Arcane Shadows (1992)

Arcane Shadows (1992) is the third Dark Sun flip-book adventure. It picks up directly after Road to Urik and pairs partially with the novel The Crimson Legion. Thankfully, threads diverge from here. This is basically the first of many fairly simplistic adventures (escort an injured VIP!) that are puffed up by the wrinkle of attempting to survive Athas’ harsh environment (oh hey, this bamboo is really a giant killer turtle!).

That’s OK though! I am actually interested in Athas’ harsh environment, unlike, say, throwing a bunch of soldiers together and then seeing how many stay standing. Exploring the world in this module gives players a better sense of the stakes for their newly freed city and how unlikely survival might be. But it also gives a little bit of hope by introducing the avangion, the weird alien/angle things that high level preservers can transform into in hopes of healing the devastated world. This is the opposite of the life energy stealing magic of the Dragon of Athas and the parasitic sorcerer-kings. These two poles really form the core of the setting’s overarching themes. What I am not sure of is how aware players were of just what the Dragon and the Sorcerer Kings were up to — it’s been so long that I can’t recall if this was common knowledge going in, or if it was a big twist. Someone tell me, if you recall!

This is a favorite Brom cover for me. I also like how Baxa (and Brom, to some degree) will put stuff in the art that has no support in the text, like the little cyclops squirrel that is with the avangion, or the lizard giant on the cover. Gives me room to imagine some stuff into Dark Sun myself, you know?

One thought on “Arcane Shadows (1992)

  1. Initially, the nature of the Sorcerer-Kings and their history was unknown (unless of course you read the box set). But the longer that Dark Sun was on shelves, the more it became common knowledge.

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