Today I have an interview with Jasmin Neitzel who contacted me about a supplement on Kickstarter for The Dark Eye [TDE], The Warring Kingdoms, from the publisher Ulisses Spiele. I was intrigued because The Dark Eye isn’t something I’ve seen much about. This supplement to The Dark Eye follows up their Ennie-nominated setting, The Dark Eye: Aventuria Almanac. It sounds like a great project and I hope you enjoy reading what Jasmin has to say!
—
Tell me a little about The Warring Kingdoms. What excites you about it?
Another trope that gets examined is gender roles in the tropes of medieval fantasy. Aventuria as a setting has been explicitly equal rights since it’s development in the 80s. Allowing for female fighters, rulers and artisans on the same footing as their male counterparts. Andergast however is one of the few patriarchies on the continent. Which culturally isolates them from their neighbors. By putting them next to and in conflict with Nostria it put “medieval” gender roles in contrast with a emancipated society and shows their injustice. But without painting every Andergastan as an evil cliché. It is an aspect of their culture, that is hard to unlearn and without contact to others not often question. Cultures are an important part of a The Dark Eye character and have weight in the rules on equal footing with their species and profession. So you are not a human fighter but an Andergastan Forest Knight and the Warring Kingdoms gives this culture weight and a setting to use it in.
As a supplement, how does The Warring Kingdoms integrate into The Dark Eye? What makes it unique beyond other settings and supplements?
With Nostria and Andergast focused on each other and the region providing a lot self-contained of hooks and conflicts while on the surface level fitting the European flavored take on a medieval fantasy setting, The Warring Kingdoms work well as the first regional supplement. Before this we had the core rules and the Aventurian Almanac, describing the whole continent, in less detail for each of the regions of course. With The Warring Kingdoms we are zooming in on this two realms and the setting they provide. They are not only geographically in the same place but united by narrative themes and a similar feel. You will just need the corebook and to a lesser extend the Almanac to get full enjoyment from The Warring Kingdoms, everything that you need to know and all rules to play in the setting are collected in the setting supplement. But the setting book is not the only thing that we offer. In the Kickstarter it comes with a adventure modules for the region and playing into the themes. New Bonds and Ancient Quarrel for example is about securing an uneasy peace, starting with a political marriage. We also provide a novella and a comic set in the Warring Kingdoms and, if our backers are generous, a soundtrack album. So there is material to engage with the setting in a lot of ways. The setting book being the core and working on it’s own. So within The Dark Eye you are getting a lovingly detailed and ready to play setting.
I would say the european, specifically german perspective on a grounded, sometimes fairytale like medieval fantasy setting. Written by people who just need to walk a few steps to get a view on a real life castle. We are inspired by different landscapes, our own culture and history, when writing fantasy and I think it shows in a lot of small details.
How have you made The Warring Kingdoms mechanically interesting, beyond just being part of The Dark Eye? Are there new items, new roles to play?
What inspiration have you used to develop the setting of The Warring Kingdoms?
What do you mechanically to handle social interaction in The Dark Eye, and how is it reflected in The Warring Kingdoms? What influence does the setting have on the understanding on the mechanics for social situations?
It can be done done as a skill check, where we have a variety of skills divided by approach. Either as a contested check between two characters (PC or NPC), just going for a success and seeing how good you rolled or a long time task, where you are accumulating points, till you reach certain milestones for a full or partial success. Each of these three core mechanics are there for every skill check. They can be applied to social interaction depending on what your goal is. The quick roll for a success works best if it isn’t too important how long a task takes and what the other character is doing. The contested roll is important if you want a defense and to compare two characters against one another. It is used between player characters or between player characters and important NPC. The long term task works well if you want to convince people over time, turn asking around for information into a montage or do other long term things like counseling someone in a time of grief.
There also is a ladder of attitudes people can have towards each other ranging from bitter enemies to unconditional love. You can roll to move people along that scale or to just get them to do something. Which gives more of a choice and makes a difference between long and short term goals. Those rules are covered more in depth in the Compendium, which is not yet released in English.
Your social status and other traits modify your roles or sometimes allow you to roll for things you otherwise wouldn’t be allowed to roll for. In The Warring Kingdoms it is important where you stand in the feudal hierarchy. A peasant will have trouble addressing the Queen in a forthright manner and it would be a harder roll for the player. But if the peasant plays into his lower status and pleads instead of demanding, that might make the roll easier. On the other hand the Queen will not have it easy if she is trying to speak with the peasant as equals or if she attempted to mingle with criminals to gather information. It is a medieval world, with distinct social classes, which is reflected in the mechanics. But we also allow characters to rise above that system and interact as people. There are a few scenarios where looking beyond the feudal system and showing compassion for both sides will lead to the best outcome. Still feudal rule is normal for most of Aventuria and certainly The Warring Kingdoms.
For The Warring Kingdoms specifically we used some mechanics to have the rules interact with the themes of resentment and enmity between Nostria and Andergast. The cultural personality traits we talked about can provide hints how to play a character from a certain region, also having a small mechanical impact. One trait you can pick up for any Nostrian or Andergastan is the inherited hatred between them. So interacting peacefully with someone from the other country gets a bit harder. There is a “animosity track” you can use to see how much a character is influenced by hate and to reduce it or raise it in steps by using social rolls. You can tie this into the mystical background of the Root of Hatred as well.
There are a lot of modifiers and use cases for the rules described in the core book that come from The Warring Kingdoms but the core mechanics remain. Rather traditional skill check, social class, culture and approach matter. There are a few ways to have more than binary success, like the animosity track, long-term tasks or the attitude scale.
Tell me more about the schools of magic! What can you tell me about new familiars and druids? How do they interact with the setting and mechanics?
The guild mages have a scientific approach to spellcasting, write books and have academies. There are three recognized guilds of mages, all with protection by the laws. Except in Andergast, where those laws never were established. Still there is an academy in Andergast, the Combat Seminary. The mages trained there are ready for war and the rough manners of a rough land. They do not seem like your typical bookworm, instead often serving with the Andergastan troops, using their staff and magic as weapons in the skirmishes against Nostria. They have some of the most destructive spells in the system in their grimoire. So an Andergastan Guild Mage is a good pick for a fighting adventurer.
Nostrian mages are very different. Supported by Queen Yolande, who graduated from this school, they study the history and hidden magic of the land. Called the Academy of Light and Darkness they use magic of both as well as magic that transforms objects and the environment. The worldview taught at the Academy is one of strict dualism and a divide between good and evil. They are a good choice to play an academic character in the backwards Warring Kingdoms and someone whose assumptions about the world will be challenged outside the university walls.
The tradition of the witches is more guided by intuition, being in tune with your familiar and the sisterhood of witches that share the affinity to your type of animal. A witch can conjure curses on people they dislike, they can fly on a wooden item (not necessarily a broom) and of course cast spells. They lack the protection by the laws but in Nostria they are not persecuted or anything but respected as advisors and a power factor. We introduce the Serpent Witches in The Warring Kingdoms. A member of the Sisterhood of Knowledge they have snake for familiars and are hungry for knowledge, sometimes dangerous knowledge and known for knowing a lot of secrets. They have snake, divining and disruptive magic.
The owl witches of the Silent Sisterhood are secretive, at home in the wide forests of the warring Kingdoms and sworn protectors of all witches. They do hunt down witch hunters and other enemies of their tradition. They are seen as the best fighters amongst the witches and their magic supports this a lot it buffing her abilities in combat. Growing claws, running up trees or making branches attack their enemies.
The witches are the most important tradition in Nostria. Attuned to the land and revered by it’s inhabitants. Witches being predominantly female, even if other gender identities are found in their ranks, they are a good counterweight to the Andergastan patriarchy.
Andergast’s most important tradition are the druids or “Sumes”,as they are called in the Warring Kingdoms, they influence and advise the king and are seen on par with clerics of the gods, speaking for the earth goddess Sumu. They can influence people’s mind with rituals and use magical obsidian daggers in their spellcasting. Still their magic is attuned to the forests of their homelands which they protect. The Sumes speak for the forest and can decide if trees are to be cut down or animals to be hunted. A privilege that can get them in conflict with nobility.
There are two factions of druids in Andgergast, the servants of Sumu, who are like I just described them, whose magic is of the forstes and the elements. They usually genuinely want to protect the land and keep Sumu, who they see as a dying goddess alive.
The Augmenters of Power are different, in method and often motivation. They still are Sumes and seen as envoys of nature but their magic is more about influencing people. They can tell if someone is lying and cause fear or confusion. Most of their spells take control of someones body or reactions without outright dominating their thoughts. Their workings and intrigues are a big part of the setting and tied to the Root of Hatred. Even if they still try to save the land, most heroes will question their methods.
Thanks again to Jasmin for the interview, and I hope you all enjoyed reading! Check out The Warring Kingdoms on Kickstarter now, and remember to take a look at the Adventuria Almanac’s Ennie-nominated setting!
Note: OWL WITCHES!
If you’d like to be interviewed for Thoughty, or have a project featured, email contactbriecs@gmail.com.