作者 主题: 【APG】第二章《种族》  (阅读 12045 次)

副标题: 翻译:薛猫

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【APG】第二章《种族》
« 于: 2018-05-16, 周三 19:27:01 »
精灵Elf

达沃卡的精灵本质上并不是一个种族,相反,他们是一个神圣守护结社的一部分。最初这个结社包括了来自西方处女地的精灵,人类还未踏足彼方,而精灵文明已蓬勃发展。这个结社——人类称之为铁盟——接受了防止沉睡于达沃卡盘根错节的树木和苔藓之下的邪恶苏醒、向世间扩散这一任务。
达沃卡的大部分精灵出生便加入了这一结社。他们从未到过西边,也永远无法到达。对他们来说,古老的精灵之国是个梦,并且永远是个他们无法实现的梦。他们年轻时便被教导,他们的职责在达沃卡,故土不会欢迎他们。铁盟甚至还有一个启蒙仪式,引导年轻的精灵加入结社。哭泣的年长精灵由Eneáno带领,乞求刚苏醒的夏精灵原谅他们被迫出生、被迫生活、被迫死亡在达沃卡,这个被死亡阴影笼罩的森林里。铁盟成员的生活危机密布,他们的数量在缩减,而曾经如此强大的Eneáno亲王也进入了他灵魂的寒冬——这位亲王日益增加的不确定性给了其他异见领袖参与随后权利斗争的机会。争执来自与黑暗作战的策略——使用弓和矛,或是缔结盟友。
活泼的妖精从他们第一次休眠苏醒后便进入夏精灵的阶段。正是他们构成了达沃卡守护者的主力:手持矛与弓的警觉猎手。他们许多在与秽物,与来自南方、愈发不谨慎的人类破戒者的战斗中死去。那些最终存活下来的精灵会到达第二次休眠期,这是精灵们落泪哀痛的时刻。达沃卡的铁盟成员都怀抱这一苦涩的真相生活——只有少数精灵能从他们的第二次沉睡中苏醒,大部分没能抵达第二个生命阶段便已凋零。
或许正是这个原因让铁盟的要塞与森林城堡永远回荡着悲伤的歌谣,哀悼死去与永眠的精灵。达沃卡的精灵越来越少,哪怕增加的被替换人类也无法填补各层的空缺。然而,晦暗中依然有一丝光明:越来越多的人类寻求加入铁盟,那些致力于组建联盟的精灵会说其中甚至还有安珀利亚人。

精灵特质、优势和劣势
精灵角色全都长生不老。他们还有贱民特质/劣势,原因是精灵被大部分人类憎恨;安珀利亚人讨厌他们,蛮族害怕他们。同时许多精灵还有年长的智慧特质,作为能力取得。
如果一个精灵希望的话,他或她能够尝试假装为替换儿,一般通过换上人类制造的衣服、试着模仿人类行为。有行家等级博学的人能通过成功的智识检定看穿这层伪装;在人类中被认出的精灵承受贱民特质/劣势的负面影响。

精灵名字
春精灵和夏精灵都被赋予双名,这个名字会伴随他们经历第一次休眠;名字反映了他们的特点或是代表了希望他们最终成为的样子。大部分从第二次休眠中苏醒的精灵会选择移除名字的一部分或是将两者融合,但不是所有精灵都这样做。是否变动名字由个人决定,这只是品味和风格的问题,不具功能或者含义。
通常精灵的名字里辅音比原音多,字母“X”不常见,原因是这会出现连续两个辅音。

◆男性精灵名:Alal-Roak, Dorael-Ri, Eloan-Eo, Elori, Godrai, Mearoel, Saran-Ri, Tel-Keriel, Kil-Ano
◆女性精灵名:Ahara-Vei, Eleanea, Leiána, Gaina-Anali, Keri-Las, Mael-Melian, Naelial, Tara-Kel, Teara-Téana

精灵作为冒险者
一个建议,精灵玩家角色应当是处于第二个精灵生命阶段的夏精灵。确实有可能扮演更年长的精灵,但秋精灵更适合于其他角色也十分强力的战役,毕竟精灵通常会在技能、秘术、对世界深藏黑暗的洞察上远超大部分人类。
无论如何,人类定居点里的精灵十分罕见,他们需要十分有力的理由才会旅行至这些地方。
调停:精灵被派遣去与一群人类建立联系,试图教导他们森林的价值和探索的危险。任务可以是自发的,但更可能是基于某位上级秋精灵的指令。
侦查:精灵被派去收集信息,在必定到来的战斗前评估敌人的力量和弱点。下达任务者很可能是个年长的上级精灵,一个外交家或引战者。
驱逐:很少有精灵违反群体规则,但在腐化的达沃卡里也并没没有听说。或许玩家角色正是其中一位?同时这种驱逐也可以是自发的,他或她感到自己有失忠诚或是荣誉,因此选择了暂时的孤立。或是永久的。
复仇:精灵通常组成有强力内部连系的小队,一同生活、捕猎、战斗。或许队伍里的其他人因某个本应是盟友的人背叛而死去了,只有玩家角色幸存,可能是幸运、可能是成功逃脱、可能是击倒了反派的手下?作为唯一的幸存者,角色感到愧疚,只有叛徒为他或她的罪行付出代价后才愿意回家。

« 上次编辑: 2018-07-11, 周三 19:44:25 由 NewAlbionDrone »
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Re: 【APG】第二章《种族》——精灵
« 回帖 #1 于: 2018-07-03, 周二 19:29:17 »
归来者 Abducted Human

人们相信达沃卡的精灵会拐走人类孩童,留下替换儿代替。曾被精灵带走的孩童被称作归来者,他们被带走的原因各异。最初是为了学习和理解人类;之后的目的成了培养能够理解精灵同时能够与蛮族一同生活的使者,向蛮族教授精灵的智慧。
而现在(以精灵的感官,意思是本世纪),铁盟内部对战士的需求不断增加——代替倒在战场的精灵、弥补没能从第一次休眠苏醒的精灵数量——日益黑暗的达沃卡让迎接生命之夏的精灵愈发减少。因而被绑走的人类佩戴铁盟臂环、与夏精灵一同捕猎战斗的场景并非罕见。精灵早就了解这些被绑的人类十分忠诚、善学,但另他们惊讶的是有些人还证明了自身的智慧。很少有精灵会承认这点,对大部分精灵来说,这些被绑人类更像是忠实的宠物,有用,也有极有可能产生感情,但绝对不会视作平等的个体。

归来者特质、优势和劣势
归来者具有特质野外生存。归来者说精灵语,但不能书写,除非他们有博学能力。

归来者名字
归来者由他们的养父母取名,通常是精灵听起来符合人类发音,很少有名字包括两个以上音节。名字应当易于发音和记忆,最好还方便吼出来,以备不时之需。此外,这些名字的辅音比原音多,但基本不会有两个相连的辅音,就和精灵姓名一样。

◆男性归来者姓名:Awan, Beo, Eral, Gaer,Kael, Lo, Mael, Orel,Tham, Tir
◆女性归来者姓名:Anga, Beha, Erli, Fera, Inda, Lonam, Una, Undi, Vird

归来者作为冒险者
归来者离开铁盟的原因往往和精灵相似——调解、侦查、被逐或是复仇,但也可能有其它更私人的原因让他们成为了冒险者:
逃离:出于某种原因——好奇、思乡、虐待,归来者选择逃亡人类的国度,成为一种特殊的异乡人。
« 上次编辑: 2018-07-03, 周二 19:31:29 由 NewAlbionDrone »
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Re: 【APG】第二章《种族》——矮人
« 回帖 #2 于: 2018-07-10, 周二 20:32:23 »
APG种族-矮人
翻译:Pany_Q
矮人 Dwarf

这种被人类称为矮人的、长得瘦小而结实的种族的历史渊源笼罩在神秘之中。如果以那些住在云达洛斯的矮人们为鉴,你会发现他们对自己族类的历史没表现出任何兴趣;他们是时刻处于行动中的一群人,向着未来前进,逃离黑暗的过往——他们的过去给予了他们一种团结意识,但却没给他们平静或意义。矮人们的信仰主要由以下三点组成:家族神圣、语言的隐秘,以及世界与他们为敌。据说卡德赞的盖默嘉(Gamalga)——一位对矮人感兴趣的贤者——曾说过这样的话:“家族是他们的盾,语言是他们的武器,而是世界是他们的战场。”
盖默嘉还谈到了矮人的起源。盖默嘉在与居住于云达洛斯和昆·扎莫克堡的矮人们进行了多次交流并且未取得任何有用结果之后,她意识到,直接去问精灵和巨魔反倒更可能得到答案,于是随后她从后者那了解到:精灵和巨魔们从未在辛柏隆复灭之前见过矮人。矮人们很可能是在旧帝国时期被创造的,盖默嘉将她所能找到的的并不算丰富的线索总结如下:
剧透 -   :
Dwarf
The shorT anD wiry people humans call dwarves have a history shrouded in mystery. Looking at the dwarves settled in Yndaros, they display no interest in the history of their kind; they are a people on the move, aimed towards the future, fleeing a dark past that has given them a sense of community, but without peace or meaning. The dwarven perspective is rooted in the sanctity of the family, the secrets of the spoken word and the conviction that the world is their common enemy. Gamalga of Kadizar, a sage interested in dwarves, is said to have stated that: “The family is their shield, the language their weapon and the world their battlefeld”.
Gamalga also spoke of the origin of the dwarves. After many fruitless conversations with the dwarves in Yndaros and at the fortress Küam Zamok, Gamalga realized that she would get better answers from elves and trolls, and that these claimed to have never met dwarves before the fall of Symbaroum. They were most likely created in the old empire and Gamalga summarizes her meager fndings as follows:
“他们是世界之蛇腐坏的尸体中爬出的蛆虫,辛柏隆的术士们给予了他们智力——为了让他们成为更好的奴隶。然而,这个族类的诞生将他们永远地与这个世界及世界的命运绑在了一起,正由于这种纽带,他们在最初就发展出了一种至今仍伴随他们的强盛的亚文化。矮人们的祖先们用隐秘的暗语和神秘的双重意义创造出了一种极为精妙的语言,其错综复杂的程度就连知识渊博的学者们都无法理解。矮人们从不书写文字,因为文字会被辛柏隆的领主们看到,进而被解读,甚至破译。矮人们默默保守着自己的梦想,他们内心的声音回响在世界的命运之中。
精灵和巨魔都确认了矮人的某些语言中确实具有内在的力量这种观点;他们还暗示,那些创造了矮人的人们——辛柏隆的亲王们——很及时地学会了憎恨和畏惧他们的造物,尤其是后者的语言。在辛柏隆复灭之后,矮人族的编年史记述了他们长期被其它存在攻击和捕猎、在死亡阴影下求存的艰苦历程。现今,那些从辛柏隆的毁灭中存活下来的少数矮人们的后裔,已经扩散到了许多不同地方,他们的命运看起来也非常不同。显然,现今在运达洛斯的各矮人家族是曾经统治昆·扎莫克的精英阶层的成员,在一场血腥的革命后被放逐——因此,你在安珀利亚首都遇到的有组织犯罪者们其实是矮人里的贵族,他们曾经是发号施令的统治者,但自己却不能制造一丁点哪怕最基本的物件。更加可疑的是,还有些不太可靠的零碎信息来源表明,如今他们在养活自己这件事上的无能性与被他们抛在身后的那个帝国的继位顺序以及他们中任何人都无缘占据的某个王位有关联。”

剧透 -   :
“They emerged as worms in the rotting carcass of the World Serpent and were given wit by Symbaroum’s sorcerers, to make them better slaves. However, the birth of the people forever bound them to the world and its fate, and because of this bond they early on developed a forceful counterculture which still marks them. The ancestral mothers and fathers of the dwarves created a language with hidden codes and secret double-meanings, so intricate that not even the masters could understand. The dwarves never wrote anything down, since texts could be read, interpreted and even decoded by the lords of Symbaroum. The dwarves kept their dreams to themselves and their voices echoed with the fate of the world.
Both elves and trolls confrm that there is power inherent in some dwarven speech, and imply that those who made the dwarves, Symbaroum’s princes, in time learned to hate their creations and fear the power of their very language. Afer the fall of Symbaroum, the chronicle of the dwarven race describes an arduous journey in the shadow of death, continuously attacked and hunted by others. Nowadays, the descendants of the few who survived Symbaroum’s ruin have spread to many places and their fates are seemingly very different. Apparently, the families in Yndaros are members of a once ruling elite in Küam Zamok, cast out afer a bloody revolution – hence, the organized villains encountered in Ambria’s capital are in fact dwarven nobles, used to ruling and giving orders, but incapable of creating even the most essential items themselves. More dubiousscraps of information say that their inability to get along has to do with the order of succession in the realm they lef behind, and the right to a throne which none of them will ever conquer.
安珀利亚的人们对矮人的看法是主要是建立在云达洛斯的矮人身上——而后者并不是个友好热情的群体。除了想要外人不打扰他们忙自己的事情,矮人们对他人别无所求。对于矮人们来说,家族的意志——由家族中的年长者们决定——高于个体的意志,这意味着他们看起来经常有着两套道德标准:一套严格慎密并服务于家族,另一套则针对外人,且后者经常被他们的邻居描述为“缺乏道德”——因为那些只影响到外人的行为并不会损害到家族的内部关系。
居住在云达洛斯的矮人们的语言至今仍精细复杂且充满暗语、双重意义以及令人费解的谚语,他们的日常对话对于不论多么学时渊博的旁听者来说依然几近于不可理解。另一个事实是,他们的声音具有某种特别的力量,且他们中有个别人知道如何利用这种力量。此外,他们的记忆术极为发达,这使他们能够在运达洛斯经营着错综复杂的“业务”而不用写下哪怕一个数字或字眼。
剧透 -   :
The people of Ambria have formed their opinions based on the dwarves in Yndaros, and they are not a very welcoming sort. They demand nothing of others, other than being allowed to mind their own business. To dwarves, the will of the family – as interpreted by the elders – is superior to the will of the individual, meaning that they ofen appear to have two sets of moral standards: one strictly coded and aimed at the family; another aimed at outsiders and ofen described as “a lack of morality” by their neighbors – since actions which only affect outsiders have no bearing on the internal family relations. The speech of the Yndarian dwarves is still today so intricate and flled with codes, double-meanings and obscure idioms that their everyday conversations are close to unintelligible to bystanders, no matter how learned. It is also true that their voices have a particular power that some individuals know to make use of. Furthermore, their memory-techniques are highly developed, making it possible for them to run complex “businesses” in Yndaros without writing down a single number or word

矮人的特质、优势和劣势 Dwarven Traits, Boons and Burdens
所有矮人族的角色都具有泥塑之躯*(Earth Bound)特质,绝对记忆(Absolute Memory)优势,和贱民劣势。还有许多矮人具有报应(Retribution)这个秘术能力,该能力作为普通能力购买和使用。并且,对矮人们来说这项能力不会招致腐化,不论是学习时还是使用时都不会——这点仅适用于该项能力以及矮人这个种族。
(*译注:Earth Bound,接地?地联?大地连接?尘世之躯?泥塑?归于尘土?)
剧透 -   :
Dwarven TraiTs, Boons andBurdens
All characters of the dwarven kind have the trait Earth Bound, the boon Absolute Memory and the burden Pariah. Many dwarves also have the mystical power Retribution, but functioning as a normal ability. For dwarves, this particular power gives no corruption, not when it is acquired, not when it is used – this only applies to this power and this race.

矮人常用名 Dwarven names
从对生运达洛斯的矮人的观察得出,他们偏好在名字里放很多硬辅音,比如k、t和r。此外,似乎并不区分男性和女性的名字:名字在家族内部的世代之间传承,不会考虑性别。所有矮人都有家族姓氏,就像安珀利亚贵族一样。不过看起来,年轻的矮人们必须得先完成一些能获得亲人的尊重且令他们骄傲的事迹才能有资格用家族姓氏称呼自己。
  • 矮人常用名:Artek, Bolkor, Brana, Dobril, Dranek, Dusa, Jarok, Lazek, Margor, Mirek, Radmil, Stana, Vesnek, Vlador, Yaruk
剧透 -   :
Dwarven names
Judging by the dwarves living in Yndaros, they have a fondness for names which contain many hard consonants, such as k, t and r. Aside from that, there seems to be no difference between maleand female names: they are inherited within the family and between generations without concern for gender. All dwarves have also family surnames, just like the Ambrian nobles. However, it appears as if younger dwarves must earn the right to call themselves by their family name, preferably by impressing their relatives and making them proud.
◆ Dwarf Names: Artek, Bolkor, Brana, Dobril, Dranek, Dusa, Jarok, Lazek, Margor, Mirek, Radmil, Stana, Vesnek, Vlador, Yaruk

矮人冒险者 Dwarves as Adventurers
那些或自己选择或被迫离开他们在云达洛斯的家族的矮人们都是些孤独而(通常来说)危险的个体。不过对于一些矮人来说,这种分离也成为了寻找由血缘以外的东西定义的新家族的契机。下面给出一些理由可作为矮人玩家角色离开云达洛斯进入外面世界的理由。
灾厄梦魇(Dreams of Doom):这名矮人梦见灾厄和死亡降临于自己的家族或整个世界,ta深受其扰。ta离开了自己的社群,称为了一名探索者,希望能解开这些梦的意义以及,理想的话,探索如果避免这个灾难并保护所有所爱之人的的方法。
救命之恩(Life-debt):这名矮人被一位不求回报外人地救了命。ta为了还清这笔人情债而想要为这位外人服务或是做任何ta提出的事情。对于一名矮人来说,这足以成为离开家族的充足理由。
放逐者(Outcast):该矮人表现出了不忠诚,也许是挑战了家族头领的权威,或者是对家族在继位顺序上的位置产生了质疑。因此,他/她被或暂时或永久地驱逐了。对大部分矮人来说,被放逐是比死亡更严重的惩罚。
密探(Spy):这名矮人并没有被放逐但假装成被放逐了,目的或许是去获取一些家族需要的秘密。或者,这名玩家角色是被派去执行某项违法的行动,比如说,追杀某个对矮人王位的继承顺位排在ta自己家族之上的流亡者。
剧透 -   :
Dwarves as adventurers
Dwarves who choose or are forced to leave their families in Yndaros are lonely and ofen dangerous individuals. However, for some dwarves, the seclusion becomes the start of the search for a new family, defned by other characteristics than blood. The following reasons may explain why the dwarven player character has lef Yndaros to head out into the world.
Dreams of Doom: The dwarf is haunted by nightmares of doom and death, for its family or the world as a whole. He or she has lef the community to become a seeker, hoping to determine the meaning of the dreams and, ideally, learn how to avert the disaster and protect all loved-ones.
Life-debt: An outsider has saved the life of the dwarf without asking for anything in return. The character wants to get free from this debt by serving the outsider and doing whatever he or she says. For a dwarf, this is an acceptable reason for being away from the family.
Outcast: The dwarf has behaved disloyally, maybe challenged the head of the family or questioned the family’s position in the order of succession. For this, he or she is banished, temporarily or permanently. To most dwarves, exile is a punishment worse than death.
Spy: The dwarf is not exiled but pretends to be, with the intent of gaining access to secrets that the family needs. Alternately, the player character may be sent to perform some illegal deed, for instance hunting down a fugitive with a stronger claim to the dwarven crown than the character’s family.

引用
边栏p43
云达洛斯的矮人家族Dwarven Families in Yndaros

云达洛斯最著名的几个矮人家族分别是瓦洛塔、阿扎雷(Alzerek)和鲍尔第席(Baldysik),三者中,瓦洛塔看起来对新的生活状态适应得最好。其它比较有名的矮人家族有卡拉塔(Kalatra)、马雷科(Maretko)、奥不列茨(Obrutz)、司库鲁斯塔(Skruztsa)、萨扎克(Statzak)、瓦诺维斯(Vanoviz )和乌尔巴尼克(Urbanik)——这些家族总是或永久或临时地与前面提到的那三个家族结成同盟。此外在蓟花要塞还有个梅罗扎克(Merotzak)家族,至于他们是否也是矮人贵族血脉的一支就不清楚了…
剧透 -   :
Dwarven Families in Yndaros
The most prominent dwarven families in Yndaros are named Valotzar, Alzerek and Baldysik, of which the frst seems to have adapted best to the new conditions of life. Other known families – among which most are (permanently or at times) allied to the ones mentioned earlier – include Kalatra, Maretko, Obrutz, Skruztsa, Statzak, Vanoviz and Urbanik. Then there is the Merotzak family in Thistle Hold, though it is unclear if they are of the dwarven royal blood-line or not…
« 上次编辑: 2018-07-10, 周二 22:02:58 由 zyupha »
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Re: 【APG】第二章《种族》——巨魔
« 回帖 #3 于: 2018-07-10, 周二 20:33:38 »
APG种族-巨魔
翻译:Pany_Q
巨魔 Troll

在所有安珀利亚人和大部分蛮族人观念中,巨魔这个词就等同于血腥的死亡。一些更有学问的女巫和安珀利亚学者则他们声称,蛮族那些关于地下巨魔国度的传说可能是有真实依据的——在那些传说中,巨魔们在自己的法庭上举行审判,他们亲手制作精美的物品,他们强力的歌谣回荡在华美的厅殿之中。不过,即使是这些认为巨魔可以具有文明的人们也承认,那些在地面上遇到的巨魔们是很危险的:一只巨魔得有个“该死的”理由才会离开<深渊>(Abyss)。
(*译注:it often has a bloody reason to do so,这里bloody是双关有理由和血腥么,怎么翻比较好)
巨魔不繁殖,那是地精的活。当地精们感到死亡的气息吹拂在他们后脖颈上时,他们会自己进入<地下世界>(Underworld)。他们最终在这里躺下,身体长出一种茧一般的组织,将自己完全包裹在里面。很多地精死在了这种沉眠之中,而少数存活下来的则长成了被安珀利亚人称为凶巨魔的凶残生物。一部分还在沉眠中的茧被其他巨魔找到,这些茧被带去了一个地下国度并受到照顾和保护。幸存者中的大部分会独自重新爬出地表,全身赤裸、饥肠辘辘,准备吃掉任何进入他们视线的东西。这些对世事一无所知的生物中的一部分被栖息在地表的头巨魔捡到——后者或许会给他们穿上衣服并教化他们的秉性,或许会用鞭子抽着他们去给自己的强盗团伙当炮灰。
巨魔的文明与人类社会很不一样。一名巨魔个体的价值取决于他/她能为自己的社群带来什么,或是作为战士提供的守护,或是工匠制作的物品,又或是吟游诗人的歌谣。其中最勇猛能打和最精力充沛的巨魔,会在领袖间获得一个位置,并成为<统治阶层>(Rulers Caste)的一员——直到他们的位置被别的巨魔用武力或计谋抢走。互相发出挑战进行比试是巨魔们的社交游戏的一环。在大多数情况下这种比试是武力较量,不过也有比试谁能唱歌唱得最久或者谁能制作最强大的奇物的。直接的武力较量是目前为止最常见的,有时这些比试——即使已经仪式化了——还是会导致死亡,但愿是因为事故吧。

通过肉体和精神的试炼来修行自身的观念深深根植于巨魔的文化之中,且所有巨魔都致力于在个体以及集体意义上变强。而唯一被认为能够使他们获得这种个体和集体提升的方式,就是一对一的决斗。有个习语很好的体现了这一点:“如果我打坏了你,我们的族群会变弱;如果我给你放水,那么你就会变弱。”
秘法学会库伦分会的学士阿格依这样描述:“巨魔的这种肉体和精神的生活方式在遭遇其他族群时会明确地展现出来,因为这些遭遇不包含任何可以激发仁慈的动机。事实上,这种残暴的杀戮文化面对投降或表现出软弱的对手时甚至会更为残忍无情,因为这类行为会引发某种厌恶情绪。说到底,在巨魔式逻辑中,那些展现出勇气的对手是值得尊重的,所以转而有可能被饶过一命。”
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To all amBrians and most barbarians, the word troll is synonymous with bloody death. Some witches and Ambrian scholars know better and claim that there is much truth hidden in the barbarian legends about troll kingdoms below ground, where the trolls holds court and mighty hymns are sung in halls adorned with beautiful things crafed by Trollish hands. However, those who say that trolls can be civilized also admit that individuals encountered on the surface are dangerous: if a troll leaves the Abyss, it ofen has a bloody reason to do so.
Trolls do not reproduce, that is for the goblins to do. When goblins feel death breathing down their necks, they ventures down into the Underworld. There they fnally fall down and a cocoon-like tissue sprouts out of their bodies until it covers them completely. Many die while slumbering, but the few who survive develop into the beastly creatures that Ambrians call Rage Trolls. Some of these are found by other trolls while still in the hibernation phase, and are brought to an underground realm for care and safety. The majority crawl upwards to the surface, naked and famished, ready to feedon anything crossing their paths. Some of these crude creatures are found by surface-living Liege Trolls – lords who either dress them in clothes and cultivate their nature, or whip them into obedience and make them the front-runners in their robber bands.
The troll civilization differs a lot from human societies. The value and worth of a troll is determined by what he or she can bring to the community, whether in the form of a warrior’s protection, a crafsman’s items or a skald’s songs. The most ruthless and vigorous trolls manage to secure a place among the leaders and become members of the Rulers Caste – a place they only keep so long as they can defend it through fghting and scheming. The trolls ofen challenge each other to contests as a part of the social game. In most cases, the contest is physical, but it can just as well be about who can keep singing longest or who can craf the most powerful artifact. Physical fghts are by far most frequent and even though these confrontations are ritualized they sometimes end in death, if only by accident.
Education through physical and spiritual challenges is deeply rooted within their culture and all trolls aim to grow stronger, both as individuals and as a group. Duels are regarded as the only viable method for achieving this hardening of body and collective. An ofen heard idiom which captures this says: “If I break you, our people grow weaker; if I let you get off lightly, you grow weaker.”
Chapter Master Argoi at the Kurun-chapter has described this in the following way: “The physical and moral life-style of trolls is clearly demonstrated in the encounter with other folks, since such encounters provide no incentives for showing mercy. In fact, this brutal killer-culture grows even crueler if the enemy surrenders or demonstrates any kind of weakness, because such behavior evokes a special kind of loathing. Afer all, an enemy who acts courageously is worthy of respect and may therefore be spared, according to troll logic.”

引用
边栏p44
巨魔、地精与大鬼Trolls, Goblins and Ogres

所有巨魔都知道,巨魔、地精和大鬼有着共同的起源。
所有地精都会随着年龄增长而感受到来自达沃卡孤独深处的吸引。如果他们没有先死于疾病或暴力的话,他们就会独自地死在前往<地下世界>(the Underworld)的道路上。垂死的地精们会找到一个偏僻的地方然后经历一场不可思议的转变;他们会化蛹。他们中的大部分都死在了自己的茧中,但对一部分来说化蛹不过是他们生命周期中的一个新的阶段,他们一边安全地沉眠在茧中,一边长成巨魔。
有时,地精在茧中成长的过程出了某些差错,然后这个幼崽——ta没有爪子,但仍需要挠破茧的桎梏才能获得自由——虽然看上去很像巨魔但缺少了一些巨魔应有的特征。安珀利亚人和蛮族称呼这样的生物为大鬼。这些“畸形的巨魔”也缺少凶巨魔的饥渴和强烈的想要前往<地下世界>的本能。他们常常会转而离开树林深处,然后跟随他们遇到的第一个人。
一个令人担忧的趋势是,有越来越多的大鬼诞生,巨魔歌者们认为这与达沃卡日益蔓延的黑暗有关联。总的来说,巨魔在看待大鬼时是带着复杂的情感的,不过大抵上是将他们当做某种值得帮助或至少是值得陪伴的远房表亲一样看待。
剧透 -   :
Trolls, Goblins and Ogres
Trolls, Goblins and Ogres have acommon origin, which is knownto all trolls.
With increasing age, allgoblins feel drawn to the lonelydepths of Davokar. It is therethey die, alone on the roadtowards the Underworld – ifthey do not die from illness orviolence before then. The dyinggoblins seek out a secludedspot where they undergo a re-markable transformation; theypupate. Most of them die in thecocoon, but for some the pupa-tion is nothing more than a newstep in their life-cycle, since theydevelop into trolls while safelyslumbering inside the cocoon.
At times, something goeswrong as the goblin maturesin its cocoon and the progeny– who, without claws, has toscratch its way to freedom –looks very much like a troll butis without some of the definingfeatures. Among Ambrians andbarbarians such creatures arecalled ogres. These “misshapentrolls” also lack the rage trolls’hunger and strong instinct tohead down into the Underworld.Instead, the ogres often leavethe depth of the woods and clingto the first person they happento encounter.
A worrying tendency is thatmore and more ogres seemto be born, something thetrollsingers claim has to dowith Davokar growing darker. Ingeneral, trolls regard ogres withmixed emotions, but for mostthey are seen as a kind of distantcousins who deserve their helpor at least their compassion.

引用
边栏p46
各种族的身高 The Height of the Races

某个个体的身高并不完全由ta的种族决定,也会受诸如魁梧这样的特质的影响。以各种族的平均值来说,以下是适用的:
--------------------------
 巨魔 TROLL
~250cm 
--------------------------
 大鬼 OGRE
~230cm 
--------------------------
 人类 HUMAN
~175CM 
--------------------------
 夏精灵SUMMER ELF
~160cm 
--------------------------
 矮人 DWARF
~140CM 
--------------------------
 地精 GOBLIN
~120CM 
剧透 -   :
The Height ofthe Races
An individual’s heightis not solely affectedby its origin, but alsoby traits like Robust.As averages, thefollowing hold true:
TROLL
~250 cm
OGRE
~230 cm
HUMAN
~175 cm
SUMMER ELF
~160 cm
DWARF
~140 cm
GOBLIN
~120 cm

巨魔的特质、优势和劣势 Trolls’ Traits, Boons and Burdens
巨魔玩家角色可以像购买能力一样购买以下怪物特质:天生护甲、天生武器、再生,以及魁梧。巨魔们还具有长生不老特质和贱民劣势,因为显然他们能把人类吓得半死。
巨魔可以假装自己是大鬼,通常通过锯掉自己的角、穿人类的衣服并且采用大鬼那种更加慢悠悠的行动方式来实现的。具有至少行家级博学的人在通过一个智识检定后能够看穿这层伪装。另外,虽然大鬼有贱民劣势,大部分人类都知道大鬼是无害的。另一方面,被识破伪装的巨魔是会有大麻烦的,鉴于大部分人类对此的反应就是呼叫巡城卫和能屠巨魔的英雄们。
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Trolls’ Traits, Boons and Burdens
Player characters who are trolls can acquire the monstrous traits Armored, Natural Weapon, Regeneration and Robust as if they were abilities. Trolls are also Long-lived and have the burden Pariah, since they scare humans to death.
Trolls may try to impersonate ogres, usually by cutting off their horns, wearing human clothes and adopting the often leisurely movement pattern of the ogres. A person who has at least adept level in Loremaster can see through such a disguise by passing a Cunning test. Also, while ogres have the burden Pariah, most humans have learned that ogres are usually harmless. On the other hand, a troll who is recognized as such will have grave problems, as most humans tend to react by calling for the Town Guard and troll-slaying heroes.

巨魔常用名 Troll names
同矮人一样,巨魔在取名时并不区分性别(*译注:所以巨魔为什么会有性别?);一名巨魔会得到他或她配的上的名字。此外,他们在自己的一生中经常依自己的经历而多次改变自己的名字。值得注意的是,巨魔的名字会随年龄而不同,或者,也可能是按照强弱程度而不同。最能体现这一点的是名字里是否有字母X,这个字母常被用在强大的巨魔的名字里。
  • 年轻巨魔常用名: Aka, Aroha, Erula, Hibne, Ogmaka, Raham, Riomata, Skadal, Verhar
  • 年长/强力巨魔常用名:Aravarx,Etaxa, Noxar, Ognyx, Rirbax, Vouax, Uhux
剧透 -   :
Troll names
Just like dwarves, trolls make no difference between men and women when it comes to names; a troll gets the name he or she deserves. Also, they usually rename themselves several times during their lifespan, depending on what they experience. It should be noted that the names differ with age, or possibly between more or less powerful trolls. This is most clearly indicated by the use of the letter X, which usually can be found in the names of mightier individuals.
◆ Names of young trolls: Aka, Aroha, Erula, Hibne, Ogmaka, Raham, Riomata, Skadal,
Verhar
◆ Names of old/powerful trolls: Aravarx, Etaxa, Noxar, Ognyx, Rirbax, Vouax, Uhux

巨魔冒险者 Trolls as Adventurers
传统上来说,巨魔们与自己的社群联系紧密,他们需要远比单纯的好奇心更强烈的动机才会踏入外面的世界。这里列出了几个诱因为例,可以作为巨魔角色离开自己亲属的领地而出去冒险的动机。
奇物收藏家(Artifact-collector):巨魔的工艺水平——即使在精灵间也——拥有崇高的地位,许多巨魔制作的奇物被作为礼物赠与同盟者,或者成为敌人偷窃的目标。巨魔感到自己与所有自己的同类所制作的物品都有着紧密的联系,所以他们会确保这些物品不会出现在错误的地点或呆在不该拥有的人手里。该角色被派去回收一件或多件丢失的宝物,或从古代墓冢里,或从辛柏隆遗迹里,或者,从某些微不足道、离死不远的小偷手里。
求学游历(Educational Journey):巨魔们经常送他们的年轻同类去外面了解世界和世界中的各种生物。目的地各有不同,但目标总是与塑造世界的力量达成某冲协议(*译注:什么意思?)。过去,离领地最近的某个铁盟驻地是很多年轻巨魔的留学目标;不过现在,人类社会,尤其是新到来的安珀利亚人,也成了年轻巨魔的留学目标——人类也同样有趣,或者说比精灵更有趣。
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Trolls as adventurers
By tradition, trolls are tightly bound to their societies and need more than common curiosity to head out into the world. Here follows a couple of examples or incentives which can drive a troll character to adventure beyond the domains of its kin:
Artifact-collector: The crafting-skills of trolls are held in high esteem even among elves, and many troll-made artifacts have been given as gifs to allies – or been stolen by enemies. Trolls feel closely connected to everything crafed by their kind and it is important to them that such objects not remain in the wrong place or in the wrong hands. The character is sent to collect one or more of these lost treasures, either from ancient tombs, Symbarian ruins or from unworthy, soon-to-be-dead thieves.
Educational Journey: Trolls usually send their young ones abroad to learn about the world and its creatures. The destination may vary, but the goal is always to come to terms with the powers which shape the world. Before, many traveled to the closest Iron Pact settlement, but nowadays humankind and above all the newly arrived Ambrians are as interesting, or more interesting, than the elves.

« 上次编辑: 2018-07-10, 周二 22:03:20 由 zyupha »
Kick the goblin scum!
Fu*k it bit my anckle.

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Re: 【APG】第二章《种族》——不死者
« 回帖 #4 于: 2018-07-10, 周二 20:34:25 »
APG种族-不死者
翻译:Pany_Q
不死者 Undead

这个世界变得不对劲了。腐化渗透,阴影愈暗,在这迟暮的存在之中连自然的法则也日渐衰弱。而不死者,正是世界正在崩坏的确凿证明。
不死者,觊觎生者的生命能量的完全腐化的存在,这种概念并不是前所未见的:在“大战”中遭遇的黑魔王们唤醒过无数支由这种墓穴般寒冷的存在所组成的军团,而达沃卡的古老墓冢中也盘踞着不输前者数量的充满怨恨的不死者们。
然而,最近在安珀利亚出现了一类新的不死生物。死掉的人们——或者说应该已经死掉的人们——复活了。黑袍们,正在对这些令人担忧的传言展开秘密调查,他们似乎认为安珀利亚的首都就处在这场可怖异变的中心。在送往位于泰坦山脉的修道院的报告中,记述了以下事件:在云达洛斯,某个被处死的邪教徒从自己的坟墓里用双手挖开土爬了出来,然后消失在了黑夜里;一个老死的人就好像睡了一觉一样清醒了过来,然后去了自己工作的地方——然后又被赶走了;一位难产而死的贵族女性后来逃出了她家的祖坟并绑架了她自己的孩子。这三名不死者后来都被追踪并找到了,其中一位被一队圣殿骑士杀死,另一位被黑袍们捉住用作研究材料,最后一位则被一群愤怒的民众抓住但却幸运地躲过了被榜上火刑柱的下场(*译注:那就是没有抓到咯?!)——这三个例子都充分说明了当不死者暴露字自己的本质后会受到什么样的待遇。
所有这些新的不死者们都有一个共同点,那就是他们都表现出了真的死者的迹象:他们身体冰冷,他们不吃、不睡,也不流血;然而他们的神智似乎是清醒的。他们在很缓慢地持续腐败着,直到迎来他们最终的死亡——也许在距他们第一次死亡的几个世纪之后。
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Undead
someThing is noT righT with the world. The shadows grow darker as the corruption grows deeper, and natural laws are failing in this twilight of existence. One clear piece of evidence of this downfall is the increasing number of undead.
Undead, as in thoroughly corrupted creatures thirsting for the life-force of the living, are nothing new: the Dark Lords confronted during The Great War awoke whole armies of these gravely cold beings, and Davokar’s ancient tombs harbor their fair share of vengeful undead.
However, a new kind of undead creatures has recently appeared in Ambria. People who die – or should have died – rise again. The Black Cloaks, who secretly are investigating the worrying rumors, seem to think that Ambria’s capital is at the heart of this horrifc development. Reports sent to the monastery in the Titans include a slain cultist in Yndaros who clawed himself from his grave and disappeared into the night, a man dead from old age who awakened as if having slumbered and was chased away afer having gone to his work-place, and a woman of noble birth who died in childbirth and later escaped the family crypt to kidnap her living child. All these three were later tracked and found, one of them killed by a group of templars, one captured by Black Cloaks for study-purposes and the third caught by an angry mob but lucky enough to escape being burned at the stake – all of them telling examples of what the undead will face if revealed for what they are.
Common for all these new undead beings is that they show clear indications of actually being dead – they are cold, they do not bleed or eat or sleep – yet their minds appear to be intact. And they are all very slowly decaying towards their fnal death, which might come centuries afer their frst death.

不死者的特质、优势和劣势 Undead Traits, Boons and Burdens
不死者玩家角色从一开始就是完全腐化的。如同他或她的其他不死者同类一样,不死者角色拥有自我意识和自由意志;他们并不是除了破坏什么也不想的无智咆哮的秽物。
换个角度来说,这类角色与其他角色很不同。ta不睡觉,不能吃正常的食物,也不呼吸——除了出于习惯和为了说话。他们能喝下少量的液体,他们也常为了混入生者之中而这么做。还有一个重要的区别就是,不死者受伤后不会恢复:他们必须吃新鲜的生肉或者喝血才能恢复体质(见<不死者>(Undead)特质,I级)。
成为不死者会带来深刻的社会性影响;不死者为了不暴露身份而必须时刻保持警惕,如果他们被发现了,就会被猎魔人和黑袍们追捕。在不死者角色在与生者产生互动的场合中,不死者必须通过一个[隐匿->察觉]检定才能避免被发现。如果角色使用了炼金药剂<暮酊>(Twilight Tincture),那么就不用做检定。不过,这并不能防止拥有灵视的生物在通过一个成功的[察觉<-隐匿]检定后揭发这名不死者。在这种情况下,交换暗影仪式可能会派得上用场。
所有不死者玩家角色在开始时都具有不死者(I)特质,并且可以像购买能力一样购买该特质的更高等级。该角色还能够购买怪物特质<墓寒>和<惊怖>,方式同购买能力一样,不过并不强制要求在开始时就具有这两个特质。
CRB p196上(*译注:实际上在p198)详尽记述了不死者。不死者的玩家必须阅读那部分内容,而他们的GM则必须考虑玩家扮演不死者角色会给游戏过程带来怎样的影响。
剧透 -   :
Undead Traits, Boons and Burdens
Undead player characters are thoroughly corrupt from the start. Like others of his or her kind, the undead character has a mind and free will; they are not howling abominations bent on destruction.
In other respects, this kind of person is very different from other characters. He or she does not sleep, cannot eat normal food and does not breath – besides as a force of habit and to be able to talk. They can drink in small doses and ofen do so to blend in among the living. Another important difference is that the undead do not heal: they have to consume fresh, raw flesh or drink blood to regain Toughness (see the trait Undead, level I).
The social consequences of being undead are profound; the undead must constantly struggle to avoid being discovered, and should they fail they will be hounded by witchhunters and Black Cloaks. An undead character must pass a [Discreet←Vigilant] test in situations where they interact with living beings. If the character uses the elixir Twilight Tincture, no test is needed. However, this does not stop creatures with Witchsight from having a chance to expose the undead with a passed [Vigilant←Discreet] test. In that case, the ritual Exchange Shadow can be of use.
All undead player characters start with the trait Undead (I), and can purchase higher levels as if it was an ability. The character is also allowed to acquire the monstrous traits Gravely Cold and Terrify as if they were abilities, but having them from the start is optional.
The undead are thoroughly described on page 196 in the Core Rulebook. Players of the undead must read that section, and their Game Masters must consider what effects playing an undead character will have on the game.

« 上次编辑: 2018-07-14, 周六 16:03:37 由 zyupha »
Kick the goblin scum!
Fu*k it bit my anckle.

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