Paul V. recently started a thread on Google+ that got me thinking about Dark Sun again. That thread, combined with Aos's usual enthusiasm for the setting, put me on the path to write my own Dark Sun-inspired mini-setting for Scarabae. I had been meaning to flesh-out the "western frontier" mentioned in the main Scarabae setting document for a while, and this turned out to be the right confluence of influences, even if I went more in the direction of a volcanic desert plus wild west plus colonial adventure than what you typically find on Athas. I had help with the volcanic bits: shout outs to Jeremy Murphy, Jez Gordon, Clint Egger, and Wayne Snyder for their conceptual assistance. A nicely formatted pdf of the information that follows is available here.
A
VOLCANIC DESERT
The
majority of Mord-Stavian's land is devoid of vegetation due the the
activity of its volcanic mountains. Although Mord-Stavian receives
regular and plentiful rainfall, very little grows there due to the
acidic tephra that covers the land, resulting in deserts
of ash and jagged rock. A relatively
thin band of lush jungle at the outer rim of
Mord-Stavian is the exception to the rule; this verdant zone is at
least partially the result of powerful shamanic magic.
THE
COLONIAL ADVENTURE
Scarabae
has begun to colonize Mord-Stavian and establish mining and
prospecting operations to extract valuable quartz, gold, and silver
from its mountains and riverbeds. The three largest colonial outposts
on Mord-Stavian are Fort
Madyan, Halak, and Gulgata—fortified
enclaves protecting newly arrived colonists and the much-needed
supplies brought by ship from Scarabae. Lawlessness is common in
these towns, as are rampant vice, gambling, and gladiatorial
contests.
NOMAD
TRIBES
Scarabae's
efforts to colonize Mord-Stavian are troubled by tribes native to the
land. Since hunting grounds are scarce, they see efforts to settle on
the lands of their circuitous nomadic routes as a threat to their way
of life. The most warlike band are the obsidian blade-wielding elves
of the Broken Vows tribe,
who are led by the goliath Obela Nineswords—a
Scarabaen expatriate wise in the ways of guerrilla warfare.
USE ALL
PARTS OF THE BEAST
The
domesticated animals found on Mord-Stavian are giant insects and
lizards resistant to the land's heat. Since Mord-Stavian is an iron-
and bronze-poor land, the aboriginal natives fashion weapons, armor,
and mundane items from the chitin, bones, and leather of these
creatures. Because the unrelenting sun takes a heavy toll on those
who wear metal armor, Scarabaen adventurers typically adopt the
carapace armor of the natives when they arrive.
DANGERS
AMID THE DUNES
The
natural treasures hidden within the mountains of Mord-Stavian are
guarded by Kaladrei,
a sphinx served by a small army of desiccated undead and devious
naga. The eternally hungry scorpionfolk who worship mad efreeti
attack caravans to capture sacrificial victims. The sun itself is an
enemy; a lack of shelter or potable water is a death sentence, as are
the abrasive sand storms, magmatic eruptions, and flash floods that
imperil explorers.
DESOLATE
TOMBS
Ruins
comprised of vast necropolises exist within the deserts of
Mord-Stavian. These ancient burial structures house the remains of
the pharaohs who ruled when Mord-Stavian was a thriving civilization.
The tombs of Mord-Stavian's kings and queens are said to contain
untold riches from a past age and strange magical items that take the
form of black, symbiotic organisms called cyphrionts
that bond with their bearers.
A MAGICAL
WASTELAND
The
Scavenger Lands
are unnatural deserts at the northwest tip of Mord-Stavian. There are
signs that this area is the result of a magical catastrophe; fallout
from a cataclysmic event still permeates the Scavenger Lands, causing
horrific mutations to occur in the creatures who wander its dunes of
dust and grit. Scarabaen scholars believe that unraveling the cause
of the Scavenger Lands' tainted nature could uncover means to
transform Mord-Stavian back into an arable land.
PSIONIC
BECKONINGS
Mord-Stavian
is a land that awakens psychic powers. Those
who possess psionic abilities sometimes receive telepathic
transmissions from beings who identify themselves as the Primal
Voices.
These beings cajole, entreat, and demand that the psychically-gifted
unlock their full mental potential by undertaking perilous
pilgrimages into the land's deserts in search of lost temples, buried
truths, and sleeping mentors known as the Redemptive
Sisters.
MAGICAL
REFUGES
Some native tribes of Mord-Stavian travel into the desert wastelands on their wanderings, which has given rise to the suspicion that they know of enchanted oases within the bleak landscape. However, no amount of coercion has been able to convince native captives to divulge the whereabouts of these respites from the harsh, ashen deserts. Some arcanists theorize that the oases are disguised by powerful illusory magic that hides them from the eyes of outsiders.
Some native tribes of Mord-Stavian travel into the desert wastelands on their wanderings, which has given rise to the suspicion that they know of enchanted oases within the bleak landscape. However, no amount of coercion has been able to convince native captives to divulge the whereabouts of these respites from the harsh, ashen deserts. Some arcanists theorize that the oases are disguised by powerful illusory magic that hides them from the eyes of outsiders.
* * *
House Rules for Mord-Stavian:
- Weapons of chitin, bone, and obsidian break more easily than weapons of wood, iron, and steel. When you roll a natural 1 on an attack roll with a weapon made of one of the former materials, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. (Adapted from 4e's Dark Sun book.)
- We're using these rules for XP and level advancement.
- Roll once on the following table to determine what psionic talent your character has gained from their stay in Mord-Stavian:
d12
|
Psychic
Talent
|
1
|
Beacon
|
2
|
Blade
Meld
|
3
|
Blind
Spot
|
4
|
Delusion
|
5
|
Energy
Beam
|
6
|
Light
Step
|
7
|
Mind
Meld
|
8
|
Mind
Slam
|
9
|
Mind
Thrust
|
10
|
Mystic
Charm
|
11
|
Mystic
Hand
|
12
|
Psychic
Hammer
|
Descriptions
of Psychic Talents can be found at the end of this
pdf.
* * *
Inspirations
Games
TSR's Dark Sun campaign setting (especially Brom's art)
WotC's Eberron campaign setting (especially the bits about the Mournlands)
Fiction
K. J. Bishop, The Etched City
Ray Bradbury, The Martian Chronicles
Joseph Conrad, Heart of Darkness
H. Rider Haggard, She
Ray Bradbury, The Martian Chronicles
Joseph Conrad, Heart of Darkness
H. Rider Haggard, She
Frank Herbert, Dune
Clark Ashton Smith, "The Vaults of Yoh-Vombis"
Comics
Orc Stain
Pretty Deadly
Prophet
The Sixth Gun
Music
Sleep, Dopesmoker
High on Fire, Death is This Communion
Neurosis, A Sun That Never Sets and Fires Within Fires
Prophet
The Sixth Gun
Music
Sleep, Dopesmoker
High on Fire, Death is This Communion
Neurosis, A Sun That Never Sets and Fires Within Fires