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DarkSun: Dregoth Ascendant (Learn to Play DND 3.5)
Rain is falling for the first time in an age. Gulg's goddess says she did it. She is lying,yet she is kind to her subjects. Athas is calling you!
$25.00
/ Session
Details
4 players following this game
Weekly / Saturday - 4:00 PM UTC
Oct 24 / Session 9
Session Duration / 3–4 hours
Campaign Length / 11+ Sessions
5 / 5 Seats Filled
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One of StartPlaying's top-rated GMs, a player favorite and highly recommended.
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About the adventure
The world ended slowly and on purpose. Athas was green once. Then wizards learned they could tear power out of living things faster than they could coax it out, and they did that for thousands of years, and now the seas are silt, the forests are memory, and the sun is the colour of a healing burn. Water is currency, metal is treasure, and iron is legend. The gods did not survive, and nothing came to replace them. What rules instead are Sorcerer-Kings, immortal defilers who burned the world into its shape and then built city-states on the ashes so they would have somewhere to be worshipped. Then, recently, impossibly, things changed. Tyr killed its king. The Dragon that had fed on this world for a thousand years is dead. Something enormous is bound beneath a storm out over the Silt Sea, and since it was bound, rain has begun to fall on the Tyr Region. Nobody knows what it means. Everybody has a theory. And in one city, the theory has an author. Gulg is green. Twelve thousand people live in a cluster of forest villages inside a single wall, under a canopy, in the last standing arm of the Crescent Forest. There is water here. There is shade. Nobody farms, because the Oba forbids it, and the land is healthier for the ban. Slaves spend their lives planting trees to push the forest outward while Nibenay cuts it down from the north, and the forest is winning, and the Gulgans know exactly who to thank. Lalali-Puy. The Oba. The Forest Goddess, Mother of Trees and Beasts. Her people do not call her divine to keep the templars off their backs. They call her divine because they believe it, and because from where they are standing the evidence has just become overwhelming. She has declared the rain her doing. Her templars are no longer only administrators, they are missionaries, sent out across the Tyr Region to teach reforestation and to preach who is responsible for the weather. Some villages drive them out. Many, desperate for water, invite them in. She has extended a hand to Nibenay and begun teaching the Shadow King how to take from the forest without killing it. Her ambition, stated plainly in private, is that when the green returns to Athas she will be a god to every race on it, and the other Sorcerer-Kings can go on playing at monarchy. Here is the part that makes this a campaign rather than a lie to expose. She is doing real good. The forest is genuinely growing. The teaching is genuinely working. She is, at this moment, doing more to heal Athas than any other living power. She simply did not cause the rain. And worse, something else is aiming at Godhood, something with far darker aspirations.
Game style
Combat Heavy
Roleplay Heavy
Sandbox / Open World
Rule of Cool (RoC)
Puzzle / Mystery Focused
Game themes
Meet the Game Master
About me
Hi! I'm Yuthika, but most people at the table call me Fey. I have been a Storyguide for 34 years, starting at age 12 in Kyoto, Japan, where my introduction to the hobby came not through the mainstream, but through Call of Cthulhu and Sword World. I am now a full-time SPG GM/ST. That Japanese TableTalk culture, テーブルトークRPG, is the DNA of everything I run: focused, atmospheric, quietly relentless in its immersion. I am also a voice actress with anime and video game credits, and every NPC at this table has a distinct voice and a personality to match. I am happy to say I am back in the industry after the decade long sojourn into education! I learned this craft in the crunchy crucible of the early 90s, and that history informs how I choose systems and build stories. I have run enough systems over the years to know that the worst sessions come from forcing the wrong tool onto the wrong story. A love story does not need a hit point tracker. A horror game does not need an experience grind. Finding the system that disappears into the fiction is half the design work, and I have spent three decades collecting the options. The games that stay with me, and with my players, tend to be the deeply personal ones. The stories that go somewhere emotionally real and are not afraid to sit and let that breathe. Professionally I hold a PhD in Psychology and worked as an educator until I retired recently this year after a decade in Post-Secondary Education. Whether managing a classroom or a VTT, I always bring a teacher's patience and a designer's eye to each and every session. Every player at my table gets character-specific hooks woven into the narrative. You will feel seen here. I am a skill collector. Over the years I have worked as a costume designer and VFX artist on NBC's Grimm, taught foam latex and silicone prosthetic application and stage makeup blending on the convention circuit, and restored a sailboat from the hull up before sailing it around the world. Every one of those skills comes back to the table. I see a body horror scene through a practical effects lens. I read a transformation scene the way I would build one. I pace slow-rising tension the way you pace a night watch in open water. Different trades and different media, all feeding the same craft of bringing a moment alive through timing and reading the room. I do not generally run D&D 5e or Pathfinder 2e. The exceptions are the odd Planescape or Dark Sun campaign, and now Neon Odyssey, the Legends of Avantris space opera I backed early precisely because it does not feel like standard 5.5e. Starship combat and a whole new species lineup put it somewhere else entirely. Likewise you will find the Cosmere RPGs in my portfolio. Otherwise, I would rather run systems that feed the feel of the story being told, to the point where the system gets out of the way of the group. I have a special place in my heart for the Classic World of Darkness. I grew up in Japanese Tabletalk culture, so collaborative worldbuilding matters to me. I am also a TTRPG designer and co-creator of Visions of Suaykalpa https://VisionaryWheel.Games
View Profile →Character creation
Creating your character
Come with a concept, not a stat block. A person, a reason they ended up owned, and what they were before. Numbers are the easy part and we do those together at Session Zero. Everyone is psionic. Every character has a wild talent whether or not you build toward psionics. That is not a bonus feat, it is what living on this world does to a mind. Decide how you got here. Born into it, sold into it, captured, or sentenced. Gulgan-born gladiators and foreign captives experience this city very differently and the difference is worth playing. A Gulgan who has believed in the Oba her whole life and is beginning not to is a completely different character than a Tyrian who arrived from a city that just killed its own god-king and knows exactly what these things are. Pick your relationship to magic. Preserver, defiler, or neither. In Gulg there are officially no defilers except the Oba herself, so defiling in this city is closer to blasphemy than crime. That is a fantastic character. It is also a loud one. One thing that is actually yours. In a city where the goddess owns every object, name the one thing you have that she does not know about. It is small. It matters more than any weapon on your sheet. A word on builds. 3.5 is vast and Athas restricts it hard, which is a good combination if we talk first. We build at the table by default. If you would rather arrive with something assembled, that is welcome, but clear it with me in advance. Some builds break a table rather than shine at it, and over a campaign this long that matters more than usual. Bring me the concept early and I will almost always find a way to get you the thing you actually wanted out of it. Please note that now that we are out of Gulg, more and varied options exist that previously were not on the table.
What to expect
Preparing for the session
Players need a Foundry VTT account and a Discord account. I pay for all Foundry hosting and provide every other material you will need, including the books. This campaign runs on the Athas.org DS3.5 rules, the 3.5 conversion maintained by the site that has been Dark Sun's official steward since 2000 and is recognised by Wizards as the setting's home on the internet. Core rules, Terrors of Athas for the bestiary, and the 3.5 Expanded Psionics Handbook for the Way, integrated the way Athas always intended rather than bolted on. All of the Athas.org material is free and I will point you at it, though you will not need to read any of it. You do not need to own a single book or to have played 3.5 before. I will teach it as we play and build your character with you. The setting is Free Year 12, post-Prism Pentad. Kalak is dead and Tyr is free. Borys is dead. Rajaat is bound beneath the Cerulean Storm and the rains have started. Five sorcerer-monarchs are gone, Raam has no ruler at all, and the survivors are recalculating. This is Athas at the exact moment it stops being static, which is the most interesting decade the setting has ever had. Sources are the Expanded and Revised boxed set, the Prism Pentad continuity, City by the Silt Sea, Veiled Alliance, and Elves of Athas. Athas.org for rules, TSR for soul. Where a rule and a setting detail disagree, the rule bends. Something early takes you out past the wall into the Crescent Forest, the Ivory Triangle, or the open waste, where water becomes a calculation and the survival rules stop being flavour. Downtime happens in the city, where your patrons, debts, and reputation accumulate whether you tend them or not. Alignment matters less here than allegiance. Nobody on Athas is clean. What the setting cares about is who you protect and what you are prepared to spend.
What Yuthika 'Fey' brings to the table
Voice acting across every NPC. I am a professional voice actress with anime and video game credits. Every character in this campaign, from your handler to the templar who owns your paperwork to whatever the crowd is chanting for, has a distinct voice. This is not a placeholder skill for me. It is the craft I work in. A teaching GM with thirty-four years behind the screen. I started at age twelve in Japan and have never stopped. I hold a PhD in Psychology and work professionally as an educator. That background is how I read a table, how I pace session tension, and how I hold a safety framework that actually holds. New players are welcome at every level of experience. Curiosity is the only prerequisite. Full Foundry VTT production. Custom maps of Gulg and the Crescent Forest, ambient audio scored to the scene, in-world handouts, and a dedicated campaign dashboard tracking water, heat, reputation with your patrons, and standing in the arena. Survival is only tense if it is visible, so I make it visible. A campaign built for Athas, not set on it. Gospel of Rain is an original scenario work designed around what Dark Sun does best: scarcity that changes behaviour, tyranny that is beloved rather than feared, and moral compromise that is mechanically better than the alternative, and it leads to Dregoth Ascendant, a very near ad dear Trio of modules, by Athas.org. It is set in the one decade where Athas might actually get better, which makes every choice cost more. Practical effects experience. I spent years in practical effects on NBC's Grimm and teaching prosthetic work on the convention circuit. When I describe a Thri-kreen's mandibles, what the sun does to unprotected skin by the third day, or what defiled ground looks like up close, that comes from someone who has built the real-world version in foam latex and silicone.
Homebrew rules
This campaign runs on the Athas.org material, and Athas.org is not a fan site in the usual sense. Wizards of the Coast recognises its releases as official Dark Sun products on the internet, and it has been the setting's steward since 3rd Edition landed in 2000. Everything below is free, legal, and downloadable, so you can read the whole game I am running without paying anyone a ceramic bit. The defaults in play are the Dark Sun 3 Core Rules, the 3.5 conversion covering character creation, defiling and preserving, the survival rules, and the Tyr Region, and Terrors of Athas, their Athasian bestiary of over two hundred creatures with full ecologies, monster templates, and playable monstrous races. Psionics run on the 3.5 Expanded Psionics Handbook alongside them. The campaign itself is Dregoth Ascending, which is the reason this listing exists. It was in development when TSR killed the line in 1997 and sat unfinished for a decade until Wizards gave Athas.org permission to complete and release it. Same for Terrors of the Dead Lands, built out of the unpublished Secrets of the Dead Lands. These are the books that were supposed to exist and nearly did not. Supporting material from the same source as it becomes relevant, including City State of Draj and Wisdom of the Drylanders. Underneath all of it, the original TSR line for tone and setting truth: the Expanded and Revised boxed set, City by the Silt Sea, Veiled Alliance, and Elves of Athas. Athas.org is also thirty years of community work, and there is a great deal more there than I am using. If you find a conversion, a prestige class, or a regional writeup that fits your character, bring it to me and we can discuss folding it in.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Yuthika 'Fey' creates a safe table
Dark Sun is the harshest setting D&D has ever published and I take player wellbeing seriously. Athas is a dying world where thirst, starvation, exposure, and death are ordinary, and the reason for all of it is that people with power chose convenience over the land, repeatedly, for thousands of years. Slavery is not background texture in this setting. It is the economic foundation of every city-state, and at the start of this campaign your character is property. That carries real-world weight that no amount of "it is fantasy" removes, and I will not run it as set dressing or as an excuse for gratuitous scenes. What it means at my table is that slavery is depicted as a system rather than a spectacle, that the people inside it are people, and that the campaign is fundamentally about getting out from under it. If that premise is not something you want to spend any time inside, this is not the table for you. Gulg adds a second layer worth naming. The Oba is beloved. The worship is sincere, the care is real, and the ownership is total. Playing a character who loves the person who owns her, and who has to work out what that is, is the emotional centre of this campaign. Faith, and what it costs to lose it, is on the table throughout. If that dynamic sits close to something in your life, tell me and I will build the arc so it does not point at you. Before we begin, we'll use Lines & Veils, you'll have the opportunity to set hard limits on content that should never appear at the table, as well as topics you'd prefer kept off-screen rather than depicted directly. These are respected without question, no explanation needed. If for some reason your lines and veils preclude you from playing Dark Sun I will speak to you about what can be done or accept your departure with grace. My table operates on an Open Door Policy, this means that if at any point the content becomes too much, you are always free to step away, take a break, or leave the session entirely without judgement. Real people always come before the game. During our 3-4 hour sessions I'll do regular check-ins to gauge how everyone is feeling, especially after particularly intense scenes. If things get heavy, we take a break; no pushing through. At the end of every session we close with Roses & Thorns, this is a chance to share what felt great and what didn't land, keeping the game a collaborative, comfortable experience for everyone. After the session, I'll also follow up with a private message to check in individually. Sometimes things hit differently once you're off the game and decompressed, and I want everyone to feel they have space to raise anything they didn't want to mention at the table. This is a brutal game, but it should never feel unsafe. When in doubt, just say so. Players come first.
Content warnings
Safety tools used

