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> Для желающих переводить, по Забытым Царствам
Sep 8 2006, 12:51



Если вы хотите присоединиться к нашему проекту по переводу руководств, то я бы предолжил вначале попробовать себя.
Ниже приведены разные по стилю и тематике отрывки из текстов руководств. Вы можете выбрать понравившееся (лучше берите то, что вам больше всего подходит по стилю), перевести и прислать нам.
Если ваш перевод нас устроит, мы свяжемся с вами.

Вот основные темы и стили текстов, встречающихся в руководствах:
(к ветке также прикреплён файл со всеми примерами)
Описание местности

Orlumbor is a rocky, bare island just off the Sword Coast, 300 miles
south of the city of Waterdeep. It is home to a few fishermen, some
goatherds, and the most skilled shipwrights in the Realms. The finest
ships of the North find their origins at the docks of Orlumbor.

Of old the island of Orlumbor was covered with trees, though these have
long since been cut down. Most of the ships that ply the Sword Coast
have been built, or at least repaired, here.

Orlumbor has a good natural harbor on its landward side. It is within
that harbor, cut into the living rock of the island itself, that the
docks and homes of the shipwrights of the island are found.  The homes
are cave-like complexes connected by tunnels and stairs, and the
construction docks are seldom empty or deserted.

Orlumbor is an independent nation that has several times retained its
independence solely by having Waterdeep as a strong ally. That
city-state of the Sword Coast has stepped in to aid Orlumbor in
conflicts with Mintarn (before the advent of the "tyrant" there), then
Baldur's Gate, and most recently, Amn. The Lords of Waterdeep see it in
their best interests to keep the most important shipbuilding center of
the Sword Coast independent of any of Waterdeep's strong rivals.

Orlumbor is home to the mage Delshara Windhair (CG hf W17), also called
the Witch of the Waves, whose magics are reported to have hurled back
ships from the Pirate Islands and from Luskan that were attacking

Близкий к художественному текст
The Hill of the Lost Souls

Tharnn introduces himself freely to any who ask, and I have asked that he first introduce himself to the reader. His response is recorded here. To this I add that he is a quiet, serious, dedicated advocate for the Hill of Lost Souls and for the prairielands surrounding it, commonly known as Pelleor's Prairie. In his words, you will find a druid consumed with his passion for the land and the creatures therein; for the protection thereof; and for educating others about his area of exper¬tise. Beyond simple facts and practical suggestions, his account records historical and recent events that occurred in the vicinity.
If you wish to travel these plains, or visit the Hill of Lost Souls, pay close attention to his words. They reveal some of the dangers and natural wonders of this area of the Realm.
— Elminster

People call me Tharnn Greenwinter, although I have been known by other names in the past. It is not that I hide my earlier history behind an alias, but my cho¬sen profession has altered my view of life. My changed name reflects the changes I have undergone within.
My profession is one of the most sacred taken up by humans and their brethren: the way of the druids. As a half-elf I have had time to study many areas of the Heartlands. Here I make my home, between the Marsh of Chelimber and the Sunset Mountains, close by the Hill of Lost Souls.
I have studied under the great Druid Hierophant Pheszeltan and now dedicate myself to learning all there is to know about the prairielands of Pelleor, and the whole district around the Hill of Lost Souls.
I have lived in this area for 16 years now. I try to protect it as best I can, and however I find it neces¬sary. People have called me some unprintable names for dedicating my life to this "desolate" land. Little do they know of the wonderful life I live on hill and prairie, and of the creatures that dwell here.
The Hierophant Druid Pheszeltan personally taught me much. Where specialized knowledge might be better taught by others, he did not hesitate to step aside. In my case, he enlisted the assistance of the wemic, Mrowl, of whom I will write more. My love of learning has always been great, made greater by Pheszeltan's example.
On a few occasions, I have assisted the Hierophant Druid Pheszeltan in his researches, and when he has worked his mighty weather magic from atop the Hill of Lost Souls. In one such ceremony, he led his aides (including me) in an effort to slow down the en¬croachment of the Anauroch desert into this region. At the least, he hoped to learn why the desert was expanding its margins. Thus far, no one had managed to determine the cause. Sadly, we failed on both counts. However, with every hour I spend with Pheszeltan, I learn much from his wisdom and skill as a druid. I look forward to future tutelage, for he always shows me how much more I have to learn.

Описание заклинаний
Ward Against Undead
Level: 3
Range: 0
Components: V, S
Duration: 1 round + 1 round/level
Casting Time: 3
Area of Effect: 10-foot/level radius
Saving Throw: Neg.
This spell prevents undead creatures from moving into its area of effect. Upon casting this spell the affected area radiates a faint blue, flickering radiance, visible to all.
Undead must successfully save vs. breath weapon in order to enter the warded area; those failing the saving throw cannot
enter. Those who can enter the area do so without penalty. An undead creature can attempt to enter the warded area once per turn, gaining a new saving throw with each attempt. Undead already in the area of effect must make a successful saving throw vs. breath weapon or be slowed (as the 3rd-level wizard spell) for the duration of the spell.
The ward against undead is stationary and has no additional effect on combat or turning. Once a particular undead creature makes a successful saving throw against the ward it does not need to make that saving throw again. Multiple wards can be cast in the same area, requiring multiple saving throws to cross or avoid their effects, though no undead will suffer more than one slow spell at any time. A dispel magic spell will destroy the ward, but otherwise the spell will run to the end of its duration.
Level: 8
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 4
Area of Effect: 10-foot/level radius
Saving Throw: Special
The sunburst spell causes a globe of radiance to explode silently from the caster’s form, reaching its limit of 10 feet per level of the caster instantaneously. The sunburst has the following effects:
- All creatures looking at the caster and within this area of effect must successfully save vs. spell or be blinded for 1d3 rounds.
- All creatures looking at the caster, and within the area of effect who use infravision must successfully save vs. spell or be blinded for 2d4 rounds.
- All creatures within the area of effect to whom sunlight is harmful must make a saving throw vs. spell. If they make their saving throw, they are blinded for 2d6 rounds.otherwise they are blinded for 1d100 days.
- All undead within the radius, including vampires, suffer 8d6 points of damage. They take half that damage if they make a successful saving throw vs. spell.
- All fungoid life within the radius takes 8d6 points of damage from the light with no saving throw.
- The material components of this spell are a piece of sunstone and a naked flame.

Кулинарный рецепт (да, да, вы не ошиблись! [[IMG]]'http://img100.imageshack.us/img100/5901/reciepect2.th.jpg' border='0' alt='user posted image' />
6 Elminster: In the Dales, Thurann’s oil is a clear vegetable oil derived by a boiling process invented in Deepingdale long ago invented by a merchant named.surprise.Thurann.
7 Elminster: To ye, this colloquial measure means one or two minutes.
Wind by the Fireside
So as you shiver in the cold and the dark,
Look into the fire and see in its spark.
My eye
Watching over you.

As you walk in the wind’s whistling claws.
Listen past the howling of the wolf’s jaws.
My song
Comes to you.

And when you’re lost in trackless snow,
Look up high where the eagles go.
My star
Shines for you.

In deep, dark mine or on crumbling peak,
Hear the words of love I speak.
My thoughts
Are with you.

You are not forsaken.
You are not forgotten.
The North cannot swallow you.
The snows cannot bury you.
I will come for you.
Faerûn will grow warmer,
And the gods will smile
But oh, my love, guard yourself well.
All this may not happen for a long, long while.
(A traditional trail ballad of the Savage Frontier—
composer unknown)

Clippety-cloppety, bold Jonstan the Rover
Rides misty-eyed down to the Dales again
Into forests and fields, rare beauty all over,
Land of his true loves - Aldee, Imthra, and Luthane,
Elda and Myrta, Chalantha and Araine.

Will he find yet another? Or be welcomed back?
Long lasses aplenty catch his winking eye.
Is it kisses he`ll taste soon? Or scorn everlasting?
Love and laughter and soon away Jonstan will fly.
Cone again over threshold and under dawn sky.

Far across Faerun, a rover adventures free
'Til the Dales call his heart home again
To Jhaele, Sharune, Aleese and Rythree.
Warm arms and hearth and a roof 'gainst rain
'Til his wandering feet bear him away again.

Climbing far mountains, riding in high clover
To Waterdeep and the shores of the Shining Sea.
"Hark! Comes now bold Jonstan the Rover?
Will he, oh will he ever come back to me?"
The Dales call back the man wedded but free.

Clippety-cloppety, bold Jonstan the Rover
Comes riding down into the Dales again.
Their forests and fields, rare beauty all over,
His true love more than all the maidens in pain.
My man is riding mist-eyed to the Dales again.

                                        Jaladha Tshamryl,
                                Minstrel of Battledale,
                                    Jonstan the Rover.

С уважением, Константин ака Йомер.
Ищу себя >_< Process complete 20% (Time left ??:??:??)
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RSS : 27th February 2020 - 22:56Дизайн IPB
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