TSR's
grim campaign setting's short-lived goodness, even in comics
"Ianto's Tomb, part
1"
Writer – Alex Irvine
Artist – Peter Bergting
Letters – Neil Uyetake
Colors – Ronda Pattison
Editor – Denton J.
Tipton
Consulting Editor – Andy
Schmidt
January 2011
In
the early 90's, TSR took a gamble and released two new Advanced Dungeon and
Dragon campaign settings. Campaign settings are backdrops for the DM to use
that include maps, scenarios to build long adventures around and special
bestiaries to befuddle and amuse players.
The
first release came in 1990: Ravenloft,
a dimension surrounded by mists that was filled with classic horror monsters,
some so powerful that not even the most well-rounded of parties dare tackle.
Being the horror geek that I am, I loved the concept and bought every module
hoping to someday run a campaign in the "Domains of Dread."
The second appeared a year later and was titled Dark Sun. Centered around artwork by the legendary artist Brom, Dark Sun looked like a desert world with huge bodybuilders wandering around in bondage gear. You could color me unimpressed at the time. I mean the artwork was cool (or hot, due to it being red-toned arid sand dunes) but who wants to wander around a desert? I mean deserts are plenty boring, right?
I
ignored Dark Sun and went about my business.
Turns
out I was dead wrong.
Dark
Sun just so happened to be TRS's most inventive campaign setting to come along
in years with a deep overarching narrative, complex, unique new character types
and a storyline begging to be played. And here I was fully invested in
Ravenloft, ignoring Dark Sun completely.
It
wasn't until a friend struck up a game and I started reading the first book
series as background that I learned what I was missing. Troy Denning's Prism
Pentad filled in all the backstory I needed on the desert planet Athas, the
setting of Dark Sun. Athas had been a garden paradise until ecology destroying
magic had rendered the entire globe a wasteland where few creatures survived.
Those that did make it existed in a post-apocalyptic Mad Max-meets-D&D type
world with gladiator arenas and oppressive city states, each ruled by a rarely
seen "Dragon King". The Dragon Kings actually devoured the lifeforce
of Athas, unbeknownst to their populace, however they used that lifeforce to
remain immortal, all-powerful despots that no one dare challenge.
Other
little nuances made the setting so appealing. Magic was abhorrent to the
populace, but psionics widely available and used. Dwarves were close to
hairless, halflings were savage cannibal tribes, human-dwarf hybrids called
muls and half-giants called goliaths vied for strongest race-type, and elves
were untrustworthy tradesmen or shepards.
Fancy
playing a giant bug? Dark Sun had giant, human-sized insects called thri-kreen.
Want to be a wizard? (Harry? Or in the case of Dark Sun most characters were
un-hairy) Do so at your own risk. Love rolling lots of dice? We have Gladiator
OR Barbarian/Brute classes to fill your need.
Plus
you couldn't find a world more in need of saving than Athas. Those Dragon Kings
were some bad mamah-jammahs.
What
made Dark Sun leaps and bounds ahead of Ravenloft as a campaign setting
concerned how characters ended up there. Ravenloft was meant to be a setting
that characters of Greyhawk or Dragonlance or one of the other settings
stumbled into. The standard good-triumphing-over-evil fantasy trope applied to
those realms. Then they were introduced to a land of nightmare and the trick
was to escape it.
With
Dark Sun no escape was possible. These people lived a nightmare existence every
day. If you didn't watch your back on Athas, your life was forfeit. The strong
were just a vulnerable as the weak. The Dragon Kings created gladiatorial
contests to identify potential champions and then wear them down. And some of
those contests weren't strictly voluntary. With food being scarce, you never
knew who to trust. Anyone might sell you out for a day's meal. And if you
though being in town shortened your lifespan, you were in for a real treat the
moment you stepped out on the desert.
Athas'
deserts offered a million ways to die, none of them pleasant.
The
desert is where we find our hero of this five issue limited series from IDW.
His name is Grudvik and he is many things. Former gladiator, former lover and
almost former slave. It was that last bit that brought him out here, his escape
from slavery a hard won commodity.
A
commodity that the slavers sent after him hope to gain back. Their chances look
much improved as Grudvik sleeps off the midday heat, oblivious to their
approach.
Maybe
not so oblivious. He guts one and prepares to impale the other, but hesitates,
giving the man a chance to plead his case. He introduces himself as Aki and
states that most slave hunters would fry Grudvik's brain with psionics then
cart him off. He suggests an alliance to get out of the desert. Grudvik seems
unimpressed with him. Oh, and Aki is obviously a bard because he cares about
Grudvik tossing his guitar about carelessly.
I
love Grudvik's retort. "You won't need it when I kill you." Classic.
And
then the ground literally gets pulled out from under them as we find they've
been arguing on the back of an enormous cloud ray elder, which chooses this
moment to take off.
Some
of its young attempt to pick the pair off the back of
"Mom?"/"Dad?" (I don't know here, giant flying manta ray
sex identification wasn't part of my college coursework.), but are met with
Grudvik's teeny-tiny knife and Aki's bad banjo picking.
In
the end, the elder flips over, leaving the pair to bounce from pup to pup all
the way down to the sandy desert.
They
survive only because they land in the Silt Sea, the only remnants of the great
ocean that used to cover the world of Athas. As they will discover, it harbors
menaces as well.
But
before they can discover them, Aki's interest in Grudvik's necklace leads to
some startling revelations.
Not
necessary welcome ones, at that, as Grudvik's relations are not a topic for
discussion. Or maybe they are?
However,
Aki shows no interest in who Grudvik may have bedded, but only in the potential
of using the undercity key to find riches and treasure.
None
of this really matters if they remain trapped in the desert. And speaking of
desert, it gives them both a chance to banter back and forth and us to watch a begrudging
partnership unfold. And in a partnership there is always one stronger and wiser
in the ways of the world, while being a bit of a pompous ass…
…and
another being weaker but wily, having lived on their wits and survived by the
seat of their pants. Eventually they will begrudgingly admit a measure of
respect for the other and grow to become friends. At least in most places, but
this is Dark Sun. Likely Aki will end up betraying Grudvik in the final panels
or Grudvik will straight up slit the slender bard's throat.
"Listen!
We ain't partners, we ain't buddies, and we ain't friends. And if Ganz gets
away with my money, you're gonna be sorry you ever met me."
"I'm already sorry."
"I'm already sorry."
A
free comic to anyone who emails the Crapbox with where those lines came from.
Of
course that's only if the Silt Sea doesn't do them in first. Because everything
on the world of Athas is dangerous. Including booking unexpected passage on a
ship sailing across the sandy desert.
Aki
spins a story that gets them passage for money he doesn't have yet. However
something odd and green slithers up behind the wake of the ship as they leave.
Perhaps they aren’t the only ones who wanted to climb aboard?
No
matter as once they are underway it's all smooth sailing. Smooth enough for Aki
to pose the question to Grudvik as to how he came to be on the run (the story
of which was in Dark Sun #0). So Grudvik, in an oddly talkative mood, recounts
the tale for him.
Their
conversation is interrupted by a shout from the deck that there are rocks ahead…rocks
and something…else…
Why
it's our tentacle-beast from a few pages ago. IA! IA! Lil' silt horror fella.
He does exactly what you'd expect him to…
…takes
the entire ship apart leaving Grudvik and Aki the only survivors. We end on
their sniping banter as they walk off into the sunset toward Tyr and adventure.
It's
a good start to a series and worthy of the Dark Sun books that I gushed about
in the beginning. I enjoy the characters and feel that when one or both of them
die I will miss them. And of course they are going to bite it eventually. It's
Dark Sun. Haven't you been paying attention?
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