by derboo - 4/10/10

The world of video game RPGs is generally viewed as divided between JRPGs and WRPGs, but a number of European gamers distinguish them into another group - the Euro RPG. While not as big as the gap between eastern and western RPG traditions, the difference between American and European games becomes most clear in medieval fantasy worlds that are often built on a more earthy and differentiated medieval setting, although science fiction RPGs like Albion and Robinson's Requiem easily betray their origin.

One famous early representative for the genre in the Old World was Attic Entertainment Software. Founded by Guido Henkel, Hans-Jürgen Brändle and Jochen Hamma, Attic was still a pretty small developer when they rose to fame with Blade of Destiny, the first entry in the Realms of Arkania series. They had been around since 1990 and had obtained some RPG experience before with games like the Horror-Adventure-RPG Lords of Doom and Spirit of Adventure, which look and feel like spiritual predecessors to the Arkania games. However, none of those games were particularly successful, and such the chance to use a license as prestigious (in Germany) as The Dark Eye came as a big surprise for the young developers.

The Realms of Arkania games deliver a prime example of the classical European RPG saga. Based on Germany's most popular pen & paper role playing game, it was also the first German computer RPG series to get widely recognized outside of its home country. To this day it holds a stable hardcore fanbase that loves the games for their comprehensive adaption of the pen & paper ruleset and the believable medieval fantasy setting. There's even an option to print out the heroes' statistics to continue playing them in the pen & paper game.

Because all three games take place in the northern part of the continent Arkania, the series is also known as the Northern Reaches Trilogy, or Northlands Trilogy (Nordland-Trilogie in German). However, even within this limited area, every game covers a different region and there's a lot of traveling involved, except for the last part. While the Thorwalians in the first game are clearly inspired by Vikings, the Swelltdale the party travels through in the second one conveys a much more central European feeling, and in some areas, elves and dwarves are much discriminated against (Dragon Age Origins sends its regards...). However, that is nothing compared to the fate of the Holberkians, a mixed brood of elves and orcs that live in a ghetto in Riva, where the concluding episode takes place. All three areas have one thing in common: They are all constantly endangered by the orbish threat.

From these descriptions alone, it becomes clear that knowing The Dark Eye and its world, even though it is not mandatory, helps a lot with the orientation in the game's plot. So let's first take a brief look at the history of the world and the publication itself.


Japan (Dragon Quest VI)...


... the West (Ultima VII) and...


... the other West (Albion)

Das Schwarze Auge / The Dark Eye - Pen&Paper (since 1984)


The 1. Edition Base Rules


Basic Rules for the English version


Official adventure No. 113

The fantasy role-playing game Das Schwarze Auge was developed by Ulrich Kiesow, Werner Fuchs and Hans Joachim Alpers. The three had formerly translated English pen & paper RPGs, and were responsible for the German version of Dungeons & Dragons, among other things. Originally, they tried to convince Schmidt Spiele to publish the RPG prime father, who were at the time one of Germany's biggest board game companies, as well as the long-established book publishing house Droemer Knaur. Both rejected the offer because of the expensive TSR license. However, those same companies wanted to claim the market nonetheless, and thus assigned the three men to create their own fantasy world and ruleset. Kiesow and company also founded their own publishing house called Phantasy Productions, but that was first used solely for smaller releases like the German version of Tunnels & Trolls, and only took over The Dark Eye in 1997, when Schmidt Spiele abandoned the franchise.

The game was originally intended to be called Aventuria, after the fictional continent it was placed in, but Schmidt Spiele ditched it for the final name, despite the fact there was still no conception whatsoever of what the titular eye was supposed to be (later it assumed a similar role as the Palantir in Lord of the Rings). It was also Schmidt Spiele's marketing power that quickly turned the game into a major hit, with 100,000 copies sold alone in its first year, despite being despised at first by the hardcore P&P crowd for its simplicity and some stupid names (the continent Aventuria, which probably sounds even more silly to English speakers, was hence renamed Arkania in the international versions of the computer games, but the later English release of the P&P game was more daring). The franchise has since spawned four and a half major revisions (the Realms of Arkania series is based on the third edition), a short lived overseas release, more than a hundred novels, a board game series, a tabletop wargame, 15 adventures for mobile phones, as well as five released, two cancelled and one yet to be released computer games. While the hype of the early years has long since worn off, it remains by far the most successful pen & paper RPG in Germany to this day.

Aventuria/Arkania is only one continent of the world of Dere (an anagram to Erde, German for Earth), but remained the only known one for a long time until a second, more exotic campaign world was introduced in 2000 with Myranor. This one was formerly only known as the Golden Land, and said to be the origin of most of Aventuria's human population (very obviously inspired by Tolkien-esque geography). The major political force in Aventuria is the Middenrealm, whose calendar, determined by the current Emperor, is also followed by the computer games. It is populated by the typical common fantasy races, but with a few minor twists here and there. Its Orks, for example, are covered with black fur, sometimes depicted almost like a primitive human race.

The Realms of Arkania games take place at a time shortly after the mysterious disappearance of the then-current Emperor Hal, which is marked by the Orkstorm. The Ork tribes have united for the first time in history, and now the invading horde pose a serious threat not only to the northern peoples neighbouring the Orklands, but also to the Middenrealm itself. It is one of those times when heroes are direly needed on every front.

While there are many different minor religions in Aventuria, the most common belief is that of The Twelve, whose temples are also found in the Northlands Trilogy, and their nemesis, The One Without A Name. Similar to ancient Greek or Roman religion, most people believe in all the gods, but chose a single one to worship. The names of these gods also make up the months of the calendar.



Miniature pack to Armalion, the tabletop wargame




Map of the Aventurian continent


Ways of the Sword, one of many expansion books


A scene from the board game Castle of Terror

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