Racial Overview (DSC)

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Athas is a world where the essential, fundamental nature of things has been twisted through generations of unchecked, environmentally abusive magic. Many Athasian creatures may be recognizable from other AD&D campaigns, but in most cases they'll be familiar in name only. This includes player character races. The dwarves, elves, half-elves, and halflings of Athas are bizarre mutations when compared to those of other settings. Further, there are additional player character races that aren't available anywhere other than the burning world.
The ten races available to players are aarakocra, dwarf, elf, half-elf, half-giant, halfling, human, mul, pterran, and thri-kreen. Each race is described in the following section called "Player Character Races." Presented below, however, are the specific rules for using them in the campaign setting. Note that most of the PC races are M (medium) size or smaller (7 feet tall or less) and don't have to worry about taking special damage. Half-giants and thri-kreen, however, are considered size L (large) creatures (more than 7 feet tall or long). They take L damage from all weapons (see Chapter 6 in the Player's Handbook)
Role-playing notes are included to help run these kinds of characters, but players are urged to see these only as guidelines. Develop each character's aims, attitudes, and personalities as you and your DM see fit
==Minimum and Maximum Ability Scores==
After a player has finished rolling the ability scores for his DARK SUN character, check the racial ability requirements presented in TABLE III: RACIAL ABILITY REQUIREMENTS (below). If he wants a nonhuman character and the character's ability scores fit all of the requirements for a given race, the player may select that race for his character. These requirements must be met before consulting TABLE IV: RACIAL ABILITY ADJUSTMENTS (below) and making adjustments to the ability scores.
Note that humans have no special ability requirements and receive no racial ability adjustments.
 Table 3: Racial Ability Requirements
Ability 	Aarakocra	Dwarf	Elf 	Half-Elf	Half-Giant	Halfling	Mul 	Pterran	Thri-Kreen
Strength 	5/20 	10/20	5/20 	5/20 	17/20 	5/20 	10/20	8/20 	8/20
Dexterity 	8/20 	5/20 	12/20	8/20 	5/15 	12/20 	5/20 	5/18 	15/20
Constitution	6/18 	14/20	8/20 	5/20 	15/20 	5/20 	10/20	8/20 	5/20
Intelligence	5/20 	5/20 	8/20 	5/20 	5/15 	5/20 	5/20 	5/20 	5/20
Wisdom 	5/19 	5/20 	5/20 	5/20 	5/17 	7/20 	5/20 	7/20 	5/20
Charisma 	6/20 	5/20 	5/20 	5/20 	5/17 	5/20 	15/20	5/17 	5/17
Some of Athas's races have natural tendencies toward higher or lower physical and mental abilities. For example, half-giants are naturally stronger, on average, than elves, so, characters of this race receive an ability bonus to reflect this. Apply these adjustments after consulting TABLE III: RACIAL ABILITY REQUIREMENTS, above. No adjustment can raise a score above 24 or lower it below 3.
==Racial Ability Adjustments==
 Table 4: Racial Ability Adjustments
Race 	Adjustment
Aarakocra 	-1 Strength, +2 Dexterity, -1 Constitution
Dwarf 	+1 Strength, -1 Dexterity, +2 Constitution, -2 Charisma
Elf 	+2 Dexterity, -2 Constitution, +1 Intelligence, -1 Wisdom
Half-elf 	+1 Dexterity, -1 Constitution
Half-giant	+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Halfling 	-2 Strength, +2 Dexterity, -1 Constitution, +2 Wisdom, -1 Charisma
Mul 	+2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma
Pterran 	+1 Strength, -1 Dexterity, +1 Wisdom, -1 Charisma
Thri-kreen	+2 Dexterity, -1 Intelligence, +1 Wisdom, -2 Charisma
==Class Restrictions and Level Limits==
In DARK SUN, as in other AD&D game settings, there are restrictions imposed upon the classes available to a particular character based on that character's race. There are also restrictions concerning the level to which that same character can advance, also based on race. These restrictions are different from those imposed in other campaigns because of the unusual nature of Athas's demihumans
Use TABLE V: RACIAL CLASS AND LEVEL LIMITS, below, when checking which classes are available to a race and what—if any—are the maximum levels that can be reached for that race. Note that humans suffer no restrictions regarding class selection or level advancement; a human character can select any character class and has a natural unlimited advancement potential. TABLE V also lists the standard abbreviations used throughout this boxed set for each class (ie, "F" for "Fighter").
 Exceeding Racial Level Limits
Ability Score	Additional Levels
16, 17 	+1
18, 19 	+2
20, 21 	+3
22, 23 	+4
24 	+5
In addition to the changes shown on TABLE V (next page), the "Exceeding Level Limits" optional rule from Chapter Two of the DUNGEON MASTER Guide is mandatory in DARK SUN campaigns. This rule allows all characters who have high prime requisite scores to exceed their racial maximum levels. The number of additional levels that can be gained is noted at left.
 Table 5: Racial Class and Level Limits
Class 	Aarakocra 	Dwarf 	Elf 	Half-Elf 	Half-Giant	Halfling 	Human 	Mul 	Pterran 	Thri-Kreen
Warrior 	Warrior 	Warrior 	Warrior 	Warrior 	Warrior 	Warrior 	Warrior 	Warrior 	Warrior 	Warrior
Fighter (F) 	14 	16 	14 	* 	16 	12 	* 	* 	16 	16
Gladiator (Gl) 	ⵜ 	* 	10 	* 	14 	12 	* 	* 	14 	15
Ranger (R) 	12 	ⵜ 	16 	14 	8 	16 	* 	ⵜ 	12 	12
Wizard 	Wizard 	Wizard 	Wizard 	Wizard 	Wizard 	Wizard 	Wizard 	Wizard 	Wizard 	Wizard
Defiler (De) 	ⵜ 	ⵜ 	16 	* 	ⵜ 	ⵜ 	* 	ⵜ 	ⵜ 	ⵜ
Preserver (Pr) 	13 	ⵜ 	15 	12 	ⵜ 	ⵜ 	* 	ⵜ 	ⵜ 	ⵜ
Priest 	Priest 	Priest 	Priest 	Priest 	Priest 	Priest 	Priest 	Priest 	Priest 	Priest
Cleric (C) 	16 	12 	15 	16 	12 	12 	* 	10 	ⵜ 	12
Druid (D) 	12 	ⵜ 	ⵜ 	14 	ⵜ 	16 	* 	12 	* 	16
Rogue 	Rogue 	Rogue 	Rogue 	Rogue 	Rogue 	Rogue 	Rogue 	Rogue 	Rogue 	Rogue
Bard (B) 	ⵜ 	ⵜ 	ⵜ 	* 	ⵜ 	ⵜ 	* 	ⵜ 	ⵜ 	ⵜ
Thief (T) 	12 	12 	12 	12 	ⵜ 	16 	* 	12 	10 	ⵜ
Trader (Tr) 	14 	14 	14 	12 	ⵜ 	ⵜ 	* 	ⵜ 	14 	ⵜ
Psionicist 	Psionicist	Psionicist	Psionicist	Psionicist	Psionicist	Psionicist	Psionicist	Psionicist	Psionicist	Psionicist
Psionicist (Ps)	* 	* 	* 	* 	* 	* 	* 	* 	* 	*
: * Unlimited advancement.
: ⵜ Not available.
==Languages==
Each intelligent race—with the exception of half-elves, half-giants, and muls—has its own language and sometimes even its own approach to language and communication. The three exceptions don't have their own societies or cultures to draw upon, so they speak the language of the society they live in. For example, a mul raised in the gladiator pits of Urik would speak the language of that city. Thri-kreen, on the other hand, use a combination of clicks and whines that come naturally to their pincer mouths, a speech humans find impossible to imitate. Language barriers therefore present a major obstacle for adventures set in Athas. Characters must rely heavily on magic, psionics, or interpreters for communication.
There is a standard trade language used throughout the Tyr Region, called common or the trade tongue. All dwarf, elf, half-elf, half-giant, human, and mul characters from the Tyr Region automatically speak common as a bonus proficiency. Characters of other races or from other parts of Athas must use an available proficiency slot to obtain the trade tongue.
All other languages are identified by their racial name (gith, halfling, thri-kreen, etc.) or location of origin (Saragarn, Raamin, Imperial Kreen, etc.). Characters begin the game knowing only their racial tongue and, in some cases, common or a location language. Other languages a character wants to know must be assigned proficiency slots. The DM has the final say over which languages may be available to starting characters.
==Other Racial Characteristics==
DARK SUN characters are very different from those in other AD&D games. The following tables for height and weight, age, and aging effects replace those in the Player's Handbook. Note that in TABLE VI the measurements are given for males first, followed by females. TABLE VII lists the ages that a new PC typically starts at, as well as the maximum age that PC can attain naturally. TABLE VIII lists the effects aging has on Athasian races; note that effects are cumulative from one age bracket to the next.
 Table 6: Height and Weight of Athasian PC Races
Race 	— Height in Inches —	— Height in Inches —	— Weight in Pounds —	— Weight in Pounds —
Race 	Base 	Modifier 	Base 	Modifier
Aarakocra 	78/75 	2d8 	90/75 	2d10
Dwarf 	50/48 	2d4 	180/170 	4d10
Elf 	78/72 	2d8 	160/130 	3d10
Half-elf 	70/68 	2d6 	120/95 	3d12
Half-giant 	125/125 	3d10 	1500/1450 	3d100
Halfling 	36/34 	1d8 	50/46 	5d4
Human 	60/59 	2d8 	140/100 	6d10
Mul 	66/65 	2d6 	220/180 	5d20
Pterran 	60/59 	2d8 	170/160 	4d10+10
Thri-kreen*	82/82 	1d4 	450/450 	1d20
: * Thri-kreen are 48 inches longer than they are tall.
 Table 7: Age of Athasian PC Races
Race 	— Starting Age —	— Maximum Age -
Race 	Base + Variable 	Base + Variable
Aarakocra 	10 + 1d4 	34 + 1d8
Dwarf 	25 + 4d6 	200 + 3d20
Elf 	15 + 3d4 	100 + 2d20
Half-elf 	15 +2d4 	90 + 2d20
Half-giant	20 + 5d4 	120 +1d100
Halfling 	25 + 3d6 	90 + 4d12
Human 	15 + 1d8 	80 + 2d20
Mul 	15 + 1d6 	80 + 1d10
Pterran 	12 + 1d8 	40 + 1d10
Thri-kreen	6 	25 + 1d10
 Table 8: Aging Effects of Athasian PC Races
Race 	Middle Age*	Old Age**	Venerable Ageⵜ
Aarakocraⵜⵜ 	- 	- 	36
Dwarf 	100 	133 	200
Elf 	50 	67 	100
Half-elf 	45 	60 	90
Half-giant 	60 	80 	120
Halfling 	45 	60 	90
Human 	40 	53 	80
Mul 	40 	53 	80
Pterranⵜⵜ 	- 	- 	40
Thri-kreenⵜⵜ	- 	- 	25
: * -1 Str/Con; +1 Int/Wis upon reaching middle age.
: ** -2 Str/Dex, -1 Con; +1 Wis upon reaching old age.
: ⵜ -1 Str/Dex/Con; +1 IntAVis upon reaching venerable age.
: ⵜⵜ -1 Str/Dex upon reaching venerable age