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The Dark Eye (TDE, German: Das Schwarze Auge (DSA), 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. The name literally means "the black eye", however this does not imply a 'black eye' as in a bruise, as the German expression for such bruising is "blaues Auge" ("blue eye"). This article is about games in which one plays the role of a character. ...
Dark Eye may refer to: Literature Dark Eye, a novel by Steven R. Cowan Dark Eye, a 2005 novel by William Bernhardt Project Dark Eye, a novel by Wolfgang Burger Dark Eye: The Films of David Fincher: The Essential David Fincher, a 2003 guide about David Fincher Film Dark Eyes...
Image File history File links The Dark Eye File history Legend: (cur) = this is the current file, (del) = delete this old version, (rev) = revert to this old version. ...
A game designer is a person who designs games. ...
Ulrich Kiesow was the creator of the pen and paper role-playing game The Dark Eye. ...
1. ...
The Fantasy Productions Medienvertriebsgesellschaft mbH (aka FanPro) is a German game company based in Erkrath producing the German-language versions of Shadowrun, and BattleTech, and previously German-only Das Schwarze Auge (The Dark Eye) fantasy Role-Playing Games. ...
Year 1983 (MCMLXXXIII) was a common year starting on Saturday (link displays the 1983 Gregorian calendar). ...
Year 1988 (MCMLXXXVIII) was a leap year starting on Friday (link displays 1988 Gregorian calendar). ...
Year 1993 (MCMXCIII) was a common year starting on Friday (link will display full 1993 Gregorian calendar). ...
Also see: 2002 (number). ...
Year 2006 (MMVI) was a common year starting on Sunday of the Gregorian calendar. ...
For other uses, see Fantasy (disambiguation). ...
The English language is a West Germanic language that originates in England. ...
This article is about the literary concept. ...
This article does not cite any references or sources. ...
Year 1993 (MCMXCIII) was a common year starting on Friday (link will display full 1993 Gregorian calendar). ...
Year 1998 (MCMXCVIII) was a common year starting on Thursday (link will display full 1998 Gregorian calendar). ...
Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ...
This article is about games in which one plays the role of a character. ...
Ulrich Kiesow was the creator of the pen and paper role-playing game The Dark Eye. ...
Year 1983 (MCMLXXXIII) was a common year starting on Saturday (link displays the 1983 Gregorian calendar). ...
A 21-month old with a black eye after falling 2 meters (6. ...
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. âD&Dâ redirects here. ...
The Fantasy Productions Medienvertriebsgesellschaft mbH (aka FanPro) is a German game company based in Erkrath producing the German-language versions of Shadowrun, and BattleTech, and previously German-only Das Schwarze Auge (The Dark Eye) fantasy Role-Playing Games. ...
Also see: 2002 (number). ...
Year 2003 (MMIII) was a common year starting on Wednesday of the Gregorian calendar. ...
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., which led to the name change to The Dark Eye as Fantasy Productions was unable to obtain the trademark. â(TM)â redirects here. ...
Sir-Tech was a computer game developer and publisher founded by Robert Woodhead and Norman Sirotek. ...
The Fantasy Productions Medienvertriebsgesellschaft mbH (aka FanPro) is a German game company based in Erkrath producing the German-language versions of Shadowrun, and BattleTech, and previously German-only Das Schwarze Auge (The Dark Eye) fantasy Role-Playing Games. ...
In April 2007 Ulisses Spiele took over TDE pen & paper licence from Fantasy Productions.[1] Game history
First edition
Logo of the first edition The German first edition (1983) was translated into Dutch ("Het Oog des Meesters"), French ("L'Œil noir") and Italian ("Uno sguardo nel buio"), but surprisingly not into 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"). Image File history File links Schwarze_auge_1_logo. ...
Image File history File links Schwarze_auge_1_logo. ...
Year 1983 (MCMLXXXIII) was a common year starting on Saturday (link displays the 1983 Gregorian calendar). ...
The English language is a West Germanic language that originates in England. ...
This article is about the year. ...
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, etc. 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.
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.
Resolution of actions The actions are resolved by testing the attributes; the action succeeds when - 1d20 + modifier ≤ attribute
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.
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 dice, 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 (assault). Furthermore it replaces the master hit by the notions of good attack (the attacker makes a throw equal to or under the good attack score showed on a table in correspondence with her 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. To meet Wikipedias quality standards, this article or section may require cleanup. ...
The extended rules also allow to dodge thrown weapons, introduce specific rules for empty hand and horseback fighting, and for wounds infection (fever).
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.
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. Year 1988 (MCMLXXXVIII) was a leap year starting on Friday (link displays 1988 Gregorian calendar). ...
Year 1989 (MCMLXXXIX) was a common year starting on Sunday (link displays 1989 Gregorian calendar). ...
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 deities 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. Created in 1990 by TSR, Inc. ...
Tharun setting was abandoned but it is said that the world and its pantheon still exists. Some of the deities are worshiped in Myranor. (Need to be verified)
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). Year 1988 (MCMLXXXVIII) was a leap year starting on Friday (link displays 1988 Gregorian calendar). ...
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 (11×11) spells.
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). Year 1993 (MCMXCIII) was a common year starting on Friday (link will display full 1993 Gregorian calendar). ...
The Attic Entertainment Software GmbH was a German computer game developer and publisher that was founded September 1990 by Hans-Jürgen Brändle, Jochen Hamma and Guido Henkel in Albstadt, Baden-Württemberg. ...
Sir-Tech was a computer game developer and publisher founded by Robert Woodhead and Norman Sirotek. ...
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.
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. Shadowrun is a cyberpunk-urban fantasy cross-genre role-playing game, set 63 years in the future,[1]following a great cataclysm that has brought use of magic back to the world, just as it begins to embrace the marvels (and dangers) of technologies such as cyberspace, omnipresent computer networks...
The Generic Universal RolePlaying System, commonly known as GURPS, is a role-playing game system designed to adapt to any imaginary gaming environment. ...
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)
Setting Aventuria The game is set in the fantasy realm of Aventuria. In the 1990s, it was first translated to Arkania, but the name was changed later to remain closer to the original German name. Aventuria is a continent of the planet Ethra (being an anagram of Earth). The other continents of Ethra are Myranor (also called Gyldenland in Aventuria), Uthuria and Vaestenland. For the game, see Anagrams. ...
People 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: The Middle Ages formed the middle period in a traditional schematic division of European history into three ages: the classical civilization of Antiquity, the Middle Ages, and modern times, beginning with the Renaissance. ...
For other uses, see Baroque (disambiguation). ...
This article is about the European Renaissance of the 14th-17th centuries. ...
Languages Arabic other minority languages Religions Predominantly Sunni Islam, as well as Shia Islam, Greek Orthodoxy, Greek Catholicism, Roman Catholicism, Alawite Islam, Druzism, Ibadi Islam, and Judaism Footnotes a Mainly in Antakya. ...
For other senses of this name, see Tuareg (disambiguation). ...
Kazakh nomads in the steppes of the Russian Empire, ca. ...
For other uses, see Viking (disambiguation). ...
For alternate meanings, see Lightning (disambiguation). ...
- 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: This page is about a mythological race. ...
- 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 For other uses, see Orc (disambiguation). ...
Goblins: Small grown relatives of the Orks but with brown coat and living mostly in the northeastern parts of Aventuria For other uses, see Goblin (disambiguation). ...
Achaz: Lizard-men with an ancient culture; their former empires are now shattered.
Other works involving Aventuria Books - Realms of Arkania: The Charlatan by Ulrich Kiesow, January 1996, ISBN 0-7615-0233-5 (Das Schwarze Auge: Der Scharlatan)
- Realms of Arkania: The Lioness by Ina Kramer, March 1996, ISBN 0-7615-0477-X (Das Schwarze Auge: Die Löwin von Neetha)
- Realms of Arkania: The Sacrifice by Ina Kramer, September 1996, ISBN 0-7615-0476-1 (Das Schwarze Auge: Thalionmels Opfer)
Computer and Videogames - Realms of Arkania: Blade of Destiny (Das Schwarze Auge: Die Schicksalsklinge)
- Realms of Arkania: Star Trail (Das Schwarze Auge: Sternenschweif)
- Realms of Arkania: Shadows over Riva (Das Schwarze Auge: Schatten über Riva)
- Drakensang: The Dark Eye (Das Schwarze Auge: Drakensang)
The Dark Eye Mobile Adventure Series - The Dark Eye: Nedime: The Caliph's Daughter (Das Schwarze Auge: Nedime: Die Tochter des Kalifen)
- The Dark Eye: Secret of The Cyclopes (Das Schwarze Auge: Das Geheimnis der Zyklopen)
- The Dark Eye: Swamp of Doom (Das Schwarze Auge: Sumpf des Verderbens)
- The Dark Eye: Among Pirates (Das Schwarze Auge: Unter Piraten)
- The Dark Eye: Crypt Raiders (Das Schwarze Auge: Die Grabräuber)
- The Dark Eye: Dragon Raid (Das Schwarze Auge: Drachenfeuer)
- The Dark Eye: Arena (Das Schwarze Auge: Arena)
Misc Collectible card games (CCGs), also called customizable card games or trading card games, are played using specially designed sets of cards. ...
A board game is a game played with counters or pieces that are placed on, removed from, or moved across a board (a premarked surface, usually specific to that game). ...
Tharun Tharun was invisioned as the internal side of Ethra, which was supposed to be a hollow world. It is enlightened by a central sun which also annihilates the usual magic. In today's ingame theory Tharun is a so called "Globule", a place in another Sphere of reality - or an alternate dimension (although this explanation is very simplified). 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.
Myranor Myranor or Gyldenland 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. This article is about games in which one plays the role of a character. ...
In contrast to Aventuria, 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" worshiping population. The continent is huge and parts of it still are unexplored. High fantasy is a subgenre of fantasy fiction that is set in invented or parallel worlds. ...
Cities with at least a million inhabitants in 2006 A metropolis (in Greek μήÏηÏ, mÄtÄr = mother and ÏÏλιÏ, pólis = city/town) is a big city[1], in most cases with over half a million inhabitants in the city proper, and with a population of at least one million living...
The term humanoid refers to any being whose body structure resembles that of a human. ...
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. The Middle Ages formed the middle period in a traditional schematic division of European history into three ages: the classical civilization of Antiquity, the Middle Ages, and modern times, beginning with the Renaissance. ...
Classical antiquity is a broad term for a long period of cultural history centered on the Mediterranean Sea, which begins roughly with the earliest-recorded Greek poetry of Homer (7th century BC), and continues through the rise of Christianity and the fall of the Western Roman Empire (5th century AD...
Map of Asia, 1892 The history of Asia can be seen as the collective history of several distinct peripheral coastal regions, East Asia, South Asia, and the Middle East linked by the interior mass of the Eurasian steppe. ...
This article is about the political and historical term. ...
Central New York City. ...
To meet Wikipedias quality standards, this article or section may require cleanup. ...
After its initial release in 2000, only one additional rule book, one regional description as well as six adventures were released. After those, it became quiet about Myranor. Two fans, however, revised Myranor to be played with the "final" 4th edition rules with FanPro's permission. These new rules were released as a hardcover book in January of 2006. On January 20, 2007 Ulisses Spiele announced that they would be handling future publications related to Myranor. Hardcover books A hardcover (or hardback or hardbound) is a book bound with rigid protective covers (typically of cardboard covered with cloth, heavy paper, or sometimes leather). ...
References - ^ Ulisses-Spiele.de Ulisses Spiele to take over production of the role-playing game „Das Schwarze Auge“ (German)
External links 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
- Wiki Aventurica - a wiki dedicated to the TDE universe
German - Official Fantasy Productions Homepage
- Alveran.org - News for DSA
- Vinsalt's DSA-Ticker - Fan-Community for DSA
- Orkenspalter - Fan-Community for DSA
- Memoria Myrana - First fanzine for DSA-add-on Myranor
- Wiki Aventurica - a wiki dedicated to the TDE universe, see the English language project above
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