Wednesday, January 14, 2026

Game 564: Realms of Arkania: Star Trail (1994)

        
Realms of Arkania: Star Trail
Original German name: Das Schwarze Auge: Sternenschweif ("The Dark Eye: Star Trail")
Germany
attic Entertainment Software (developer); Fantasy Productions Verlag (original publisher); Sir-Tech Software (U.S. publisher)
Independently developed; originally published by VideoCOM, later released as shareware
Released 1994 for DOS
Date Started: 8 January 2026
       
Star Trail is a sequel to Blade of Destiny, a game I played over six years ago but still remember reasonably well. I liked it but didn't love it, and I don't think I ever fully understood aspects of its magic or spell system. I can see why European players remember it with a certain nostalgia and pride. Not only is it based on a homegrown tabletop RPG (Schmidt Spiel & Freizeit's Das Schwarze Auge), but it's one of only a few European titles of the era to truly compete commercially with games coming out of the U.S. and Japan. attic, Thalion (Amberstar), and Silmarils (Ishar), all of whom had their first releases in 1992, were the only developers whose games went back across the Atlantic.
       
I've never played Das Schwarze Auge, but my understanding is that it's a bit grittier and offers more obvious parallels to European history than Tolkien-derived Dungeons & Dragons. The map of Arkania (later Aventuria, as Sir-Tech somehow got the rights to the name of the setting), the main continent of the setting, is a bit like Europe if it did not have Asia inconveniently attached to its east. There are obvious stand-ins for Italy, the islands of the Aegean Sea, Scandinavia, Iceland, the Netherlands, the Alps, and so forth. (Where Britain ought to be is a bunch of tiny, politically-inconsequential islands, which I can't imagine is an accident.) The cultures are drawn from throughout European history, including Viking Scandinavia (Thorwal), the Holy Roman Empire (Mittelreich), ancient Greece (the Cyclopean Islands).
              
Dwarves, alas, do not seem able to escape the "miners and craftsmen" label, no matter what the setting.
        
I like how the setting treats the "monstrous" races. It is impossible to imagine a Tolkien elf (surely the most insufferable of fantasy races) and a Tolkien orc sharing a drink in a tavern, but that would only be unusual in Arkania. Orcs are less incurably "always chaotic evil" and more just culturally different. They're primitive and tribal, like the Visigoths, and the primary threat of the Realms of Arkania trilogy, but they have an actual society and are capable of adhering to treaties. You could imagine some less bellicose members of the tribes quietly departing for life in the towns. I'm sure I'll encounter some of them. 
    
Blade of Destiny takes place on the northwest coast of Arkania. It involves the threat posed by the unification of the orc tribes under Chief Garzlokh. The Hetman of Thorwal charges a group of adventurers to retrieve an ancient orc-slaying blade. The party spends most of the game finding pieces of the map to the blade. At the end, one character uses the blade to defeat Garzlokh's champion, at which point Garzlokh agrees not to attack Thorwal but ominously suggests that the adventurers have simply deflected the orc hordes to another town.
     
Star Trail posits an earlier elf-dwarf alliance.
             
Neither the manual nor the opening cinematic give much hint as to the plot of the sequel, but the included map shows that it's going to take place in the Svellttal ("slender valley"), in the north-central part of Arkania, east and over the mountains from the first game's map. The opening cinematic, which kept crashing for me on one of its early scenes, appears on YouTube in full. It shows a group of dwarven smiths hammering away at a large gem, which one of the dwarves then holds up to peer inside (this is where my GOG-purchased version freezes). In it, he sees a dwarf and an elf, traditional enemies, uniting to face a horde of orcs together, then apparently later toasting their victory.
       
The player's first option is whether to play in "Novice" or "advanced" mode. The manual promises that with the former, the computer handles all the annoying details like character creation or allocating skill points while leveling up. I assume if you choose it, the game deletes itself from your hard drive and blacklists you from ever buying an RPG again.
 
Gameplay actually begins at the Temple of Peraine (goddess of agriculture and healing) in Kvirasim, where the player can create new characters, use default characters, or import characters from Blade of Destiny. This choice twisted me in knots for a couple of hours, and I will not be so far into the game that I cannot undo my decision based on your advice. New characters start at Level 1 with some basic equipment. Imported characters keep their levels (I think mine are an average of 6, but with enough experience to immediately level up) and more advanced equipment. (Although my character who had the Blade of Destiny at the end of the first game notably does not have it now.) That seems an almost game-ruining advantage. Then again, I didn't find the first game exactly "easy." 
   
The biggest reason not to use the imported party, however, is that all of the character portraits inexplicably come over as children. It is all the more mysterious because those portraits do not appear as options when selecting a portrait for a new character. The issue does not seem to be repairable. If I go into the character's setup and choose to change the appearance, my new selection doesn't "stick."
        
I thought the developers were German, not Japanese.
       
The system offers 12 different character classes: warrior, Thorwalian, dwarf, rogue, jester, warlock, druid, magician, hunter, green elf, silvan elf, and ice elf. Each of them has an unnecessary female analog (e.g., "she-jester," "dwarvess," "magicienne"). Warriors, rogues, jesters, warlocks, druids, magicians, and hunters are assumed to be human. The materials don't suggest a lot of difference between warriors and Thorwalians. Rogues are what they are in other games; dwarves seem like a warrior-rogue hybrid; hunters are basically rangers. Warlocks and magicians differ as to the source of their magic. Druids take on the roles of both druids and clerics from D&D. Elves are small, tribal, and rustic in this setting. Green elves are most likely to live in cities; silvan elves live in the woods; ice elves live in the far north. They're all skilled at missile weapons and magic. Jesters don't make any sense to me at all.
    
Each class has minimum values in some combination of attributes, which in this system are courage, wisdom, charisma, dexterity, agility, intuition, and strength. Creation works by rolling seven consecutive values between 8 and 13; the player allocates them as they come to the attributes. It then rolls values between 2 and 8 for the system's seven "negative attributes": superstition, acrophobia, claustrophobia, avarice, necrophobia, curiosity, and violent temper. There's a way to create characters by specifying the class first, but the manual warns that the values are lower than if you go through the regular process.
       
Selecting a portrait for a new character.
         
From the attribute and class choices, the game determines your base values in nine combat skills (specific weapon types); ten "body" skills like "Climb," "Swim," "Dance," and "Carouse"; seven "social" skills like "Lie," "Haggle," and "Streetwise"; and nine "lore" skills like "Geography," "Alchemy," and "History"; nine "Craftsmanship" skills like "Pickpocket" and "Locks"; six "nature" skills like "Track" and "Herb Lore"; and two "intuition" skills: "Danger Sense" and "Perception." You then get a pool of 20 points to try to increase each of the base values. You can only increase each statistic between 1 and 3 times during creation and at each level-up (depending on category), and if you fail three times, you can't increase it at all. I found failure less likely during character creation in Star Trail than what I remember in Blade of Destiny
     
That's going to be limiting.
       
I created the following six new characters:
   
  • Xamidimura, a female warrior. Skills primarily in weapons and body skills like "Physical Control," "Self-Control.” Since she'll probably be my default leader, I tried to give her a few points in things that a leader would need, like "Danger Sense," "Survival," and "Perception."
  • Mahsim, a male Thorwalian. Since he's not the leader, he was free to concentrate on almost all combat-related skills.
  • Gnomon, a male dwarf. Standing in for a rogue, he has modest combat skills but also "Climb," "Hide," "Danger Sense," "Perception," "Locks." The idea is that he'll be the leader in dungeons. I also figured I should have a dwarf and an elf if the plot is about elves and dwarves.
  • Toliman, a male green elf. He's my social butterfly, the leader in towns. He has the highest charisma. I leveled him in "Seduce," "Haggle," "Streetwise," "Lie," and "Human Nature" as well as some lore skills like "History" and "Read/Write.”
  • Lyra, a female druid. As such, she takes on most of the stereotypical druid roles, like anything to do with nature and animals, including "Herb Lore," "Animal Lore," "Alchemy" (though she started low), "Ritual," and such. She also shares healing skills with Lilii Borea. [Microsoft Word wants me to replace "druid roles" with "drug dealings." Checks out, I guess.]
  • Lilii Borea, a female magician. Anything that was arcane and not covered by Toliman and Lyra, I dumped on her, including "Tongues," "Ancient Tongues," and "Arcane Lore." 
          
I'm not even sure what this means.
       
I tried to get everyone up in their primary and secondary weapons, although you can only increase weapon skills by 1 point during creation or level-up, so I couldn't go too far. All told, it took me well over two hours to go through all the skills, map them to each character and prioritize the point assignment. I'm skeptical of the utility of a lot of the skills, like "Drive," "Bind," and "Train Animals." I believe a few, like "Acrobatics" and "Instrument" are only valuable to earn money in taverns. But my assessment is from my experience with Blade of course; Star Trail could be a lot different.
   
It took me so long to allocate the skills that I found the next section of character creation, a micromanaging of what portion of my attack values go to offense versus defense, extremely unwelcome. I welcome any advice here, but I mostly left it alone.
       
What would you do on this screen?
           
Finally, spellcasters, of which I had three, get to allocate a starting pool of points to skills in various spells. Here, I'm reminded of the Arkania system of giving every spellcaster access to every spell in the game (78 of them, if I counted correctly), but then telling them how much they suck at them. Values go as low as -20, and you can't even try to cast a spell with a skill of less than -5. Most of my characters started in the negatives for most spells. While this somewhat makes sense for Level 1 characters, it's annoying that during creation and with each level-up, you cannot increase a spell skill by more than 2 points, sometimes 1. I remember barely using spells in Blade of Destiny and having no sense which ones are useful, so I mostly concentrated on leveling spells that the characters were already somewhat proficient in already. I welcome your opinions about what spells are absolutely essential.
       
Yay! After five character levels, I'll be at Level 0 with many of these spells!
           
At last, my characters stood in the Temple before the décolletage-revealing priestess of Peraine. We engaged her in dialogue, hoping to learn something about why we were there. "Please wear fewer weapons when you next enter," she said, which was my first clue that the game had given the characters some starting equipment.
   
Blade of Destiny handled NPC dialogue by having a box show up on the main window with the NPC's statements. Sometimes, the player got full-sentence options for responses. Star Trail changes things by bringing the player to a full-screen dialogue interface with a list of keywords on the right. Normally, I might regard the change from full sentences to keywords to be a regression, but the full-sentence options in Blade were so goofy and counter-intuitive that I far prefer what they've done here.
        
That doesn't really tell us much.
        
The priestess gives me nothing and kicks us out of the dialogue window after I ask too many things she knows nothing about, so I reluctantly leave. Right outside the temple, we immediately get some answers. An elf named Elsurion Starlight welcomes us to the city in the name of his brother, King Elestir Starlight. Apparently, we've responded to a summons. Elsurion takes us to a tavern, orders a round, and gives us his pitch:
    
As you know, an Orcish uprising was crushed once before, but only by the cooperation of the Dwarves and the Elves. As a sign of their friendship, a magical artifact, the Salamander Stone, was created to mark the occasion. But the friendship has sundered, and the Salamander Stone lost. In order to resist this new Orcish threat, the Salamander Stone must be delivered into the hands of the Dwarf Ingramosch!
       
That was a weird name to give a stone meant to mark the friendship between Dwarves and elves.
         
He lets us know that Ingramosch is currently away from his people, staying in the town of Lowangen. The Salamander Stone is rumored to be in a "dwarven pit not too far to the south." He pays the tab and leaves.
    
No sooner has he left than a "wealthy businessman" named Sudran Alatzer approaches and says that Elsurion Starlight was lying to us.
       
Well, no. He said he was the brother of the king.
        
He says that elves and dwarves will never be allies, and that if we bring the Salamander Stone to Vindaria Leechbronn, he'll pay 1,000 ducats. After that, we are free to move about the city of Kvirasim, which I cannot find on the game map.
     
For some reason, the cinematic zooms in on Alatzer's eye when he says something to contradict Elsurion. Maybe it's supposed to detract us from his absurd claim.
              
At first, it seems like nothing has changed in the largely Might and Magic III-inspired interface (in terms of overall appearance, not function). A panel of nine icons offers options for splitting the party, switching between parties, reuniting the party, checking the automap, casting spells, making camp, and various disk options. The same options appear if you right-click on the screen or hit "9" on the keypad. The rest of the keypad allows for movement and looking up and down. Clicking on the portraits brings up character sheets and inventory screens. Overall, there is a satisfying amount of replication in how the player approaches different commands. 
       
You can click on the panel to the right or right-click to get a contextual menu with the same options.
          
Some differences between the two interfaces start to become apparent, and they're almost all positive: 
         
  • Although the game has tiles just like its predecessor, the transition between them is animated, giving the illusion of continuous movement if you hold down the movement key.
  • You can rotate the horizontal axis to look almost straight up and down. I wonder if this will ever become important or useful. 
  • The automap is so much better. Blade's just had tiles and colors. In Trail, not only is it much cleaner and clearer, but you can also zoom in and out, make annotations, and move the party to different parts of the city by clicking on the  map.
     
The much-improved automap.
        
  • There's a new journal that records bits of the plot and quests. You can add your own entries to the journal and find entries based on an indexing system. 
                      
The journal offers an entry that transitions between the two titles.
          
  • ESC works more reliably to exit screens in Star Trail
  • Some screens have cosmetic changes. For instance, the character sheet/inventory screen now has a texture behind it, along with some decorations, rather than a relatively plain background. 
       
The inventory screen from Blade of Destiny (left) and Star Trail (right).
      
  • If you sit too long without doing anything, Star Trail activates a "screen save" that rearranges the tiles on the screen. I could do without that.
        
The 1990s obsession with "screen savers" made its way to video games.
      
  • Fortunately, you can turn that option off in an "options" menu that's more extensive than the first game. Here, you can not only turn music and sound on and off independently of each other, you can also assign them different volumes. 
   
Overall, it's a solid interface, with some nice upgrades. I start relatively happy.
   
I'm going to end things here, as before I really get into the game, I want to collect your opinions about whether to go with my Blade party and, if so, whether there is any solution to the "child portrait" problem. The power level variance between imported and created characters is so significant that I can't imagine that it's not too easy for one party or too hard for another.
   
Time so far: 3 hours 

26 comments:

  1. Are your imported characters meant to be the children of the heroes from the previous game?

    Curious of them to translate the game, but keep the German-style quotes.

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  2. For the imported character portraits I did find some old references online to the effect that is a bug that was never fixed. I also found some, again fairly old, references stating that hex-editing was required to fix it.

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    1. If I remember correctly, one of the savegame editors made for editing the character and inventory for cheating purpose also boasted the function to fix the character portraits.

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    2. A bug in the beginning feels foreboding for the rest of the game

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    3. I was wondering if Chet was going to hit this or not. My recollection is that the game switches to child portraits as a goofy "cheating penalty" if it thinks the imported save game has been hacking like if experience values are too high. The problem being that Sirtech scaled up experience values in BoD which Star Trail now interprets as cheating. Supposedly there was a patch, but you had to call Sirtech for it. There is a patch on Archive.org that comes up when searching for "Realms of Arkania Star Trail" which might be it. It's labeled as a "test patch" but the file inside the zip has a Nov. 1994 creation date.

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  3. "Salamander Stones" is the name of the mountains near the forests of the wood elves in Aventuria. And traditionally, the elves no longer have kings or a central governing Body in this world, so the claim that there is no elven ambassador is not that absurd.

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  4. Regarding the game deleting itself on novice mode, I am reminded of the obscenely difficult platformer I Wanna Be The Guy (IWBTG). The game has an easy mode, which... just immediately kills your character, since players wanting easy mode have no business playing IWBTG!

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  5. Looking forward to this one. Star Trail was the last CRPG I bought during my high school years. I had high hopes for it but never finished. I recall it seemed difficult with new characters. Then I got stuck and couldn’t find a way to advance the plot. Explored everything multiple times but nothing worked.

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    1. Wasn't there a penalty in the Southpark RPG where you got directed to the crisits if you skipped the tutorial or something like that.

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  6. > Each of them has an unnecessary female analog (e.g., "she-jester," "dwarvess," "magicienne")

    That’s because German naturally defines masculine and feminine versions of professions. Whoever did the translation will have just straight translated everything rather than try and adapt them to the non-gendered English equivalents.

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  7. I recommend using the new characters. Soon after leaving Kvirasim there will be an optional encounter with a relatively easy combat. Winning it gives the characters enough experience to gain two levels. This is the game's way to close the gap between new and imported characters. I think, imported characters don't get that encounter at all. Ignoring that encounter is, in essence, a choice for a "hard" difficulty for the game instead of a "normal".

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  8. http://www.gogwiki.com/wiki/Realms_of_Arkania_2:_Star_Trail

    Known issues

    Sometimes, after a transfer from RoA 1, the characters changed to children. Here is the fix (thanks to Johntuck77):
    1) Download the following Hex Editor you can find it at this website http://www.softpedia.com/progDownload/tiny-hexer-Download-35737.html
    2) Install the editor and open your save game which you imported into ROA2. BEFORE YOU CHANGE ANYTHING MAKE A BACKUP COPY OF YOUR SAVEGAME.
    3) You can either find it manually or by pressing Ctrl+F and look for the word "CHAR". It is usually located right before your characters name. Click the letter C of CHAR and make sure it is highlighted in the Hex editor as well.
    4) Here comes the most important thing. Press Ctrl +G in the field type in +0xB7 (comment from Glabro: look at the HEX value of the letter "C" in "CHAR" and add to it b7 HEX value and find it in the file. You can use MS calculator to add HEX values). This will take you about 5 lines further down from the word CHAR and you should see right where it lands or right next to it the number "10"
    5) Replace the number 10 with 00 and save.
    6) Repeat the previous steps for all your characters.

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  9. The children's portraits are what the character's portraits change to when you cast the mage's Camouflage spell. There's a similar effect for the elf's Eagle, Wolf spell, where the portrait changes to an animal image. You may find both of them useful at one or two points (though not absolutely necessary as there are workarounds). You will need the spells Banish Spirits and Melt Solid for some puzzles, so make sure you are able to cast them (no need to increase them past -5 thought).

    The spell increase system works like this: although every character has access to every spell, they are still assigned to specific classes. That governs how much you can increase them: 2 points for class spells, 1 point for non-class spells. Mages get to specialise in a school of magic, which allows 3 increases per level in that school.

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    1. Btw, you can actually toggle free movement in this game. It's not particularly advisable, since turning in that mode feels very weird (I have a suspicion the code was lifted from some racing sim), but there's one chest in the game that's only accessible in free movement mode.

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    2. I think this also means that many -10 or worse spells will not ever be truly accessible given you do not gain too many levels. In that way character class does specify which spells you may "master" and use. If memory serves, most spells are actually implemented in game (the first part had spells which did not work at all) but keep in mind that for charm spells, enemy magic resistance is added as penality on the spell check so with negative values, you'll never scare (Horriphobus) anyone. Damage spells on the other hand sap a lot of your astral energy which is a pain to replenish. I remeber my mages therefore focussing on cheap charms, Armatrutz for increasing armor class etc. I also did solo the game with one character (and a walkthrough), so I don't think you need to fear building your party wrong despite the somewhat forbidding and unintuitve character system... :D As regards weapon AT/PA (attack/parade) choices, parades help not getting hit, if you get hit, armor class subtracts from damage, so you could have a high attack low parade setup with high armor class but I'm not sure the game allows you to split AT/PA too much. At well-balanced setup may make most sense. The above mentioned Armor spell, however, is excellent for those who can use it to reduce incoming damage. I hope I remember this all well, but reading your post makes me want to reinstall the game and play it once more. I also second the new party setup and getting the optional encounter (near Gashok?)

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  10. Is the screensaver automatic or could you turn it of. I would think this is annoying when trying to blog about what's on the screen and having it turn into a Jigsaw puzzle.

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  11. I've been eagerly awaiting "Star Trail" here for a long time. Since there's a bug with chests in one of the dungeons that, in my opinion, severely disrupts the gameplay, I recommend trying the "Sternenschweif Fanpatch" from the following page: http://nlt-wiki.crystals-dsa-foren.de/doku.php/downloads?
    I hope Far02's notice was helpfull with the "children portrait bug".

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  12. If desired, I could provide a fairly complete list of which skills and spells are used/usefull in the game. (I would use Rot13 of course)

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  13. I'm trying to remember, but was this the game where Elves were OP? That you'd be better of creating a party of mostly elves (Ice Elves in particular).
    Again, memory is a bit vague here

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  14. Well written introductory paragraphs to the 'DSA' system and how it differentiates from 'D&D'. I guess you can say that 'Arkania/Aventuria' is more grounded and grimdark than the 'Forgotten Realms'.

    A quick anecdote: When I studied the rulebooks back in the 80s, I did realize that elves were better at everything, so I asked my older brother why anyone would play as another class - he then bluntly lectured me that elves are basically the fascists of fantasy land and thus nobody wants to sit next to them ;)

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    1. Right now reading "The nightmare stacks" from Charles Stross, which gives a very funny spin on elves as the fantasy totalitarian fascists. "The Laundry Files" and Ultima 5 are probably the best things I discovered last year.

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  15. I remember Star Trail being significantly better than Blades and my favorite of the trilogy (Riva is great, but I found the setting too limited. Kinda like Ys 8 vs 9). I’m looking forward to seeing if I just have nostalgia or if the game is actually good.

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    1. I prefer Str Trail as well, but I hated giving up my stuff so much...

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  16. "I assume if you choose it, the game deletes itself from your hard drive and blacklists you from ever buying an RPG again." While I'm definitely of the mind that folks should play games at whatever difficulty suits them (from "story mode" to "impossible"), I found this a hilarious statement and would actually be very amused to find a game that actually deleted itself if you selected too low a difficulty level (albeit annoyed if it was a difficulty I wanted to select!). I hadn't realized that this game was so close to the top of the queue - need to pay better attention - since I wanted to play along with you. Now I have to go track it down and take a break from BG3.

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    1. Also, I have a love/hate relationship with complex character generations. On the one (primary) hand - I do actually spending literally hours working up character concepts and generating exactly the party makeup I want to have. On the offhand, it takes literally hours (occasionally days) before I can actually dive into the game!

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