The spiritual successor of Dark Sun®, for 5E. Written by the co-creator of Dark Sun®. The Dragon Kings are gone, and the rains went with them. What remains of Khitus is sand, ruin, and the stubborn few who still believe it can be saved.
The Dragon Kings are gone, and the rains went with them. What remains of Khitus is sand, ruin, and the stubborn few who still believe it can be saved.
Sorcery on Khitus is alive. It waits in the darkness for those who disturb its slumber. It waits to punish the presumptuous and the powerful alike. And yet, there are those who still risk Sorcery’s wrath for the power to carve out their place in Khitus.
The mind is the exception. The psionic arts are old and mostly forgotten, and they are surfacing again in people who were never meant to have anything. There is no order for it. There is no register.
They can take the metal, the water, and the people. They cannot take the power that is awakening in you.
In better days the Dragon Kings ruled, and the land was green beneath them. That was long ago. Their reign ended, the rivers were turned aside, and a once-lush country slid into ash and open sky. Where Dark Sun® told of a world squandered, Khitus is a world grown complacent and now paying for it. The difference is this: it is not yet too far gone.
Dragon Kings is a complete 5E-compatible game in a single hardcover: rules and world in the same volume. It has been designed to contain everything you need to run an immersive campaign including a psionics system built into the core rather than bolted on as an option. Dragon Kings will also come with conversion rules for 2E for those that prefer to stay in the original system of Dark Sun®.
On Khitus the mind is the one resource the sorcerer-kings have not figured out how to tax.
Inside Dragon Kings you can also find:
Six ancestries native to Khitus, including the Makadan warriors and the monkey-like Penmai
Classes and subclasses built for the setting, plus full psionic rules
The Dragon Kings, their imposters, minions, and the machinery of rule they sit on top of Survival, travel, and scarcity systems that make the world push back
A regional gazetteer covering the areas from the Pock, to the Broken Plains, to the New Dune Wasteland, all with their own adventure hooks
30+ New Creatures
And 60+ pieces of original interior art, all commissioned from real working artists (no AI)!
Exotic peoples: The standard fantasy roster is gone. Lizardfolk and insect-kind hold whole regions, and where the metal ran out, the living arm themselves with bone and chitin. The people you are most familiar with are now the rarity.
Magic worth fearing: Sorcery is rare, costly, and willful. It is an arcane consciousness that resents being meddled with. Some of it can only be sung, voices joined, and the psionic arts are an ancient truth being rediscovered rather than a known science.
Four hungers, one throne: With no king left to hold the world, factions of coin, faith, magic, and mind contend to fill the vacancy. From the bureaucrats of the Water Guild to cults intent on calling the old gods back, someone will take the throne.
Bring your own rules: Dragon Kings is a setting first, built to sit on the system you already love. Written and edited for this edition by Tim Brown, co-creator of the original Dark Sun®. Timothy Brown designed Khitus. He spent many years at TSR, where he helped build the fantasy that broke away from green hills and rightful kings, and he has been developing this game for the last decade.
Also contributing to Dragon Kings are Brom, the artist who was a key visionary of the original Dark Sun® look, Troy Denning, fellow co-creator of Dark Sun®, and veteran TSR designers Bill Salvicsek and Rich Baker.
In addition, Strange Owl Games is publishing it and Studio 2 is shipping and delivering it. Both having extensive experience with crowdfunding campaigns, printing high quality books, and getting them delivered and into your hands to experience at your table.
Dark Sun® is a registered trademark of Wizards of the Coast.