History TabletopGame / TheDarkEye

22nd May '18 5:44:30 AM ruthlesstyrant
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* FailedASpotCheck: While there is no direct spot check, you can still fail to sense stuff.



* FunctionalMagic: A textbook example of the force magic variety, complete with {{Mana}}, BackgroundMagicField and [[LeyLine leylines]].






* FailedASpotCheck: While there is no direct spot check, you can still fail to sense stuff.
* FunctionalMagic: A textbook example of the force magic variety, complete with {{Mana}}, BackgroundMagicField and [[LeyLine leylines]].
22nd May '18 4:57:58 AM ruthlesstyrant
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* RevisitingTheRoots: Done in a few instances.
** Aventuria was initially cast as an AdventureFriendlyWorld with roaming orcs, marauding bandits, corrupt nobels who don't do their job etc. Then the setting was GrowingTheBeard and Aventuria was retconned into an overall actually pretty peaceful place where civilization was still intact, but plenty of adventuring opportunities were to be had. And ''then'' shit hit the fan and civilization collapsed in wide parts of the world.
** Hal was initially presented as an UpperClassTwit who had no idea what was going on. Then, during TheDarkEye's golden age, he was (officially) presented as a respectable, much beloved ruler. Ultimately, it turns out that he actually ''was'' an iffectual and indecisive ruler - his popularity with the common folk on the other hand remained canon (after all, the guy presided over an era that was overall pretty peaceful and prosperous).
** In order to make the game more beginner-friendly (not like it originally was, but definitely in an attempt to move away from the 4th editiont tradition), the convoluted background and the ruleset were a bit reigned in. This was also a consequence of ExecutiveMeddling which saw a few oldtimers in the editorial staff being sacked.
22nd May '18 4:30:29 AM ruthlesstyrant
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** Unsurprisingly, most of them only work in German, though. Example? "The wrestling lord", a work on politics and statecraft. However, the German translation of "to wrestle" is homophonous with the German word for "ring" (the trinket, not the sound), which makes the whole thing a pun on the German title of TheLordOfTheRings. Incredibly lame indeed.
22nd May '18 4:20:08 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.

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** In case of the Dwarves For non-humans it actually makes sense, however. Because not only The dwarves 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 and have had far fewer generations since they came into being.being. As for the Achaz: Ever since their fall, their few civilized communities simply didn't have the manpower to make a lot of progress or regain lost knowledge.
22nd May '18 4:16:55 AM ruthlesstyrant
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* MedievalStasis: Very much in effect. In-universe, the timeline has progressed to more than a millenium after the fall of Bosparan (Ancient Rome expy). While advances in social organization have definitely been made, and lots of magical research has been going on (most of it related to rediscovering the old secrets though, as there have been several dark ages in Aventuria after the fall of Bosparan, the Mage Wars etc.), technology is pretty much stagnating. There ''is'' some progress, but not nearly comparable to that of our real world in the same timespan. Seen even more clearly with the Dwarves, who are quite technologically developed (though not to SteamPunk levels) and inventive, but have been stuck at the same level of technology for millenia, and especially with the local LizardFolk, the Achaz, who are the oldest playable species in existence on Aventuria, had a high culture for millenia and survive both in feral variants ''and'' a few isolated, civilized communities - which nevertheless have been essentially unchanged for ''tens of thousands'' of years.

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* MedievalStasis: Very much in effect. In-universe, the timeline has progressed to more than a millenium after the fall of Bosparan (Ancient Rome expy). While advances in social organization have definitely been made, and lots of magical research has been going on (most of it related to rediscovering the old secrets though, as there have been several dark ages in Aventuria after the fall of Bosparan, the Mage Wars etc.), technology is pretty much stagnating. There ''is'' some progress, but not nearly stagnating: The scientific development is roughly comparable to with the Real-Life progress that of our real world has been made in the same timespan.millenium after THeFallOfTheRomanEmpire, but the age of gun powder certainly hasn't been reached yet. Seen even more clearly with the Dwarves, who are quite technologically developed (though not to SteamPunk levels) and inventive, but have been stuck at the same level of technology for millenia, and especially with the local LizardFolk, the Achaz, who are the oldest playable species in existence on Aventuria, had a high culture for millenia and survive both in feral variants ''and'' a few isolated, civilized communities - which nevertheless have been essentially unchanged for ''tens of thousands'' of years.
22nd May '18 4:06:25 AM ruthlesstyrant
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* [[GodIsFlawed God is morally ambiguous]]: Given the polytheistic nature of the setting, this is hardly surprising and has in a way been like that since its inception. However, in the beginning it was more a "the gods can be overly sensitive, short-tempered and occasionally murderous, but ultimately they are forces of good, have their metaphorical hearts in the right place and stand between humanity and oblivion" (which, in a setting with actual soul-eating demons, certainly is a good thing). Strictly speaking this is correct: most gods do indeed value their followers (usually) living an orderly, peaceful, god-fearing life (for [[WarGod war deities]]: only god-fearing); lead the faithful to a reasonably pleasant afterlife, (usually) promote order and stability (or at least their brand of it) and help keeping the forces of darkness at bay. However, this productive role has been put into perspective later with the HistoriaAventurica: [[spoiler: the gods are even more petty and selfish than originally presented, since the onset of time most of them have tried to [[DrivenByEnvy usurp each other's status]] at least at some point (even despite formally cooperating with one another); several gods have [[FallenAngel fallen into demonhood]] (also as a consequence of this infighting) because they couldn't cope with their loss of status; some gods descended into evil even before their fall (though that usually was a consequence); and even though the gods may defend the mortal races and lead their souls to the afterlife, but when an individual race's time has passed, they nevertheless discard it and hedge their bets on the new top dog (even if said top dog now mercilessly persecutes their once-favored servants or uses them as a source of slaves, food etc.) - though this of course can also be explained by most races in the past (the [[OurTrollsAreDifferent Trolls]], the [[CatFolk Gryphons]], the [[LizardFolk Achaz]] etc.) having faltered in one way or another by turning to the worship of demons, the [[GodOfEvil Nameless God]] or themselves. Generally extempt from this callous treatment are those races who have been created by an individual god himself - if that god still wields power, one can bank on him or her not tolerating his children being endangered.]]

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* [[GodIsFlawed God is morally ambiguous]]: Given the polytheistic nature of the setting, this is hardly surprising and has in a way been like that since its inception. However, in the beginning it was more a "the gods can be overly sensitive, short-tempered and occasionally murderous, but ultimately they are forces of good, have their metaphorical hearts in the right place and stand between humanity and oblivion" (which, in a setting with actual soul-eating demons, certainly is a good thing). Strictly speaking this is correct: most gods do indeed value their followers (usually) living an orderly, peaceful, god-fearing life (for [[WarGod war deities]]: only god-fearing); lead the faithful to a reasonably pleasant afterlife, (usually) promote order and stability (or at least their brand of it) and help keeping the forces of darkness at bay. However, this productive role has been [[CosmicRetcon put into perspective later with the HistoriaAventurica: ''Historia Aventurica'']]: [[spoiler: the gods are even more petty and selfish than originally presented, since the onset of time most of them have tried to [[DrivenByEnvy usurp each other's status]] at least at some point (even despite formally cooperating with one another); several gods have [[FallenAngel fallen into demonhood]] (also as a consequence of this infighting) because they couldn't cope with their loss of status; some gods descended into evil even before their fall (though that usually was a consequence); and even though the gods may defend the mortal races and lead their souls to the afterlife, but when an individual race's time has passed, they nevertheless discard it and hedge their bets on the new top dog (even if said top dog now mercilessly persecutes their once-favored servants or uses them as a source of slaves, food etc.) - though this of course can also be explained by most races in the past (the [[OurTrollsAreDifferent Trolls]], the [[CatFolk Gryphons]], the [[LizardFolk Achaz]] etc.) having faltered in one way or another by turning to the worship of demons, the [[GodOfEvil Nameless God]] or themselves. Generally extempt from this callous treatment are those races who have been created by an individual god himself - if that god still wields power, one can bank on him or her not tolerating his children being endangered.]]
22nd May '18 4:05:22 AM ruthlesstyrant
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* [[GodIsFlawed God is morally ambiguous]]: Given the polytheistic nature of the setting, this is hardly surprising and has in a way been like that since its inception. However, in the beginning it was more a "the gods can be overly sensitive, short-tempered and occasionally murderous, but ultimately they are forces of good, have their metaphorical hearts in the right place and stand between humanity and oblivion" (which, in a setting with actual soul-eating demons, certainly is a good thing). Strictly speaking this is correct: most gods do indeed value their followers (usually) living an orderly, peaceful, god-fearing life (for [[WarGod war deities: only god-fearing); lead the faithful to a reasonably pleasant afterlife, (usually) promote order and stability (or at least their brand of it) and help keeping the forces of darkness at bay. However, this productive role has been put into perspective later with the HistoriaAventurica: [[spoiler: the gods are even more petty and selfish than originally presented, since the onset of time most of them have tried to [[DrivenByEnvy usurp each other's status]] at least at some point (even despite formally cooperating with one another); several gods have [[FallenAngel fallen into demonhood]] (also as a consequence of this infighting) because they couldn't cope with their loss of status; some gods descended into evil even before their fall (though that usually was a consequence); and even though the gods may defend the mortal races and lead their souls to the afterlife, but when an individual race's time has passed, they nevertheless discard it and hedge their bets on the new top dog (even if said top dog now mercilessly persecutes their once-favored servants or uses them as a source of slaves, food etc.) - though this of course can also be explained by most races in the past (the [[OurTrollsAreDifferent Trolls]], the [[CatFolk Gryphons]], the [[LizardFolk Achaz]] etc.) having faltered in one way or another by turning to the worship of demons, the [[GodOfEvil Nameless God]] or themselves. Generally extempt from this callous treatment are those races who have been created by an individual god himself - if that god still wields power, one can bank on him or her not tolerating his children being endangered.]]

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* [[GodIsFlawed God is morally ambiguous]]: Given the polytheistic nature of the setting, this is hardly surprising and has in a way been like that since its inception. However, in the beginning it was more a "the gods can be overly sensitive, short-tempered and occasionally murderous, but ultimately they are forces of good, have their metaphorical hearts in the right place and stand between humanity and oblivion" (which, in a setting with actual soul-eating demons, certainly is a good thing). Strictly speaking this is correct: most gods do indeed value their followers (usually) living an orderly, peaceful, god-fearing life (for [[WarGod war deities: deities]]: only god-fearing); lead the faithful to a reasonably pleasant afterlife, (usually) promote order and stability (or at least their brand of it) and help keeping the forces of darkness at bay. However, this productive role has been put into perspective later with the HistoriaAventurica: [[spoiler: the gods are even more petty and selfish than originally presented, since the onset of time most of them have tried to [[DrivenByEnvy usurp each other's status]] at least at some point (even despite formally cooperating with one another); several gods have [[FallenAngel fallen into demonhood]] (also as a consequence of this infighting) because they couldn't cope with their loss of status; some gods descended into evil even before their fall (though that usually was a consequence); and even though the gods may defend the mortal races and lead their souls to the afterlife, but when an individual race's time has passed, they nevertheless discard it and hedge their bets on the new top dog (even if said top dog now mercilessly persecutes their once-favored servants or uses them as a source of slaves, food etc.) - though this of course can also be explained by most races in the past (the [[OurTrollsAreDifferent Trolls]], the [[CatFolk Gryphons]], the [[LizardFolk Achaz]] etc.) having faltered in one way or another by turning to the worship of demons, the [[GodOfEvil Nameless God]] or themselves. Generally extempt from this callous treatment are those races who have been created by an individual god himself - if that god still wields power, one can bank on him or her not tolerating his children being endangered.]]
22nd May '18 4:04:09 AM ruthlesstyrant
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* GodIsEvil: The gods of the Achaz are this. Their priests basically try to distract them from possibly destroying the world.
** Said achaz priests are essentially like really experienced [[Franchise/CthulhuMythos Investigators]], treading ever so lightly as not to awaken the gods.
** The Nameless God also counts, as he indeed ''was'' a member of the Twelver Pantheon at the creation of the universe - in contrast to the Archdemons, who are separate [[EvilCounterpart Evil Counterparts]] to the gods, and aspects of Chaos, while the gods, even the Nameless one, are aspects of Order. He was even said to have been the mightiest of them, but then turned to evil and was banished from Alveran (i.e. heaven). In-universe, some freethinkers (not necessarily members of the Nameless God's cult) theoretize that the banishment was actually due to Praios [[SiblingRivalry envying his might]] but that, of course, is heresy.

to:

* GodIsEvil: The gods [[GodIsFlawed God is morally ambiguous]]: Given the polytheistic nature of the setting, this is hardly surprising and has in a way been like that since its inception. However, in the beginning it was more a "the gods can be overly sensitive, short-tempered and occasionally murderous, but ultimately they are forces of good, have their metaphorical hearts in the right place and stand between humanity and oblivion" (which, in a setting with actual soul-eating demons, certainly is a good thing). Strictly speaking this is correct: most gods do indeed value their followers (usually) living an orderly, peaceful, god-fearing life (for [[WarGod war deities: only god-fearing); lead the faithful to a reasonably pleasant afterlife, (usually) promote order and stability (or at least their brand of it) and help keeping the forces of darkness at bay. However, this productive role has been put into perspective later with the HistoriaAventurica: [[spoiler: the gods are even more petty and selfish than originally presented, since the onset of time most of them have tried to [[DrivenByEnvy usurp each other's status]] at least at some point (even despite formally cooperating with one another); several gods have [[FallenAngel fallen into demonhood]] (also as a consequence of this infighting) because they couldn't cope with their loss of status; some gods descended into evil even before their fall (though that usually was a consequence); and even though the gods may defend the mortal races and lead their souls to the afterlife, but when an individual race's time has passed, they nevertheless discard it and hedge their bets on the new top dog (even if said top dog now mercilessly persecutes their once-favored servants or uses them as a source of slaves, food etc.) - though this of course can also be explained by most races in the past (the [[OurTrollsAreDifferent Trolls]], the [[CatFolk Gryphons]], the [[LizardFolk Achaz]] etc.) having faltered in one way or another by turning to the worship of demons, the [[GodOfEvil Nameless God]] or themselves. Generally extempt from this callous treatment are those races who have been created by an individual god himself - if that god still wields power, one can bank on him or her not tolerating his children being endangered.]]
* GodIsGood: What most humans think of the gods they worship, though of course what "good" means might be up to debate. For example, for a follower of the god of the sun, law, and rulership, this would be more "god is just", for a follower of one of the [[WarGod war deities]] this would rather be "god is honorable" (or, for those not-so-honorable, "god is strong"). Which is another source of conflict because ultimately, in a battle between two sides who worship Rondra (the most important war deity) equally, there still can be only one winner. But even those gods who should be unambiguously good and peaceful may still find themselves at odds, like the goddess of love and passion and the goddess of marriage and fidelity.
** Semi-averted with those cultures/races who knowlingly worship hard, sinister and cruel gods, like the Ferkina or the Orks. Though of course this might also be attributed to different concepts of what constitutes "good".
* GodIsEvil:
** The
Achaz see the gods as this, which can certainly be attributed to having been abandoned by them at the end of their age. This is insofar different from the "god is not good"-stance as they actually see them as [[GodIsDead dying gods]]who ultimately became forces of destruction and whose attention has to be avoided at all costs (their perception is at the very least debatable considering that a few of their gods are this. very much alive and became well-respected gods in the human pantheon). Their priests basically try to distract them from possibly destroying the world.
**
world. Said achaz priests are essentially like really experienced [[Franchise/CthulhuMythos Investigators]], treading ever so lightly as not to awaken the gods.
them.
** The Nameless God also counts, as he indeed ''was'' a member of the Twelver Pantheon at the creation of the universe universe, and is an aspect of Order - in contrast to unlike the Archdemons, who are separate [[EvilCounterpart Evil Counterparts]] to the gods, gods and aspects of Chaos, while the gods, even the Nameless one, are aspects of Order.Chaos (even though they partially were once gods themselves). He was even said to have been the mightiest of them, but then turned to evil and was banished from Alveran (i.e. heaven). In-universe, some freethinkers (not necessarily members of the Nameless God's cult) theoretize that the banishment was actually due to Praios [[SiblingRivalry envying his might]] but that, of course, is heresy. [[spoiler: It's partially true, though. He ''was'' the TopGod, and Praios ''did'' envy him, but his fall was his own doing: the short version is that he tried to cut off the world from the other gods and rule their in perpetuity as the only deity of the setting.]]
* GodsNeedPrayerBadly: Inconsistently. On the one hand, the net amount of worshippers doesn't really affect a god's status in a given era (the TopGod Praios for example has considerably fewer followers than the [[FoodGod goddess of agriculture]] Peraine) - this has already been determined at the beginning of every age by Kha (the god of fate who basically oversees the pantheon but never actually intervenes). However, the gods do indeed have some "shared worship" (since all believers of the Twelver-pantheon revere all gods, they only actively follow a few of them). More important is that they mostly ''act'' through their followers, and when they actively intervene, they usually only do so at their request (which makes acting difficult for those gods who don't have ordained priests).
** Ultimately, worship ''does'' play a role in the long term, though. For a god like Rashtul who has been "comatose" basically since the dawn of time, gaining a sufficient amount of followers would be the only way to become able to rise again.
** Completely averted with the archdemons. They don't want wordly power or mortal worshippers who fear them as gods, their only currency are souls. And worshipping them isn't enough for that, one actually has to [[DealWithTheDevil sell their soul to them]] for that to happen.


20th May '18 6:27:01 PM ruthlesstyrant
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* MagicKnight: Even though actual fighter/mages like in other games don't really exist in this setting, a few combos qualify as MagicKnights to some extent:
** A few priests (either those of war and combat deities or specific ordained knights) are basically warriors by trade but happen to be able to use their gods' favor for channeling supernatural abilities.
** The Gjalskerlanders have totemic warriors who have a few magic abilities on top of their martial skills.
** Theoretically, it is possible to mold ''actual'' mages into fighters since their weapon limitations are legal but not technical and a few really decent armor aren't made of metal. This is generally a poor idea due to the fact that dispersing your XP to bolster your character in two areas equally generally doesn't result in a much stronger characters, and that it basically puts you at the mercy of the DungeonMaster and his willingness to let you suffer the consequences of your extralegal decision.
** Suprisingly, it's Elves who make the best characters for this: On the one hand, they're full wizards by default (i.e. able to actually cast a wide array of spells and not being restricted to merely a few enchantments, rituals and tricks like half- or quarter wizards), which means that the Elf-specific fighting professions are also proficient casters. Also, they don't have the same legal restriction to bear arms or don armors as other human magic classes (though of course metal armors are still off the table).
20th May '18 6:10:26 PM ruthlesstyrant
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* ColorCodedForYourConvenience: if it is black, red or black and red it is likely to be something bad. Or a priest of the god of smiths, or the god of mercenaries.

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* ColorCodedForYourConvenience: if it is black, red or black and red it is likely to be something bad. Or a priest ChronicBackstabbingDisorder: [[EnforcedTrope Naturally]], the followers of the god Demon Lord of smiths, or deceit and strife Lolgramoth.
** Also
the god modus operandi of mercenaries. [[NothingPersonal Al'Anfanian politics]].



* ConflictBall: Followers of Lolgramoth juggle these [[DealWithTheDevil by contractual obligation]].
* ContinuityPorn: Some might think that the setting's depth of information was a "bad" thing.
* 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, which is ruled by the gods and stands for Order. This effect most likely comes from Sakaraya, the Energy of everything that is, which is slowly draining into the Netherhells.
* ChronicBackstabbingDisorder: [[EnforcedTrope Naturally]], the followers of the Demon Lord of deceit and strife Lolgramoth.
** Also the modus operandi of [[NothingPersonal Al'Anfanian politics]].


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* ColorCodedForYourConvenience: if it is black, red or black and red it is likely to be something bad. Or a priest of the god of smiths, or the god of mercenaries.


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* CompetitiveBalance: Presumably in order to avoid a LinearWarriorsQuadraticWizards situation, the system has various drawbacks that serve to rob classes who are able to use supernatural abilities of their edge over completely mundane characters (though it also serves to put fighting classes more in line with "civilian" classes):
** The relative power of magic is also limited in comparison to other settings. Casting two or three fireballs or other hard-hitting direct damage spells in a row is taxing enough to fully deplete the mana of a seasoned caster; magic items either work only a fixed amount of time per day or need charges; creating unlife from magic is not only rather limited (golems may be created from wood, clay or stone, hybrids can't be bigger than a horse, undead are rather weak) and rarely useful for ingame purposes, but also [[DealWithTheDevil comes with a hefty price-tag attached]]; immortality is pretty much off the table. So yeah, even if a caster can be a lot more handy than mundane characters on occasion, all in all they're pretty much on par with them.
** In additon to this, while a magic user can in theory wield anything apart from metal armor (barring Druids and Geodes which can't use metal at all), the magic-heavy professions are forbidden by law and/or custom to divert from their usual attire (robes & staff for Wizards, an obsidian dagger for Druids etc.). A Wizard ''could'' go on an andventure wearing the actually pretty good wood or bone armor and a sword, but he shouldn't get caught that way. Though in the end, they usually aren't that good at fighting anyway (see above) and their ritual weapons are usually unbreakable, bypassing the very realistic break-factor checks, so sticking to the standard garb usually is easier.
*** All this doesn't apply to such a degree to [[OurElvesAreBetter Elves]] who are free when it comes to weapons usage, while having access to the Elven spells and being able to pick up others. But while they potentially ''could'' dualclass better than anyone else, they are still limited by the number of xp they've gathered. On top of that, they're still limited by the "Elven Worldview" trait which not only makes properly playing an Elf in the setting a real pain, but also comes with severe drawbacks in any social situation.
** Applies even more to priests of any sort (at least to those who aren't considered magic users, like druids or shamans): Gameplay-wise, they are very similar to mundane characters and hardly qualify as casters. Apart from some minor feats which are available to all priests, ''only'' do the miracles that their patron god's portfolio allows, which limits their number as well as their versatility, though these ''can'' be quite powerful.
** Rule-wise, spells (which count as skills since they need spell checks to succeed) and abilities that are magically oriented work pretty much the same way as mundane skills and abilities and are raised the same way. Due to the "stats for xp"-trade system, magic users raise their skills alongside their spells, which could potentially lead to dualclassing characters, but since they have only one xp-pool for both abilities, they have to decide whether they want to raise magical or mundane abilities, attributes or skills. If a PC is played for long enough, a magic-user ''could'' level up in combat arts greatly - however, they pay more experience points for combat ability than dedicated fighter types and most weapon skills depend on physical attributes that won't be particularly high on a wizard's list of priorities: The professionals (Magicians, Druids, Geodes and Witches) usually have better things to spend their experience on, as they usually should be somewhat academically educated, and either socially or naturally too. Building a professional magic user into a competent warrior leads to bad magic users that are equally bad warriors. The nonprofessionals (shamans, savants, totemics etc.) on the other hand don't have that much load in the magical and academical fields, and can "dualclass" way better.
*** This also means that being a JackOfAllStats in regard to magic doesn't really work: One just doesn't have enough xp to learn ''all'' spells one may potentially have access to - which prevents "swiss army-knife magic users" that can solve any situation a DM can throw at them by virtue of having every possible spell at their disposal)
*** On the other hand, "civilian" professions (craftsmen, bards, hunters, bureaucrats, scholars etc.) can ''potentially'' be molded into being as capable as warriors as those professions who are intended to be fighters, provided they just dish enough XP into these areas, since mundane abilities (which fighting skills are) don't have specific access requirements beyond certain stats. On the other hand, warriors could also potentially be similarly competent as them in their respective areas (nature, science, crafts, social etc.). The usual drawback is that this wouldn't really make that much sense since it's more feasible to focus on the areas you already have decent starting stats in, and also because players tend to pick perks/flaws that make leveling up in your area of specialization easier and/or leveling other skills harder.
* ContinuityPorn: Some might think that the setting's depth of information was a "bad" thing.
* 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, which is ruled by the gods and stands for Order. This effect most likely comes from Sakaraya, the Energy of everything that is, which is slowly draining into the Netherhells.
* ConflictBall: Followers of Lolgramoth juggle these [[DealWithTheDevil by contractual obligation]].
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