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Room for background questions
Hello, everyone,
I decided to open this "room for background questions". If you have any questions about Aventuria, you can ask them here, and I'll try to answer them as good as I can. Help of others is highly appreciated, too. Alrik |
Background information on the Ferdok Lancers: http://forum.dtp-entertainment.com/v…p?f=63&t=12437
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No questions yet ? What a shame ! :D ;)
Today I was reminded of a tiny web site presentingt the beer of Ferdok : http://www.helles-ferdoker.de/ If you choose a country, you might or might not be able to order some beer … ;) (On a more serious note, this works today rather as some kind of joke … One can't order anything at all anymore … But some people at the Drakensang forum said it was possible - for a short time only.) |
Hmm okay, I'll start. I actually haven't properly given the game a go yet. But something at the character creation always bothered me.
Is there some lore reason that classes seem to be tied to Ethnicity? Or is that just a limitation of the game? Sorry for such a noob question :blush: |
It is a restriction of the game. While some cultures in Aventuria are more likely to be of a certain class (say, people from Thorwal being sailors), the system itself allows any combination.
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Yes, although some cultures will hardly ever have some combinations naturally.
The rules system would allow this, on the other hand. One combination is elven priests. Nowadays Elves just don't have priests. They don't believe in any gods (apart from Simia, and that only from a very, very, very far distance). |
So is it possible to actually play a Dwarven caster in the PnP game that is (not Drakensang)?
thanks again for your help |
No, Dwarves aren't magical either. Geodes are their ownly magic users.
It would be possible within the rule system (so maybe you could play them), but the setting doesn't allow them. There are just no dwarven mages in Aventuria, partly because they are so much non-affine to magic at all. In principle, a dwarven mage would be possible within the rules system, but he would have so much more difficulties with magic that it just wouldn't be worth to play him, as far as I understood this. Geodes are the only solution I know of, and even they are a very rare and very special sort of people. They aren't common at all, apart from the possibility to play them. You can consider Geodes as the - so to say - dwarven representation of Aventurian Druids. |
Oh this is very interesting info. Thank you very much sir!
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Okay, you seem to have better and more detailed bacxkground information than I have. ;)
I only have the TDE3 boxes on magic and elves/dwarves, so I hesitate to post more on that, because of the numerous changes that came with TDE4. I had the impression as if the magic system had been totally changed since them, and the look on the Aventurian Dwarves and Elves as well. Even most of the spells of the 3rd edition don't exist anymore, instead, so my impression, a great number of new spells has been made, of which some do about the same as the older 3rd edition spells. This all has put me into a quite serious feeling of uncertainty, because I don't know anymore whether what i write is right or wrong. But the info about the Geodes is already in the old TDE 3rd edition boxes, but there's few or almost nothing about magic in connection with Dwarves in theat. And with "magic" I rather mean magic in terems of academies. Of course what Drouds do is also magic, but not in the same sense as an Aventurian mage coming from an Academy would consider it. And I don't remember the old 3rd edition boxes saying anything about Dwarves being able to learn at an Academy. |
Looks like D&D isn't the only one that likes to change the rules A LOT. :)
Nonetheless, I find the Aventuria world very interesting. I wish Drakensang had offered more character customization options. Also, am I correct, based on experience in the game, the the magic system isn't as expansive as that of the D&D system? I get the impression that magic in Aventuria is much more "down to earth" when compared to the rather massive and "can be out there" magic system of the D&D system. If I seem to be biased towards magic users, I am. :P In particular the summoner types. |
The fiction and the rules allow for some impressive spells, but generally, magic is MUCH rarer, and often more subtle, than in D&D. So yeah, "down to earth" might be a good term.
This especially applies to magic items. You might feel that they are scarce in Drakensang, but compared to the PnP games, Drakensang has an excessive number of magic weapons and items. |
Aventuria is rather regarded as a kind of "low fantasy" environment - meanwhile Myranor, the second big TDE setting with partly quite different rules - is a rather "high fantasy" setting.
The next setting that has just been accounced at the RatCon - an almost TDE-only convention, held by FanPro and nowadays by Ulisses - will be called "Dark Times and take place several hundred years before now - and that is when the whole world of Aventuria was … well, more dark, for example, the Edict which says that only 12 aventurian gods are the "true" gods, doesn't even exist then. Another new setting will be the South Continent called Uthuria. It will be a mixture between both low fantasy of Aventuria and high fantasy of yranor, because both settings will kind of meet there. I don't know inhowfar anything of this will be translated into the English language. |
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These people are trying to criticize what they personally do not like about Aventuria. Most of the time it's the level of realisim within it (too much!/not enough!), the level of detail published (too much!), the similarities to The Lord of the Rings (too much!) or the similarities to D&D (not enough!). By the way Myranor is not more a high fantasy setting then Aventuria: it's just less Tolkien. Myranor and Aventuria are played with the same rules with local differences. Magic works slightly different in Myranor. The magic traditions are different and Myranor does not have magical spells, only magical rituals. Even aventurian spellcasters have a harder time casting spells in Myranor then in Aventuria. |
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I had always thought the definition of "low fantasy" was : Few magic, overall. And "high fantasy was : "lots of magic everywhere". Plus, I personally define "high magic" with rather … unusual creatures of any kind, whereas I connect with "low fantasy" the rather absence of unusual creatures, with dwarves and eleves and maybe orcs as the maybe even only representants of other races at all, apart from humans. That's my personal definition. And you can't deny that magic is rather widespread in everyday use in Myranor than in Aventuria, including magical items. |
I wanted to correct Alrik in one thing.
Elves do believe in gods. Everybody believes in them, because they DO exist and often show their power (e.g. by lending some of it to their priests to perform liturgies and rituals - which explicitely isn't magic and doesn't - rulewise - work like magic). The gods do even actively influence and alter the world (Ethra) themselves from time to time. Now here is my point: The elves, as the only people in Aventuria, don't worship any gods. That is the important distinction here. And by the way: the magic-system for Aventuria (without divine things, like liturgies, shaman rituals and stuff like that) is actually incredibly complex. The main rulebook for magic (Wege der Zauberei, "Ways of Sorcery") is 432 pages. And it comes without any spells, character classes and the like. Then there is the artifact and alchemy book (Staebe, Ringe, Dschinnenlampen, "Staffs, Rings, Djinnlamps") with another 132 pages, about half of it rules and the other half examplary artifacts and potions. And then there is the grimoire, the "Liber Cantiones" (302 pages), with more then 200 regular spells (each of them with variations) as well as the many rituals of the different magical disciplines. For example "wand enchantments" for mages, "curses" for witches and wiccans, magical songs for elves, etc. (for the sake of completeness I should also mention Myranische Magie, "Myranian Magic" - explaining sorcery in Myranor, which is completely unlike magic in Aventuria - adding another 272 pages) |
As an example of the complexity here is an example of a standard spell from the 4th edition, taken from the Yahoo Dark eye group (did I translate this? I think so…):
Armatrutz/Fastness of Body Origin: Guild Magic Technique: The caster moves her hands across her chest while uttering “ama tharza” Casting time: 3 actions Test: IN/AG/CN Cost: Bonus AR times bonus AR – SP*/2 in ASP; but always at least 4 ASP Target: individual, voluntary Range: self Duration: up to a maximum of 1 GT Effect: The caster receives a "steel skin" that boosts her natural Armor Rating, up to SP/2 points. The additional armor does not increase EC. Like real armor it protects against physical attacks (also against elemental and demonic attacks with a physical nature), but not against spells that cause damage magically, like THUNDERBOLT. ARMATRUTZ also protects against bites of animals like rats or bats which attack unprotected body parts and which normally cause DP instead of HP. Modifications: Casting Time, Cost, Range (touch), Duration Variants: Bodyshield (+4): The spell is cast only on one part of the body and costs less accordingly. For the Hit Zones chest, back and belly the ASP cost is halved; for head, arms and legs it is one fourth; but it is always at least 3 ASP. Fakir's power (+3, SP of 7 required): Under the influence of this variant the caster is impervious to damage that would cause 1 DP or less. Greater amount of damage affect her normally, though. Bugs (mosquitoes, etc.) do not sting the elf and she can walk (but not run or jump) across shards undamaged. The Duration has a maximum of SP* Game Turns (Sustain), the cost is 1 ASP per GT. Reversalis: Cancels an active ARMATRUTZ. Antimagic: RESTORE ATTRIBUTE as well as ROCKBAN can stop the effect; can only be cast with increased difficulty in corresponding zones. Characteristics: Attributes, Elemental (Stone) Complexity: B Representation and propagation: Elf, Mag 6, Wit 3, Dru 2 Notes: Though this spell actually originated from elves it is – together with the Ice Elven' FLIM FLAM (/LIGHT IN THE DARKNESS) one of the most-taught spells at human academies. Witches and some druids know this protection spell too. Other spellcasters often learn the easily accessible elven or guildmagic representation if they want to protect themselves. |
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Especially regarding the different factions of Elves … Wood-Elves even less that other factions, except the Elves of the high north, I believe … |
I'm not sure how it was handled in the 3rd edition, but nowadays the publications clearly state that the elves (and everybody else for that matter) believe in gods, because it would be foolish not to.
As I said, the gods are an observable force and everybody knows that they do indeed exist, and no one would deny their existence. Everybody can see the forces that a priest can conjur (through liturgies and miracles), and sorcerers (which all elves naturally are) can determine through the use of magic that what priests are conjuring is indeed not magic. So what else could it be? And then of course the gods (seldomly) actively intervene in worldly affairs, for everybody to see. Then there are the countless divine artifacts on Ethra (in Aventuria we know most of them). Many of them clearly too powerful to be of magical origin: - Rondra's chariot Thunderstorm, drawn by four immortal steeds and still disappearing during every thunderstorm, only to reappear afterwards, dripping and glowing. - Praios' Eternal Light, a floating globe of pure light. - Hesinde's hopper, an alchemical instrument that can basically disassemble anything (anything yo can fit into it, that is) into its basic chemical elements. - Travia's Holy Cauldron which can feed a huge ammount of people from basically nothing. - The list is endless… And of course the gods play an important role in the history and the lore of the elves. Etc. There are just too many obvious facts, that undoubtedly proove the existence of the gods, to be able to deny their existence. The Elves just chose not to worship any gods anymore (partly because of the bad experiences the high elves had with the worship of their gods - I would have to look that up to get into more detail). |
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I don't know for sure, but I deduced this from posts at the forums … |
Number 137 of the "Aventurian Newspaper" - now turned into a small gaming magazine for Ulisses - called the "Aventurischer Bote" contains a sheet with the background information and the stats of Forgrimm - at the beginning of the game "Drakensang".
By the way, there *are* still specimens of the hardcover TDE 4.0 rule set in incirculation. I have seen several ones at the "Internationale Spieletage" / "Spiel 2009" in essen, Germany. There obviously still *are* a few vendors still selling them. If needed, I can try to find some out from those who had been there, too. I can't say a thing about the price, though. |
Just wanted to update this, because there is quite a bit of chatting about TDE background lore going on here : http://forum.dtp-entertainment.com/v…p?f=63&t=14843
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A small thread about the importance of Philleasson : http://forum.dtp-entertainment.com/v…?f=223&t=16950
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This thread is slowly being updated, about once or twice per month, but it is still worth reading : http://forum.dtp-entertainment.com/v…p?f=63&t=14843
Right now me and a few others try to explain the differences between Gods and demons within the world of Aventuria. And everything's in English. ;) |
Map of Aventuria : http://home.arcor.de/varana/AventuriaMap.jpg
More info (English) here : http://forum.dtp-entertainment.com/v…?f=247&t=17472 |
I like the map.
Search for it for a long time in internet but have no result.And here it is. |
I was once featured on the official English-language TDE web site, which I think doesn't exist anymore.
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Can you tell about main heroes, villains and important persons in TDE? Like Philleason?
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You should reall read this thread for background information : http://forum.dtp-entertainment.com/v…p?f=63&t=14843
Philleasson … is - like Rakorium and Archon Megalon - a truly legendary figure. Meeting them in a game would be like … meeting Drizzt or Elminster in (A)D&D. The most dominent region is the "Middlerealms" where there happened a lot things in the past. In th late 80s, Borbarad invaded Tobrien (don't know the English name for it … on the map it is the region around the "Tobrian Sea"), and of Emperor (German "Kaiser") Hal the magnificiant (he proclaimed himself even god-like status) … well, I think he didn't battle him (Borbarad), because Hal simpl disappeared at one point during a hunt in a wood, or so I understood it. His son, Brin, actually battled the Orcs who were invading the land - to what led to what you can see in the Northland Trilogy - and afterwards, he battled Borbarad. And ally of Borbi, Galotta, killed Prince Brin with poison, so Princess Emer remained in the battle - she gave birth to two daughters and much later to a son. She survived the "Borbarad Invasion". Her children, too. Another true legend defeated Borbarad at an immense battle, which was alled he Third Demon-Battle or so - read more abot it in the linked thread. This legend was Raidri Conchobair, legendairy Sword-Master, and always quick with impregnating women (yes, no joke !). He died within this immense battle. Since then, the whole Middlerealm and connected realms have been trying to reach former glory. The "Demon Crown" Borbi tried to use was destroyed, too, an is splinters - which had been "empowered" by immense powers of arch-demons - were snagged up by several allies of Borbi : Galotta (ex cour mage of the MIddle Realm, was heavily insulted by Nahema, another true legend), Xeraan, Rhazzazor (called "Rhazzi" by players, an undead dragon), Glorana (the Ice Queen high in the north), Dimiona, Count Helme Haffax, THE stretegist of the Middle-Realms, and the mysterious Scretchu. Pictures can be found here : http://www.wiki-aventurica.de/index.php/Heptarch Xeraan "used" the so-called "Black Amazons", of which you can see several in both rakensang games. http://www.wiki-aventurica.de/index….hwarze_Amazone In the Year Of The Fire, Galotta tried to completely eradicate the capital of the Middlerealm, Gareth. He died in this attempt. His "tool" was a gigantic flat flying fortress (fans call it the "Death Star" sometimes) completely made of unholy materials. Since these times, a try of the makers of TDE and Aventuria was to make the whole world a LOT darker, since this is - in my eyes, and this is completely my subjective point of view - fashion ight now ("dark & gritty"), and they wanted to create a "world or heroes" - which meant that he Middlerealm became so much weakened that heroes were of much more use then in earlier times. This concept has provoked a small schism amiong the fans, with those who actually like and ove "Darkturia", and thoe who don't and want rather the fairy-tale aspect (whih others believe to be rather "childish) back, because this fairy-tale aspect was a rather unique aspect that let TDE stand out of other RPGs/settings. As a last note : The Hetmann of Thorwal from "Blade Of Destiny", the ruler ther, so to say, has also become a "true legend". He isn't available anymore. I don't quite know wheher he is dead or what. Besides : Borbarad had several incarnations during thousdands of years. In some cases he had taken the name of "Borbarad" then, too. His brother is Rohal The Wise. |
Intresting…
What books about Aventuria you recommend to read or have they translated those to English? What are THE books? |
Yes, I am interested as well. There's only so much Forgotten Realms fiction one can stomach. :p
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Uh, I don't think there have been novels translated at all. I just don't know.
Maybe it is better for you if you ask here : http://www.ulisses-forum.de/forumdisplay.php?f=54 These are the official TDE forums, and this particular section is for "Beginners". People are of course capable of the English language there. :) If you can ind it, you could try the 4th edition rule vbook, which has been translated. Apart from that -I just don't know. The people over there in the official forums should know it much better than I do - or ask in the above linked thread in the dtp forums. Xeledon appears to have a lot of knowledge regarding TDE, much more than I do. Regarding TDE novels, THE book everyone agrees upon to be a "must-read" is "The Broken Wheel", German "Das Zerbrochene Rad", by Co-founder Ulrich Kiesow. It describes the Borbarad Invasion. It has recently been released in a new edition as 2 books. He wrote a few more TDE novels, which people regard to be at least as good. Sadly he died shortly after finishing "Das Zerbrochene Rad" … |
After some googling, only translated novels are Realms of Arkania and I'm not sure if they are game books or what.
Well, luckily I got few Dragonlance books still to read. But if you happen to find out about english TDE books, be sure to put them here. |
Can you PM me a link to these translated books ? I'd like to know what they are. Thanks.
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Yes, these are earlier novels. You can buy them without too much thinking, as the authors were closely connected to the "founding" of Aventuria (Ulrich Kiesow was a Co-Founder, and Ina Kramer was an early illustrator and helped writing a lot of background books).
Of them, I have only read the first book. "The Lioness" and "The Sacrifice" are about Talionmel, a holy figure of the Rondra church. These books are about her life. |
Have you seen how Ulwine Neisbeck died ?
This was the work of a God. It might have been Phex, or even rather Praios … or perhaps Rondra, because Lighning and Thunder are her domains … This is part of what I like of Aventuria The Gods are there and they might even put their finders into what's going on there … Unlike in RL, the Gods don't necessarily need humans as tools to work out their wills … They are capable of doing it themselves, if they wish to do so … Although … I think I remember in TDE 3rd and 2nd editions it was easier for Aventurian Gods to intervene … I think with the 4th edition they were scaled back a lot … No more "Instant Miracle" … But still - yes, they "use" inhabitants of Aventuria as "tools", and these "tools" are primarily the holy people and sacred mambers of the churches … But innocent ones can be "tools" as well … The term "tool" sounds a bit too harsh to me … because this word kind of implies a technocratic kind of thinking. The Gods of Aventuria, however, do kind of care about their followers. They wouldn't sacrifice them without a proper reason. They might be like pawns on a chessfield, but they are still something special to the Gods of Aventuria I think … |
I used the voucher from the PE to order the novella series called "The Crystal Of Al'Zul" for a reduced price … I can only recommend it (I was reading the first book this evening) - especially for this reduced price - because several well-known persons from the game suddenly appear within the story … and no - I'm not giving it away … ;)
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Books (from a reply of mine in the official forums) :
If you *really* want background, then you have 2 options : The official clue book Father Of The Floods , P & P background book Other options are : Eilif's Treasure, P & P solo adventure book Hoard In The Depth, P&P group adventure book, probably a follow-up to "Eilif's Treasure" Additionally : Tie'Sienna - The Fall Of The High Elves tells more or less the events around Philleasson's Secret Drakensang - The Cult Of The Golden Masks P & P group adventure book around the events of Drakensang 1, taking place in Avestrue, especially written for beginners with the TDE rule set the official Drakensang 1 clue book Everything not translated yet. |
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