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【Dambrath】战役设定
« 于: 2018-05-07, 周一 22:38:33 »
People of Dambrath
劇透 -   :
The female Crinti nobles who serve as the stewards of Dambrath make this nation a true rarity in Faerûn. The Crinti, all of whom are of racially mixed heritage, not only hold the highest social positions within Dambrathan society, but also consider themselves above the "lesser" races that dwell within, the country's borders.

Races and Cultures
About fifteen percent of Dambrath's people are of mixed human, drow, and elf heritage. Most of them have at least partial drow blood, but generations of interbreeding among drow, half-drow, humans, and half-elves have made it more pronounced in some individuals than in others. Regardless of their precise heritage, these racially mixed people are called half-drow or Crinti, and they constitute the aristocracy of Dambrath.

Most of the humans (Shebali) are descended from the Arkaiuns who lived here before the coming of the drow and their half-elf allies. Though humans make up seventy percent of the population, they are considered second-class citizens throughout the nation. However, this distinction is more clearly delineated in the urban centers than in the countryside, where ranch work demands more pragmatism and greater tolerance.

The rest of Dambrath's population consists of halflings, gnolls, and a smattering of other humanoids. These individuals have no higher status than humans.

Elves other than drow are not welcome in Dambrath, and locals turn them away at the borders. Any such elves caught deeper in Dambrathan territory are usually captured and turned over to the temples of Loviatar for entertainment purposes. Dwarves, while not denied entry, are not truly accepted either. Most of those who do visit Dambrath are traders coming south down the Trader's Way, and they do not stay long.

Arkaiuns
Though they are predominantly Nar, the Arkaiuns also have a bit of Illuskan blood, thanks to an extraordinary portal (see History of Dambrath that brought their parent tribes together in the Council Hills region of the Eastern Shaar. They migrated from that area to Dambrath more than a millennium ago.

The typical Arkaiun is short and stocky, with dusky, tanned skin and raven-black hair. Occasionally, however, a child is born who grows regally tall, or sports a mane of golden-blond or red hair, like his Illuskan forebears.

Except for those Arkaiuns who were born and raised in the heart of the coastal cities, every human in Dambrath learns to ride a horse by the time he is five years old. In urban areas, most Arkaiuns are laborers, craftsfolk, and artisans. In the countryside to the north, they serve as ranch hands on the great ranches of the Crinti landowners.

The Crinti do not permit humans to own land. Some few Shebali claim their own land in the plains, but such homesteads are always in the Swagdar or elsewhere on the outskirts of the country, where the law exists in name only.

Most outsiders still look upon the Arkaiuns as little more than barbarians, and indeed, because of their lower-class standing in Dambrathan society, they seem to be a rough and barbaric people. Nonetheless, the Arkaiuns fiercely cling to a national identity, despite (or perhaps because of) the way they have been subjugated by the Crinti.

Crinti (Half-Drow)
The Crinti of Dambrath come from widely varied bloodlines. Nine in ten are descended from unions between the drow of T'lindhet (see below) and their human slaves or paramours. The rest can actually trace their bloodlines to one of the First - the 112 half-elf priestesses of Loviatar who brokered the deal to rule Dambrath on behalf of the drow. Known as Children of the First, these Crinti have the highest status in Dambrathan society, though their ancestry might include more human than elf or drow blood.

The typical present-day Crinti has a convoluted lineage that incorporates several different drow Houses, plus humans, half-drow, and occasionally a half-elf priestess of Loviatar. The Crinti constitute Dambrath's nobility - the ruling class that owns the property, runs the government, and enjoys the fruits of the land - or rather, they do so on behalf of their full-blooded drow patrons.

Crinti enjoy positions of authority in Dambrath that they could never attain anywhere else in Faerûn. But while they have risen to the top of the social ladder on the surface world, they are still little more than half-breed bumpkins, in the eyes of their drow patrons beneath the Gnollwatch Mountains. Because of this double standard, most Crinti spend their lives striving to outdo one another and to prove their worth - both to the drow they serve and to themselves.

A typical Crinti has dark gray or black skin, with silver or white hair and eyes of almost any color known among humans or elves. Some Children of the First, however, are pale-skinned, like their human and half-elf ancestors.

Drow Of T'lindhet
The drow of T'lindhet, the subterranean city located several miles below Dambrath, rarely visit the surface lands to which they lay claim. Members of T'lindhet's various great Houses prefer to scheme and plot against one another as they always have, leaving the less appealing task of managing their surface holdings to their Crinti governors. Despite their dislike of the other races involved in this strange relationship, the drow have, found it advantageous to let the Crinti control their interests on the surface and rule over the human laborers. In this way, the dark elves gain the advantage of surface-world trade without the distasteful necessity of actually interacting with the plebeian creatures that make it possible. Because of this arrangement, the road between the plains of Dambrath and the caverns of T'lindhet remains open to trade, rather than serving as a battlefield between surface dwellers and the denizens of the Underdark.

The drow of T'lindhet have yet to acknowledge the Silence of Lolth to their surface-dwelling kin, but maintaining that secret has forced them to cede even more control of Dambrath to the Crinti. Moreover, whispers have begun to spread among the Crinti that the surface-dwelling followers of Lolth have lost the favor of the Spider Queen. So far, however, they do not suspect how widespread the problem really is.

Life and Society
The social divisions within Dambrath segregate the population not only by race but also by gender. The loftiest positions in both government and culture are reserved for female Crinti; all others are viewed as inferior in some capacity. The combined influence of the drow overlords and the Church of Loviatar established this unusual political and social division some five hundred years ago, and it has remained in place ever since.

The mixed-heritage Crinti rule the land on behalf of the drow who claim it from below. The Shebali - the human descendants of the Arkaiun horsepeople who originally roamed the land - constitute the vast majority of the citizens. In Dambrathan society, the Crinti enjoy the privileges, and the Shebali serve at their pleasure.

But the racial separation of the citizenry is only half the story - Dambrath is also a true matriarchal society. As in the drow civilization and the church of Loviatar, females hold the reins of power in Dambrath. Though this social order is more pronounced in the noble court than among the common folk, females maintain a positon of superiority over males in most aspects of Dambrathan culture. The fact that both the priestesses of the Maiden of Pain, and the drow embraced this precept permitted the two groups to find a common ground on which to build their unusual relationship five centuries ago. Without it; the drow claims to the surface might not have survived against even weakened humans for long.

In the cities and at the higher levels of society, the matriarchal social structure is much more pronounced than it is in the countryside. Females attain positions of power within the government more frequently than males, and female Crinti are the only citizens permitted to function as honglath, or judges (see Law and Order, below). Females expect males to show them every courtesy, to walk behind them in the street, and to defer to them in all matters relating to intellect. Both females and males serve in the military, though women hold most of the officer positions. In fact, noble families consider it a great honor for their offspring to serve in some branch of Dambrath's military as officers.

Economy
Despite its isolationist policies (see Politics and Power), Dambrath trades briskly with the rest of Faerûn, and even beyond. The nation has three major exports: horses, silver, and pearls. Its other export commodities include finished wooden goods (cabinets, chairs, tables, and other furniture, as well as finely crafted arrow shafts) made of lumber cut from the Amtar, plus fruit harvested from orchards in the Hills of the Dead Kings and fish caught in the Bay of Dancing Dolphins. Because so much of the country's population is clustered in the port towns and cities along the coast, shipping traffic is vigorous, bringing a steady stream of goods from other lands to citizens eager to trade.

So much of the plains country north of the coast is devoted to horse ranches that horseflesh provides the majority of the country's income. Owning a ranch on the open plains is both lucrative and prestigious, since the horses bred by the Crinti landowners are prized all along the coast of the Great Sea, as well as in other parts of the world, such as Zakhara. Unsurprisingly, Dambrathan horse merchants are said to be among the shrewdest in Faerûn.

Those few landed gentry who have not invested in the horse trade usually put their money into mining silver from the Gnollwatches. Mine owners often form consortiums to enhance their profitability and ensure maximum exploitation of the veins located.

The pearl trade provides a good living for divers all along the coast. Because of the bay's sheltered nature and the clarity of its waters, oyster beds are both plentiful and easy to find. Thus, a diver's daily take is often valued at several hundred gold pieces. Pearl traders sell many of these pearls to wealthy Crinti, who are constantly working to outshine their political and social rivals through displays of conspicuous consumption, but plenty remain for export.

Occasionally, a diver might be fortunate enough to haul in a special Dambrathan pearl. Found only in the waters of the Bay of Dancing Dolphins - and then only rarely - these pearls have an oddly rich, blue-green hue. A Dambrathan pearl fetches five times a normal pearl's value in Dambrath, or seven to ten times normal value in other trading centers.

Though the majority of Dambrath's trade is sea-based, a steady flow of caravans visits the nation from the north, arriving via the Trader's Way from Delzimmer. The Queen of Dambrath, in keeping with her isolationism, maintains a policy forbidding caravans from coming any farther into the country than Cathyr, and every single train is inspected thoroughly in Dunfeld before it can proceed farther south. This high level of security slightly depresses prices for most goods, since everything must be sold in Cathyr and then borne to other Dambrathan markets by local merchants. Still, the business is lucrative enough that the caravan masters are more than willing to put up with the inconvenience. Even as part of a caravan, however, elves other than drow may not enter the country. Any caught attempting entry are taken, into custody and sent to the temples of Loviatar.

Law and Order
For legal purposes, an individual must be able to prove that he has at least 1/32 drow or First blood to be classified as Crinti. In practice, Crinti who have the look of drow or elves (dusky skin or pointed ears) receive more favorable treatment than those who appear more human.

The laws of Dambrath are structured, and justice is swift and often harsh. Judges known as honglath preside over trials and make all decisions regarding legal issues. Only Crinti females may become honglath, and they guard their power as judges fiercely.

Typically, punishments for crimes committed by Crinti consist of fines (except in extreme circumstances), while Shebali suffer harsher penalties, such as torture at the hands of the Maiden of Pain's priestesses. In both cases, males typically receive more severe penalties than their female counterparts. The sentence for the most heinous crimes - horse theft, teaching a male any sort of magic, or overstepping the jurisdiction of a honglath - is death by slow torture in the temples. In the case of teaching magic to a male, the perpetrator is stripped of titles and lands, then sent to the temples. The male who received the instruction is either executed or subjected to a feeblemind spell and sent to work in the silver mines.

Only Crinti may own land in Dambrath, and inheritance is passed down via the female line - though not necessarily to the oldest. The local honglath, rather than the Crinti matron herself, decides who inherits property: Often, the daughter who demonstrates the most initiative, good sense, and general aptitude for, managing assets earns the inheritance. Occasionally, a honglath divides a Crinti matron's wealth up among all her daughters. If the matron has no daughters or granddaughters, a male child may inherit the property, provided that he is married. In such a case, his wife immediately assumes control of the estate. If the male inheritor is not married, he must take a wife so that the property can be properly passed down. A honglath often arranges the marriage if the matron was unable to do so before her death. More than a few Crinti males have discovered a newfound popularity among eligible females when such a situation occurs.

Defense and Warcraft
The Crinti value a strong military presence for many reasons - to deter Shebali uprisings, to enforce Dambrath's isolationist policies, and because their heritage and relationship with the drow earn them varying degrees of enmity from other lands. Thus, Dambrath's leaders maintain standing military forces in every major city.

The typical community's land-based military presence consists of one-third infantry and two-thirds cavalry. The infantry is typically composed of light foot soldiers trained for quick movement over long distances rather than for ~heavy fighting. The amount of ground they must cover and the extremely hot and unpleasant conditions prohibit wearing heavy armor and lugging a great deal of equipment about. The cavalry usually consists of two-thirds heavy and one-third light (skirmishers), and the riders' tactics reflect the need to outdistance and surround enemies in the open plains.

Every port larger than a village maintains a fleet of one to six fast-moving frigates. These warships are staffed with a number of spellcasters to aid in tracking down and destroying pirates and smugglers who try to slip into the Bay of Dancing Dolphins and disrupt the trade. Some of the wealthier Crinti also fund their own merchant fleets and retain privateers to escort them, so that they can transport their own goods to market. Predictably, rival private fleets frequently employ terror tactics - including piracy - on one another. Depending on the politics of the moment, the Dambrathan port's fleet might turn a blind eye to such acts, or it may mete out swift and harsh justice.

Religion
The official religion of Dambrath is the worship of Loviatar, since her priestesses provided considerable aid to the drow during their conquest of the Arkaiuns. Every large community has a major temple dedicated to the Maiden of Pain, complete with a full complement of priestesses and torture facilities. Aspects of her faith pervade many elements of Dambrathan society - particularly entertainment for the masses and punishment of crimes (including all capital punishments).

Not everyone in Dambrath chooses to observe the state religion. Some Arkaiuns still secretly revere Malar, as their ancestors did before the coming of the drow, and more than a few displaced folk in the Swagdar still acknowledge the Beastlord as a necessary element of the hunt. The majority of the full-blooded drow who have chosen to dwell on the surface venerate Lolth, but a very small minority of both drow and Crinti choose to pay homage to Eilistraee. Loviatar's clerics are willing to look the other way regarding Malar's and Lolth's influence because of those deities' relationships with theirs, but they are less pleased with the foothold that the Lady of the Dance has established in Dambrathan society.

Adventurers
Beyond the fact that some races are simply not welcome in the country, Dambrath's leaders frown mightily on outsiders traipsing around on their lands, and they have enacted laws to prevent it. Groups that appear to be from somewhere else draw the suspicion of the Crinti, who consider them trespassing merchants at best and spies or horse thieves at worst.

Despite this lack of hospitality, more than a few adventurers have risked capture to explore the ruins on the fringes of the civilized lands. The most brazen of these adventurers regularly attempt to reach the Great Swamp and Ilimar, and more than a few target the Gate of Iron Fangs, Guilmarl, and Ammathtar in their search for wealth and secrets. The Dambrathans give a token show of patrolling some of these areas to dissuade such intrusions, but the expense is prohibitive and the results generally unsatisfying.

« 上次编辑: 2019-04-08, 周一 21:20:07 由 SaltFish »

离线 归田卸甲退休孤寡老人

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Re: 咸鱼的3R翻译坑《Dambrath》
« 回帖 #1 于: 2018-05-07, 周一 22:39:04 »
Cities and Sites of Dambrath
劇透 -   :
Most of Dambrath's population lives in the various cities, towns, and villages along the coast. Almost every community of any size on the Bay of Dancing Dolphins is a port, and more traffic occurs by boat than on foot among these settlements. Every harbor is filled with fishing boats, and substantial markets on shore handle the incoming and outgoing trade goods. Each of the larger port cities features a sizable stockyard, where the prized horses from the ranches await their sale to merchants, who in turn ship them to far-off ports.

The rest of Dambrath's citizens reside on the ranches scattered across the plains or in the mining camps nestled along the south side of the Gnollwatch range. Each ranch is a sprawling, self-sufficient community that includes a main manor house for the Crinti owners, barracks for the ranch hands, a smithy/armory for ironworking, numerous barns and grain storage buildings, and several corrals. These buildings are surrounded by thousands and thousands of acres of open grassland, where herds of horses run. The proprietor of the smallest such ranch might own a herd numbering close to a hundred, while the wealthiest Crinti rancher might own a dozen or more separate ranches, each with several thousand horses.

Cathyr (Metropolis)
Somewhat surprisingly, the capital city of Dambrath does not sit on the Bay of Dancing Dolphins, but rather just east of its mouth, on the shore of a smaller bay along the coast. Cathyr marks the southern end of the Trader's Way, which runs almost due north up the eastern side of the country toward Delzimmer. Formerly known as Shantil, Cathyr is perhaps the most cosmopolitan city in Dambrath. Indeed, the right amount of coin can buy almost anything here.

Thick, solid stone walls surround Cathyr, but the gates are seldom closed. The marketplace actually sits outside the walls to the north of the city, since the stockyards where horse trading occurs take up far too much space to be contained inside. In fact, caravans arriving from the Trader's Way must stop in the marketplace, and their wagons may not enter the city proper, though caravan personnel who are not elves can do so - for a fee.

The queen's palace sits near the center of the city, surrounded on all sides by broad green parks. On one tide of the palace is the nation's largest temple to Loviatar; on the other is a slightly less august temple dedicated to Lolth. This latter temple sports flying buttresses shaped to resemble spider legs, and its main entrance is carved to resemble a spider's head and mouth.

The inner city is a crowded, bustling, aromatic place. The smells of hay and horse manure permeate the air, since the nobles maintain several hundred stabled horses here. The wealthy live in roomy townhomes that rise two to three stories up from the wide streets of their neighborhoods, most of which are located on the west side of the city. Most of Cathyr's poor crowd together in the eastern section of town, closer to the docks. Some, however, dwell outside the city walls in hovels that stretch southward along the coast in a wide band. In this area, sharecropping farmers who work land owned by the Crinti provide much of the food for the folk living inside the city walls. Legally speaking, these human and humanoid workers are indentured. debtors and minor criminals who can earn their own freedom with years of hard labor in the fields of their Crinti mistresses, but in practice they are little more than slaves.

Cathyr maintains a garrison of 2,000 troops to keep order in the city, battle invaders, or overcome monsters that threaten the populace. This military force is roughly two-thirds cavalry and one-third foot soldiers. The garrison is commanded by Rimala Grevos (LN female half-drow fighter 6/evoker 7), a competent leader who also happens to be a Daughter of the First, though she has little political ambition.

In addition to this land force, Cathyr maintains a fleet of twelve warships. Half of these vessels are out patrolling the waters near the city at any given time, while the rest are positioned to defend the port.

Cathyr (Metropolis): Conventional; AL LE; 100,000 gp limit; Assets 211,870,000 gp; Population 42,374; Mixed (human 74%, Crinti 15%, drow 5%, halfling 3%, gnoll 2%, half-ore 1%).

Authority Figures: Hasifir Hazm'cri, LE female half-drow wizard 12/cleric 4 of Loviatar (Queen of Dambrath and High Priestess of Loviatar).

Important Characters: Chaladra Sse'blis, CE female drow cleric 14 of Lolth (High Priestess of the Temple of Lolth); Nuriel Limbiya, NG female half-drow cleric 9 of Eilistraee (leading priestess of Eilistraee's followers within the city); Rimala Grevos, LN female half-drow fighter 6/evoker 7 (commander of the city garrison).

City Garrison: Fighter 9, fighter 8 (2), fighter 7, fighter 6 (5), fighter 5 (13), fighter 4 (21), fighter 3 (122), fighter 2 (312), fighter 1 (457), fighter 3/evoker 3, fighter 5/wizard 5, fighter 2/wizard 1 (8), fighter 1/wizard 1 (7), warrior 7 (3), warrior 6 (7), warrior 5 (19), warrior 4 (32), warrior 3 (217), warrior 2 (316), warrior 1 (382), wizard 8 (3), wizard 5 (4), wizard 4 (11), wizard 3 (24), wizard 2 (36).

Herath (Large city)
Located at the headwaters of the River Dambron, Herath boasts a population of nearly 18,000, making it the third-largest city in Dambrath. The city's economy centers around the silver mined in the mountains just to the north, as well as a lively smithing trade. Most of the nation's dwarves reside in Herath, where they earn top coin for their smithing work. A number of human smiths have also made names for themselves here. So good are the smiths of Herath that they equip most of Dambrath's armed forces.

Selanith L'baros (LE female half-drow aristocrat 13), the baroness of Herath, is a cruel woman with a fondness for games and contests that end in death. The city arena offers regular events designed to sate the baroness's unusual tastes. Selanith is Queen Hasifir's third cousin, and like many Crinti related to royalty, she hopes that someone in her family (preferably herself) will one day sit on the throne. But although she is ambitious, she is also realistic; she has only 1/32 drow blood, and her features resemble those of a human far more than a dark elf. Still, she was shrewd enough to take a male drow as her consort, so her daughters should all be quite eligible for the crown should the opportunity ever arise.

Maarlith (Metropolis)
Like its sister city Cathyr to the east, Maarlith is one of the busiest trade ports in Dambrath, though its population is only a bit more than three-quarters that of the capital. Since foreign trade caravans can't venture any deeper into Dambrath than Cathyr, Maarlith has become the dispersal point for most of the trade goods destined for the interior of the country, almost all of which arrive here by ship. Much of the city's business district is occupied by Crinti trading costers whose sole business is transporting needed goods' and luxury items inland to the other towns, villages, and ranches. In addition to the ships carrying goods from elsewhere along the coast, the city's docks are crowded with oceangoing vessels bringing trade items from other lands and loading up with goods for export. Like Cathyr, Maarlith maintains huge stockyards just outside its walls, where many of the ranchers house the horses they intend to sell.

The baroness of Maarlith, Jofline Dulare (LE female half-drow fighter 7/Crinti shadow marauder 5), spent much of her pampered youth becoming an expert horsewoman, and she rode about the countryside with a small following of friends whenever she pleased. She even ventured into the Nath region of Halruaa several times to raid the villages there, just for the fun of it. Jofline inherited the rulership of Maarlith after she and several of her friends bribed the house guard, kidnapped her mother while she was vacationing at one of her numerous ranches, and then hunted her down for sport.

Purl (village)
The name of this pirate haven on the coast of the Great Sea is a bastardization of "pearl," the gem that, many of its visitors use to pay their expenses. Nestled among the hills, the village is half hidden from both the sea to the south and the rest of the country to the north. In reality, Purl is little more than a shanty town - a fetid collection of brothels, beer halls, flophouses, and gambling dens. Its merchants cater to the less savory types who make their livings aboard the corsairs' ships and privateers' vessels that sail the high seas around Dambrath.

Most of Purl's visitors are grizzled veterans of the sea, though not all are independent fortune-hunters. In fact, at least half the sailors in port at any one time are in the service of one or another of the Crinti nobles, though the seadogs themselves might not even realize that they work for someone other than their captains.

With a population just a little above 400, Purl is large enough to cater to every visitor's tastes, yet small enough to be beneath most folks' notice. In fact, were it not for the ships that anchor in its small, sheltered harbor and the orange glow of its nighttime fires, no one would know the town existed, since its buildings are hidden from sight.

Though Purl is nominally under the jurisdiction of Dambrath's matriarchy, the Crinti completely ignore it. The village has no laws - only the understanding that no one rules anyone else. Fights are not just common, they are part of the attraction, and more than a few unlucky souls wind up dead each night when the carousing gets too rowdy.

T'lindhet (small city)
The drow living below the Gnollwatch Mountains might have a valid claim to the lands of Dambrath, but few of them ever venture forth from the more pleasant, shadowy confines of their home city. With a population of slightly more than 9,000 drow and slaves T'lindhet is somewhat small compared to many of its sister cities in the Underdark. Still, it can be a formidable opponent, as the Arkaiuns discovered half a millennium ago.

The city proper is situated atop an immense plateau inside an elongated cavern about 3 miles below the surface. A great underground river flows through the cavern, parting at the base of the plateau into two streams that skirt the sides of the rise before rejoining on the opposite end. On the cavern floor, beyond the protection of the plateau, the drow have established a separate market village right at the end of the trade route that emerges near Herath. Within this area, merchants from the surface and elsewhere in the Underdark congregate to ply their trade. As a result of this unusual proximity to a permanent commercial site, the drow of T'lindhet enjoy a variety of goods from all over Faerûn at better than reasonable prices.

T'lindhet boasts fourteen great drow Houses, which languidly vie for control of both the city and the lands above. Since their conquest of Dambrath, the drow of T'lindhet have fallen into a rather placid state of comfort. Seemingly content to enjoy their accumulated wealth, they display little of the ambition that drives other drow. Perhaps the drow of T'lindhet have grown soft, but with the increased creature comforts that their trading acumen has bought, they see little reason to play such destructive games of maneuver and counter-maneuver. They have not completely abandoned their drow ways - certainly the members of every House enjoy the spectacle of rival siblings struggling for control of the estate, and occasionally an opportunity for one House to bring another low is too ripe to pass up. All in all, however, the citizens of T'lindhet would rather partake of the fruits of the lesser races' labors than struggle to advance themselves.

Heroes and Monsters
Despite its busy commerce and growing population, Dambrath produces surprisingly few adventurers. Those rare characters who do take up the adventuring life are mostly humans or Crinti. Human adventurers are either Arkaiuns seeking a better life outside the oppression of their Crinti mistresses, or the offspring of outlaws from the Swagdar. Most of the Crinti who choose this path are simply dissatisfied with their lives as pampered: nobles, but a few take up adventuring because they feel that their more human-like visages prevent them from gaining prestige within the ranks of the nobility. Regardless of their race, males often have a strong desire to escape the oppression they face in Dambrath. Lizardfolk characters might leave the Great Swamp and strike out on their own, and occasionally a half-orc or gnoll who has grown tired of life as a bodyguard or sellsword might be ready to leave Dambrath in search of something more.

The monsters frequently found in Dambrath include the beguiler, the dark tree, the mantimera, the tall mouther, and the tasloi. Other creatures commonly found in the country include gnolls, various giants, lizardfolk, nagas, and drow.

离线 归田卸甲退休孤寡老人

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Re: 咸鱼的3R翻译坑《Dambrath》
« 回帖 #2 于: 2018-05-07, 周一 23:35:08 »
丹布拉斯的城市和地点
   
丹布拉斯的大部分人口生活在沿海的各个城市、城镇和村庄。在跳舞海豚湾,几乎每个任意规模的社区都是一个港口,在这些定居点中,人们的出行乘船多于步行。每个港口都充满了渔船,沿海的贸易中心繁忙地处理进出口贸易货物。每一个较大的港口城市都有一个大型堆场,牧场里珍贵的马等着卖给商人,商人又把它们运到遥远的港口。

      
其余的丹布拉斯居民居住在散落在平原上的牧场内,或坐落在豺狼人岗哨山脉南侧的采矿营地。每一个牧场都是一个庞大的、自给自足的社区,包括一个为克林提牧场主建造的主庄园住宅,多个牧场工人的营房,一个用于打铁的工匠/军械库,数不清的马厩和粮仓,以及几个畜栏。这些建筑物周围是成千上万英亩的开阔草原,有成群的马在那里奔跑。最小的农场主可能拥有数量近百的牧群,而最富有的克林提牧场主可能拥有十几个或更多的独立牧场,每个牧场都有几千匹马。

凯西尔(Cathyr)(都会)
有些令人惊讶的是,丹布拉斯的首都并没有坐落在跳舞海豚湾,而是在其出口的东部,沿海的小型海湾的海滨上。凯西尔标志着商人之路(the Trader's Way)的南端,这条路向北延伸便是城市德尔齐莫(Delzimmer)的东部。凯西尔以前被称为桑蒂尔(Shantil),可能是丹布拉斯最国际化的城市。事实上,有钱就能在这买到任何东西。

厚重坚固的石墙环绕着凯西尔,但大门很少关闭。集市实际上位于城北的城墙外,因为马匹交易的牧场占用了太多的空间,无法容纳在里面。事实上,从商人之路到达的商队必须停留在集市,他们的马车不得进入市区,尽管不是精灵的商队人员可以在缴纳人头税后进入。

女王的宫殿坐落在市中心附近,周围被宽阔的绿色庄园环绕。在这宫殿的潮流中,有一座是全国最大的罗薇塔Loviatar神殿,另一座则是一座稍逊的属于罗丝的雄伟神殿。后一座神殿的飞扶拱形如蛛腿,正门则被雕刻成蜘蛛的头和嘴。

市中心是一个拥挤,热闹,芳香的地方。空气中弥漫着干草和马粪的气味,因为贵族们在这里维持数百马厩。富人们住在从他们街区的宽阔街道再上盖2-3层的宽敞的城镇住宅里,其中大部分位于城市的西侧。凯西尔的大多数穷人聚集在城市的东部,离码头更近。然而,一些人居住在城墙外面的棚屋里,沿着海岸向南延伸,形成了一条宽阔的地带。在这一区域,为克林提人的土地耕作的佃农为居住在城墙内的人们提供了大量的食物。从法律上讲,这些人类和类人生物都有契约。债务人和未成年罪犯可以通过在他们的克林提主人的田地中劳役数年后重获自由。但是事实上,他们和奴隶并无差别

凯西尔驻军2000人,以维持城市秩序,驱逐入侵者,或消灭威胁民众的怪物。这支军队大约有三分之二的骑兵和三分之一的步兵。驻军由Rimala Grevos(LN守序中立女性半卓尔战士6/塑能师7)指挥,她是一位称职的领袖,碰巧也是初源之女(Daughter of the First),尽管她没有什么政治野心。

除了这支陆军,凯西尔还有十二艘军舰,一半军舰在城市附近的水域昼夜不停地巡逻,另一半则守卫港口。

凯西尔(都会)传统式统治,阵营守序邪恶,100,000购物限额,211,870,000总额,人口42,374(人类74%,克林提人 15%,卓尔 5%,半身人3%,豺狼人 2%,半兽人1%)

权威人物
哈西菲尔 哈兹科瑞 Hasifir Hazm'cri LE守序邪恶女性半卓尔 12法师/4罗薇塔牧师(丹布雷斯的女皇和罗薇塔的大祭祀)

重要人物
Chaladra Sse'blis CE混乱邪恶 女性卓尔 14级罗丝牧师(罗丝神殿的大祭祀)
Nuriel Limbiya NG中立善良 女性半卓尔 9级伊莉丝翠牧师(城内伊莉丝翠信徒的领导者)
Rimala Grevos LN守序中立女性半卓尔 战士6/塑能师7(城防军指挥官)

城防部队
9级战士,8级战士(2),7级战士,6级战士(5),5级战士(13),4级战士(21),3级战士 (122),2级战士(312),1级战士 (457)
战士 3/塑能师3, 战士 5/法师5, 战士 2/法师1 (8), 战士1/法师1 (7),
武者7 (3), 武者6 (7), 武者5 (19), 武者4 (32), 武者3 (217), 武者2 (316), 武者1 (382),
法师8 (3), 法师5 (4), 法师4 (11), 法师3 (24), 法师2 (36).

马利斯(都会)
和东部的姊妹城市凯西尔一样,马利斯也是丹布拉斯最繁忙的贸易港口之一,尽管它的人口只有首都的四分之三多一点。由于外贸商队无法进入比凯西尔更深入的丹布拉斯土地,马利斯已成为运往该国内地的大部分贸易货物的散货点,几乎所有这些货物都是乘船抵达这里的。这座城市的大部分商业区都是由克林提人贸易商占据的,他们唯一的业务是把需要的商品和奢侈品运往其他城镇、村庄和牧场。除了从沿海其他地方运送货物的船只外,马利斯的码头上挤满了从其他地方运来贸易物品的远洋船只,并装载供出口的货物。和卡西尔一样,马利斯在围墙外还保留着巨大的畜牧场,许多牧场主在那里住着他们打算出售的马。

马利斯的女男爵Jofline Dulare(半卓尔 女性战士7/克伶提阴影劫掠者5),在她娇生惯养的青年时期,大部分时间都在成为一名专业的女骑师,每当她高兴的时候,她就跟着一小群朋友在乡间纵马。她甚至多次冒险进入哈鲁阿Halruaa的纳特地区,突袭那里的村庄,只是为了好玩。为了从母亲那里继承了马利斯(Maarlith)的统治权,Jofline和她的几个朋友贿赂了门卫,趁她的母亲在其众多的牧场之一度假时将之逮捕并作为“狩猎”游戏中的“猎物”

贺拉斯(大城市)
贺拉斯位于丹布伦河的源头,拥有近18,000人口,是丹布拉斯的第三大城市。这座城市的经济中心是北部山区开采的银矿,以及生机勃勃的贸易。这个国家的大部分矮人居住在贺拉斯,一个可以通过锻造获得最高报酬的城市。许多人类铁匠也在此扬名立万,出人头地。贺拉斯的铁匠如此出众,以至于大部分丹布拉斯的军队由他们装备。

塞兰尼斯·巴罗斯 Selanith L'baros (LE 守序邪恶 女性半卓尔 13级贵族)贺拉斯的女男爵,是一个残忍的女人,喜欢以死亡告终的游戏和竞赛。城市竞技场定期举办活动来满足女男爵不寻常的品味。塞拉尼思是哈西菲尔女王的第三表妹,她和许多与皇室有关的克林提一样,希望有一天她家族中的某个人(最好是她自己)能坐上王位。但是,尽管她雄心勃勃,但她也很现实;她只有1/32的卓尔血统,而且她的容貌比黑暗精灵更像人类。尽管如此,她还是够精明地将一只雄性的卓尔作为她的配偶,所以如果有机会的话,她的女儿们都应该完全有资格获得王位。

珀尔(村庄)
这个位于巨海(the Great Sea )海岸的海盗避难所的名字源自一种不值钱的“珍珠”,是宝石的一种,许多游客用于支付他们的费用。这个村庄坐落在群山之间,南面的大海和北方的其他地方都有一半是隐蔽的。实际上,珀尔只不过是一个棚户区-妓院、啤酒馆、火葬场和赌博窝点的恶臭集合。它的商人满足那些在丹布拉斯周围公海航行的海盗船和私船上生活的名声不好的人。

珀尔的大多数游客都是头发斑白的老兵,尽管并非所有都是独立的财富猎人。事实上,至少有一半的水手在港口的任何时候都在服务于一个或另一个的克林提人贵族,尽管“海狗”(熟练的水手)们自己可能甚至没有意识到他们为船长以外的人工作。

在人口略高于400的情况下,珀尔的规模足以满足每一位客人的口味,但其规模却小到不为大多数人所知。事实上,如果不是因为船只停泊在它的小避风港和夜空的橙色火焰中,没有人会知道这座城市的存在,因为它的建筑物是隐藏在视线之外的。

虽然珀尔名义上受丹布拉斯的母系统治,但克林提人完全无视这一点。这个村庄没有法律-只有这样一种理解,即没有人统治其他人。斗殴不仅仅是常见的,它们也是吸引力的一部分,每天晚上狂欢作乐的时候,会有超过几个的不幸灵魂死去。

提林德特(小城市)
尽管生活在豺狼人岗哨山脉下的卓尔对丹布拉斯的土地拥有法理上的强宣称,但他们中很少有人敢于冒险离开他们更加舒适和阴暗的家园。提林德特卓尔和奴隶的人口加起来略多于9000,与幽暗地域的许多姐妹城市相比有点小。尽管如此,它还是一个强大的对手,就像阿卡尤恩人(Arkaiuns)在半个世纪前发现的那样。

市区坐落在一个巨大的高原之上,在地表下方3英里处的一个狭长的洞穴里。一条巨大的地下河流流经山洞,在高原底部分岔成两条小溪,两条小溪绕过上升的两侧,然后在另一端重新汇合。在洞穴地面上,除了高原的保护之外,卓尔人还在贺拉斯附近的贸易路线的尽头建立了一个独立的市场村。在这个区域内,来自地底和黑暗地区其他地方的商人聚集在一起,从事他们的贸易。由于与永久商业地点的这种不寻常的接近,提林德特的卓尔以更低的价格享受来自费伦各地的各种商品。

提林德特自豪地拥有14个卓尔家族。他们慵懒地争夺着城市和土地的控制权。自从他们征服了丹布拉斯之后,提林德特的卓尔已经陷入了一种相当平静的舒适状态。他们似乎满足于享受他们积累的财富,却很少表现出驱使其他人的雄心。也许提林德特的卓尔已经被软化了,但是随着用他们交易技巧买到的增长着的衣食,他们看不出有什么理由去玩这种破坏性的策略和反策略游戏。他们并没有完全放弃他们的卓尔风格——当然每一个卓尔家族成员都指望竞争的兄弟姐妹在争夺庄园的控制中出洋相。偶尔有对于一个家族带走另一个弱小家族的机会过于成熟,难以放弃。总之提林德特公民宁愿分享弱小种族的劳动果实,而不是依靠自己的奋斗

英雄和怪物
尽管商业繁忙,人口不断增长,但丹布拉斯出奇地很少有冒险家。那些从事冒险生活的罕见人物大多是人类或克林提。人类冒险家要么是阿卡依恩人,要么是在克林提情妇的压迫下寻求更好生活的阿卡尤恩人(Arkaiuns),要么是斯瓦达(Swagdar)亡命之徒的后代。大多数选择这条路的克林提人对自己被宠爱的生活感到不满:贵族,但少数人喜欢冒险,因为他们觉得更像人类的面容阻碍了他们在贵族阶层中获得威望。无论种族如何,雄性都有强烈的欲望来逃避他们在丹布拉斯所面临的压迫。蜥蜴人(Lizardfolk)可能会离开大沼泽(the Great Swamp),独自出击,偶尔也会有半兽人或豺狼人(Gnoll),他们已经厌倦了当保镖或佣兵的生活,可能准备离开丹布拉斯去寻找更多的东西。在丹布拉斯经常发现的怪物包括诱骗者(beguiler),暗木dark tree, 曼蒂莫拉mantimera,阔嘴怪(tall mouther)和tasloi。在这个国家里常见的其他生物包括侏儒,各种巨人,利蜥蜴人,娜迦和卓尔。
« 上次编辑: 2018-05-11, 周五 16:08:55 由 咸鱼@翻译提不起劲 »

离线 仙髓

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Re: 咸鱼的3R翻译坑《Dambrath》
« 回帖 #3 于: 2018-05-11, 周五 16:39:59 »
撒花撒花,顺便向翻译大佬低头

离线 归田卸甲退休孤寡老人

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Re: 咸鱼的翻译——《Dambrath》
« 回帖 #4 于: 2019-03-26, 周二 11:20:53 »
Sehanine Moonbow
劇透 -   :
Daughter of the Night Skies, the luminous Cloud, Lady of Dreams
Intermediate Elven Deity

Symbol: Misty crescent above a full moon
Home Plane: Arvandor
Alignment: Chaotic good
Portfolio: Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves
Worshipers: Diviners, elves, half-elves, illusionists, opponents of the undead
Cleric Alignments: CG, CN, NG
Domains: Chaos, Elf, Good, Illusion, Knowledge, Moon, Travel
Favored Weapon: “Moonshaft” (quarterstaff)

Sehanine Moonbow (seh-ha-neen moon-boe) rarely concerns herself directly with events in Faerun aside from weaving illusions around secret elves retreats and guiding elves coming to those lands. Her power waxes and wanes with the phases of the moon, growing strongest when the moon is full. As befits the elven goddess of mysteries, Sehanine is cloaked in secrets and illusions and rarely speaks her mind directly, preferring to communicate through a process of dreams, visions, and other mystic experiences. Sehanine is a truly spiritual and ephemeral being who evades any attempt to define her and whose serenity surrounds her like a mantle of moondust. She is also an aspect of Angharradh, the Triune Goddess.

The church of Sehanine is clouded in mystery, andlittle is known about its secretive hierarchy. Sehanine’s clerics are the seers and mystics of elven society. They serve as the spiritual counselors to elves and half-elves who seek to embark on journeys in search of enlightenment so as to transcend their current state of being. As shepherds and protectors of the dead, Sehanine’s clerics organize and administer funeral rites and guard the remains of the fallen. They seek out and destroy undead creatures, for Sehanine holds such creatures—with the notable exceptions of baelnorns and other good-aligned undead beings who voluntarily prolong their existence in order to serve their kin—to be blasphemous. As defenders of elven homelands, Sehaninc’s clergy are responsible for weaving and maintaining the illusions that guard those sanctuaries that remain and for divining potential threats to their continued existence. The prime task of adventuring clerics is the retrieval of lost arcane and magical knowledge, especially if it pertains to illusions or divinations. Other seek out isolated elven enclaves, bringing them news of the world outside the forests.

Clerics of Sehanine pray for their spells whenever the moon is fullest during the day. Schanine’s faithful celebrate a wide variety of holy days, all tied to the position of various heavenly bodies, particularly the phase of the moon and various types of eclipses
Many of these celebrations occur once per decade, once per century, or even once per millennium. The most frequent celebrations of Sehaiyne’s faithful are held monthly beneath the light of the full moon.Lunar Hallowings, as such holy days are known, arc marked with personal meditation and collective entrance into a communal trance. On occasion, Sehanine manifests through her assembled worshipers, knitting together their spirits in a true sharing of minds. Such holy days are concluded with a joyous freeform dance beneath the most visible manifestation of the moon that lasts until the first rays of dawn. Once per year, 'Schaninc’s faithful gather on the night of the Feast of the Moon for the Mystic Rites of the Luminous Cloud. Similar in many ways to the monthly Lunar Hallowings, these rites are notable for the visible manifestation of the Sehanine whereby the assembled worshipers are transformed into shimmering, silvery light that lifts up and darts across the heavens. During such mystical flights across the sky, the sacred mysteries of Sehanine arc revealed to the participants, with each participant learning secrets appropriate to his current level of spiritual development. The ceremony concludes when the nimbus of light returns to the earth and the forms of Sehanine’s worshipers coalesce. Many clerics multiclass as diviners or illusionists.

History/Relationships: Sehanine is the mightiest of the female deities of the Seldarinc. Her tears are said to have mingled with Corellon’s blood to form the elven race. She is closely allied with all the Seldarinc, particularly Corellon, Aerdrie, and Hanali, and gets along well with other deities, including Barayar Cloakshadow, Cyrrollalec, Dumathoin, Eilis-traee, Kelemvor, Lurue, Milil, Mystra, Savras, Segojan Earthcaller, Shaundakul, Selunc, and Urogalan. Her foes include Cyrlc, Gruumsh, Malar, the Shar, the Deities of Fury, Velsharoon, and the evil drow deities.

Dogma: Life is series of mysteries whose secrets are veiled by the Luminous Cloud. As the spirit transcends its mortal bounds and new mysteries are uncovered, a higher form is achieved and the cycle of life continues. Through contemplation and meditation, communion with the Lady of Dreams is achieved. Through dreams, visions, and omens revealed in sleep or the reverie, the Daughter of the Night Sky unveils the next step along the path and the next destination on the endless journey of mystic wonder that is life and death and life.
« 上次编辑: 2019-04-09, 周二 11:40:44 由 SaltFish »

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Re: 咸鱼的翻译——《Dambrath》
« 回帖 #5 于: 2019-03-26, 周二 11:42:10 »
莎罕妮·月虹
夜空之女,夜光云,梦境女士

圣徽:满月上的朦胧新月
居住位面:阿梵多[Arvandor]
阵营:混乱善良CG
神职:神秘主义Mysticism,梦境Dreams,死亡Death,旅途Journeys,超凡Transcendence,月亮The moon,星空The stars,天空The heavens,月精灵Moon elves
信徒:预言者,精灵,半精灵,幻术师,痛恨不死生物之人
牧师阵营:中立善良NG,混乱善良CG,混乱中立CN
领域:混乱Chaos,善良Good,精灵Elf,幻象Illusion,知识Knowledge,月亮Moon,旅行Travel
偏好武器:月轴Moonshaft(木棍quarterstaff)

莎罕妮·月虹除了在精灵隐居处布置幻术并引导精灵前往此处之外,很少直接参与费伦的事件。她的力量随着月相变化,满月时最强。为了与精灵的神秘女神相衬,莎罕妮被秘密和幻象所笼罩,很少直接说出自己的想法,更喜欢通过梦境、幻象和其他神秘体验来交流。莎罕妮是存粹的心灵和短暂的存在,她逃避任何试图定义她的尝试,她的宁静像一层月尘一样环绕着她。她也是三位一体女神安格芮丝[Angharradh]的一个化身。

莎罕妮神殿犹如一团迷雾,人们对它的神秘等级制度知之甚少。莎罕妮牧师是精灵社会中的预言家和神秘主义者。他们是那些踏上寻求启迪之旅,从而超越自我的精灵和半精灵的宗教顾问。作为牧羊人和死者的保护者,莎罕妮牧师组织和管理葬礼仪式,并保护死者的遗体。他们寻找并消灭不死生物,因为莎罕妮认为这样的生物是亵渎神灵的——除了贝诺巫妖[baelnorns]和其他为了服务于他们的同类而自愿延长他们存在时间的善良的不死生物之外。作为精灵家园的捍卫者,莎罕妮牧师有责任编织和维护依旧存在的神殿守护幻象,并预测影响它们继续存在的潜在威胁。冒险牧师的首要任务是找回丢失的神秘和魔法知识,特别是当它与幻术或预言相关。另一些人寻找与世隔绝的精灵飞地,带给他们森林之外的世界新闻。

莎罕妮牧师在每日月亮最为圆满时进行祈祷获得法术。莎罕妮信徒为多种多样的圣日举办庆典,圣日均与天体的位置相关,尤其是月相和月食。大部分庆典十年举行一次,有的要间隔一个世纪甚至一个千年。莎罕妮信徒最为频繁的庆典是圣月夜[Lunar Hallowings],每月一次在满月的月光下举行。作为众所周知的圣日,以独自冥想进入共同的出神状态为标志。有时莎罕妮会通过齐聚的信徒显现,将他们的灵魂编织在一起,准确地分享他们的想法。信徒将在月光下自由舞蹈,直至第一缕黎明出现再宣告圣日的结束。莎罕妮信徒每年一次会为了夜光云仪式[the Mystic Rites of the Luminous Cloud]在月宴节之夜[the night of the Feast of the Moon]聚集。该仪式和每月一次的圣月夜相差无几,除了莎罕妮会显现得更为注目。齐聚的信徒被转化成闪耀的银光,升起并划过天空。在神秘的天空翱翔中,莎罕妮的神启赠予参与者,令他们学习到符合当前灵魂发展水平的秘密。银光重返地面时仪式结束,齐聚的信徒变回原样。大部分牧师为预言者或幻术师。

历史/关系:莎罕妮是席德瑞恩中最为强大的女性神祇。据说她的眼泪和科瑞隆的血液混合形成了精灵族。她与所有席德瑞恩神祇,尤其是科瑞隆、艾德莉和哈娜莉紧密结盟(Aerdrie, and Hanali),并与其他神祇相处融洽,包括巴瑞凡·影蓬、希劳拉妮、杜马松、伊莉丝翠、凯兰沃、拉芮、密黎尔、蜜丝特拉、萨弗拉斯、沙苟祯·大地唤者、山达柯尔、苏伦、尤拉格兰(Baravar Cloakshadow, Cyrrollalee, Dumathoin, Eilistraee, Kelemvor, Lurue, Milil, Mystra, Savras, Segojan Earthcaller, Shaundakul, Selune, and Urogalan)。她的敌人包括希瑞克、格乌什、玛拉、莎尔、the Deities of Fury、维沙伦和邪恶的卓尔神祇(Cyric, Gruumsh, Malar, the Shar, the Deities of Fury, Velsharoon, and the evil drow deities.)

教义:生命如同夜光云笼罩下的一连串谜团,当灵魂超越了凡人的极限,就能发现解开新的谜团。抵达更高的层次后,生命的循环将继续。沉思和冥想能与梦境女士交流。透过在睡眠或遐想中所揭示的梦境、异象和预兆,夜空之女将揭示这无尽而奇妙的生死之旅的下一步。
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