Foreword (DK)

:Chapter from Dragon Kings
As I put the finishing touches to this volume, it occurs to me that it has been more than two years since design on the DARK SUNTM campaign began in earnest. For two years, pretty much every day saw a new idea pop up, another fall by the wayside, and a dozen questions get answered. In this book, I'm committing to paper the last of the original concepts we envisioned so long ago. For Athas, it is the end of the beginning.
But where is the DARK SUN setting going, and how does this book fit into that scheme?
The overriding design philosophy for support products is simple: concentrated campaign development. If you're waiting for maps of the entire world of Athas, or campaign supplements that take us to the far side of the Sea of Silt and beyond, don't hold your breath, 'cause they're not coming. Not for a while. We're concentrating on what's in the boxed set: the Tyr Region and its seven city-states. We've barely touched that plot of sand, game development-wise, and it will take quite a while to fill it up with slave tribes, merchant houses, elven raiders, and more. The DARK SUN campaign's future is bright, but for now it's strictly bounded within the existing campaign map.
Then why a hardbound rules book devoted to higher-level characters? Dragon Kings serves two purposes—one obvious, one not.
First, Dragon Kings lets characters advance as high as 30th level in all classes. They get wondrous new abilities, possibly even new bodies, when they reach such heights of experience. We originated all these concepts early on in the design of the DARK SUN universe, but we kept them out of the original rules for two reasons. First, they wouldn't all fit. Second, we didn't want to give away the secrets revealed in the first DARK SUN novel, The Verdant Passage. (If you haven't read the novel yet, be warned that this book spoils its surprises!)
The second, less obvious reason to present rules for the highest-level characters is rooted in overall campaign development. I'm a firm believer that the﻿ macro-forces of a campaign world should set the tone for even the lowliest adventures-sort of a "trickle-down" theory, if you will. In a science-fiction world, the ambitions of powerful corporations, star-spanning empires, and malevolent alien races set the stage for adventure. In the DARK SUN world, the sorcerer-kings, advanced beings, and other powerful characters set the tone. Characters beyond 20th level are the movers and shakers of Athas—their every move leaves a wake of adventure possibilities. To present a plausible DARK SUN campaign, a DM must understand that world's most influential NPCs and their incredible powers.
Why more powerful magic? Well, why not! Massive spells can help drive a campaign just as easily as powerful characters. I think of fantasy novels I've read that are centered on the casting of a single, incredible magical spell, one that takes years to prepare and wipes out entire cities or nations. Whole adventures can revolve around casting such magic or preventing its casting.
The existing 9th-level AD&D game wizard spells do the same old stuff, just bigger and better: They protect the wizard from being killed by a bigger monster. To me, it's just not epic. Casting a spell that erases a mountain range-now that's magic!
Do I expect lots of DARK SUN campaigns to become high-level campaigns? Do I want player characters unleashing 10th-level spells at one another as soon as they open this book?
No. But I do expect players to have something more to strive for, and I expect DMs to have everything they need to evolve a complete array of powerful NPCs for their little corner of Athas.
Obviously, use of player characters who have advanced beyond 20th level dictates a somewhat different role-playing style. These characters are usually people of great reputation who have many fantastic accomplishments to their credit and can challenge any foe or situation. More mundane adventures, such as searching for small treasures or taking jobs as mercenaries, become less important to the mega-characters.
Their attentions should instead turn to more city—or region-sweeping epics, such as the search for lost ancient civilizations, struggles between large armies or nations, or quests for lost magical knowledge that can win a throne! Encourage high-level characters to use their talents toward lofty ends-what's the point of advancing to 25th level if all you're going to do is pen scrolls all day?
Note, though, that in the DARK SUNTM world, no one gains fantastic levels anonymously. In the FORGOTTEN REALMS campaign setting, a wizard might go from 20th to 30th level and hardly be noticed by the general populace, but I wanted something different for Athas,
No DARK SUN world character can escape the consequences of superior experience. With the exception of the rogues, high-level characters become victims of their own success. Fighters find themselves heading huge armies, like it or not. Fledgling dragons and avangions have nothing but enemies, and psionicists must either join an exclusive organization or be hunted by it. In terms of game balance, is this fair? Given that each class has unique advantages, it all evens out in the end. And if not, well, nothing on Athas is particularly fair!
It has been a massive undertaking. I thank Zeb Cook, William W. Connors, and J. Robert King for their valuable input, and Troy Denning and James Lowder for literary advice. Thanks also to Jim Ward for his assistance and to Allen Varney for his editorial expertise.
Let the games begin!
: Timothy B. Brown
: January, 1992