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Preface

The fantastic world of The Dark Eye has been evolving for more than thirty years. Explorers have even discovered a few new continents, but Aventuria was where it all started, and Aventuria remains the centerpiece of the game. Now that the Core Rules of The Dark Eye is in its fifth edition, we wanted to publish an updated description of the world of Aventuria in a new volume. This book is intended as a classic setting guide designed to help new players get their bearings in Aventuria. Experienced players can browse it quickly for updates on current affairs and rediscover a long-cherished game setting. I wish to thank all the enthusiastic players and authors who lovingly crafted Aventuria and the cosmology of The Dark Eye. We wish you lucky die rolls and hope that your heroes prevail time and time again in Aventuria. Daniel Simon Richter (for the editorial team), Oberhausen, on a warm summer day in August, 2015 A Short Introduction Welcome to the world of The Dark Eye! The Aventuria Almanac expands upon the material introduced in the Core Rules by taking a closer look at life on the continent of Aventuria. Upcoming sourcebooks explore specific regions in even greater depth. This book gives your role playing group a common starting point for the game world, and is designed for game masters and players alike. With one exception, players may read freely without fear of ruining their gaming experience. In other words, this book contains few spoilers. Where Do I Begin? We suggest you start at the beginning. The Aventuria Almanac covers everything from the big picture to certain finer details, and most chapters begin with an overview of basic concepts. Experienced players may use the Table of Contents (see page 4), the Index (see page 258), and the enclosed map of Aventurian regions to skip directly to sections of interest. GM Information Spoiler alert: Chapter 11: Mystery And Arcana (see page 231) contains information intended only for the GM. Players who do not wish to spoil their enjoyment of the game should avoid reading Chapter 11, as it reveals many secrets concerning the world, important NPCs, and events. We mark such secrets with a page reference and a symbol. The Index omits all references to these secrets to prevent players from accidentally learning something they later wish they hadn’t seen. Level of Detail Players familiar with the Regional Setting Guides of previous editions won’t find as much detail in this volume, but then again, this book could contain more than 1,000 pages and still not come close to those earlier efforts. Instead, we condensed the sheer abundance of information in a clear and readable way. Let this book serve as a foundation for your campaign, a springboard from which to create adventures. For example, Chapter 3: Land and People (see page 29) presents descriptions and adventure hooks for many fascinating regions. A region is much more than its geographical description, as you shall discover. To explore this concept further, see Locations and Settings, on page 29. Point of View This book is told from the point of view of someone steeped in the traditions and interpretations of events according to the Twelvegods, as this is the most common belief system in Aventuria (and the one that is most familiar to the existing player base). This does not mean that other perspectives are less important or less true. We intend merely to emphasize the idea of a unified world. But worry not, as the Aventuria Almanac also states things from the perspective of different races, peoples, and cultures. As with the Core Rules, this book is of necessity limited. If your group is interested in exploring a specific region, world view, or cultural mannerism in greater detail, watch for the upcoming Regional Setting Guides, which expand on the topics introduced in the Almanac. What Does My Hero Know? This book is intended mainly for players, as most inhabitants of Aventuria know only a fraction of what has been collected in the Aventuria Almanac. Even great scholars and well-traveled adventurers may garner only a few of the facts and rumors presented here during the course of their entire lives. Naturally, heroes (and even more so their players) should be well-informed about their homelands and neighboring regions, but this does not mean they can freely use all the information presented in this volume. Be sure to discuss it with your players.