The Dark Eye

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The Dark Eye
Image:TDE.png
The Dark Eye logo
Designer(s) Ulrich Kiesow
Publisher(s) Fantasy Productions
Publication date 1983 (1st edition)
1988 (2nd edition)
1993 (3rd edition)
2002 (4th edition)
2006 (4.1)
Genre(s) Fantasy
System Custom
First released in English as Realms of Arkania (novels and computer games only) from 1993-1998. The first English edition of RPG rules was published in 2003.

The Dark Eye (TDE, German: Das Schwarze Auge (DSA), literally "the black eye", but without its idiomatic sense, as the German version of black eye is "blaues Auge" literally "blue eye"), is a German role-playing game created by Ulrich Kiesow and launched by the Schmidt Spiel & Freizeit GmbH and the Droemer Knaur Verlag in 1983.

It has become the most successful role-playing game in the German scene, even ahead of Dungeons & Dragons. The many years of editorial work on the game's background has made it extremely detailed and extensive. The Droemer Knaur Verlag dropped the project in early 1989 and after the bankruptcy of the Schmidt Spiel & Freizeit GmbH in 1997 it was continued by Fantasy Productions, Kiesows company that already did all the editorial work. The fourth edition of The Dark Eye appeared in 2002. It was the first edition to be published in English in October 2003.

The continent in which the game is set, called Aventuria, was first introduced to the English-language market through a series of computer games and some novels, then under the name Realms of Arkania. The trademark Realms of Arkania was owned by the now defunct Sir-tech Software, Inc. what lead to the name change to The Dark Eye as Fantasy Productions was unable to obtain the trademark.

Contents

[edit] Game history

[edit] First edition

Logo of the first edition
Logo of the first edition

The German first edition (1983) was translated to Dutch ("Het Oog des Meesters"), French ("L'Œil noir") and Italian ("Uno sguardo nel buio"), but surprisingly not to English. It is a very simple class and level system. It was published in Das Schwarze Auge — Abenteuer Basis-Spiel ("The Dark Eye — Adventure Base Game"). Advanced rules were published in 1985 in the book Abenteuer Ausbau-Spiel — Zusatzausrüstung für alle Abenteuer ("Extended adventure — Additional equipment for all adventures").

[edit] The character

The character, called "hero" in the rules, is defined by five qualities (attributes): courage, intelligence, charisma, agility and strength. They are determined by 1d6+7 (8–13). The weight the character can carry is equal to strength × 100 ounces (1 aventurian ounce is 25 g).

The player can choose five different character types (classes): adventurer, warrior, Dwarf, Elf and mage. All characters can be adventurers, there are attributes conditions to access the other types (e.g. a warrior must have at least 12 in courage and in strength).

During the adventures, the character gains adventure points; with a sufficient number of adventure points, he can go to the next level. When winning a new level, the character can increase one attribute by one point, and either the attack or parry value by one point; he also wins 1d6 vitality points, or for the elves and mages, 1d6 vitality points or astral energy points.

The extended rules add a sixth quality to the definition of the hero: the stamina. The initial stamina is the sum of the force and of the vitality points.

The stamina represents the resistance to exhaustion. It decreases when the hero makes physical efforts: running, swimming, fighting…

The extended rules also provide four more classes that can be chosen during the creation of the character, or sometimes as an evolution of an adventurer or Dwarf: rider, druid, priest, wood Elf). It introduces the aptitudes (skills), that are the chances to managed definite actions (such as horse riding or camouflage), whereas the qualities are generic indicators. The aptitudes range between 0 and 18 (and are tested with a d20). They have a basis value (some are part of the culture or are simple tasks). When the character reaches a new level, the player can distribute 10 points to rise the aptitudes. The basis value and the cost to increase depend on the type of heroes (riding is easier for the warrior than for the mage); the cost also depends on the current aptitude level.

[edit] Health

The character type determines the starting value of vitality points (from 20 for a mage to 35 for a dwarf). This is to be compared with the 1d6+4 damage points inflicted by a sword.

In the extended rules, the stamina plays a role in the healing of diseases (fiever) : when it is greater or equal to 20, the spontaneous healing is possible, and it is faster when the stamina is above 25.

[edit] Resolution of actions

The actions are resolved by testing the attributes; the action succeeds when

1d20 + modifierattribute

the modifier is positive when the action is difficult, and negative when it is easy.

The extended rules introduce the aptitudes. They are tested in the same way as the qualities.

[edit] Combat

For the fights, the characters act by decreasing order of initiative (the character with the highest initiative acts first). Characters have attack and parry values determined by various other values. Typical attack/parry values for a new character are in the range 14/12 (fighters) to something like 6/8 (dedicated non-fighters like Tsa-priests etc.). When the attack test of the attacker is successful and the defender misses the parry test, then the defender is hit and loses a number of vitality points equal to the damage of the weapon reduced by the protection rating of the armour (a chainmail has a protection rating of 4, a knight armour has 6).

When the attacker rolls 1 or 2 with the die, he makes a master hit : the maximum damage are inflicted and the armour does not protect.

The extended rules propose rules for miniature figures, that allow a finer representation of the movements, with for example the possibility to push back an enemy. They also offer various possibilities such as fleeing, charging (successive attacks from the same fighter), and replaces the master hit by the notions of good attack (the attacker throws an additional 1d6 and must make less than a value that depends on the attack score) and good parry (have five points less than the parry score with the d20). A good attack that is not parried by a good parry implies a serious or critical impact (throw 1d20 and read the result on a dedicated table). When the attack or parry test die shows 20, this can lead to a fumble.

The extended rules also allow to dodge thrown weapons, introduce specific rules for empty hand and horseback fighting, and for wounds infection (fever).

[edit] Magic

The elves and mages can cast spells and have astral energy points (starting value of 25 for the elves, 30 for the mages).

The system is based on the memory of the player; the player must speak the formula without reading it during the game. When the formula is correct, the spell is cast and the character looses astral energy points corresponding to the spell.

The extended rules introduce new spells. From the 5th level on, it is no longer necessary to speak the words to cast the spell. These rules also describe the spells for the druids, the wood Elves, and priests miracles: manifestations of the priest's god, which are similar to the magic spells. The priests do not have astral energy but karma, which work in the same way.

[edit] Advanced rules of the first edition — The Sword Masters

In 1988 and 1989 were published two sets, called DSA-Professional — Schwertmeister Set I ("TDE Professional — Sword Master Set I") and DSA-Professional II — Das Fest der Schwertmeister ("TDE Professional II — The Sword Master Feast"). This edition was published as advanced rules for the first edition, but is sometimes considered as the second edition, which is not true. Combat rules are much more elaborated, introducing hit-location system.

It was written for advanced level characters (typically 15th level characters). The sets describe a new world, Tharun (pronounced "taroon"), a Hollow World: it is the inside of Ethra, lightened by a central sun. Nine archipelagoes constitutes the realms of this world. A pantheon of nine dieties rules over the inhabitants. Divine runes, which are one of the only source of magic that can be used by magicians and druids, are scattered all over the world. The sets also provide an epic campaign, a divine quest. A third set of campaigns was planned but was not released.

Tharun setting was abandoned but it is said that the world and his pantheon still exists. Some of the dieties are worshiped in Myranor. (Need to be verified)

[edit] Second edition

The second edition was published in 1988. The character is defined by five positive (courage, wisdom, charisma, agility and strength) and five negative (superstition, acrophobia, claustrophobia, avarice and necrophobia) attributes (qualities). The positive attributes are determined by 1d6+7 (8–13) and the negative by 1d6+1 (2–7).

The player could choose from over forty different character types (classes). Again there are attributes conditions to access the types.

A character also features over eighty skills, called "talents" (the use of a talent requires testing three attributes) and if the character is able to cast spells over one hundred spells (11×11 spells).

[edit] Third edition and Realms of Arkania

The third edition (1993) was used, with a few limitations, to power the three Realms of Arkania computer games RoA: Blade of Destiny (1993, Attic/Sir-Tech), RoA: Star Trail (1994, Attic/Sir-Tech) and RoA: Shadows over Riva (1998, Attic/Sir-Tech). Realms of Arkania was also the name three translated novels: RoA: The Charlatan (January 1996, ISBN 0-7615-0233-5), RoA: The Lioness (March 1996, ISBN 0-7615-0477-X) and RoA: The Sacrifice (September 1996, ISBN 0-7615-0476-1).

The rules are similar to the second edition, but with two additional positive attributes, dexterity and intuition, and two additional negative attributes, curiosity and violent temper. The character is thus defined by seven positive and seven negative attributes (qualities). It uses the same system of talents.

[edit] Fourth edition

The fourth Edition of The Dark Eye supports a great variety of character choices. Where the older editions forced the player to create a character along very strict lines, the fourth edition is extremely flexible and the player can choose from hundreds of different character classes and cultural backgrounds. In fact the creation rules are now somewhat similar to those of Shadowrun (also published by Fantasy Productions) or even more to GURPS. One of the reasons for this development is surely the large community of professional authors and enthusiastic players, which have helped to describe the continent of Aventuria over the last 20 years.

Character generation is based on so called “generation points” from which a race, a culture and a profession must be “payed”. The points are also used for the attributes and other skills. After generation the gained “adventure points” for each adventure can be used for skilling the character. Using this system all characters generated at the same level are somewhat equivalent.

This fourth edition was also translated into English.

Three books are available in English (2006) :
Basic rules (ISBN 1-932564-02-0)
Secret of the Blue Tower / Witching Hour (ISBN 1-932564-05-5)
World of Aventuria (ISBN 1-932564-06-3)

[edit] Setting

[edit] Aventuria

The game is set in the fantasy realm of Aventuria (German: Aventurien). In the 1990s, it was first translated to Arkania, but the name was changed later to remain closer to the original version. Aventuria is a continent of the planet Ethra (being an anagram of Earth; the original name is "Dere", the anagram of Erde which means Earth in German). The other continents of Ethra are Myranor (also called Gyldenland in Aventuria), Uthuria and Vaestenland.

[edit] Peoples of Aventuria

Humans

There are three human nations:

  • Middenrealmians: coming from Myranor, they landed on the western coast and spread in the centre of Aventuria
  • Tulamides : natives of Aventuria, probably from the Rashtul Wall; they spread in the south of Aventuria;
    • Mhanadistanians (template: caricature of the golden age of the Arab civilisation)
    • Novadis (template: Tuareg): nomadic people of the desert of Khom ;
  • Thorwalians (template: vikings): coming from Hjaldingard in Myranor, they settled in the north-west of Aventuria

There are also four Elves folks:

  • Forrest Elves (living in a large wood called the Salamander Stones; somewhat worldly innocent and don't really like humans)
  • Firn Elves (living in northern perpetual ice; hating all gods and living in a hard struggle to live)
  • Meadow Elves (living all across the northern half of Aventuria along the rivers; very open minded, sometimes they also live in human cities)
  • Veld Elves (horsemen living in the grasslands of northeast aventuria; loose contact to humans and Goblins)

There a couple of Dwarves nations:

  • Ore Dwarves (very conservative and etiquette)
  • Anvil Dwarves (a warrior-like folk of dwarves; somewhat pigheaded)
  • Brilliant Dwarves (a folk attaching importance on artwork)
  • Hill Dwarves (nearly like Tolkien's Hobbits, but nevertheless Dwarves)

Orks: Somewhat monkey-like species with black coat native to a veld (ork land) in the northwest of Aventuria

Goblins: Small grown relatives of the Orks but with brown coat and living mostly in the northeastern parts of Aventuria

Achaz: Lizard-men with an ancient culture; their former empires are now shattered.

[edit] Other works involving Aventuria

[edit] Books
  • Realms of Arkania: The Charlatan by Ulrich Kiesow, January 1996, ISBN 0-7615-0233-5 (Der Scharlatan)
  • Realms of Arkania: The Lioness by Ina Kramer, March 1996, ISBN 0-7615-0477-X (Die Löwin von Neetha)
  • Realms of Arkania: The Sacrifice by Ina Kramer, September 1996, ISBN 0-7615-0476-1 (Thalionmels Opfer)

[edit] Computer and Videogames

[edit] The Dark Eye Mobile Adventure Series
  • Nedime: The Caliph's Daughter (Nedime: Die Tochter des Kalifen)
  • The Secret of The Cyclopes (Das Geheimnis der Zyklopen)
  • Swamp of Doom (Sumpf des Verderbens)
  • Among Pirates (Unter Piraten)
  • Crypt Raiders (Die Grabräuber)
  • Dragon Raid (Drachenfeuer)
  • Arena (Arena)

[edit] Misc

[edit] Tharun

Tharun is the internal side of Ethra, which is a hollow world. It is enlightened by a central sun which also annihilates the usual magic.

The original sun, Glost, was the work of Guerimm, the god of fire. New gods appeared and started to oppose to the twelve gods of Aventuria. One of them, Arkan'Zim, destroyed glost, and another new god, Sindayri, created a new sun with the aim to reduce the influence of the twelve gods in the hollow world.

The splinters of Glost were spread everywhere. The inhabitants picked them and drew runes on them. They thus became runestones; the combination of three runestones can lead to the liberation of the energy of Glost, allowing a new magic.

Tharun is linked to the surface of Ethra by a double-side volcano. The upper side is on an island 1,400 km west from Havena, the other side is upside down, and is situated in Tharun on the isle of Hamur.

The society is a military dictatorship, with a caste of Sword Masters ruling the rest of the population.

[edit] Myranor

Myranor or Gyldenland (“Güldenland” in the German edition) is a large continent west of Aventuria. It was first described in 1990 and released as a separate RPG in 2000. It initially used an early version of what came to be The Dark Eye 4th edition rules, and was used to play-test those.

In contrast to The Dark Eye, the setting is high fantasy. There are gigantic metropoles, flying ships and cities, several races unknown to aventurians including cat-like humanoids and intelligent insects, as well as a country leached by its vampire-like, skull god "Draydalān" worshipping population. The continent is huge and parts of it still are unexplored.

While most of Aventuria is settled in the central European Middle Ages, Myranor is based on a mixture of classic Greek/Roman as well as medieval Asian background. One notable political structure is a huge empire that has been in degeneration for millennia. At its height, it has been the origin of modern civilization in Aventuria, and the area still controlled by it is larger than Aventuria itself. In its early years, the empire was controlled by mighty three-eyed wizards, called “the old ones”, who disappeared thousands of years ago.

After its initial release in 2000, only one additional rule book, one regional description as well as five adventures were released. After those, it became quiet about Myranor. Two fans, however, revised Myranor to the “final” 4th edition rules with FanPro's permission. These new rules have just been released in hardcover, yet it is still unsure whether FanPro will continue Myranor.

[edit] External links

[edit] English

  • The Dark Eye rpg - Official TDE website from FanPro.
  • Kingdom Albernia - English translation of the Königreich Albernia site, a lot of background information on the region

[edit] German

In other languages