Aventuria is a fictional continent in the fantasy world “Dere” and the main setting of the pen & paper role-playing game Das Schwarze Auge , which was invented and developed by the author Ulrich Kiesow . Before the publication in 1984 "Aventuria" was planned as the title of the role-playing game , since Aventuria formed the sole background of the game world . It was not until 2000 that the continent of Myranor was introduced into the role-playing game system. A special feature of this game world is that it is not designed statically, but has been developed dynamically and quasi "in real time" since it was first described in 1985 by a wide variety of publications. The country descriptions below refer to the "current" status around 1030 BF (Aventurian calendar), while the first description is located around 995 BF.
The name “Aventurien” is derived from the Middle High German word “ Âventiure ”, from which the New High German word “ adventure ” comes. "Âventiure" in the Arthurian novel has been used since Chrétien de Troyes to denote knightly tests, heroic deeds and adventures that the protagonist had to face. Mostly it was about the victory over an overpowering opponent. Although Aventuria is only about a quarter of the size of Europe , all of the known climatic zones on earth as well as many different role-playing races and cultures can be found there . In addition to humans, there are also elves , dwarves , orcs and many others. The cultural level of the people varies between the Neolithic and the Renaissance , enriched by many fantastic elements.
Aventuria is used as a plot world in all adaptations of Das Schwarze Auge , in addition to the classic role-playing game, accordingly in the DSA novels (also known as "Aventuria novels"), several board and card games including the trading card game Dark Force and numerous computer games .
Aventuria is located on the world Dere (an anagram of "Earth"), which is also home to the continents Myranor in the west, the Riesland in the east and Uthuria in the south. Aventuria is a small continent with a north-south extension of about 3000 Aventurian miles (equivalent to terrestrial kilometers) with a west-east extension of about 2000 miles.
In the north the country is covered by an eternal ice sheet, south of it there is a tundra and a taiga region . In the middle of the continent are areas that vary climatically between northern Europe and the subtropics . Here you will find limestone mountains, deciduous and mixed forests, grasslands, coniferous forests, swamps and marshes as well as northern coniferous forests. The Khôm desert joins the moderate climatic regions . Mainly it is a sandy desert, which turns into stone and scree deserts at the edge areas or in the desert mountains. The areas to the east give the warm winds and a number of large rivers a mild climate and fertile soil. Tropical rainforests cover the south of Aventuria as well as the forest islands and the island of Maraskan to the east.
Some smaller geographical inconsistencies can be explained with the generally high level of magic, for example the constancy of the inland winds on all coasts, which makes it almost impossible to leave the continent and explore the world, or the location of the larger and smaller deserts.
The countries in Aventuria often resemble one or more earthly countries, empires and regions, with examples of different earthly epochs also being brought together. Many countries are not characterized by a political, overarching structure of rule and can therefore only be understood as states or countries in a broader sense (e.g. the Elven Empire in the north or the forest islands in the south).
The largest country is the New Empire in the middle of the continent, popularly known as the Middle Empire , an empire that has suffered heavy losses in residents and territory over the last few decades due to orc attacks, battles for the throne and the return of the black magician Borbarad . It is feudally divided into fiefs . The westernmost province is the Principality of Albernia (based on Ireland and England ). The Duchy of Nordmarken is the strongest province and was in conflict with the Albernian neighbors because of their aspirations for independence. The Margraviate of Windhag is a deserted, mountainous region. The Principality of Kosch is a small, remote country with a high percentage of the population. The Principality of Almada (based on Spain ) is a rich province in the south. The Kingdom of Garetia is the central province of the empire in which the capital Gareth is located. The margravates of Rommilyser Mark , Rabenmark , Warunk and Sonnenmark were partly occupied by the demonic Black Lands and strongly contested, parts of the Duchy of Tobrien are still (as of 1040 BF). The Duchy of Weiden, reminiscent of medieval England, is located in the north. The neighboring province, the margraviate of Greifenfurt , is close to the Orkland.
The territorial losses of the Middle Kingdom included the provinces in the northeast, where several followers of Borbarad quarrel for control of the areas wrested from the Middle Kingdom. These are known as Black Lands or Heptarchies . Of these, only the Duchy of Transysilia in Tobria remains.
The greatest competitor of the Middle Kingdom is the regaining strength of Horas Kingdom (also named after its core area Liebliches Feld ) in the west, which was the starting point for the Guilds' settlement of Aventuria. The Middle Kingdom arose from provinces of the Bosparanian Empire , whose heir the Horas Empire sees itself, and had to fight for its independence a long time ago. The Cyclops Islands (which resemble mythical Greece ) are part of the Horas Empire . The kingdom of Horas is the most progressive state. Based on real correspondences it represents the Italy of the Renaissance or early modern France and to social and courtly and " cloak-and-dagger " allow -Adventure. In addition, it has recently risen to become an important colonial power in the Southern Sea .
To the north of these two countries lie the backward, warring minor kingdoms of Nostria and Andergast . These correspond - satirically exaggerated - to the historical kingdoms of Prussia (Nostria) and Bavaria or the Archduchy of Austria (Andergast). Further to the north is Thorwal , the land of the Viking- like Thorwals, and Orkland is in the middle of several mountains . In the last few years the orcs have subjugated the Svelltschen league of cities to the east ; the adjacent areas of the nomadic Nivesen in the north, reminiscent of the Saami , and of the elves living in the forests of the Salamanderstein Mountains are still free.
In the far north there are still isolated whaling and gold panning settlements, further north the island Yetiland and in the eternal ice only the ice settlements of the Firnelfen can be found. In the northeast lie the Duchy of Paavi , which has now been free again, and the Bornland , a feudal aristocratic republic that was based on late medieval Eastern Europe and whose capital is a stronghold of bourgeois capitalism.
With the second remaining Heptarchy which Fürstkomturei Maraskan has Shîkanydad of Sinoda on the east of Aventurian mainland located island Maraskan to fight. The once peaceful Pearl Sea has become a Bloody Sea due to demonic contamination.
The Mhaharanyat Aranien , located on the mainland across from Maraskan, is an empire with a Tulamid population and a matriarchal social structure. Arania's southern neighbors are the Tulamidic small and medium-sized states such as the Grand Duchy of Khunchom or the Sultanate of Thalusa , which are of an oriental character.
The south of the continent stands in contrast between the impenetrable jungle and the constantly fighting city-states. The metropolis of the south is Al'Anfa , a slave-holding society (based on the Spanish colonial empire and the Roman empire ), which heads the Black Alliance. Fierce opponents are the Kingdom of Brabak and the Káhet Ni Kemi with its ancient Egypt- inspired culture. The southernmost areas are the forest islands, which are inhabited by tribal cultures.
Between the jungle in the south, the Horas- and the Middle Empire to the west and north and Aranien and the tulamidischen city-states to the east lies the Caliphate of Novadis whose territory comprises mainly the Khômwüste. That state is shaped by the religion of the one god Rastullah (inspired by Islam and Old Testament Judaism). The pronounced patriarchy of the caliphate is, as it were, the inner-Aventurian counter-draft to Aranian society.
In Aventuria, humans are the most common people. There are different cultures. The midlands are the most numerous and live mainly in the Mittelreich, Horasreich, Bornland, Nostria and Andergast. They are descended from settlers in the Güldenland. The Thorwals, also repatriates from the Güldenland, are of strong stature and tall. The barbarian Gjalsker countries are related to them. The tulamids, which are widespread in the south-east of the continent, have a darker complexion than central countries and are of smaller stature and predominantly dark-haired. The Nivesen are common in the north. They have almond-shaped eyes and often red hair. They live as nomads who roam the taiga with their herds of animals. The forest people live in the jungle, as slaves in Al'Anfa and on the forest islands. They have bronze to deep black skin. The barbaric troll zackers live exclusively in the mountains. They are big and strong, but more sinewy than the Thorwals. The Norards live in the north and are often traveling traders.
The approximately 40,000 dwarfs are divided into four races. The ore dwarves live in underground halls and are most closely linked to the history of their people. They inhabit Xorlosch, the oldest city of the dwarves. The anvil dwarves embody the usual dwarf image: tough, strong and combative. There are many glorious battles against orcs and dragons in their history. The brilliant dwarfs are considered to be the greatest artists and craftsmen of the dwarfs and travel frequently. Most recently they had to leave their home because of the Borbarad attack. The hill dwarfs, reminiscent of the hobbits , are peaceful companions, they live in small hill houses and live with the people who live there. Often people consider the hill dwarves to be as grim and strong as their relatives, which gives the dwarves an advantage.
About 20,000 elves are divided into four peoples: The Auelfen are the largest group and have lived with humans for the longest. Wood elves have settled in the woods around the salamander stones and avoid contact with humans. The Firnelfen live in the icy north and lead a meager existence. The steppe elves inhabit the Green Plain, are gifted riders and live together with their horses.
There are approximately 200,000 goblins in Aventuria. Goblins live in matriarchal tribal societies led by female shamans. But there are also many who have given up their original culture and live in bands of robbers, sometimes with people. Humans see goblins as nasty and annoying, if less threatening than orcs.
The approximately 120,000 orcs live in the Orkland and the Svelltschen Städtebund, but some also live as robber bands in other regions. They are smaller than humans, very persistent and strong. They have tusks and black fur, which is why they are also called "black pelts" by the Thorwalers. They live in tribal societies that are based on a caste system and view women as birthing machines. They are a serious threat to humans, elves, and dwarves.
Trolls are rare. They are a very old breed with their own language, can grow to be four meters tall and often live in the mountains. They live to be hundreds of years old. Trolls often have a passion for collecting or a craving for sweets. Sometimes when they get angry they go into a frenzy, but generally they are peaceful and easy to get along with.
The lizard people or Achaz (roughly means "eternal people") had a large empire in earlier times, nowadays they only live in small tribes in different parts of Aventuria such as the lizard swamps, in the rainforests, in Orkland, on Maraskan and the forest islands. Only a few archaic Achaz still retain remnants of their earlier high culture such as their religion and gemstone magic, most of them have fallen back to a more primitive level.
Ogres are considered to be low-intelligence monsters driven by lower instincts, but show signs of a primitive culture and are extremely malodorous to humans. They grow to be over 2.5 meters tall and feed on meat, preferably human flesh. Ogres live alone or in small families that face severe persecution close to civilization. Orc shamans often keep an ogre as a slave or use them as a war ogre in battle.
From a mythological point of view, the world of Aventuria is subdivided into 13 ages, with the present time beginning before the twelfth age. Each is ruled by a race, humans and orcs are currently fighting for supremacy. Allegedly the 13th age will be subject to the nameless and will mean the end of Aventuria.
The usual time calculation divides the year into twelve months, each month comprises 30 days. They are named after the twelve gods, the year begins in Praios (corresponds to July ) and ends in Rahja. The remaining five days between Rahja and Praios are considered the Nameless Days.
The most important calendar in Aventuria counts the years after "Bosparan's Fall" (BF for short), that is, the destruction of the human capital 1000 years ago. The counting after the term of office of the Middle Kingdom emperor competed with this. Since his coronation this has been based on Emperor Hal, the year 1 Hal corresponded to 994 BF. For the sake of simplicity, this era was ended from 36 Hal. Many cultures also use their own time calculations.
Little is known about the first ten ages. Important events are the two Dragon wars between the godlike dragon Famerlor and Pyrdacor are also involved in the elves and dwarves.
First human settlement and the Old Kingdom
The human history of Aventuria begins with the Tulamids, who drove out the lizard peoples under Rashtul al'Sheik around 2000 BC and founded several great empires. In 1626 BC, the ancestors of the Thorwals land on the west coast of Aventuria. In 1482 BC the ancestors of the Central Plateau followed, who founded the Bosparanian Empire around 950 BC after all contact with Myranor had been broken off by the Efferdwall , a divine barrier . After steady expansion follows the first battle demons (568 v.BF) in which, by the Emperor Fran Horas called Erzdämonen wreaked carnage, and the Dark Ages heralds. 17 BC finally succeeds in conquering the Diamond Sultanate , the last great empire of the Tulamids. Bosparan is at the height of his power. The proclamation of the Empress Hela-Horas as "ruler over all men and gods" leads to an uprising in the western provinces. In the Second Demon Battle (0 BF) Hela tried again to send arch demons against the Garether civil army under Raul , but this is prevented by the appearance of four gods. Bosparan is razed and Gareth becomes the capital of the Middle Kingdom under Emperor Raul.
The New Kingdom
When the last of the wise emperors dies, the Praios Church takes over the rule of the Middle Kingdom, which now spans almost all of Aventuria, and in 335 BF establishes the dynasty of priest- emperors , which is characterized by religious persecution and in which the empire begins to fall apart. 466 BF the powerful and wise magician Rohal drives out the priest-emperors and leads the kingdom to peace and prosperity. After more than a hundred seemingly ageless years of rule, resentment and distrust grow, Rohal lays down the crown and moves to the Gorian desert to stand Borbarad there. Both armies are completely destroyed in 590 BF. After Rohal's disappearance, the magicians fight for his inheritance and there are massive wars up to 595 BF, whereupon the three magicians guilds are formed. After many provinces (Liebliches Feld, Bornland, Maraskan, Khôm, Al'Anfa and the southern provinces) split off during the Almadander dynasty , the imperial period began in 902 BF. It was not until 933 BF that the cruel Perval of Gareth emerged victorious . His dynasty, which can be traced back to the founder of the Middle Kingdom, is the emperor to this day.
Reign of Kaiser Hals
The first years of Kaiser Hals' reign (from 994 BF) were shaken by political unrest. Already in 995 BF there was an uprising of several months on the Maraskan, which had previously been conquered by his father Reto , which could only be ended with heavy losses. Shortly afterwards, Aranien, the empire's granary, declared its independence. Three years later, Chancellor Answin von Rabenmund was accused of a poison attack and was convicted by Hal himself. The former court magician Galotta, humiliated by the emperor in 1002 BF, uses magic to subdue 1000 ogres who plunder the Duchy of Tobrien. The city of Ysilia is destroyed, only a large military contingent on Hals can stop the monsters in 1003 BF in the battle of 1000 ogres . The Novadian pirate El Harkir kidnaps the Al'anfan admiral Darion Paligan in 1008 BF. This event sparked the Khôm War between Al'Anfa and the Caliphate, which only ended two years later after the Novadis were able to retake the cities of Unau and Mherwed. Emperor Hal disappears without a trace on 9th Phex 1010 BF, causing a crisis. His cousin Answin von Rabenmund proclaims himself emperor (Answinkrise). Queen Amene III explains herself in the lovely field . to the Horas Empress. Hal's son Brin has to fight the orc storm that threatens the northern border. A year later, Raidri Conchobair, Cuano ui Bennain and Dexter Nemrod manage to arrest Answin, and a year later the orcs can be defeated in front of Gareth.
Borbarad Crisis and Year of Fire
On 19 Ingerimm 1019 BF, Borbarad's troops land on the coast of the Duchy of Tobrien and begin a campaign of conquest. The advance can first be stopped on 23 Praios 1020 BF in the battle of the Vallusan pastures with great losses. The Middle Kingdom owes its victory to its Bornland allies, who took part in the battle and brought about the turning point with their winged riders. The end of Borbarad comes on the 23rd Ingerimm 1021 BF in the Third Demon Battle. United forces of the human realms and other Aventurian cultures fight a decisive battle against the demonic armies of Borbarad. The battle does not bring a clear result from a military point of view, but the group of the Seven Signed Man succeeds in banishing Borbarad to the end of time. The heirs of Borbarad continue their struggle against the Middle Kingdom. In the year of the fire (1027-1028 BF) the heptarchs Galotta and Rhazzazor succeed in the battle on the Mythraelsfeld to destroy the Middle Kingdom army and the city of Wehrheim. Galotta dies in the battle of Gareth. His flying fortress falls on the city and destroys the largest temple of Praios and the imperial residence. In the end, Answin von Rabenmund and the returned Kaiser Hal fell in the battle of the three emperors. The Middle Kingdom is severely weakened in terms of population, economy and territory. In the same year, Arania succeeds in recapturing its provinces, which were occupied by Borbarad's heirs and known as the Mughal Oron , in the 35-day war. On 1st Praios 1029 BF Rohaja is crowned Empress of the Middle Kingdom, whereupon on 15th Praios 1029 her brother Selindian Hal is proclaimed as the counter-emperor of the Middle Kingdom in Almada.
With the end of the Albernian War of Independence in 1032 BF and the death of the counter-emperor in 1034 BF, the reunited Middle Kingdom slowly recovered. It was also possible to recapture large areas in the Black Lands (e.g. Warunk 1032 BF, Mendena and Southeast Torbien 1039 BF). In the kingdom of Horas, after the death of Amene-Horas in 1028 BF, there is a war of succession to the throne, at the end of which (1030 BF) the conflicting parties can agree on Khadan-Horas as the new emperor. What effect the 1038 BF onset Starfall has, can (1040 BF) are not the exception today.
Twelve gods belief
In many parts of Aventuria there is a belief in the pantheon of the twelve gods. In addition to the god without a name, the twelve arch demons act as adversaries. These mostly represent exaggerations or reversals of the divine principles, such as complete submission to the law of Praios' adversary Tyakra'man. Demigods and saints are also venerated in some regions . The believer believes in the entire pantheon, but honors one of the twelve in particular.
Praios is the god of light , divine judge and supreme god. Its attributes are law , order, truth and light. His heralds are the griffins , his flower is the sunflower and his zodiac sign is the griffin . The sun itself is also known as the Praios disk , the Praios day corresponds to the earthly Sunday . He is largely revered by nobles. Praios is usually depicted in temples and shrines as a well-formed, naked man with a griffin head. Praios' arch-demonic counterpart is Tyakra'man (also Blakharaz ), the Lord of Vengeance, Gubernator of Kholak-Kai. Praios' earthly model is most likely Sol invictus .
The presentation of the Praios in the regulations is also shaped by criticism of Western church history . It is striking that Praios is supposed to be the god of law and order, but not of justice and equity . He is prone to draconian punishments .
Rondra is the goddess of war , the honorable duel , the Storm , the thunder and lightning and the virtue and honor. The animal associated with her is the lioness , her flower is the iris and her zodiac sign is the sword . Rondra is usually depicted in temples and shrines as a young woman in the armor of an Amazon or as an upright, roaring lioness. Rondra's arch demonic opponent is Xarfai (also Belhalhar ), the otherworldly murder burner and bloodthirsty dismemberer, mercenary of the nether hells, general of the legion of Yaq-Monnith. Interestingly, the fighting aspects of DSA are assigned to a female deity. Likewise, in large parts of Aventuria, absolute equality of both sexes is widespread.
Efferd is the god of water , seas and wind . Efferd is regarded as capricious and just as unsteady as the seas themselves. Its sacred animal and zodiac sign is the dolphin , which, like all sacred animals of a twelve god, may not be hunted in countries of the twelve divine faith. In temples and shrines he is often depicted as a stern-looking, bearded man who carries a three-pointed spear with him. Efferd's arch-demonic counterpart is Charyptoroth, the ruthless drunkard and mistress of the midnight blue depths, identified by Thorwalern with the sea serpent Hranngar. Efferd's earthly model is Poseidon .
Travia is the goddess of hospitality, marriage, and home and yard. Hospitality and loyalty are the main characteristics of the gentle goddess, whose sacred animal and zodiac sign is the wild goose . Travia enjoys strong reverence across Aventuria, especially in the more rural areas. In many cities, the priesthood of the Travia takes care of those in need. Their arch demonic counterpart is Lolgramoth, the restless discord, master of the Ghumai-Kal and enemy of loyalty.
Boron is the god of sleep , forgetfulness , dreams , silence and death . In the southern states, the Boron faith is the state church. Boron's sacred animal and zodiac sign is the raven. The bird of the dead Golgari carries the souls of the deceased across the nowhere sea into the realm of the dead, the raven Bishdariel brings both good dreams and nightmares. The priests of Borons perform the burial of the dead , deal with the interpretation of dreams and the destruction of undead existences. Boron's arch demonic counterpart is Thargunitoth, the Precentor of the howling darkness and mistress of the undead. Boron's model on earth was Hades .
Hesinde is the goddess of knowledge , wisdom , art and magic . Accordingly, their priests often resemble teachers and researchers in their behavior. Your sacred animal and zodiac sign is the snake. In addition to the acquisition of knowledge and new insights, the Hesindekirche devotes its attention to abandoned magical artifacts. Such artifacts are brought into the main temple and withdrawn from general public access. Even the lizards of the tenth age knew a wise and serpentine goddess named H'Szint. Hesinde's arch-demonic counterpart is Amazeroth, the splendid blender, lord of forbidden knowledge and madness .
Firun is the grim god of the element ice , winter and hunting . Its animal and zodiac sign is the polar bear (also called the firun bear ). Firun's arch-demonic opponent is Nagrach, the icy hunter, seducer to the mercilessness of those who have fallen into hunting, who-whose-arrows-always-hit, master of the ostracized ice.
Tsa is the goddess of life, peace , change, ( re ) birth and freedom . She is the youngest of the twelve siblings and extremely tolerant. Her animal and zodiac sign is the lizard, her sacred colors are those of the rainbow. Its stone is the multi-colored opal and its plant is the cherry tree. Tsa's opponent is Caljinaar, the duchess of teeming chaos , the multi-colored, mistress of the chimeras .
Phex is the god of thieves and traders . Its aspects are freedom , cunning, humor , night and fog . The animal and zodiac sign of the "cunning" is the fox . Its colors are gold, gray or turquoise. As the only priests of the twelve gods, Phex consecrated persons are allowed to work incognito. Mostly the priests work in public temples where they witness contracts between traders, while the priests of the thief aspect work in "secret" temples. Traders and thieves sacrifice part of their profits to Phex in order to secure his favor. Phex's opponent is Zholvar, the greedy haggler and soul-eating multiplier of blood-stained gold. Acts such as robbery and fraud are attributed to him.
Peraine is the goddess of nature , agriculture , the healing arts and the element humus (corresponds to the vegetable aspect of the earthly element earth ). Its aspects are fertility, sacrifice, helpfulness and work. The animal and zodiac sign of the “kind” or “givers” is the stork . Her adversary is Mishkhara, mistress of diseases and infirmity.
Ingerimm / Angrosch
Ingerimm / Angrosch is the god of fire, ore (corresponds to the stone aspect of earth ) and the craftsman . Its colors are red like fire and black like ore. As the only god, no animal is assigned to him as a symbol, but hammer and anvil, which also serve as a constellation. The dwarves worship him as Angrosch and see him as their main god. In the belief of the dwarfs he created them as his people so that they might guard the treasures of the earth for him. Ingerimm's adversary is Widharcal, molester of the elements, servant of the wilderness, spoiler of handicrafts and prince of Yol-Ghurmak.
Rahja is the goddess of intoxication, wine and (physical) love. She is "the beautiful goddess", her aspects are love, lust, intoxication, beauty and harmony. Her animal and zodiac sign is the mare, her color is red and her plants are roses and wild wine. Your arch-demonic adversary is Belkelel, mistress of bloody ecstasy, multi-sex tempter, master of lazy black lust.
Los is the Allgott. The seven gods Praios, Rondra, Boron, Phex, Hesinde, Travia and Rahja emerged from his tears, which he shed in the fight with the ancient giantess Sumu , while the other five are considered giants and children of Sumu. After the fight with Sumu he withdrew and is now the regulating principle. He chained Satinav to the Ship of Time as it tried to travel to the beginning of time to save Sumu. Other inner-Aventurian sources report that the Nameless and the Twelve Gods arose from the first 13 drops of blood.
The opponents of the twelve gods
The nameless one
Almost all religions of Aventuria know a sinister deity who is mostly known as "the nameless". Other names are "the Güldene" or "the rat child". His twelve siblings punished him for betraying creation by chaining him between creation and demons and obliterating his name letter by letter. They have been hidden in different parts of the world so that no mortal will find them. In every aeon the Nameless tries to corrupt the ruling race. Where the arch demons wreak havoc, the Nameless will bring perdition of free will, detached from moral notion. Its priests have caused some of the greatest disasters. While the arch demons try to destroy the world and bring it back into nothingness, the nameless one demands dominion over creation and tries to bring it into a form that is convenient for him. That is why he is enemies with the demons. The five days between the end of the year (30th Rahja) and the beginning of the year (1st Praios) are called the Nameless Days, they are under his patronage and are marked by calamity and madness. Instead of the sacred constellations, there is the nameless star void at the zenith of the night sky. Newborn children are marked by fate, there is a dark soul in them, many succumb to the nameless.
The arch demons
In the twelve gods belief, there is a demonic counterpart to each of the twelve gods, an arch demon. The arch demons rule in a part of the Niederhöllen. There it is teeming with lesser demons who serve their master, the arch demon. Power and rank can be seen by the horns of demons. Some unique, multi-horned demons are hardly less powerful than their arch-demonic masters, few others are even completely independent or have their own minor servants. The little or unhorned demons are mostly not unique and come from the soul mill, where they emerged from the souls of the damned. In the Black Lands, worship of arch demons has taken the place of worship of the twelve gods by force.
The demon sultan
"The one whose name is not mentioned" - the demon sultan is supposedly a demon superior to the twelve arch demons. It is not known whether he exists at all, is identical with the nameless one whose adversary or the adversary of Los is. Another publication equates him with the arch demon Blakharaz. It may also be just the name for a superordinate principle. However, it is reported that after an incantation mistake by the dark elf Pardona, a much-horned servant of the demon sultan dragged her into the soul mill of his master until she was rescued after 1000 years by the nameless one she has served ever since.
The Nivesen believe in the sky wolves, a Hesin-centered snake cult prevails among the Norards and the demigoddess of industriousness and bees, Mokosha, who is a daughter of Hesindes, is worshiped. The forest people worship the divine jaguar Kamaluq. The All-One Rastullah is the god of the Novadis, whereas the Maraskans adhere to a dualistic worldview and have elevated the twin gods Rur and Gror to the highest deities. There is also the Thorwal's belief in Swafnir, the divine whale. In addition, there are other beliefs among the indigenous peoples of the Gjalsker and Fjarninger, Ferkinas and Trollzacker as well as the Utulus and other local cults.
The elves are an exception, they have given up the belief in powerful gods and only follow two principles, albeit not in a religious way: Nurti, the principle of arising, and Zerzal, the principle of perishing. However, they do not deny the existence of the gods, but believe, inspired by their own tragic history and the downfall of their high culture, that worshiping the gods not only brings more harm than good, but ultimately leads to their own destruction. The dwarves revere Angrosch as their creator and progenitor and call themselves Angroschim. The orcs know the bull-headed war and blood god Brazoragh and the dark god of the dead and moon Tairach, to whom many sacrifices and heroic deeds are dedicated. The goblins pay homage to Mailam Rekdai, an idol in the form of a mother sow. Trolls, who see themselves as descendants of the giant Rashtul, worship him as their progenitor. The lizard men have the most pronounced pantheon of gods: the most important entities include the serpentine H'Szint (similar to the twelve-divine Hesinde), the life-giving Z'sahh (similar to the twelve-divine Tsa), the bloodthirsty K'r'tonchh and Ssad'Navv, the Lord currently. Borbarad is revered in the Black Lands.
There are over 200 known spells, which have different strengths and different subtle effects. In addition to typical combat spells, there is the mastery of the mind of people or the transformation of living beings, telekinesis and anti-magic. The world is not entirely pervaded by magic. Nevertheless, there are relatively many magicians, ranging from everyday magic to powerful incantations (for example from demons).
Most wizards are magicians, more precisely guild magicians. They are trained either in an academy or by a private teacher. The magicians have worked out the largest canon of magic formulas and practice scientific magic. Almost every mage belongs to one of the three big guilds. The White Guild only accepts righteous people and tries to use their knowledge with hesitation. The moderate gray guild is close to the Rohal ideals. The Black Guild tries to increase its knowledge and is sometimes unscrupulous in doing so. Magic dilettantes have little magic or little training. Often they discover their magical powers late or are not aware of their powers. Charlatans are illusionists and earn their living as entertainers or at fairs; they still work real magic with astral energy. Witches are fond of nature. They usually have a broom and a familiar animal such as cats, ravens, snakes, spiders, owls or toads. They tend to work their magic out of their emotions and can curse people. Druids worship nature and know their way around elemental magic as well as herbalism.
Rogues are people who were stolen from the cradle by goblins and raised by them. They are comparable to magical fools, but they have their own understanding of humor and know neither frustration, depression nor stress. Their spells are only for entertainment or self-protection.
Geodes are wizards of the dwarves. They use magic similar to that of druids and witches, are mostly dedicated to one element and follow one of two directions. The servants of Sumu are protectors of nature, while the masters of the earth use their magical powers to subdue nature to their will. Elves are by nature magic users, their magic is mostly close to nature, and they are proficient in magic songs.
- Florian Don-Schauen, Daniel Simon Richter: Historia Aventurica: the story of a world. Ulisses, Waldems 2015, ISBN 978-3-95752-227-6 .
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- Game box with initial description :. Retrieved January 26, 2019 .
- Cooking Walter, Precarious Authority in Fantastic Mediation , in: René Reinhold Schallegger, Thomas Faller (ed.), Fantastic Games: Imaginary Game Worlds and Socio-Cultural Meaning , LIT Verlag, Münster 2017, ISBN 3643506511 , pp. 55–72.