History TabletopGame / TheDarkEye

30th Mar '17 4:29:32 AM valar55
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** This is ''literally'' an example of a AWizardDidIt, though. [[spoiler: Thousands of years ago, a semidivine dragon used his power over the elements to separate the different elements from one another and started to concentrate them in separate places, thus extracting them from other places. He started by concentrating the Ice in the North, thus raising fertility levels in the rest of the world (according to the hexagonic TDE elemental system, Ice and fertile Earth, or Humus, are opposites, while the counterpart to Air is barren Earth, or Stone). Then he concentrated Humus in the South. He couldn't go through with his plan, but his work brought different climate zones to Ethra.

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** This is ''literally'' an example of a AWizardDidIt, though. [[spoiler: Thousands of years ago, a semidivine dragon used his power over the elements to separate the different elements from one another and started to concentrate them in separate places, thus extracting them from other places. He started by concentrating the Ice in the North, thus raising fertility levels in the rest of the world (according to the hexagonic TDE elemental system, Ice and fertile Earth, or Humus, are opposites, while the counterpart to Air is barren Earth, or Stone). Then he concentrated Humus in the South. He couldn't go through with his plan, but his work brought different climate zones to Ethra. ]]
23rd Mar '17 9:33:12 PM Ulkomaalainen
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'''Attributes''': The 8 Attributes are courage, strength, mobility, dexterity, intuition, smarts, charisma and constitution. The default starting value is 8, 11 is average for a starter character and they cannot exceed 14 on character creation, not taking into account certain bonuses/penalties from racial or cultural choices. They influence things like life and mana points, basic attack and defense values, are important for talent checks, and can later be increased with adventure points.

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'''Attributes''': The 8 Attributes are courage, strength, mobility, dexterity, intuition, smarts, charisma and constitution. The default starting value is 8, 8 on a scale from 1 to 20, 11 is average for a starter character and they cannot exceed 14 on character creation, not taking into account certain bonuses/penalties from racial or cultural choices. They influence things like life and mana points, basic attack and defense values, are important for talent checks, and can later be increased with adventure points.
6th Mar '17 3:01:05 AM InsaneMystic
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* DyingRace: [[AllTrollsAreDifferent Trolls]]. One of the oldest civilizations of the world, in a long gone age; nowadays, just a few hundred are alive, scattered far and wide through the world. One sourcebook describes their language as due to join the ranks of dead languages soon, as it's a rare occurrence for even two trolls to meet each other anymore to actually hold a conversation in it.
7th Feb '17 1:34:50 AM ruthlesstyrant
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* RaceLift: In-universe, the first emperor of the Middenrealm, Raul of Gareth, was (posthumously) subjected to this: Raul originally was a Tulamid whose family was killed off by the [[GodSaveUsFromTheQueen evil empress]] Hela-Horas who had a deep hatred against everything Tulamid ([[FreudianExcuse her father was killed in a war against them]]). Later on, Raul became the leader of the resistance who crushed the Bosparanian Empire and founded the "New Empire" (the Middenrealm). Since all this was basically a {{Retcon}} 25 years after the character of Raul was invented, the fact that his heritage has never been mentioned was handwaved away by stating that he was subjected to a RaceLift by the historians.


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** Also depending on the writer. Ulrich Kiesow was said to be particularly fond of this, even among his colleagues.
6th Feb '17 5:40:38 AM ruthlesstyrant
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** In case of the Dwarves it actually makes sense, however. Because not only are they are a comparatively young species (far more recent than humans, for example), but due to their long lives (which last 4-7 times as long as your average human's lifespan), they've had far fewer generations since they came into being.
6th Feb '17 5:35:15 AM ruthlesstyrant
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** There is also the goddess of magic herself. Born of a mortal and the goddess of wisdom she wanted to free all mortals from the thralls of the gods by allowing them to wield magic and determine their own fate. She nearly succeeded, brought magic in the world and a select few mortals actually developed the power to use it. Too bad that she weakened creation so much through her actions that the demons of the [[EvilIsDeathlyCold nether hells]] [[NiceJobBreakingItHero found entry into Ethra, too]].

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** There is also the goddess of magic herself. Born of a mortal and the goddess of wisdom she wanted to free all mortals from the thralls of the gods by allowing them to wield magic and determine their own fate. She nearly succeeded, brought magic in the world and a select few mortals actually developed the power to use it. Too bad that she weakened creation so much through her actions that the demons of the [[EvilIsDeathlyCold nether hells]] [[NiceJobBreakingItHero hells][[NiceJobBreakingItHero found entry into Ethra, too]].too]].
*** [[spoiler: Retconned with the Historia Aventurica - Mada wasn't a demigod who fucked up, but simply the first God of Magic who handed out the gift of the arcane to the mortals, which seriously pissed off the other Gods (who up until that point had a monopoly on supernatural feats by gifting chosen mortals with a part of their power). Later the Gots got used to mortals wielding magic, but back then they were as comfortable with it as the Church was with the Enlightenment.]]
6th Feb '17 5:29:16 AM ruthlesstyrant
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* SpoonyBard: Averted with bards and their varieties, who (from a gameplay perspective) play pretty similar to the other generic "civilian" classes (thieves, craftsmen, hunters...) who don't fit into the fighter/mage/priest-concept. Played straight with the "rascal" class (see {{Jester}} above), who is probably the least player-friendly class in the game, and also to some extent with the "charlatan", a carnival magician who is sub-par compared to any ''actual'' guild mage, but without offering meaningful perks to compensate like the other magic users (witches, druids, elves...) do.
6th Feb '17 5:10:38 AM ruthlesstyrant
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* AdventureFriendlyWorld: Started out as this very early on, with a VestigialEmpire in decline which had a thoroughly incompetent emperor [[AGodAmI with delusions of grandeur]] at its helm, where Orcs and brigands roamed freely, the wilderness was dotted with dark cults, plenty of unexplored (or explored but forgotten) areas were on the map etc. As the setting was GrowingTheBeard, all this was done away with and the world turned into a reasonably safe and orderly place where just abundant opportunitites for adverture were to be had, even though several crisises piled up on the continent with an astonishing regularity. Well, at least until the Borbarad crisis hit the setting, when it turned back into an AdventureFriendlyWorld.
5th Feb '17 3:00:18 AM narm00
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''The Dark Eye'' (originally called "''Das Schwarze Auge''" or ''DSA'' for short) is a German pen-and-paper RPG. Originally released in 1984, its fourth edition was published in 2002. The game is set on the planet Dere (called Ethra in the English version, with both terms anagrams of the respective words for Earth, "Erde" in German) more specifically the continents of Aventuria and Myranor, even though a supplement for a third continent was announced last year. Aventuria, the main continent for the game, is tiny, but one of the most well-described RPG settings known to mankind – every region has its own sourcebook of 200 pages or so, often with minute details about the food, customs and people of that region.

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''The Dark Eye'' (originally called "''Das Schwarze Auge''" or ''DSA'' for short) is a German pen-and-paper RPG. Originally released in 1984, its fifth edition came out in 2015. The fourth edition was published translated into English in 2002. 2006, with two supplements; the fifth edition received an English translation in 2016, with its supplements following suit. The game is set on the planet Dere (called Ethra in the English version, with both terms anagrams of the respective words for Earth, "Erde" in German) more specifically German), primarily focusing on the continents of Aventuria and Myranor, even though a supplement for a third continent was announced last year.Myranor. Aventuria, the main continent for the game, is tiny, but one of the most well-described RPG settings known to mankind – every region has its own sourcebook of 200 pages or so, often with minute details about the food, customs and people of that region.






* AlchemyIsMagic: In a way, while one does not necessary need to possess magical abilities to create a potion, having access to them allows the creation of more powerful varieties of regular potions and enables the alchemist to create certain potions one needs to cast a spell on.
* AllMythsAreTrue: After the '''mayor''' retcon that was introduced with the Historia Aventurica sourcebook (which presented canon background information on the world's history from its beginning to the present), it can now be said that all histories are true or at least have a true element in it; even though they are partially contradictory. [[spoiler: Ironically, the creation of humankind is indeed as it is said in one of the more obscure creation myths, that of the Nivese: the first men were created 25000 years ago as comrades to a race of humanoid wolves. Which is twice as ironic considering how the close relationship between humans and dogs came into being IRL.]]

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* AlchemyIsMagic: In a way, way; while one does not necessary necessarily need to possess magical abilities to create a potion, having access to them allows the creation of more powerful varieties of regular potions and enables the alchemist to create certain potions one needs to cast a spell on.
* AllMythsAreTrue: After the '''mayor''' '''major''' retcon that was introduced with the Historia Aventurica sourcebook (which presented canon background information on the world's history from its beginning to the present), it can now be said that all histories are true or at least have a true element in it; them, even though they are partially contradictory. [[spoiler: Ironically, the creation of humankind is indeed as it is said in one of the more obscure creation myths, that of the Nivese: the first men were created 25000 years ago as comrades to a race of humanoid wolves. Which is twice as ironic considering how the close relationship between humans and dogs came into being IRL.]]



* ArtisticLicenseGeography: In the attempt to create a very large palette of distinct regions and cultures (see FantasyCounterpartCulture and FantasyKitchenSink below) -even hopping across historical eras- and, in what almost feels like a desperate attempt to avert the SingleBiomePlanet trope, the developers crammed fictional versions of nearly all real-world biomes into Aventuria. There's a polar region, multiple coastal regions ranging from temperate to Mediterranean-like, fertile farmlands, barren steps, several mountain chains, two deserts (one big, one rather small) and a tropical region. The catch is that all of this is crammed onto a continent about 3000 miles long and 2000 miles across, yielding an area of 6 million square miles. It's pointed out that an Aventurian mile is equivalent to a real-world kilometer. Basically the geological and meteorological diversity of the entire world is compressed into an area slightly smaller than real-world Australia.

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* ArtisticLicenseGeography: In the attempt to create a very large palette of distinct regions and cultures (see FantasyCounterpartCulture and FantasyKitchenSink below) -even - even hopping across historical eras- eras - and, in what almost feels like a desperate attempt to avert the SingleBiomePlanet trope, the developers crammed fictional versions of nearly all real-world biomes into Aventuria. There's a polar region, multiple coastal regions ranging from temperate to Mediterranean-like, fertile farmlands, barren steps, several mountain chains, two deserts (one big, one rather small) and a tropical region. The catch is that all of this is crammed onto a continent about 3000 miles long and 2000 miles across, yielding an area of 6 million square miles. It's pointed out that an Aventurian mile is equivalent to a real-world kilometer. Basically the geological and meteorological diversity of the entire world is compressed into an area slightly smaller than real-world Australia.



* BoisterousBruiser The [[spoiler: late]] Duke of Meadows (Waldemar the Bear) is Aventurias standout example.

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* BoisterousBruiser The [[spoiler: late]] Duke of Meadows (Waldemar the Bear) is Aventurias Aventuria's standout example.



** Also, the trope applies only for the genesis of the system - both the rules and to a much higher degree the setting have taken a radically different path from DnD.

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** Also, the trope applies only for the genesis of the system - both the rules and to a much higher degree the setting have taken a radically different path from DnD.D&D.



* CastFromHitPoints: Exists both in a socially acceptable way, by using ones own life force when all magic power is gone, as well as the socially unacceptable way of Borbaradianism, where anyone who learns this can cast any (borbaradian) spell he learns without any inherent magical talent, only using his life force to cast. [[spoiler: The additional downside of borbaradian spells is that they are all at least somewhat demonically tainted, and until after Borbarads return they had a control element allowing him to control everyone who knows them.]]

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* CastFromHitPoints: Exists both in a socially acceptable way, by using ones one's own life force when all magic power is gone, as well as the socially unacceptable way of Borbaradianism, where anyone who learns this can cast any (borbaradian) spell he learns without any inherent magical talent, only using his life force to cast. [[spoiler: The additional downside of borbaradian spells is that they are all at least somewhat demonically tainted, and until after Borbarads return they had a control element allowing him to control everyone who knows them.]]



* ChurchMilitant: The cult of Rondra, the warrior goddess are the best example, but roughly half of the cults maintain their own faith militant.

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* ChurchMilitant: The cult of Rondra, Rondra the warrior goddess are the best example, but roughly half of the cults maintain their own faith militant.



* TheCorruption: Played straight but in the unusual way that the forces of evil are corrupted by something more or less good. As the Netherhells stand for pure chaos, even the existance of the Archdemons and their domains show some kind of order and organization in at least those parts of the Netherhells wich are close to the universe, wich is ruled by the gods and stands for Order. This effect most likely comes from Sakaraya, the Energy of ecerything that is, wich is slowly draining into the Netherhells.

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* TheCorruption: Played straight but in the unusual way that the forces of evil are corrupted by something more or less good. As the Netherhells stand for pure chaos, even the existance of the Archdemons and their domains show some kind of order and organization in at least those parts of the Netherhells wich are close to the universe, wich which is ruled by the gods and stands for Order. This effect most likely comes from Sakaraya, the Energy of ecerything everything that is, wich which is slowly draining into the Netherhells.



* ColorCodedWizardry: the three guilds of mages, white(law abiding and usually following strict ethics and codes when using magic research must only happen under strict regulations), black(free thinkers who believe that every type of magic deserves to be researched and that no boundaries should be forced upon this research) and grey(somewhere in between, usually rather moderate in one way or the other). All other practitioners of magic don't fall into this scheme though.

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* ColorCodedWizardry: the three guilds of mages, white(law abiding and usually following strict ethics and codes when using magic magic, brlieving research must only happen under strict regulations), black(free thinkers who believe that every type of magic deserves to be researched and that no boundaries should be forced upon this research) and grey(somewhere in between, usually rather moderate in one way or the other). All other practitioners of magic don't fall into this scheme though.



** The first edition of the game was mostly family-friendly fantasy (well, discounting the violence inherent in battles against Orcs, for instance), with the occasional darker scenario or two thrown in (the valiant heroes raiding the lair of a vampire or other mighty undead). In-universe, the different states (which were [[PlanetOfHats quite strictly typecast]] into "good" and "not so good", but not outright "evil") were politically stable and quite well-to-do. Then, adventures and mini-campaigns dealing with Aventurian wars started coming up, as well as plots dealing with the [[ReligionOfEvil Cult of the Nameless One]] (not [[PlanescapeTorment that one]]), a faction best described as [[LawfulEvil Lawful Evil]] in [[CharacterAlignment D&D alignment terms]].

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** The first edition of the game was mostly family-friendly fantasy (well, discounting the violence inherent in battles against Orcs, for instance), with the occasional darker scenario or two thrown in (the valiant heroes raiding the lair of a vampire or other mighty undead). In-universe, the different states (which were [[PlanetOfHats quite strictly typecast]] into "good" and "not so good", but not outright "evil") were politically stable and quite well-to-do. Then, adventures and mini-campaigns dealing with Aventurian wars started coming up, as well as plots dealing with the [[ReligionOfEvil Cult of the Nameless One]] (not [[PlanescapeTorment [[VideoGame/PlanescapeTorment that one]]), a faction best described as [[LawfulEvil Lawful Evil]] in [[CharacterAlignment D&D alignment terms]].



** At the current stage of the metaplot, some of the Demon Kingdoms were defeated, but several still remain - and even in the liberated regions, the aforementioned infestation is far from being cleaned up, leading to mutations, instances of WhenTreesAttack, demon raids and so on (several people at Fantasy Production seem to have been somewhat partial to ''Warhammer'', judging by the influences). And, in the context of a [[HotterAndSexier frequent sister trope]] to DarkerAndEdgier, there was Oron, one of the Heptarchies which basically was built around ''non-consensual'' UsefulNotes/{{BDSM}}, "spiced" with demons. Adventures set in Oron (a few were released) were recommended by the publisher itself to be treated as the German equivalent of M-rated material. This sub-setting really did not sit well with many fans and thus was retired (in-universe, Oron was defeated).
** The newest campaigns reintroduced the threat posed by the servants of the Nameless One, who, largely dormant during the Demon War, now are using the opportunity to strike at the weakened states from within... To foreign players typically not familiar with the RPG itself, but only with the video game spinoffs such as ''[[{{VideoGame/Drakensang}} Drakensang]]'' or the ''Realms of Arkania'' series, this is mostly not known, but at the current stage of the metaplot, quite a big chunk of Aventuria has become a ''serious'' instance of a CrapsackWorld and the rest is not as shiny anymore as it used to be. The good thing is that the setting as a whole has matured, [[GrayAndGreyMorality considerably lessening]] (though not wholly abandoning) the [[BlackAndWhiteMorality typecasting]] prevalent in the beginning.

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** At In the current next stage of the metaplot, some of the Demon Kingdoms were defeated, but several still remain remained - and even in the liberated regions, the aforementioned infestation is was far from being cleaned up, leading to mutations, instances of WhenTreesAttack, demon raids and so on (several people at Fantasy Production seem to have been somewhat partial to ''Warhammer'', judging by the influences). And, in the context of a [[HotterAndSexier frequent sister trope]] to DarkerAndEdgier, there was Oron, one of the Heptarchies which basically was built around ''non-consensual'' UsefulNotes/{{BDSM}}, "spiced" with demons. Adventures set in Oron (a few were released) were recommended by the publisher itself to be treated as the German equivalent of M-rated material. This sub-setting really did not sit well with many fans and thus was retired (in-universe, Oron was defeated).
** The newest campaigns reintroduced the threat posed by the servants of the Nameless One, who, largely dormant during the Demon War, now are using the opportunity to strike at the weakened states from within... To foreign players typically not familiar with the RPG itself, but only with the video game spinoffs such as ''[[{{VideoGame/Drakensang}} Drakensang]]'' or the ''Realms of Arkania'' series, this is mostly not known, but at the current stage of the metaplot, quite a big chunk of Aventuria has become a ''serious'' instance of a CrapsackWorld and the rest is not as shiny anymore as it used to be. The good thing is that the setting as a whole has matured, [[GrayAndGreyMorality considerably lessening]] (though not wholly abandoning) the [[BlackAndWhiteMorality typecasting]] prevalent in the beginning.



* DemonLordsAndArchdevils: The demons in The Dark Eye are this, because [[OurDemonsAreDifferent their demons are different]] - practically every Demon Lord is the dark reflection of one of the major god with an agenda which is basically the perverted ideals of the original god.

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* DemonLordsAndArchdevils: The demons in The Dark Eye are this, because [[OurDemonsAreDifferent their demons are different]] - practically every Demon Lord is the dark reflection of one of the major god gods with an agenda which is basically the perverted ideals of the original god.



* ElementalBaggage: Most magical traditions need a small amount of one of the six elements is to summon a servant, djinn or master elemental of that particular element. If the element in question is not pure (sand instead of stone for a stone elemental) it will be more difficult, should it be purer, it will be easier (diamond instead of stone for a stone elemental).

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* ElementalBaggage: Most magical traditions need a small amount of one of the six elements is to summon a servant, djinn or master elemental of that particular element. If the element in question is not pure (sand instead of stone for a stone elemental) it will be more difficult, but should it be purer, it will be easier (diamond instead of stone for a stone elemental).



* ExecutiveMeddling: The name "The Dark Eye" was chosen by the publisher, the creator simply called it "Aventuria". A new type of ''palantír''-like magic items was quickly added as an explanation for the choice of names.
* {{Expy}}: Pardona is a [[CompositeCharacter Composite Expy]] of [[Myth/ClassicalMythology Pandora]] and [[TabletopGame/DungeonsAndDragons Lolth]]. Her name is an [[SignificantAnagram anagram]] of Pandora, she was also artificially created, and brought woe to her people. Her [[ManipulativeBastard manipulative nature]], and the fact she is the engineer of the creation of Night Elves(Drow Expies), likens her to Lolth. Pandora might be also the same as Calyach'an Mochûla, ''The Mother of Demons'', ''The Black as Night Spider'', is a spider-like entity feared by Gjalskerlanders. This shows further similarities between Lolth(The Demon Queen of Spiders) and Pardona.

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* ExecutiveMeddling: The name "The Dark Eye" was chosen by the publisher, the creator simply called it "Aventuria". A new type of ''palantír''-like magic items was quickly added as an explanation for the choice of names.
* {{Expy}}: Pardona is a [[CompositeCharacter Composite Expy]] of [[Myth/ClassicalMythology Pandora]] and [[TabletopGame/DungeonsAndDragons Lolth]]. Her name is an [[SignificantAnagram anagram]] of Pandora, she was also artificially created, and brought woe to her people. Her [[ManipulativeBastard manipulative nature]], and the fact she is the engineer of the creation of Night Elves(Drow Expies), likens her to Lolth. Pandora might be also the same as Calyach'an Mochûla, ''The Mother of Demons'', ''The Black as Night Spider'', is a spider-like entity feared by Gjalskerlanders. This shows further similarities between Lolth(The Demon Queen of Spiders) and Pardona.Pardona.
* TheFairFolk: They exist, and technically all [[OurElvesAreBetter elves]] are their descendants. They occur only very rarely in the game though.



* FantasyCharacterClasses: ''The Dark Eye'' has lots and lots of classes, divided into fighting professions, traveling professions, social professions, handcrafting professions, magical professions and clerical professions. Not every profession is automatically a good choice for an adventurer though, and is absolutely possible to play something unspectacular as a confectioner with wanderlust.

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* FantasyCharacterClasses: ''The Dark Eye'' has lots and lots of classes, divided into fighting professions, traveling professions, social professions, handcrafting professions, magical professions and clerical professions. Not every profession is automatically a good choice for an adventurer though, and is it's absolutely possible to play something unspectacular as like a confectioner with wanderlust.



*** The Cyclopean Islands, a mediterranean-flavored assortment of Islands (duh!) with a culture akin to Ancient Greece.

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*** The Cyclopean Islands, a mediterranean-flavored Mediterranean-flavored assortment of Islands (duh!) with a culture akin to Ancient Greece.



*** The 'Gyldenland' itself originally was, according to fluff (i.e. the account of a shipwrecked sailor who accidentally got over the ocean), somewhat of an expy of Ancient Rome. More recent source material additions have strongly retconned that and created a multi-flavored setting that combines all sort of Roman, Indian, East-Asian and a lot more and also a totally different influences.

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*** The 'Gyldenland' itself originally was, according to fluff (i.e. the account of a shipwrecked sailor who accidentally got over the ocean), somewhat of an expy of Ancient Rome. More recent source material additions have strongly retconned that and created a multi-flavored setting that combines all sort of Roman, Indian, East-Asian and a lot more and also a totally different influences.



*** The Ferkinas are a viciously barbaric and cruel people of CombatSadomasochist, and are clearly based on the Afghanic tribes.
*** The Maraskanis are an odd people that combines a strange philosophy, Chinese/Japanese-looking weapons and armor and a Vietnam-like environment.

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*** The Ferkinas are a viciously barbaric and cruel people of CombatSadomasochist, CombatSadomasochist people, and are clearly based on the Afghanic tribes.
*** The Maraskanis are an odd people that combines combine a strange philosophy, Chinese/Japanese-looking weapons and armor and a Vietnam-like environment.



*** The Gjalskerlanders are a Thorwalian people that is at least partially based on Scottish Highlanders.

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*** The Gjalskerlanders are a Thorwalian people that is are at least partially based on Scottish Highlanders.



*** The Norbards seem like a mild-mannered tartaric/kirgiz people of nomadic traders, with some Jewish influences thrown in as well.

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*** The Norbards seem like a mild-mannered tartaric/kirgiz Tartaric/Kirgiz people of nomadic traders, with some Jewish influences thrown in as well.



** The Myranor sub-setting as it does have verry primitive firearms and even offers rules for inventing upgrades suck as the matchlock or multiple barrels. Although, this is explicitly stated as an optional rule in the Sourcebook.
* FantasyKitchenSink: Despite the usually more "realistic" presentation of the setting, Aventuria includes many, many creatures and concepts. As a rule of thumb, if something was popular in another RPG, it is likely to appear in ''TDE'' as well. This includes dark elves, lovecraftian monstrosities, and the usual mixture of mythologic creatures.

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** The Myranor sub-setting as it does have verry primitive firearms and even offers rules for inventing upgrades suck as the matchlock or multiple barrels. Although, this is explicitly stated as an optional rule in the Sourcebook.
sourcebook.
* FantasyKitchenSink: Despite the usually more "realistic" presentation of the setting, Aventuria includes many, many creatures and concepts. As a rule of thumb, if something was popular in another RPG, it is likely to appear in ''TDE'' as well. This includes dark elves, lovecraftian Lovecraftian monstrosities, and the usual mixture of mythologic mythological creatures.



* TheFairFolk: They exist, and technically all [[OurElvesAreBetter elves]] are their descendants. They occur only very rarely in the game though.



** There are so many different skills, that [[LoadsAndLoadsOfRules special rules]] are present if you want, for example, help repair a boat and only have the woodworking-skill but not the boat-carpentry-skill, so you can use the skill you have to supplement the missing skill.
** Especially in the knowledge and crafts sections there are so many skills, that a character focused on those areas most commonly needs an additional sheet just to write down all their skills. This is [[AllThereInTheManual mentioned in the rulebooks.]]

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** There are so many different skills, skills that [[LoadsAndLoadsOfRules special rules]] are present if you want, for example, help repair a boat and only have the woodworking-skill but not the boat-carpentry-skill, so you can use the skill you have to supplement the missing skill.
** Especially in the knowledge and crafts sections there are so many skills, skills that a character focused on those areas most commonly needs an additional sheet just to write down all their skills. This is [[AllThereInTheManual mentioned in the rulebooks.]]



* FiveRaces: Humans, [[OurDwarvesAreAllTheSame dwarves]], [[OurElvesAreBetter elves]] and since fourth edition [[OurOrcsAreDifferent orcs]], [[OurGoblinsAreDifferent goblins]] and achaz (LizardFolk).
* GodIsEvil: The gods of the achaz are this. Their priests basically try to distract them from possibly destroying the world.

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* FiveRaces: Humans, [[OurDwarvesAreAllTheSame dwarves]], [[OurElvesAreBetter elves]] and since fourth edition [[OurOrcsAreDifferent orcs]], [[OurGoblinsAreDifferent goblins]] and achaz Achaz (LizardFolk).
* GodIsEvil: The gods of the achaz Achaz are this. Their priests basically try to distract them from possibly destroying the world.



* HeelFaceRevolvingDoor: [[EvilChancellor Ansvin of Ravenmouth]]

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* HeelFaceRevolvingDoor: [[EvilChancellor Ansvin of Ravenmouth]]Ravenmouth]].



* HybridMonster: Chimaerology, the magic of creating magical hybrids from all kinds of animals and humans is a classic but nowadays somewhat rare form of [[BlackMagic black magic]]. Later versions are based on the hybrids of mundane creatures – or people and demons.
* IneffectualSympatheticVillain: Well, perhaps not all that sympathetic - but certainly ineffectual: Pardona, the Tongue of the Nameless God and Envoy of Evil, is canonically defeated, rejected or thwarted in every one of her apperances. Even if their Characters might fear her - most players regard her with a bemused mix of detached pity and condescension.
** Not too bad for a 5000 year old beeing, that spend the last 1000 of those in hell and just recently spotted the civilization these dumb apes have build. She is still learning that humans aren't animals anymore... Also she presents the writers and DMs with the same problem every really powerful being does: if you do them right the heroes are toast.

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* HybridMonster: Chimaerology, the magic of creating magical hybrids from all kinds of animals and humans is a classic but nowadays somewhat rare form of [[BlackMagic black magic]].{{black magic}}. Later versions are based on the hybrids of mundane creatures – or people and demons.
* IneffectualSympatheticVillain: Well, perhaps not all that sympathetic - but certainly ineffectual: Pardona, the Tongue of the Nameless God and Envoy of Evil, is canonically defeated, rejected or thwarted in every one of her apperances. Even if their Characters characters might fear her - her, most players regard her with a bemused mix of detached pity and condescension.
** Not too bad for a 5000 year old beeing, being that spend spent the last 1000 of those in hell and just recently spotted the civilization these dumb apes have build.built. She is still learning that humans aren't animals anymore... Also she presents the writers and DMs [=GMs=] with the same problem every really powerful being does: if you do them right the heroes are toast.



* KnightTemplar: The Rays of Light,The Priest-Emperors and often the Church of Praios in general.

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* KnightTemplar: The Rays of Light,The Light, The Priest-Emperors and often the Church of Praios in general.



** Those who have forged a [[DealWithTheDevil pact]] with a [[DemonLordsAndArchdevils demon lord]] and all that lords demons are particularly vulnerable to blessed weapons and areas of the god that is their counterpart.

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** Those who have forged a [[DealWithTheDevil pact]] with a [[DemonLordsAndArchdevils demon lord]] and all that lords lord's demons are particularly vulnerable to blessed weapons and areas of the god that is their counterpart.



* LizardFolk: Unlike usual occurences of this trope, TDE knows not one, but several of these races: The most common and well-known one, the Achaz (Salamander-people, the only playable race), the Maru (vicious and violent Alligator-people), the Shindra (wise and intelligent Cobra-people), the Shingwa (Chamaleon-people), the Krisra (Pterranodon-people), the Ssrkhrsechim (basically magical Yuan-Ti), the Jharhra (gargantuan Triceratops-people with great magical powers) and the Leviathanim (a giant magical hybrid race that looks like a mix of a frog and a dragon).
* LoadsAndLoadsOfRules: Oh, yes. There exists a "basic" rulebook, but it is so abbreviated, it is basically worthless - all information in the book is repeated or contradicted later on, making it entirely possible to skip the "basic" rulebook and start with the real rules. Also, it is usually assumed that you use the full rules. These consist of at least two full-sized hardcover books containing rules for character creation, combat, skills and the environment. If you want to play a priest you will need another book. A magic-user, another two books. You still lack enemies to fight and comprehensive setting informations.

to:

* LizardFolk: Unlike usual occurences of this trope, TDE knows has not one, but several of these races: The most common and well-known one, the Achaz (Salamander-people, the only playable race), the Maru (vicious and violent Alligator-people), the Shindra (wise and intelligent Cobra-people), the Shingwa (Chamaleon-people), the Krisra (Pterranodon-people), (Pteranodon-people), the Ssrkhrsechim (basically magical Yuan-Ti), the Jharhra (gargantuan Triceratops-people with great magical powers) and the Leviathanim (a giant magical hybrid race that looks like a mix of a frog and a dragon).
* LoadsAndLoadsOfRules: Oh, yes. There exists a "basic" rulebook, but it is so abbreviated, it is basically worthless - all information in the book is repeated or contradicted later on, making it entirely possible to skip the "basic" rulebook and start with the real rules. Also, it is usually assumed that you use the full rules. These consist of at least two full-sized hardcover books containing rules for character creation, combat, skills and the environment. If you want to play a priest you will need another book. A magic-user, another two books. You still lack enemies to fight and comprehensive setting informations.information.



** Guild Wizards following the ''Codex Albyricus'' aren't permitted to wear armor made from metal (not that they'd want to, since contact with iron weakens magical power), boiled leather, horn or wood. This rules out the vast majority of worthwhile suits of armor outright, but adventurous wizards through the ages may think to have found that a suit of (rare and expensive) Iryan Leather ''isn't'' covered by these very specific rules, since Iryan (made from reptilian hides) is quite strong enough for use as armor without any hardening. Note that the prohibitions against armor made from wood or horn were already [[ObviousRulePatch obvious rule patches]] designed to prevent the abuse of certain other exotic (and highly effective) forms of armor.

to:

** Guild Wizards following the ''Codex Albyricus'' aren't permitted to wear armor made from metal (not that they'd want to, since contact with iron weakens magical power), boiled leather, horn or wood. This rules out the vast majority of worthwhile suits of armor outright, but adventurous wizards through the ages may think to have found that a suit of (rare and expensive) Iryan Leather ''isn't'' covered by these very specific rules, since Iryan (made from reptilian hides) is quite strong enough for use as armor without any hardening. Note that the prohibitions against armor made from wood or horn were already [[ObviousRulePatch obvious rule patches]] designed to prevent the abuse of certain other exotic (and highly effective) forms of armor.



* {{Mayincatec}}: The ancient saurian civilizations. Stepped pyramids in the jungle, human sacrifice, obsidian-edged war clubs, plus a lot of similarities in terms of style (saurian glyphs look a lot like mayan writing, for example). There are also parallels to the Long Count and an expy of [[Myth/AztecMythology Huitzilopochtli]]...who is still worshipped as a sun god (and chief of the pantheon) by modern aventurians.

to:

* {{Mayincatec}}: The ancient saurian civilizations. Stepped pyramids in the jungle, human sacrifice, obsidian-edged war clubs, plus a lot of similarities in terms of style (saurian glyphs look a lot like mayan Mayan writing, for example). There are also parallels to the Long Count and an expy of [[Myth/AztecMythology Huitzilopochtli]]...who is still worshipped as a sun god (and chief of the pantheon) by modern aventurians.Aventurians.



* {{Mordor}}: The Heptarchies are like that, to a different degree.

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* {{Mordor}}: The Heptarchies are like that, to a different degree.varying degrees.



** There actually IS a rule describing how to become super-awesomely powerful, but you'll always have to pay with something. In the end, with spells being extremely flexible on the run and often having basic effects usable to the caster's liking, wizards are more of a “box of super awesome utility.” Very few spells have definite descriptions, most are only limited in their power, not their potential.

to:

** There actually IS a rule describing how to become super-awesomely powerful, but you'll always have to pay with something. In the end, with spells being extremely flexible on the run and often having basic effects usable to the caster's liking, wizards are more of a “box of super awesome utility.” Very few spells have definite descriptions, and most are only limited in their power, not their potential.



** [[{{Expy}} Leonardo of Havena]] starts out as a GadgeteerGenius with a side order of AbsentMindedProfessor. Then he's captured by [[BigBad Galotta]] and forced to create demonic war machines...which he actually [[FaceHeelTurn grows to ''enjoy'' so much]] that once his captor is overthrown he takes over and runs an even less pleasant version of {{Mordor}} using demonic [[MagiTek 'robots']].

to:

** [[{{Expy}} Leonardo of Havena]] starts out as a GadgeteerGenius with a side order of AbsentMindedProfessor. Then he's captured by [[BigBad Galotta]] and forced to create demonic war machines...which he actually [[FaceHeelTurn grows to ''enjoy'' enjoy so much]] that once his captor is overthrown he takes over and runs an even less pleasant version of {{Mordor}} using demonic [[MagiTek 'robots']].



* MedievalEuropeanFantasy: Aventuria fits this nearly perfectly, if it were not for those Arabian, Native American and African [[FantasyCounterpartCulture expys]].

to:

* MedievalEuropeanFantasy: Aventuria fits this nearly perfectly, if it were not for those Arabian, Native American and African [[FantasyCounterpartCulture expys]].expies]].



* TheNecrocracy: Warunk, a city state under the control of an undead dragon used to fit this very much. There still are mini-necrocracies in the area around the city.
* NiceJobFixingItVillain: [[BigBad Borbarad]], stuck in an endless cycle of death and rebirth with his twin brother [[BigGood Rohal]] eventually manages to cheat and permanently kill his counterpart...which makes his own final defeat possible. Without his act of fratricide, the defeat he suffered at the end of his final grab for power would have been just another temporary setback.
* NoobCave: A pen-and-paper variation on the trope insofar as there is an entire "noob ''region''" recommended for players new to the system lacking background knowledge, namely the nortern kingdoms of Andergast and Nostria. This is specifically pointed out in the sourcebook. The in-universe reasons are:

to:

* TheNecrocracy: Warunk, a city state under the control of an undead dragon dragon, used to fit this very much. There still are mini-necrocracies in the area around the city.
* NiceJobFixingItVillain: [[BigBad Borbarad]], stuck in an endless cycle of death and rebirth with his twin brother [[BigGood Rohal]] Rohal]], eventually manages to cheat and permanently kill his counterpart...which makes his own final defeat possible. Without his act of fratricide, the defeat he suffered at the end of his final grab for power would have been just another temporary setback.
* NoobCave: A pen-and-paper variation on the trope insofar as there is an entire "noob ''region''" recommended for players new to the system lacking background knowledge, namely the nortern northern kingdoms of Andergast and Nostria. This is specifically pointed out in the sourcebook. The in-universe reasons are:



** There is much less of the supernatural present in the region than in many parts of the Middenrealm, especially after the war against Borbarad and the Heptarchies, not to mention the South with its legacy of magocracies and the like. There is the occasional druid circle, a few witches, a couple of ''Waldschrate'' (think "wild Ents") and numerous orcs and goblins - and that's it. No undead necromancer dragons, no flying cities, no demonic hordes, and a grand total of 2 mage academies that can't hold a candle to their colleagues/rivals from further south. In gameplay terms, this means less monsters and magic to fight, with the main threat being fellow humans, the environment (distances between settlements are higher than the Aventurian average, making travel a longer -and riskier- business) and the occasional Orc band or disgruntled witch.

to:

** There is much less of the supernatural present in the region than in many parts of the Middenrealm, especially after the war against Borbarad and the Heptarchies, not to mention the South with its legacy of magocracies and the like. There is the occasional druid circle, a few witches, a couple of ''Waldschrate'' (think "wild Ents") and numerous orcs and goblins - and that's it. No undead necromancer dragons, no flying cities, no demonic hordes, and a grand total of 2 mage academies that can't hold a candle to their colleagues/rivals from further south. In gameplay terms, this means less monsters and magic to fight, with the main threat being fellow humans, the environment (distances between settlements are higher than the Aventurian average, making travel a longer -and riskier- - and riskier - business) and the occasional Orc band or disgruntled witch.



** The distance from the events of the metaplot and the fact that the Andergastians and Nostrians don't know much about the wider world and care even less about it enables newcomers to TDE to roleplay in somewhat familiar LowFantasy setting tying much more into German folk and fairy tales than the rest of Aventuria (the Middenrealm province of Weiden is comparable in its inherent "German-ness", but it is tied much more centrally into the metaplot, requiring some background OOC knowledge on the part of the players) without knowing or caring much about in-universe history, cosmology etc.
* ObfuscatingStupidity: Mizirion III, King of Brabak played the bumbling, ineffective ruler for decades to keep his DeadlyDecadentCourt from looking too closely at what he was actually ''doing''. Now, thanks to his clever policies particularly in the diplomatic arena, Brabak is actually flourishing for the first time in centuries.
* OrcusOnHisThrone: [[EvilIsDeathlyCold Glorana]] and the [[DarkMessiah Aikar]] have both grand masterplans that are only a measly 80% away from completion and require no hands-on intervention.

to:

** The distance from the events of the metaplot and the fact that the Andergastians and Nostrians don't know much about the wider world and care even less about it enables newcomers to TDE to roleplay in a somewhat familiar LowFantasy setting tying much more into German folk and fairy tales than the rest of Aventuria (the Middenrealm province of Weiden is comparable in its inherent "German-ness", but it is tied much more centrally into the metaplot, requiring some background OOC knowledge on the part of the players) without knowing or caring much about in-universe history, cosmology etc.
* ObfuscatingStupidity: Mizirion III, King of Brabak Brabak, played the bumbling, ineffective ruler for decades to keep his DeadlyDecadentCourt from looking too closely at what he was actually ''doing''. Now, thanks to his clever policies policies, particularly in the diplomatic arena, Brabak is actually flourishing for the first time in centuries.
* OrcusOnHisThrone: [[EvilIsDeathlyCold Glorana]] and the [[DarkMessiah Aikar]] have both grand masterplans that are only a measly 80% away from completion and require no hands-on intervention.
centuries.



** Luckily not as odd as you might think. The child of the goddess of love and ecstasy and the god of trade and thievery? He's a travelling flute-player and the patron of wanderlust. The child of the god of death, sleep and forgetting and a mortal woman is the goddes of peaceful death, assisted suicide and hospices. The oddest might be Ifirn who is almost the same as her father Firun, god of hunting, living of the land and self-reliance, except compassionate instead of grim, or Xeledon, son of the goddess of wisdom and a mortal, who is the god of futility (especially of mortal endevours).
* OneStatToRuleThemAll: Constitution can be, not only because it is most important to HP-Base and many physical talents, but also because the better half of your constitution is your wound-threshold. Any damage received higher than that threshhold deals a wound, which is a crippling effect, that, if not [[FeelNoPain suppressed]], can quickly lead to another one and another one. Also, afterwards, any healing-skill-check is severely constricted by each wound.

to:

** Luckily not as odd as you might think. The child of the goddess of love and ecstasy and the god of trade and thievery? He's a travelling flute-player and the patron of wanderlust. The child of the god of death, sleep and forgetting and a mortal woman is the goddes of peaceful death, assisted suicide and hospices. The oddest might be Ifirn Ifirn, who is almost the same as her father Firun, god of hunting, living of off the land and self-reliance, except compassionate instead of grim, or Xeledon, son of the goddess of wisdom and a mortal, who is the god of futility (especially of mortal endevours).
* OneStatToRuleThemAll: Constitution can be, not only because it is most important to HP-Base and many physical talents, but also because the better half of your constitution is your wound-threshold. Any damage received higher than that threshhold threshold deals a wound, which is a crippling effect, that, if not [[FeelNoPain suppressed]], can quickly lead to another one and another one. Also, afterwards, any healing-skill-check is severely constricted by each wound.



** Some talents (and the associated attributed, guess which!) are seen as core important to play and survival. Self-control, body-control and acuity may be rolled any number of times between once per adventure to once every few actions, but almost all [=GMs=] agree, that those are the talents most commonly saving a character's ass outside of combat. Similarly, empathy is the most important social talent. without it, nearly no decent sale, negotiation, persuasion or intimidation would ever work (again, varies from GM to GM).

to:

** Some talents (and the associated attributed, attributes, guess which!) are seen as core important to play and survival. Self-control, body-control and acuity may be rolled any number of times between once per adventure to once every few actions, but almost all [=GMs=] agree, agree that those are the talents most commonly saving a character's ass outside of combat. Similarly, empathy is the most important social talent. talent; without it, nearly no decent sale, negotiation, persuasion or intimidation would ever work (again, varies from GM to GM).



** In the first and second editions, they were treated much like the Orcs of early D&D: AlwaysChaoticEvil [[PlanetOfHats hat-wearing]] but comparatively weak monsters used as sword fodder and XP source. Later, more and more of their culture was developed, transforming them into ProudWarriorRaceGuys with a violent and alien culture, but also a certain kind of honour system, and a a few sympathetic Orc characters and archetypes were introduced (priests of Rikai for instance). They are still inimical to humans and most other sentients, but only because they serve their own interests, not because they are "evil" (and arguably, "it's their planet" might apply here, since the fluff strongly hints at the possibility that the Orcs are actually the indigenous population of Aventuria's northern regions, with the only older species being the lizardfolk in the south) . On a final note, during the Demon War, the Orcs refrained from using the situation to crush the Middenrealm, declaring neutrality at first, and then, in the final battle, sending a small, but effective contingent to aid the Alliance's side.

to:

** In the first and second editions, they were treated much like the Orcs of early D&D: AlwaysChaoticEvil [[PlanetOfHats hat-wearing]] but comparatively weak monsters used as sword fodder and XP source. Later, more and more of their culture was developed, transforming them into ProudWarriorRaceGuys with a violent and alien culture, but also a certain kind of honour system, and a a few sympathetic Orc characters and archetypes were introduced (priests of Rikai for instance). They are still inimical to humans and most other sentients, but only because they serve their own interests, not because they are "evil" (and arguably, "it's their planet" might apply here, since the fluff strongly hints at the possibility that the Orcs are actually the indigenous population of Aventuria's northern regions, with the only older species being the lizardfolk in the south) .south). On a final note, during the Demon War, the Orcs refrained from using the situation to crush the Middenrealm, declaring neutrality at first, and then, in the final battle, sending a small, but effective contingent to aid the Alliance's side.



* OurVampiresAreDifferent: There's a ''lot'' of variety in vampires, about the only thing they all have in common is that they have to drain somebody else's [[LifeEnergy Sikaryan]] to survive. Most are tied to [[GodOfEvil The Nameless God]] and most of the Sikaryan they drain is transferred to him to aid in his eventual return to power, but there is also at least one vampire lineage created by an EldritchLocation as well as a few FriendlyNeighborhoodVampires empowered by some of the ''good'' deities. Most vampires are specifically cursed by one or more gods, causing their classic vampire weaknesses: Those cursed by the god of the sun have the traditional vulnerability to sunlight, those cursed by the god of water CannotCrossRunningWater, Garlic is the holy plant of the goddess of healing and agriculture and thus hurts vampires cursed by her and vampires under the curse of the goddess of hearth and home cannot enter somebody else's home.

to:

* OurVampiresAreDifferent: There's a ''lot'' of variety in vampires, about the only thing they all have in common is that they have to drain somebody else's [[LifeEnergy Sikaryan]] to survive. Most are tied to [[GodOfEvil The Nameless God]] and most of the Sikaryan they drain is transferred to him to aid in his eventual return to power, but there is also at least one vampire lineage created by an EldritchLocation as well as a few FriendlyNeighborhoodVampires empowered by some of the ''good'' deities. Most vampires are specifically cursed by one or more gods, causing their classic vampire weaknesses: Those cursed by the god of the sun have the traditional vulnerability to sunlight, those cursed by the god of water CannotCrossRunningWater, Garlic garlic is the holy plant of the goddess of healing and agriculture and thus hurts vampires cursed by her and vampires under the curse of the goddess of hearth and home cannot enter somebody else's home.home.
* OrcusOnHisThrone: [[EvilIsDeathlyCold Glorana]] and the [[DarkMessiah Aikar]] have both grand masterplans that are only a measly 80% away from completion and require no hands-on intervention.



** Phexcaer, the formerly secret holy city of the God of Thieves started out as an OutlawTown but has pretty much gone respectable in recent decades.

to:

** Phexcaer, the formerly secret holy city of the God of Thieves Thieves, started out as an OutlawTown but has pretty much gone respectable in recent decades.



* PimpedOutDress: THE court fashion in the Horasian Empire under Emperess Amene. The fashion at her [[AChildShallLeadThem successors]] court is slightly more subdued.
* PraetorianGuard: A few, but mainly on the good guys side.

to:

* PimpedOutDress: THE court fashion in the Horasian Empire under Emperess Amene. The fashion at her [[AChildShallLeadThem successors]] successor's]] court is slightly more subdued.
* PraetorianGuard: A few, but mainly on the good guys guys' side.



** There was even a guard unit named Prætorians for the horasian emperors of old.

to:

** There was even a guard unit named Prætorians for the horasian Horasian emperors of old.



** Invoked by shamanistic rituals, that can seal "evil spirits" (curses, illnesses, demons...) into containers.

to:

** Invoked by shamanistic rituals, rituals that can seal "evil spirits" (curses, illnesses, demons...) into containers.



* {{Sourcebook}}: Lots. One for every region, and additional ones for specific topics.



** Combined to great effect in the Kingmaker-Campaign with an Al'Anfanian conspiracy in Horasia. Smugness all around abounded.

to:

** Combined to great effect in the Kingmaker-Campaign Kingmaker Campaign with an Al'Anfanian conspiracy in Horasia. Smugness all around abounded.abounded.
* {{Sourcebook}}: Lots. One for every region, and additional ones for specific topics.



* Squick: The [[OurDemonsAreDifferent Demon Lords]] of the Dark Eye are the dark reflections of the gods, and thus the anti-pantheon includes such charming entities like Belkelel, the Demon Queen of Rape. At one time, this Demon had her own theocratic state.



** With a mix of TemporalMutability types 1 and 2 (and occasionally but rarely 3): Base sources say that all time travel is supposed to be a StableTimeLoop, and all adventure modules featuring time travel turn out to be such after the fact; and if someone really tries to change the timeline in order to capitalize on the change of events, the God of Time, Satinav gets sufficiently pissed to join the action (and this is something you don't want, even gods and demons don't want that, in fact he is the only entity that ''always'' wins besides Los, the primeval creator of the universe). Should someone still inadvertedly make irrevocable changes, like [[GrandfatherParadox killing one's own ancestor]], the DM is encouraged to let type 3 kick in (f.ex. like making the PC father a replacement ancestor himself). There's exactly one event in the source material that qualifies as category 4:[[spoiler: After a cult of the[[BigBad Nameless God]] gained a foothold in a major city, Poseidon Expy Efferd [[TheresNoKillLikeOverkill killed off the whole settlement, and the PCs with it]]. However, time is turned back immediatedly after the event thanks to the LoveGoddess, who does what she did best in order to win over the otherwise normally bribe-proof God of Time. And this very likely was only possible because she acted right of the bat and didn't wait until the events could have an impact on the "real" timeline.]]

to:

** With a mix of TemporalMutability types 1 and 2 (and occasionally but rarely 3): Base sources say that all time travel is supposed to be a StableTimeLoop, and all adventure modules featuring time travel turn out to be such after the fact; and if someone really tries to change the timeline in order to capitalize on the change of events, Satinav, the God of Time, Satinav gets sufficiently pissed to join the action (and this is something you don't want, even gods and demons don't want that, in fact he is the only entity that ''always'' wins besides Los, the primeval creator of the universe). Should someone still inadvertedly make irrevocable changes, like [[GrandfatherParadox killing one's own ancestor]], the DM is encouraged to let type 3 kick in (f.ex. like making the PC father a replacement ancestor himself). There's exactly one event in the source material that qualifies as category 4:[[spoiler: After a cult of the[[BigBad Nameless God]] gained a foothold in a major city, Poseidon Expy Efferd [[TheresNoKillLikeOverkill killed off the whole settlement, and the PCs with it]]. However, time is turned back immediatedly after the event thanks to the LoveGoddess, who does what she did best in order to win over the otherwise normally bribe-proof God of Time. And this very likely was only possible because she acted right of the bat and didn't wait until the events could have an impact on the "real" timeline.]]



* WellIntentionedExtremist: The flagellants, also known as the Rays of Light, a layman [[ChurchMilitant order]] is like this: They want to protect the people from dark magic and heresy. Preferably by a few nice autodafés.

to:

* WellIntentionedExtremist: The flagellants, also known as the Rays of Light, a layman [[ChurchMilitant order]] order]], is like this: They want to protect the people from dark magic and heresy. Preferably by a few nice autodafés.



* YouShallNotPass: The aventurian pantheon actually has a ''patron saint'' of this trope: Saint Thalionmel, the Lioness of Neetha. A priestess of the goddess of valor, she defended a bridge against an invading army that had so far smashed straight through any attempt to even slow them down. When she was finally overwhelmed, a sudden flash flood (believed to be a divine miracle) swept away the bridge, the invading army and her remains.

to:

* YouShallNotPass: The aventurian Aventurian pantheon actually has a ''patron saint'' of this trope: Saint Thalionmel, the Lioness of Neetha. A priestess of the goddess of valor, she defended a bridge against an invading army that had so far smashed straight through any attempt to even slow them down. When she was finally overwhelmed, a sudden flash flood (believed to be a divine miracle) swept away the bridge, the invading army and her remains.
22nd Jan '17 7:39:41 AM Morgenthaler
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** Said achaz priests are essentially like really experienced [[CthulhuMythos Investigators]], treading ever so lightly as not to awaken the gods.

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** Said achaz priests are essentially like really experienced [[CthulhuMythos [[Franchise/CthulhuMythos Investigators]], treading ever so lightly as not to awaken the gods.
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