
On a water starved desert world, laid waste by the unchecked use of sorcery,
where great basins of dust take the place of seas and savage predators roam the burning deserts...
a world whose destiny lay in the seemingly unshakable grip of the despotic Sorcerer Kings, and the
fight for survival was the only fight worth considering...
...the defeat of the Sorcerer Kings, the fight for freedom, and the restoration of the world to a
verdant paradise will become the stuff of the sagas for future generations...
Welcome, traveler, herein you will find rules for creating and running Dark Sun characters and
adventures with the Saga system. Please enjoy your stay; and if you have something to contribute
or comment upon, feel free to send me a
missive.
This page has rules for running characters on the world beneath the Dark Sun, including the
non-standard PC races of Athas (Mul, Thri-Kreen, and Half-Giants); expanded rules for sorcery and
mysticism as they exist on the desert world, and new rules for incorporating the Way of the Mind
(Psionics) into the Saga game; as well as action lists pertaining to survival in the harsh Athasian
environs.
A world of vast, beautiful and deadly deserts, oven hot during the day, freezing cold at night,
filled with a thousand dangers and deaths, from sudden sandstorms and freak winds that carry one
aloft (leaving them to plummet back to the sands, and their doom), to deadly crystal spiders and
hungering silk-wyrms lying in wait among the shifting sands.
A place of life-destroying sorcery, and mind-bending psionic powers, where water is more precious
than a man's life and metal is rarer than diamonds. Where power-hungry Sorcerer Kings have ruled
their city-states unchallenged for a thousand years, while tiny villages cling to survival around
the few life-supporting oasises that dot the barren wastes.
Feral tribes of flesh-eating halflings prowl the Forest Ridge, the last remaining forest of Athas,
hunting their chosen prey...man, elf and dwarf. Back-stabbing tribes of elves run across the wide
deserts, herding kanks and trading merchandise both legal and illegal, stealing blind all those they
encounter to survive. Packs of the insectoid Thri-Kreen roam the burning deserts, the only thing more
frightening than the beasts they hunt.
Giants wade in the Sea of Silt, living in great fortresses only they can reach on the many isles
along its dusty shores; bands of savage Gith and escaped slaves raid caravan routes for food and
water; and those who should be dead wander the wastes, intent on their own purposes and filled with
hatred and bloodlust for the living.
These, and many other dangers, await the bold explorer on Athas, the world beneath the Dark Sun...