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		<id>http://2d4chan.org/mediawiki/index.php?title=Jiangshi&amp;diff=281523</id>
		<title>Jiangshi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Jiangshi&amp;diff=281523"/>
		<updated>2021-06-24T23:46:42Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: /* Jiangshi Traits Summaries By Source */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
&lt;br /&gt;
[[File:Jiangshi 1.jpg|300px|thumb|right|China has its own form of [[vampire]]s.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jiangshi&#039;&#039;&#039;, also spelt &#039;&#039;&#039;Jiang-shi&#039;&#039;&#039; and &#039;&#039;&#039;Gyonshee&#039;&#039;&#039;, amongst others, are better known as Chinese Hopping Vampires, though it might be more accurate to compare them to zombies. This is because of their definitive traits: they are undead entities from Chinese mythology who act much like [[vampire]]s (though traditionally feeding on &#039;&#039;qi&#039;&#039;, or spiritual energy, instead of blood) and, as everybody knows, their legs are frozen stiff with rigor mortis, forcing them to get around by hopping (or levitation).&lt;br /&gt;
&lt;br /&gt;
There are a &#039;&#039;huge&#039;&#039; number of different variations on the tale and consequently on what the jiangshi&#039;s traits actually are; whether or not they are averse to sunlight, how intelligent or bestial they are, whether they have fangs or claws or a prehensile tongue, whether or not they are forced to move in straight lines, how you can actually hurt them, whether they can see or if they hunt through smelling/hearing peoples&#039; breathing, whether they wear a talisman on their heads, and a lot of other different traits.&lt;br /&gt;
&lt;br /&gt;
==/tg/-Relevant Appearances==&lt;br /&gt;
* [[All Flesh Must Be Eaten]] - Atlas of the Walking Dead&lt;br /&gt;
* [[Deadlands]] - The Great Maze&lt;br /&gt;
* [[Feng Shui]]&lt;br /&gt;
* [[Pathfinder]]&lt;br /&gt;
* [[Vampire: The Masquerade]] - [[Kindred of the East]]&lt;br /&gt;
* [[Vampire: The Requiem]] - Night Horrors: The Wicked Dead&lt;br /&gt;
* [[Dungeons &amp;amp; Dragons 5th Edition]] - [[Van Richten&#039;s Guide]] to [[Ravenloft]]&lt;br /&gt;
&lt;br /&gt;
==Jiangshi Traits Summaries By Source==&lt;br /&gt;
Wikipedia, Jiangshi:&lt;br /&gt;
* Depicted as a stiff corpse that gets around by hopping.&lt;br /&gt;
* Avoids the sun.&lt;br /&gt;
* Feeds on ki and/or blood.&lt;br /&gt;
* Can be created by magic, possession of the body by an evil spirit, the deceased&#039;s &amp;quot;po&amp;quot; (evil soul aspect) lingering in the body, the soul refusing to depart due to malice or circumstances of its death, improper burial, or the corpse absorbing too much yang.&lt;br /&gt;
* Sometimes portrayed acting in a feral, bestial manner.&lt;br /&gt;
* May be blind and rely on smelling/hearing the target&#039;s breath to detect them.&lt;br /&gt;
&lt;br /&gt;
TVTropes, Chinese Vampire:&lt;br /&gt;
* Depicted as a stiff corpse that gets around by hopping.&lt;br /&gt;
* Feral, bestial creature; can&#039;t speak.&lt;br /&gt;
* Possesses claws and a long, prehensile tongue used as a weapon and/or for feeding.&lt;br /&gt;
* Feeds on ki and/or blood.&lt;br /&gt;
* May be blind and rely on smelling/hearing the target&#039;s breath to detect them.&lt;br /&gt;
* Can arise spontaneously or be created by magic.&lt;br /&gt;
&lt;br /&gt;
AFMBE, Atlas of the Walking Dead - Gyonshee:&lt;br /&gt;
* Created by improper burial or sorcerous ritual.&lt;br /&gt;
* Cannot move their legs at all; most hop to get around, some can levitate, and all cannot learn kicking-based martial arts techniques.&lt;br /&gt;
* Some can make tremendous leaps.&lt;br /&gt;
* May be incapable of moving in anything other than a straight line; has to stop, turn in the new direction, then start again.&lt;br /&gt;
* Are blind, use their sense of smell to home in on victims.&lt;br /&gt;
* Feed on blood and/or souls.&lt;br /&gt;
* Have claws.&lt;br /&gt;
* May have a prehensile tongue for use as a weapon/feeding implement.&lt;br /&gt;
* May have fangs for biting victims with.&lt;br /&gt;
* Strong, but variable in durability and intelligence.&lt;br /&gt;
&lt;br /&gt;
Vampire: the Requiem, Night Horrors: The Wicked Dead - Jiangshi:&lt;br /&gt;
* Sorcerers who sought immortality and became monsters as a result, much like the ghul.&lt;br /&gt;
* Ritual of creation involves cutting out the heart of a virgin and your own heart in order to use the virgin&#039;s heart like a phylactery.&lt;br /&gt;
* Are considered &amp;quot;imperfect&amp;quot; vampires; can be transformed into Kindred-style vampires in certain ways, mostly through diablerie.&lt;br /&gt;
* Possess superhuman strength, durability and speed (can learn the Celerity, Vigor and Resilience disciplines).&lt;br /&gt;
* Are intelligent and can act rationally, but are easily overwhelmed by their savage instincts, making them very vulnerable to Frenzy.&lt;br /&gt;
* Possess Anchors for their soul, akin to ghosts; their grave and either family heirlooms or family members. If these anchors are destroyed, the jiang-shi perishes.&lt;br /&gt;
* Cannot be destroyed through any means other than fire, otherwise are simply recreated in the presence of their grave.&lt;br /&gt;
* Are paralyzed and immobile, but conscious, throughout the day.&lt;br /&gt;
* Have unique powers, including entering the Twilight plane, teleport back to their graves, adopt the shape of a bird-like demon to fly, shapeshift into a human-like form of either gender, or adopt a terrifying mien.&lt;br /&gt;
&lt;br /&gt;
Pathfinder, Bestiary 3 + Blood of the Night:&lt;br /&gt;
* Created when a restless spirit refuses to abandon its body and instead rises again.&lt;br /&gt;
* Feed on ki by consuming breath from living creatures.&lt;br /&gt;
* Prayer scroll on the forehead is not a control talisman, as in classic depictions, but created by the vampire as its source of spell resistance and fast healing; destroying it weakens the jiang-shi.&lt;br /&gt;
* Unaffected by sunlight, although they prefer to avoid it.&lt;br /&gt;
* Can only physically move by hopping.&lt;br /&gt;
* Possesses fangs and extendable, elongated claws that are much more vicious than normal claws.&lt;br /&gt;
* Highest ability score modifier is Dexterity (+6), followed by Strength and Wisdom (+4 each), with Int and Cha the lowest (+2 each).&lt;br /&gt;
* Born of obsession, which they channel into an ever-shifting focus on strange and obscure signs and portents.&lt;br /&gt;
* Particular signs &amp;amp; symbols that can attract a jiang-shi&#039;s fixation are Broken Objects, Colors, Foreign Tongues, Knots &amp;amp; threads, Sets and The Written Word.&lt;br /&gt;
* Gravitate towards the Monk class.&lt;br /&gt;
&lt;br /&gt;
Dungeons and Dragons 5e, Van Richten&#039;s Guide to Ravenloft:&lt;br /&gt;
* Created when a soul becomes trapped in its own corpse.&lt;br /&gt;
* Affected by rigor mortis, they hold their arms rigidly and walk with a stiff gait.&lt;br /&gt;
* If it drains life energy from the living, for the next 7 days its walking speed doubles and it gains the ability to fly.&lt;br /&gt;
* Hide in their tombs and ruins during the day to avoid the living.&lt;br /&gt;
* Scared of their own reflection.&lt;br /&gt;
* Touching or wearing a holy symbol causes them to automatically fail saving throws against effects that turn undead.&lt;br /&gt;
&lt;br /&gt;
==Monstergirls==&lt;br /&gt;
{{Monstergirls}}&lt;br /&gt;
&lt;br /&gt;
Just like their mainstream [[vampire]] cousins, jiangshi are not immune to getting the [[monstergirls]] treatment. The most famous example of this is the character Hsien-Ko from Capcom&#039;s now-forgotten monster-themed beat-em-up &amp;quot;Darkstalkers&amp;quot;. Whilst easy to just portray as &amp;quot;ethnic vampires&amp;quot;, jiangshi have such a massive library of traits and quirks that making them distinctive from the ordinary vampire is really easy. The highly distinctive outfits, representing ancient Chinese imperial officers over the stereotypical Gothic capes &amp;amp; suits or Punk leather and chains, certainly adds to their appeal.&lt;br /&gt;
&lt;br /&gt;
In the [[Monster Girl Encyclopedia]], the jiangshi is a branch of the [[zombie]] family tree from the Mist Continent. Superhumanly strong and tough, they are often master [[monk|martial artists]] and/or [[wizard|mages]]. Their claws secrete a demonic energy toxin, which allows them to transform other women into new jiangshi by touching them. They suffer from rigor mortis, giving them stiff joints that often compels them to hop around; part of their reason for hunting human lovers so fervently is that a healthy dose of a man&#039;s stiffness cures their own for a while.&lt;br /&gt;
&lt;br /&gt;
In the [[Life With Monstergirls]] universe, the jiangshi is, again, a unique strain of [[zombie]] monstergirl most characterized by chronic rigor mortis in the limbs, forcing them to practice tai chi or other exercises to limber up each morning.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
;Jiang-shi&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Jiangshi 2.jpg&lt;br /&gt;
File:Jiangshi 3.jpg&lt;br /&gt;
File:PF Jiangshi.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Hsien-ko&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Hsien-ko 1.jpg&lt;br /&gt;
File:Hsien-ko 2.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Monstergirls&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Cute Jiangshi 1.png&lt;br /&gt;
File:Cute Jiangshi 2.jpg&lt;br /&gt;
File:MGE Jiangshi.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Monsters]] [[Category: Undead]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Half-Giant&amp;diff=244766</id>
		<title>Half-Giant</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Half-Giant&amp;diff=244766"/>
		<updated>2021-06-24T23:13:50Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Half-Giants&#039;&#039;&#039; are a race in the [[Dungeons &amp;amp; Dragons]] setting of [[Dark Sun]]. They are magical fusions of [[human]]s and the now all-but-extinct [[giant]]s, creating a race that fills the [[half-orc]] niche of &amp;quot;Big, Strong, Dumb Bruiser Race&amp;quot; with an even bigger, stronger, and dumber bruiser race... which is a little redundant in a setting that already has [[mul]]s in it.&lt;br /&gt;
&lt;br /&gt;
Half-Giants were introduced in the original Campaign Setting sourcebook for Dark Sun, where they were described as a race descended from mysterious origins that saw humans and giants magically fused to create entities with giant-like stature (and dull wits), but a human-like interest in communication and cooperation, curiosity, willingness to learn, and a general tendency towards kindness. The Revised Edition clarified that half-giants were creations of the Sorcerer-Kings, which surprised pretty much nobody.&lt;br /&gt;
&lt;br /&gt;
As a species, half-giants resemble enormous humans, averaging between 10ft and 12ft tall and weighing more than 1600 pounds. As a side effect of combining the somewhat lackluster and brutish minds of giants with the flexibility and diversity of the human mind, half-giants are both highly imitative by nature and fundamentally chaotic; the personality of a half-giant can change drastically on a daily basis. Mechanically, this translates as half-giants choose to fix either their Ethical (Lawful-Chaotic) or Moral (Good-Evil) aspect of [[Alignment]] at character creation, and being able to change the non-fixed aspect of their alignment every time they completed a day&#039;s rest.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve read the alignment page at all, then you&#039;re probably already getting alarm bells already. Half-Giants could easily support [[That Guy]], although even the books tried to provide advice on how to not use this trait to be a dick.&lt;br /&gt;
&lt;br /&gt;
Despite this, half-giants were also popular for just how absolutely &#039;&#039;broken&#039;&#039; they were. Yeah, they had to pay twice as much for everything and needed twice the daily supplies, but when it came to combat-related muscle, half-giants outcheesed even the mighty [[mul]]s... well, sort of.&lt;br /&gt;
&lt;br /&gt;
Half-Giants appeared with &amp;quot;Non-Athasian&amp;quot; fluff in the Expanded Psionics handbook, and were subsequently referred to in the Dark Sun 3e update in [[Dragon Magazine]] #319. [[Eberron]] has a variant Half-Giant descended from the [[Oni|Ogre Mage]] called [[Eneko]] that appear in &#039;&#039;Secrets of Sarlona&#039;&#039;. After 3e, though, half-giants disappeared; 4th edition, in its most controversial change for Dark Sun, instead used the half-giant lore as reflavoring for a previously introduced race, the [[Goliath]], even going so far as to strip them of their &amp;quot;you change your personality on a daily basis&amp;quot; fluff.&lt;br /&gt;
&lt;br /&gt;
Mind you, it&#039;s actually not entirely unjustifiable; half-giants in 3e? Actually &#039;&#039;&#039;weren&#039;t&#039;&#039;&#039; considered Large sized! Despite their enormous height and weight in AD&amp;amp;D, the sourcebooks don&#039;t explicitly categorize them as any size bigger than M, (although their Monstrous Compendium write-up states that they are Huge sized), which may have led to the oddity of Half-Giants being considered Medium-sized in 3e. With 3e half-giants being &amp;quot;really tall Medium creatures&amp;quot;, just reflavoring goliaths does make more sense.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
In the Original DSCS sourcebook, half-giants had the following stats:&lt;br /&gt;
::Ability Score Minimum/Maximum: Strength 17/20, Dexterity 3/15, Constitution 15/20, Intelligence 3/15, Wisdom 3/17, Charisma 3/17&lt;br /&gt;
::Ability Score Adjustments: +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma&lt;br /&gt;
::Class &amp;amp; Level Limits: [[Cleric]] 12, [[Fighter]] 16, [[Gladiator]] 14, [[Psion]]icist Unlimited, [[Ranger]] 8&lt;br /&gt;
:::Multiclass Options: Fighter/Cleric, Cleric/Psionicist, Fighter/Psionicist, Fighter/Templar, Ranger/Cleric, Ranger/Psionicist, Ranger/Templar&lt;br /&gt;
::Regardless of class, a half-giant doubles the result of its hit die rolls; bonus HP for a high Con score are added after the doubling is made.&lt;br /&gt;
::All personal items (clothes, armor, weapons, food, etc) cost double for a half-giant.&lt;br /&gt;
::A half-giant requires 4 gallons of water per day if active or 2 gallons per day if inactive in order to survive.&lt;br /&gt;
&lt;br /&gt;
The only difference between the two in the Revised Edition is that half-giants gained an increased lifespan, from 120 years to 220.&lt;br /&gt;
&lt;br /&gt;
In 3rd edition, half-giants were... well, changed quite a lot. Most notably, they shrank down to a maximum height of 8 feet and a weight range of 250 to 400 pounds, with the following stats:&lt;br /&gt;
::+2 Strength, +2 Constitution, -2 Dexterity&lt;br /&gt;
::Giant Type&lt;br /&gt;
::Medium size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Low-light Vision&lt;br /&gt;
::Fire Acclimated: +2 racial bonus on saving throws against all fire spells and effects.&lt;br /&gt;
::Powerful Build: A half-giant can be treated as being one size category larger when it is beneficial to be bigger, namely opposing grapples, bull rushes and trips, being swallowed whole, and wielding larger weapons. Its space and reach remain that of a creature of its actual size category.&lt;br /&gt;
::Naturally Psionic: 2 bonus power points at 1st level.&lt;br /&gt;
::Psi-like Ability: Stomp 1/day, with manifester level equal to 1/2 hit dice (minimum 1st) and save DC being Charisma based.&lt;br /&gt;
::[[Favored Class]]: [[Psychic Warrior]]&lt;br /&gt;
::[[Level Adjustment]]: +1&lt;br /&gt;
&lt;br /&gt;
In Dragon #319, half-giants were... well, basically unchanged. The magazine literally says &amp;quot;use the EPH half-giant, just change [[Favored Class]] from [[Psychic Warrior]] to [[Barbarian]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Eneko are a variant half-giant in Eberron detailed in &#039;&#039;Secrets of Sarlona&#039;&#039;. The name sounds Japanese, but means nothing (and sounds like a girl&#039;s name even if it did).&lt;br /&gt;
::+2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma&lt;br /&gt;
::Giant type&lt;br /&gt;
::Medium Size&lt;br /&gt;
::Base land speed 30 feet&lt;br /&gt;
::Darkvision 60 feet&lt;br /&gt;
::Low-Light Vision&lt;br /&gt;
::+2 bonus on saves against poison&lt;br /&gt;
::Bonus Feat: Longbow Proficiency&lt;br /&gt;
::Powerful Build (as above)&lt;br /&gt;
::Spell-like abilities: 1/day Pass Without Trace and Endure Elements at a caster level equal to half hit die.&lt;br /&gt;
::Level Adjustment: +1&lt;br /&gt;
&lt;br /&gt;
Eneko is a pretty terrible trade compared to normal half-giant. With a dex penalty and only being good at classes that are &#039;&#039;already&#039;&#039; proficient there&#039;s no way longbow proficiency will see use (why a half-oni gets that of all abilities isn&#039;t clear either). Whoever wrote eneko didn&#039;t realize a scaling psi-like ability is &#039;&#039;&#039;far&#039;&#039;&#039; more powerful than an equivalent spell-like ability since psi-like abilities get their manifester level in free augments: Half-Giant&#039;s stomp does 1d4 extra damage to everything in the cone every effective manifester level, which is not amazing but an option for dealing with hordes and far better than two spells easily duplicated by magic items at mid-level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thanks to the EPH being OGL, Half-Giants were included in Dreamscarred Press&#039;s port of psionics to [[Pathfinder]]. They are mostly unchanged mechanically from the EPH version, with only the following changes&lt;br /&gt;
::+2 Wisdom instead of +2 Constitution (making them less of a blatant choice for a non-psionic melee person)&lt;br /&gt;
::Survivor: Half-giants gain a +4 racial bonus to Survival (a new ability)&lt;br /&gt;
::No level adjustment, both because Pathfinder just doesn&#039;t have the system and because Pathfinder&#039;s races are more powerful overall so it has the same balance as a normal one.&lt;br /&gt;
&lt;br /&gt;
However, because the Dark Sun fluff was &#039;&#039;not&#039;&#039; OGL and the EPH didn&#039;t give any fluff of its own (they were technically a race for monsters) they have entirely original fluff. Here Half-Giants are nomads descended from a slave race (though none of them agree as to who the slavers were) that have acquired an inborn fear of captivity and servitude, even legitimate prison sentences. Unusually they don&#039;t trend to any position on the law/chaos axis as many realize the best way to stay out of jail is to avoid being chaotic.&lt;br /&gt;
&lt;br /&gt;
==Eberron==&lt;br /&gt;
Half-giants in Eberron, like most psionic races, are native to Sarlona. They are descended from giants who fled Xen&#039;drik after the dragons destroyed giant civilization in response to them trying to destroy a moon. Today they wander Sarlona, largely peacefully. They are often enslaved by the [[Quori]] of Riedran, and many of these slaves are brought to Riedran&#039;s outpost in Xen&#039;drik.&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D2e-Races}}&lt;br /&gt;
[[Category:Dark Sun]][[Category:Eberron]][[Category:Mixed Races]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dark_Sun&amp;diff=166573</id>
		<title>Dark Sun</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dark_Sun&amp;diff=166573"/>
		<updated>2021-06-24T22:56:57Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: /* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:DSlogo.gif|center]]&lt;br /&gt;
{{Grimdark}}&lt;br /&gt;
[[File:Dark Sun 3e PHB.png|400px|thumb|right|The cover of the 3e [[PHB]].]]&lt;br /&gt;
{{Topquote|For thousands of years, the Tablelands have remained untouched: its politics frozen in a delicate stalemate, its life in a balance even more delicate. It is true that the Dragon Kings amused themselves with their petty wars, rattling sabers to punctuate the passing of ages. It is true that, occasionally, another city would be swallowed by the wastes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But there were no surprises. The Dragon Kings steered everything from their omnipotent perches, content in their superiority, but ever thirsting for challenge. All that has changed. The Tablelands have been thrown into turmoil, the likes of which have not been seen since times forgotten. The Dragon Kings have been thrown into confusion, grasping for the tedium they so recently lamented. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And yet I fear the worst is yet to come. Change is in the air, and change has never come gently to Athas.|[[Avangion| Oronis]], sorcerer‐king of Kurn}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Sun&#039;&#039;&#039; is a campaign setting made for AD&amp;amp;D 2nd edition back in &#039;90; there are [[3e]] conversions approved by [[WotC]], but we had to wait until 2010 and [[4e]] for an updated official version. Dark Sun is essentially a playable [[grimdark]] post-apocalyptic mix of Mad Max, Edgar Rice Burrough&#039;s Mars series, and [[Dune]]; it&#039;s pretty [[awesome]], but immediately proceeds to eschew common sense (unlike Dune).&lt;br /&gt;
&lt;br /&gt;
==Setting==&lt;br /&gt;
[[File:Dark Sun World Map 4E.png|thumb|right|350px|Map of the Tyr Region, as depicted in [[4E|4th edition]]]]&lt;br /&gt;
[https://www.youtube.com/watch?v=nW3DTCIO5Zs Thematically appropriate theme.]&lt;br /&gt;
&lt;br /&gt;
The game is set in the world of Athas, a dying planet. Once full of happiness and sunshine, the planet was drained of all resources during the long and rich history the creators came up with. There is no water, no minerals, and no hope: only cannibal halflings, a lot of sand and a dying sun.&lt;br /&gt;
&lt;br /&gt;
The world is so fucked up it makes Mad Max&#039;s setting look like a hippie paradise.  Kinda looks like Barsoom on massive grimdark crack.  Everyone wears [[Female Fantasy Armor]] (yes, even the dudes), and according to the developers, this was the entire reason they picked a hot climate for the setting instead of an icy one, [[Derp|despite the fact that wearing Female Fantasy Armor in the desert would result in a quick death from sunstroke and dehydration]]; if they wanted everyone to wear [[Female Fantasy Armor]] then a hot &#039;&#039;and humid&#039;&#039; environment like a jungle or a tropical place, such as the setting for the comics series [https://comicvine.gamespot.com/shanna/4005-4579/ Shanna the She-Devil], is the ideal choice (less clothes keeps you cool when it&#039;s hot and humid, means less things to get caught in foliage or get pulled by predators or rivals).  &lt;br /&gt;
&lt;br /&gt;
The only few realms remaining are fascist police city-states ruled by wizards (all of them varying shades of evil) whose environmentally-unfriendly magic is responsible for fucking up the planet in the first place, and who&#039;re slowly losing their humanity as they turn more and more into dragons. Beyond civilized lands everything eats everything. The best weapon you can find is the femur of your party&#039;s cleric after being eaten by something that looked like a rock and the best armor is mostly the remains of a giant cockroach. There are no gnomes, orcs, kobolds, or furries because all of them were exterminated by some jerks with psychic brains and magic hands. They were the Champions of Rajaat, and they and the Sorcerer-Kings are by-and-large one-and-the-same.&lt;br /&gt;
&lt;br /&gt;
The original &#039;&#039;Dark Sun&#039;&#039; setting got pretty harshly wrecked by advancing novel continuity.  Once a buncha [[Mary Sue|tie-in protagonists]] have already killed all the iconic villains and started fixing the setting&#039;s problems, what&#039;s there left for &#039;&#039;you&#039;&#039; to do?  In response, [[4e]] went full-reboot and adopted an [[Eberron]]-style anti-continuity system: every campaign begins in exactly the same time and place, and the story never advances.  It was, especially for a 4e idea, incredibly well-received, and will probably carry over into any attempts to adapt the setting for [[5e]].  &lt;br /&gt;
&lt;br /&gt;
Thus far, the closest Wizards of the Coast has come to actually &#039;&#039;adapting&#039;&#039; the setting over to 5e is a few ideas about how to change over any adventuring paths to Athas, though the design team has repeatedly mentioned they intend to try in the future. Co-creator of 5th Edition and creative lead designer [[Mike Mearls]] has stated that he&#039;s pretty much converted Dark Sun to 5th, even if only for an office campaign.&lt;br /&gt;
&lt;br /&gt;
===Races===&lt;br /&gt;
Most of the less-popular generic fantasy races were exterminated a long time ago, good riddance! This means no [[gnome]]s! First reason why this setting is full of win and awesome.&lt;br /&gt;
*&#039;&#039;&#039;[[Aarakocra]]&#039;&#039;&#039; - Sentient vultures, for those who don&#039;t want to play anything normal, but hate bugs or lizards.&lt;br /&gt;
*&#039;&#039;&#039;[[Dray]]&#039;&#039;&#039; - Horribly deformed dragon-people. Basically a failed magic experiment - like [[Draconian|Traag and Sesk]] in &#039;&#039;Time of the Dragon&#039;&#039; Taladas.  Created by Dregoth, the undead Dragon King.  Later generations were less-mutated.  4e made them straight-up [[Dragonborn|dragonborn]].&lt;br /&gt;
*&#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039; - Almost typical dorfs, except taller, waaay more muscular, bald with Klingon-like head plates and are even more fixated on their stuff than the hairier, stuntier variety.  So fixated, in fact, that if they died without completing the shit they were obsessing over, they came back from the dead as banshees (sentient zombies that looked like a dwarf without skin).&lt;br /&gt;
*&#039;&#039;&#039;[[Eladrin]]&#039;&#039;&#039; - Added in 4e, the dwindling remnants of the race that once ruled the [[Feywild]], which on Athas has literally dissolved into nothing, leaving only a scattering of extradimensional oases as a result of defiling.&lt;br /&gt;
*&#039;&#039;&#039;[[Elan]]&#039;&#039;&#039; - An experiment in creating human uber-psychics by a psionicist order that went wrong due to being too powerful&lt;br /&gt;
*&#039;&#039;&#039;[[Elf]]&#039;&#039;&#039; - No forests for them, ha! They are desert nomads, thieving and griefing all the time. Finally, straight players can consider playing an elf. Again foreshadowing &#039;&#039;Time of the Dragon&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Gith]]&#039;&#039;&#039; - Descendants of a contingent of [[Githyanki]] that came to Athas generations ago and became stuck, unable to leave. As a race inherently strong in psionics, they are feared opponents and gladiators, but are still often employed as slaves, which is funny, because they always end up like that, but this time without [[Illithid]]s.&lt;br /&gt;
*&#039;&#039;&#039;[[Genasi]]&#039;&#039;&#039; - Only present in the 4e version. They claim they were originally set up as rulers over Athas by the [[Archomental|Primordials]] once they killed all of the gods... but they became decadent and indolent, so the other races drove them off the thrones. And then they blew Athas all to fuck, which the genasi are still gloating about. Now they&#039;re starting to emerge from the wastes because they believe it&#039;s their job to take command again and fix this shit. Known subraces: Earth, Fire, Wind, Ember, Magma, Sand and Sun.&lt;br /&gt;
*&#039;&#039;&#039;[[Half-Giant]]&#039;&#039;&#039; - Big dumb muscle, with a &#039;&#039;lolrandom&#039;&#039; alignment because they&#039;re &#039;&#039;so&#039;&#039; impressionable. Usually really fucking stupid.&lt;br /&gt;
*&#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039; - Cannibals who live in the remaining strips of forest. Despite [[Troy Denning]]&#039;s initial fuckup in &#039;&#039;The Verdant Passage&#039;&#039;, where he has the dragonfly riding midgets flinging spells hither and thither, no they cannot use arcane magic. Tries to retcon this in &#039;&#039;The Cerulean Storm&#039;&#039; but it doesn&#039;t quite work.  MAJOR PLOT LOOPHOLE.  Actually (spoilers!) the origin of all other demi-human races on Athas, as theirs was the high civilization of the Blue Age.&lt;br /&gt;
*&#039;&#039;&#039;[[Human]]&#039;&#039;&#039; - Sentient halfling, only larger. Always average, always racist. Just like in real life, the race arguably responsible for fucking up the planet. Somehow still manage to be the norm, large and in charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Kenku]]&#039;&#039;&#039; - I shit you not. These crow-like humanoids are mentioned as existing as a viable race (with an accompanying language), but is then promptly forgotten and never mentioned again, so most people never think of them in the context of &#039;&#039;Dark Sun&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Maenad]]&#039;&#039;&#039; - Alien berserker-psion emos that Andropinus recruited from somewhere beyond &amp;quot;The Black&amp;quot;, then turned loose to die in the wasteland after they helped him get his city-state back. Rather pissed at that.&lt;br /&gt;
*&#039;&#039;&#039;[[Mul]]&#039;&#039;&#039; - [[Half-dwarf]]! Second reason why this setting is full of win and awesome!  Bred for size and strength, but without the lack of agility of the typical stunty dorf, no slave was worth more than a Mul.  Except a better Mul. Very prized as gladiators. Suck it, Russell Crowe. Unfortunately, like real-life hybrids tend to be, Muls are sterile, and they also tend to be [[Grimdark|born into slavery and kill their mums on the way out]].&lt;br /&gt;
*&#039;&#039;&#039;[[Pterran]]&#039;&#039;&#039; - Pterodactyl-man shamanistic retards that remind you of a certain cheesy villain from the X-Men comic books.&lt;br /&gt;
*&#039;&#039;&#039;[[Pyreen]]&#039;&#039;&#039; - A non-player (though 4e made them an epic destiny) race of ancient guardians from before the world was burned to shit, [[Rajaat]] was one of these guys before he went screaming off the deep end. Looks like a prettier version of how 3.5&#039;s [[Mongrelman|Mongrelfolk]] are supposed to look based on fluff; a harmonious blending of human, halfling, dwarf and elf. This mysterious &amp;amp; mystical mongrelfolk nature is strange, considering that halflings were the original inhabitants, and it also ignores several now-extinct but previously prominent (or at least &amp;quot;normal&amp;quot; non-monstrous) races, such as orcs. Epic-level immortal multiclassed druid/psions attempting to fix the world. Not getting very far.&lt;br /&gt;
*&#039;&#039;&#039;[[Ssurran]]&#039;&#039;&#039; - 2-legged sentient komodo dragons. Lives in the desert and loves them some lava. Very resistant towards heat and the Dark Sun, these guys enjoy worshiping Fire and Magma.&lt;br /&gt;
*&#039;&#039;&#039;[[Tarek]]&#039;&#039;&#039; - Earth-worshipping, hulking, ape-like humanoids from the mountains. Pretty obviously an &amp;quot;evolved&amp;quot; strain of Athasian [[Orc]]s, like how Ssurrans are Athasian [[lizardfolk]].  Take obvious inspiration from the ape-men of popular pulp novels and Frazetta/Vallejo paintings the same way the rest of the setting does.&lt;br /&gt;
*&#039;&#039;&#039;[[Tari]]&#039;&#039;&#039; - Dark Sun has a race of [[ratfolk]] out there in the desert, but despite the fact they are a fully sapient and civilized race, you can&#039;t play them.&lt;br /&gt;
*&#039;&#039;&#039;[[Tiefling]]&#039;&#039;&#039; - Another 4e addition, brutal raiders from the most hostile and barren regions of the desert, descendants of people who turned to fiend-worship for the strength to survive in the wasteland.&lt;br /&gt;
*&#039;&#039;&#039;[[Thri-kreen]]&#039;&#039;&#039; - Sentient mantis. Strange, scary folk who can only communicate via their own language or telepathy. Like their elves raw.  With four wickedly clawed arms, these guys can &#039;&#039;fuck shit up&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Yuan-ti]]&#039;&#039;&#039; - Much like the kenku, the classic yuan-ti are only technically part of the setting, and seem to have been largely forgotten the second after the core setting material was published, despite featuring prominently in the Dark Sun [[CRPG]] [[Wake of the Ravager]], a game nobody remembered until GOG.com began selling many (most?) of the SSI AD&amp;amp;D modules of the 80s and 90s.  Now that WotR is readily available, the thing people remember most about that game is the numerous, game-breaking bugs.  (But you should still buy it, as workarounds to the bugs do exist.)&lt;br /&gt;
&lt;br /&gt;
We gotta talk dragons now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Athasian Dragon|Athasian]]&#039;&#039;&#039; - Only &amp;quot;playable&amp;quot; by a very technical definition of the term, since it was an epic-level class for level 21+ characters with nastily-difficult requirements, though 4e made it an epic destiny.  Not at all like the normal &#039;&#039;D&amp;amp;D&#039;&#039; variety, which don&#039;t exist on Athas, Athasian Dragons are horrible monsters that embody the corrupted nature of arcane magic in the setting: rapacious, violent, and filled with rage and a lust to dominate or destroy.  Depending on source, there&#039;s either many or only one being that has ever successfully completed the transformation, and he&#039;s the &#039;&#039;other&#039;&#039; [[BBEG]] of the setting, as mentioned above, but almost all of the Sorcerer-Kings are at least part of the way there.&lt;br /&gt;
*&#039;&#039;&#039;[[Avangion]]&#039;&#039;&#039; - The opposite version of an Athusian dragon, being the life-nurturing embodiment of what arcane magic &#039;&#039;should&#039;&#039; be.  Looks like a bizarre glowing manta ray-dragonfly, with a huge wingspan.  Not as much balls-out murder power as a dragon, but able to no-sell many of its abilities, actually support its party, and not be an insane rage-cauldron the DM could take over whenever he felt like it. Just as hard to qualify for though, and also a 4e epic destiny.  No one in the Tyr region has ever successfully become one, though one NPC as far down the process as most of the Sorcerer-Kings are to being dragons, and unlike many of them is actively trying to advance.&lt;br /&gt;
&lt;br /&gt;
===Classes===&lt;br /&gt;
*&#039;&#039;&#039;[[Cleric]]s&#039;&#039;&#039; - There are no real gods in the setting (according to 4e, this is because the Primordials drove them off in the [[Dawn War]]), so most clerics [[elementalist|worship elements or quasi-elements]] - the game implies there &#039;&#039;were&#039;&#039; gods at one point, however, because an [[undead]] monster unique to the setting is a &#039;&#039;&#039;Raaig&#039;&#039;&#039;, the pissed-off [[ghost]] of a long-dead [[cleric]] or [[paladin]]. In a desert world, summoning water elementals will get you pussy until you realize that if you level up to much you become a true elemental too. Very nasty to be drank alive for being a water elemental. The way they are described, they are more &amp;quot;elemental shamans&amp;quot; than archetypical clerics. Other types are insinuated to exist, such as a &#039;sun cleric&#039; featured in the novels, representing the aspect and domain of the sun as a natural force rather than a deity.&lt;br /&gt;
*&#039;&#039;&#039;[[Druid]]s&#039;&#039;&#039; - Druids serve spirits of the land. They have a guarded lands that they are responsible to look after.&lt;br /&gt;
*&#039;&#039;&#039;[[Gladiator]]s&#039;&#039;&#039; - You know. Like the movie. Also one of the most overpowered classes in the times of AD&amp;amp;D, a low level gladiator could be the personification of a certain Frank Frazzeta illustration entitled &amp;quot;The Destroyer&amp;quot;. Essentially, they were [[Barbarian]]s before Barbarians as 3e made them were a thing.&lt;br /&gt;
*&#039;&#039;&#039;Dune Traders&#039;&#039;&#039; - lol that&#039;s actually a class? Was more one the role-playing side of things, could get loads of handy contacts and power within tradehouses. Took care of diplomacy, trading, and generally any situation that could be resolved without a weapon.&lt;br /&gt;
*&#039;&#039;&#039;[[Fighter]]s&#039;&#039;&#039; - Not as good as a Gladiator in personal combat, but who is? Really excelled at attracting and leading armies at higher levels.&lt;br /&gt;
*&#039;&#039;&#039;[[Bard]]s&#039;&#039;&#039; - Most bards sing songs and boost the other party members&#039; rolls. Dark Sun bards will poison and kill you, and maybe fuck you.  Maybe in that order, too.&lt;br /&gt;
*&#039;&#039;&#039;[[Paladin]]s&#039;&#039;&#039; - lol nope.  Honor and virtue fell by the wayside a long time ago on Athas, but what else would you expect from a planet this Darwinian?&lt;br /&gt;
*&#039;&#039;&#039;[[Templar]]s&#039;&#039;&#039; - Replace Paladins thematically, but more on the police side of things to the point they are essentially the Sorcerer-Kings&#039;s Gestapo. Ability-wise, they&#039;re more like Clerics with slower spell-progression but more spellslots and the ability to use any weapon. Worship the Sorcerer King who rules their city.&lt;br /&gt;
*&#039;&#039;&#039;[[Psion]]icists&#039;&#039;&#039; - Psionicists are considered accepted and normal in this setting. In fact, every PC is guaranteed to have &#039;&#039;at least&#039;&#039; one psionic power!  OMGWTF!  Think Jedis, kind of.  Wanna move shit with your mind without casting a spell like some bitch ass looking wizard?  Check.  Mindrape?  Check.  &#039;&#039;Fucking Time Travel?&#039;&#039;  Double Check. Unfortunately suffered from the fact that psionics in 2e were a horrible mess, and with a few notable exceptions, most of your powers are either incredibly niche or use clunky subsystems.&lt;br /&gt;
*&#039;&#039;&#039;[[Ranger]]s&#039;&#039;&#039; - Same old shit.  Think Aragorn in the desert.&lt;br /&gt;
*&#039;&#039;&#039;[[Rogue]]s&#039;&#039;&#039; - Pretty similar to the non-Athasian kind.  Attracted a Patron at level 10, aka you work for me now bitch.&lt;br /&gt;
*&#039;&#039;&#039;[[Wizard]]s&#039;&#039;&#039; - Two types exist in the setting, but everyone hates them both:&lt;br /&gt;
** [[Defiler]] - Evil mages, who suck out the life force of things. When they level up enough, they usually have an allergic reaction called dragon metamorphosis.&lt;br /&gt;
** [[Preserver]] - Mages who are not manly enough to steal life force, so they sacrifice efficiency to keep the stuff around them alive. Unfortunately for them, the commoners think all wizards are the same. Fortunately for them, most of their shit can be passed off as psionics.  When they grow up enough to be considered bad ass they turn into the manta ray like aliens from &#039;&#039;Abyss&#039;&#039;.&lt;br /&gt;
** [[Cerulean_Storm#Cerulean_Wizards|Cerulean Mages]] were added after the [[Prism Pentad]] novels caused the whole series to be rewritten, and are basically neutral mages who try to use the giant raging storm elemental now stranded on Athas as a battery.&lt;br /&gt;
** [[Necromancer]]s were retconned into the setting as wizards who draw power from the realm of the dead, which slowly turns them into undead beings. Ironically, they&#039;re actually neutral aligned, and technically even good aligned because their powers don&#039;t require them to hurt the planet.&lt;br /&gt;
** [[Shadow Magic|Shadow Mages]] are like Necromancers, but they draw from the [[Plane of Shadow]] instead of the Gray.&lt;br /&gt;
&lt;br /&gt;
===Sorcerer-Kings===&lt;br /&gt;
Sorcerer Kings were the jerks chosen by [[Rajaat]] with the deepest reservoirs of hatred (read:racists) for everything.  Except halflings.  Or was it humans.  SPOILER!  These were usually the big bad dudes that Dark Sun campaigns revolved around killing.  Unfortunately, author Troy Denning killed off most of them in the series &#039;&#039;The Prism Pentad&#039;&#039;, thus giving the campaign setting nothing left to live for. TSR brought out a small post-novel supplement entitled &amp;quot;Beyond the Prism Pentad&amp;quot;, which also included references to a product called &amp;quot;Dark Sun: &#039;&#039;A New Age&#039;&#039;&amp;quot; that was never released, to try and save what little scraps of the setting was left after [[skub|Denning&#039;s]] royal buttfuck of it all. It didn&#039;t work. As a result TSR brought it out back and shot it while you cried in your mother&#039;s arms.&lt;br /&gt;
&lt;br /&gt;
Most/all Sorcerer-kings were/are in various stages of Dragon metamorphosis, i.e. turning into a Dragon, you idiot, as a result of their addiction to Defiling.  &amp;quot;Real&amp;quot; dragons don&#039;t exist on Athas, and only the most powerful Wizard/Psionicists with the help of handy [[Necronomicon|forbidden lore]] could start on this journey to REAL ULTIMATE POWER.  Side effects include deepening of voice, a bad case of scaly skin, and the desire to FUCKING KILL EVERYTHING.  Which gave rise to the most common-sense Dark Sun rule ever, via the rulebook &#039;&#039;Dragonkings&#039;&#039;, where a 25th level Dragon, if you were lucky/good enough to make it that far and survive a series of spells that &#039;&#039;had an outright chance to kill you&#039;&#039;, WAS COMPLETELY TAKEN OVER BY THE DM UNTIL LEVEL 30.  How fun is that shit.  The reasoning being the Dragon entered a period of Animalistic Rage.  And of course only the DM could properly portray that shit, moron.  Go sit on the couch and shut up. (Granted, it was better than giving players literal dragon-god-like power, give the tendencies of the sorts of player willing to commit the atrocities necessary to become a dragon to [[Murderhobo|steal, fuck and kill everything they see including their fellow PCs.]])&lt;br /&gt;
&lt;br /&gt;
Originally, just one of the Dragon-Kings was an actual &#039;&#039;&#039;dragon&#039;&#039;&#039;, formerly Borys of Ur-Draxa. PCs could confront him in &#039;&#039;&#039;[[DSR4: Valley of Dust and Fire]]&#039;&#039;&#039;, which &#039;&#039;Dark Sun&#039;&#039; fans consider rather difficult, and which &#039;&#039;itself&#039;&#039; cautioned that it was meant for &#039;&#039;Dragon Kings&#039;&#039; parties over level 21. Wonder how those &amp;quot;[[Mary Sue|Prism Pentad]]&amp;quot; dipshits managed it... Especially since not a single one of them were even level 20 (their stats are given in &amp;quot;Beyond the Prism Pentad&amp;quot;) , much less a full 5-man party of level 21+ characters.&lt;br /&gt;
&lt;br /&gt;
To expand their use as a plot device, each Sorcerer-King/Queen ruled a City-State, up until they were slain by Denning like it was a bodily function:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abalach-re&#039;&#039;&#039;  - The queen bitch of the City-State of Raam, this paranoid schizo cunt makes [[Skaven|your average Skaven]] look like Ghandi.  Also universally loathed and held in contempt by both her own people and all the other Sorcerer Kings.  Whether her neurotic paranoia is the result or the cause of this is a bit of a chicken-or-egg question.&lt;br /&gt;
*&#039;&#039;&#039;Andropinis&#039;&#039;&#039;  - He had egg shaped nostrils.  He wore a toga and ruled over the Greek inspired City-State of Balic. Unique for being the only Lawful Neutral sorcerer-king (All the others are listed as Lawful Evil, naturally), and for running a state that actually somewhat functions, in a democracy-turned-dictatorial-sham kind of way.&lt;br /&gt;
*&#039;&#039;&#039;Hamanu&#039;&#039;&#039;  - Mr. Lionface.  Not one of the original 13 Champions, he was the ruler of Urik and a blatant homage to Hammurabi.  Evil and cruel, with his draconic transformation halted rather than reversed, but his devotion to order, justice, rationality, and his father&#039;s dream of a green and peaceful land make him one of the best of a terrible lot.&lt;br /&gt;
*&#039;&#039;&#039;Kalak&#039;&#039;&#039;  - You know your old, shriveled, power-hungry, slave-master of a grandfather?  That&#039;s this guy. Ruler of Tyr before his plan to get jacked up quick on dragonsauce was discovered and foiled by a bunch of meddling kids and one talking dog.  The 4e reboot explicitly starts every game with him being overthrown and Tyr being established as a Free City, before letting the PCs see where things go from there.&lt;br /&gt;
*&#039;&#039;&#039;Kalid-Ma&#039;&#039;&#039; - Former Sorcerer-King of Kalidnay, currently trapped in a near-death coma in [[Ravenloft|a completely different campaign setting]] thanks to his head honchessa&#039;s cruel betrayal of everything good in her life in favor of her freaky, possessive stalker crush on him.  Probably not coming back, regardless of what the deluded cultists rifling through his garbage think.&lt;br /&gt;
*&#039;&#039;&#039;Lalali-Puy&#039;&#039;&#039;  -  The hottest Sorcerer-Queen, and ruler of the barely civilized Jungle-Town of Gulg.  Also one of the less-evil Sorcerer Kings by virtue of not doing much to actively hurt the people who adore her, with some liner notes specifically calling her the most likely King to make a face turn who hasn&#039;t already, though her current rule over Gulg is cemented by brutal enslavement of nature spirits, one of whom she&#039;s masquerading as.&lt;br /&gt;
*&#039;&#039;&#039;Nibenay&#039;&#039;&#039;  - Called the Shadow King.  Either he really, really hated people and being seen, or he was too stupid to cast a simple glamour to NOT MAKE HIM LOOK LIKE A DRAGON around his superstitious subjects.  Ruler of the largest City-State of the same name, which was locked in a perpetual war with Gulg for some crazy strong blue balls.  Or blue wood.  Whatever.  His templars are all female, and are forced to mate with him for the job, which is frankly par for the course for evil at this point.  Even considering his hideous, part-dragon/part-man appearance.&lt;br /&gt;
*&#039;&#039;&#039;Tectuktitlay&#039;&#039;&#039; - He&#039;s a ladykiller, he&#039;ll rip your heart out and throw it down the fucking ziggurat.  Bird like in appearance, he was the Aztec inspired ruler of Drag.  Drek.  Er, Draj.  Smart, despite his insanity and cruelty.&lt;br /&gt;
*&#039;&#039;&#039;Oronis&#039;&#039;&#039; - Former Sorcerer-King of Kurn.  Kinda.  Oronis is a special case.  He started to feel bad about... you know exterminating all the lizard-men, especially when he saw that it was all for a lie, and he and his comrades were turning the world into a ruin rather than a paradise.  So, he took his vitamins, drank his milk, and managed to put the brakes on the whole &amp;quot;morph into a dragon through genocide&amp;quot; thing... and go the other direction into becoming an avangion.  Kurn is dying, but it&#039;s just a facade for New Kurn now anyway, and he&#039;s withdrawn from politics to pursue further experiments into avangion-hood while leaving behind a &amp;quot;true&amp;quot; democracy.  Literally the only Sorcerer-King actively trying to make his shithole of a world a better place.&lt;br /&gt;
*&#039;&#039;&#039;Daskinor&#039;&#039;&#039; - Kim Jong Il&#039;s Dark Sun doppelganger.  Ruler of Eldaarich, this &amp;lt;strike&amp;gt;paranoid asshat&amp;lt;/strike&amp;gt; omnipotent and benevolent God King keeps his city &amp;lt;strike&amp;gt;on permanent lockdown&amp;lt;/strike&amp;gt; safe and protected from all the evils of Athas.  Literally built massive walls to close off his city from the outside world &amp;lt;strike&amp;gt;thanks to his insanity starting to leak into the city as a whole&amp;lt;/strike&amp;gt; because it is totally self-sufficient and wants for nothing the outside world has to offer.  Especially not water and food.&lt;br /&gt;
*&#039;&#039;&#039;Dregoth&#039;&#039;&#039; - The undead dragon sorcerer-king, ruler of Giustenal. This dude got ganked by a bunch of the other Sorcerer-Kings who were tired of him bragging about the size of his &amp;lt;strike&amp;gt;cock&amp;lt;/strike&amp;gt; book of spells a couple thousand years ago, but his loyal Templars brought him back as a Lich, and he&#039;s just been chilling underground unbeknownst to every else, for quite some time now.  Created the [[dray]] race, which he hopes will one day completely replace humanity as the new &amp;quot;master race.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Cosmology===&lt;br /&gt;
Athas is... &#039;&#039;different&#039;&#039; to the standard realm in the [[Great Wheel]]. Looking across various sources (most prominently &amp;quot;Defilers &amp;amp; Preservers&amp;quot; and &amp;quot;Earth, Air, Fire &amp;amp; Water&amp;quot; for Dark Sun itself) reveals that Athas is connected to only a small handful of planes; the Gray, the Black, and the [[Elemental Planes]]. Further differentiating its cosmology, whilst Athas retains connections to the four standard &amp;quot;True&amp;quot; Elemental Planes (Earth/Air/Water/Fire), it only has four Paraelemental Planes consisting of Magma, Rain, Silt and Sun.&lt;br /&gt;
&lt;br /&gt;
The Gray is essentially the afterlife of Athas; a dreary, endless limbo realm of dismal mists, which serves to blockade Athas from both the [[Ethereal Plane]] proper and the [[Astral Plane]]. Depending on who you ask, it&#039;s either Athas&#039;s &amp;quot;Border Ethereal&amp;quot; or an analogue region for the Astral Plane.&lt;br /&gt;
&lt;br /&gt;
The Black is analogous to the [[Plane of Shadow]], and mostly serves as a prison for Rajaat.&lt;br /&gt;
&lt;br /&gt;
It&#039;s noted that Athas is unusually close to the [[Elemental Planes]], and this is, in part, why the world is so screwed up.&lt;br /&gt;
&lt;br /&gt;
Athas can actually interact with the [[Great Wheel]], and be reached by [[Spelljammer]]s, but it&#039;s extremely difficult to do so - the whole thing is effectively a sealed zone, as if something trapped the entire pocket of reality inside a locked room.&lt;br /&gt;
* The [[Githyanki]] are known to have opened a portal to Athas and tried to invade... then they ran home with their tails between their legs and closed up the portal, before leaving behind the proverbial sign saying &amp;quot;Do not open this fucking door!&amp;quot; Athasian [[Gith]] are believed to be the degenerate remnants of githyanki stranded here as a result of the failed invasion.&lt;br /&gt;
* The Mists of [[Ravenloft]] can also reach into Athas and pluck victims into its embrace. There&#039;s even an Athasian [[Domain of Dread]] called &amp;quot;Kalid-Ma&amp;quot;. It says something about life on Athas that being stuck in the [[Demiplane of Dread]] is actually perceived by most Athasians as a step up.&lt;br /&gt;
* The [[World Serpent Inn]] hosts at least one known two-way portal to Athas.&lt;br /&gt;
&lt;br /&gt;
==Controversies==&lt;br /&gt;
As beloved as it is by the fandom, Dark Sun has... its share of base-breaking lore. Three major things tend to be either loved or hated by fans of the game.&lt;br /&gt;
&lt;br /&gt;
===The Halfling Conspiracy===&lt;br /&gt;
A lot of people are less than impressed with the revelation that [[halfling]]s were the precursor race and that Dark Sun became such a fucked up world because one psycho wanted to go back to the days when halflings (and technically thri-kreen) were the only extant race.&lt;br /&gt;
&lt;br /&gt;
===Beyond the Prism Pentad===&lt;br /&gt;
As mentioned above, the changes of the Prism Pentad tie-in novels really messed up with the status quo of Dark Sun. Beyond killing off a bunch of Sorcerer-Kings, it also created the Cerulean Storm, an enormous perpetual rain storm wandering randomly across Athas, bringing water back to the planet but at the same time doing so with such violence that it&#039;s almost as bad as the original drought.&lt;br /&gt;
&lt;br /&gt;
===Mind Lords of the Last Sea===&lt;br /&gt;
This module, which reveals there is one last sea on Athas, is pretty controversial for various different reasons. Such as the existence of a place where a secretive bunch of psion-lords use telepathy to force people to comply with social standards, the existence of a large body of water on Athas, the fact that it retcons that [[lizardfolk]] aren&#039;t extinct (but then, ssurans were basically fireproof lizardfolk under a different name all along and nobody batted an eye at them), or the fact that it has actual telepathic dolphins and surfing rules in it.&lt;br /&gt;
&lt;br /&gt;
On the other hand, some people like the idea of doing &#039;&#039;The Prisoner&#039;&#039; by way of &#039;&#039;Mad Max&#039;&#039;, and the actual content isn&#039;t quite as stupid and poorly-written as its reputation suggests, with lots of discussion of how many Athasians would react to seeing the titular Last Sea when enough water to fill a bathtub is wealth beyond measure.&lt;br /&gt;
&lt;br /&gt;
==3e Dark Sun==&lt;br /&gt;
While by [[Dungeons and Dragons 3rd Edition|third edition]] official support for non-[[Forgotten Realms]], non-[[Greyhawk]] settings had largely been dropped, two separate updates for Dark Sun material exist.&lt;br /&gt;
&lt;br /&gt;
In a surprisingly cool move by Hasbro, fan groups were given official permission to update several [[Planescape|orphaned]] [[Spelljammer|settings]] to 3rd edition for free ([[Ravenloft|or one not so free in exchange for a check]]). In Dark Sun&#039;s case this spawned Athas dot org and its several PDFs updating the setting.&lt;br /&gt;
&lt;br /&gt;
A separate update was published in [[Dragon Magazine]] #319. This one is far more divergent than the fan conversion, setting the timeline forward 300 years to restore the status quo after the Prism Pentad fuckup. This update uses the standard 3rd edition class lineup, making Templars just Clerics of their respective Dragon King instead of their own class and having [[Paladin]]s actually exist. Since the psioncs book was already needed for psionics, Half-Giant and Thri-Keen, the other races from that book have been thrown in for the hell of it. One unusual mechanical change is how it adapted the higher than average ability score generation Dark Sun used and that several of its races were already printed with [[Level Adjustment]]: The conversion decided to give &#039;&#039;everyone&#039;&#039; [[Level Adjustment]] +1, giving the non-LA races (like [[Human]]) extra stuff to bring them up to LA +1.&lt;br /&gt;
&lt;br /&gt;
==4e Dark Sun==&lt;br /&gt;
Surprisingly, when Dark Sun made it into 4th edition, it was welcomed with great warmth and enthusiasm. This might be because WoTC had learned from the mistakes of Forgotten Realms and so whilst there were changes to 4e, none of them were as setting-breaking as the Spellplague, and many actually regarded these changes as being for the better.&lt;br /&gt;
&lt;br /&gt;
What changed? Well...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cosmology&#039;&#039;&#039;: Athas is now a world where, during the [[Dawn War]], the [[Archomental|Primordials]] won and killed the [[God]]s. The [[Elemental Chaos]] replaces the [[Elemental Planes]]. The Gray is still around, and is the local name for the [[Shadowfell]], but the Black isn&#039;t mentioned. If one makes it through the Gray into the [[Astral Sea]], it&#039;s empty; the Gods are dead, their halls are abandoned, and there&#039;s nothing but ancient celestial ruins and cosmic battlefields to scavenge through. The [[Feywild]] exists, but has been almost completely destroyed by defiling and its remaining pockets are zealously guarded by the Eladrin. The moons of Ral and Guthay are rich, verdant worlds in their own right, according to astrologers, but beyond the rumored existence of unpredictable &amp;quot;moongates&amp;quot; that allow access to them, nothing more is mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Races&#039;&#039;&#039;: [[Half-Giant]]s lost their ADHD and are now a reflavoring of [[Goliath]]s, mechanically. [[Dray]] went from an obscure race hidden in one module to being mentioned in the core, although mechanically they&#039;re just reskinned [[Dragonborn]]. [[Eladrin]] and [[Tiefling]]s are in the setting now, as the bitter survivors of the nearly-destroyed [[Feywild]] and fiend-worshipping cannibal raiders from the depths of the wastelands respectively. A [[Dragon Magazine]] article states that there are [[Genasi]] on Athas who were originally created to rule the mortal races for the Primordials after they fucked off, but they screwed up so badly they were overthrown and then Rajaat came along. Some races (and horses) previously stated to be extinct are present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Classes&#039;&#039;&#039;: All Divine classes are officially Not Present Here, although there is a sidebar for being The Last Cleric In The World if you really must. [[Shaman]]s, [[Ardent]]s, [[Bard]]s and [[Warlord]]s take up the healer&#039;s niche. A new pair of themes, the Elemental Cleric and the Primal Guardian, fill the niches of the Elemental Cleric and the Athasian Druid from AD&amp;amp;D. Defiling is no longer a variant [[Wizard]], but a power that any Arcane caster can risk using. [[Templar]]s went from their own class to being your choice of either a theme or a subclass for the [[Warlock]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;: The halflings as precursors is no longer explicit fact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Timeline Reset&#039;&#039;&#039;: The &amp;quot;default setting&amp;quot; in Dark Sun is now just after the Sorcerer-King of Tyr was assassinated by unknown parties. There is NO metaplot, no timeline advancements, nothing; officially, all Dark Sun 4e material is set at this starting point and it&#039;s up to the individual DM to decide what, if anything, has happened since Kalak was killed.  And there was Much Rejoicing.&lt;br /&gt;
&lt;br /&gt;
==Plot Holes==&lt;br /&gt;
Hey, you remember that bit up at the top where Elemental Shamans summon water elementals for people to drink, since there&#039;s (supposed to be) no water left on the planet? Well the thing is, assuming everyone&#039;s bladders and sweat glands are functioning properly, this by itself should logically be enough to gradually repair Athas.&lt;br /&gt;
&lt;br /&gt;
That said, as bodies of water would gradually start to form and grow more accessible (and these would be bodies of actual &#039;&#039;water&#039;&#039;, not urine and sweat, as there&#039;s a reason Earth&#039;s oceans are still composed of water and not prehistoric dinosaur urine), there&#039;d be less and less reason to keep an elemental-summoning shaman around. &amp;quot;Why should I pay that shaman for a glass when I can walk to the lake for free?&amp;quot; So the rate of repair would get slower and slower as time went on, possibly completely plateauing before the job was finished.&lt;br /&gt;
&lt;br /&gt;
Of course plugging this hole is as simple as positing a route for water to be lost from the environment. Maybe sandtrout are sequestering it underground. Maybe the Primordials are taking some to be dicks. Maybe water from elementals eventually drifts back to the Elemental Chaos.&lt;br /&gt;
&lt;br /&gt;
A tougher plot hole to work out is, how has no one figured out that full body robes are much better protection in the desert than going borderline-naked? Do the locals all have inherited UV protection? Does the sun not shine in the UV spectrum so sunstroke isn’t a thing?&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
[http://darksun.wikia.com/ Darksun Wiki] - &amp;lt;strike&amp;gt;a wiki almost as empty as this one&amp;lt;/strike&amp;gt; {{BLAM|HERESY!&#039;&#039;&#039;*BLAM*&#039;&#039;&#039;}} &amp;lt;br&amp;gt;&lt;br /&gt;
[http://athas.org Athas.org] - conversion for 3.5, &amp;lt;strike&amp;gt;scheduled to be complete just after 5e comes out.&amp;lt;/strike&amp;gt; Sweet shit, it&#039;s actually finished!&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Settings}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Kiltzi&amp;diff=290633</id>
		<title>Kiltzi</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Kiltzi&amp;diff=290633"/>
		<updated>2021-06-24T22:28:34Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: &lt;/p&gt;
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&lt;div&gt;{{Infobox Deity&lt;br /&gt;
|Name = Kiltzi&lt;br /&gt;
|Symbol = [[File:Kiltzi symbol.png|150px]]&amp;lt;br&amp;gt;Flower in bloom&lt;br /&gt;
|Alignment = Chaotic Good&lt;br /&gt;
|Divine Rank = Greater Goddess&lt;br /&gt;
|Pantheon = Maztican&lt;br /&gt;
|Portfolio = Fertility, health, life&lt;br /&gt;
|Domains = &#039;&#039;&#039;Major:&#039;&#039;&#039; Charm, Creation, Guardian, Healing, Protection&amp;lt;br&amp;gt;&#039;&#039;&#039;Minor:&#039;&#039;&#039; Animal, Plant, Pluma, Weather&lt;br /&gt;
|Home Plane = &#039;&#039;Teotecan&#039;&#039; ([[Arborea]])&lt;br /&gt;
|Worshippers = Mazticans&lt;br /&gt;
|Favoured Weapon = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Kiltzi, the Giver of Health, Growth, Nourishment, and Love&#039;&#039;&#039;, is the [[Maztica]]n goddess of life, fertility, and health.&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
Kiltzi was the first daughter to be born to [[Kukul]] and [[Maztica (Goddess)|Maztica, the goddess]]. Her gift to [[human]]ity after their creation was love. She, alongside her sisters took [[Qotal]]&#039;s side when he and [[Zaltec]] began fighting. After the fighting was over, and humanity flourished, Qotal pursued Kiltzi and made love to her (read: [[rape]]d her). She, of course, ran away after Qotal fell asleep, and went to Zaltec for protection, and in the process stopped granting spells to her [[cleric]]s. Qotal woke up a decade later and left Maztica, causing Kiltzi to return and give spells once more.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Kiltzi appears as beautiful, smooth-skinned, pregnant woman. Her hair is long enough to touch the ground, and she uses it to clothe herself, and her eyes are akin to deep, placid pools.&lt;br /&gt;
&lt;br /&gt;
==Worshippers==&lt;br /&gt;
Kiltzi is invoked most often during weddings, pregnancies, and childbirth, and occasionally in the more erotic circumstances. Her clerics are renowned healers, tending the physical and emotional well-being of others. Unlike most gods, no sacrifices are made to her, though occasionally a bundle of corn or a bag of seeds is burnt at her altar. Her most favored form of devotion was [[Heterosexual Sex in the Missionary Position|sex]].&lt;br /&gt;
&lt;br /&gt;
{{D&amp;amp;D-Maztica-Deities}}&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562759</id>
		<title>Werebunny</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562759"/>
		<updated>2021-06-24T22:12:08Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: &lt;/p&gt;
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&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebunnies&#039;&#039;&#039; are a species of fanmade [[therianthrope]] created by fans of the [[Planescape]] setting in the late 1990s for [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition, alongside the [[Peganthrope]], [[Werestag]] and [[Werefox]]: [[Kitsune]] variant. It can still be found in the [[netbook]] &amp;quot;Planescape Creature Compendium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Native to Amoria, the first layer of [[Elysium]], these Neutral Good therianthropes may be tied to the [[guardinal]]s, and possibly be manifest spirits of fertility and motherhood. Why is this a theory? Well, for starters, all werebunnies are female, able to assume the form of a hot woman with a, quote, &amp;quot;highly developed body&amp;quot; ([[Charisma]] 19), a rabbit, or a hybrid form, which is described in the &amp;quot;official&amp;quot; lore as adding a rabbit&#039;s tail, rabbit ears, and a full-body pelt to the human form. Secondly, any kid around the age of 6 or younger will find a werebunny absolutely fascinating. Finally, they are &#039;&#039;obsessed&#039;&#039; with making and then rearing babies; whilst they often find work as waitresses or wet nurses, really what every werebunny wants is to be a stay-at-home barefoot &#039;n&#039; preggers mom. If you doubt us, read the entirety of their official Habitat/Society writeup:&lt;br /&gt;
::&#039;&#039;It is thought that werebunnies exist for motherhood, they live to bear and raise children; their character is totally structured around family and being nurturing and supportive. The only communities known to include significant numbers of Bunnies are on the first layer of Elysium; elsewhere, they are very rare at best.&lt;br /&gt;
&lt;br /&gt;
Truth be told, werebunnies aren&#039;t much good outside of being eye-candy and baby factories. The average [[Intelligence]] score of a werebunny is a jaw-dropping &#039;&#039;5-7&#039;&#039; - for those of you only familiar with [[Dungeons &amp;amp; Dragons 5th Edition]], this was even &#039;&#039;&#039;worse&#039;&#039;&#039; back in 2nd edition. In comparison, their [[Wisdom]] is better than average, averaging about 13-14. So they&#039;re great at caring for things and being empathic, but otherwise dumb as a stump.&lt;br /&gt;
&lt;br /&gt;
To reproduce, werebunnies turn to the aid of humanoid males - usually humans, always giving birth to twins; a female werebunny and a male of the father&#039;s race. Of course, if you wanted to make them more rabbit-like, you could have them produce litters that consist of 1 son of the father&#039;s race and 2d8 werebunny daughters (rabbits average 7 kits in a litter, and can have over 15). A werebunny is born in its hybrid form and doesn&#039;t gain the ability to change shapes until the age of 7 years old.&lt;br /&gt;
&lt;br /&gt;
You&#039;re unlikely to get into a fight with a werebunny. They&#039;re not aggressive, preferring to run and hide rather than fight, and attacking one is formally considered an Evil Act by the rules. If they do get into a scrap, they are considered to have 20 [[Constitution]], which makes them immune to nonmagical diseases and lets them [[Regeneration|regenerate]] 1 hit point per hour, and have the standard therianthrope immunity of being impossible to hurt without using silver or +1-or-better magic weapons. But before you think about bullying the bunny, keep in mind that they &#039;&#039;can&#039;&#039; bite, and they &#039;&#039;can&#039;&#039; spread a form of werebunny therianthropy with their bites. Infected werebunnies turn into sex-crazed bunnygirls on the nights of the full moon and are compelled to find a hot guy to shag senseless for the duration of the night, typically gravitating towards a guy that the infectee already has strong emotional bonds with, whether this is attraction or loathing. The infectee will snap back to normal in the morning, with only hazy memories of what they did.&lt;br /&gt;
&lt;br /&gt;
...Don&#039;t snicker, guys; &#039;&#039;men&#039;&#039; can become infected werebunnies too, and yes, that &#039;&#039;&#039;includes&#039;&#039;&#039; the whole &amp;quot;turn into a horny bunnygirl and find a dude to shag&amp;quot; thing.&lt;br /&gt;
&lt;br /&gt;
The werebunny&#039;s official lore doesn&#039;t describe what happens if an infected werebunny&#039;s escapades leave her pregnant. Presumably she gives birth to true werebunnies. Whether a guy infected with the werebunny curse can get pregnant depends on your DM&#039;s [[Magical Realm]].&lt;br /&gt;
&lt;br /&gt;
They showed up again in 5e via [[Van Richten&#039;s Guide#Van Richten&#039;s Guide to Ravenloft|Van Richten&#039;s Guide to Ravenloft]], in the form of Alti the Werehare, a trouper at the traveling realm known as the Carnival. Don&#039;t get too excited; she uses the statblock of a wererat, since it wouldn&#039;t make sense to write out a whole unique statblock for someone who only has &#039;&#039;a single sentence&#039;&#039; devoted to her in the whole book.&lt;br /&gt;
&lt;br /&gt;
A final thing to consider is that the idea of a wererabbit is a very interesting one, especially if you&#039;re familiar with the idea of the Moon Rabbit. See, unlike people in the Western world who usually see a face when they look at the moon, most people in the East instead see a rabbit working a mortar and pestle to make dumplings. There&#039;s even a Chinese myth about this, in which the rabbit is the pet of a woman who took an immortality potion and thus had to live on the moon (don&#039;t ask). In short, the idea of a rabbit-like creature being prone to a form of lunacy has some merit to it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Furry]] [[Category: Planescape]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562758</id>
		<title>Werebunny</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562758"/>
		<updated>2021-06-24T22:00:59Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebunnies&#039;&#039;&#039; are a species of fanmade [[therianthrope]] created by fans of the [[Planescape]] setting in the late 1990s for [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition, alongside the [[Peganthrope]], [[Werestag]] and [[Werefox]]: [[Kitsune]] variant. It can still be found in the [[netbook]] &amp;quot;Planescape Creature Compendium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Native to Amoria, the first layer of [[Elysium]], these Neutral Good therianthropes may be tied to the [[guardinal]]s, and possibly be manifest spirits of fertility and motherhood. Why is this a theory? Well, for starters, all werebunnies are female, able to assume the form of a hot woman with a, quote, &amp;quot;highly developed body&amp;quot; ([[Charisma]] 19), a rabbit, or a hybrid form, which is described in the &amp;quot;official&amp;quot; lore as adding a rabbit&#039;s tail, rabbit ears, and a full-body pelt to the human form. Secondly, any kid around the age of 6 or younger will find a werebunny absolutely fascinating. Finally, they are &#039;&#039;obsessed&#039;&#039; with making and then rearing babies; whilst they often find work as waitresses or wet nurses, really what every werebunny wants is to be a stay-at-home barefoot &#039;n&#039; preggers mom. If you doubt us, read the entirety of their official Habitat/Society writeup:&lt;br /&gt;
::&#039;&#039;It is thought that werebunnies exist for motherhood, they live to bear and raise children; their character is totally structured around family and being nurturing and supportive. The only communities known to include significant numbers of Bunnies are on the first layer of Elysium; elsewhere, they are very rare at best.&lt;br /&gt;
&lt;br /&gt;
Truth be told, werebunnies aren&#039;t much good outside of being eye-candy and baby factories. The average [[Intelligence]] score of a werebunny is a jaw-dropping &#039;&#039;5-7&#039;&#039; - for those of you only familiar with [[Dungeons &amp;amp; Dragons 5th Edition]], this was even &#039;&#039;&#039;worse&#039;&#039;&#039; back in 2nd edition. In comparison, their [[Wisdom]] is better than average, averaging about 13-14. So they&#039;re great at caring for things and being empathic, but otherwise dumb as a stump.&lt;br /&gt;
&lt;br /&gt;
To reproduce, werebunnies turn to the aid of humanoid males - usually humans, always giving birth to twins; a female werebunny and a male of the father&#039;s race. Of course, if you wanted to make them more rabbit-like, you could have them produce litters that consist of 1 son of the father&#039;s race and 2d8 werebunny daughters (rabbits average 7 kits in a litter, and can have over 15). A werebunny is born in its hybrid form and doesn&#039;t gain the ability to change shapes until the age of 7 years old.&lt;br /&gt;
&lt;br /&gt;
You&#039;re unlikely to get into a fight with a werebunny. They&#039;re not aggressive, preferring to run and hide rather than fight, and attacking one is formally considered an Evil Act by the rules. If they do get into a scrap, they are considered to have 20 [[Constitution]], which makes them immune to nonmagical diseases and lets them [[Regeneration|regenerate]] 1 hit point per hour, and have the standard therianthrope immunity of being impossible to hurt without using silver or +1-or-better magic weapons. But before you think about bullying the bunny, keep in mind that they &#039;&#039;can&#039;&#039; bite, and they &#039;&#039;can&#039;&#039; spread a form of werebunny therianthropy with their bites. Infected werebunnies turn into sex-crazed bunnygirls on the nights of the full moon and are compelled to find a hot guy to shag senseless for the duration of the night, typically gravitating towards a guy that the infectee already has strong emotional bonds with, whether this is attraction or loathing. The infectee will snap back to normal in the morning, with only hazy memories of what they did.&lt;br /&gt;
&lt;br /&gt;
...Don&#039;t snicker, guys; &#039;&#039;men&#039;&#039; can become infected werebunnies too, and yes, that &#039;&#039;&#039;includes&#039;&#039;&#039; the whole &amp;quot;turn into a horny bunnygirl and find a dude to shag&amp;quot; thing.&lt;br /&gt;
&lt;br /&gt;
The werebunny&#039;s official lore doesn&#039;t describe what happens if an infected werebunny&#039;s escapades leave her pregnant. Presumably she gives birth to true werebunnies. Whether a guy infected with the werebunny curse can get pregnant depends on your DM&#039;s [[Magical Realm]].&lt;br /&gt;
&lt;br /&gt;
They showed up again in 5e via [[Van Richten&#039;s Guide#Van Richten&#039;s Guide to Ravenloft|Van Richten&#039;s Guide to Ravenloft]], in the form of Alti the Werehare, a trouper at the traveling realm known as the Carnival. Don&#039;t get too excited, as she uses the statblock of a wererat, since it wouldn&#039;t make sense to write out a whole unique statblock for someone who only has a single sentence devoted to her in the whole book.&lt;br /&gt;
&lt;br /&gt;
A final thing to consider is that the idea of a wererabbit is a very interesting one, especially if you&#039;re familiar with the idea of the Moon Rabbit. See, unlike people in the Western world who usually see a face when they look at the moon, most people in the East instead see a rabbit working a mortar and pestle to make dumplings. There&#039;s even a Chinese myth about this, in which the rabbit is the pet of a woman who took an immortality potion and thus had to live on the moon (don&#039;t ask). In short, the idea of a rabbit-like creature being prone to a form of lunacy has some merit to it.&lt;br /&gt;
&lt;br /&gt;
[[Category: Furry]] [[Category: Planescape]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562757</id>
		<title>Werebunny</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562757"/>
		<updated>2021-06-24T21:51:59Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebunnies&#039;&#039;&#039; are a species of fanmade [[therianthrope]] created by fans of the [[Planescape]] setting in the late 1990s for [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition, alongside the [[Peganthrope]], [[Werestag]] and [[Werefox]]: [[Kitsune]] variant. It can still be found in the [[netbook]] &amp;quot;Planescape Creature Compendium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Native to Amoria, the first layer of [[Elysium]], these Neutral Good therianthropes may be tied to the [[guardinal]]s, and possibly be manifest spirits of fertility and motherhood. Why is this a theory? Well, for starters, all werebunnies are female, able to assume the form of a hot woman with a, quote, &amp;quot;highly developed body&amp;quot; ([[Charisma]] 19), a rabbit, or a hybrid form, which is described in the &amp;quot;official&amp;quot; lore as adding a rabbit&#039;s tail, rabbit ears, and a full-body pelt to the human form. Secondly, any kid around the age of 6 or younger will find a werebunny absolutely fascinating. Finally, they are &#039;&#039;obsessed&#039;&#039; with making and then rearing babies; whilst they often find work as waitresses or wet nurses, really what every werebunny wants is to be a stay-at-home barefoot &#039;n&#039; preggers mom. If you doubt us, read the entirety of their official Habitat/Society writeup:&lt;br /&gt;
::&#039;&#039;It is thought that werebunnies exist for motherhood, they live to bear and raise children; their character is totally structured around family and being nurturing and supportive. The only communities known to include significant numbers of Bunnies are on the first layer of Elysium; elsewhere, they are very rare at best.&lt;br /&gt;
&lt;br /&gt;
Truth be told, werebunnies aren&#039;t much good outside of being eye-candy and baby factories. The average [[Intelligence]] score of a werebunny is a jaw-dropping &#039;&#039;5-7&#039;&#039; - for those of you only familiar with [[Dungeons &amp;amp; Dragons 5th Edition]], this was even &#039;&#039;&#039;worse&#039;&#039;&#039; back in 2nd edition. In comparison, their [[Wisdom]] is better than average, averaging about 13-14. So they&#039;re great at caring for things and being empathic, but otherwise dumb as a stump.&lt;br /&gt;
&lt;br /&gt;
To reproduce, werebunnies turn to the aid of humanoid males - usually humans, always giving birth to twins; a female werebunny and a male of the father&#039;s race. Of course, if you wanted to make them more rabbit-like, you could have them produce litters that consist of 1 son of the father&#039;s race and 2d8 werebunny daughters (rabbits average 7 kits in a litter, and can have over 15). A werebunny is born in its hybrid form and doesn&#039;t gain the ability to change shapes until the age of 7 years old.&lt;br /&gt;
&lt;br /&gt;
You&#039;re unlikely to get into a fight with a werebunny. They&#039;re not aggressive, preferring to run and hide rather than fight, and attacking one is formally considered an Evil Act by the rules. If they do get into a scrap, they are considered to have 20 [[Constitution]], which makes them immune to nonmagical diseases and lets them [[Regeneration|regenerate]] 1 hit point per hour, and have the standard therianthrope immunity of being impossible to hurt without using silver or +1-or-better magic weapons. But before you think about bullying the bunny, keep in mind that they &#039;&#039;can&#039;&#039; bite, and they &#039;&#039;can&#039;&#039; spread a form of werebunny therianthropy with their bites. Infected werebunnies turn into sex-crazed bunnygirls on the nights of the full moon and are compelled to find a hot guy to shag senseless for the duration of the night, typically gravitating towards a guy that the infectee already has strong emotional bonds with, whether this is attraction or loathing. The infectee will snap back to normal in the morning, with only hazy memories of what they did.&lt;br /&gt;
&lt;br /&gt;
...Don&#039;t snicker, guys; &#039;&#039;men&#039;&#039; can become infected werebunnies too, and yes, that &#039;&#039;&#039;includes&#039;&#039;&#039; the whole &amp;quot;turn into a horny bunnygirl and find a dude to shag&amp;quot; thing.&lt;br /&gt;
&lt;br /&gt;
The werebunny&#039;s official lore doesn&#039;t describe what happens if an infected werebunny&#039;s escapades leave her pregnant. Presumably she gives birth to true werebunnies. Whether a guy infected with the werebunny curse can get pregnant depends on your DM&#039;s [[Magical Realm]].&lt;br /&gt;
&lt;br /&gt;
They showed up again in 5e via [[Van Richten&#039;s Guide#Van Richten&#039;s Guide to Ravenloft|Van Richten&#039;s Guide to Ravenloft]], in the form of Alti the Werehare, a trouper at the traveling realm known as the Carnival. Don&#039;t get too excited, as she uses the statblock of a wererat, since it wouldn&#039;t make sense to write out a whole unique statblock for someone who only has a single sentence devoted to her in the whole book.&lt;br /&gt;
&lt;br /&gt;
[[Category: Furry]] [[Category: Planescape]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562756</id>
		<title>Werebunny</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Werebunny&amp;diff=562756"/>
		<updated>2021-06-24T21:46:53Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monstergirls}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Werebunnies&#039;&#039;&#039; are a species of fanmade [[therianthrope]] created by fans of the [[Planescape]] setting in the late 1990s for [[Advanced Dungeons &amp;amp; Dragons]] 2nd edition, alongside the [[Peganthrope]], [[Werestag]] and [[Werefox]]: [[Kitsune]] variant. It can still be found in the [[netbook]] &amp;quot;Planescape Creature Compendium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Native to Amoria, the first layer of [[Elysium]], these Neutral Good therianthropes may be tied to the [[guardinal]]s, and possibly be manifest spirits of fertility and motherhood. Why is this a theory? Well, for starters, all werebunnies are female, able to assume the form of a hot woman with a, quote, &amp;quot;highly developed body&amp;quot; ([[Charisma]] 19), a rabbit, or a hybrid form, which is described in the &amp;quot;official&amp;quot; lore as adding a rabbit&#039;s tail, rabbit ears, and a full-body pelt to the human form. Secondly, any kid around the age of 6 or younger will find a werebunny absolutely fascinating. Finally, they are &#039;&#039;obsessed&#039;&#039; with making and then rearing babies; whilst they often find work as waitresses or wet nurses, really what every werebunny wants is to be a stay-at-home barefoot &#039;n&#039; preggers mom. If you doubt us, read the entirety of their official Habitat/Society writeup:&lt;br /&gt;
::&#039;&#039;It is thought that werebunnies exist for motherhood, they live to bear and raise children; their character is totally structured around family and being nurturing and supportive. The only communities known to include significant numbers of Bunnies are on the first layer of Elysium; elsewhere, they are very rare at best.&lt;br /&gt;
&lt;br /&gt;
Truth be told, werebunnies aren&#039;t much good outside of being eye-candy and baby factories. The average [[Intelligence]] score of a werebunny is a jaw-dropping &#039;&#039;5-7&#039;&#039; - for those of you only familiar with [[Dungeons &amp;amp; Dragons 5th Edition]], this was even &#039;&#039;&#039;worse&#039;&#039;&#039; back in 2nd edition. In comparison, their [[Wisdom]] is better than average, averaging about 13-14. So they&#039;re great at caring for things and being empathic, but otherwise dumb as a stump.&lt;br /&gt;
&lt;br /&gt;
To reproduce, werebunnies turn to the aid of humanoid males - usually humans, always giving birth to twins; a female werebunny and a male of the father&#039;s race. Of course, if you wanted to make them more rabbit-like, you could have them produce litters that consist of 1 son of the father&#039;s race and 2d8 werebunny daughters (rabbits average 7 kits in a litter, and can have over 15). A werebunny is born in its hybrid form and doesn&#039;t gain the ability to change shapes until the age of 7 years old.&lt;br /&gt;
&lt;br /&gt;
You&#039;re unlikely to get into a fight with a werebunny. They&#039;re not aggressive, preferring to run and hide rather than fight, and attacking one is formally considered an Evil Act by the rules. If they do get into a scrap, they are considered to have 20 [[Constitution]], which makes them immune to nonmagical diseases and lets them [[Regeneration|regenerate]] 1 hit point per hour, and have the standard therianthrope immunity of being impossible to hurt without using silver or +1-or-better magic weapons. But before you think about bullying the bunny, keep in mind that they &#039;&#039;can&#039;&#039; bite, and they &#039;&#039;can&#039;&#039; spread a form of werebunny therianthropy with their bites. Infected werebunnies turn into sex-crazed bunnygirls on the nights of the full moon and are compelled to find a hot guy to shag senseless for the duration of the night, typically gravitating towards a guy that the infectee already has strong emotional bonds with, whether this is attraction or loathing. The infectee will snap back to normal in the morning, with only hazy memories of what they did.&lt;br /&gt;
&lt;br /&gt;
...Don&#039;t snicker, guys; &#039;&#039;men&#039;&#039; can become infected werebunnies too, and yes, that &#039;&#039;&#039;includes&#039;&#039;&#039; the whole &amp;quot;turn into a horny bunnygirl and find a dude to shag&amp;quot; thing.&lt;br /&gt;
&lt;br /&gt;
The werebunny&#039;s official lore doesn&#039;t describe what happens if an infected werebunny&#039;s escapades leave her pregnant. Presumably she gives birth to true werebunnies. Whether a guy infected with the werebunny curse can get pregnant depends on your DM&#039;s [[Magical Realm]].&lt;br /&gt;
&lt;br /&gt;
They showed up again in 5e via [Van Richten&#039;s Guide|Van Richten&#039;s Guide to Ravenloft], in the form of Alti the Werehare, a trouper at the traveling realm known as the Carnival. Don&#039;t get too excited, as she uses the statblock of a wererat, since it wouldn&#039;t make sense to write out a whole unique statblock for someone who only has a single sentence devoted to her in the whole book.&lt;br /&gt;
&lt;br /&gt;
[[Category: Furry]] [[Category: Planescape]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Rajaat&amp;diff=395798</id>
		<title>Rajaat</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Rajaat&amp;diff=395798"/>
		<updated>2021-06-24T07:17:43Z</updated>

		<summary type="html">&lt;p&gt;2603:8001:3500:CB:8D04:C98D:245A:56FE: /* The Champions of Rajaat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rajaat&#039;&#039;&#039; is the [[Big Bad Evil Guy]] of the [[Dark Sun]] setting for [[Dungeons &amp;amp; Dragons]]. Filling the role of &amp;quot;ancient evil who fucked everything up&amp;quot;, he is essentially the Athasian equivalent of [[J.R.R. Tolkien|Morgoth]].&lt;br /&gt;
&lt;br /&gt;
Rajaat is a [[Pyreen]] from the Green Age of Athas. Possessed of an elemental connection to water, he was a total emolord who absolutely hated the Rebirth - the transformation of most of the [[halflings|rhulisti]] into various demihuman races, including his own. He became obsessed with the idea of wiping them all out and restoring the Blue Age of Athas. As part of his experiments, he learned methods for tapping into the very life force of Athas and manipulating it to create effects different to the psionics that had dominated Athas until that time; he had created Magic. Although he publicly spread the arts of Preserver Magic, he secretly kept the arts of Defiling to himself, teaching them only to a few - most notably, a group of 15 [[human]]s who agreed to become his Champions.&lt;br /&gt;
&lt;br /&gt;
When he was ready, Rajaat empowered his Champions through the combined power of the Dark Lens and the Pristine Tower, rendering them eternal and enhancing their powers before unleashing them in the Cleansing Wars, a genocidal campaign against all demihuman races, which has since been regarded as kind of a dick move.&lt;br /&gt;
&lt;br /&gt;
This centuries-long campaign scorched most of the planet, rendering it the barren wasteland it is today, before the Champions realized that Rajaat was simply using them and would end up wiping out humanity in favor of the rhulisti once the non-humans were gone. At this they turned on him, ripping his soul from his body and imprisoning the former in The Hollow (a distant, lifeless netherworld) and the latter within a mighty artefact called the Black Sphere. One Champion, Borys, manipulated the others into supporting him in a ritual to become an even-more powerful creature that he could better guard against Rajaat&#039;s return, which is how he became the first [[Athasian Dragon]]; The Dragon of Tyr. After that, the remaining Champions retired to become the Sorcerer-Kings of the Tablelands.&lt;br /&gt;
&lt;br /&gt;
During the events of the Prism Pentaad novels, Rajaat was temporarily freed, during which he banished Andropinus to The Black (Dark Sun&#039;s afterlife) and slew Tectuktitlay, before having his body destroyed and his soul banished once again. A side-effect of his temporary escape was the creation of the Cerulean Storm, a massive, free-roaming, elementally fueled storm that is slowly restoring water to Athas, but causing great destruction in its wake.&lt;br /&gt;
&lt;br /&gt;
==The Champions of Rajaat==&lt;br /&gt;
* 1st Champion of Rajaat - Sacha of Arala &amp;quot;Curse of the [[Kobold]]s&amp;quot;&lt;br /&gt;
* 2nd Champion of Rajaat- Kalak &amp;quot;[[Ogre]] Doom&amp;quot;&lt;br /&gt;
* 3rd Champion of Rajaat- Dregoth &amp;quot;Ravager of [[Giant]]s&amp;quot;&lt;br /&gt;
* 4th Champion of Rajaat- Manu (Hamanu) of Deche &amp;quot;[[Troll]] Scorcher&amp;quot;&lt;br /&gt;
* 5th Champion of Rajaat- Uyness (Abalach-Re) of Waverly &amp;quot;[[Orc]] Plague&amp;quot;&lt;br /&gt;
* 6th Champion of Rajaat- Gallard (Nibenay) &amp;quot;Bane of [[Gnome]]s&amp;quot;&lt;br /&gt;
* 7th Champion of Rajaat- Sielba &amp;quot;Destroyer of [[Pterran]]s&amp;quot;&lt;br /&gt;
* 8th Champion of Rajaat- Albeorn (Andropinis) of Brunswich &amp;quot;Slayer of [[Elf|Elves]]&amp;quot;&lt;br /&gt;
* 9th Champion of Rajaat- Tectuktitlay &amp;quot;[[Wemic]] Annihilator&amp;quot;&lt;br /&gt;
* 10th Champion of Rajaat- Keltis (Oronis) &amp;quot;[[Lizardfolk|Lizard Man]] Executioner&amp;quot;&lt;br /&gt;
* 11th Champion of Rajaat- Inenek (Lalali-Puy) &amp;quot;[[Aarakocra]] Scourge&amp;quot;&lt;br /&gt;
* 12th Champion of Rajaat- Wyan of Bodach &amp;quot;[[Pixie]] Blight&amp;quot;&lt;br /&gt;
* 13th Champion of Rajaat- Borys of Ebe &amp;quot;Butcher of [[Dwarf|Dwarves]]&amp;quot; (Dragon of Tyr)&lt;br /&gt;
* 14th Champion of Rajaat- Daskinor &amp;quot;[[Goblin]] Death&amp;quot;&lt;br /&gt;
* 15th Champion of Rajaat- Kalid-Ma &amp;quot;[[Tari]] Killer&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[Category: Dungeons &amp;amp; Dragons]][[Category:Dark Sun]]&lt;/div&gt;</summary>
		<author><name>2603:8001:3500:CB:8D04:C98D:245A:56FE</name></author>
	</entry>
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