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— CH. 1 · INTRODUCTION —

Dark Sun

~8 min read · Ch. 1 of 6
6 sections
  • Dark Sun is a Dungeons and Dragons campaign setting unlike any other to emerge from TSR in the early 1990s. The world it describes, called Athas, has no rain for years on end in some regions, no traditional gods, and no gold coins. Rain falls only once per decade in some areas, making water more precious than metal. Ceramic discs fired from clay serve as currency, worth roughly a hundredth of a gold piece.

    When TSR released the original Dark Sun Boxed Set in 1991, the game's designers had stripped out nearly every hallmark of standard fantasy: trolls and goblins are gone, wiped from existence by genocidal wars. Paladins have no place in this world. The planet itself is dying, its soils scorched by a form of magic that eats living things to fuel its spells.

    The setting became one of TSR's most successful releases of that decade. It pioneered a direct link between published fiction and playable adventure modules, and introduced an artist-led design philosophy that would reshape how game products were assembled. It also asked whether a roleplaying world could grapple with slavery, ecological collapse, and the concentration of power in the hands of immortal tyrants. More than thirty years later, critics and designers are still asking why no one has done it since.

  • Pre-production on the campaign began in 1990, when TSR started developing a setting internally called "War World." The team wanted a post-apocalyptic landscape packed with exotic creatures and stripped of every familiar fantasy element. TSR's management grew nervous: how do you sell a product with nothing recognizable in it?

    The eventual compromise brought back elves, dwarves, and dragons, but in forms twisted enough to unsettle any player who thought they knew them. Athasian elves are not forest guardians but hostile nomadic raiders with a deep distrust of outsiders. Halflings, the oldest race on Athas with a civilization dating to an ancient age called the Blue Age, are now largely cannibals living in jungle settlements under shaman rule. The designers described this reversal as the pivotal change that launched the project in a genuinely new direction.

    The core contributors in those early stages included Rich Baker, Gerald Brom, Tim Brown, Troy Denning, Mary Kirchoff, James Lowder, and Steve Winter. Winter had previously worked at GDW and it was his suggestion to anchor the setting in a desert landscape. His inspiration came partly from Richard Corben's Den and the fiction of Clark Ashton Smith. Veteran designers such as David "Zeb" Cook declined to join the conceptual team, though Cook later wrote the first two adventure modules, Freedom and Road to Urik.

    Artist Brom described his own role in unusually direct terms: "I pretty much designed the look and feel of the Dark Sun campaign. I was doing paintings before they were even writing about the setting. I'd do a painting or a sketch, and the designers wrote those characters and ideas into the story." That approach, one artist shaping an entire product line's visual identity from the ground up, was a new model for TSR.

  • Athas is a planet wrecked by its own history. Most of it is empty desert. A handful of city-states controlled by immortal sorcerer-kings represent what is left of civilization, and those rulers maintain their grip by controlling water, food, and obsidian. Metal is so scarce that weapons and armor are fashioned from bone, stone, wood, carapace, or obsidian, and break with regular use.

    Arcane magic is the engine of the planet's destruction. It draws power from living plants or creatures, stripping life from the land whenever it is cast. Wizards who defile in this way are despised and must practice in secret. The world has no formal religions because there are no gods; clerics instead draw power from elemental forces, making pacts with earth, fire, water, air, and the paraelementals of silt, sun, magma, and rain.

    Psionics fill the void that divine magic leaves in most fantasy worlds. Nearly every living creature on Athas possesses at least some psionic ability. The setting's city-states each maintain organizations to teach and regulate psionic use, and a secret society called the Order, composed of psions of the highest levels, monitors psionic balance across the whole planet.

    The setting's history is narrated in-game by a figure called the Wanderer, whose Wanderer's Journal describes the planet passing through several ages tied to the color of its sun. The Blue Age saw halflings build a powerful civilization and accidentally destroy the world's oceans with a toxic tide. The Green Age followed when the halflings used a talisman called the Pristine Tower to burn away the tide, shifting the sun from blue to yellow and inadvertently transforming themselves into the ancestors of all later humanoid races. A sorcerer named Rajaat discovered magic eight thousand years before the current age and transformed fifteen chosen students into his Champions, turning the sun from yellow to red. The Champions then launched the Cleansing Wars, a campaign of racial extermination that left much of the planet a desert.

  • Troy Denning's five-novel series, the Prism Pentad, began publishing in 1991 alongside the original boxed set, and the two were designed to work together. Adventure modules such as DS1: Freedom and DSQ1: Road to Urik tied directly into the novels' events, and the novels in turn set up the next modules. Dark Sun was the first TSR setting to come with an established metaplot already in place at launch.

    The starting point for that metaplot is the assassination of Kalak, the sorcerer-king of Tyr, during a slave rebellion led by a group including Rikus, Agis, Neeva, Tithian, and Sadira. Over the course of the published material the changes accumulate rapidly: Borys the Dragon is killed, Sadira becomes the first sun-wizard using the Pristine Tower, and the traitor Tithian frees the imprisoned Rajaat, believing he will be rewarded with sorcerer-king status. Rajaat's return triggers a battle that destroys several sorcerer-kings outright and traps others. Rajaat is ultimately defeated when Sadira uses the Dark Lens to burn away his shadow, the source of his power. The spell causes an earthquake that opens the Great Rift and reveals the previously unknown Crimson Savannah and the alien Kreen Empire.

    Beyond the Prism Pentad, released in 1995, summarized these events in preparation for the Expanded and Revised boxed set that followed a few months later. The revised set updated the setting to a point a decade after the original, incorporating the changes the novels and modules had introduced. Two sourcebooks, Dregoth Ascending and Secrets of the Dead Lands, were reportedly near completion when the line ended, with early versions said to have been distributed to some game masters at the 1997 Gen Con Game Fair. Designer Kevin Melka later stated that his official proposals for 1997 had included a book on halflings, a book on dwarves, a book on the Order, and a possible invasion arc involving the Kreen Empire.

  • The Dark Sun game line ended without announcement in late 1996. When TSR published its product schedule in Dragon magazine issue 236, dated December 1996, no Dark Sun titles appeared. The final official release was Psionic Artifacts of Athas.

    Fans refused to let the setting disappear. Multiple mailing lists, fan sites, and discussion boards formed during the 1990s and grew large enough that TSR filed legal paperwork against them for copyright infringement. After public outcry, TSR relented and established an official fan site for Dark Sun creations.

    When the third edition of D&D arrived, Wizards of the Coast did not return to Dark Sun officially, but Paizo Publishing and the volunteer group at Athas.org kept the setting in print using the Open Game License. In May 2004, David Noonan wrote a brief update for Paizo set three hundred years after the Prism Pentad, published across Dragon magazine issue 319 and Dungeon magazine issue 110. Athas.org followed with a 3.5 edition conversion in 2008 that also received permission to release two previously unpublished second edition sourcebooks, Dregoth Ascending and Terrors of the Dead Lands, both in 2005.

    The fourth edition returned Dark Sun to official status in 2010. Designer James Wyatt chose the setting partly because its gritty, action-oriented feel suited the new rules and partly because it demonstrated that D&D could operate outside standard medieval fantasy tropes. The fourth edition introduced a new rules element called themes, letting players define their characters through archetypes such as Athasian Minstrel, Dune Trader, or Elemental Priest. Themes proved popular enough to spread to other settings.

  • Rick Swan, writing in Dragon magazine, gave the original 1991 release four and a half stars out of five, warning that it would take a skilled dungeon master to handle the setting's subtleties but declaring the Dark Sun setting "that good." A reviewer for the British magazine Arcane noted that "life on Athas is particularly tough and short" and that failing to carry enough water on a desert crossing could be fatal, concluding that those drawn to bloody, high-stakes adventure would "find plenty to enjoy under the Dark Sun."

    For the fourth edition release, RPG.net's Christopher W. Richeson gave an excellent rating, praising the update's ability to incorporate the new edition's mythology without sacrificing the original's harsh atmosphere. EN World gave it a B-plus, calling the sourcebook readable and crediting it with innovative new mechanics, while criticizing the book as incomplete in both text and artwork compared to Forgotten Realms volumes released two years earlier.

    In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath wrote that Dark Sun is "perhaps TSR's most obviously political product." Horvath observed that arriving in 1991, the year after a major Earth Day anniversary campaign, the setting reads as a warning about ecological destruction, and noted that thirty years on it still functions as "a cautionary fable about unchecked power and a disregard for the environment."

    Wizards of the Coast has declined to reissue the setting for fifth edition despite player interest, citing ingrained controversial content including slavery, genocide, and racial savagery. At Gary Con in 2018, developer Mike Mearls acknowledged that a psionic class under consideration would not be needed, in his words, "until we do Dark Sun."

Common questions

What is Dark Sun and when was it first released?

Dark Sun is a Dungeons and Dragons campaign setting set on the post-apocalyptic desert world of Athas. The original Dark Sun Boxed Set was released in 1991 for the second edition of D&D and became one of TSR's most successful releases of the 1990s.

Why did TSR end the Dark Sun game line in 1996?

TSR ended the Dark Sun line abruptly in late 1996, signaled by the absence of any Dark Sun products in the schedule published in Dragon magazine issue 236. No official reason was stated publicly. The final release was Psionic Artifacts of Athas, and at least two sourcebooks were rumored to be near completion at the time.

Who designed the look and feel of the Dark Sun setting?

Artist Gerald Brom stated that he "pretty much designed the look and feel of the Dark Sun campaign," producing paintings before the designers had written the setting, with designers then incorporating his images and characters into the world. The broader design team included Rich Baker, Tim Brown, Troy Denning, Steve Winter, and others.

What makes the world of Athas different from other Dungeons and Dragons settings?

Athas has no gods, no traditional clerics, and no metal-based economy. Arcane magic destroys the environment when cast and is widely despised. Psionics are common to nearly all living creatures. Standard fantasy races such as trolls and goblins were exterminated in ancient wars, and races like elves and halflings are radically different from their counterparts in other settings.

Has Dark Sun been released for fifth edition D&D?

No official fifth edition Dark Sun product has been released. Wizards of the Coast has chosen not to reissue the setting due to its ingrained controversial content, including slavery, genocide, and racial savagery. Developer Mike Mearls mentioned the setting at Gary Con in 2018 in connection with planned psionic rules.

What is the Prism Pentad and how does it connect to the Dark Sun game?

The Prism Pentad is a five-novel series written by Troy Denning and edited by James Lowder, beginning publication in 1991 alongside the original Dark Sun Boxed Set. The novels were tightly coordinated with playable adventure modules, making Dark Sun the first TSR setting to ship with an established metaplot already in place.

All sources

64 references cited across the entry

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  2. 2webDark Sun: James Wyatt Spotlight InterviewWizards of the Coast — August 14, 2009
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  4. 4webDark Sun Boxed Set (2e)Shannon Appelcline — D&Dclassics.com
  5. 5webBeyond Feudalism: Part 2Shannon Appelcline — June 6, 2014
  6. 6webYou Got Science in My Fantasy!Wizards of the Coast — May 28, 2015
  7. 7webDigital Dark Sun: History of Athas OnlineRobert Adducci — athas.org
  8. 9webPsionic Options RevisitedCrawford, J.; Dillon, D.; Petrisor, B; Taymoor, R, and Schneider, F. — March 14, 2020
  9. 10webDungeons & Dragons Teases Dark SunChristian Hoffer — comicbook.com — April 18, 2010
  10. 11podcastBone, Stone, and ObsidianMisdirected Mark Productions — 8 August 2018
  11. 14journalProfiles: BromStephen Kenson — Wizards of the Coast — October 1999
  12. 15journalRole-playing ReviewsRick Swan — TSR — September 1992
  13. 16webPsionic Artifacts of Athas (2e)Shannon Appelcline — Wizards of the Coast
  14. 17webDragon Magazine (2e)Shannon Appelcline — Wizards of the Coast — December 1996
  15. 18webDark Sun: Player's HandbookDavid Noonan — dragonmagazine.com — May 2004
  16. 19webDark Sun 3athas.org — February 5, 2008
  17. 20webAnd the Next Campaign Setting is ...Big News from Gen Con Indy!Bart Carroll — Wizards of the Coast
  18. 21webDark Sun out of DevelopmentRodney Thompson — Wizards of the Coast
  19. 23webDark Sun Campaign Setting (4e)D&Dclassics.com
  20. 24webDark Sun SprintRich Baker — Athas.org (repost)
  21. 25bookDark Sun Campaign Setting: A 4th Edition D&D SupplementRichard Baker — Wizards of the Coast — August 2010
  22. 26webDark Sun DragonbornRichard Baker — Athas.org (repost)
  23. 27journalGames ReviewsCliff Ramshaw — Future Publishing — February 1996
  24. 28webReview of Dark Sun Campaign SettingChristopher W. Richeson
  25. 29webReview: Dark Sun Campaign Setting by Wizards of the CoastNeuroglyph — Enworld.org — September 8, 2010
  26. 31magazineD&D Dark Sun Revamp Honors a ClassicJohn Baichtal — 30 August 2010
  27. 32bookMonsters, Aliens, and Holes in the GroundStu Horvath — MIT Press — 2023
  28. 34webWindriders of the Jagged Cliffs (2e)Shannon Appelcline — Wizards of the Coast
  29. 35webMind Lords of the Last Sea (2e)Shannon Appelcline — Wizards of the Coast
  30. 36webThe Dark Sun's DM GuideDungeon Magazine — May 2004
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  32. 38webAn Elementary Look at the PlanesShannon Appelcline
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  34. 40webDSS2 Earth, Air, Fire, and Water (2e)Shannon Appelcline — dndclassics.com
  35. 41journalGames ReviewsDavid Comford — Future Publishing — October 1996
  36. 43bookDark Sun Campaign SettingBrown, Timothy et al. — TSR, Inc. — 1991
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  38. 46webAn Interview with Troy DenningEric Anondson — athas.org — August 2001
  39. 47webThe Will and the Way (2e)Shannon Appelcline — wizards.com
  40. 48webPsionicsRob Heiret — wizards.com — April 8, 2010
  41. 49webPsionicsRaddu — wizards.com — June 6, 2015
  42. 61web"DDXP 2011 Recap Part Deux"Matt Dukes — Critical Hits — February 8, 2011
  43. 64webPsionics and the Mystic – Take TwoMearls, M; Crawford, J.
  44. 66webIrvine's "Dark Sun" Shines Brightcomicbookresources.com
  45. 67webDungeons & DragonsIDW Publishing