Blood & Bone is name I'm giving to Dark Sun like campaign I'll be running using old school rules.
As important as to what is Blood & Bone is. It is
also good to know what is not B&B.
As mentioned before. No player wizards/defilers, they are the enemy. No
player halflings, they are they enemy. No thri-keen, they are stupid IP.
Almost no metal, even less than seems to be implied by Dark Sun. No lakes or forests/jungles. No paper, cotton, hemp rope, or many other common plant products.
Low magic. "Arcane" magic aka Defiling magic is rare due to requiring living
sacrifices. There are almost no new magic items being created. Herbal brews,
concoctions, fetishes, charms that replicate low-level spells. But real magic
items are rare and most are ancient. Obviously, no mages guild, colleges or
No Gods, Demons, Devils, Angles or pals in the "traditional" D&D sense. No
planes, planar/astral travel. The world is cut off and abandoned by these
extra planar beings. This also means the Law vs Chaos or Good vs Evil
themes/conflicts do not exist. Replacing them are struggles vs environment and
Preserver vs Defiler. May or may not have ethereal equivalent "The Gray" but
frankly there already is enough "new" to explore don't think there will be
No undead. At least not the common ones. Not a "type" of monster. Some or all
the Defiler Tyrants will be liches and/or vampires. And there might be the odd
mummy in ancient tomb predating world getting burnt or unique "ghost" as the
end boss of big dungeon. But, no skeles, zombies, wights, specters, etc. No
clerical turning. No Animate Dead. Cutting out this major element emphasizes
that Blood & Bone is a different world. Psychic "monsters" fill this void.
No dragons. There'll be "drakes" and "serpents" and other big dumb lizards.
But not the intelligent, top-tier, uber monster role that Dragons usually
perform. And the Tyrants aren't all attempting to "evolve" into dragons.
Whacking this iconic element reinforces B&B is not just D&D in the
Few "common" monsters. And few monsters in general. Most of the world is empty
and desolate. Wilderness encounters with creatures will be rare. More
environmental encounters; heatwave, sinkhole, silt storm, dried up wells,
falling rocks. [Have to make these less events that happen to players and more
"encounterish" that can be solved, avoided, exploited.]
No humanoid "threats" to civilization. What civilization exists would enslave humanoids. Besides the ecosystem can not support hordes of things
living in the wilderness. The environment and other city-states provide all
the threat that is needed for adventure seeds.
No vast subterranean underground, underdark, etc. If it did everyone would
move down there as it would be less hostile than surface.
No wars, not any more. Just not enough people or food to feed them to waste on
that. The Defiler Tyrants are all in a sort of mutual self destruction
détente. Any one of them has the magical power to wipe out several of the
others. But the defiling required would suck the life out of all their lands
and subjects. Leaving them without "wealth" or power and vulnerable. Raiding
and skirmishes occur. Also common is influencing "adventurers" into
(indirectly) harming ones enemies ;)
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