YMMV / The Dark Eye

  • Complete Monster: Rhazzazor was an ancient dragon who sold his soul to Thargunitoth, the Archdemoness of the Undead, and became a powerful undead monstrosity. He would eventually become the despotic ruler of a small nation, demanding monthly human sacrifices to maintain his unholy existence. When Emer, the ruler of the Middle Realm, not only dared to challenge him but also managed to injure him, he condemned her to a Fate Worse than Death by turning her into a living seal for an Eldritch Abomination, driving her almost insane. Eventually he planned to steal the life essences of thousands of people to give himself a new body, offering their souls to Thargunitoth in exchange for his own. When a group of heroes stopped the dark ritual that would’ve allowed Thargunitoth to claim these souls, Rhazzazor still continued with the plan, hoping that the sheer life essences of all those soul would give him enough strength to simply break the pact and reclaim his soul. Overall Rhazzazor was sadistic and cruel being, willing to condemn thousands of innocent souls to a Fate Worse than Death so that he could continue his existence.
  • Draco in Leather Pants: A small part of the fanbase believes that the nameless god is just misunderstood.
  • Ensemble Darkhorse: The sheer volume of NPCs has led to quite a few of these. Many of the villains are more popular than their 'good' counterparts.
  • Game-Breaker: Few and far between, but they do exist. Some of the truly terrifying ones are highly situational, though.
    • A guild wizard's staff can be used to store spells which can be used instantaneously. Given enough preparation time, this can roughly double the amount of spells he can cast before he is out of mana and circumvents casting time and gesture or word requirements.
      • Taken Up to Eleven with the Applicatus spell, which allows for spells to be temporarily stored and released when certain conditions are met. Some GMs ban the spell outright, many others at least add houserules to cut down on exploits.
    • Magic-users' main limitation is their all-too-quickly-exhausted stores of astral energy. However, they can learn to Cast From HP, and the healing potions an experienced alchemist will brew in large batches even while on the move can restore any character to full health instantly...resulting in mages with effectively inexhaustible "ammunition".
    • All "full" magic users can learn a ritual to burn up their entire remaining life force to fuel terrifyingly powerful spells for a short time, after which they irrevocably die. However, they can also learn a spell that lets them swap bodies with another person's, and the extra power from the ritual all but guarantees that this spell will go through. As a result, the druid who has just nuked half a continent is probably already safely inside another's skin while the poor bastard's soul is stuck in a body about to die. This tactic is actually acknowledged by the writers, with one of the major evil NPCs using it to prolong his life for centuries.
      • However, that particular spell ("Seelenwanderung", which roughly translates into "soul migration") is on a blacklist of sorts, where most of the exceedingly powerful spells (like all the spells dealing with manipulation of time etc.) are. These spells are generally intended to be for NPCs only and there are almost never official ways (like deriving it from a spellbook, learning it at an academy etc.) to get a hold of them - not to mention the side effects like antagonizing the God of Time, for example. A GM who hands out spells like these probably has a totally different idea of gamebreaking mechanics.
    • Because there are so many spells that can be modified and work out differently in different representations (Druid, Guildmage, Witch, etc.) a few spells can be incredibly powerful if used right, which led to the hilarious example of a player who, using the only mechanism available at character generation with no extra Game Master grace given, managed to max out the effects of one spell far enough to create the fantasy equivalent of an atomic bomb.
    • The fact that magic users aren't explicitly denied by the rules to wear heavy weapons and any type of non-metal armor (with some exceptions like druids, who mustn't use metal at all) opened a lot of loopholes for Munchkins. The 4th edition however introduced a currency-based leveling system somewhat comparable to The World of Darkness that encouraged specialisation and made "multi-classing" a lot less attractive.
  • It Was His Sled: Emperor Hal was a woman. The twist ending to an old adventure module, this information has no further relevance to the setting. Despite this, many fora have a ban on this information.
  • Nightmare Fuel: Many of the demons might qualify. The demon queen of rape and her servants certainly do.
    • For reference the ones who only might: the demon king of tyrannic rule and law (Going way past Knight Templar), the king of axe crazy, butchering warriors, the queen of everything scary in the sea (channeling Cthulhu and other nasties), the king of strife and unfaithfulness, the queen of undead and nightmares, the king (or queen) of illusions and madness, the king of black ice and hunting every possible prey (including Hunting the Most Dangerous Game), the queen of mutation, the king of greed, the queen of sickness and filth, and the king of perverted fire, air, stone and earth along with perverted inventions.
  • Rooting for the Empire: In the early days of TDE, the slave-holding city-state of Al'Anfa was the source of all evil and scourge of the continent's south. Then Villain Decay set in and The Empire was thoroughly pummeled whenever it reared its head (and sometimes even when it didn't). Nowadays the fanbase is nearly unanimous in its support for the battered city.
  • Squick: The Demon Lords of TDE 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.