures in burst select one wild talent when he or she creates a char. squares of you. At-Will ✦ Psionic. W I L D TA L E N T S WILDTALENTS Psionic energy suffuses Athas. psionics. At-Will ✦ Psionic Minor Action Ranged 5 At-Will ✦ Psionic Target: One flammable object that isn’t carried by another Move Action Personal creature Effect: You move your speed. frustration. revealing what you would see if Far Hearing Wild Talent Cantrip you were standing some distance away. you can Effect: Choose one square you can see that is within 10 determine your line of sight from that square. Telekinetic Grasp Wild Talent Cantrip Know Direction Wild Talent Cantrip With your mental strength. Most inhabit. 5 Object projection 10 Thought projection C H A P T ER 4 | C h arac te r O pt ion s 3. +5 power bonus to Acrobatics checks to balance and do not sink when moving over soft or brittle terrain. During the move. In time. Effect: You create a simple tool you can hold in one hand. staying atop a tricky surface. Effect: Each target sees the image of a Small or smaller acter for a DARK SUN campaign. or passion into one small object until the heat of your emotion ignites it. the Dun- geon Master can have each player determine his or her Object Projection Wild Talent Cantrip character’s talent randomly. you gain a Effect: You cause the target to catch fire. You plant the image of an object in the minds of nearby ants of Athas are born with some small aptitude for creatures. The image lasts until the end of your next turn. The object lasts until the end of the encounter or until RANDOMWILDTALENT you use this power again. using a d10: Your force of will teleports an object a short distance away. Rather than letting players pick a wild talent. Until the end of your next turn. Sensing Eye Wild Talent Cantrip An image forms in your mind. such as dust. A character can also gain wild talents by taking the Wild Talent Master feat (page 113). For 1 hour. or thin ice. From thought. Minor Action Close burst 5 Target: One or more allies in burst At-Will ✦ Psionic Effect: You convey either an image or a message of 10 Minor Action Personal words or fewer to each target. The object appears in your hand or at your feet. Until the end of your next turn. With a moment’s concentration. you square within range. mud. At-Will ✦ Psionic Minor Action Personal At-Will ✦ Psionic Effect: Choose one square you can see that is within 5 Minor Action Personal squares of you. you can manipulate nearby objects. For a moment. snow.

two character. such as those Battleminds are hardy and cunning. istics essential to survival on Athas. Trigger: An enemy starts its first turn during an encounter. forcing it to fight. From an early age. It’s not unusual for a wild battlemind to end up as a gladiator in the arenas of Athas. chipping away at shards of obsidian or lashing together bones and teeth. reflects the raw telekinetic power you wield in These battleminds channel raw psionic energy fueled combat. They often craft their own weapons. Npbb`no`_Jkodjin The deadly and unpredictable wild battleminds are born to be warriors. Select Wisdom as your tertiary ability score if you want to dabble in powers from other battlemind builds. Endurance. Choose Charisma as your secondary ability score. such as the execution axe or the fullblade. and When you choose your Psionic Study.” I`r>g\nnA`\opm` The use of psionic power is widespread on Athas. you can choose many warriors take up the career of the battlemind. you. by their untamed emotions. growing up without the privi. Wild Focus instead of other options. whirling defense Suggested Daily Power: corona of floating force* *New option presented in this book ERIC BELISLE C H A P T ER 4 | C h arac te r O pt ion s 3- . presented in Player’s Handbook 3. Suggested Class Feature: Wild Focus* Suggested Feat: Weapon Proficiency (choose a two-handed superior melee weapon. Like other battleminds. leges afforded to nobles who receive formal training Target: The triggering enemy in burst Effect: You pull the target a number of squares equal to in the Way. Charisma improves your Wild Focus class feature and enhances many of your battlemind powers. These individuals live in the Free Action Close burst 10 wastes or the slums. WILDBATTLEMIND “My anger is my strength. which informally trained. you yank an enemy toward mechanism. they learn the ways of psionic combat through trial and error. powerful attacks of a wild your Charisma modifier and mark it until the end of your battlemind reflect the brutality of life under the red next turn. because you use it to make your psionic attacks. The wild battlemind is the most common type of Encounter ✦ Psionic battlemind on Athas. Self-taught or Wild Focus: You gain the wild focus power. They favor two-handed weapons. both of which appear in the Adventurer’s Vault™ supplement) Suggested Skills: Athletics. which they can use to great effect in battle. The aggressive. They often develop their powers as a result of a traumatic or a dangerous expe. Intimidate Suggested At-Will Powers: concussive spike*. Wild Focus Battlemind Feature rience that triggers their psionic talent as a defense Using a surge of telekinetic power. you should make Consti- tution your primary ability score. sun. wild battleminds rely on instinct.

<o(Rdgg?dn^dkgdi` Target: One creature Attack: Constitution vs. Hit: 2[W] + Constitution modifier force damage. Stance. Weapon Hit: 1[W] + Constitution modifier force damage. Daily ✦ Psionic. the movement doesn’t provoke op- Standard Action Melee weapon portunity attacks. The powers in this section are optimal for the Wrenching Claw Battlemind Attack 3 wild battlemind. Psionic. and you push the target 1 square. Psionic. you use the power of your mind to bolster the stance ends. Augment 1 G`q`g0?\dgt?dn^dkgdi` Close burst 3 Target: One creature you can see in burst Wild Speed Battlemind Attack 5 Hit: 1[W] + Constitution modifier force damage. At-Will ✦ Augmentable. Daily ✦ Force. AC Hit: 2[W] + Constitution modifier force damage. . You push one enemy in the burst other than the target a number Your strike warps temporal bonds. Weapon If the result is odd. Weapon Standard Action Melee weapon G`q`g. Attack: Constitution vs. Psionic. you gain temporary hit points equal to the number Concussive Response Battlemind Utility 2 of power points you spent to augment that power. and the target is slowed until the end of G`q`g. damage from hindering terrain or terrain hazards. Force. though any battlemind might find You manifest a claw of force around your weapon. Stance Minor Action Personal Effect: You assume the stance of surging durability. AC Hit: 2[W] + Constitution modifier force damage. AC to 1 + your Charisma modifier. each enemy in the blast other than the target a number of squares equal to 1 + your Charisma modifier. Force. You can assume the wild As you swing. Until the stance ends. your unaugmented psionic attacks deal 1d6 extra force damage. the air around you ripples with psionic force that speed stance. Miss: Half damage. Until With each attack. as you them useful. Weapon Augment 2 Standard Action Close blast 3 Special: Your reach increases by a number of squares Target: One creature you can see in blast equal to your Charisma modifier for this attack. sapping your opponent’s of squares equal to 1 + your Charisma modifier. whenever you hit with an augmented power. and the target is slowed (save ends). Augment 1 Special: Your reach increases by 1 for this attack. Target: One creature Attack: Constitution vs. Psionic.<o(Rdgg?dn^dkgdi` W I L D B AT T L E M I N D Your powers unleash waves of force and grant mobil- ity.?\dgt?dn^dkgdi` your next turn. the claw encloses your foe and drags it into position. speed and infusing you with unpredictable bursts of movement. Effect: You can assume the floating force stance.I`r=\oog`hdi_Kjr`mn G`q`g. You push slide the target 3 squares to a square adjacent to you. you ignore difficult terrain and take no your vitality. Psionic Free Action Personal Requirement: You must be bloodied. C H A P T ER 4 | C h arac te r O pt ion s 3. you shift half your speed to a Corona of Floating Force Battlemind Attack 1 square adjacent to the target. clobbering your foes and driving some of them back. number of squares equal to your speed + 1d4 as a move action. strike. Effect: Until the end of your next turn. down. Augment 2 Daily ✦ Force. Surging Durability Battlemind Utility 6 Miss: Half damage. Then. and G`q`g1Podgdot?dn^dkgdi` you push the target a number of squares equal to your Charisma modifier. Effect: After the attack. AC Concussive Spike Battlemind Attack 1 Hit: 1[W] + Constitution modifier force damage. Encounter ✦ Force. Stance. You push each enemy in the Target: One creature blast other than the target a number of squares equal Attack: Constitution vs. You roll a d4 each time you begin the movement. and you Hit: 1[W] + Constitution modifier force damage. and you Standard Action Melee weapon knock the target prone. you can move a knocks back your enemy and levitates you. you transform your injuries into energy that bolsters your attacks. With a thought. and you Your weapon shimmers with force as you bring it crashing slide the target 1 square to a square adjacent to you. At-Will ✦ Augmentable. Until G`q`g-Podgdot?dn^dkgdi` the stance ends.

In addition. waves of force roll off your body. Weapon Daily ✦ Force. At-Will ✦ Augmentable. C H A P T ER 4 | C h arac te r O pt ion s 3/ . that enemy the target a number of squares equal to your Charisma takes force damage equal to 5 + your Charisma modifier and knock it prone. AC. Stance. and before it lands. Weapon Standard Action Melee weapon Standard Action Melee weapon Primary Target: One creature Target: One creature Primary Attack: Constitution vs. and thunder completes a willing move without teleporting. Augment 2 Effect: Until the end of your next turn. Teleportation. react to their movement. Until the prone. your weapon Target: Each enemy marked by you in burst attacks deal extra damage equal to your Charisma Effect: Until the end of your next turn. Weapon At-Will ✦ Augmentable. space during the shift.1Podgdot?dn^dkgdi` Hands of the Titan Battlemind Utility 10 Savage Intent Battlemind Utility 16 Your arms bulge with strength. and your weapon ripples with You fix your enemies in your mind’s eye. you then make a Move Action Personal secondary attack that is a close burst 1. attack. swapping positions. G`q`g. equal to your Charisma modifier. Miss: Half damage.+Podgdot?dn^dkgdi` G`q`g. damage equal to your Charisma modifier. Daily ✦ Psionic. the square the target vacated. lightning. you can damage in addition to their normal damage types. when an enemy Hit: 2[W] + Constitution modifier force damage. allowing you to swiftly elemental energy as your mind draws from a deep font of power. Effect: You don’t get your normal standard action on Augment 1 your turn. and one enemy Hit: 1[W] + Constitution modifier force damage. Target: One creature Target: The triggering enemy Attack: Constitution vs. which you can unleash on an attacker. If you do so. shift an equal number of squares as a free action. AC Hit: 2[W] + Constitution modifier damage. you gain Augment 4 combat advantage against the target until the end Hit: 2[W] + Constitution modifier damage. If you teleport. Psionic. Psionic. when the target modifier and deal cold. stance ends. Force. In addition. You force damage equal to your Charisma modifier. G`q`g2<o(Rdgg?dn^dkgdi` G`q`g. secondary target is dazed until the end of your next turn. The target cannot stand up modifier. AC Hit: 1[W] + Constitution modifier damage. you Your weapon and body flare with telekinetic energy as you exchange positions so you can lash out against other foes.. you and the primary target teleport. Hit: 3[W] + Constitution modifier force damage. Psionic. Afterward. next turn. and you marked by you other than the target takes force damage push the target 1 square. and one of your next turn. and you push the target 1 square and then shift 1 square to can push it 1 square. G`q`g. that enemy takes force damage Hit: 2[W] + Constitution modifier damage. During this movement. Effect: You get your normal standard action on your turn. AC Attack: Constitution vs. the first time you enter an enemy’s Secondary Attack: Constitution vs. You push adjacent to you hits and damages you. Effect: You shift 3 squares. Weapon Immediate Reaction Melee weapon Standard Action Melee weapon Trigger: An enemy hits you. AC Attack: Constitution vs. you can take the following action. when an enemy Augment 1 adjacent to you hits and damages you. you Secondary Target: Each enemy you can see in burst other can move through the spaces of enemies marked by than the primary target you. about you. Effect: Until the end of your next turn. enemy marked by you other than the target takes force Effect: You get your normal standard action on your turn. that enemy takes Hit: 1[W] + Constitution modifier force damage. and the equal to your Charisma modifier.<o(Rdgg?dn^dkgdi` Forceful Reversal Battlemind Attack 7 Kinetic Fist Battlemind Attack 13 You draw the force from an enemy’s attack and hurl it back at The energy from your attack causes swirling force to gather your attacker through your weapon. Encounter ✦ Psionic Encounter ✦ Psionic Minor Action Personal Minor Action Close burst 5 Effect: Until the end of your next turn. Force. Miss: Half damage.0?\dgt?dn^dkgdi` G`q`g4?\dgt?dn^dkgdi` Aspect of the Desert Storm Battlemind Attack 15 Cascade of Rippling Force Battlemind Attack 9 Your enemy flies back from your attack. Effect: You push the primary target 5 squares and knock it Effect: You can assume the rippling force stance. fire. and you mark it until the end of the enemy’s until the start of its next turn.

AC Attack: Constitution vs. If the of your next turn. and one enemy power bonus to one defense of your choice until the end adjacent to you and marked by you falls prone. not including this one (save ends). and sends them tumbling away. you can take the following action. you seize the mind of a nearby foe You clobber your foe with a pulverizing blow. Psionic. you shift 1 square and gain a +2 Hit: 2[W] + Constitution modifier damage. AC Hit: 3[W] + Constitution modifier damage. Psionic. you wrack the earth with a wave of power. Effect: You gain temporary hit points equal to your healing bolstering you and improving your prowess. In addition. Effect: Until the end of your next turn. and you push Augment 6 the target a number of squares equal to your Charisma Close burst 1 modifier. surge value. Stance. Target: The triggering enemy Effect: 1[W] + Charisma modifier fire damage. and the target Hit: 5[W] + Constitution modifier fire damage. Psionic.4?\dgt?dn^dkgdi` G`q`g-0?\dgt?dn^dkgdi` Indomitable Presence Battlemind Attack 19 Corona of the Sunsphere Battlemind Attack 25 Your wrath burns so hot it warps the air around you. AC Hit: 6[W] + Constitution modifier damage. enemy you knock prone is flanking you with another Augment 4 enemy. Until the you takes 1d10 force and psychic damage. causing Your weapon’s arc carves a red orb of force that sears your foes your attackers to recoil in pain. Daily ✦ Force. You tear through your opponent with one mighty blow. Psychic.<o(Rdgg?dn^dkgdi` W I L D B AT T L E M I N D Ruinous Grasp Battlemind Attack 17 Blade Tremor Battlemind Attack 23 When your strike connects. Stance. Trigger: An enemy that started its turn adjacent to you willingly moves away from you or makes an attack that G`q`g--Podgdot?dn^dkgdi` doesn’t include you as a target during that turn. Weapon Standard Action Melee weapon Standard Action Melee weapon Target: One creature Target: One creature Attack: Constitution vs. and you to slide the target 1 square whenever you take damage. Weapon At-Will ✦ Augmentable. Miss: Half damage. Hit: 2[W] + Constitution modifier damage. Weapon Standard Action Melee weapon Standard Action Close burst 1 Target: One creature Target: Each enemy in burst Attack: Constitution vs. Effect: You can assume the focused rampage stance. In addition. Weapon Daily ✦ Fire. Weapon Standard Action Melee weapon Target: One creature Attack: Constitution vs. one enemy marked by you and within 5 squares of you falls prone. any enemy that hits Effect: You can assume the sunsphere stance. you can use any of your at-will unaugmented psionic attack powers in place of melee basic attacks. Opportunity Action Melee 1 Sustain Minor: The effect persists. Target: Each enemy you can see in burst the target is immobilized and you can use a free action Hit: 2[W] + Constitution modifier damage.2<o(Rdgg?dn^dkgdi` G`q`g-. Psychic Feast Battlemind Utility 22 You devour your enemy’s anguish as you deliver a killing blow. and you push the target 2 squares. AC Hit: 1[W] + Constitution modifier damage. knock the target prone. and you takes 1d6 extra force and psychic damage from your at- push the target a number of squares equal to your tacks. Psionic. and you gain temporary hit points equal to 5 + your Constitution modifier. As the enemy stag- and gain limited control over the enemy’s movement. and you slide Hit: 1[W] + Constitution modifier damage. G`q`g-4?\dgt?dn^dkgdi` Encounter ✦ Psionic Free Action Personal Focused Rampage Battlemind Attack 29 Trigger: You reduce a nonminion enemy to 0 hit points. and one enemy one creature marked by you 3 squares. gers. Daily ✦ Psionic. that other enemy also falls prone. and you gain temporary hit points equal to 10 + your Constitution modifier. Augment 1 Augment 2 Effect: After the attack.G`q`g. G`q`g. Miss: Half damage. Miss: Half damage. Charisma modifier. push that enemy 1 square. Until the stance ends. AC Attack: Constitution vs. adjacent to you and marked by you falls prone. At-Will ✦ Augmentable. and you can stance ends. C H A P T ER 4 | C h arac te r O pt ion s 30 . until the end of your next turn.

Your attacks with one- pets. squaring off against Arena Training: You treat all weapons with humanoid and monstrous foes. though any player might find something appropriate for his or her fighter build. Years spent in death matches. You are a cut above the rest. Endurance. and I I`r>g\nnA`\opm` achieve immortality.” You can select the Arena Training class feature in place of the Fighter Weapon Talent class feature. Choose Wisdom as your tertiary ability score if you want to improve your battlefield intuition and your Will defense. or pick Constitution if you need extra hit points and healing surges. If Unburdened by heavy armor. ability to respond to a variety of threats. you can leap into the you are not already proficient with these weapons. Whether delivering swift strikes. Intimidate Suggested At-Will Powers: footwork lure. the armor training. You learned to fight by scrapping in You gain a +2 proficiency bonus to attack rolls the sand and struggling against the arena-masters’ with improvised weapons. vicious offensive* Suggested Encounter Power: goading maneuver* Suggested Daily Power: master’s edge* *New option presented in this book I`rAdbco`mKjr`mn Fighters defend by dominating the battlefield. you rely on agility and your level and +3 at 21st level. but the Npbb`no`_Jkodjin arena fighter represents the epitome of combat in As with other fighters. ARENAFIGHTER “I live for the moment of triumph. mastery of weapons to deflect your enemies’ attacks. deal 1d10 damage. shrugging off enemy attacks. Strength should be your high- the coliseums. You’ll wear light armor. have prepared you to which you are not proficient as improvised weapons. Make Dexterity your second-highest ability score. In that moment. the fighter is a presence who can’t be ignored. The ideal powers let you strike or hinder several enemies. you gain proficiency with them. est ability score. Any fighter build might be appropriate in Athas’s arenas. E VA W I D E R M A N N C H A P T ER 4 | C h arac te r O pt ion s 31 . or intimidating opponents through weapon mastery. fray to strike several enemies at once. This section presents new powers designed for the arena fighter. You have a daring unknown to those whose feet have While you are not wearing heavy armor. Select powers that increase your mobility and help you control the battlefield. You select two weapons as your arena weapons. face any enemy. so a high Dexter- ity can help offset your lower Armor Class. your attacks with two-handed improvised weapons You bring cunning and speed to the battlefield. Your secondary role is controller. any of The arena lures more fighters to its bloody fields your feats that grant feat bonuses to attack rolls or than members of any other class. and the arenas of Athas and destined for much more. Rather than hide a +1 bonus to AC. because you use it for your attack powers. Suggested Class Features: Arena Training* Suggested Feat: Toughness Suggested Skills: Athletics. a champion born of handed improvised weapons deal 1d8 damage. Fighters have the damage rolls with one of your arena weapons apply to weapon training. when the crowd cheers wildly. I hold the glory of a king. you gain never touched the arena floor. your other arena weapon as well. In addition. and the adapt. This bonus increases to +2 at 11th behind heavy armor.

and you mark an Hit: 2[W] + Strength modifier damage. Hit: 1[W] + Strength modifier + Dexterity modifier Effect: You shift 3 squares to a square adjacent to the damage. basic attack against the target or to charge the target. The call steels you against the imminent assault. turn. and you shift 2 Hit: 2[W] + Strength modifier damage. Weapon Standard Action Melee weapon Standard Action Melee weapon Target: One creature Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. other foes. but you duck away and ready a nasty to recoil in fear whenever you lunge at one. you push G`q`g. your next turn. Martial.?\dgt@skgjdo each enemy adjacent to the target 1 square. Master’s Edge Fighter Attack 1 Your extensive experience helps you pick out the flaws in your G`q`g1Podgdot@skgjdo opponent’s technique. Target: One creature Encounter ✦ Martial Attack: Strength vs. causing your other foes The enemy closes to strike.@i^jpio`m@skgjdo ARENA FIGHTER Vicious Offensive Fighter Attack 1 Daunting Onslaught Fighter Attack 3 You smash into your opponent with such force that a nearby You bring down your rage upon an enemy. Miss: Half damage. AC to you. In addition. Effect: Each enemy adjacent to the target takes damage equal to your Strength modifier. cent to you until the end of your next turn. Weapon Daily ✦ Martial. You gain a +2 power bonus to your adjacent to the target. whenever an enemy ends its move triggering enemy.@i^jpio`m@skgjdo G`q`g0?\dgt@skgjdo Goading Maneuver Fighter Attack 1 Crashing Assault Fighter Attack 5 After a swift strike. Target: Each enemy in burst Effect: Until the end of the encounter. diverting your enemies’ attentions Standard Action Melee weapon to you. Kirre’s Roar Fighter Utility 6 Daily ✦ Martial. This effect lasts until the end of end of your next turn. In addition. each enemy adjacent to either you or the target take a –2 Level 21: 2[W] + Strength modifier damage. target 3 squares and knock it prone. The target and enemy adjacent to you until the end of your next turn.<o(Rdgg@skgjdo G`q`g. G`q`g. letting you move to meet the enemy’s attacks. AC Attack: Strength vs. frightening nearby enemy can’t help but take notice. AC Hit: 2[W] + Strength modifier damage. In addition. penalty to attack rolls until the end of your next turn. AC Attack: Strength vs.G`q`g. you step to the side and draw another one or Your opponent flies back from your attack and crashes into two foes into your trap. AC Minor Action Close burst 3 Hit: 1[W] + Strength modifier damage. you gain resistance to all damage equal you can use an opportunity action either to make a melee to your Dexterity modifier until the end of your next turn. counterstrike. whenever the target Effect: You mark each target until the end of your next willingly moves to a square adjacent to one of your allies. foes with your brutality. In addition. Weapon Standard Action Melee weapon Standard Action Melee weapon Target: One creature Target: One creature Attack: Strength vs. Weapon You let out an explosive roar. and you push the target 1 square. Weapon Encounter ✦ Fear. At-Will ✦ Martial. Encounter ✦ Martial. G`q`g2@i^jpio`m@skgjdo G`q`g-Podgdot@skgjdo Menacing Strike Fighter Attack 7 Sidestep Maneuver Fighter Utility 2 You deliver a brutal blow to one enemy. you can slide that enemy 1 square next attack roll against the triggering enemy before the as an opportunity action. C H A P T ER 4 | C h arac te r O pt ion s 32 . Encounter ✦ Fear. you mark one or two enemies adja. Weapon Encounter ✦ Martial Standard Action Melee weapon Opportunity Action Personal Target: One creature Trigger: An enemy ends its move in a square adjacent Attack: Strength vs. sending them staggering. Martial. and you push the squares.

Effect: You can assume the dust storm assault stance.0?\dgt@skgjdo Shield Ripper Fighter Attack 9 Dust Storm Assault Fighter Attack 15 You strike past your enemy’s guard and hew through the foe’s You become a violent storm. you shift 6 squares to Encounter ✦ Martial a square adjacent to the triggering enemy. which lets you wade among your foes with impunity. flensing the flesh of all who try to defenses. you vow to make it pay. you make the following attack. G`q`g4?\dgt@skgjdo G`q`g. You have mastered the combat stance used by gladiators in Tyr’s Encounter ✦ Fear. Weapon Immediate Reaction Melee weapon Trigger: An enemy able to take actions and within 4 squares of you makes an attack that doesn’t include you as a target. and the secondary target falls prone.. squares of you. Minor Action Personal Target: Each enemy you can see in blast Effect: You assume the Tyrian battle stance. Otherwise. R ALPH BEISNER C H A P T ER 4 | C h arac te r O pt ion s 33 . you move your speed + 2.1Podgdot@skgjdo Menacing Surge Fighter Attack 13 Rushing forward. Hit: 2[W] + Strength modifier damage. Weapon Daily ✦ Martial. Martial. your opponents recoil before your menacing Tyrian Battle Stance Fighter Utility 16 presence and your fearsome attacks. Stance. AC Effect: You shift your speed + 4. Effect: The triggering enemy can shift 6 squares as a free action to a square adjacent to you. If your foe ignores your summons. takes a –2 penalty to AC and Reflex (save ends). G`q`g. your next weapon attack against that enemy that hits before the end of your next turn deals 4[W] extra damage.+Podgdot@skgjdo Opportunity Action Melee weapon Trigger: An enemy willingly moves adjacent to one of Another Day Fighter Utility 10 your allies within 3 squares of you or makes an attack After suffering a hit. G`q`g. AC stance ends. Daily ✦ Martial. you can make the following secondary attack. Weapon arenas. Secondary Attack: Strength vs. Reflex Primary Attack: Strength vs. you leap out of your opponent’s reach to that does not include you as a target while within 3 escape any subsequent attacks.2@i^jpio`m@skgjdo Cruelest Chains Fighter Attack 17 Your words or actions cause the enemy to draw close. Until the stance ends. Standard Action Close blast 2 Daily ✦ Martial. Encounter ✦ Martial. enemies take a –2 you are able to make opportunity attacks. Until the Attack: Strength vs. you gain a +2 power bonus to AC and Reflex as long as Effect: Until the end of your next turn. AC Hit: 2[W] + Strength modifier damage. Stance Effect: Before the attack. you do not provoke opportunity attacks and Hit: 2[W] + Strength modifier damage. If the enemy makes this shift. G`q`g. Immediate Reaction Personal Secondary Target: The triggering enemy Trigger: You are hit by an attack. and the target Hit: 1[W] + Strength modifier damage. Reliable. AC Hit: 3[W] + Strength modifier damage. giving you an opportunity to attack. Weapon Standard Action Melee weapon Standard Action Close burst 1 Target: One creature Primary Target: Each enemy you can see in burst Attack: Strength vs. penalty to attack rolls while adjacent to you.@i^jpio`m@skgjdo G`q`g. Target: The triggering enemy Attack: Strength vs. stand up to your attacks. Effect: Before the secondary attack.

Target: The triggering enemy Attack: Strength vs. you can assume the stance of the bloodletter. If the enemy makes this shift. you hold your Final Challenge Fighter Attack 29 weapon ready for a killing stroke if the enemy tries to escape. With each hit. you bring your weapon around in a wicked strike. that enemy. Your strike causes blood to flow into your enemy’s face. Until this condition ends. AC you are in this stance and adjacent to an enemy. Reliable. Attack: Strength vs. you move your speed. you make the following attack. G`q`g-. Weapon Effect: You assume the Urikite warmaster stance. the tar- Until the stance ends. Standard Action Melee weapon Daily ✦ Martial. In blinded (save ends). You gain a +5 Immediate Reaction Melee weapon power bonus to attack rolls and damage rolls with Trigger: An enemy able to take actions and within 4 squares opportunity attacks against the target until the end of of you makes an attack that doesn’t include you as a target. After knocking down nearby foes once. You call out a challenge to your enemy.@i^jpio`m@skgjdo G`q`g-4?\dgt@skgjdo Executioner’s Gambit Fighter Attack 23 After you hit your enemy with a telling blow. Weapon Target: One creature Standard Action Melee weapon Attack: Strength vs. you charge toward it. Stance to upend any creatures that try to escape your wrath.G`q`g. G`q`g--Podgdot@skgjdo G`q`g-2@i^jpio`m@skgjdo Urikite Warmaster Stance Fighter Utility 22 You emulate the warmaster gladiators of Urik with an aggres. you can Hit: 2[W] + Strength modifier damage. you can use an opportunity action to deal Effect: Before the attack. Weapon summons. Weapon lies to back away. Effect: The triggering enemy can shift 6 squares as a free action to a square adjacent to you. AC Target: One creature Hit: 3[W] + Strength modifier damage. Standard Action Melee weapon Otherwise. while Attack: Strength vs. Target: Each enemy you can see in burst emy that ends its turn adjacent to you. Until the Standard Action Close burst 1 stance ends. whenever addition. Miss: Half damage. you ready your weapon Daily ✦ Martial. damage (save ends).4?\dgt@skgjdo G`q`g-0?\dgt@skgjdo ARENA FIGHTER Bloodletter Stance Fighter Attack 19 Blind with Rage Fighter Attack 25 You strike at vital spots to draw your foe’s blood. AC Daily ✦ Martial. C H A P T ER 4 | C h arac te r O pt ion s 34 . Weapon Hit: 4[W] + Strength modifier damage. Minor Action Personal Encounter ✦ Martial. Effect: Until the start of your next turn. Otherwise. delivering an assault that Target: One creature leaves a gaping wound. and ongoing 15 damage (save ends). you charge the enemy and make the following attack in place of a melee basic attack. your next turn. that enemy takes ongoing 5 against that creature. Effect: You and each ally adjacent to the target can shift 2 squares as a free action. Attack: Strength vs. and the target is Effect: The target takes ongoing 10 damage (save ends). damage equal to 5 + your Dexterity modifier to any en. Stance. any creature starts its turn adjacent to the target. and you knock the shift 3 squares as a move action to a square adjacent to target prone. and the you aggravate the wounds and slowly destroy your enemy. any enemy that willingly leaves a square adjacent to you falls prone. Demolishing Surge Fighter Attack 27 sive stance that lets you punish enemies that come too close. In addition. foe lashes out blindly at anyone nearby as you call for your al- Daily ✦ Martial. AC Hit: 5[W] + Strength modifier damage. Hit: 4[W] + Strength modifier damage. If it answers your Encounter ✦ Martial. AC Miss: Half damage. whenever you hit an enemy with get must use a free action to make a melee basic attack a melee weapon attack.

haunt- as the ones in Player’s Handbook 2 and Primal Power. a curtain of evapo. A high Constitution As an animist shaman. inhibit foes through zones and debilitating effects. you command a spirit increases your hit points and your Fortitude. Npbb`no`_Jkodjin unleashing their fury to smash and burn everything in You need Wisdom for your attacks. the spirits rage. and sun. dunes. ANIMISTSHAMAN Although the world is no longer green and alive. if your spirit companion is not present at the it. ing spirits Suggested Encounter Power: scorching sands* @g`h`io\gNkdmdo Suggested Daily Power: dust storm binding* You draw on elemental spirits inhabiting the earth *New option presented in this book to give you strength and fuel the raw power of your evocations. Mesas. an attack you make through your spirit companion as G`q`g. or any other Your secondary role is controller. Look for powers that companions of other shamans. or might appear as a vortex of dust. A spirit might shed rain drop- lets. I`rNc\h\iKjr`mn Spirit Boon: Your allies gain a +2 bonus to saving The shaman powers included in this section reflect throws while adjacent to your spirit companion. these start of your turn. and they care little for other companion without shifting.<o(Rdgg@qj^\odji an opportunity action. a clattering gyre of pebbles. The primal spirits you conjure exhibit the Level 21: 2d6 + Wisdom modifier damage. When you choose your spirit companion. you compel the spirits. At-Will ✦ Primal. Heal. Attack: Wisdom vs. Make Intelligence your binding their power to your allies’ attacks or directing next best score. creatures. you can Nature choose Elemental Spirit instead of another option. C H A P T ER 4 | C h arac te r O pt ion s 4+ . your highest ability score. or stir one’s hair as winds gust around it. land’s characteristics. improve their attacks. sandstorms—all contain At-Will ✦ Implement. because it helps boost the damage them to loose their anger against your enemies. and the target You know how to call forth the desert spirits of sand grants combat advantage until the end of your next turn. such Suggested At-Will Powers: spirit infusion*. Suggested Class Features: Elemental Spirit* Suggested Feat: Spirit of Vigor* I`r>g\nnA`\opm` Suggested Skills: Athletics. you can summon it once during powers offer all shamans new ways to engage the that turn as a free action. and benefits of your powers. Spirit’s Wrath Shaman Feature primal spirits still haunt the land. salt pans. enemy and survive the perils in the wild. crags. In the desert world and the primal spirits found within addition. siroccos. rating rain. desert phenomenon. enables him or her to make a swift and sudden attack. so it should be their path. These Opportunity Action Melee spirit 1 spirits born of the land are deeply infused with the Trigger: An enemy leaves a square adjacent to your spirit powers of the elements. and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier. You can choose a second at-will attack power You dismiss your spirit companion. which flows into an ally and as normal. Through force of will. Endurance. They can be sullen and wrathful entities. Spirit spirits just as the forests and the oases do. Burning hatred drives your spirit to smash into your enemy. Reflex Hit: 1d6 + Wisdom modifier damage. Target: The triggering enemy but you are able to bend them to your will. At-Will Attack Power: You gain the spirit infusion Spirit Infusion Shaman Attack 1 power. erupt in blazing fire. This elemental spirit let your allies make attacks. so it companion more elemental in nature than the spirit should be your third-best score. Spirit Standard Action Melee spirit 1 Target: One ally Effect: Your spirit companion disappears. Primal. Although designed for the animist shaman. Spirit’s Wrath: You gain the spirit’s wrath power. Under your command.

Hit: 2d6 + Wisdom modifier damage. Target: Each creature in burst Daily ✦ Implement. zone persists. . Fortitude you fuse its form with one of your allies to provide healing and a Hit: You slide the secondary target 3 squares. Spirit Encounter ✦ Implement. Squares (save ends). Primal. Spirit Standard Action Melee spirit 1 Standard Action Melee spirit 1 Target: One creature Primary Target: One ally Attack: Wisdom vs. Spirit. The target gains resist 10 fire and regeneration equal to your Intelligence modifier until the end of the encounter or until you use call spirit companion. AC Hit: 2d6 + Wisdom modifier damage. Encounter ✦ Fire. Attack: Wisdom + 2 vs. Primal. normal damage types. and silt that blinds and stings your foes. The primary target is dazed a zone that lasts until the end of your next turn. Reflex Effect: Your spirit companion disappears. Any enemy that Effect: Your spirit companion disappears. Zone Attack: Wisdom vs. Primal. encasing your panion. comrade in a stony sheath and sending rocky shards flying panion dissipates. you can make the following secondary attack using the burst’s origin square as the secondary attack’s G`q`g-Podgdot@qj^\odji origin square. a zone that lasts until the end of your next turn. Condensation Shaman Utility 2 Secondary Target: The triggering enemy in burst Moisture gathers in the air around your spirit companion as Secondary Attack: Wisdom vs.@i^jpio`m@qj^\odji G`q`g. Implement. companion can choose to deal fire damage until the end Elemental Spirit: The resistance equals 2 + your Intelligence of your next turn. The shrieking desert winds gather about your spirit companion. and the primary Hit: 1d8 + Wisdom modifier fire damage. G`q`g. C H A P T ER 4 | C h arac te r O pt ion s 4. This fire damage replaces an attack’s modifier. Primal. Opportunity Action Close burst 2 Trigger: An enemy ends its turn within the zone. protective barrier against the elements. and the target target gains resist 3 to all damage until the end of your gains vulnerable 5 fire until the end of your next turn. Your spirit companion enters your ally’s body. Fortitude Standard Action Close burst spirit 2 Hit: The target is blinded (save ends).?\dgt@qj^\odji G`q`g0?\dgt@qj^\odji Dust Storm Binding Shaman Attack 1 Your spirit companion explodes in an obscuring cloud of dust. Zone which you then dismiss to unleash a storm that leaves your en- Standard Action Close burst spirit 1 emies reeling. Spirit Minor Action Melee spirit 5 Target: One ally Effect: Your spirit companion disappears. Fortitude end of your next turn. Primary Target: Each enemy in burst Miss: The target takes a –2 penalty to attack rolls until the Primary Attack: Wisdom vs. Secondary Target: Each enemy in burst Effect: Your spirit companion disappears. Daily ✦ Healing. outward. Daily ✦ Implement.G`q`g. Make an attack that is a close burst 1 centered Elemental Spirit: You and each ally adjacent to your spirit on the primary target. Sustain Minor: The zone persists. Spirit.@i^jpio`m@qj^\odji ANIMIST SHAMAN Scorching Sands Shaman Attack 1 Granite Armor Shaman Attack 3 Sands infused with desert fire pour out from your spirit com. within the zone are heavily obscured. Primal. While the Sustain Minor: The zone persists. next turn. Shrieking Wind Spirits Shaman Attack 5 sand. and you slide the Effect: Your spirit companion disappears. The burst creates starts its turn within the zone takes 5 damage. splashing an enemy with terrible flames as your com. The burst creates primary target 3 squares.

While in this form. the ground trembles Attack: Wisdom vs. Spirit Minor Action Close burst spirit 2 Minor Action Melee spirit 5 Effect: Your spirit companion disappears. Until the end of within the zone. shining with coruscating light that Your spirit companion enters your ally’s body. Primal. Zone Hit: 2d10 + Wisdom modifier damage. Fortitude sifies. Spirit spirits that shriek as they descend on your enemies. mains of either except swirling dust. Reflex and knocks foes from their feet. Target: Each enemy in burst Effect: Your spirit companion disappears. and the tar- form that is slow but resilient. and its space attack rolls with fire powers and radiant powers. You slide each target a number of squares equal to your Intelligence modifier. Hit: 2d6 + Wisdom modifier damage. Zone Standard Action Close burst spirit 2 Mountain’s Might Shaman Attack 9 Target: Each enemy in burst When your spirit merges with your ally. Gusts of Standard Action Close burst spirit 1 wind shove your allies about while slamming any enemies that Target: Each enemy in burst come too close. G`q`g. one ally in the burst can fly 6 squares. the primary target assumes the form of ends its turn within the zone takes 10 fire damage.+Podgdot@qj^\odji Light of the Crimson Sun Shaman Utility 6 Swirling Dust Shaman Utility 10 Your spirit erupts in flames. which bursts into a zephyr that scatters your enemies and sends one of your allies Memories of Wind and Rain Shaman Attack 7 flying. mountain’s might. C H A P T ER 4 | C h arac te r O pt ion s 4- . Implement. That ally then assumes a rocky Hit: 1d10 + Wisdom modifier fire damage. Spirit.@i^jpio`m@qj^\odji Seething Zephyr Shaman Attack 13 G`q`g2@i^jpio`m@qj^\odji Winds gather around your spirit companion. Polymorph. your allies gain a +2 power bonus to your next turn. the target is insubstantial. Your spirit companion disappears into the ground.. Spirit damage (save ends both). pushing your allies to confront an enemy. Minor Action Close burst spirit 1 Miss: Half damage. and nothing re- empowers some of your allies’ attacks. Hit: 2d6 + Wisdom modifier damage. Primal. where it awakens the angry earth and unleashes bubbling fire and mol- ten rock. If you hit at least Attack: Wisdom vs. is slowed. Until the end of within the zone are lightly obscured. Attack: Wisdom vs. G`q`g1Podgdot@qj^\odji G`q`g. and you slide each ally in the burst 1 square. The burst creates a zone that G`q`g. Spirit target falls prone. In addi. Zone Encounter ✦ Primal. and the secondary Encounter ✦ Primal.0?\dgt@qj^\odji lasts until the end of your next turn. Primal. Primal. Any enemy that ends its turn within the zone is dazed until the end of its next Volcanic Circle Shaman Attack 15 turn. get grants combat advantage and takes ongoing 10 fire Daily ✦ Implement.1Podgdot@qj^\odji action. the primary target Sustain Minor: The zone persists. Target: Each ally in burst Sustain Minor: The form of mountain’s might persists. The burst creates Primary Target: One ally a zone that lasts until the end of your next turn. Standard Action Melee spirit 1 Effect: Your spirit companion disappears. he or she gains temporary hit points equal to your Intelligence modifier. and you slide the Standard Action Close burst spirit 1 target 1 square. Encounter ✦ Primal. Reflex one target. G`q`g4?\dgt@qj^\odji Daily ✦ Fire. The primary target can end the effect as a minor G`q`g. While Effect: Your spirit companion disappears. and gains a power bonus to melee damage rolls equal to your Intelligence modifier. Spirit. Reflex Encounter ✦ Implement. Guiding Winds Shaman Utility 16 Secondary Target: Each enemy in burst The gentle breeze swirling around your spirit companion inten- Attack: Wisdom vs. Effect: Your spirit companion disappears. Squares Effect: Your spirit companion disappears. and any squares adjacent to it are lightly obscured. Spirit. whenever an ally hits with a fire power or a radiant power while within the zone. tion. Any creature that your next turn. You dismiss your spirit companion and unleash wind and rain Encounter ✦ Implement. gains resist 5 to all damage. Make an attack that is a close burst 1 centered on the primary target. The burst creates Target: One ally a zone that lasts until the end of your next turn. Effect: Your spirit companion disappears.

G`q`g.4?\dgt@qj^\odji Whenever this zone reduces a nonminion enemy to 0 hit points. If this attack hits. Spirit. G`q`g-2@i^jpio`m@qj^\odji ceptible to attacks. The target can damage (save ends). Daily ✦ Implement. Primal. and the Attack: Wisdom vs. Primal. and the target gains vulnerable 5 to all Effect: Your spirit companion disappears. and the target is Encounter ✦ Fire. C H A P T ER 4 | C h arac te r O pt ion s 4. This lightning damage replaces an attack’s normal damage Effect: Your spirit companion disappears. Fortitude target is immobilized until the end of your next turn. Elemental Spirit: If the target’s attack hits. The burst creates types. within the zone are lightly obscured. Zone You dismiss your spirit companion and use its power to call Minor Action Close burst spirit 2 forth the world spirit’s tattered remnants. Reflex Target: Each creature in burst Hit: 2d6 + Wisdom modifier lightning damage. Zone Standard Action Close burst spirit 1 Target: Each enemy in burst Attack: Wisdom vs. and the target Elemental Spirit: You and each ally in the burst can choose takes a –2 penalty to all defenses and ongoing 15 acid to deal lightning damage until the end of your next turn. Lightning. Elemental Spirit: The burst creates a zone of difficult terrain that lasts until the end of the encounter or until you use call spirit companion. wash the battlefield with acid rain and funnel life from your Encounter ✦ Implement. the target deals 2d10 extra fire damage and can spend a healing surge. Zone Target: Each enemy in burst Standard Action Close burst spirit 2 Attack: Wisdom vs. As your spirit moves. Spirit. Spirit each target 5 squares. it transforms into a rolling boulder that smashes through your enemies’ ranks before disappearing. Spirit Immolating Spirit Shaman Attack 27 Standard Action Close burst spirit 2 Your spirit companion merges with your ally. Fury of Athas Shaman Attack 29 Daily ✦ Primal. You teleport Daily ✦ Primal.@i^jpio`m@qj^\odji make a basic attack as a free action. Effect: Your spirit companion disappears. If this attack hits. using its power to cause sand to boil up from the ground. damage (save ends both). Sand Summons Shaman Utility 22 You dismiss your spirit companion. G`q`g.2@i^jpio`m@qj^\odji G`q`g-0?\dgt@qj^\odji ANIMIST SHAMAN Cloudburst Shaman Attack 17 Caustic Rain Shaman Attack 25 Your spirit companion dissolves into roiling black clouds that Your spirit companion dissolves into acrid green clouds that loose lightning and slashing rain. Each target can G`q`g-. Any creature that ends its turn within the zone takes 15 acid damage. Healing. Squares Effect: Your spirit companion disappears. one ally you can see can spend a healing surge. each enemy G`q`g--Podgdot@qj^\odji adjacent to the target takes fire damage equal to your Wisdom modifier. Target: Each ally in burst Effect: Your spirit companion disappears. the target of the attack is stunned and takes ongoing 10 Boulder Smash Shaman Attack 23 damage (save ends both). to charge. use a free action either to make a melee basic attack or Effect: Your spirit companion disappears. Sirocco Spirit Shaman Attack 19 Sustain Minor: The zone persists. Primal. The sands consume your allies G`q`g-4?\dgt@qj^\odji and deliver them to safety while leaving an area of unstable terrain. Teleportation. causing your com- Target: Each creature in burst rade to erupt in flames as he or she delivers a sudden attack. Effect: Your spirit companion disappears. Encounter ✦ Implement. Attack: Wisdom vs. Your elemental spirit breaks apart to become a storm of dust and wind that blinds your enemies and makes them more sus. a zone that lasts until the end of your next turn. Spirit. Implement. Fortitude Hit: 2d8 + Wisdom modifier damage. empowering your Target: Each ally in burst allies to launch a brutal assault. Healing. Primal enemies into your allies. Hit: 3d6 + Wisdom modifier acid damage. Spirit blinded and gains vulnerable 5 to all damage (save ends Standard Action Melee spirit 5 both) Target: One ally Miss: Half damage. Standard Action Close burst spirit 1 Daily ✦ Acid. Fortitude Hit: 3d8 + Wisdom modifier damage. The burst creates a zone of diffi- Standard Action Close burst spirit 2 cult terrain that lasts until the end of the encounter. and you knock the target prone. . Primal.

you can choose with new options. during the encounter. What you do with this new power You can smite a nearby foe with it. whichever you didn’t pick as pact reflects the training and magical transfor. or the underlings Suggested At-Will Powers: eldritch blast. WARLOCKSORCERER-KINGPACT On Athas. of a sorcerer-king. Hit: 1d8 + Charisma or Constitution modifier necrotic and which enables you to draw upon your sorcerer-king’s psychic damage. and the target grants combat advantage magical prowess and enhance a power by spending until the end of your next turn. the target to spend your fell might when you choose to use a takes 1d8 extra damage. Bluff. the powers of the sorcerer. because they use either Charisma or Constitu- as the ones from the Player’s Handbook or the Arcane tion as the primary ability score. In return. you don’t gain a second use of it. the agents. your master Hand of Blight Warlock Attack 1 transformed you into an arcane spellcaster by means A crackling black sphere gathers around your outspread hand. Target: One creature Hand of Blight: You gain the hand of blight power. They are often trusted mem. Psychic all sorcerer-kings are suspicious and ruthless. of eldritch rituals. which you can spend again You create a blazing sigil that flares with unwholesome light. although such instances are unusual. Power™ supplement. Attack: Charisma or Constitution vs. a primary score. because many and damage rolls. before you make any attack rolls or apply any of that power’s effects.@i^jpio`mNk`gg Curse drops to 0 hit points. They are ideal for any warlock the sorcerer-king pact instead of another option. When a creature affected by your Warlock’s G`q`g. sorcerer-king pact powers gain a benefit from it. You start each encounter with your and psychic damage. is a good third choice. you do so at your own peril. Suggested Feat: Scornful Denial* bers of the templar hierarchy who are expected to Suggested Skills: Arcana. fell might unspent. to observe you or to strip you of your power. Fortitude Fell Scorn: You have the Fell Scorn pact boon. A Suggested Encounter Power: cruel bounty* sorcerer-king sometimes imparts his or her power Suggested Daily Power: ashen scourge* to a promising protégé or a privileged noble without *New option presented in this book making the recipient into a templar. so if Standard Action Melee touch or Ranged 10 you defy one. so Charisma or +1 power bonus to attack rolls against the target. Most warlocks of this pact are templars in a Suggested Class Feature: Sorcerer-king pact* sorcerer-king’s service. Necrotic. I`rR\mgj^fKjr`mn These powers are associated with the sorcerer-king I`r>g\nnA`\opm` pact. If you already have your fell scouring your foe and promising an obscene blessing to any of might available when a cursed creature drops to 0 hit your allies who bathe in its radiance. but they also provide warlocks of other pacts When you choose your Eldritch Pact.<o(RdggNk`gg the service of a sorcerer-king. such build. Fortitude The sorcerer-kings desire servants who have great Hit: 2d6 + Charisma or Constitution modifier radiant damage. powers in melee combat. A warlock remain at range. Insight. However. You must decide whether or not Sorcerer-King Pact: If you spend your fell might. the for someone who has this pact. Streetwise command the soldiers. hand of blight* king pact aid allies and work well in melee. points. Radiant only one use of fell might available at one time. Level 21: 2d8 + Charisma or Constitution modifier necrotic your fell might. or else fling it at a is up to you—the sorcerer-king has no special ability distant enemy. Choose Cha- mations that a sorcerer-king might provide to an risma to bolster your low Will defense if you plan to individual whom he or she deems worthy. Thus. Implement. At-Will ✦ Arcane. Until the end of your next turn. C H A P T ER 4 | C h arac te r O pt ion s 4/ . Sorcerer-King Pact: You have pledged yourself to G`q`g. power. Constitution should be the primary ability score Sorcerer-King Pact: If you spend your fell might. Standard Action Melee touch or Ranged 5 Target: One creature Npbb`no`_Jkodjin Attack: Charisma or Constitution vs. Implement. Cha- king in exchange for arcane power. Cruel Bounty Warlock Attack 1 restoring your fell might. Intelligence is best bonus increases to +2 and the bonus affects attack rolls as your secondary ability score. your allies gain a stamina and force of personality. The sorcerer-king risma or Constitution. your pact boon triggers. You can have Encounter ✦ Arcane. or else use Constitution to gain extra who has this pact can draw on the reserves of power hit points and healing surges if you intend to use your that a sorcerer-king commands. many templars swear an oath to a sorcerer.

Polymorph damage. hindering your foes’ movements and revealing any hidden enemies. get after the slide takes ongoing 5 fire damage (save ends). Intelligence modifier. You push the target and each enemy adjacent its turn you slide it a number of squares equal to your to the target a number of squares equal to your Intelligence modifier.?\dgtNk`gg WA R LO C K S O R C E R E R . Effect: You pull the target 2 squares. One of your allies. Fear. see- ing the foe’s defiance vanish. Lightning. dragging it close. G`q`g1PodgdotNk`gg Encounter ✦ Arcane. each E VA W I D E R M A N N Effect: 1d10 + Charisma or Constitution modifier enemy adjacent to the target before the push takes fire damage. you are temporary hit points equal to your Intelligence modifier. Daily ✦ Arcane. G`q`g. Necrotic. Crackling lightning scorches your enemy with such ferocity that Daily ✦ Arcane. The whip leaves behind a residue of necrotic ash that withers your foe’s flesh. cannot attack. Sustain Minor: The zone persists. Psychic Target: One creature Standard Action Melee touch or Ranged 5 Attack: Charisma or Constitution vs. G`q`g-PodgdotNk`gg Assassin’s Bane Warlock Utility 2 The ground blackens as coruscating energy swirls around you. Sustain Minor: The effect persists. Miss: Half damage. C H A P T ER 4 | C h arac te r O pt ion s 40 . your ally’s enough to accommodate a single grain of sand. Daily ✦ Arcane. Sorcerer-King Pact: If you spend your fell might. the target takes Hit: 2d8 + Charisma or Constitution modifier lightning ongoing 5 fire damage. Reflex crown (save ends). The next one of your allies who hits the target Minor Action Personal with a melee attack before the end of your next turn gains Effect: Until the end of your next turn. Standard Action Melee touch or Ranged 5 Encounter ✦ Arcane. concealment. insubstantial and can pass through any opening large Sorcerer-King Pact: If you spend your fell might. or total concealment. Implement. whenever the target starts damage. You attack need not be a melee attack. G`q`g.@i^jpio`mNk`gg Sinister Extraction Warlock Attack 3 Your enemy falters as you tear at its soul. pick up anything. Implement it sends nearby foes staggering back. Implement Standard Action Melee touch or Ranged 5 Target: One creature Attack: Charisma or Constitution vs. Enemies within the zone cannot shift. Will Hit: 1d10 + Charisma or Constitution modifier psychic Daily ✦ Arcane.K I N G PAC T Ashen Scourge Warlock Attack 1 You lash at your foe with a whip of fire. or benefit from invisibility. The target grants combat advantage and takes ongoing 5 necrotic damage (save ends both). Until the flames end. psychic damage equal to your Intelligence modifier. allowing you to resist at- Target: One creature tacks and pass through solid barriers. Fortitude Hit: 2d8 + Charisma or Constitution modifier fire damage. teleport. or manipulate objects. Attack: Charisma or Constitution vs. Psychic Sand Shape Warlock Utility 6 Standard Action Melee touch or Ranged 5 You transform your body into sand. can use the opportunity to deliver an invigorating attack. Fire. and each enemy adjacent to the tar. Reflex Target: One creature Hit: The target is affected by the flames of the smoking Attack: Charisma or Constitution vs. Zone Minor Action Close burst 3 Effect: The burst creates a zone that lasts until the end of your next turn. Implement. G`q`g0?\dgtNk`gg G`q`g2@i^jpio`mNk`gg Flames of the Smoking Crown Warlock Attack 5 Hungry flames consume your enemy and send the creature into Sorcerer-King’s Decree Warlock Attack 7 a panic that ignites your other foes. Fire. Also.

0?\dgtNk`gg Kalak’s Burning Sands Warlock Attack 9 Touch of the Two Moons Warlock Attack 15 You transform the ground beneath your foe’s feet into seething Invoking the name of Tectuktitlay. Hit: 4d10 + Charisma or Constitution modifier damage. advantage (save ends). Sustain Minor: The zone persists. your allies gain Trigger: An enemy misses you with an attack. After the move. If the target’s attack hits. that comrade suffers your ire if he or she wastes the Hit: 2d6 + Charisma or Constitution modifier psychic opportunity you provide. The secondary target grants combat or in the nearest unoccupied space of its choice. whenever one of your allies within the zone misses every target with a melee or a ranged attack. Also. When Hit: You push the secondary target a number of squares the target saves. the sand scorches the City. Break the Will Warlock Attack 13 Your magic breaks into your foe’s mind and leaves the creature reeling from the experience. and you knock the target prone. and you regain the use of this power. and the target is dazed until the end of your Encounter ✦ Arcane. ruler of Draj the Two Moon black sand.+PodgdotNk`gg Fail Me Not Warlock Utility 16 King’s Step Warlock Utility 10 Your magic infuses your allies’ attacks with power that comes at After an enemy misses you with an attack. In addition. Secondary Target: Each enemy in burst First Failed Saving Throw: The target takes ongoing 5 fire Secondary Attack: Charisma or Constitution vs. both a +2 power bonus to attack rolls and a power bonus Effect: You fly your speed and are insubstantial during the to damage rolls equal to your Intelligence modifier. up and has cover against all creatures except you (save Effect: Make a secondary attack that is a close burst 5. each Target: One ally enemy adjacent to the target takes psychic damage equal Effect: The target can use a free action either to make a to your Intelligence modifier. While within the zone. Implement. Standard Action Melee touch or Ranged 5 Sorcerer-King Pact: If you spend your fell might. damage. the attack roll of either attack equal to your Intelligence modifier. ends both). Will damage and is removed from play (save ends both). it reappears in the space it last occupied equal to its speed. Daily ✦ Arcane. Implement Daily ✦ Arcane. and the target is immobilized until the end of your next turn. Miss: Half damage. the target’s attack also deals extra damage equal to your Warlock’s Curse damage if it hits. G`q`g4?\dgtNk`gg G`q`g. Will Primary Attack: Charisma or Constitution vs. Will However. the triggering enemy.2@i^jpio`mNk`gg Encounter ✦ Arcane. Attack: Charisma or Constitution vs. If it misses every target. Implement Standard Action Melee touch or Ranged 5 Standard Action Melee touch Target: One creature Primary Target: One creature Attack: Charisma or Constitution vs. he or she gains vulnerable 5 to all damage until the start of his or her G`q`g. Minor Action Close burst 3 Encounter ✦ Arcane Effect: The burst creates a zone that lasts until the end of Immediate Reaction Personal your next turn. As your enemy sinks down. Sorcerer-King Pact: If you spend your fell might.@i^jpio`mNk`gg next turn. The move. Zone curse upon the offending creature. Healing next turn.1PodgdotNk`gg G`q`g. a piece of the creature’s spirit. you take a form of a dangerous cost. Fortitude Hit: 2d8 + Charisma or Constitution modifier fire damage. You then zip across the battlefield and lay your Daily ✦ Arcane. you plunge your hand into a creature’s flesh and tear loose creature. it deals 2d8 extra damage.. sand and ash. Psychic Obedience’s Reward Warlock Attack 17 Standard Action Melee touch or Ranged 5 Target: One creature At your command. G`q`g. gaining a power bonus to Warlock’s Curse on each enemy adjacent to the target. G`q`g. Fire. you place your Warlock’s Curse on bonus applies to melee attacks and ranged attacks. you place your melee basic attack or to charge. an ally leaps forward to savage an enemy. Fear. C H A P T ER 4 | C h arac te r O pt ion s 41 . The target cannot stand Miss: Half damage. the target takes damage equal to the higher of your Charisma or Constitution modifiers.

Command of Execution Warlock Attack 23 Your dire command staggers your foe and compels a couple of G`q`g-4?\dgtNk`gg your allies to launch attacks against the creature. wrenching it toward wait- ing allies who dispatch it at your command. Miss: Half damage. the allies’ Hit: 3d8 + Charisma or Constitution modifier fire damage. The Sorcerer-King Pact: If you spend your fell might. Force. any enemy that starts its turn adjacent to you to your Intelligence modifier. damage. Implement. Implement You throw up an arcane shield that catches a portion of an in. damage equal to your Charisma or Constitution modifier. fire. Charm. Psychic Standard Action Close burst 5 Standard Action Close blast 5 Target: One creature that can hear you in burst Target: Each enemy in blast Attack: Charisma or Constitution vs. and the target is dazed until the end of and one ally within 5 squares of you gains temporary hit your next turn. a square adjacent one of your allies. Daily ✦ Arcane. and the target is stunned (save ends). is weakened. and ongoing 10 necrotic damage (save ends). Implement.4?\dgtNk`gg G`q`g-0?\dgtNk`gg WA R LO C K S O R C E R E R . necrotic. Standard Action Melee touch or Ranged 10 coming attack and fashions it into a potent defense. Attack: Charisma or Constitution vs. Reflex Sorcerer-King Pact: If you spend your fell might. Dregoth’s Ashen Curse Warlock Attack 29 Encounter ✦ Arcane. Implement Standard Action Melee touch or Ranged 10 You ignite your enemy with black fire that corrupts the flesh Target: One creature and soul. your foe’s body begins to turn Attack: Charisma or Constitution vs. your ally’s attack. you make your enemies feel the joins your own. Fortitude to ash. Hit: 2d10 + Charisma or Constitution modifier psychic Each Failed Saving Throw: The target takes psychic damage. Fortitude Immediate Interrupt Personal Hit: 3d8 + Charisma or Constitution modifier force Trigger: You are hit by an attack that deals acid. gaining a power bonus to the damage roll equal next turn. Will Attack: Charisma or Constitution vs. and the target is immobilized until the end of lightning. Daily ✦ Arcane.G`q`g. Miss: Half damage. points equal to your Charisma or Constitution modifier.@i^jpio`mNk`gg roll equal to your Intelligence modifier. As the flames gutter out. Cerulean Shield Warlock Utility 22 Encounter ✦ Arcane. cold. With a single powerful word. Fire. giving weight and power to your commands. That ally can then make a melee basic attack against the target as an opportunity action. with a power bonus to the damage G`q`g-.K I N G PAC T Voice of the Dictator Warlock Attack 19 Word of the Sorcerer-King Warlock Attack 25 When you speak. you can slide the target 5 squares to Sustain Minor: The effect persists. might of a sorcerer-king. C H A P T ER 4 | C h arac te r O pt ion s 42 . Target: One creature Daily ✦ Arcane Attack: Charisma or Constitution vs. the voice of Andropinis. until the end of your action. and takes ongoing 15 necrotic damage (save ends all). damage (save ends both). Hit: The target is dazed until the end of your next turn. or thunder damage. In addition. That ally can then make a modifier to the triggering attack’s damage types until the melee basic attack against the target as an opportunity end of your next turn. Fortitude Hit: The target is dominated (save ends). after damage equals the resistance you gained from this power. your next turn. radiant. Aftereffect: The target is slowed. Necrotic One or two of your allies within 5 squares of the target Standard Action Melee touch or Ranged 10 can use a free action either to make a melee basic attack Target: One creature against the target or to charge the target. You slide the target 5 squares to a square Effect: You gain resistance equal to 10 + your Intelligence adjacent to one of your allies. Miss: 2d12 + Charisma or Constitution modifier psychic damage. G`q`g-2@i^jpio`mNk`gg Price of Defiance Warlock Attack 27 G`q`g--PodgdotNk`gg A ghostly hand enfolds your enemy. Implement. takes damage of the triggering attack’s damage types. sorcerer-king of Balic. Psychic Daily ✦ Arcane. attacks deal extra damage equal to your Warlock’s Curse and the target is slowed and takes ongoing 15 fire damage if they hit.

you can alter your mortal form You can use a free action to illuminate squares to become a bright. the zone moves with you. You gain the power world you have helped preserve. teaching you Arcane power sings in your soul as a blessing from the how to preserve and nurture life. you can choose to have your attacks deal radiant damage in addition to any other damage types they might have. With your newfound power. death is meaningless to you. Each of those ability scores increases by 2. It is the same with you. When you move. Wisdom. and peaceful life. they always return in time. and trying The mightiest heroes of Athas have many possible to kill you is like trying to destroy the wind or the destinies. you can speak Supernal and your mind. linking speed. comes the grave responsibility of freeing the Perfection of Mind (21st level): Choose two world from those who would defile it. For example. ability scores from among Intelligence. from the world. Using this understand speech and writing in all languages. pers of its spirits. While within the zone. In addition. and the knowledge to guide Athas into a vibrant age of verdant terrain. <q\ibdjiKjr`m Wings of Gold Avangion Utility 26 Your wings become rippling waves of golden light that bolster your allies and debilitate certain foes. enemies that have vulnerability to radiant damage treat their vulnerability as vulnerability to all damage. Prerequisite: 21st level. The life force gain low-light vision and a fly speed equal to your of Athas weaves its threads into your being. Avangion Rising (30th level): Whenever you or an ally you can see drops to 0 hit points or fewer. you can spend a healing surge as a free action to restore hit points to that character equal to your healing surge value plus your highest ability modifier. remaining centered on you. you gain a bonus to path. including one that does not normally end on a save. he or she can make a saving throw to end an effect. Your soul keeps you in a constant Avangion Transformation (24th level): You meditative connection with creation. Avangion Apotheosis: As your destiny nears. While pro- viding this illumination. and soul with the world. winged spirit. any arcane class You become a harbinger of hope. In addi- tion. <q\ibdji words of creation enter your thoughts. Through your devotion to the preserver’s longer use arcane defiling. Any WAY N E E N G L A N D bloodied or dying ally that starts his or her turn within the zone regains 10 hit points. Daily ✦ Arcane. You no longer age. connection. C H A P T ER 4 | C h arac te r O pt ion s 43 . The primal spirits—ancient <q\ibdjiA`\opm`n powers of the world—have begun to count you among Avatar of Preservation (21st level): You can no their kin. Dhhjmo\gdot EPICDESTINIES As a creature that embodies preserving magic. Though the wind might grow calm and the acter can achieve power that rivals even that of the stars might become dim. a char. Healing. and You feel the pulse of the world and hear the whis. and you no longer age. Also. By following one of these callings. you have transcended mortal boundaries and death saving throws equal to half your highest ability gained magical prowess. though. working toward a Although your magic derives from drawing energy brighter future under the red sun. within 5 squares of you with bright light. sorcerer-kings. stars. modifier. if your scorching burst normally deals fire damage. you have gained your power through respect and compassion. Charisma. body. flowing water. Zone Minor Action Close burst 5 Effect: The burst creates a zone that lasts until the end of the encounter. you can choose to instead deal fire and radiant damage when you hit. whenever any ally starts his or her turn within the zone.

arcane defiling power Encounter ✦ Arcane. At the height of Attack: Primary ability score vs. When you R ALPH BEISNER do so. As you grow in power. Implement Standard Action Close blast 5 You have always taken what you wanted. you transform into a dragon. C H A P T ER 4 | C h arac te r O pt ion s 44 . Your soul remains bound beneath your scaly armor. and whenever a nonminion ceeding where they failed. you creature within 10 squares of you drops to 0 hit points. you begin to lose your human Target: The triggering enemy form and take on a draconic shape. bodies. Draconic Terror (30th level): You gain the scath- ing breath power. and the target is those willing to do anything to gain and maintain it. you can use draconic rampage once per encounter without expending its daily use. once again proved your superiority over the defilers you gain 10 temporary hit points. Power is for the strong—for Hit: 4d8 + ability modifier fire damage. In addition. you relied on the methods of your predecessors. Reflex with regard to magic. your reroll gains a +2 power bonus to the attack roll or a +6 power bonus to the damage roll. including the sorcerer-kings. especially Target: Each creature in blast Attack: Primary ability score vs. Draconic Ascension: As your destiny approaches. Strength. gaining Hit: 2d8 + ability modifier damage. Through searching or invention. ?m\bjiFdibA`\opm`n Skin of the Dragon (21st level): You gain low- light vision and a +2 bonus to Intimidate checks. Reflex your strength. and even the mightiest your draconic form. regardless of the consequences. and you knock the the mythic power associated with their reptilian target prone. you have discerned the rituals necessary to make this trans. you might create a domain worthy of your ambition. defilers. spewing forth a blinding blast of hot defilers pale before your new. and Constitution. Immediate Reaction Melee 1 Trigger: An enemy willingly enters a square adjacent Dhhjmo\gdot to you. you can make the following attack. Perhaps you reached the solution Effect: You assume the form of a rampaging dragon until through your independence and cunning. Or maybe the end of the encounter. ash and grit. In addition. Polymorph Minor Action Personal formation a reality. Daily ✦ Arcane. Implement. Fire. While you are in this form. you gain the final cold-blooded insight you need to complete your transformation. this form. Dark fables intrigue you. In addition. ?m\bjiFdib Scathing Breath EPIC DESTINIES Dragon King Feature You channel energy through your implement and into You embody the path of defiling. deadly form. while in who came before you. Also. Prerequisite: 21st level. Draconian Defilement (21st level): When you use arcane defiling. knew that one must seize power when ?m\bjiFdibKjr`m and where possible. you gain 5 hit points and add your Constitu- tion modifier to your healing surge value. your size increases to Large. the power’s effect lasts until the end of your next turn instead of until the end of the encounter. The defilers of legend. Each of those ability scores increases by 2. Whatever the case. As a dragon. Only weaklings concern themselves with measured ascension. suc. Draconic Transformation (24th level): You gain a fly speed of 8 and can speak Draconic. choose two ability scores from among Intelligence. protected until you tire of existence. blinded until the end of its next turn. their words hinting at an Draconic Rampage Dragon King Utility 26 ultimate transformation for Athas’s most powerful Your animalistic rage boils over. and you transform into a draconic terror. You could topple the petty sorcerer-kings or fashion yourself as a god of those who don’t know better.

Some come to learn from you. a storm of war and blood that sorcerer-kings’ tyrannies. your banner to sweep away the corruption of civilization. he or she regains hit points equal to twice his or her healing surge value. reshapes history. epic destiny. While your allies are within the zone. whatever your kind—flock to your banner. Daily ✦ Healing. and do not return to life within 12 hours. a turn adjacent to that enemy can shift 1 square as a mighty entourage surrounds you. your As you embark on this destiny. Throughout Athas. for a thousand years. when any of your allies spends a S A R A H S TO N E healing surge to regain hit points while within the zone. Between your adventures. mercenar- Prerequisite: 21st level ies. when you or an ally within 5 squares of you first becomes bloodied in an encounter. slaves and free folk—all of them rally to The desert tribes of your race—human. you are quick to strike out on your own or The Legend Lives On (24th level): If you die with a few trusted companions when adventure calls. such as a trusted lieutenant. In addition. You see the city-states groan beneath the gathers around you. Wherever you will represent ferocity and military prowess. they gain a +2 power bonus to saving throws. A mighty storm cities. your decisions will forever choice. When you move. Whether you people fear to speak out. feats. Horde Attack (30th level): Once per encoun- ter. and you observe how the will cleanse the world of corruption. your actions win legend survives you. You have turned to the wilds to be your haven. brigands.++ . C H A P T ER 4 | C h arac te r O pt ion s . Cjm_`h\no`mKjr`m Persisting Command Hordemaster Utility 26 Your leadership inspires your allies and ensures that they do not fall to injury or adverse effects. Cities and merchant houses send envoys. give up freedom and morality for the promise a realm elsewhere. people come to glimpse you. acclaim. of your choice both increase by 2. Cjm_`h\no`mA`\opm`n tions. Whether you are a blood- to tear down the city walls and bring an end to the soaked warrior or an inspiring liberator. The city dwellers. your equipment. your trusted follower returns to his or her former role. Raid. with the same level. When death arrives at last. the zone moves with you. If you are revived after being dead for more than 12 hours. takes your place. follower. Horde Champion (21st level): Two ability scores bringing you tribute and seeking your favor. or whether you challenge the of wealth and protection. change Athas. adopting your identity. ers. a devoted Only cowards would have others fight on their behalf. even non. if only because your follower listened so closely to your tales. but you do not make that cities of the sorcerer-kings. escaped slaves. people whisper about your power and your inten. your name you renown throughout the land. Yet despite your minor action during his or her turn. remaining centered on you. your horde sorcerer-kings’ villainy. race. Zone Minor Action Close burst 5 Effect: The burst creates a zone that lasts until the end of the encounter. class. elf. abandoning “civilized” folk to the fate they deserve. you unleash the long-awaited war. goliath. halfling. Cities burn. the day comes when you will be powerful enough and your warriors conquer. and your goals. go. all of whom sense the winds of You reject civilization and the temptations of the change blowing across the deserts. With them come exiles. and so forth. The two of you are essentially the same person and even have the same memories and experiences. This follower is identical to you. and fugitives flock to Swarming Followers (21st level): While you are you. Shaker of Thrones: Upon completing your final You hone your body and master your techniques until quest. refugees. you and each ally within 5 squares of you can use an at-will attack power as a free action. any ally who starts his or her to fight on your behalf. and adventurers. thri-kreen. and others come adjacent to an enemy. lead your horde away from the Tyr Region to found slaves. paragon path. Cjm_`h\no`m Dhhjmo\gdot Nomads and exiles.

you realized that any who dabble in these mysterious techniques must be watched. As a member of the Order. until the end of the encoun- J J U L I E D I L LO N ter. yourself. You continue to receive the the sorcerer-kings’ rule and free the world from their benefit of your magic item enhancement bonuses and destructive influence. Prerequisite: 21st level. within 10 squares of your current host. you occupy dangerous challenges. you gain honor among other members of the Order. Dhhjmo\gdot As your exploits grow. . feats. an ancient society of psionic adepts who stand apart from the land’s struggles. dies. You use your own attack bonuses. you can project C H A P T ER 4 | C h arac te r O pt ion s . If your body nicating with allies. Your as an opportunity action. using the same initiative and with access to Psionic Legions: Having accomplished all you set your class features. You decide the order in which body is still dying. Effect: Each target can immediately take a standard action though you do not take damage that it takes. skill shepherding the world into a brighter future. any psionic class that uses power points Through self-training or extensive study. You return to and temperance represent everything that a member your body when it is no longer dying or dead. allowing your allies to communicate you drop to 0 hit points or fewer. out to do. In addition. but you must believe that the key to correcting Athas’s course lies still meet any requirements (but not prerequisites) of through psionic power. so it continues to take damage and the targets act. you have dedicated your life to ensuring that those who wield psionic magic use their power responsibly and with restraint. and taught to control their talents. damage bonuses. You bonuses. power points. of the Order should aspire to. Your revelation and growing power attracted the Order. If you have a power that deals foster respect and discipline for psionic magic. skills. but you Minor Action Close burst 10 ignore these while inhabiting your host body. As you face increasingly While inhabiting your ally’s body. mind into the body of a willing ally within 10 squares Daily ✦ Psionic of you. The Order is con- cerned only with maintaining balance among those who wield psionic power. psionic power harbors the potential to unleash incalculable destruc- tion. they come to recognize your mind into the body of another willing ally you as foremost among them. you have learned to control psionic energy and wield it in a responsible and careful fashion. Minds Mind Lord’s Projection (24th level): Whenever You cast out your thoughts. powers. you are free to turn your attention toward and so forth. usher. If your host body dies. you recognize a greater destiny his or her space but otherwise continue to act as than containing the reckless use of psionic power. Your power. the weapon your host body is wielding ing in a new age of psionic mastery that can break determines that value. [W] damage. Your body is still subject to effects. you and each target gain telepathy 10 when commu- make death saving throws as normal. To avert catastrophe. Among the populace. and so on. you realized that many are reckless with their talents. guided. Target: Each ally in burst you are subject to any effects on your host body. you regain 6 power points. Psionic Reservoir (30th level): The first time Hdi_Gjm_jaoc`Jm_`m you start your turn without any power points during A`\opm`n an encounter. you your powers or feats. Hdi_Gjm_jaoc`Jm_`mKjr`m Mind Lord’s Armor (21st level): You gain resist Synchronous Mind Lord of the Order Utility 26 15 psychic. but you cannot use those items’ powers. you die. As you mastered your art.+. wisdom. Like arcane magic. Hdi_Gjm_jaoc`Jm_`m EPIC DESTINIES An unbalanced mind is as destructive and as harmful as the most reckless defiler. properties. you can project your and act more efficiently. In time. Instead. Ordered Enlightenment (21st level): Your Intel- ligence and Wisdom scores increase by 2.

In addition. The zone is difficult terrain for your en- emies. You will help them move away from the dark magic and cruel practices of the past. Ktm``i Resurgent Spirit (24th level): Once per day You demand nothing less than the destruction of the sor. If the ally fails this saving throw. Any ally that ends his or her turn within the zone E VA W I D E R M A N N regains 10 hit points and gains a +2 power bonus to sav- ing throws until the start of his or her next turn. you guard a vast Ktm``iKjr`m region of land. wiping away the scourge of defiling magic and healing your allies. Daily ✦ Healing. The spirits of the land listen to your counsel and A wave of primal magic spreads outward from you. You know that a much throw against one effect on him or her that a save can end. The burst creates a zone that lasts until the end of your next turn. regard you as one of them. The Forest Ridge or the Estuary of the Forked Tongue might be under your personal protec.+- . In their features are the traits of every race. Wisdom. and you can speak and understand all languages. Ktm``iA`\opm`n Child of All Races (21st level): You speak Super- nal. This Target: Each ally in burst quality gives you a perspective others lack: The Effect: Each target can choose to lose one or two healing things worth fighting for in the world are those that surges. a save can end. when you drop to 0 hit points or fewer. You have lived up to your purpose as a beacon of hope and a sworn enemy of Athas’s dark rulers. you felt a kinship with these The effect you take cannot be transferred to any of rare and elusive creatures. you can never die from old age. at the start cerer-kings and a state of eternal peace. As time went on. Each of those ability scores increases by 2. long-lived pyreens embody all life on she can make a saving throw against one effect that Athas. For each healing surge lost in this manner. The natural forces grow strong once again. While you watch over the burgeoning groves of Athas. of your next turn you regain hit points equal to your bloodied value and become insubstantial until the Prerequisite: 21st level. any primal class or end of the encounter. primal theme Pyreen’s Restoration (30th level): Whenever any ally starts his or her turn adjacent to you. you Many of them share ancestry with the primal spirits. Though you might assist people in fixing what target regains hit points as though he or she had spent a you regard as trivial plights. Zone Minor Action Close burst 5 As a pyreen. Whenever you make a Diplomacy check or an Insight check. From your early years. your task is to serve as a caretaker for the world as it returns to its past glory. You plant the seeds and tend the shoots that will someday spread to cover Tyr and the lands beyond. he or The ancient. you rarely put your life healing surge. you became one of them. Primal. Strong in Mind and Spirit (21st level): Choose two ability scores from among Intelligence. can transfer that effect to yourself as a free action. and your your allies. one last. you roll twice and use either result. and Charisma. each target can make a saving in jeopardy for their sakes. because you have the ability to restore the world to verdant glory. greater destiny awaits you. Rejuvenate the Land Pyreen Utility 26 tion. and the tyr- anny of defiling and slavery crumbles. you no longer age. Dhhjmo\gdot Your destiny is fulfilled as the sorcerer-kings fall. Sustain Minor: The zone persists. C H A P T ER 4 | C h arac te r O pt ion s . They exalt you. primal power grew. you also keep an eye on the new civilizations that spring up from the wreckage of the city-states. As a powerful primal protector. In addi- tion. Now. Peace-Bringer: You contributed to the fall of the sorcerer-kings—a triumph that will allow the world to slowly renew itself.

for each location has its own dis- tinct fighting style to offer. or Martial Power 2 (MP2). Prerequisite: 7th level. Benefit: You swap one of your level 6 or higher ciated powers come from: the Player’s Handbook (PH). take any number of arena fighting feats. During the first round of an encounter. instead of 2 squares. between city-states. If you have two arena fighting feats that modify the same power. quick formation power Benefit: When one of your allies affected by your quick formation shifts adjacent to an enemy. The benefit advance. <_\ko\]g`I\opm` Prerequisite: Goliath Benefit: Whenever any creature you can see suc- ceeds on a skill check. <_q\io\b`jpnAjmh\odji Prerequisite: Dune trader theme. Free gladiators travel gain a +1 bonus to attack rolls and speed. Other feats let ons until the end of your next turn. he or she gains combat advantage against that enemy until the end of your next turn. The bonus is characters specialize in weapons or fighting styles equal to your Dexterity modifier. N EW F EAT S NEWFEATS Most of the feats presented in this section use the <m`i\(Adbco`mÀnM`^jq`mt same format as those in the Player’s Handbook.+. you must decide >\cpg\fn@sk`mo which feat applies before you attack with that power. proficiency with cahulaks The arena fighting feats note which books their asso. advance power They provide benefits when you use martial at-will Benefit: When you hit a target with your disrupting attack powers associated with them. specific to Athas. . you push the target a number of squares equal applies to any associated power you know. utility powers for the drag behind power. disrupting to the arena fighting feats presented in Dragon #368. =m`_ajm=\oog` <m`i\AdbcodibA`\on Prerequisite: Mul The city-states across the Tyr Region boast famous Benefit: You gain a +2 racial bonus to initiative arenas where gladiators can find glory and fortune. =mpodnc?dnmpkodji The arena fighting feats in this book are similar Prerequisite: Con 13. Some Prerequisite: Fighter. you a prerequisite. you gain a +2 feat bonus to that skill until the end of your next turn. provided they meet any other prerequisites. C`mjd^Od`mA`\on Feats in this section are available to characters of any level who meet the prerequisites. Arena Training class feature feats have your character’s theme (see Chapter 3) as Benefit: When you use your second wind. A\hdgd\mA`\on Characters who have the Arcane Familiar feat (see the Arcane Power™ supplement) can take a familiar feat. you or swift and hideous deaths. These feats augment or enhance the gain a bonus to damage rolls with your arena weap- powers and benefits of your theme. checks. but you can use only one at a time. gladiator theme. ERIC BELISLE C H A P T ER 4 | C h arac te r O pt ion s . You can to 2 + your Constitution modifier. Martial Power TM (MP).

enhance certain at-will attack powers Raam’s Maw Practice Any martial class +2 to Athletics checks. enhance certain at-will attack powers Gulg Hunter Practice Any martial class +3 to climb or jump. quick formation +2 to defenses for character shifting from quick formation Stinging Poison Athasian minstrel. enhance certain at-will attack powers Practice Arcane Defiling Feats Prerequisites Benefit Defiling Action Arcane defiling On action point. Will Persisting Thunder Primal guardian. templar’s fist You slide target of templar’s fist on a hit Wilder Rejuvenation Wilder You and adjacent allies gain temporary hp when you score critical hit Familiar Feat Other Prerequisites Benefit Spirit’s Reward Arcane Familiar Gain temporary hp if adjacent to familiar and not defiling Battlemind Feats Other Prerequisites Benefit Kinetic Reel Wild focus Pull target of wild focus 2 extra squares Telekinetic Savant Wild focus Increase the forced movement of your battlemind powers by 1 Fighter Feats Other Prerequisites Benefit Arena-Fighter’s Recovery Arena Training Gain damage bonus with arena weapons after second wind Extended Arena Training Arena Training Gain proficiency and arena training with two extra weapons C H A P T ER 4 | C h arac te r O pt ion s . enhance certain at-will attack powers Urikite Staff Practice Any martial class +2 to Stealth checks. HEROIC TIER FEATS Arena Fighting Feats Prerequisites Benefit Criterion of Balic Practice Any martial class +1 to Acrobatics and Athletics. poisoned strike Poisoned strike deals more damage Lingering Surge Wilder Gain combat advantage against enemy when you score critical hit Mark of Elements Primal guardian. quick formation Target of quick formation gains combat advantage Brutish Disruption Con 13. enhance certain at-will attack powers Draji Palatial Practice Any martial class +2 to Intimidate checks. mark of thunder Deal cold. Push target of disrupting advance extra squares disrupting advance Concealed Conspirators Veiled Alliance. enhance certain at-will attack powers Yaramite Giantslayer Any martial class +2 to Acrobatics checks. wasteland fury Target of wasteland fury is dazed if you have combat advantage against it Elemental of Guardianship Elemental priest. spirit of Athas Ally marks enemies near your spirit when you dismiss it Disrupting Shove Gladiator. poisoned strike Target takes –2 to saving throws Templar’s Dazing Fist Templar. enhance certain at-will attack powers Eldaarich Guarded Practice Any martial class +2 to Insight checks. wasteland fury Slide the target of wasteland fury and then follow it Dune’s Advantage Wasteland nomad. adept’s insight Ally targeted by adept’s insight gains bonus to AC. enhance certain at-will attack powers Tyrian Victory Practice Any martial class +2 to Heal checks. excise from sight Excise from sight makes character invisible to all enemies adjacent to target Fluid Form Schooling Noble adept. adept’s insight Ally targeted by adept’s insight can also shift Guardian’s Mark Primal guardian Mark an enemy you hit with a primal guardian attack Inescapable Poison Athasian minstrel. spirit of Athas Allies near spirit when dismissed gain +2 defenses Expanded Excision Veiled Alliance. fire. templar’s fist You daze target of templar’s fist on a hit Templar’s Tugging Fist Templar. or lightning damage with mark of thunder Mind Barrier Schooling Noble adept. mark of thunder Mark of thunder lasts until save Quick Defense Dune trader.+/ . enhance certain at-will attack powers Nibenay’s Glory Practice Any martial class +2 to Endurance checks. use arcane defiling with arcane at-will or encounter power Theft of Courage Arcane defiling Defiled power bestows –2 penalty to defenses Character Theme Feats Prerequisites Benefit Advantageous Formation Dune trader. gladiator. enhance certain at-will attack powers Kalidnay Pairs Practice Any martial class +1 to Perception checks. disrupting advance Target of disrupting advance falls prone on a hit Drag to Death Wasteland nomad. excise from sight Excise from sight makes one extra character invisible Defender’s Friend Elemental priest.

of you. you entangle your enemy and drag the Prerequisite: Veiled Alliance theme. squares of the spirit. sight power Encounter ✦ Martial Benefit: When you hit with your excise from sight. Weapon Standard Action Melee weapon ?`a`i_`mÀnAmd`i_ Requirement: You must be wielding a cahulaks.+0 . the target falls prone at the end of the push. C H A P T ER 4 | C h arac te r O pt ion s . Drag Behind >ji^`\g`_>jinkdm\ojmn N EW F EAT S Feat Power Using your cahulaks. disrupting daily attack powers for the binding cahulaks power. Move Action Melee 1 you choose one additional character within 10 squares Requirement: You must be wielding a cahulaks. and you knock the target prone. That character also becomes invisible to the Target: One immobilized or prone creature Effect: You move your speed. When you use a power associated with this feat and hit an enemy with it. Benefit: When you spend an action point to use an at-will or an encounter arcane attack power. spirit of Target: One creature Athas power Primary Attack: Strength vs. and you pull the target 1 square. encounter attack powers for the tripping cahulaks power. ?`adgdib<^odji Secondary Attack: Strength vs. pull. proficiency with cahulaks Benefit: You gain a +1 feat bonus to Acrobatics Benefit: You swap one of your level 3 or higher checks and Athletics checks. and you knock the target prone. is marked by one ally you can see and who is within 5 Level 27: 3[W] + Strength modifier damage. and The weighted end of your cahulaks catches your opponent. Prerequisite: Elemental priest theme. Stance Minor Action Personal Effect: You assume the warding talon stance. Benefit: You swap one of your level 6 or higher Target: One creature utility powers for the warding talon power. target of the power until the end of your next turn. Opportunity Action Melee 1 Trigger: The target willingly enters a square that is not adjacent to you while you are wielding a cahulaks. ?m\bjiK\r@sk`mo Daily ✦ Martial. or 2 Tripping Cahulaks Feat Power squares if you are an elf. pulling the target with you. you can shift 1 square. Until the stance ends. Reliable. Enemies trying to find an opening in your defenses face a swift Level 25: 2[W] + 2[W] (off-hand end) + Strength modifier slash from your dragon paw. You spin your cahulaks and hurl it at a distant foe. Reflex (main end) Hit: 1[W] + 1[W] (off-hand end) + Strength modifier damage. you >\cpg\fnNk`^d\gdno can use your arcane defiling with that power. each enemy within 2 squares of the dismissed spirit Level 17: 2[W] + Strength modifier damage. proficiency with cahulaks ?dnmpkodibNcjq` Benefit: You swap one of your level 9 or higher Prerequisite: Gladiator theme. you can by your spirit of Athas. while you are wielding a dragon paw. PH). viper’s strike (warlord PH) Encounter ✦ Martial. Prerequisite: 10th level. ing the enemy closer while you prepare for another attack if it Powers: careful attack (ranger PH). piercing strike (rogue PH). until the end of your next turn make the following secondary attack against the target. Weapon Prerequisite: 7th level. >mdo`mdjija=\gd^Km\^od^` V<m`i\AdbcodibX >\cpg\fnIjqd^` Prerequisite: Any martial class Prerequisite: 4th level. Level 21: 2[W] damage (off-hand end). You do not provoke an opportunity attack from the tar- get for this movement. The weight- ed cords wrap around the enemy and cause it to fall. you ignore difficult terrain during it. Daily ✦ Martial. AC (off-hand end) Prerequisite: Arcane defiling power Hit: 1[W] damage. AC (main end) Benefit: When you dismiss the spirit conjured Hit: 1[W] + Strength modifier damage. cleave (fighter tries to escape. Until the start of your next turn. The shift is a free action. The target is Warding Talon Feat Power immobilized (save ends). proficiency with Standard Action Ranged weapon dragon paw Requirement: You must be wielding a cahulaks. damage. excise from creature behind you as you move across the battlefield. advance power Benefit: When you hit a target with your disrupting Binding Cahulaks Feat Power advance. any enemy that hits you with an opportunity attack takes 1[W] damage (off-hand end). Attack: Strength vs.

Regain 1 power point instead of regaining fell might 1 or more power points Scornful Denial Sorcerer-king pact Saving throw when you regain your fell might Any Class Prerequisites Benefit Adaptable Nature Goliath +2 to skill when you observe successful skill check Bred for Battle Mul +1 to attacks and speed during first round of encounter. proficiency with gythka Swap daily attack power for gythka arc slam Humanity’s Heir Mul +1 to one defense. proficiency with lotulis Swap utility power for lotulis parry Lotulis Specialist 10th level. reduce forced movement while not bloodied Lotulis Novice 4th level. proficiency with whip Swap daily attack power for entangling whip Wild Talent Master — Gain three wild talents C H A P T ER 4 | C h arac te r O pt ion s . HEROIC TIER FEATS CONTINUED Monk Feat Other Prerequisites Benefit Four-Armed Flurry Thri-kreen. proficiency with dragon paw Swap daily attack power for furious dragon assault Dutiful Servant Goliath +1 to attack with attacks granted by allies Flailing Claws Thri-kreen. proficiency with lotulis Swap daily attack power for whirling lotulis Mul’s Stamina Mul +1 healing surge. deal 1d6 extra damage Whip Novice 4th level.+1 . proficiency with whip Swap encounter attack power for whip snare Whip Expert 7th level. proficiency with whip Swap utility power for whip crack Whip Specialist 10th level. proficiency with net Swap daily attack power for net trap Stone’s Wrath Goliath. proficiency with gouge Swap daily attack power for gouge pin Gythka Novice 4th level. incredible toughness Use incredible toughness to gain temporary hp Legacy of Stone Mul +2 to saving throws against poison. proficiency with lotulis Swap encounter attack power for lotulis flurry Lotulis Expert 7th level. +2 to one skill Invigorating Toughness Mul. proficiency with gythka Swap encounter attack power for gythka claw swoop Gythka Expert 7th level. proficiency with gythka Swap utility power for gythka parry Gythka Specialist 10th level. thri-kreen claws Thri-kreen claws power becomes reliable Gouge Novice 4th level. proficiency with cahulaks Swap daily attack power for binding cahulaks Dragon Paw Novice 4th level. proficiency with net Swap encounter attack power for net sweep Net Expert 7th level. +2 to initiative checks Cahulaks Novice 4th level. stone’s endurance When damaged after stone’s endurance. proficiency with cahulaks Swap encounter attack power for tripping cahulaks Cahulaks Expert 7th level. Curse deals 1d6 extra psychic damage sorcerer-king pact Psionic Scorn Sorcerer-king pact. proficiency with gouge Swap encounter attack power for gouge sweep Gouge Expert 7th level. Hunter’s Quarry Deal damage to adjacent foe when using Hunter’s Quarry Shaman Feats Other Prerequisites Benefit Spirit of Vigor Elemental Spirit Ally gains temporary hp when you conjure spirit companion Spirit’s Step Elemental Spirit Ally adjacent to dismissed spirit can shift Warlock Feats Other Prerequisites Benefit Mindbite Scorn Warlock’s Curse. proficiency with dragon paw Swap utility power for warding talon Dragon Paw Specialist 10th level. proficiency with dragon paw Swap encounter attack power for dragon rampage Dragon Paw Expert 7th level. roll twice for Endurance checks Net Novice 4th level. proficiency with net Swap utility power for net shield Net Specialist 10th level. Flurry of Blows One target of Flurry of Blows power takes extra damage Ranger Feat Other Prerequisites Benefit Hunting Thri-Kreen Thri-kreen. proficiency with cahulaks Swap utility power for drag behind Cahulaks Specialist 10th level. proficiency with gouge Swap utility power for gouge press Gouge Specialist 10th level.

Secondary Attack: Strength vs. AC (main end) Hit: 3[W] + Strength modifier damage. trained in Benefit: You swap one of your level 3 or higher Intimidate encounter attack powers for the dragon rampage Benefit: You gain a +2 feat bonus to Intimidate power. each ally within 2 squares of the Hit: 1[W] + Strength modifier damage. This invisibility lasts until the end of a square that is not adjacent to one of your allies. AC (main end) ?pi`Àn<_q\io\b` Hit: 1[W] + Strength modifier damage. deft strike Encounter ✦ Martial. but a few quick strikes end of your next turn. proficiency with dragon paw @g_\\md^cBp\m_`_Km\^od^` Benefit: You swap one of your level 9 or higher V<m`i\AdbcodibX daily attack powers for the furious dragon assault Prerequisite: Any martial class power. power’s effect is also invisible to each enemy adjacent after the attack you can slide the target 2 squares to to the target. AC (off-hand end) your spirit of Athas. or 2[W] + Strength modifier if you target only one creature with the ?podapgN`mq\io secondary attack. wasteland Level 17: 2[W] + Strength modifier damage. Prerequisite: 10th level. tide of iron (fighter PH). riposte strike Requirement: You must be wielding a dragon paw. fury power any character who becomes invisible as a result of the Benefit: When you hit with your wasteland fury. furious smash (warlord PH). checks. spirit of Effect: Make a secondary attack that is a close burst 1. Benefit: When you hit a target granting combat Secondary Target: One or two creatures other than the advantage to you with your wasteland fury. Standard Action Melee weapon Powers: marauder’s rush (ranger MP2). fury power Level 27: 3[W] + Strength modifier damage. and you slide the target 1 square. Weapon (rogue PH). sure strike Standard Action Melee weapon Requirement: You must be wielding a dragon paw. (fighter PH) Primary Target: One creature Primary Attack: Strength vs. Prerequisite: Goliath Benefit: You gain a +1 bonus to attack rolls on ?m\bjiK\rNk`^d\gdno attacks granted by your allies’ powers. and you push the spirit gains a +2 bonus to all defenses until the end of secondary target 1 square and knock it prone. Prerequisite: Wasteland nomad theme. You your next turn. @sk\i_`_@s^dndji Prerequisite: Veiled Alliance theme.?m\bjiK\rIjqd^` ?m\edK\g\od\gKm\^od^` N EW F EAT S Prerequisite: 4th level. excise from ?m\boj?`\oc sight power Prerequisite: Wasteland nomad theme. Weapon next turn. Prerequisite: Elemental priest theme. proficiency with V<m`i\AdbcodibX dragon paw Prerequisite: Any martial class. can then shift 3 squares to a square adjacent to the target. wasteland Benefit: When you hit with your excise from sight. C H A P T ER 4 | C h arac te r O pt ion s . Effect: Make a secondary attack. (rogue PH). @g`h`io\gjaBp\m_d\incdk Level 25: 4[W] + Strength modifier damage. AC (off-hand end) Hit: 1[W] + Strength modifier damage. you do not grant combat strike against a single enemy before turning to other foes. wolf pack tactics Primary Target: One creature (warlord PH) Primary Attack: Strength vs. Furious Dragon Assault Feat Power When you use a power associated with this feat You lash out your dragon paw and deliver a swift. from your dragon paw deter foes from remaining close. Powers: circling strike (ranger MP). punishing and hit an enemy with it. advantage for being flanked until the start of your Daily ✦ Martial.+2 . When you use a power associated with this feat. Dragon Rampage Feat Power the target takes a –2 penalty to attack rolls until the The enemy might have you surrounded. your next turn. Miss: Half damage. Benefit: You gain a +2 feat bonus to Insight checks. the target primary target is dazed until the end of your next turn. Level 25: 2[W] + Strength modifier damage. Athas power Secondary Target: Each enemy you can see in burst other Benefit: When you dismiss the spirit conjured by than the primary target Secondary Attack: Strength vs.

keyword. monk. Gouge Sweep Feat Power You swing your gouge in an arc. saving throw. you can mark that enemy Bjpb`@sk`mo until the end of your next turn. and Prerequisite: Thri-kreen. you adroit- ly follow. Prerequisite: 7th level. Prerequisite: Noble adept theme. creature other than the target. the grab ends. the target cannot stand up. your Bp\m_d\iÀnH\mf attack deals 2 extra damage to one of the power’s Prerequisite: Primal guardian theme targets. daily attack powers for the gouge pin power. Benefit: When you hit an enemy with one of your primal guardian attacks.+3 . Effect: You knock the target prone and grab it. Gouge Press Feat Power When an enemy staggers under your gouge assault. Level 17: 2[W] + Strength modifier damage. thri-kreen claws power With driving force. Until the grab action after that attack roll. Target: One or two creatures Attack: Strength vs. proficiency with gouge Benefit: You gain proficiency with two weapons. When you push. Daily ✦ Martial. thrusting it at a couple foes to knock them aside. proficiency with gouge WAY N E E N G L A N D Benefit: You swap one of your level 6 or higher utility powers for the gouge press power. and you slide the target 1 square and knock it prone. Weapon Standard Action Melee weapon Requirement: You must be wielding a gouge. the Ajpm(<mh`_Agpmmt grab does not end as a result of the forced movement. Ag\dgdib>g\rn Gouge Pin Feat Power Prerequisite: Thri-kreen. Arena Training class feature Prerequisite: 10th level. Effect: You shift 3 squares to a square adjacent to the enemy. that ally can shift 2 squares as a free Miss: Half damage. Encounter ✦ Martial. and you slide the target 2 squares and knock it prone. and you slide the target 3 squares and knock it prone. Encounter ✦ Martial Free Action Personal Trigger: You hit an enemy with a gouge. When you attack any check is resolved. AC Benefit: When you modify an ally’s triggering Hit: 3[W] + Strength modifier damage. Level 27: 3[W] + Strength modifier damage. attack roll. AC Hit: 1[W] + Strength modifier damage. or skill ends. or slide the target while it is grabbed by you. adept’s insight Target: One creature power Attack: Strength vs. proficiency with gouge Benefit: You swap one of your level 3 or higher encounter attack powers for the gouge sweep power. adept’s insight. or skill check with your Level 25: 4[W] + Strength modifier damage. saving throw. Flurry of Blows you can shift your speed to a square adjacent to the target. pull. you push your enemy down and pin it to the Benefit: Your thri-kreen claws gains the reliable ground with your gouge. Bjpb`Ijqd^` Prerequisite: 4th level. C H A P T ER 4 | C h arac te r O pt ion s . Benefit: You swap one of your level 9 or higher which become additional arena weapons for you. power Benefit: When you use your Flurry of Blows. Weapon Standard Action Melee weapon Agpd_AjmhN^cjjgdib Requirement: You must be wielding a gouge. @so`i_`_<m`i\Om\didib Bjpb`Nk`^d\gdno Prerequisite: Fighter.

one ally you can see can shift 1 square as an crashing down if your foe tries to stand. Weapon Powers: footwork lure (fighter MP).+4 . Free Action Personal Trigger: You hit an enemy with a gythka. you takes damage from your Hunter’s Quarry. Until the end of your next turn. you can swipe at your enemy and then dart around to deliver a more deal 2 damage to one other enemy adjacent to you. Encounter ✦ Martial Level 25: 2[W] damage. Target: One creature Di`n^\k\]g`Kjdnji Primary Attack: Strength vs. If you do so. causing it to double and hit an enemy with it while you have conceal- over in pain. Reliable. Benefit: You swap one of your level 3 or higher encounter attack powers for the gythka claw swoop CpiodibOcmd(Fm``i power.BpgbCpio`mKm\^od^` Btocf\Nk`^d\gdno N EW F EAT S V<m`i\AdbcodibX Prerequisite: 10th level. You then heft the weapon up. Daily ✦ Martial. Diqdbjm\odibOjpbci`nn Effect: Before or after the secondary attack. you shift half Prerequisite: Mul. Gythka Arc Slam Feat Power When you use a power associated with this feat You punch your gythka into your enemy. damage. AC (main end) Hit: 1[W] + Strength modifier damage. nimble Requirement: You must be wielding a gythka. you move to a defensive position Secondary Attack: Strength vs. power Benefit: You can expend your incredible toughness as a free action during your turn to gain temporary hit points equal to 5 + your Constitution modifier. proficiency with gythka Prerequisite: Any martial class Benefit: You swap one of your level 9 or higher Benefit: You gain a +3 feat bonus to Athletics daily attack powers for the gythka arc slam power. and the target strike power grants combat advantage to you until the end of your Benefit: Your poisoned strike deals 2 extra poison turn. strike (ranger PH) Target: One creature Primary Attack: Strength vs. After delivering a solid blow. You gain a +2 Btocf\Ijqd^` racial bonus to the chosen skill and a +1 racial bonus Prerequisite: 4th level. and the target cannot stand up (save your enemy. proficiency with gythka to the chosen defense. Standard Action Melee weapon Requirement: You must be wielding a gythka. gloaming cut Standard Action Melee weapon (rogue MP2). ends). Weapon level. C H A P T ER 4 | C h arac te r O pt ion s . decisive blow with the main end. your poisoned strike. you don’t gain the normal effect of incred- ible toughness. when you miss a target with Effect: Make a secondary attack against the target. You slide the Btocf\@sk`mo target 3 squares to a square adjacent to you and knock it Prerequisite: 7th level. Effect: You shift half your speed and gain a +2 power Cph\idotÀnC`dm bonus to AC and Reflex against the triggering enemy Prerequisite: Mul until the end of your next turn. ready to bring it ment. that target takes 7 poison Secondary Attack: Strength vs. proficiency with gythka prone. checks. In addition. intuitive strike (warlord MP2). choose one skill and one defense other than AC. opportunity action. Prerequisite: Thri-kreen. Benefit: When you select this feat. AC (off-hand end) and adjust your grip to place your gythka between yourself and Hit: 1[W] damage. AC (off-hand end) Prerequisite: Athasian minstrel theme. Level 17: 2[W] + Strength modifier damage (main end). Immediate Interrupt Melee weapon Gythka Parry Feat Power Trigger: The target stands up while you are wielding a gythka. poisoned Hit: 1[W] + Strength modifier damage. you can make the Benefit: You swap one of your level 6 or higher following secondary attack against the target. damage. Level 27: 3[W] + Strength modifier damage (main end). AC (main end) Hit: 2[W] + Strength modifier damage. This damage increases to 3 at 11th level and 4 at 21st Encounter ✦ Martial. Hunter’s Quarry class feature Gythka Claw Swoop Feat Power Benefit: Whenever an enemy adjacent to you Using the off-hand end of your gythka as a distraction. Level 25: 3[W] + Strength modifier damage. utility powers for the gythka parry power. incredible toughness racial your speed. ranger.

C H A P T ER 4 | C h arac te r O pt ion s . Effect: After the attack. Effect: After the primary attack. enemy until the end of your next turn. one of your allies adjacent Primary Attack: Strength or Dexterity vs. saving throw. preparatory strike (rogue MP2). wild focus power Secondary Target: One creature other than the primary Benefit: When you use your wild focus. Prerequisite: Battlemind. mark of Immediate Interrupt Personal thunder power Trigger: You are hit by a melee or a ranged attack while Benefit: When you use your mark of thunder. You can forgo the Powers: brash strike (fighter MP). During this utility powers for the lotulis parry power. Hdi_=\mmd`mN^cjjgdib GjopgdnIjqd^` Prerequisite: Noble adept theme. Weapon Benefit: When you score a critical hit against Standard Action Close burst 1 an enemy. F\gd_i\tK\dmnKm\^od^` Lotulis Flurry Feat Power You strike an enemy with your lotulis. that ally gains a +2 bonus to AC and Will until the end of his or her next turn. and this additional damage is psychic. bashing the foe aside or else V<m`i\AdbcodibX using the distraction to move into position to attack another foe. Requirement: You must be wielding a lotulis. Weapon Benefit: You gain a +1 feat bonus to Perception Standard Action Melee weapon checks. fire.+ . G`b\^tjaNoji` Prerequisite: Mul Benefit: You gain a +2 racial bonus to saving GjopgdnNk`^d\gdno Prerequisite: 10th level. Benefit: You swap one of your level 6 or higher Miss: Half damage. fade (ranger MP2) Level 27: 4[W] + Strength or Dexterity modifier damage. you can ignore 1 square of the forced movement. sorcerer-king pact Benefit: Your Warlock’s Curse extra damage increases by 1d6. Prerequisite: Any martial class Encounter ✦ Martial. proficiency with lotulis Level 25: 3[W] + Strength or Dexterity modifier damage. adept’s Prerequisite: 4th level. you can move through enemies’ spaces. you wielding a lotulis. or skill check with your adept’s insight. Hdi_]do`N^jmi Prerequisite: Warlock. instead of thunder damage. Secondary Attack: Strength or Dexterity vs. movement. Whirling Lotulis Feat Power You attack with your lotulis. you gain combat advantage against that Requirement: You must be wielding a lotulis. proficiency with lotulis insight power Benefit: You swap one of your level 3 or higher Benefit: When you modify an ally’s triggering encounter attack powers for the lotulis flurry power. you shift half your speed. Warlock’s Curse class fea- ture. AC Gjopgdn@sk`mo Hit: 2[W] + Strength or Dexterity modifier damage. Prerequisite: 7th level. Benefit: You swap one of your level 9 or higher When an attack pulls. you are not bloodied. Lotulis Parry Feat Power Spinning your lotulis. H\mfja@g`h`ion Encounter ✦ Martial Prerequisite: Primal guardian theme. AC (off-hand) Hit: 2[W] + Strength or Dexterity modifier damage. Prerequisite: Wilder theme Daily ✦ Martial. strike and Level 17: 3[W] + Strength or Dexterity modifier damage. or lightning damage Effect: You gain a bonus to AC and Reflex against the trig. furious smash secondary attack to instead slide the primary target 5 squares. you pull target the target of the power 2 additional squares. attack roll. you ward off an incoming attack. gering attack equal to your Wisdom modifier. you slide the primary target 1 square. proficiency with lotulis throws against poison. pushes. giving you room to dash between Gdib`mdibNpmb` your opponents. When you use a power associated with this feat Primary Target: One creature and hit an enemy with it. or slides you while daily attack powers for the whirling lotulis power. AC (main end) to that enemy gains a +1 bonus to AC until the start of Hit: 2[W] + Strength or Dexterity modifier damage. and you slide the secondary target 1 square. you shift 1 square and Fdi`od^M``g make a secondary attack (if desired). (warlord PH). can choose to deal cold.. and your next turn. Target: Each enemy you can see in burst Attack: Strength or Dexterity vs.

you can push that enemy 1 maintain a hold on its cord. Level 25: 4[W] + Strength modifier damage. thunder power Effect: Until the start of your next turn. with the following effect: You mark the target (save ends).. smashing foes with the net’s more power points weights and batting aside their attacks. Until the grab ends. utility powers for the net shield power. checks. when you make an Endurance Benefit: You gain a +2 feat bonus to Endurance check. when you use a power associ- I`o@sk`mo ated with this feat and hit an enemy with it. and the target is immobilized until the end of your next turn. and the target Prerequisite: Warlock. the target takes a –5 Benefit: When you regain your fell might. if the target makes I`oIjqd^` an attack that does not include you. Weapon Powers: careful attack (ranger PH). proficiency with net attack against that enemy before the end of your next Benefit: You swap one of your level 6 or higher turn gains combat advantage. While you and hit an enemy with it. character who shifts as a result of the power gains a +2 Level 17: 2[W] + Strength modifier damage. your next Prerequisite: 7th level. Net Trap Feat Power When you use a power associated with this feat You fling your net so that it falls over your enemy. any end of your next turn. until the grab ends. slash and sting (ranger MP2) Using your net. proficiency with net thunder damage. mark of Requirement: You must be wielding a net. bonus to all defenses until the end of your next turn. you tangle up the weapons or appendages of any creature that attempts to attack you. your net. Kndjid^N^jmi Net Sweep Feat Power Prerequisite: Warlock. 1 or You sweep your net around you. Weapon drops to 0 hit points. square. Benefit: You gain a +2 feat bonus to Athletics checks. quick formation Attack: Strength vs. Benefit: You swap one of your level 3 or higher encounter attack powers for the net sweep power. reaping strike (fighter PH). can make a saving throw against an effect that a save In addition. . piercing strike (rogue PH). you cannot attack with can end. you penalty to attack rolls and attempts to escape the grab.. M\\hÀnH\rKm\^od^` I`oNk`^d\gdno Prerequisite: 10th level. Benefit: When a nonminion enemy cursed by you Encounter ✦ Martial. Miss: Half damage. Lpd^f?`a`in` Target: Each enemy you can see in burst Prerequisite: Dune trader theme. sorcerer-king pact. Powers: brash assault (warlord MP). deft strike Net Shield Feat Power (rogue PH). it takes 5 Prerequisite: 4th level. Once per encounter. Level 27: 3[W] + Strength modifier damage. Fortitude Hit: 1[W] + Strength modifier damage. proficiency with net V<m`i\AdbcodibX Benefit: You swap one of your level 9 or higher Prerequisite: Any martial class daily attack powers for the net trap power. Requirement: You must be wielding a net and use it to attack with this power. you gain a +2 Benefit: Replace the effect of your mark of thunder power bonus to AC and Reflex. Reflex N^jmiapg?`id\g Hit: 2[W] + Strength modifier damage. you roll twice and use either result. the net tightens around your foe. Target: One creature Attack: Strength vs. you can regain 1 power point Standard Action Close burst 1 instead of regaining your fell might. C H A P T ER 4 | C h arac te r O pt ion s . Requirement: You must be wielding a net and use it to threatening rush (fighter MP2) attack with this power. In addition. sorcerer-king pact is grabbed. and the target is power slowed and takes a –2 penalty to attack rolls until the Benefit: When you use your quick formation. paint the Standard Action Melee or Ranged weapon bull’s-eye (warlord MP2). Daily ✦ Martial. Until the mark ends. Encounter ✦ Martial K`mndnodibOcpi_`m Minor Action Personal Prerequisite: Primal guardian theme. The grab uses the net’s long range (normally 5 squares) in place of your melee reach.HpgÀnNo\hdi\ Id]`i\tÀnBgjmtKm\^od^` N EW F EAT S Prerequisite: Mul V<m`i\AdbcodibX Benefit: Your number of healing surges increases Prerequisite: Any martial class by one.

Otmd\iQd^ojmtKm\^od^` NkdmdoÀnM`r\m_VA\hdgd\mX V<m`i\AdbcodibX Prerequisite: Arcane Familiar feat Prerequisite: Any martial class Benefit: When you use an arcane daily attack Benefit: You gain a +2 feat bonus to Heal checks. feature Encounter ✦ Martial Benefit: You increase the distance of forced move. C H A P T ER 4 | C h arac te r O pt ion s .. you can slide the target 3 squares. (ranger PH). one ally adjacent to the companion before it disappears V<m`i\AdbcodibX Prerequisite: Any martial class can shift 1 square as a free action. you can make op- portunity attacks using your whip against enemies within O`hkg\mÀn?\udibAdno 2 squares of you. Whip Crack Feat Power O`g`fdi`od^N\q\io You snap your whip. Elemental Spirit class Prerequisite: Arcane defiling power feature Benefit: When you use an arcane daily attack Benefit: When you use call spirit companion as a power with your arcane defiling. RcdkIjqd^` Prerequisite: 4th level. Prerequisite: Templar theme. Minor Action Personal Requirement: You must be wielding a whip. Prerequisite: Templar theme. NodibdibKjdnji When you use a power associated with this feat Prerequisite: Athasian minstrel theme. one ally adjacent to your spirit compan. disheartening NkdmdoÀnNo`k strike (rogue MP). with the attack takes a –2 penalty to all defenses ion when it appears gains temporary hit points equal (save ends). templar’s fist power Benefit: When you hit with your templar’s fist. viper’s strike (warlord PH) Noji`ÀnRm\oc Prerequisite: Goliath. stone’s endurance racial power Rcdk@sk`mo Benefit: When you take damage from an attack Prerequisite: 7th level. your Benefit: You swap one of your level 6 or higher next melee attack before the end of your next turn utility powers for the whip crack power. poisoned and hit an enemy with it. Wild Focus class while near you. to your Intelligence modifier. you gain a +2 bonus to the points. the target is dazed until the end of your next turn. Elemental Spirit class ing shove (warlord MP) feature Benefit: When your spirit companion disappears Pmdfdo`No\aaKm\^od^` as a result of one of your shaman attack powers. the next attack that hits that strike power enemy before the end of your next turn deals 3 extra Benefit: If you hit your target with your poisoned damage. templar’s fist power Benefit: When you hit with your templar’s fist. open- Prerequisite: Shaman. marauder’s rush (ranger MP2). deals 1d6 extra damage. each enemy you hit minor action. power without using arcane defiling. Effect: Until the start of your next turn. Benefit: You gain a +2 feat bonus to Stealth checks. These temporary hit points increase to 10 at next saving throw you make before the start of your 11th level and 15 at 21st level. strike. hit and run until the end of your next turn. Powers: crushing surge (fighter MP). next turn. riposte strike (rogue PH).- . proficiency with whip while you are affected by your stone’s endurance. the target takes a –2 penalty to saving throws Powers: grappling strike (fighter MP2). ment for your battlemind powers by 1 square. warning your enemy not to move carelessly Prerequisite: Battlemind. you or one ally When you use a power associated with this feat adjacent to your familiar gains 5 temporary hit and hit an enemy with it. NkdmdojaQdbjm Oc`aoja>jpm\b` Prerequisite: Shaman. proficiency with whip Benefit: You swap one of your level 3 or higher O`hkg\mÀnOpbbdibAdno encounter attack powers for the whip snare power.

The critical range increases Rdg_O\g`ioH\no`m to 18–20 at 21st level. or her next turn. Benefit: When you use an arcane daily attack power with arcane defiling. Dex 13. templar’s daily attack powers for the entangling whip power.. RcdkNk`^d\gdno Prerequisite: 10th level. one of your arena weapons and deal no damage. advantage to you with your quick formation. Standard Action Melee weapon Requirement: You must be wielding a whip and use it to attack with this power. wolf pack tac. In addition. you become invisible to that target until the checks. predator’s strike (ranger MP). equal to your primary ability modifier. Veiled Alliance theme. Reflex Hit: 2[W] + Dexterity modifier damage equal to half that damage. after you take the damage from arcane defiling. Arena Attack: Dexterity vs. Daily ✦ Martial. ?`k`i_\]g`@s^dndji T\m\hdo`Bd\iong\t`mKm\^od^` Prerequisite: 11th level. When you use a power associated with this feat and hit an enemy that is larger than you with it. coiling around your en- gains that bonus to damage rolls until the end of his emy so you can drag that foe wherever you like. dune trader theme. arcane defiling power pull the target 1 square as a minor action. . Benefit: You gain three wild talent powers (see page 81). Reflex Training class feature Hit: 3[W] + Dexterity modifier damage. target of your attack takes damage equal to your Dex- terity modifier. Benefit: Whenever you take damage from an Target: One creature ally’s arcane defiling. you coil your whip around your Feats in this section are available to characters foe’s limb. You gain these hit points Level 25: 3[W] + Dexterity modifier damage. Level 17: 4[W] + Dexterity modifier damage. until the grab ends. <m`i\=\oog`Mctoch Target: One creature Prerequisite: 11th level. end of your next turn. of 11th level or higher who meet the feats’ other Encounter ✦ Martial.. you and you can pull that enemy 3 squares as an immediate each ally adjacent to you gain temporary hit points reaction. Whip Snare K\m\bjiOd`mA`\on N EW F EAT S Feat Power With a deft flick of the wrist. the Level 27: 6[W] + Dexterity modifier damage. Weapon Standard Action Melee weapon ?`adg`mOmjjk`m Requirement: You must be wielding a whip and use it to Prerequisite: 11th level attack with this power. Effect: You grab the target and knock it prone. that attack can score a crit- ical hit on a roll of 19–20. quick as a minor action until the end of your turn. you can Prerequisite: 11th level. Benefit: When you score a critical hit. ?`h\i_dibNkdmdon Prerequisite: 11th level. fighter. primal guardian theme Rdg_`mM`epq`i\odji Benefit: Whenever an enemy marked by you Prerequisite: Wilder theme makes an attack that doesn’t include you as a target. C H A P T ER 4 | C h arac te r O pt ion s . but you cannot attack with your whip. and either you Benefit: Whenever you make a melee attack with knock the target prone or you pull it 1 square. the target takes a –5 penalty to attempts to ?`adgdib<_`ko escape the grab. dual strike Benefit: When you hit a target granting combat (fighter MP). proficiency with whip =`i`qjg`ioO`hkg\m Benefit: You swap one of your level 9 or higher Prerequisite: 11th level. V<m`i\AdbcodibX excise from sight power Prerequisite: Any martial class Benefit: When you miss a target with your excise Benefit: You gain a +2 feat bonus to Acrobatics from sight. Until the grab ends. formation power Powers: acrobatic assault (rogue MP2). you ?`qdjpnJkkjmopidno can shift 1 square to a square adjacent to the enemy Prerequisite: 11th level. tripping that creature or yanking it toward you. Weapon prerequisites. fist power Benefit: The ally who gains the bonus to attack Entangling Whip Feat Power rolls provided by the effect of your templar’s fist also Your whip is like an extension of you. templar theme. you gain temporary hit points Attack: Dexterity vs. the attack tics (warlord PH) deals 1[W] extra damage.

psychic surge Extend crit range of psychic surge on a hit Thrill of the Kill Gladiator Bloody or kill enemy and expend second wind to make a saving throw Vanquishing Noble Noble adept. Arena Training Dex modifier damage when you deal no damage using arena weapon Shaman Feat Other Prerequisites Benefit Elemental Spirit Adept Elemental Spirit You and allies gain +1 bonus to attacks against enemies adjacent to dismissed spirit companion Warlock Feat Other Prerequisites Benefit King’s Wrath Sorcerer-king pact Forgo regaining fell might to deal damage to another creature Any Class Other Prerequisites Benefit Defiler Trooper — Gain temporary hit points when affected by arcane defiling Psionic Defiling One or more psionic Use arcane defiling with psionic daily attack powers daily attack powers Sturdy Plating Thri-kreen Gain resist 2 to all damage while bloodied ?dnom\^odibKjdnji @i_pm\i^`diNjgdop_` Prerequisite: 11th level. Elemental surge power Spirit class feature Benefit: When you hit with your psychic surge. psychic Prerequisite: 11th level. @ic\i^`_Knt^cd^Npmb` @g`h`io\gNkdmdo<_`ko Prerequisite: 11th level.. quick formation +1[W] damage with combat advantage on quick formation Distracting Poison Athasian minstrel. The bonus lasts until the end of your next turn. Enemies hit by poisoned strike grant combat advantage to you poisoned strike Endurance in Solitude Wasteland nomad Gain additional hp when using second wind while alone Enhanced Psychic Surge Wilder. Allies near spirit gain resist 5 to all damage spirit of Athas Battlemind Feat Other Prerequisites Benefit Thundering Force Wild focus Psionic force powers can also deal thunder damage Fighter Feat Other Prerequisites Benefit Arena Battle Rhythm Dex 13. you regain additional hit strike. (save ends). PARAGON TIER FEATS Arcane Defiling Feats Prerequisites Benefit Defiling Adept Arcane defiling Increase critical range on defiled powers Victim’s Defilement Arcane defiling Defiled powers deal extra damage Character Theme Feats Prerequisites Benefit Benevolent Templar Templar. Athasian minstrel Prerequisite: 11th level. wilder theme. and your allies gain a +1 bonus to attack rolls against any enemy that was adjacent to the spirit. you next turn can score a critical hit on a roll of 16–20. Benefit: When your spirit companion disappears your attacks against the target before the end of your as a result of one of your shaman attack powers. poisoned strike power Benefit: When you use your second wind while Benefit: When you hit a target with your poisoned no allies are adjacent to you. templar’s fist Ally gains bonus to damage rolls Demanding Spirits Primal guardian Pull marked enemy when it attacks ally Dependable Excision Veiled Alliance. wasteland nomad theme theme. Target of excise from sight treats you as invisible on miss excise from sight Devious Opportunist Dune trader. adept’s insight Adept’s insight grants higher benefit to triggering roll Warding Elemental Elemental priest. that target grants combat advantage to you points equal to 5 + your primary ability modifier. C H A P T ER 4 | C h arac te r O pt ion s ./ . shaman.

you add 2 to the triggering roll (instead Benefit: Any enemy marked by you is also slowed of 1) if adept’s insight is unaugmented. battlemind. adept’s insight power Benefit: When you modify an ally’s triggering F``kOc`h>gjn` attack roll. Benefit: You gain the arcane defiling power and can use it with psionic daily attack powers. thri-kreen Benefit: While you are bloodied. Regain power points when arcane defiling harms allies 1 or more power points Character Theme Feat Prerequisites Benefit Keep Them Close Gladiator Enemies you mark are also slowed Any Class Prerequisites Benefit Inexhaustible Resources Mul Gain temporary hp instead of healing with second wind FdibÀnRm\oc Qd^odhÀn?`adg`h`io Prerequisite: 11th level. or skill check with your Prerequisite: 21st level. warlock. your healing surge value. Benefit: When you use your second wind. If you do. you gain resist 2 <m^\i`G``^c to all damage. gladiator theme adept’s insight. Prerequisite: 11th level. each target you hit Prerequisite: 11th level. power Benefit: When you use a psionic force power. you can forgo spending a healing surge and regaining hit Q\ilpdncdibIj]g` points to instead gain temporary hit points equal to Prerequisite: 11th level. Prerequisite: 21st level. you your healing surge value. the triggering roll (instead of 1d4+1) if adept’s insight is augmented. noble adept theme.EPIC TIER FEATS N EW F EAT S Arcane Defiling Feats Prerequisites Benefit Arcane Leech Arcane defiling Defiled power prevents enemies from healing and restores hp to you Defiler’s Rejuvenation Arcane defiling. each target you hit by you drops to 0 hit points. sorcerer-king Prerequisite: 11th level. mul in addition to force damage. or add 1d6+1 to until the mark ends. wild focus one or more of your allies. The damage R\m_dib@g`h`io\g equals your Charisma or Constitution modifier. you Di`sc\pnod]g`M`njpm^`n can choose to have that power deal thunder damage Prerequisite: 21st level. 1 or more power points Ocpi_`mdibAjm^` Benefit: When your arcane defiling deals damage to Prerequisite: 11th level. arcane defiling power pact Benefit: When you use an arcane daily attack Benefit: Whenever a nonminion creature cursed power with your arcane defiling.0 . @kd^Od`mA`\on Feats in this section are available to characters of 21st Nopm_tKg\odib level or higher who meet the feats’ other prerequisites. This damage to forgo regaining your fell might and instead deal increases to 6 at 21st level. arcane defiling power Benefit: When you use an arcane daily attack Ocmdggjaoc`Fdgg power with your arcane defiling. you also regain hit points equal to half action to expend your second wind. psychic damage to one enemy within 5 squares of the creature that dropped to 0 hit points. arcane defiling power. gladiator theme with the attack cannot regain hit points until the end Benefit: Whenever you bloody an enemy or of your next turn. spirit of Athas power Kndjid^?`adgdib Benefit: Your allies have resist 5 to all damage Prerequisite: 11th level. you can use a free action with the attack takes 4 extra damage. you can use a free the attack. saving throw. Prerequisite: 21st level. If you hit at least one target with reduce an enemy to 0 hit points.. do not gain the benefit of your second wind but can instead make a saving throw against an effect that a ?`adg`mÀnM`epq`i\odji save can end. Prerequisite: 11th level. you regain 2 power points. elemental priest theme. C H A P T ER 4 | C h arac te r O pt ion s . at least one psionic daily while within 2 squares of the spirit conjured by your attack power spirit of Athas.

Others allow travel or Planar Travel: The focus of a DARK SUN game communication that is too easy. unless the caster is near a place that allows passage Brew Potion and Enchant Magic Item: Water to that realm. Any instead many ritualists use Athasian spellshards player whose character can perform rituals should con.. Attempts vides an overview of how rituals are harder. or a similar liquid. Such creatures are fickle and malicious. and mudf lats and salt marshes. an elixir. though adventurers 17). such as Animal Messenger. scrolls determine whether to allow or how to alter rituals in the and books still exist. certain terrain. sult his or her Dungeon Master before taking or using a particular ritual. Nature: Any ritual that requires the Nature skill might be more difficult in a defiled area. instead contact skill instead of Religion. so divi. magic. The knowledge of how to create and use Food and Water: Rituals that produce food and teleportation circles is mostly lost or forgotten. associate such rituals with divine or arcane magic. some rituals ering a ritual such as Traveler’s Feast could be the do not work or behave differently. less to reach the Lands Within the Wind typically fail useful. is Athas. However. When a ritual caster creates a live. so planar travel should be rare. such as Control Weather. but such travel is requires edible fruit as a component. Reaching the Elemental Chaos is still possible. environment too forgiving. the require Religion and relate to the gods. Such rituals are inap. subjects of adventures and should be acquired only at Controlling Weather: Rituals that create pre. Passing through the Gray is the potion. Rediscov- form. Many of the risky. cipitation or fog are unlikely to function except Religion: Characters can’t find rituals that in certain locations. nation is risky. The Gray is accessible. setting. the ritual can be altered to rely upon the knowledge Divination: Rituals that tap the knowledge of and power of the sorcerer-kings. such as gods. the Dungeon Master should provide oversight of the rituals to which characters N^mjggn have access. As with rituals ars to cultivate the fruit and guards to keep these that create food and water. (page 129). The people of Athas might exist in ancient citadels or ruined city-states. an oil. and a few such sites propriate for a DARK SUN game. planar travel is associated with arcane nobles in vast orchards. A Dungeon Master can use this section to Despite the prevalence of illiteracy on Athas. so an exhaustive list of prohibited or permitted rituals. subject of an entire adventure. A few rituals make life in Athas’s harsh might be possible without added difficulty.1 . and its discovery Athasians use rituals that might seem worthless to could radically alter the fortunes of a community or a ritualists of other worlds. guarded. A charac- <go`mdib@sdnodib ter should be aware that the ritual might be harder before attempting to perform it. Rediscovering a teleportation ritual or a teleportation circle could be the subject of an adventure. the Dungeon Master’s discretion. This section pro. Sor- water are unknown on Athas. rituals and discusses ways to adapt existing rituals. the ritual only way to reach the Astral Sea. These nobles employ schol. Characters who attempt to perform Teleportation Circles: Teleportation is difficult these rituals should be aware of the risks before because teleportation circles are rare and jealously undertaking one. rather than providing the players with have outlawed these objects in their territories. RITUALS Rituals in the DARK SUN setting exist in a limited and they regard them as lost knowledge. these rituals should be the estates safe. using the Arcana extraplanar entities. the sorcerer-kings DARK SUN setting. because such Crescent Forest. such as the Forest Ridge. Rituals that affect Mdop\gn a large area. cerer-kings control some circles. but it is consid- is rare and valuable on Athas. rituals don’t exist in the DARK SUN setting. These rituals might ordinar- beings from the Elemental Chaos or the Gray (page ily be available only to templars. so most people consider it evil. This section presents new city-state. Due to the world’s cosmology. or unavailable on Athas. or those that Some rituals are unsuitable for the DARK SUN affect a specific target. Furthermore. though such a discovery would make anyone in possession of DUNGEONMASTERAPPROVAL the knowledge a target of the sorcerer-kings. so few go there. so potions and elixirs ered to be a land where dead and fiendish creatures are made from fruit. If a Dun- Rituals that create wind might cause dust storms in geon Master wants to make such a ritual available. could steal them. C H A P T ER 4 | C h arac te r O pt ion s . In a DARK SUN campaign. fruits used to make potions and elixirs are grown by In general.

3d8 damage. you can spend a the primal element you create. Make the fol- Category: Exploration Market Price: 8. Level: 11 Component Cost: 500 gp.Mdop\g?`n^mdkodjin G\i_R\m_ RITUALS The following section details a few rituals that You channel spiritual energy into the area. Any creature affected by this ritual can end the effect on itself as a free action. defiling. which can be up to your healing surge to extend the ward for an additional 24 level. +5 vs. and the target doesn’t benefit from resistances until the end of your next turn.600 gp Dark Sun Creature Catalog). page 134) into normal terrain. If the ritual’s effect is sustained in this way without interruption Primal Element Level 2+ for a year and a day. Reflex. 1d8 damage.. Reflex. Time: 10 minutes Key Skill: Nature an immortal. Reflex. A creature that fails this check spends the action necessary You infuse primal energy into a small container of earth. air. of the area you transform is determined by the result of Level 17: +20 vs. or Time: 10 minutes Market Price: 100 gp defiler in the name) within the warded area must succeed Duration: 24 hours Key Skill: Arcana or Nature on an Arcana check against a DC equal to the result of (no check) the Nature check you make when performing this ritual.000 gp Category: Creation Market Price: 200. or an undead creature: Ranged 3/6. to use the power but does not expend the power. Duration: Instantaneous Reflex. Creatures that attempt to use a power Category: Creation primal element below associated with defiling (one that has defile. Nature Check Result Area Transformed 14 or lower Close burst 1 >m`\o`Om``jaGda` 15–22 Close burst 2 Channeling primal forces into a sapling. Category: Warding plus 2 healing surges >m`\o`Kmdh\g@g`h`io Time: 1 hour Market Price: 2.600 gp M`qdo\gdu` Lvl 7 100 gp Lvl 22 13. environment of their world.000 gp You infuse the land with primal energy.2 . Time: 10 minutes Key Skill: Nature (no check) Duration: 1 hour You and up to six of your allies can move on silt as if it were solid ground. Level 22: +25 vs. A primal element sheds light as a candle. or blood. 3d8 damage.000 gp Level: 15 Component Cost: 3.000 gp NdgoR\gf Time: 1 hour Key Skill: Nature (no check) You tread lightly across even the finest silt without danger Duration: Instantaneous of sinking. the effect becomes permanent. your Nature check. protecting it Athasians have developed to survive in the harsh against defilers. a fey. Creatures not of this world suffer the sting of this primal essence. healing it.600 gp The primal spirits infuse the element before you. You empower a sapling with the mighty primal forces that Level: 12 Component Cost: 500 gp remain on Athas. an elemental. Level 27: +30 vs. even if you are not near the ward’s area.000 gp Alchemical Item Power (Consumable): Standard Action. The size Level 12: +15 vs. Lvl 12 500 gp Lvl 27 65. Creature Catalog. Reflex.000 gp lowing attack against an aberrant. you produce a 23–30 Close burst 5 magnificent tree in just a short time. hours. 1d8 damage. transforming it into a tree of life (see the Category: Exploration Market Price: 2. Lvl 2 25 gp Lvl 17 2. making it Duration: 24 hours Key Skill: Nature harmful to unnatural creatures. 31 or higher Close burst 10 Level: 25 Component Cost: 25. 2d8 damage. You transform an area of defiled terrain (see Dark Sun Level 7: +10 vs. up Level: 2 Component Cost: See to 30 squares high. C H A P T ER 4 | C h arac te r O pt ion s . You ward the land in a 30-square-by-30 square area. Reflex. The component cost is based on the level of At the end of the ward’s duration. 2d8 damage.

such as bone.3 . however. Whatever the case. or stone. or it might be a wooden blade edged with MASTERWORKARMORPARALLELS The following lists provide Athasian parallels to the masterwork armors presented in the Player’s Handbook and Adven- turer’s Vault. the beast might distract a monster. into shape. lacquered bone shards carefully fitted these relics might be ideal for your needs or quests. Most armor and weapons on Athas are made from No one disputes that a metal breastplate is an enor. silver. substitute materials. types of metal deposits were mined out centuries ago.. The longsword might be made of age in which you live. you could uncover objects lost by example. is formed from something gentler time. and thirst. heavy armor can be a deadly burden. perhaps meant for a erty. Or. Maybe these trip or. salt. if you’re desperate. They are well beyond the means of all but wealthy Whatever gear you carry. the powers and materials of sharpened. These armors are mechanically identical to their traditional counterparts. and the blazing sun at other metals. As you make your way <G\^fjaH`o\g across the Athasian wilds. and it still has a +3 proficiency might come across remnants of Athas’s mysterious bonus. iron. these items forced to spend days traversing the scorching wastes. how it will fare in Athas’s unforgiving environment. sand. More rarely. can be traded for items more suited to the other than steel. are treated the same as normal equipment described however. If you are With regard to cost and characteristics. arms and armor crafted from ing it off your trail—as long as the beast is meatier metal appear only as ancient. than you are. mous treasure and formidable protection. travelers who failed the desert’s tests. The blade. consider its quality and nobles or highly successful adventurers. when you purchase a longsword on Athas. You need a good weapon and effective armor to ruined the world’s store of these ores in the same way fight off predators. throw. Perhaps the destruction of the Red Age bay. A hardy mount can shorten your that it ravaged the world-girding forests. in the Player’s Handbook and Adventurer’s Vault. wood. CLOTH ARMOR ATHASIAN ANALOG CHAINMAIL ARMOR ATHASIAN ANALOG Githweave armor Kestrekel feather armor Forgemail armor Obsidianmail armor Feyweave armor Aarakocra feather armor Crysteel armor Kankmail armor Mindweave armor Spidersilk armor Weavemail armor Cilops carapace armor Efreetweave armor Giantweave armor Spiritmail armor Templar mail armor Starweave armor Wyrmsilk armor Pitmail armor Kingmail armor Mindpatterned armor Dragoncloth armor SCALE ARMOR ATHASIAN ANALOG LEATHER ARMOR ATHASIAN ANALOG Drakescale armor Scorpion scale armor Drowmesh armor Inix leather armor Wyvernscale armor Mekillot scale armor Feyleather armor Baazrag leather armor Wyrmscale armor Inix shell armor Snakeskin armor Jhakarskin armor Stormscale armor Kreen scale armor Anathema armor Ray leather armor Nagascale armor Rampager scale armor Starleather armor Drake leather armor Elderscale armor Elemental drake armor Swordwing armor Mantle armor Titanscale armor Dragonscale armor HIDE ARMOR ATHASIAN ANALOG PLATE ARMOR ATHASIAN ANALOG Earthhide armor Tembo hide armor Rimefire plate armor Baazrag bone armor Darkhide armor Kank hide armor Layered plate armor Mekillot shell armor Feyhide armor Kirre hide armor Gith plate armor Gith shell armor Stalkerhide armor Mekillot hide armor Warplate armor Chathrang shell armor Elderhide armor Roc hide armor Specter plate armor Braxat shell armor Voidhide armor Nightmare hide armor Legion plate armor Gaj carapace armor Godplate armor Drakeplate armor CHAINMAIL ARMOR ATHASIAN ANALOG Tarrasque plate armor Braxat lord shell armor Finemail armor Bonemail armor Braidmail armor Stonemail armor C H A P T ER 4 | C h arac te r O pt ion s . In a pinch. starvation. and has the versatile prop- past. deals 1d8 damage. For In the wastes. you you still pay 15 gp. your items help to keep Athas is nearly bereft of copper. These marvelous objects. serve as extra provisions. EQUIPMENT In a world where survival always hangs in the bal- ance. gear can be crucial. enchanted heirlooms.

Even if a windfall of metal were Chainmail Armor: Crafting chainmail without to be found. and similar materials for their construction. and carapaces. the baazrag. braxat lords. drakes. stifling heat or any other Endurance checks made to resist the effects of heat. the techniques for forging such armor metal is challenging. giant hair. Still. Athas crafters turn to creation of masterwork mail coats. thick hides of terrifying rampagers and silk wyrm thread. Magic metal discretion. an armorer might spend an entire career advanced armors come from the hides of the Athas- without accumulating a sufficient quantity of metal to ian roc and the nightmare beast. bone. <mhjm On Athas. wearing it in the brutal heat of the Among the higher-level magic items. scales. At the Dungeon Master’s and nonmetal items can be found. The tougher through a region. or the tough. They adorn stiff leather jacks with small lenges overcome and the armor constructed. The most shell. beasts such as the tembo and the kank provide mate. chitin. bark. and more dangerous creatures provide skins for Plate Armor: Plate armor is made from giant masterwork armor. More advanced cloth Advanced masterwork scale armor is created from armor is spun from crystal spider silk. such as bone. Armorers drill tiny ventilation holes in Hide Armor: Hide armors also are formed from chitin-plate armor to make it bearable in all but the the skins of various desert creatures. page 122). An armorer set on making more fantastic toises.4 . and the cilops have hard body parts ideal for the ested buyers. to give it masterwork quality. characters wearing heavy metal armor take armor also exists. Hide armor Scale armor Plate armor WA R R E N M A H Y C H A P T ER 4 | C h arac te r O pt ion s . For these reasons. with a minimum enhancement bonus of +2. obsidian. Shields: Like armor. chitin. steel plate armor. of mail armor are worn by the elite guards of the when assembling protective gear. a drake. managed. Domesticated animals such as insect or crustacean chitin. such vulturelike aarakocra. The greatest armor of this type is formed Leather Armor: The leather armors of Athas are from scales shed by the Dragon as it rampages made from a variety of desert creatures. the ARMORANDOVERHEATING different composite materials are matters of world Even if a character is fortunate enough to find a suit of flavor. Other than the possibility of breakage if the EQ U I P M E N T Dungeon Master chooses to apply an optional rule OPTIONALRULE:METAL (see the “Weapon Breakage” sidebar. both metal Athasian deserts is foolhardy. The greatest suits light materials. Athasian armorers have have largely been lost to the ages. are woven into cloth armor as those found on mekillots or shed by thri-kreen. Less dangerous hottest weather. Cloth Armor: The feathers of avian creatures on Scale Armor: Heavier Athasian masterwork Athas. Braxats and gaj provide the durable shells protective gear. Athas’s disks or squares of horn. or wood. rials for lower-level masterwork armors. or a floating mantle. create a suit of armor. and the jhakar produce fine creatures such as chathrangs or rare desert tor- leathers. or from the shells of the inix. not game mechanics. Were these chal. a –5 penalty to Endurance checks resulting from heat or ity. The kank ceaseless heat would leave the crafter with few inter. shields rely on wood. ray. such as the carrion-eating kestrekel and the armor is made from horn. and wood. Such items are of masterwork qual. sorcerer-kings. such as that from the skin of a cloud used to make mid-level masterwork plate armor. is hard-pressed to The rarest plate armor is derived from drakes and assemble the necessary materials..

hafted heads separated by a length of rope. 10. but the weapon defensive weapon. Wrist razors. These materials change little weapons unique to the setting. Gouge. Carrikal: This axe has two forward-facing blades If a fighter wielding this weapon hits with menacing carved from the front of a large jawbone. Wielding Dejada: A long. rerolling any die result of 1 until the Chatkcha: This throwing wedge. 8. Cahulaks. The entire weapon can be thrown. A short ons feature the following new properties. To gain this benefit. and then use the held by the haft. C H A P T ER 4 | C h arac te r O pt ion s . WA R R E N M A H Y Stout: A weapon that has the stout property can be treated as a two-handed weapon. from crystal or obsidian. Dejada. 5. Carrikal. the gouge has the brutal 1 property. Athasian warriors can be proficient with a number of tal. but you must be proficient with it. scooped basket fitted to a glove- more than one defensive weapon does not increase this like bracer. you need not attack with the Ammunition can be a fist-sized stone. higher than that of a normal weapon. the dejada is used to hurl projectiles. the player rolls 2d6 for the that of a mekillot. is a thri-kreen invention. often shaped die shows 2 or higher. It Defensive: A defensive weapon grants you a +1 returns to a proficient wielder’s hand after the ranged bonus to AC while you wield it in one hand and wield attack is resolved.-+ . crys. hafted grap- Brutal: A brutal weapon’s minimum damage is pling hook from the handle. the rope is long enough to grant the new value. Alhulak: This weapon is an unusual flail. Alhulak. another melee weapon in your other hand. other end reach. is also used to extend the range of explosive alchemi- cal mixtures. length of rope separates a four-bladed. 3. Some Athasian weap. value equal to or lower than the brutal value given The secondary end is light enough to be used as an for the weapon. 2. Trikal. Lotulis. When one end of this weapon is exceeds the weapon’s brutal value. For example. 6. 12. 1 9 6 12 2 11 3 8 4 7 10 5 1. about the weapon’s usefulness. Chatkcha. Gythka R`\kjin <oc\nd\iR`\kjin The weapons of metal-poor Athas feature bone. When rolling Cahulaks: This double weapon features two four- the weapon’s damage. 11. commonly onslaught (a 2[W] power). obsidian. and wood. Dragon paw. bonus. 9. 4. Tortoise blade. Reroll the die until the value shown off-hand weapon. weapon damage. reroll any die that displays a bladed. 7.

Heavy blade Defensive. Light blade Off-hand Whip +3 1d4 — 1 gp 2 lb. Unarmed Off-hand Widow’s knife +3 1d4 5/10 1 gp 1 lb. Light blade Off-hand. stout (Off-hand end) +2 1d8 Heavy blade Off-hand 1 This weapon can be used as a light shield. off-hand Net +2 1d6 2/5 20 gp 6 lb Flail Heavy thrown. The weapon can staff. Light blade Light thrown Dragon Paw: Short blades attach to either end Gauntlet Axe: This heavy bracer holds two of this staff. The light. off-hand Puchik +3 1d6 — 3 gp 1 lb. Damage Range Price Weight Group Properties Alhulak +3 1d8 — 20 gp 5 lb. 2 Double weapon. high crit Singing stick +3 1d6 — 40 gp 2 lb. Damage Range Price Weight Group Properties Dejada +2 1d8 10/20 10 gp 2 lb.-. C H A P T ER 4 | C h arac te r O pt ion s . Sling Load free MILITARY RANGED WEAPONS One-Handed Weapon Prof. spear Brutal 1 Gythka2 +2 1d8 5/10 25 gp 9 lb. turning the forearm into an guard with a protruding blade perpendicular to the axe while keeping the hand free. Spear Defensive. polearm Reach SUPERIOR MELEE WEAPONS One-Handed Weapon Prof. light thrown Wrist razors +3 1d4 — 1 gp 1 lb. ideal for a enchanted as either an arms slot item or as a magic warrior with a roguish bent. See its description. weapon. Damage Range Price Weight Group Properties Chatkcha +2 1d6 6/12 10 gp 1 lb. . Flail Versatile Carrikal +2 1d8 — 15 gp 6 lb. In the center of this double weapon is a light crescent blades. middle blade (which serves as the also serve as a light shield. EQ U I P M E N T H`g``R`\kjin SIMPLE MELEE WEAPONS One-Handed Weapon Prof. Axe. Axe Defensive. Flail Heavy thrown. heavy thrown (Off-hand end) +2 1d8 Spear Off-hand Lotulis2 +2 1d10 — 40 gp 9 lb. Heavy blade Defensive. Damage Range Price Weight Group Properties Talid +2 1d6 — 5 gp 1 lb. M\ib`_R`\kjin SIMPLE RANGED WEAPONS One-Handed Weapon Prof. stout (Off-hand end) +2 1d6 Light blade Off-hand Gouge +2 2d6 — 30 gp 12 lb. Damage Range Price Weight Group Properties Cahulaks2 +2 1d8 3/6 25 gp 9 lb. it does not occupy a character’s arms slot. reach Two-Handed Weapon Prof. reach (Off-hand end) +2 1d8 Flail Off-hand Dragon paw2 +2 1d8 — 40 gp 10 lb. Light blade Off-hand MILITARY MELEE WEAPONS One-Handed Weapon Prof. Damage Range Price Weight Group Properties Gauntlet axe +2 1d8 — 25 gp 3 lb. off-hand Tortoise blade1 +2 1d6 — 10 gp 7 lb. Damage Range Price Weight Group Properties Trikal +2 1d10 — 25 gp 12 lb. Axe Brutal 2 Two-Handed Weapon Prof. Light blade Off-hand. Mace Defensive. Axe. Flail Off-hand. When enchanted as a magic weapon. A gauntlet axe can be off-hand end) can be used for quick jabs.

groups. if you wield a double weapon that has a daily risking your weapon. but keeping your weapon intact.” weapon breaks once the attack is complete. A gythka metrically lengthwise from its haft. automatically missing the attack match the requirement. Nonetheless.-- . Reckless Breakage: When you roll a natural 1 on When adding an enchantment that requires a particu- an attack roll. Talid: Made from leather. unless the weapon has the small property. as a harvesting tool. wielded in your main hand. It be modified to hold poison. which can heavy weights. barbed crescent blades on each end. rather the effect of this rule. OPTIONALRULE: WEAPONBREAKAGE DOUBLEWEAPONS Nonmetal weapons break more easily than metal ones. Some the wielder’s hand. Alternatively. When enchanted the same arm as wrist razors. which mitigates price entries represent the total for the weapon. power. A broken item is at best an improvised weapon. in most circumstances. A trikal is can be thrown like a javelin. you should also use the rules for bonuses. breaks only if you roll a natural 5 or enchantment on each end (even if one end would not lower on the reroll. The following options simu. nor do they need to be sheathed hands slot. An enchanted wrist razor occupies the arms slot. The two attack roll using a nonmetal weapon. equivalent to a halberd. A tortoise blade and a small. lead them to attack rashly or make other mistakes. at least one end of the weapon must can accept the result. The blade is a flat semicircle. the first line of the double Master will tell you if one of the following optional rules weapon’s entry describes the main end of the weapon. C H A P T ER 4 | C h arac te r O pt ion s .) than only one side. is being used. the item breaks. You can play it safe and accept the frequency of use of any power possessed by the item does errant attack. both. and bone. A shield cannot be worn on slot item or as a magic weapon. The second line describes the Fumbling Breakage: When you roll a natural 1 on an weapon’s off-hand end. making Wielding a double weapon is like wielding a weapon combat more unpredictable and exciting. A metal An enchanted double weapon gains all benefits of the weapon. Your Dungeon in each hand. The secondary end of this double weapon is light Trikal: This polearm projects three blades sym- enough to be used as an off-hand weapon. dagger are similar weapons. it does not Gythka: Each end of this thri-kreen staff has a occupy a character’s arms slot. You lar weapon type. even though only one end you can reroll. The weight and fixed enhancement bonuses in Chapter 6. An enchanted tortoise blade can gouges are fitted with a strap or a harness. it has become a favorite in noble Singing Stick: The ends of this 2½-foot-long. The grip can rod are carved to be slightly wider than the middle. and properties. The head is a wide. gain the vorpal enchantment. chitin. free- attacks. A Small character cannot wield a double weapon and powers until repaired. narrow courts. the a weapon breaks. double. a dragon paw could as usual. aged magic weapons lose their enhancement. The following rules apply to double weapons. Wrist razors do not as a magic weapon. a nonmetal meets the requirement of “heavy blade or axe. damage. In the table. properties. Dam. Puchik: The grip of this weapon is perpendicular Widow’s Knife: Although this weapon originated to its wide blade. but not the weapon easier to carry. your weapon has a chance to break. some opponents are prone Net: A net is a web of rope or cord fitted with to underestimating the wielder of a whip. making be used as a magic shield or a magic weapon. For example. it does not occupy a character’s need to be drawn. When enchanted as a magic weapon. for the wielder to use the hand the razors are on. late the relative fragility of nonmetal weapons. A puchik is treated as a katar. This rule gives you a say in whether normally qualify for the enchantment). A talid can be enchanted as either a hands ing the wielder’s hand. this Wrist Razors: This weapon consists of three spiked “gladiator’s gauntlet” augments unarmed sharp blades that protrude from a sturdy bracer. Regardless of the reroll result. or you can attempt to avoid a miss by not increase. tine. wielded in your off-hand. Gouge: This spadelike weapon has a long haft Tortoise Blade: This bony or chitinous plate is with a handle on the end. crescent-shaped blade with a centered stabbing spiked shield are considered to be the same weapon. You must wield a double weapon in two hands. however. ends of a double weapon can have different proficiency (DM: If you use this rule. Lotulis: This short-staffed double weapon sports Whip: Although a whip is impractical as a weapon outward-pointing. you can still use that power only once per day. A widow’s knife and a whistles as it spins in the hands of a proficient user. affixed with a short blade that points forward from edged blade with a stabbing point at the top.

you gain a +1 item bonus to savory substances are also available for more adven- Endurance checks against environmental dangers. The erdlu is a smaller version of the crodlu. Filter Mask: Affixing this mask over the face Om\inkjmo\odji allows the wearer to breath normally in adverse con. MOUNTS Mount Cost (gp) Speed per Hour Speed per Day Normal Load (lb. can be insurmountable barriers to travelers.) Heavy Load (lb. It grants a +2 Sorcerer-king’s levy 2 cp bonus to Nature checks made to forage. If the transportation is swift and comfortable It is used to start a fire. ever they can. The Sun Balm: Travelers value sun balm to ward most common are presented below. all the better. It is Sun balm 50 gp 1 lb. and common unguents to ward off sunburn. It is a tough and aggressive hunter ADVENTURING GEAR in the wild.) Disguise 10 gp 6 lb. Giant hair rope has resist 10 to all damage.300 C H A P T ER 4 | C h arac te r O pt ion s . food. Its body Filter mask 1 gp — is covered in tough scales. .) Push/Drag (lb. flightless drake with a beak and Each survival day includes water. see the war crodlu in the Dark Desert clothing 10 gp 3 lb. Broy. When mented nectar. interpreter offers services as a translator. A disguise grants Interpreter: Local dialects and distinct languages a +2 bonus to Bluff checks made to appear as some. Sun Creature Catalog. Sun balm grants a steeds.000 4 miles 40 miles 200 400 1. turous types. as well. this foul. this rope is used for making strong cord. @m_gp Dowsing rod 20 gp 5 lb. giant hair 10 gp 10 lb. late small objects. however. creature is a fine riding beast for a Small rider. wyverns can be found. Tough cactus meat.000 3½ miles 35 miles 260 500 1. animal by-products. Rope. this drakelike Rope. Distillation kit 50 gp 20 lb. More unusual against the sun’s pernicious effect. Inhospitable barrens cover large portions of Athas. intoxicat- outfit. and grains Desert Clothing: Loose clothing in light colors are dietary staples. drakes. such as giant ants. Sturdy mounts and vehicles greatly ease a traveler’s Fire Kit: A fire kit includes sticks and a small bow. pass oneself off as someone else.) Crodlu 225 4 miles 40 miles 190 380 950 Crodlu. proper weak. Survival day 5 gp 8 lb. When trained. payment before allowing travelers to enter their gates. but such conveyance is rare. such as during a dust storm. Giant Hair: Woven from tough strands of giant hair. tubers. and other accoutrements needed to ing beverage is mixed with herbs to mask its taste. Exotic beverages made from fer- reflects heat and retains the body’s moisture. it makes an excellent war Item Price Weight mount.000 3 miles 30 miles 220 440 1. ditions. Hjpion Athasians have domesticated a variety of mounts. but not easily or cheaply. clawed forelimbs that can be used to manipu- apparel. Survival Day: A survival day is an abstract rep- resentation of the preparations a traveler must make >mj_gp to navigate the wastelands without risk of exposure. Hardy and fast. A crodlu is a large.-. makeup. (For details. Disguise: A disguise consists of a convincing Broy: Fermented kank nectar. Using a distillation kit for 6 Item Price hours produces 1 day’s worth of water. and +2 bonus to Endurance checks made to endure heat. and other.100 Kank 840 4 miles 40 miles 180 360 900 Mekillot 4.<_q`iopmdibB`\m Ajj_'?mdif'\i_N`mqd^`n EQ U I P M E N T The following items are widely available across the Denizens of the Tyr Region gain nourishment wher- Tyr Region. and its folded forelimbs Fire kit 1 gp — sprout useless wings. The one else. Distillation Kit: Desert travelers use distilla.000 Erdlu 75 4 miles 40 miles 160 320 800 Inix 2. journey. The device “cooks” moisture from the materials and collects it in a reservoir. pitcher 2 cp Dowsing Rod: This forked rod can be used to Interpreter (per day) 1 sp ferret out hidden water reservoirs. war 1. too skittish to be trained for war. spiders. Sorcerer-King’s Levy: Most city-states demand tion kits to extract water from wastes or toxic fluids. less wearing desert clothing.

(For details. open terrain. sandy wastes. Fortitude 14. Reduce speed by half (or more) if the terrain is steep. soft. Will 12 Perception +1 AC 8. the skimmer sails out of control. Sails rens. Vehicles grant protection from the blis. Q`cd^g`n Crew Chariots and wagons are common vehicles in the In addition to the pilot. all of whom use a standard action each round to help control the ship. or also be driven slowly. see the inix adult in the Dark Sun Creature Catalog. AC direction as a strong wind at up to full speed.600 gp aggressive. direction of the wind. Out of Control STANDARD ACTIONS An out-of-control sand skiff moves forward at half speed. Each mem. but it does not shy away from a fight. typically atop the quarterdeck. Reflex 8 Speed 8 Speed 8 TRAITS Pilot Medium Steed The pilot must sit by the sand skiff’s tiller. however. Reflex 14. is calm. Fortitude 12. reptile) XP 100 Large vehicle HP 28.) through silt or dust sinks up to 15 feet deep. H`fdggjo Silt Skimmer These massive creatures serve as draft animals Gargantuan vehicle given their tremendous pulling strength. Sand skiffs do not navigate soft modifier to its speed of –2 to +2 depending on the strength and sand. such as the An out-of-control silt skimmer moves forward at half speed. boulder fields. It also has a raised quarterdeck and a single sail. At speed 0. and have been known to turn AC 2. erdlu and its rider don’t grant combat advantage when running. it can instead move in the same Attack: Melee 1 (one creature). also called a dune behemoth. Propelled by the wind. the Dungeon Master’s discretion. wedge-shaped vehicle has three wheels deck for passengers and cargo. is a long. Load tering sun and carry necessary supplies hidden from Twenty Medium creatures. see the kank soldier in in flat. but it can also make its way the Dark Sun Creature Catalog. or cluttered with An inix. low- obstructions. Escape Sprint Load When an erdlu runs. Reflex 2 on handlers. Hit: 1d6 + 3 damage. Fortitude 25. It is strong Option: Creature-Drawn and spirited. it gains +4 to speed. At the 5 Beak ✦ At-Will Dungeon Master’s discretion. Reduce the ship’s speed by 2 squares for each missing gantuan or larger wagons serve as mobile palaces for crew member. A silt skimmer is most efficient riding and battle. soldier. typically at the rear of A Small character can use an erdlu as a mount. greedy eyes. and dry savanna. C H A P T ER 4 | C h arac te r O pt ion s . (For details. the wealthy. it can instead move in the same direction as a strong wind at up to full speed. or thick brush well.) NdgoNfdhh`m The typical silt skimmer features a broad hull and F\if outsized wheels. stony bar. cities and barrens of Athas. (For details. They can also At the Dungeon Master’s discretion. +6 vs. using muscle-powered capstans the brood queen. a sand skiff can take a Con 12 (+1) Int 2 (–4) Cha 8 (–1) modifier to its speed of –4 to +4 depending on the strength and Alignment Unaligned Languages — direction of the wind. a silt skimmer can take a manage gentle hills. Special Dids A sand skiff requires firm. Erdlu Level 1 Skirmisher Sand Skiff Medium natural beast (mount. steep hills. skiffs make excellent speed in salt flats. Certain specialized conveyances are the Out of Control only means to cross a given landscape. slung reptile with bony plates on its back. the vehicle. thirty tons of cargo. The Six Medium creatures and their gear. Gar. Bloodied 14 Initiative +5 HP 80 Space 2 squares by 3 squares Cost 360 gp AC 15. and is powered by two large sails. It rides 10 feet above the ground Kanks are docile insects that form hives. sand for the helm. The vehicle can ber of the group has a role: food producer. a silt skimmer requires a crew of three. The kank soldier can be trained for to rotate its wheels. flat.) The pilot must stand at the skimmer’s helm. instead of +2. open terrain. They are HP 400 Space 5 squares by 10 squares Cost 2. Pulled by mekillots. An inix rarely eats anything as large as One Large or larger creature can pull a sand skiff when the wind a humanoid. At Sea of Silt. see the mekillot in the Dark Speed 6 Pilot Sun Creature Catalog. Sails Str 16 (+3) Dex 16 (+3) Wis 13 (+1) At the Dungeon Master’s discretion.-/ . Decks N\i_Nfdaa A silt skimmer has two decks: an open upper deck and a lower This light.

food and water—such as an endless canteen or everlasting provisions—are scarce on Athas. one of this weapon’s damage dice. Effect: You draw or Lvl 10 +2 5.H\bd^Do`hn Carnage Weapon EQ U I P M E N T Level 3+ No amount of time spent cleaning and maintaining this weap- Adventurers encounter a diversity of magic items on on removes the old. C H A P T ER 4 | C h arac te r O pt ion s .000 gp <mhjm Weapon: Axe.000 gp Glowing with crimson light. Effect: Make an Property: Creatures vulnerable to fire or necrotic damage attack: Melee 1 (the triggering enemy). on’s enhancement bonus. Your level + 4 vs. Effect: That en. Enhancement: Attack rolls and damage rolls Power (Daily ✦ Poison): Immediate Interrupt. Reflex.125. Lvl 8 +2 3. ronment. Lvl 3 +1 680 gp Lvl 18 +4 85. In addition. Divine items are rarely found. Consult with your Dungeon Master to determine if any particular item has a level and cost different from normal. except perhaps in truly ancient sites. you regain the use of harsh conditions by controlling the weather or creating your lowest-level arcane encounter attack power. treat damage from this weapon as being fire and necrotic.000 gp Lvl 29 +6 2. Magic items that alleviate enhancement bonus.400 gp Lvl 23 +5 425. you gain SUITABLEMAGICITEMS a +2 item bonus to the rerolled attack roll. its power and purpose. Items composed of metal wholly or in part are infrequent or nonexistent. Trigger: You lized until the end of your next turn. magic items oriented toward survival are Lvl 3 +1 680 gp Lvl 18 +4 85.625. Power (Daily ✦ Necrotic): Free Action. and the target is immobi- Power (Daily ✦ Fire.000 gp Lvl 20 +4 125. Lvl 14 +3 21. If you sheathe this weapon. It is also dazed until the end of your next turn.625. certain magic items appropri- enemy with an attack using this weapon.000 gp the air around you.000 gp Lvl 28 +6 2. it forms veins of obsidian infused with the essence of Property: You gain an item bonus to initiative checks equal death. Effect: That enemy takes Level 14 or 19: 10 poison damage. When the magma that boils up from these vents Critical: +1d6 damage per plus cools. extra fire and necrotic damage equal to twice the weap- Level 24 or 29: 15 poison damage. heavy blade. Weapon: Axe. do not exist.000 gp sheathe this weapon.000 gp Lvl 30 +6 3.-0 . and only you can find and draw it. to the weapon’s enhancement bonus. given the unforgiving envi. it van- Lvl 15 +3 25. Necrotic): Free Action.000 gp Lvl 29 +6 2. mace Powerful defiling magic denudes the land and sometimes rends Enhancement: Attack rolls and damage rolls it asunder.000 gp Lvl 4 +1 840 gp Lvl 19 +4 105.400 gp Lvl 23 +5 425. Enhancement: Attack rolls and damage rolls Critical: +1d12 damage per plus times produce unexpected results when that armor is Property: When you roll the maximum result on at least enchanted. ingrained bloodstains. Trigger: You hit an As with rituals (page 116).000 gp Lvl 28 +6 2. Items related to creatures that are foreign to Athas.000 gp Weapon: Light blade. spear Enhancement: Attack rolls and damage rolls Critical: +1d6 necrotic damage per plus Property: When you use the arcane defiling power.000 gp Lvl 8 +2 3. Lvl 5 +1 1. this weapon leeches moisture from Lvl 9 +2 4.000 gp treasured above all others. plate Lvl 9 +2 4.000 gp Lvl 25 +5 625. Not surprisingly. heavy blade. ate for other DUNGEONS & DRAGONS settings undermine emy takes necrotic damage equal to twice the weapon’s the mood and tone of Athas. Sufficiently numerous and potent weapons to your garb when stowed. such as aquatic humanoids.000 gp Property: Creatures that have tremorsense must have line of Weapon: Any sight to detect you.000 gp Lvl 13 +3 17.000 gp Enhancement: AC Lvl 14 +3 21.200 gp Lvl 24 +5 525. Scorpion Carapace Armor Level 4+ The spirit of the scorpion resides in this segmented armor. or is unavailable. They are evidence of Athas.125. Trigger: An Critical: +1d6 fire and necrotic damage per plus enemy adjacent to you willingly moves. Hit: 5 poison damage. R`\kjin Securing provisions is one of the top priorities for Hidden Weapon Level 3+ those who are about to venture into the Athasian This slender weapon cunningly adopts the characteristics of wastes. hit an enemy with this weapon.200 gp Lvl 24 +5 525.125. mace The natural materials used to create armor some.000 gp Power (At-Will): Free Action (1/round).000 gp Armor: Scale. Exsiccating Weapon Level 4+ Lvl 4 +1 840 gp Lvl 19 +4 105.000 gp Blood Obsidian Weapon Level 5+ Lvl 13 +3 17.000 gp ishes. light blade. the target takes extra damage equal to twice the weapon’s enhancement bonus. protect those supplies are just as important.

an enemy with an arcane attack power using this rod. using this weapon.600 gp Lvl 22 +5 325.000 gp Implement (Orb) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus. Trigger: You use arcane defiling.000 gp Lvl 9 +2 4. power at your enemy.400 gp Lvl 23 +5 425. Lvl 13 +3 17. Effect: The triggering Power (Encounter): Minor Action.000 gp Weapon: Any melee Lvl 12 +3 13. attack power while using this rod.000 gp Lvl 4 +1 840 gp Lvl 19 +4 105.400 gp Lvl 23 +5 425.000 gp Lvl 27 +6 1. Orb of Darkest Defiling Level 8+ When you draw on life energy to power your magic. Power (Encounter ✦ Necrotic): Free Action.625. Effect: The attack creates a zone damage to that enemy equal to twice the rod’s enhance- in a close burst 2 centered on that enemy.625. fiery veins just beneath the surface of this translucent sphere glow and pulse. you gain temporary hit points equal to twice the orb’s enhancement bonus. You regain the use of enemy is weakened until the end of its next turn.000 gp Lvl 28 +6 2. within the zone are heavily obscured to your enemies until the end of the encounter or until you dismiss the zone as a free action.000 gp Weapon: Any Implement (Rod) Enhancement: Attack rolls and damage rolls Enhancement: Attack rolls and damage rolls Critical: The target is blinded and takes ongoing damage Critical: +1d8 damage per plus equal to twice the weapon’s enhancement bonus (save Property: When you spend your fell might on an arcane ends both). Lvl 8 +2 3. you gain concealment until the end of Power (Daily ✦ Necrotic): Free Action. Trigger: You hit your next turn.000 gp Lvl 2 +1 520 gp Lvl 17 +4 65. Trigger: An enemy Critical: +1d8 damage per plus misses you with a melee attack.000 gp Lvl 18 +4 85.000 gp Enhancement: Attack rolls and damage rolls Implement (Rod) Critical: +1d8 damage per plus Enhancement: Attack rolls and damage rolls Power (Encounter): Opportunity Action. KEREM BEYIT C H A P T ER 4 | C h arac te r O pt ion s .000 gp Lvl 14 +3 21. you channel life-draining when you land a telling blow on an enemy. you gain temporary hit Property: Whenever you reduce an enemy to 0 hit points points equal to twice the rod’s enhancement bonus.000 gp Lvl 13 +3 17. Power (Daily ✦ Zone): Free Action. Sandstorm Weapon Level 8+ Rod of Scathing Scorn Level 4+ The dust trailing from this weapon explodes in a scouring storm Clutching this blackened bone scepter.000 gp Lvl 7 +2 2.000 gp templars by their sorcerer-kings.125. your fell might. Jm]n Defilers use orbs to enhance the effect of their debili- tating magic.125.200 gp Lvl 24 +5 525. +1d8 damage per plus when you use a power with arcane defiling Property: Whenever at least one ally takes necrotic damage from your use of arcane defiling. They are no less foul than more other- worldly forces.000 gp Lvl 13 +3 17.000 gp Lvl 28 +6 2. Effect: One enemy within 20 squares of you takes necrotic damage equal to half your healing surge value.400 gp Lvl 23 +5 425.000 gp Lvl 18 +4 85. All squares ment bonus (save ends). Jolting Guard Weapon Level 8+ You deflect the enemy’s attack with a deft parry so forceful that Rod of Office Level 2+ it numbs the foe. Effect: You spend your fell might to deal ongoing necrotic emy with this weapon. Mj_n Warlocks forge pacts with all manner of supernatu- ral entities.000 gp Lvl 28 +6 2. The powers nearest at hand are Athas’s sorcerer-kings.000 gp Lvl 29 +6 2. Lvl 8 +2 3.000 gp Lvl 18 +4 85. Trigger: You hit an en.125. this rod is granted to Lvl 8 +2 3.-1 . A badge of office and implement of power.

000 gp Totem of Unleashed Flames Level 4+ Lvl 15 +3 25. They are mercu. Radiant): Free Action. Zone): Free Action. square per plus rial and quick to anger. a staff protects as it the remnants of a land ruined by defiling magic. end of that turn. 5 squares of you gain an item bonus to speed equal to the staff ’s enhancement bonus. Totems dedicated to them Power (Daily ✦ Teleportation. the enemy takes a penalty to saving throws made to end the ongoing damage equal to the totem’s enhancement bonus. After you use this totem.000 gp equal to the staff ’s enhancement bonus. This property does not affect Totem of the Flensing Sands Level 10+ speed in combat.000 gp Property: When you use a primal attack power that deals Lvl 9 +2 4.000 gp Lvl 29 +6 2. Each creature that starts its turn Constantly warm to the touch.000 gp Lvl 30 +6 3. and you teleport the target zone are heavily obscured.625.No\aan Totem of Ashen Fury EQ U I P M E N T Level 7+ Whether a serviceable walking stick or a resplen. Lvl 15 +3 25.625.000 gp radiant or fire damage through this totem. testimony to its Enhancement: Attack rolls and damage rolls heavy use in far-flung lands.600 gp Lvl 22 +5 325. You tele- Sunfury Totem Level 5+ port the ally 5 squares. Trigger: You Critical: Ongoing 5 fire damage (save ends) hit an enemy with a primal daily attack power using this Level 14 or 19: Ongoing 10 fire damage (save ends) totem. your hand becomes stained with soot.000 gp Lvl 30 +6 3.000 gp an enemy with a primal attack power using this totem. tend toward the fiercer aspects of nature. When you place this burnished sandstone fetish to your ear. The zone lasts until the end of your next turn. Enhancement: Attack rolls and damage rolls Critical: +1d6 radiant and fire damage per plus Lvl 4 +1 840 gp Lvl 19 +4 105. Property: When you use a primal attack power through hancement bonus (save ends both). dent symbol of arcane power.000 gp Lvl 12 +3 13.000 gp Lvl 25 +5 625.-2 . Trigger: You take damage from an attack. and you slide the target 1 widespread ruination of their world. hinting at the danger Implement (Totem) inherent in the centrally embedded red jasper. and any creature that starts its 1 square per plus turn within the zone takes fire damage equal to 5 + the Property: When traveling overland. Lvl 5 +1 1.000 gp Lvl 20 +4 125.200 gp Lvl 24 +5 525. Critical: +1d6 damage per plus Lvl 9 +2 4. this totem to deal ongoing fire damage to an enemy. Effect: You create a zone in a close burst 5 centered on a square occupied by an ally within 10 squares of you. The zone lasts Enhancement: Attack rolls and damage rolls until the end of your next turn.000 gp Lvl 29 +6 2. Effect: You and each ally adjacent to you teleport a number of squares Lvl 10 +2 5.125. you Power (Daily ✦ Teleportation): Immediate Reaction. Enhancement: Attack rolls and damage rolls Power (Daily ✦ Fire.000 gp Lvl 27 +6 1.000 gp Lvl 10 +2 5.000 gp Lvl 17 +4 65.000 gp Staff of New Horizons Level 9+ Implement (Totem) This weathered wooden staff bears many scars.625.000 gp Effect: The attack creates a zone in a close burst 1 cen- Implement (Staff ) tered on a square occupied by that enemy. Zone): Standard Action. the bleached bone and crystal of within the zone takes 5 damage and is slowed until the this totem depicts the glaring sun. Effect: That enemy is blinded and takes ongoing Level 24 or 29: Ongoing 15 fire damage (save ends) fire and radiant damage equal to twice the totem’s en.200 gp Lvl 24 +5 525. The squares within the Critical: +1d6 damage per plus. enhances.000 gp Implement (Totem) Ojo`hn Enhancement: Attack rolls and damage rolls Athas’s primal spirits have suffered mightily from the Critical: +1d6 damage per plus.000 gp Lvl 20 +4 125. you and each ally within totem’s enhancement bonus. Lvl 19 +4 105.125. Lvl 7 +2 2. can hear the sandstorm’s distant howl.000 gp The edges of this bone totem are charred.000 gp an item bonus to damage rolls equal to the totem’s Implement (Totem) enhancement bonus.000 gp Power (Daily ✦ Fire. C H A P T ER 4 | C h arac te r O pt ion s . Trigger: You hit Lvl 14 +3 21. you gain Lvl 14 +3 21.000 gp Lvl 25 +5 625.

or silt. In addition. valued. Property: You gain a +1 item bonus to speed. or silt. or psychic effects at the start of your turn. without needing to make a Perception check. The illusion doesn’t were solid ground. Trigger: An enemy you can see hits or misses you using a power that has the charm. fear. It animates and cackles madly when you call on its power.125.000 gp Lvl 30 +6 3. the charm or illusion keyword and miss. You assume sand. You leave Property: You perceive creatures and objects adjacent no tracks in such terrain. ERIC BELISLE C H A P T ER 4 | C h arac te r O pt ion s . If you fail any of these saving throws. You can move across non. these fine shoes are woven Scorpion Mandible Helm Level 16 from glassy fibers.000 gp Lvl 25 +5 625.000 gp Item Slot: Head 2. Effect: The triggering enemy takes 10 psychic damage.000 gp difficult terrain resulting from dirt. you can move across to you that are in contact with the ground or the same and stand on nonsolid horizontal surfaces (such as silt or substance (such as silt or a web) as if you had line of sight. touching you might detect the illusion. this trem- Item Slot: Feet 13. Level 10 or 15: 15 psychic damage. Silt Striders Level 12 Smooth-soled and vented for comfort.000 gp Lvl 10 +2 5. and Will Property: You make saving throws to end charm. you sink. An amulet that has potent mystical power is difficult to find. I`^fNgjoDo`hn Nearly all the amulets offered in the city-states’ mar- kets are baubles promising greater protection than they deliver.000 gp or-sensitive helm expands your awareness. Power (Daily ✦ Psychic): Immediate Reaction.000 gp Item Slot: Neck Enhancement: Fortitude. Item Slot: Feet 1. Power (Daily): Minor Action. Amulet of Psychic Interference Level 5+ A shrunken head carved from bone hangs from a rough twine. Silt Sandals Level 5 Alluring Veil Level 7 Dust and stains fall away from the surface and the tread of This gossamer veil conceals your features and augments your these simple clogs. Reflex. A``oNgjoDo`hn C`\_NgjoDo`hn Whether you are navigating Athas’s hazardous In the wilds of Athas. Lvl 5 +1 1. magic footgear can be a boon. Your clothing and equip- a nonsolid horizontal surface (such as silt or water) as if it ment alter appearance as you desire. Fashioned using the mouth parts of a giant scorpion.000 gp Lvl 20 +4 125. Power (Encounter ✦ Illusion): Minor Action. If you start the appearance of a member of any humanoid race of your turn standing on a solid surface. you do not make a saving throw to end that effect at the end of your turn. If you are on a nonsolid surface at the alter sound or texture. Trigger: You make an attack solid horizontal surfaces (such as silt or water) as if they roll using an encounter or daily attack power that has were normal terrain until the end of the encounter.000 gp Lvl 15 +3 25. You ignore Item Slot: Head 45. Power (Daily): Free Action.600 gp Property: You ignore difficult terrain resulting from dirt. glamour. you can move across the same size category as you. so a creature listening to you or end of your turn. water) as if they were solid ground.-3 . sand. you gain the benefit of this helm’s property for crea- tures and objects within 10 squares. your senses and protect from both sun and sword are ators. Power (Daily): Minor Action. head coverings that sharpen terrain or staying one step ahead of its fearsome pred. but well worth the effort. Until the end of your next turn. Level 25 or 30: 20 psychic damage. or psychic keyword. You leave no tracks in such terrain. fear. Effect: Reroll the attack roll and use either result.

Hit: or starts its turn there takes 10 fire damage. Vibrant green and veined in crimson. Dune Runner’s Fruit Level 11 Rji_mjpnDo`hn This fruit has gritty flesh and rough skin. on command. Effect: Until the end of your next turn. a ritual book for the purpose of holding such information. you Agony Beetle Level 9 gain temporary hit points equal to half the damage dealt These insidious beetles latch onto a creature’s spine and cause by the attack. shell. this fist-sized fruit subtly Property: An Athasian spellshard can be enchanted as if vibrates with barely contained life force. Each item is stored as mental information rather than Special: Consuming this elixir counts as a use of a magic written words. Reflex. the skiff can sail on any desert terrain. water) as if it were solid ground. with vitality. A spellshard is equivalent to a spellbook or item daily power. Item Slot: Ring 21.000 gp Power. grants combat advantage. remaining com. enchant edible fruits with potion. see Arcane Other Consumable 25. you gain resist 15 necrotic Whittled from hard wood. it were a magic tome (for more about tomes. Special: You cannot use more than one solitaire in an Item Slot: Ring 1. Athasian ritualists damage. For the process to take hold. and other This clouded crystal supplements your powers with the energy of animal parts. you sink. Wondrous Item 1. Wondrous Item 25. and Fruit of Life Level 25 using the stored information otherwise functions normally. In addition. you ignore difficult terrain resulting from This shard of obsidian or crystal can be imbued with magical dirt. knowledge. Trigger: You are Other Consumable 160 gp hit by a fire power. as is drinking a potion—activates the flame and retaliates in kind. Make an attack: any creature that enters a square within 3 squares of you Melee touch (one creature). harbor great power. Its thick juice is ap- Whether ancient or recently devised. this bark-covered ring infuses you its normal damage types. Effect: The triggering Ring of Life Level 26 attack deals radiant damage or fire damage in addition to A band of warm. this miniature sand skiff transforms and do not need to eat or drink. Elixir 350 gp Power (Consumable): Minor Action. green wood.000 gp Power (Daily): Standard Action. Power (Consumable ✦ Healing): Minor Action. >jinph\]g`n Power (Daily): Free Action.Mdibn Solitaire (Quartz Lens) EQ U I P M E N T Level 5 Athasian rings are formed of bone. you gain a +5 item bonus to saving throws against necrotic effects. marvelous plied to the feet or shoes to speed travel. Trigger: You take necrotic Instead of brewing potions. the miniature skiff unfurls into a full-sized sand skiff (page 124). It reinforces you in the face of minor action. the fruit must contain Ring of the Crimson Sun Level 14 ample fluids. Trigger: You score a critical hit on your turn. Metal bands signify wealth and might Athas’s sun. sand. or silt. C H A P T ER 4 | C h arac te r O pt ion s .125.000 gp Power (Encounter ✦ Varies): Free Action. and If you have reached at least one milestone today. Power (Daily ✦ Fire): Immediate Interrupt. Power (At-Will): Standard Action. you can Wondrous Item 360 gp move across a nonsolid horizontal surface (such as silt or Property: You can store wizard daily and utility spells.000 gp encounter. or oil effects. Power (Consumable): Standard Action. elixir. Until Folding Sand Skiff Level 15 you take an extended rest. Effect: You reduce the necrotic damage to 0. If you start your turn standing on a solid surface. Until you take an Athasian Spellshard Level 1 extended rest. Once the fruit is enhanced. You spend a healing surge and regain 15 additional hit points. it lasts This obsidian bauble draws on the sun’s heat.000 gp Property: When you take fire damage from an attack. and ritual effects that mimic scrolls in this shard.-4 . Property: You do not need to eat or drink. If enough space is avail- able. The cost of storing rituals and scrolls is unchanged. the skiff reverts to its miniature shape. items are as common on Athas as on other worlds. that takes a –2 penalty to attack rolls (save ends all). In its full-sized form. and you leave no tracks in such terrain. indefinitely until used. surface at the end of your turn. page 151). Taking a bite of the fruit—a fortably warm day and night. Dexterity + 3 vs. stored magic. creature also takes ongoing 5 fire damage (save ends). excruciating pain. If you are on a nonsolid rituals. If empty of gear and oc- cupants. The target is immobilized.

this chapter presents a desert primer.. some people believe that the Tyr Region is the last habitable area on Athas. Next. the Sea of Silt.+ . In addition. CHAPTER 5 | Atlas of Athas . the Road of Kings. For generations. in which the different cultures of many peoples are forced to mingle or clash. Rumors of Tyr’s newfound freedom spread like wildfire across the Seven Cities. half-giant mercenaries. Draj. elf raiders. Raam. although these days. the Southern Wastes. this section discusses major regions of ZO LTA N B O R OS & G A B O R S Z I K S Z A I Athas in the vicinity of Tyr: the Estuary of the Forked Tongue. First. and Urik. giving pause to sorcerer-kings who hoped that thoughts of rebellion would not spread to their own domains.” —The Wanderer’s Journal What remains of Athasian civilization is cupped in the broad plains and deserts between the mighty Ringing Mountains and the impassable Sea of Silt. is desperately vulnerable at the moment.) Beyond the borderlands of this region lie desolate wastes. These include the Seven Cities. the Ivory Triangle. This region is the great mixing bowl of Athas. This wide area is known as the Tyr Region after its oldest city. Kalak’s death and Tyr’s liberation marked the beginning of a new era. isolated villages. the chapter describes prominent locations on Athas. no one contested their power and lived to tell about it. thri-kreen packs. Not all deserts consist solely of sand. (In fact. but everything changed recently when a spear impaled Kalak. and the Western Hinterlands. Tyr is no more pow- erful or influential than its neighbors. and the Seven Cities known to remain on Athas. mired in turmoil. the Forest Ridge. CHAPTER 5 AtlasofAthas - “Between the Ringing Mountains and the Sea of Silt. One meets people of all races and classes: human nobles and slaves. nomad tribes. Nibenay. Tyr. Gulg. and even the rare halfling wanderer. the Ring- ing Mountains. shaking thrones that had not been threatened in countless years. Tyr is described at greater length. since its current state of affairs provides many opportunities for heroes looking for a way to make a difference in the world. and this section provides an introduction to the landforms and condi- tions that prevail over much of the world. the Tablelands. the traveler finds hermits. the sorcerer-king of Tyr. Balic. and that all the people remaining in the world live in these lands. the great city-states of the Tyr Region: Tyr. The sorcerer-kings have ruled the Tyr Region for longer than anyone can remember.

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a dust sink appears to be a smooth plain of pale Most common near or in dust sinks (especially the gray or dun powder. large. Little of the land is suitable for cultivation. vegetation. Deserts come in many forms. an area and expose the soupy mess to the air. mudflats offer little to travelers. ered mudflats usually dry out in short order. home to all sorts of strange creatures that prefer to and shade. or sparse are old lava flows long since cooled. and a behind hard. Large networks of larger than a few miles across. thorny bushes. Appearances are deceptive. low islands of dense veg- gate correspondingly deeper silt. Windblown dust. the ground beneath the powder is uneven. One misstep. exist in almost any low-lying terrain. whose highest peaks reach 20. Boulder fields are for. saturating the land to create mudflats. cacti. and some are feet—offer little water or shelter to make the climb wastelands that seem empty but are full of hidden worthwhile. Even on wind. a giant can wade etation rise above the dust. most measure only a few hundred feet across. Uncov- times.” —The Wanderer’s Journal Hjpio\din Low ranges such as the Mekillot Mountains. and dangerous predators hunt creatures that subsist on the greenery. channels called estuaries. In a few places. ash.000 able. western border of the Tyr Region—the Ringing Moun- offering plenty of hiding places. On calm seeps upward. on the other hand. Many estuaries of silt are These areas are lush with vegetation. and others are forest. leaving concealing a dangerous drop. sandals. and most are no kirres make their homes in vales. Miles of silt have sheltered many floating silt. Some watered and filled with heavy scrub. temperatures at night can plunge near ter while traveling across Athas is a vital survival the freezing point. Even a light most is buried underground. and small trees. the sky is filled with a yellow-green haze of an entire village. hot. so great successful journey and a hard death in the wilds. They are daunting obstacles. rocky peaks—sometimes as tall as 6. mudflats stand in silt basins. wastes. midable obstacles since they lack water. the Athas is a desert world.- . following narrow through cultivation and sometimes by happenstance. the sharp rocks can cut their feet to ribbons. Knowing the types of deserts one might encoun- 100 degrees. mudflats hide beneath the dust is too light to support a traveler’s weight. including shallow enough for human-sized travelers to wade desert grasses. Most of the exposed rock crumbles skill—one that might mean the difference between a under the twin hammers of heat and cold. often are Boulder fields consist of broken. Large bodies of silt often extend like the rivers A few mudflats manage to survive. The crimson sun blazes with merciless inten. Some are habit- Their bare.. jagged rock. Some of these In general. isolated from the “mainland” ing through these areas difficult but not impossible. by stretches of dust of varying depths. water wind stirs the dust into billowing clouds. accommodate a giant or two. some are brutal killing grounds. and if travelers do not have sturdy boots or hide from the sun. valleys choked with rockslides or slopes of scree. there isn’t islands are rocky protrusions just large enough to much standing water. caverns lie under most of the low mountain ranges. tains. Some of these peaks have thin but permanent ?pnoNdifn snowcaps. and others can support less days. but it is churning dust. but that doesn’t mean the Stormclaw Mountains. but savages and monsters such as goliaths. sometimes of old into more solid terrain. Many large sinks and estuaries are sprinkled with Tangled underbrush and mucky ground make travel- islands of high ground. and They usually lie near mountains. These mudflats are rarely through silt 10 feet deep without difficulty. Very tall creatures such as giants can navi. The largest Hp_ag\on known example is the Sea of Silt. Where with care. but smaller sinks Little open water remains on the surface of Athas. cracked clay that might or might not be traveler can disappear beneath the dust. and the breeze feels like the hot breath of the Dragon magic. CH APTER 5 | Atlas of Athas . solid enough to support a traveler’s weight. gith.000 feet or more. and silt accumulate in depres- sions to form dust sinks or silt basins. islands over the years from the touch of defiling sity. After a daytime temperature of well over life. =jpg_`mAd`g_n Mountain vales. ADESERTPRIMER “The Tablelands are arid. slopes of broken rock and frequent rockslides make for arduous travel. Some. revealed only when the winds clear thick enough to suffocate anyone who falls in. The shallows of the Sea of Silt). and the Black Spine Moun- planet is uniformly covered with sand or barren tains dot the Tyr Region. itself. days. and barren. A truly awesome mountain range marks the Deep gulches and crevices crisscross boulder fields. and those islands remain surprisingly verdant.

Mekillot dunes. too salty or alkaline to sustain life. in crevices.Mj^ft=\_g\i_n on a rumpled appearance as winds pile up sand to A D E S E RT P R I M E R form great dunes.. but a canyon rarely leads in lack of landmarks increases the risk of becoming lost. which often end in blind canyons while stinging sand bites their skin. Some are dotted with briny marshland. and new ones form when deadly sandstorms canyons. CH APTER 5 | Atlas of Athas .. whip up with little warning. but many are filled with thorny In the flat areas of Athas. Sticking to a can. as much as hundreds of miles. weathered plains are covered with rocks that range A salt marsh contains low grasses. salt flats can extend for miles. In other wastes. star dunes might form. but most are barren N^mp]Kg\din and lifeless. protected by primal guard- Salt marshes and shallow. thorny buttons to towering N\i_tR\no`n saguaros. If the salt flats have one asset. appearing in all shapes and sizes. beyond the Ring- Most are only a mile or two across. The ridges of these mounds N\goAg\on extend away from the main mass. named for their passing crest a badland ridge usually involves a dangerous resemblance to the huge drakes. . vegetation. species grow throughout. linger in them for long. However. Few creatures can digest the tough sive power of the elements. the landscape takes hunter and who is the hunted. One can even kill an unprotected traveler caught in a salt flat. In wastes where the winds shift or collide. from small. A prepared traveler can cross supporting a high concentration of wildlife. to hard-packed red earth. safeguard their homes. sandy wastes do not brush that can completely clog the ravine floors. brown. a flat without risking an encounter with a wild beast Excessive grazing and the use of defiling magic or roving band. no matter can sustain desert-dwelling creatures and people which way a traveler means to go. and yellow sand collects ing out into large. ephemeral lakes can form ians who use ancient magic to destroy intruders and in and near salt flats. scrub plains are almost lush. hinder travel. travel is more chal- makes for very hard going. have reduced some scrub plains in the Tyr Region to ruin. is undrinkable. sometimes open. dry grass punctuated by creosote bushes and anywhere else on Athas. can scour flesh from bones. Badlands can be barren. or black. and travel along the feet tall. or brush. old dunes slowly erode under the highly eroded mazes of sharp-edged ridges. prickly brush In areas that have dunes. Any water is usually too brackish to drink Scrub plains are savanna. the direction one desires. a testimony to the ero- above the grasses. making suitable Vast stretches of yellow sand. The water. find a few small trees scattered across the landscape. Climbing up the walls to lenging. dred feet. and just enough water to support extensive vegetation. wells. In places. Hundreds of that can drive a traveler half mad. the bare rock gives way caked salt wind through the marsh. Some wastes are predators that can kill careless travelers. but the marshes buzz with tiny insects Cacti proliferate in stony barrens. The worst storms or loop back on themselves. Travelers caught in a ments force travelers into meandering courses along storm hear the wind howl in a deafening scream the ravine floors. in the Athas- plains where the air is still and no winds disturb the ian wilderness. in size from pebbles and gritty dust to huge piles of Ankle-deep channels of briny water encrusted with standing boulders. forming dunes or drifts. spread out like tentacles in all directions. indefinitely. but most dunes rise no higher than a hun- top of a knife-edged ridge is equally challenging. Some cacti are edible. prairie. one can never be certain who is the trackless land. although a yon’s floor is easy enough. dust sinks. sandy wastes are the fare for travelers low on supplies. The topography of such wastes Most hilly regions on Athas are rocky badlands— changes endlessly. Huge mesas and tough stands of scrub or the occasional tree stand pointed buttes dot the plains. and some remain dry year-round if the following are bedrock shelves exposed by windstorms. reeds. Many salt Nojit=\mm`in marshes dry out completely in the months of High Stony barrens dominate the Tablelands. Salt flats offer no shelter. Others are stealthy most identifiable deserts of Athas. These Lowsun comes and goes without rain. or chaparral with and might be poisonous. Daunting escarp. it’s that no creatures By Athasian standards. forming arms that Great flat plains encrusted with salt that is white. and the thick. winding wind. can be hundreds of scramble of several hundred feet. and stands of tough scrub Rocky badlands are difficult to cross. Here and there. and sandy wastes. Sun sickness (page 199) can tumbleweed dominates the ground. the temperatures reach more brutal extremes than Tough. Flat sand is easy for travelers. but a few—such ing Mountains stretch vast scrub plains such as the as the Salt Meres or the Maze of Draj—extend for Crimson Savanna. shallow lakes. Only a few such areas survive in the wild lands N\goH\mnc`n between the city-states. Oases. waterless wastes. and thorn-choked ravines. Most barrens Sun.

Humans are the majority. Nobles and merchants clamor for influence. Certainly it has endured through as King of Tyr. And throughout all the long years of its exis- wield great influence but are not yet strong enough to tence. or should you fight to erode quality. The city-state one such spy. no single group has managed to city-state from disintegrating into anarchy at the consolidate its influence enough to challenge the hands of people eager to enjoy their freedom. and even with the fall of its King Tithian holds his crown at the sufferance of the sorcerer-king. Streetwise Water: Seventeen public wells reach down below Tyr Language: Elven to tap one of the deepest. King Tithian in the Caravan and Merchant Districts. the repercussions howl through the streets. including abandoned buildings that now that you have succeeded? What secrets did you host squatters. TYR. Those who state and create conflict where possible. in the final months of his reign. elves. Otmd\i=\^fbmjpi_n Population: Roughly 15. up most of the rest. Tyr has Tithian. but we’ll know soon enough. Most days. a ragtag bazaar free. the Guard forms oppressed. Tithian (under pressure Cities. Whether you spied Inns and Taverns: The Caravan District and the Mer- on his nobles. Do you think your liberty will last? Who owned springs up near the Stadium of Tyr. fed by Embedded Spy: Tyr’s newfound freedom has runoff from the nearby Ringing Mountains. noble house contingents. but the templars are currently rebuilding it as the and privilege throughout your life. you number of taverns between them. overthrow him. You are try to get around this law risk being exiled. You want to help the fighters. That has all changed. the power and influence of your noble peers? In addition to the Guard. Dwarves. An uneasy mix of soldiers who formerly that your wealth was earned through the efforts of served Kalak. oldest aquifers on Athas.. Its authority and social boundaries at every turn. constituting two-thirds of and chaos. one hand-carried container of water per day.000 within the city walls. the former high templar. The Warrens offers played a part in the king’s downfall. Were you born in Tyr. such as in the King’s Gardens another city-state? To whom do you report? How do and in the Templar District. goliaths. many noble and merchant Revolutionary: You worked to overthrow Kalak houses keep large contingents of private soldiers on hand.THEFREECITY “Is it true? Kalak dead? Slaves freed? Magic wild in the learn? Do you have contacts among the groups vying streets? Doubtful. Associated Skills: Endurance. A Tyrian Guard caused no shortage of consternation among the Seven detachment protects each well./ . Golden Tower and sealed Ziggurat are unique wonders that awe most visitors. but should you keep your title and become a standing army of about five thousand warriors of varying a protector of the weak. but in Oc`Kjr`mBmjpkn Tyr. revolutionary people who didn’t have enough. and The sudden end of King Kalak’s oppressive reign about as many in the noble estates and villages of the Tyr has left Tyr and its citizens in a state of confusion Valley. challenging civic Tyr is a flashpoint of intrigue and change on Athas. or carried messages for rebel leaders.” for power in the city-state? — Shahin. the entire Desert Age. preached rebellion to slaves in the chant District have more than thirty inns and an equal brickyards. it seems likely to endure for centuries other templars and the heads of powerful groups who to come. his throne is far from secure. Tyrian characters are surrounded by new the population. and the templars and other wake of Kalak’s death. What will you do more squalid spaces. and muls make opportunities—and new perils. However. and commoners TYRATAGLANCE and freed slaves openly celebrate. In the courts of the other city-states. wandering hermit OtmÀnKjr`mNomp^opm` As far as most Athasians are concerned. a number of groups fight for power in the scheme to succeed Kalak. Many In Tyr. The other sorcerer-kings have dispatched from others) has declared that each citizen is entitled to agents to gather intelligence about the liberated city. rumors of King Kalak’s overthrow are only whispered. you? How do you feel about your former master? Defense: Most of Tyr’s army disbanded after Kalak Noble of Conscience: You have enjoyed comfort fell. you view the rebellion? Supplies: A wide variety of basic supplies is available Freed Slave: Following Kalak’s death. Fortunately for Tithian and power groups vying for control struggle to keep the the other templars. The marshal is a mul ex-mercenary named Zalcor. CH APTER 5 | Atlas of Athas . as well as in the outlawed slavery in Tyr. or are you from also has many private wells. but you know Tyrian Guard. is now recognized always existed. it was a city-state enslaved. and freed gladiators and slaves. You were one of thousands set Elven Market in the Warrens.

another responsible for setting up a new system of justice. group of holdouts hoping for Kalak’s return. seeks to move the government toward a a half-elf from the Warrens (rumored to have ties to senate of nobles. While the factions of Tyr seethe and quarrel. Sadira.0 . is and a practitioner of the Way. THE FREE CITY new king’s rule. tives are no strangers to power and influence in Tyr. King EMR AH ELMASLI a half-elf innkeeper from the Caravan District. Nori was a favored gladia. Those who have retained a good deal of FdibOdocd\i influence in the wake of their success include Rowan. TYR . In addition to Tithian. ence in Tyr include the following. Factions that have great influ. their sheer numbers give them Nobles: Shoshana Beryl. tered in Balic. marshals the The Freed: Former slaves make up a large por. Members of these factions meet secretly receives a stipend to spy for the city-state of frequently. a mul ex-gladiator who leads the Crim. decisions and forge treaties that affect the balance of House Merchants: Merchant house representa- power in the city-state. largely uneducated. but no one in Tyr suspects anything . Commoners: Many revolutionaries were common folk of Tyr. Mashastra. in Tyr’s iron mines. She believes that only the nobles the Toothcutters. Agis of Asticles. the Minister of Defense. and Tithian works steadily to establish his own author- Xalos. The dominant and defeated Kalak are highly regarded by most merchants include Davith Vordon of House Vordon. matriarch of Beryl considerable power. city-state. a mul have the education and the means to administer the from the fields who is known as an eloquent speaker.. Xalos ity independent of the power groups. the slave trade beyond the city-state’s borders. Their leaders include Shivrin. He must move CH APTER 5 | Atlas of Athas . . the deposers include whose major interests include Tyr’s iron mines and Rikus. ex-gladiator. . Manor. sometimes in large gatherings. to make Urik. a half-elf ex-slave and a secret Belana Wavir of House Wavir. and Neeva. although now they must deal with competing fac- Deposers of Kalak: The rebels who challenged tions rather than a single monarch. army and organizes the defense of Tyr according to tion of Tyr’s population. and son Legion. a mul stonecutter of the Artisan District. yet. and Nori. citizens. the Minister of Laws. a criminal gang). who holds a partial interest During her time as a slave. a house headquar- member of the Veiled Alliance. secretly belongs to the True—a tor in the stadium games. Although they are poor and Tithian’s directives. a high-ranking noble of the Asticles house in Tyr Templars: Tehosian. Murter Dyan.

Criminal gangs fair treatment under the law. tents. a smaller version of the main tower. guilty of serious crimes are exiled from Tyr and sold into The stadium separates the Ziggurat of Kalak from slavery. ers fear that Tithian intends to become a new tyrant if The Golden Tower. crates of exotic goods cious stone residences that make up the twin wards of packed for travel. This structure consists of two marble valves. Tehosian has relied on the judgments doubles as a training area for gladiators who choose of templars. and crumbling tinual repair. and traders screaming about their the Noble District lie north and south of the Caravan loads. warehouses that hold precious reserves of grain. cracked courtyards. a medley of unplanned structures that whims of the powerful. the Golden the deposed king’s magical secrets. and the home of the resplendent King’s Gardens. a traveler can Golden Tower. of animal pens. a brick step-pyramid soars above the walls: Finally. sandstone. defiling magic binds ancient elementals to the Ringing Mountains. His support is strong freed).1 . smoothed by time and centuries of con- Buried streets. Many a few wonder if they could replace him. and Tithian stadium serves as an overflow market of disorganized does not yet have the strength to hold his throne in stalls. morning than in the Warrens. among the former templars of Kalak. many which is dominated by the Golden Tower and is of them resent his betrayal of their royal master. The rest of the time. tower. Truly heinous criminals are executed in special the Golden Tower. beneath the city lies Under-Tyr. those found games held there. Secret Ringing Mountains. catacombs the Ziggurat of Kalak. all attempts rising over the city-state’s walls. however. Bending shelters built by recently freed slaves have sprung up to pressure from commoners threatening to rebel. nobles. Beyond Tyr loom the ramparts of the ruins abound in the darkness beneath Tyr. slaves (now tious Tithian deeply resents. multicolored and resplendent that represent the leavings of more than two thou- under the desert sun. and Tyrian Guard patrols. Not far from the at entering the tower have failed. Every decree and deci. TYRÕSCODEOFJUSTICE Commoners and freed slaves live cheek by jowl in Under King Kalak. is constructed of rare golden granite and contains dozens of chambers linked by wind- @skgjmdibOtm ing passages. From miles away. architecture. and weaponry. multitude of goods and services. transports. City houses upper-class functionaries and templars. Most traffic enters the city-state through the eastern Caravan Gate. King in the Artisan District on the ziggurat’s north side. which lies in the foothills of the rumor. water. This district also now So far. Regular visitors and dune traders leads through the Caravan District toward the heart enter the city-state through the massive Caravan of the city. Tyr’s most majestic piece of only he can find the power he needs to defy them. which are banded and hinged in precious iron. iron ak’s sorcerous libraries and treasuries. and no one expected (or received) sprawls away north of the Ziggurat. In addition. Tithian has charged the templar Tehosian with creating Although shelter and access to water is less certain in a system of law that presumes innocence unless a jury of the Artisan District. the thoroughfare known as Caravan Way tor’s district in Tyr.. ambi. Today. easily differentiated from the press of adobe buildings in the surrounding neighborhoods. where the Merchant District is nestled at Gate. fewer bodies turn up here each three unbiased judges determines otherwise. The city walls are parched sand years of urban construction on the same site. because any attempt to seize too much of spectators screaming for their favorites is heard on control too quickly could provoke a reaction from the just ten days of every month. CH APTER 5 | Atlas of Athas . creatures that remain vigilant against make out the massive spires of the Golden Tower potential attackers. city. The gate is usually watched by a Tyrian Guard District. whose topmost peaks glint cellars in surface buildings offer access into this dan- with a dusting of snow during the months of Sun gerous realm of subterranean passages and forgotten Descending. A separate observation spire stands nearby. searching out ingots. “justice” was synonymous with the the Warrens. each 20 feet high and nearly as Oc`>\m\q\i?dnomd^o wide. Temporary factions in Tyr seek to address that problem. a soar- Tyr hunkers within high walls in the middle of the ing bridge connects the two structures. and blankets where misfit traders offer a the face of unified opposition. and the smaller Golden City. Some of Tyr’s lead. preying on the weak. along with giant The former high templar is currently exploring Kal. The Caravan District is the primary trade and visi- Inside. sion made by the king is subject to the tacit approval Tyr has always been two cities in one: the greater of the various factions—a situation the proud. Those to fight in the Stadium of Tyr during the infrequent deemed guilty of minor crimes are fined. the other influential players in the city-state. The spa. civic structures surround the tower. Since King Kalak fell. The area just inside the gate is a confusion the base of the towering Ziggurat of Kalak. neighborhoods. the sound ceremonies in the Stadium of Tyr. even so. carefully. Under the new regime. According to fertile Tyr Valley. and nobles. the commoner-led roam the Warrens. which is composed of commoners.

selling myriad goods. Karlen’s Eye: This shop sells collectibles and scarves. style of the two Noble Districts stand here. borders. She never knows when information about rich or unusual travelers from the desert might be worth something. the road is ale. and those who succeeded the city. locals leave Jossi sizes up visitors to Tyr. the family members by serving as a messenger (and sometimes an assassin) for entered it. THE FREE CITY lects taxes from merchants (about 5 percent of the This area is Tyr’s secondary trade district. dotted with clusters of pedestrians and street vendors Other vendors and street performers work Artisan hawking their wares. and stories say the warehouse is dios. She also works for various criminal elements in enter the Door of Drakes. spirits. <modn\i?dnomd^o TYR . heart of the main trade district. locked it from the inside. Many freed slaves Vendors and sites in the Caravan District include who have parlayed their skills into useful crafts or the following. Way. and more. household items. skirting the War- pose in coming to the city. caravan supplies. District. district. sculpture. weaving. footwear and shoe repair. and disappeared. sweat-wicking kanduras. including clothing. Ezar’s Storehouse: In the past year. Caravan Way meanders west through the clothing. He also elins. by appointment only) a very small selection of iron Wayward Trader: This quiet tavern for locals weapons. no one dares portions of the crumbling manors for use as art stu- take ownership. sepulcher adorned with drakes and flames in relief. sometimes fights in the serves kip sausage and biscuits. customers order Golden Inix: This inn and tavern has a common stone in bulk or to custom specification from a quarry room serving meals. is a member of a consor. haunted. the pursuit of an artistic dream. Many craft styles are represented in the square. few people have managed to people. stadium during festivals. arms. Anyone can visit the studios to see the latest projects in progress. broy (fermented kank nectar). feed for mounts. Xalos. this ware. is often Tyrian brown ale. col. were swallowed without a trace. like locusts. rens to the east. including the Toothcutters gang in the Warrens. Devyn’s Desertwear: Items for sale include The following shops and familiar sights lie in the broad-brimmed sun hats. CH APTER 5 | Atlas of Athas . Sculptors’ Square: Manors in the architectural the male half-elf proprietor. Devyn. The Guard Way begins at the foot of the Ziggurat of Kalak and records the names of foreign visitors and their pur. Although the buildings are dilapidated. they gained a new lease on life following Kalak’s fall. night) and two luxury rooms (2 gp per night). Grik. if inspiration Jossi is an elf street performer seen all over the Caravan strikes. The businesses in this part of Tyr serve local needs lectibles. It’s easy to find an empty chamber in Sculp- Caravan District Personality tors’ Square suitable for renovation and. a forty-year-old female oddities gleaned from Under-Tyr and places beyond human. and Asticles wines. and more. Permanent shops throng Cara. Past the press of caravans and new arrivals near selling all manner of goods and services. each studio puts out a basin to collect spare coins. horn-heeled boots. demonstrating impressive juggling skills for coin. Now. thieves. but such people do not swarm the thoroughfare van Way. house has gone through several owners. Tyr’s Eyes—a network of beggars. and other family commissioned a structure that resembled a tricks designed to delight. Jossi is actually a thief who supplements her income When the building was finished.. selecting volunteers dred years ago. including the gate. a male mul. remnants tium of innkeepers that is one of the groups vying for of a time when Tyr’s districts adhered to different power in Tyr. A secret passage below the building leads but the most popular by far is marble and sandstone into a particularly dangerous portion of Under-Tyr. services make their homes in the Artisan District. outside the walls of Tyr. fresh and dried foodstuffs. ales. Its owner. and armor. obsidian-tipped jav. Lodging in the absent. the mul owner. bramble-tree clubs. Door of Drakes: Before they disappeared a hun- Her performance involves singing. is also a Veiled Alliance contact. sun goggles. and (available for viewing haggles over every sale. Rowan. rather than the needs of visitors. Each one Freed slaves kept for their artistry have renovated died under strange circumstances. tavern where they take lodging. By day.2 .detachment that questions newcomers and col. Today. in nearly any item plucked from obscurity. is a talkative half-giant and Grik’s Weaponry: This shop’s merchandise retired adventurer who sees the potential for value includes erdlu-claw daggers. although donations are JOSSITHEJUGGLER expected. and other street Over the years since. Stone and Mortar: In this store. rations. as sometimes happens on Caravan Way. sitting in on secret meetings with other pow- Golden Inix includes eight typical rooms (2 sp per erful citizens (and spying for Urik in the bargain). the members of the Dethersan noble from the crowd to participate in her stunts. wends north to the city-state’s wall. fingerless gauntlets. Karlen. Artisan declared value of a wagon of trade goods). making a note of the inn or the site alone. and broy. Permanent shops front the road. the city.

although few so much so that he comes off as slightly insincere when people make their homes here. including jewelry. Now and then. Today. Vordon is the region’s primary iron trader. This habit serves him well in his other role—that plug that Tithian ordered to seal it. friendly acquaintances with its residents. and homes in the Merchant Slave Pits: Twenty-foot-high walls with guard District. towers on each corner isolate an area once used to each branded with the name and emblem of the house slaves working on the Ziggurat of Kalak. Artisan District Personality and more exotic items that were likely fenced. the mul stonecutter Xalos is a regular fixture in deal in devil grass. This district also engages in trade. he cares only for profit and would sell the Brickyards: The construction of the brick eyes of his own mother for enough coin. instead the slave trade just yet. Stone and proprietor. H`m^c\io?dnomd^o The site remains under the authority of the city Caravan Way snakes into the Merchant District from (that is. pro. and salves (outside Tyr). Those who wish to compete in the sta. The tiefling sometimes abducts paying laborers for a day’s service. to as the Brick Barrow.3 . What started as an impromptu introduc. textiles. Each parade includes Assortments of loyal guards and laborers work in the workers loudly chanting “Brickyards for the Brick. However. warehouses that adjoin the emporiums. idea to rob the tiefling’s shop. The Brickyards no longer use slaves. House specializes in the repair and manufacture of wagons. musical instruments.. a gang that prowls the ried hundreds of slaves to their deaths. Emblem: a black diamond. The main thoroughfare reaches its terminus have begun demanding control. The Although he is rarely seen inside his shop. CH APTER 5 | Atlas of Athas . Ziggurat of Kalak was a monumental effort that hur. but such thieves are never duction has been diverted to the many civil projects seen again. Almost daily. The mul deludes himself. although pro. tains emporiums. Given the fierce reputation of tieflings. Gavan Sul is the very soul of urbanity. many slaves fond of seeing sculptures made from custom stones that have died in the Brickyards. riums sit small traders that fill niche markets and ence. Xalos sits in on clan. the Warrens. many visitors to the Tarnished Cup are surprised to find one behind the NhdocnÀ?dnomd^o counter. He is especially The Brick Barrow: Over the years. organized. Sul is also secretly involved with the Ianto that languished so long while the ziggurat was being Traders. howdahs. So far. but workers the east. only minor scuffles Each of the largest trading houses on Athas main- have resulted from brushes with the Tyrian Guard. in the shadow of the ziggurat at Iron Square. Emporiums fronting Iron Square include the dium can come here and train to hone their skills. the labor performed in the Smiths’ District is jewelry or clothing would look on them. of a secret spy for Urik. weapons. Stories controlling merchant house and staffed by junior of awful practices committed within the walls still members of the house. Ironically. and more. artwork. where tests and demonstrations begin in the Brickyards and the road divides to surround the center of trade. members of House Ianto who aren’t ready to quit built. Sul is insincere. audible even through the stone city-state. Rarvin’s Wagonworks: This large workshop House Vordon: Headquartered in Tyr. Trade armored argosies. a tiefling named Gavan Sul. King Tithian and the templars). and it requires a lot of space. Fierce rivalries and being repurposed as a training ground for aspiring subtle intrigues are daily considerations of merchants gladiators. Every so often. Goods: iron. following. and their bodies were were delivered from his quarry. chariots. Grandiose trading parlors line Iron Square. Sul is a fence for the Iron Rats. Tarnished Cup: This shop offers previously XALOSTHESTONECUTTER owned goods. haunting cries destine meetings between factions that seek power in the still echo up the shaft. laborers are ex-slaves who once worked under the threat of the lash. When slavery was outlawed in Tyr. dropped down a shaft that opened into a cavity As part of his commitment to work behind the scenes beneath the district. He wanders the neighborhood and keeps up basis for a potent poison. choosing to believe that he never gives up information that is too damaging to Tyr. march through other districts. He continues to take a stipend from his GAVANSUL Urikite minder each time they meet in an empty room in Smiths’ District Personality Sculptors’ Square. is rumored to Mortar. Between the prominent empo- wag on the tongues of those who survived the experi. a member of the Rats gets the Brickyards continue to produce bricks. the Slave handle cargo that the bigger merchants avoid due to Pits remained empty for only a short time before too little profit or too much risk. That’s because big and loud. offices. This dumping ground is referred to further liberate the people of Tyr. ers!” and similar slogans. a pernicious scrub weed that is the the district. most houses hire dependable caravan guards tion to arms for newly freed slaves has become more for their frequent cross-desert trade treks. in Tyr. Unlike in the Artisan he flatters customers about how well a particular piece of District. many patrons of his shop to supply Ianto’s illicit operation.

hardwood.4 . Trade Goods: rope. body oils. and gardens. Emblem: crossed black scimitars. CH APTER 5 | Atlas of Athas . as much personal wealth as possible. weap- ons. House Ianto: A small Tyrian house formerly engaged exclusively in the slave trade. Emblem: three white dragonflies. horn. Emblem: a silver quill pen. Trade Goods: grain. House Stel: Based in Urik. hardwood. and extortion. Rhey he keeps at all costs. Born (apparently) of human responds to most inquiries about such interests with parents. spacious stone residences of the important templar. metal. HANETHTSALAXA The district’s shops are more sophisticated than Merchant District Personality those found elsewhere in Tyr. Emblem: a silver crodlu. Ij]g`?dnomd^o and (for favored customers) poisons. Their residences are tall Ixixt. and weapons. The shop’s guardian is a thri-kreen named degrees of lavish quarters. Herbalist shops spice A ruthless. Narissa’s Colors and Scents: Goods include perfumes. Ironi. double-dealing. He is an expert at glassblowers. bestial eyes. water pipes. ranking administrators. espionage. but he guesses that it might be psionic in nature. scented candles The oddest characteristic about Haneth is a secret that and oils. incense. Kaorik princes. and glassware. it’s when Haneth hasn’t been seen for a while that The following sites lie in the Noble District. and perfumeries display their wares in blackmail. and assassination. Emblem: a green inix. colorful feathers. and nobles Marrish. face paints. House M’ke: Based in Raam. art. separate nobles from their excess coin. House M’ke fights to protect its trade routes and outposts from attacks and runs of “bad luck” orchestrated by Tsalaxa or Stel. Haneth doesn’t know where his ability comes self-deprecating humor. gems. from. spices. Emblem: two glaring. this house has good TYR . people worry most—the house agent is adept at espionage Rhey’s Apothecary: Items for sale include and assassination. no matter Noble District serve as a reminder of what most com. Trade Goods: nuts. Trade Goods: none right now. medicinal herbs. Narissa. and “recovered” stolen cargo. and gems. grain. House Shom: Based in Nibenay. and hostages for ransom. Trade Goods: slaves (outside Tyr). Essentially. and musical instruments. homes have quarters for servants. Merchant ioned from bone. is the soul of discretion. the purchase. wood. He him well in his dirty dealings. even from members of his own house: Khal. is rumored to He has a natural ability to change his shape. House Wavir: Based in Balic. feathers. Stel is openly milita- ristic and hostile to lesser houses that it targets for acquisition. these shops exist to they know they are in for an unpleasant interaction. wood. water. THE FREE CITY relations with the reigning government of Tyr. a middle-aged male human. private courtyards. 30-year-old human trader. Most to think that he is a particularly lifelike sculpture. a beauti- Tyr’s Noble District is divided in two by the Caravan ful half-elf said to be the illegitimate daughter of an District. the dwarf proprietor. cally. House Tsalaxa: Based in Draj. which serves dabble in magic and deal with enchanted items. The stylish. Trade Goods: obsid- ian. ceramics. templars. Ianto is attempting to relaunch its business through specula- tive cargos. usually three stories or more in height. Vendors of colorful silks. and exotic animals. When residents fancy arrangements outside their storefronts. fashions the jewelry who maintain villas inside the city-state enjoy various himself. Haneth uses his up their offerings of medicinal herbs and exotic oils position as House Tsalaxa’s representative in Tyr to amass with flute and sitar music. Shom suffers from decadence and corruption. passersby to linger. whose motionless stance leads many customers EMR AH ELMASLI and airy. enticing of the Merchant District see Haneth on their doorstep.. moners will never possess—a family name associated Jade Jozhal: Items include exotic jewelry fash- with a history of wealth and influence. precious metals. House Tsalaxa is known for blackmail.

matically since Kalak’s death. taking Monsters lair in some of the deepest portions of the coins and valuables from the unwary and dodging the Warrens. Thus. and the unlucky. Robberies have risen dra- A number of ex-gladiators have hired on with the Scar. Many gangs roam the Warrens. Some (and outside) the Warrens pay protection money to the found jobs on the plantations outside the city that Toothcutters. Elven Bridge: The ancient Elven Bridge hangs states. goods are worthless baubles. ters raided the winehouse one night and killed the trict. site for clandestine exchanges and ambushes against Sweetwater Inn: This inn provides luxury innocents lured into the Warrens. A Scarlet Helms squad consists of a leader (usually a GANGSOFTHEWARRENS human or mul gladiator) and several half-giant guards. with a sea of dilapidated structures inhabited by the Gangs in the Warrens include the following. Many shops within throw. the screams that issue up through the ground have residents out of the district by nightfall. alleyway called Sand Street. over a dust-filled streambed that has been dry for as explorer’s journals. The Oc`R\mm`in mobs scatter when they see the guards coming. Stalls and tables clutter the dark alleyways. looking for places to call their own. accommodations and services for visiting nobles. navigation charts. watch on the borders where trade districts adjoin noble neighborhoods. and elf peddlers beset anyone who seems likely The templars believe that the villa is the front for to have a coin or two to rub together. stolen goods for the gang. Others. Not even appearances by strong templar patrols helps. areas. sunrods. Other than a number of poor craftsfolk and dismal Ruincreepers: This group of displaced halflings lives wine shops. and others with an excess gangs of the Warrens avoid is the winding. Screaming Cellar: Just off the Elven Market is an THESCARLETHELMS abandoned winehouse whose cellar contains a secret Noble District Street Watch entrance into Under-Tyr. of note. the largest swath of the Warrens. turned to crime to survive. is the envy of Tyr’s aristocrats. the Warrens have few permanent stores like feral animals in the deepest part of the Warrens. ambitious. less fortunate and less association with this gang. they in silk rope. The Nightwinds tribe deals dence that would substantiate the rumors. It keeps special troubled dreams. ruins. How. When a crew of Toothcut- The Tyrian Guard doesn’t venture into the Noble Dis. and the templars lack hard evi. Freed slaves Toothcutters: This pack of murderous elves controls swarmed into the Warrens following Kalak’s over. and (to those who know the long as anyone can remember. f leece. and the behind Blacksun Villa’s facade. Rats spend most of their day in richer districts. who has seen it has survived. turned a portion of its manor into a private ballroom. the nobles who attend the parties have great exotic items and curiosities that are not available political influence. noble families are invited. and more). but the plain papyrus many people visit the area to shop at the Elven cards stamped with a black circle and date are rare Market. and those who hear this force maintains order in the streets and escorts non./+ . the Iron advised to stick to the edges of the neighborhood. vanishing This sprawl of slums scars Tyr’s northern quarter like rats in a sewer. The holder of an invitation Elven Market: Destitute as the Warrens are. the poor. CH APTER 5 | Atlas of Athas . This secluded spot is a secret) routes and access points into Under-Tyr. and everburning torches. gutted of wealth. but some tribes offer ever. Instead. Athas Revealed: Wares include maps (of city. the conflict woke some kind of evil. Sometimes the violence spills were freed. The influential half-elf Shivrin has a secret once enslaved them. Gavan Sul in the Smiths’ District fences empty and ruined for decades. and that its parties are dark ceremonies. where many structures have remained Tyrian Guard. Greenstone elves specialize in candles. the Vinian tribe sells have taken no action to investigate what might hide exotic pets such as hurrums and lizards. the major noble families provide a small proprietors. anywhere else in Tyr. This road dead-ends at a Blacksun Villa: The Shahram noble family structure that is not decrepit like those all around it. private army of watch officers. and soaps. desperate. over into the trade districts or the Noble District. Most elven a cult. and the Tyrian Guard finds let Helms in the weeks since Kalak died and the slaves bodies in the street daily. Rumors say that within the building dwells a worm- where it hosts fabulous parties to which few other like creature known as a psurlon. No one after their distinctive red-dyed headwear of inix scales. commodities. Visitors are Iron Rats: Made up of thieves and cutpurses. House on Sand Street: One place even the brutal senior house merchants. Sites in the Warrens include the following. Called the Scarlet Helms which manifests as a screaming spirit of rage. Word is that they have tamed an escaped braxat that lairs among the dilapidated structures.

Kalak built his ziggurat to siphon the life force of the The spaces below the spectators’ seats are a maze people of Tyr and use it to transform himself into a of cells and passageways that hold prisoners and being as mighty as the Dragon. always on duty here. In addition. CH APTER 5 | Atlas of Athas . Oc`Bjg_`i>dot mally awarded for overcoming the encounter. He failed. A few of the factions vying for power in Tyr want to break FIGHTINGINTHESTADIUM the seals on the ziggurat and explore the place from Player characters can fight in the gladiatorial stadium if tip to cellar. fiery orange. the True’s agent among the nobil- course. and it is used to trans. a race. If King Tithian decides to send another team and could be involved in a fight. the gaping jaws of the Dragon. . They can take part as individuals or as a team throne. once reserved for the king and high. According to the only group that managed to under Kalak’s reign. This gate is carved to resemble sorcerer-king. or an obstacle into the ziggurat. most entrants are professionals to gain entry without permission of the templars. Tithian now seals the entrance into the body of the stages games on ten days out of each month and ziggurat. THE FREE CITY Tyr’s gladiatorial stadium sits between the walls “The great Ziggurat towered above the squalor of the sun- of the Golden City and Kalak’s Ziggurat. setting the level of the creatures and so he can spy on what is discovered and advance the threats in the encounter to within 4 levels of the party’s True’s schemes. scarlet. A mas- combat in the arena./. sponsored by a noble family or merchant house. who had fled into the ziggurat after receiving serves as an impromptu market of jumbled stalls. despite the growing clamor of ordinary Tyrians. The only obvious entrance is located atop the port monsters captured in the mountains or the great stair. a high-ranking templar. Mosaics depicting Kalak as a warrior god adorn each step facing the stadium. Kalak’s body need not pay any fee for the space they occupy as long was never found. azure. level. tunnels. as it is no more than two wagons wide. which opens into a small antechamber desert to holding cells until they are brought out for lined with obsidian as black as Kalak’s heart. Each level of the terraced pyramid was finished viewing balcony. but in truth. battles chambers on which arcane glyphs pulse. However. Deaths are far less common than they were zens. The sellers who display their wares force recovered his corpse. green. a squad of the Tyrian Guard is during festivals. The strike force hunted for On days when no games are held. and blankets where vendors offer goods in the stadium. a great finally. Create a stadium game just as you would create ity—Murter Dyan—intends to accompany the group a regular encounter. the Golden City retains many of its restrictions on visitation. is set halfway up the Golden City’s base. who win purses to support themselves or gladiators What lies inside the ziggurat? At the very least. of disturbing further evil. and obsidian brick-lined downed opponent is exiled from Tyr. but the zig- monsters destined for the arena. Artifacts. making certain that no one tries although in practice. most of the city-state’s leaders believe that the place is better left undisturbed. Anyone can enter the games. a seemingly mortal wound from the gladiator Rikus hide tents. force sponsored by the Veiled Alliance—the interior Any gladiator who performs a coup de grace on a is a maze of stairs. Once reserved for King Kalak and his top administra- tors and templars. and tomes were noted but left in place for fear the death. the noble Murter Dyan has argued that was pressured by the freed slaves into making this another group should enter the ziggurat to learn decree to give ex-slaves a place to offer their services more of Kalak’s secrets and discover what became without going into debt. A wide avenue leads gurat remains as a prominent reminder of the evils of from the stadium’s north side to the nearby Stadium defiling and the folly of placing ultimate power in a Gate in the city walls. most contests now end when one penetrate the ziggurat and come out alive—a strike gladiator yields or is too badly wounded to continue. then indigo. sive block of stone scribed with the emblem of King The Master of Games. and walls. King Tithian Recently. the structure contains the defiling apparatus that Slaves are no longer conscripted to compete in the Kalak created to drain the life force of Tyr’s citi- stadium. The purse for winning a competition should be a treasure parcel that is 2 levels lower than the parcel nor. yellow. against desert monsters or savage foes are always to relics. in glazed brick of a different color: gleaming violet at the ranking templars. On the opposite side of the stadium.Oc`No\_dphjaOtm Oc`Udbbpm\ojaF\g\f TYR .” stairway climbs from the gladiatorial floor to the top — A chronicler of Athas of the ziggurat. It was widely reported that the strike and services. a secret they wish to enter the competition and pay a fee of 25 gp society that wishes to return Kalak or an heir to the per game. A special baked city. However. the stadium Kalak. No group is so eager as the True. of his body.

The Oc`Bjg_`iOjr`m Warrens contain many entrances. lost catacombs. and echoing cellars. about half of which This magnificent edifice is constructed of rare are sealed. Each time the city-state suffered selves. Usually. A high. gration. elementals to the Golden Tower. The former centerpiece of the chamber. with entrances to Under-Tyr scattered throughout the city. faction. arching bridge connects an entrance to Under-Tyr might allow explorers to the smaller observation tower with the larger main use the route for a fee and a pledge of silence. about a hundred citizens are let in on any given day. the Golden Tower when the king or the templars need Sites of interest in the Golden City include the to sell them on a certain course of action. or her to take up the issue with the full body of advisors. A council of even though the templars have tried to explain that if Tithian’s highest-ranking templars meets in this room. whose seats are luxurious pillows and cushions. The fertile past of Athas. Walking the templars. water. citizens who have concerns attempt bribes remain the quickest way to gain an audience to meet with a templar out of chambers and convince him with the ranking templar of a given bureau. government matters than they did under Kalak. well-guarded tunnels in Under-Tyr a tragedy. keep. Kalak ordered this done so that ✦ Spying on a nearby ruin. has been removed and forged into blades gardens with their own eyes. war. or city-state. a half-elf ✦ Eradicating the True./- . Although the citizens of Tyr now have greater influence in plars see to the day-to-day functions of the city-state. Lavish amounts of water from templars might invite a group of proven player characters the Golden City’s wells and a small army of attentive to a meeting and ask them to perform a service that will gardeners keep these areas alive with growth despite aid Tyr. and shrines to CH APTER 5 | Atlas of Athas . fallen The third level of the tower (to which the bridge towers. Those who own a shop or structure that has crimson sun of Athas. magic. resemble the terrifying visage of the Dragon. The defiling magic of King Kalak bound ancient As explorers follow one of the tunnels beneath Tyr. ancient show themselves if invaders threaten the structure. sewers. but hidden passages exist in nearly every golden granite that gleams like yellow iron under the district. MEETINGWITH High Bureaus: Just inside the Grand Gate lies a THETEMPLARS cluster of buildings in which administrators and tem. iron. ✦ Investigating illicit slaving in the area. Templar District: Many templars keep mansions ✦ Accompanying an embassy to the Forest Ridge. King Tithian’s chamberlains mines and people on government business can guard the collection. Large warehouses at the western end of Pi_`m(Otm Over the centuries. templar named Dafna—continue to tend the botanical ✦ Exposing the headquarters of a rogue Veiled Alliance reserve because the gardens contain many rare trees. famine. sages and scholars who have pass through this gate. commoners are allowed to Advisors’ Chamber. Tyr has been racked by confla- this area house precious reserves of grain. Onyx staircases lead to the chamber above. dizzying stairs. and leaders of other power groups in Tyr are called to the place would suffer irreparable damage. When closed. No obvious entrances present them- wrath of the Dragon. Only Room. Resentment is brewing. not have the right to stand before the king or the council ment in Tyr describes it as “a brand new day for all. and these creatures they cross interconnected sunken streets.” of templars. but the highest-ranking tem- plars and their families live in a special section of the Golden City. More than two connect each warehouse to an entrance building in thousand years of such activity means that several the High Bureaus. the leadership of the Master of the Gardens. he would have a ready source of life for his defiling ✦ Infiltrating a Tyrian secret society. to arm heroes of the revolt against Kalak. trade outpost. and the and weaponry. sandstorm. formerly the Royal Receiving tour the King’s Gardens and the Golden Tower. Half- from the observation spire connects) contains the crumbled businesses. King’s Gardens: The King’s Gardens include three Individuals can be invited to a meeting as guests of lushly wooded and overgrown plots of land. they do Although everyone associated with the new govern. lightless courtyards. Kalak ordered it rebuilt. following. in the Noble District. On one day every week. pestilence. the same gardeners—under ✦ Mapping a newly uncovered portion of Under-Tyr. including a few said to be magical. layers of ancient ruins lie beneath Tyr. Kalak’s opulent despite the fact that far more wish to see the fabled iron throne. instead. the Grand been granted access report that the library holds Gate presents to the world a marble slab carved to many secrets of the long history of Athas. especially if a person or a group has been amid these green canopies is like stepping into the instrumental in solving a problem in the city-state. such as: the killing climate. which Grand Gate: Only shipments from Tyr’s iron was Kalak’s library. the gardens were opened freely to all citizens of Tyr. With Kalak gone. The gate is protected by Tyrian Guard detachments as well as a gate captain versed in the Way. residences.

maps have not provided enough information for The many stalagmites and stalactites decorating the anyone to find the storehouse. and it comes at the cost of pro. and contains a split. Tembo’s Teeth. thieves occasionally try is only 3 to 5 feet high. along with an immense building made of granite blocks and what appears to be intact colored glass. Kalak from their failed attempts describe the Crawl as a sent a group of dwarves and half-giants to seal off torturous death trap replete with rockfalls and hordes the Teeth after yuan-ti were sighted in the deeper of zombies that seep out of the nearby Road of Crypts. but the far end collapsed in down nearby intersecting tunnels. and Night Dragon Way. to an ancient yuan-ti temple might soon gape wide nected cellars and broken vaults lies beneath the beneath the streets of Tyr. explorers can obtain the Belly. Those who have night to search for fresh victims. Crawl stocked with iron weapons. The major routes include a myriad of intersections and smaller passages that lead to mazes of dark corridors. A century ago. some of the a small group of the creatures emerges into Tyr each works of his defiling magic failed. THE FREE CITY realm lurk creatures that have adapted to the dark- ness. Within this subterranean TYR . . When Kalak was overthrown. It is widely considered to be one of the The Crawl: The crushed remains of trade districts most dangerous parts of Under-Tyr. off a chamber midway down the tunnel. Elven River: This so-called river contains no water and is merely a network of smooth tunnels that reach deep into subterranean Athas. and tunnels. traps. the Crawl. A colony of id fiends lairs in the tunnels nearest to the surface. forgotten gods abound. branching catacomb. Road of Crypts: Tombs of long-dead nobles fill this multileveled. No one knows the statue’s history or purpose. riddled with both of earlier eras create a barely supported network of modern and ancient traps meant to safeguard trea. having been looted long ago. these ral subterranean cavern and associated cave complex. to their regret. In Tyr. eroded statue of Kalak. ENGLE phetic nightmares of mind-shattering intensity. defiling magic wards. Noble District. and criminal elements using shortcuts and lairs that are unlikely to be discovered by the Tyrian Guard. low-ceilinged chambers./. or monsters that lie slumbering. some of which are not connected to one another. the gift of psionic foresight believe that passageways Belly of the Noble: This complex of intercon. dragon—perhaps the Dragon—lies in broken fragments JASON A . The plant produces a a rockfall centuries ago. but to avoid arous- ing unknown magic. the Elven River. but so far. the roof sures of the ages. CH APTER 5 | Atlas of Athas . latent magic wards. Residual magic undead that do not wish to be disturbed. others are Somewhere in the Belly of the Noble. echoing chambers. Dim red light spills from the deep red fruit that temporarily enhances psionic abili. King Tithian has declared Under-Tyr off limits to citizens—not to protect would-be explorers. undead. The Sorrows: The Sorrows is a rubble-filled maze of confusing chambers. A colossal statue of a enhancement is random. the nature of the hundred feet on the side walls. The largest intercon- nected regions beneath Tyr are the Sorrows. Under-Tyr consists of hundreds of distinct pockets beneath the present-day city-state. Many crypts FOUNTAINOFLEAVES stand empty. However. a dry fountain guarded by deadly traps. and dank cavities. supports a sickly growth of vines and luminescent leaves Night Dragon Way: This mysterious road once that smothers the statue and sends trailers dozens of feet plunged to deeper places. in many places. Regardless. the Belly of the Noble. the Road of Crypts. A great courtyard in the center of the area contains a chasm of unplumbed depths. The sealed structure is said to be haunted by vengeful ghosts of those slaughtered long ago by Kalak. mouths of crudely carved dragons that appear every ties in those who consume it. Explorers who return caves give the area its name. fragments of maps that hint at an old armory in the Tembo’s Teeth: This area of Under-Tyr is a natu.

// . wine. Much of this BALICATAGLANCE democracy. magnificent amphitheaters in the noble districts. Public debate and discourse is allowed. and half-elves are learned long ago to pass only those laws that meet present in large numbers. just off the Road of The far-flung interests of Balic’s powerful merchant Legions in the Arena Precinct. including the right to own land and hold —Darian. Andropinis does not interfere in Balic’s fleet of silt schooners. elves. Streetwise skimmers moored in the harbor. and Silt Sailor: You spent your youth as a deckhand in for the most part.CITYOFSAILS “In Balic. power known for its democratic systems. and the patricians tion is human. livestock. able-bodied free citizens are conscripted into the legions as young adults for three years of service. my friend. leather. Any direct criticism of the dictator or his more in the nearby countryside. The business of Balic is business. Perhaps you grew bored and turned to hundred years ago. even the dictator is. Supplies: Balic’s exports include grain. You are free to speak Legionary: You served as a foot soldier in the as you will. although Dicta- nis has endured in his position now for centuries. =\gd^\i=\^fbmjpi_n Inns and Taverns: The Olive Tree. for that matter) conduct their business by taking votes and electing officers. Balic is under the families. we treasure our freedoms. Despite the dictator’s grip. with to a point. Defense: Balic faces few threats from other city-states. In Balic. a sorcerer-king who the city-state and holds a seat in the Chamber of claims to have been elected to his throne over seven Patricians. tor Andropinis is the true authority in the city-state. Did you complete your enlistment. ous place that caters to the crew and passengers of silt Associated Skills: Athletics. which run the gamut from crowded. Balic is also home to small with the dictator’s approval. the Silt Archi- The city is renowned for its democratic traditions. Dwarves. out the city-state. Your family owns a large estate outside control of Dictator Andropinis. their terms honorably gain several privileges in the Choose your words with care. danger- the Tyr Region. which terranean cisterns supplies Balic with water. the praetors templars are masters of manipulation. heritage is evident in the dozens of theaters through.000 people live in Balic. secretly serves as a meeting place for the Veiled Alliance. Legionaries who finish will. The city-state depends on and drama. Most noble finds expression in a public appreciation for poetry villas have their own cisterns. The wealthiest of the Seven Cities. working the trade routes routine affairs of nobles or merchant emporiums. and Andropi. pelago. in the Estuary of the Forked Tongue. Of course. offers cheap but secure houses mean that Balican characters exist throughout lodgings for travelers. muls. salt. dust storms. but only up Population: Roughly 24. determined to use great wealth to Balicans fortunate enough to share in your wealth to improve the lot of the less fortunate? the prosperity. Balic is adventuring to find new challenges. known for its bawdy productions. CH APTER 5 | Atlas of Athas . About half the popula- templars is dealt with harshly. The Thespian House in Language: Giant the Market Precinct. The mythology still lives in the form the intermittent rainfall of the months of Sun Descend- of powerful arcane vestiges. Most dictator’s templars might find offensive. Balic enjoys a cultural heritage and a civic Water: A system of five public wells and extensive sub- mythology dating back thousands of years. marble. which might very well be an order for your execution. olives. and its fought off giants and silt horrors and endured terrible templars must stand for election to 10-year terms. The cultural enforce strict water rationing. in theory. Andropinis is also free to speak as he army of Balic for a time. numbers of minotaurs and half-giants. Traveling the Sea of Silt is dangerous—you have that creates and maintains the code of laws. Andropinis and his ing to replenish its water stores.” city-state. and is home to powerful merchant houses that bring Or are you a person of conscience. and a small amount of ramshackle stagehouses in the poorer quarters to copper. Balic is a mercantile The office of dictator is held for life. a patrician of Balic certain offices. The Furled Sail is a rough. or did you desert? A wealthy mercantile city-state on the shores of the Patrician: You were born into one of Balic’s noble Estuary of the Forked Tongue. is little more than an illusion. talented playwrights and orators can win but giants and desert raiders are drawn to the fields and acclaim equal to that held by the greatest gladiators— manors outside the city walls. In dry years. and sometimes as far away as the Road of Balic’s nobles are seated in a Chamber of Patricians Fire. BALIC. Five legions of one thou- as long as they steer clear of subject matter that the sand soldiers each garrison the city and its fields. Why did you leave your last ship? Do you The various professional guilds (and Balic’s chapter hope to buy your own vessel someday? of the Veiled Alliance. Maybe you fell perhaps the most affluent city-state in the Tyr Region out of favor with your family or were disinherited. elected. however.

Andropinis invests them with the magical power necessary to perform their duties. can be filled only by candidates of one day hold serve at the discretion of Andropinis. ENGLE CH APTER 5 | Atlas of Athas . Once they have won their positions. the high prae- of influence by placing their sons and daughters in tors. he indulges idealists and reformers. wields supreme power and isn’t likely to surrender it. The patrician slates to produce the results that Andropinis desires. the dictator retains absolute con. =\gd^ÀnKjr`mNomp^opm` The dictator theoretically governs with the con- BALIC. Praetors are the templars of Balic. the dictator needs to strip a patrician family of its plars he favors and directs the Chamber of Patricians lands and offices and redistribute them elsewhere. However. From time to time. unfortunate accidents vineyards. is all the excuse Andropinis routinely arranges the elections of tem. the patrician class. CITY OF SAILS sent of the Chamber of Patricians (a legislative body Most Balicans regard Andropinis as a necessary evil. A charge of treason. the patricians rarely challenge Andropinis. dictator’s confidences. and pastures in the lands west often befall such people shortly after they take office. On occasion. hold no particular office but stand high in the public service. to pass the laws he drafts. such as military command and important who are elevated in anticipation of offices they might templar positions. The dictator’s minions carefully K\omd^d\in screen candidates and arrange voting districts and Balic’s nobles are known as patricians. but in resigning themselves to the fact that the dictator practice. so the families amass a great deal The most important praetors in Balic. By popular vote. his personal authority. class is composed of the leading landowning families. of the city. olive groves. Many of Balic’s most prestigious public Praetors whose terms end without reelection or offices./0 . allowing corrupt nobles or unsatisfactory templars to be indicted or Km\`ojmn voted out. an unwanted praetor is elected despite each family owns a slave-worked estate of grain fields. made up of representatives from each family). the dictator’s arrangements. justified or not. JASON A . trol over the city’s legions and brooks no defiance of they are elected to their offices for 10-year terms.

Most travelers bound for the city-state follow the Road of Legions./1 . workshops. Darian is a newly appointed templar in charge of the Below the common citizens are the slaves. both literally and figuratively. the harbor was a seaport. Some guilds are strong enough to force nobles and merchants to heed their demands. Large. running about two miles between the arms of the Estuary. a range of arid hills between the arms of the He isn’t above leveling false charges against someone EMR AH ELMASLI Estuary of the Forked Tongue. he plans to spearhead a crack- enjoy basic protections under Balic’s laws. and progressively drier pastures extend about thirty miles west of the city- state’s walls before giving way to stony barrens and brown mountain peaks. Balic’s wall cuts off the tip of the pen- insula. Many ages past. vineyards. ensuring that its members earn A bitter. Visitors—especially those who Balic lies near the eastern end of the Balican Pen. fields. the streets grow more cluttered >jhhji`mn\i_Ng\q`n and the people grow poorer. Balic is divided into five administrative precincts plus the Megaleneon. CH APTER 5 | Atlas of Athas . which is the civic center. slave-worked noble estates along the peninsula provide most of Balic’s food supply. but the down on people and businesses suspected of having ties praetors enforce these laws only in the most egregious to the Alliance. olive groves. carrying the commerce of the local merchant houses from Altaruk and Ledopolus all the way to the distant Silt Archipelago or the shores by Raam and Draj. Darian is searching for potential Alliance recruits whom he can turn into his own agents before they are contacted @skgjmdib=\gd^ by the rebellious group. have magic items or unusual powers—are high on his list. he needs information. House M’ke of Raam. H`m^c\ioCjpn`n Trade is the lifeblood of Balic. Many of Balic’s common tradesfolk and artisans belong to guilds of varying power. and small stores. The Road of of Tyr. The city-state sits on a natural harbor formed by high hills ringing a bay of silt. so Praetor cases of cruelty. grain ment unless that person agrees to serve as his agent. Slaves Relentless and implacable. Balic’s chant houses and a dozen or more small ones. Scores of the wheeled sailing ves- sels call Balic home. and House Stel of Urik. but the water is long gone. the major passage along the spine of the peninsula. a great fleet of silt skimmers now takes shelter. the Potters’ Guild DARIANHARAXES enforces high standards (and high prices) on Balic’s Praetor Personality distinctive pottery. The <m`i\Km`^di^o Travelers following the Road of Legions to Balic streets surrounding the open market square known arrive at the Great Gate. for example. As one ventures north or south from the main road. and the great merchant companies fill the dictator’s coffers with coin. an area of city-states in the Tyr Region. including House Vordon artisans. but they are threatened by desert raiders and by giants who lair in the islands of the Estuary. insula. the heavily guarded main as the Agora are home to large emporiums from other entrance. light warships fitted with psionically powered helms that levitate and can navigate silt of any depth. Within the walled harbor of the military shipyard known as the Arsenal lies the pride of the dictator’s fleet—a dozen silt dromonds. Where proud galleys and dromonds once rocked gently in their moorings. up 40 percent of the city-state’s population. who make effort to expose and destroy the Veiled Alliance in Balic. Legions cuts through the middle of the precinct and The Agora is dominated by three major Balican mer- ends at the plaza surrounding the Criterion. The slopes of the hills who might be useful and threatening death or enslave- are mild and verdant by Athasian standards. First. Praetor a good wage from selling the pieces they produce. spectacular arena. Beyond lies the Arena Precinct. cruel human warlock of middle years.

House Tomblador. This district is home to many artisans and workshops. ing the administrative offices and quarters of the House Wavir: The largest of Balic’s houses. Some structure at the top of the hill. western houses because it refuses to engage in slavery. A strong. resourcefulness. Many old patrician commoner district that reaches to the shores of families have ties to House Rees or owe it money. secure prison lies in the dungeons maintains emporiums in all the cities of the Tyr below the templars’ offices. Tomblador controls most of spective gladiators complete drills in the compound’s Balic’s silt skimmers and the Estuary trade. Region. the silt. courtyard from dawn to dusk. Because the city takes a cut of each slave’s sale price. Wavir praetors. the figures form the basis for a collec- The Elven Market: The Elven Market is barred tion of fables that illustrate Balican virtues such as from operating within the Agora. spreads organized into large guilds. a shrine to the marketplace and the location of its primary merchant great figures of Balic’s civic mythology. it is cluttered with the dwellings and work. surrounded by hear to the praetors./2 . The crowded taverns over the slopes of the cypress-dotted hills south of and stagehouses of the Guilders’ Precinct are full of the Arena Precinct and the Megaleneon. and crypts hide long-lost treasures. including potters. The large shipyards. Gladiator Tyr Region. This part of the city is dominated by emporiums and Andropinis rules from the White Palace. Balic’s central cians stands the Temple of Heroes. a high. the streets and alleys near that location. shops of common folk. High above voices muttering against the dictator and the wealthy the haze of silt that chokes the lower-lying precincts patricians—not to mention spies who report what they stand the palaces of the patricians. The Criterion: Standing under the white. Nauripides has supported the Alliance for forty years. All who BALIC. House Tomblador: The sworn enemy of House House Jarko: The compound of this merchant Wavir. scores of pro. leatherworkers. Today. cians and the barracks of the First Legion sit farther housing hundreds of mercantile agents and laborers. it is illegal to sell slaves except at the auction. warehouses. gods. weavers. A handful of ruins lie of the Harbor Precinct is the site of Balic’s slave on Laeron’s slopes. Balic’s noble district. and a legion barracks. and each day. the harbor against attacks by giants. The silt dromonds of the dictator’s fleet family is disguised as patronage for his plays. The Agora: At the eastern foot of the bluff Temple of Heroes: Near the Chamber of Patri- adjoining the Megaleneon is the Agora. stone. a large building hous- and pickpockets before they reach the main bazaar. Wavir is unusual among the major merchant CH APTER 5 | Atlas of Athas . The Chamber of Patri- of these compounds are small cities within the city. shielding the city from the dusty wind that blows up The Slave Auction: A small plaza in the middle the Estuary on most mornings. playwright Ramphion is the elected leader of the Alli- The Arsenal: Balic’s military shipyard is called ance. The silver-haired human noble Zaethus Precinct. Qdgg\Km`^di^o cutters. Its marble facade and tional agents to protect its interests throughout the great awning tower over the nearby area. Like the Guilders’ Alliance. Instead. a majestic warehouses of the prevailing merchant houses. Residents of emporiums: House Rees. slaves live in secure barracks east of the arena. dutifulness. House Rees: Driven solely by a quest for profits. Rees is known for its counting-houses—lending insti- Bpdg_`mnÀKm`^di^o tutions that invest in smaller businesses and squeeze North of the Arena Precinct stretches another them brutally for years afterward. Tomblador was the preeminent mer- Jarko’s agents specialize in buying and training slaves chant house of Balic until Wavir arose and displaced destined for the arena. and the house hires excep- Criterion is the pride of Balic. orchards and guard barracks. much of the support given by the Nauripides the Arsenal. it a century ago. and stories persist that their vaults auction. Balic’s professions are The Villa Precinct. which is open three days of each week. the arena known as the work for Wavir are free. rocky hill overlooking the harbor. so elf vendors fill courage. Visitors The Praetorium: Most of Balic’s civic business heading for the Agora face a gauntlet of elf peddlers takes place in the Praetorium. CITY OF SAILS bluffs of the Megaleneon. but it is also home to several and his father funded the group before him. and cleverness. Oc`H`b\g`i`ji The physical and political center of Balic is the Mega- H\mf`oKm`^di^o leneon. C\m]jmKm`^di^o the seat of the once-dominant Nauripides family Between the Agora and the Estuary of the Forked now serves as the headquarters for the local Veiled Tongue is Balic’s Harbor Precinct. down the slope of the Megaleneon. are constructed in this walled compound. and the city-state don’t worship these ancient heroes as House Wavir. which also Mount Laeron: The brown peak of Mount Laeron functions as a legion barracks and a fortress guarding rises a thousand feet above Balic’s eastern precincts. House Wavir forsakes. Villa Nauripides: A small estate near Balic’s wall. and limners. Tomblador gladly deals in the slave trade that house stands only a block from the Criterion.

What’s that you say? Sacrifice? Oh. Draji raiders prowl the surrounding ways. Tec- footsteps of the forebears of their clan. and captives to bring back for sacrifice.000 people live in Draj. you have dealt against Raam or defending their home from reprisals with foreigners all your life. a wide nose. or disobey the commands given Population: About 18. Were you blamed for heart claimed by a god—what a gift!” the death of a fellow jasuan knight and exiled. Jasuan Knight: You were born in one of the Inns and Taverns: Unfriendly to travelers. Humans account for just over half the population quelled only by blood sacrifice. Few calmec scribes commodities. and others round out the populace. Draj has never known peace. You spent your youth few inns and fewer taverns. Are you always looking for the next chance to barter. Each clan is tuktitlay has narrow eyes. and you understand their or conquest. calmec scribes. Other regal images include the feathered serpent found on banners carried by sol- diers in war. Commanding the landscape for miles around. Associated Skills: Religion./3 . spies. Tsalaxa is the largest and best-known group out- Warriors hold power. Most residents of the city-state are insular little usable water. The basic social organization of Draj is the clan. plundering villages for fresh slaves to replace dealers who dabble in espionage and intrigue. or Some five hundred jasuan knights make up the core of the perhaps you discovered warnings of a dire catastrophe defense and receive support from another three thousand to come in the horoscopes you cast. live up to that stereotype. Stealth Supplies: Draj is an agricultural center. but you might have dabbled in Defense: The city-state has an enormous military. or have you left your caste behind in your adventures? ence in the city-state. specifically metal goods. linen. Now don’t struggle so. moon priest attendant the bloody cruelty of the moon priests finally push you into a crisis of conscience? Draj is a backwater city-state held firmly in the grasp Pochte Trader: You were raised in a pochte clan. Most accommodations are scouring the surrounding lands for enemies. Few of Draj’s people travel abroad. or are you more honest? Draj owes its sinister nature to its sorcerer-king. You have studied writing. is a pervasive pres. What are you lesser warriors. trade or craft. the Father of Life. a family group dedicated to mercantile pursuits. doubt the deeds to their sorcerer-king is as unwavering as their ferocity. except in war Water: The boggy mudflats surrounding Draj release parties. When not waging war Whereas most Draji are xenophobic. exports. his symbol ripples on banners. pouty lips. His visage adorns walls and buildings. enforcing his laws and instructing the people in his a group of related families that practice the same perfect divinity. or ambush drake. do you those expended in labor or sacrifice. but in fact. something all aspire to attain. Elves and dwarves are the largest minori- ties. Tectuktitlay. water table below. have been given a great honor. To have your blood feud with another clan. The jasuan. plus by his moon priests. forbidden arts recorded in your clan’s ancient texts. but a number of other pochte clans exist. The city’s distance from Tyr means that some history. with abundant Language: Abyssal grain and hemp fields that can feed the city-state many Calmec Scribe: Your family belongs to one of the times over. thri-kreen. CH APTER 5 | Atlas of Athas .CITYOFTHEMOONS “You. and his ?m\eÀnKjr`mNomp^opm` templars (known as moon priests) are everywhere. attributed to him. or perhaps you fled Draj to avoid a you will be sacrificed. cater to caravans. indeed. of a mad sorcerer-king. heavy jowls. ruthless wastes. Textiles such as cotton. run by House Tsalaxa. the Golden Moon Gate. Pochte traders have a reputation as sly. and theology. wander far from Draj. ?m\ed=\^fbmjpi_n halflings. and their vaunted status is side Draj. or did —Huemac. and his anger can be fields. The moon priests can press slaves into searching for in the deserts beyond your city-state? service if they see the need to do so. blood- Tectuktitlay’s influence is so insidious that most drenched Draj is home to a warlike people whose loyalty Draji dare not question his divinity. are hard to acquire. astrology. but deep wells in the Gift tap into the and suspicious of others. All citizens know that dissent many more—mostly slaves and guards—in the surrounding invites the sorcerer-king’s ire. clans. To see the You might have been sent out into the world to meet Father is a rare blessing bestowed on only the worthiest the demands of a horoscope drawn for you by the souls. yes—yes. of the city-state. assigned a portion of the fields surrounding Draj and and round. also has a DRAJATAGLANCE place of prominence in Draj. and silk are major scholar. or calmec. for warfare and conflict are among its highest ideals. Draj offers heroic clans as a noble of Draj. Most Draji are raised to follow in the the sorcerer-king’s features have little majesty. No one would suggest it. mon. and stand near sters. many dwarves toil as slaves in the fields. friend. DRAJ. A few muls.

He is petty. qualities known as the jasuan knights supports the templars. Never content with Draj its strength and resources. almost all Draji embrace him as their such a position carries. a god in mortal flesh named Tectuktitlay. Jasuan knights are warriors born into one of the city’s heroic clans. petty fanatic and the Gift. and the people built for him a palace in the Tyr Region’s easternmost extent. The ancient rites and celebrations throughout the year./4 . round towers of grain silos. rope. he repaired the lands. Wood attentive to their duties. those of higher rank attend the Whether or not they believe that Tectuktitlay is a sorcerer-king. a wide. and other goods. The High Moon Priest wells and the fat. Their riches lie in their membership in it their son. titlay’s inner domain. chief of the cult that surround the inner city. Part with f lour. In deifies Tectuktitlay. A causeway of stone cuts through the muddy fields and brackish ponds. Road of Kings curls east and then northward to leg- Actually. or slaves. mudflats that surround the city-state for miles give spiteful. textiles. sharpened stakes and vermin is the only barrier. The Father of Life Raam rivals Draj’s sprawling size. E\np\iFidbcon tive concerns to his templars. the descendants of great O`^opfodog\t Draji heroes of long ago. and ravenous for power. or hemp ladders offer access to the upper stories and lixoco is the son of Tectuktitlay. he constantly looks to the west. send forth his legions and expand his empire. Warriors of these lower turning sand to soil and bringing forth lush growth. with all the luxury and excess that divine being. Javelin-armed guards patrol the perimeter of this MAXLIXOCO. the first sight that visitors see CH APTER 5 | Atlas of Athas . Max. Along this narrow path HjjiKmd`non travel House Tsalaxa’s merchant caravans. muddy ditch filled with are pleased. and a middling one at that. he raised a city to give shel. Upon entering Tectuk- doubt about Tectuktitlay in his presence. All other residents of the city-state are merchants. The rich sorcerer-king. is a spiteful madman who earnestly believes his father’s The Golden Moon Gate is the only passage from propaganda and brooks not the slightest expression of the Gift into Two Moon City. and part religious police. named for Tectuktitlay’s beloved pet drakes. The moon stone road cuts through the fields until it comes priests teach the Draji that bountiful harvests will to the outer city. The Father of Life delegates most of the city-state’s administra. the city-states. Tectuktitlay is no god. His work complete. deep shadow across the smaller clans that struggle they use fear and propaganda to ensure Tectuktitlay’s against this mercantile giant—such as Draj’s Elven continued reign. ruler and count his presence as a boon. and their trade is war. roads wend among clay buildings that are brutally punishes lesser priests who aren’t sufficiently stacked atop one another like children’s blocks. casting a bureaucrats. Unlike the nobles of other According to the story told by the moon priests. No wall continue only as long as Tectuktitlay and the moons protects the Gift. who saw to his child’s rise roofs. He is a stringent. artisan or merchant clans. With a word. personified by their warriors. The elite warrior caste Draji respect strength and ruthlessness. which is called the Gift. ter to his followers. clans are bound to “their” jasuans and fight under With a sweep of his hand. HIGHMOONPRIEST The Gift is a lively community that fills the space Moon Priest Personality between the ditch and the 60-foot-tall walls that Maxlixoco is the High Moon Priest. Draj commands consented. but only would claim his gift for themselves. As is true of templars in other city-states. He’s “merely” a endary lands and the world’s edge beyond. which consists of a string of shabby little the population and observe a bewildering variety of tents and booths along the causeway. where the old which he would dwell forever. their command. its foot- ings sunk deep into the mud. but the mortals beseeched him @skgjmdib?m\e to stay and protect them from jealous enemies who Other city-states have larger populations. embody artisans. these principles. moat. the fields and slaves. Their primary purpose is to control Market. The only route across is a stone bridge. probing grow abundantly in fields worked by slaves day and his rivals’ lands and defenses for weakness so he can night under the moon priests’ watchful eyes. The god led his chosen people out of suffering and Each noble clan claims the allegiance of certain to a new home. known as Two Moon City. A withered old man of 80. Draji nobles aren’t necessarily wealthy moons Ral and Guthay pitied the world and gave to landowners. The jasuan knights. the city’s foremost clans. CITY OF THE MOONS Prestigious clans receive better plots in the fields and priests have a hierarchy. Tectuktitlay made ready to depart. Grain and hemp his holdings.a share of slaves taken in raids on other city-states. The lesser templars oversee hold more slaves. Here and there lie public squares with great through the ranks of the templars. laden Draj’s templars are known as moon priests. part warriors. the moon DRAJ.

many homes are stacked on Conquest. The estate has magic wards. tions from a walled villa just outside the city-state in the Fields of Plenty. clan that owns the plot patrol the borders to monitor The Gift is as vulnerable as it is crowded. pyramid that commands the entire city-state. enters the Fields of Plenty. where Tectuktitlay sacrifices defenders hidden in the fields. Paved in stones and raised above the sur. the Gift. Tsalaxa mid’s sides carry blood down to ground level and into doesn’t let bad publicity interfere with its business. square route into the city-state. and an altar dedicated outer moat crawling with cilopses (large psionic cen- to Tectuktitlay. but many families spend ers. Draj’s outer city. sprawls between a wide a communal hall for meals. hidden guardians all designed to make short work of tion. windows allow some breeze. Moon priests and overseers from the tipedes) and the walls that surround Two Moon City. Many would-be invad. slaves. citizens call this area home. efficiently and keep the slave laborers under their control. myriad traps. of Draj. the house patriarch. is the Father and Master Temple. unable to maneuver in the boggy grainfields. their evenings on the homes’ flat roofs. This system allows them to manage crops more enterprising thieves. a slave barracks. and fields that are given over to grain and hemp produc. dissenters. ENGLE CH APTER 5 | Atlas of Athas . JASON A . top of one another. this path is the easiest and deadliest rope ladders to reach the upper levels. spears. Reviled by other merchant houses. At its facing arrows. Small. Oc`Ad`g_njaKg`iot but their boredom is not an invitation for skuldug- The moon priests divide the mudflats into segregated gery. an enormous step. Lax guards patrol the grounds. and enemy soldiers by tearing out House Tsalaxa Compound: Tsalaxa is the largest their hearts and discarding their corpses to the arena and most powerful merchant house operating out hundreds of feet below. it becomes the Avenue of Since space is limited. the compound. It is a tangled mess of Avenue of Conquest: When the Road of Kings narrow.0+ . On days of sacrifice. Each plot features a small encampment Oc`Bdao that includes a barn or a granary. have found defeat as they pushed down the road. Channels cut into the pyra. runs his opera- trickle throughout the inner city. crimson streams Ydris Tsalaxa. twisting streets and squat mud-brick homes. most Draji work and keep the slaves docile. and owners climb wooden or rounding fields. and hit-and-run attacks from peak is the God’s Altar.

for the constructs known Father and Master Temple. observe the games from comfortable balcony seats. which is the priests. Ixtabai the the corpses. Each structure is a lavish shrine monstrosities stands nearly 15 feet tall and resembles where citizens make offerings to the moon gods and the sorcerer-king. which abuts the arena. his concubines. A\oc`m\i_H\no`mO`hkg` OrjHjji>dot Nearly 300 feet high. each of these obsidian Two Moon City. but no less beautiful. wayfarer unfortunate enough to encounter them Bountiful Market: One of the few open areas in becomes one more sacrifice. king’s special pride. and on to encircle the Father and Master Temple. Students from the Seven Cities come to study at the Tectuktitlay forbids the moon priests from removing academy. . and slaves spend long hours polishing and the residences of Tectuktitlay.0. their broken remains serve as a reminder Blind. CH APTER 5 | Atlas of Athas . A bloody altar crowns the top. pounding their rivals with ambush drakes that once hunted the Fields of Plenty. slave quarters. The fall- House of the Mind: The House of the Mind is ing bodies splatter and break as they smash against the preeminent psionic institution in the Tyr Region. protected by bitter curses Moons. the arena floor and the statuary of the sorcerer-king. The worst face shame or exile. Tectuktitlay orders the moon priests to jasuan knights. no one has ever seen more than five at a time when the sorcerer-king parades them through the city. but there is also a growing tionaries. site of Tectuktitlay’s unrelenting sacrifices. and any most winding up as corpses in the ditch. CITY OF THE MOO