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  • File : 1317219743.jpg-(39 KB, 338x440, likstorm.jpg)
    39 KB Anonymous 09/28/11(Wed)10:22 No.16453010  
    Okay, here's the deal. Inspired by the dude who is translating Mutant to English, I'm working on a translation of the 6th edition of Drakar och Demoner (Dragons and Demons), a Swedish D&D clone using BRP that later grew into an awesome game that used neither BRP nor d20, with a kickass viking setting to boot.

    It's all about trolls, giants, giant forests, snow and mountains. I realize I'm probably not making it sound all that awesome, but trust me, it really is.

    Anyway, I was convinced to translate the system instead of just the fluff, as I originally intended. This means I have some 150 extra pages to translate. This is where you come in. You see, I really don't want to slog through all that fucking text. I already realize I may be well in over my head. So what I suggest is any of you that aren't Swefags (and yes, I realize 80% of the posts in this thread will consist of "DoD is awesome, high five!") tell me what kind of stuff you really need.

    To explain further, so far I've skipped a lot of shit. The part where they explain what a roleplaying game is, how to play, explaining dice, all that shit. You know all that. What I'm thinking is I'll skip the entire GM section as well. It's 50 fucking pages of tips for how to run the game. I don't think you'll need it.

    So, you know, if you have the least bit of interest, just throw out some ideas on the essential shit you need. And before someone points it out, the basic mechanics will be covered. I'm not a goddamn retard. This means I will at the bare minimum cover basic fluff (largely done), character creation (already translated), combat, magic, skills, gaining experience and equipment. What I'm asking is if you really need all the additional rules for shit like getting drunk, hunting, breaking objects, suffocation and whatnot. It'll save me at least 50 pages if I can just skip that shit for now.
    >> Anonymous 09/28/11(Wed)10:26 No.16453037
    well it still rests on a BRP base even if they have implemented soem weird as levels. Just go with 7th edition.

    Also, I expect you'll keep all the awesome old names and titles in their original old nordic/islandic inspired forms?

    Personaly I just think you should translate teh fluff, and let people implement any mechanics they want them selves.
    >> Anonymous 09/28/11(Wed)10:28 No.16453047
    Also, as a bonus, I quickly realized that translating professions takes very little in terms of both effort and time, so I'm probably going to add all kinds of professions from the splats, because I think player content is way more fun than rules for setting yourself on fire or chopping down a door with an axe.

    At least that's how I feel. I'd rather come up with on-the-spot rules for most situations than look them up in the book anyway.
    >> Anonymous 09/28/11(Wed)10:37 No.16453102
    >Also, I expect you'll keep all the awesome old names and titles in their original old nordic/islandic inspired forms?
    The elven capital is still called Valkalainen, humans still live in Osthem, Vastermark and Mittland, a Gerbanis holy warrior is still a Jaarnbrotir, and an ice giant is still known as a hrimturse.
    >> Anonymous 09/28/11(Wed)10:37 No.16453107
    Oh, this is good stuff. It was one of the first tabletop games i ever played. I still have my Jorges Bestiarium, Vildhjarta and Snösaga books. As well as the original rulebook.
    >> Anonymous 09/28/11(Wed)10:38 No.16453114
    Meant pen & paper rpg, not tabletop game, obviously.
    >> Anonymous 09/28/11(Wed)10:41 No.16453128
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    Also, to my great surprise, the revised 6th edition book I got my hands on has apparently implemented a simpler version of the Expert system, and did away with the ass-tastic level system. Meaning that my original plan of copy+pasting parts from the Expert supplement to spare people the misery of the worst level system in the history of RPGs was completely unnecessary.

    >my face when
    >> Anonymous 09/28/11(Wed)10:43 No.16453141
    I don't remember the level system being that bad.
    >> Anonymous 09/28/11(Wed)10:45 No.16453148
    Describe it for us. I mean, it can't be that bad.
    >> Anonymous 09/28/11(Wed)10:47 No.16453156
    It was a level system with five levels. In a game heavily based on a level-less point buy system. They released an entire 100+ page supplement for the sole purpose of doing away with it. When they released the revised 6th edition core book, the level system was nowhere to be seen.

    We like to pretend it never happened.
    >> Anonymous 09/28/11(Wed)10:55 No.16453203
    I don't know any Swedish, but I think I'm pretty good at English. Can I help with final drafts?

    My girlfriend edits professionally, and I could talk her into looking at some parts too, if that helps.
    >> Anonymous 09/28/11(Wed)10:56 No.16453211
    Also, while I'm at it, I might take it upon myself to fix shit that's always annoyed me. Like the skill list. Sneaking and hiding don't really need to be separate skills. I don't think combining them will unbalance the game.

    I feel the same way about singing and playing an instrument. It should just be a single performance skill. If I'm feeling particularly bold, I might even bundle acting into it. Because seriously, they all pretty much do the same thing. If that somehow imbalances the game by allowing someone to sing, play instruments and act by purchasing a single skill, I'm willing to compromise by forcing people to pick a speciality, like Performance (Singing) or Performance (Storytelling). I still feel it reduces confusion.
    >> Anonymous 09/28/11(Wed)11:00 No.16453237

    A lot of what you're describing are things gamemasters can easily handle on their own, should they be so inclined.

    You're doing the work, so you can present it however you want (and I'll still offer to suck your cock), but I would personally advise just translating their design choices.
    >> Anonymous 09/28/11(Wed)11:06 No.16453285
    Also, I can promise you one thing. I will remove a surprisingly complicated and redundant skill. Canoeing.

    Yes, canoeing. It's exactly what it sounds like. You know how to paddle a canoe. It doesn't help you with other boats. Just canoes. While this game does use the word rapid at least once a page, I still feel it doesn't really justify having an exclusive skill for canoes.

    While I'm at it, board games will be incorporated into the gambling skill. Because having a separate skill for board games is pants-on-head retarded.

    The idea is to post parts of it on /tg/ for review, because I realize that my direct translations will be awkward as fuck in parts, and the game as a whole will benefit from having people look over my shitscribbling.
    >> Anonymous 09/28/11(Wed)11:09 No.16453305
    It's partially a matter of me hating their design choices so much I feel like taking a bit of a take that at them. It's silly, I know. The other part is that I won't have to translate as much, because surprisingly enough, a lot of the redundant skills have a ridiculous amount of rules associated with them. Canoeing, for example, has not one, but two different tables with modifiers.

    Fuck translating that shit. Same goes for sneaking and hiding. It's pretty much the same text I have to translate twice.
    >> Anonymous 09/28/11(Wed)11:21 No.16453395
    While I'm at it, fuck board games too.

    When a game of chess between two equally skilled players requires two different tables and six rolls to resolve, I'm calling bullshit.
    >> Anonymous 09/28/11(Wed)11:26 No.16453435

    I have been waiting for someone to do this for years, oh god thank you.
    >> Anonymous 09/28/11(Wed)12:10 No.16453731

    That makes sense. I'm not always on /tg/ though; would you mind archiving them?
    >> Anonymous 09/28/11(Wed)13:41 No.16454335
    Both to bum the thread and to shamelessly promote what will probably be a shitty translation of a system nobody will use, I will talk some more about the setting.

    Dragons are pretty much the end-all, be-all threat. At least proper dragons. Sure, there are feral creatures belonging the dragon family, but those are still more like beasties than actual dragons. Real dragons are pretty much the Balrog from Lord of the Rings. Ancient evils awakened by stupid assholes. Hell, one type was awakened deep under the mountains by dwarves digging too greedily and too deep.

    Trolls are your catch-all threat. They fulfill the role of orcs, goblins, ogres, kobolds, bugbears, rakshasa and various other monsters, depending on the type of troll. They go from weedy cannonfodder to competent fighters to goddamn monstrosities.

    Giants are everywhere. You don't want to fuck with giants.

    Dwarves are scared of snakes, because a snake god-monster from their mythology promised he would one day eat the sun. Dwarves being superstitious motherfuckers, they try to avoid messing with snakes when at all possible. They're also vaguely Icelandic.

    Elves are Finns. Magic Finns, even. They've been tasked by the gods to protect the world and rid it of evil. They have interpreted this as making sure the younger races don't fuck around with dangerous shit, particularly dragons. Oddly enough, they're not as much of a dying race as a really depressing one.
    >> Anonymous 09/28/11(Wed)13:42 No.16454344
    Humans are divided into vikings, early dark age Celtic knights, and not-Christians during the late viking ages. The vikings and not-Christians keep fighting one another, with the vikings sacrificing not-Christian priests in pagan rituals, while not-Christians launch conversion crusades. The Celtic knights are kind of vaguely not-Christian, in that they pay lip service to viking Jesus, while mostly maintaining their own beliefs.

    Halflings are sort of The Hobbit meets Paranoia. Laid back motherfuckers that think the world ends at their borders. They are also prone to forming super-secret societies centered around mundane shit like blowing awesome smoke rings and secret gardening techniques. They treat this as extremely serious business.
    >> Anonymous 09/28/11(Wed)13:50 No.16454431
    It's also all about the scenery porn. Despite being populated by relatively advanced cultures for at least a hundred thousand years, a lot of the continent the game takes place on is unexplored, or at least forgotten.

    It's full of deep forests, high mountains, dark lakes, and danger lurks everywhere. I can count at least three legendary forests on the official map. Which is cool and all, because it feels very Norse to not have a bunch of ancient dungeons around as much as untamed wilderness.

    In the north, you also have the land of the giants, which is frozen and inhospitable. It makes for a rather nice Norse mythology-inspired giant hunt in frozen lands.

    The Celtic lands in the middle of the map makes for more traditional fantasy campaigns, if one more in the vein of Beowulf than Lord of the Rings. Or to be more exact, since you have stuff like plate mail and knightly orders, which wouldn't be available that early, it's more like a Beowulf or Cuchulainn inspired D&D game.

    The west offers more political stuff, as it is the by far most advanced part of the continent.
    >> Anonymous 09/28/11(Wed)14:24 No.16454712
    Bump be bump be bump
    >> Anonymous 09/28/11(Wed)14:56 No.16454962
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    >They are also prone to forming super-secret societies centered around mundane shit like blowing awesome smoke rings and secret gardening techniques.

    Suddenly, for the first time ever, I want to play a halfling.
    >> Anonymous 09/28/11(Wed)15:07 No.16455097
    I for one will play the fuck out of this game if successfully translated, and my gratitude can only be shown with thousands upon thousands of dead babies. Infantigeddon.

    >arise Lcityf

    Yes capcha, arise.
    >> Anonymous 09/28/11(Wed)15:25 No.16455263
    I can add a small bit about that part of halfling culture. Keep in mind that this is a rough, directly translated first draft, and I will probably go through it at least two more times before I'm done.

    >Very few, or rather, a handful of halflings worship a god. Because they live such peaceful lives, they do not feel the need to turn to higher powers. During a period of the Age of the Iron Dragon, the halflings did have a religion. Traces of this faith can be found in the numerous secret societies and orders that are an important part of a halfling's everyday life. Societies with loyal members and complex initiation rites, surrounded by utmost secrecy. "The Wild Buttercup's Summerland Society of Power" teaches the secrets of planting wild flowers in your garden, while "The Fragrant Society of the Grey Rings" teaches its members how to blow smoke rings in all shapes and sizes, but the most secret and prestigious of the societies by far is "The Order of the Rose Bush".

    There is also a rather funny part about a legendary halfling who went out to pick flowers, but never returned, because there were way too many flowers to pick. So nowadays adventurous halflings are known as Ayrings, or Flower Pickers.
    >> Anonymous 09/28/11(Wed)15:46 No.16455443
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    >The Wild Buttercup's Summerland Society of Power

    Most. Badass. Gardeners. Ever.
    >> Anonymous 09/28/11(Wed)15:48 No.16455459
    >while "The Fragrant Society of the Grey Rings" teaches its members how to blow smoke rings in all shapes and sizes

    >> Anonymous 09/28/11(Wed)15:54 No.16455515
    Also, Iron Dragons are Balrogs. Once again, a short, roughly translated excerpt.

    >In the first season of what the elves refer to as the Age of the Iron Dragon, the dwarven kingdom stood finished. The halls were decorated with gold, silver, jewels and the most grand of artwork, but the dwarves had dug so deep in their search for the precious mithril that they had awakened the dragon that had been sleeping in the dark depths since the dawn of time. The dragon was enraged, and quickly gathered bastjur and other evil creatures with promises to conquer the grand dwarven kingdom. The dragon laid siege to the dwarven kingdom, plundering it of valuables. Tankockz and his sons were slain where they stood, but one man escaped the terrible slaughter. His name was kept secret, as he feared the wrath of the terrible dragon. In Thrilheim, he became known as Greybraid. When Greybraid came crying into the halls of Thrilheim, his story was meticulously chronicled so that dwarves would forever remember the beast that had killed one of Falborin's line.

    Also, they live deep in the mountains, drink molten rock and bleed magma. And these are not the worst dragons around. In fact, the dragons are one of the nicest things about the setting, in my opinion. To me they just feel more like legendary beasts than the hundreds of varieties of D&D dragons.

    For example, I feel an underground dragon with magma blood descended from a legendary beast that had been sleeping under the mountain since the dawn of time is considerably more interesting than your run of the mill red dragon.

    Also, if you run into the one dragon species that knows magic, god help you. Oh right, he can't, because according to the elves, those fucking dragons were the reason the gods fucked off into the stars to begin with.
    >> Anonymous 09/28/11(Wed)16:01 No.16455588
    Suddenly I'm getting the image of three halflings armed with baseball bats visiting some dude late at night, telling him in very harsh words that there is no such thing as The Wild Buttercup's Summerland Society of Power.
    >> Anonymous 09/28/11(Wed)16:01 No.16455592
    >> Anonymous 09/28/11(Wed)16:06 No.16455632


    "We don't tink, mebbe, you wanna be talkin 'bout smoke rings wit the daisyfoot family no more. An' perhaps, the lesson we're about to teach ya, will stick with you."
    >> Anonymous 09/28/11(Wed)16:14 No.16455718
    And while we're on the topic of dwarves, here's a bit on dwarven religion.

    >In his quest for knowledge of how to shape the floating mountain, the dwarven thul Isgjard Onehand descended deeper than anyone had ever dared before him, into the dark depths of the mountain. According to the myths, there he found the Runes of Power, which were guarded by the great devourer Yukk. Yukk was the dark side of the mountain, as feared as he was revered, but according to dwarven legends also the guardian of the runes left behind by the gods when they ascended to the heavens on flaming sparks. To learn the secrets hidden in the runes, Isgjard had his entire body branded by Yukk's branding iron. It was not until then that the great serpent let Isgjard understand the secret runes of the gods. When Isgjard returned, he let a chosen few in on the secret of the runes, and how to brand them into their bodies to understand their meaning.

    >Those who wear these runes are known as thuls. The runic art itself is known as Thuldom. It should be mentioned that the runes are more than just a written language. Each specific rune is connected to a specific knowledge or secret that can only be understood through careful study. The brand itself is just a sign of mastery and doesn't really serve any practical purpose. Dwarven tradition, however, states that a thul must brand the rune into his body before using it, lest he awaken the wrath of Yukk, who will swallow the entire world in his boundless rage.
    >> Anonymous 09/28/11(Wed)16:19 No.16455773
    Also, zombies are fucking hardcore.

    >The bonds between our world and the land of the dead are so strong that sometimes the dead walk again without being summoned. The draug is one of those types of undead. It is born from the guilt and sorrow of battlefields, or the hatred of those who have committed heinous murders. It's an undead warrior who appears most frequently after a great battle. Some say those who are reborn as draugr are those who displayed cowardice in battle, and that undeath is their punishment. Other say the draugr are made up of those who committed the most brutal acts of slaughter on the battlefield. Whatever the cause, a draug is not a creature one wants to face.

    >They don't have the same strong connection to the site of their death as other spirits, particularly barrow spirits, so they can show up in the least expected of places. However, most draugr are encountered howling like wolves at the sites of great battles or in ruined cities that were sites of great suffering. The draugr are driven by an all-consuming need for revenge. They will take revenge for their miserable existence by any means necessary, and even innocents in their way will feel the wrath of the draug.

    >On battlefields where massacres took place, it's not uncommon to find ten, maybe even a hundred draugr in one spot. It is said that in the land of Fylges, southeast of Manjord there is such a place, but I have not seen it with my own eyes.
    >> Anonymous 09/28/11(Wed)16:21 No.16455786
    OP, as a swedish player that has read/own most of their material, I would urge you to just stick to the fluff as the rules have always been the weakest part of the game. (Might add I don't have too strong an impression of the latest incarnation of the system yet, as my group hasn't played in quite a while now, and never really got to try it out)

    What I'm saying is, unless you know you want to translate the system because you know and like it, I would say just stick to the fluff, which by all accounts is awesome
    >> Anonymous 09/28/11(Wed)16:32 No.16455898
    Gonna keep dumping shit until people ask me to stop. Forest trolls, motherfuckers. Think of them as the goblins of the setting or something.

    >Forest trolls
    >The forest trolls are small, spiteful creatures with big noses and wiry bodies, and are an everyday occurrence for those who travel through Trudvang's forests, for it is deep in the forests that these creatures make their homes.

    >The forest trolls live in tribes of ten to a hundred individuals. The size of the tribe is decided exclusively by the strength of the leader. The stronger the leader, the larger the group. It is not uncommon for a forest troll to switch tribes several times during its lifetime to make sure it dies close to the strongest spirit.

    >Their religion, hamingjes, is probably the explanation as to why the forest trolls in particular prefer to be ruled by a strong leader. As the leader loses strength, it will become possible to challenge him and try to take his spirit. This also ensures the forest trolls are always ruled by the individual most capable of leading them. The religious beliefs of the forest trolls seem to differ from those of other bastjur in that they believe the spirits can transfer to those who live in close proximity to the one who has bonded with the spririts.

    >The forest trolls exist in the forests of Trudvang in great abundance. They are an eager and tough species that fear nothing when they have numerical superiority on their side. Forest trolls usually live in natural or abandoned caves deep in the forest, where they live off hunting and pillaging. An average forest troll won't be any taller than 3 feet, and will weigh around 65 pounds. An average tribe will consist of fifty to a hundred individuals lead by a strong leader who rules with an iron fist. All that is required of a forest troll leader is to be strong and courageous.
    >> Anonymous 09/28/11(Wed)16:48 No.16456040
    >gonna keep dumping
    You better deliver.
    >> Anonymous 09/28/11(Wed)16:53 No.16456097
    A shot explanation of the nature of magic. This one I am not completely satisfied with, as I had a bit of trouble translating it.

    >Magic is a brilliant energy, a living substance, a vital and wonderful force of nature that permeates all of existence. The world is full of magic leylines, so-called gagn threads, which let vitner fill each and every being, like massive blood vessels filled with magic energy. Some compare the gagn threads to a creature's circulatory system, pumping vitner into the world like the heart pumps blood.

    >Vitner is divided into two parts, havitner and rimvitner.

    >Havitner is the outer energy, the energy surrounding all things, living and dead. Havitner is a pure energy that rests around each and every thing like an aura. Some speak of havitner as the force that keeps all things together, and that without it nothing could exist, as all things would dissolve into a single mass of energy.

    >The inner energy, rimvitner, is the invisible energy that exists within all living things and flows freely through the gagn threads. If havitner is the shell that keeps all things together, rimvitner is the stuff that all things are made of. The more energy, rimvitner, a thing is made of, the more alive it is. A stone consists of a fairly small amount of rimvitner, while a living creature has an abundance. Rimvitner also envelops the world, and like havitner is said to be keeping the world together. The inner energy is therefore said to make up the entire world and the realm of existence known as the world of the living.
    >> Anonymous 09/28/11(Wed)17:00 No.16456180
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    >Trolls and giants. Trudvang is full of these creatures, which can be both small and gigantic. They hide in the forests and deep in the wombs of the mountains.

    >In the family of trolls there are forest trolls, rune trolls, king trolls, grey trolls, stone trolls, ice trolls, reses, the list is almost endless. As if this wasn't enough, trolls have a tendency to do a lot of inter-breeding between races, which has lead to such a diverse number of sub-species that many scholars claim that to catalogue them all would be impossible. In some cases you can encounter what some would call a forest troll, but which is as large and fierce as a grey troll. In other cases a grey troll may have the mighty tusks of an ice troll.

    >The list of giants is also quite extensive, if not as impressive as that of the trolls. Hrimturses, muspeljotuns, and forest giants are some of the more common varieties of giants, but many scholars also claim to have seen jalkrturses and lögrjotuns. Jalkrturses are supposedly animals of gigantic proportions with antlers like those of a moose, and the lögrjotuns are the mythical giants said to live in the raging oceans. To these you can add a whole mess of giant creatures that are not actually categorized as giants.

    >The learned and decorated bestiarius Jorge Gronfjard insisted that both giants and trolls were originally of the same breed, the so-called bastjur, but more of this is written in Jorge's Bestiarium.

    Image: from left to right, hrimturse, rune troll, muspeljotun, grey troll, king troll and what wikipedia insists should be translated as wight, but I would probably prefer to call a goblin or a gremlin, as that is the association the word has today.
    >> Anonymous 09/28/11(Wed)17:05 No.16456248

    I would venture that a rese is more or less exactly an 'ogre'. word's been used in all previous iterations of DoD and isn't particular to the 6th
    >> Anonymous 09/28/11(Wed)17:08 No.16456295
    >The elves are one of the oldest people to populate Trudvang. It is said they were chosen to guard the world against evil forces when the gods chose to leave the world to take their place among the stars in the heavens.

    >According to legend, Wellithel the First King was the one who arrived in Trudvang with his people. The elves arrived in thousands and thousands, and built great spiral cities connected by magnificent sky bridges. The cities were magnificent, with great gardens that could impress even a dwarf. To this day, they rule over some of the most magnificent and grand cities in all of Trudvang, such as Valkalainen, the Star Gate.

    >Since time immemorial, the elves have lived secluded lives among the shadows of the trees. Many say they never fully recovered from the war with the dragons. A war that is known as Falekala, the Long Storm, and was fought in ages past, long before humans or dwarves had seen the light of day.

    >For as long as anyone can remember, the blood of immortals has flowed through the veins of the elves. There was a time when all elves were immortal, and the ravages of time held no power over their bodies, while their minds continued to develop over the eternities. But then came the Great Departure, and the elven souls were torn apart as the gods left them. They were drained of their very will to live, and life became a gift without substance. From that day on, elves who could live for a substantial amount of time but were no longer truly immortal became increasingly common. There are elves born with the gift of immortality to this day, but they are few and far between.

    >The elves mostly live guarded lives in their beautiful hidden cities and rarely interfere with the outside world. Many elves consider themselves a part of history, and think of the future as nothing but a long wait for the final farewell.
    >> Anonymous 09/28/11(Wed)17:11 No.16456322
    I guess. I tried to translate as little as possible, but I was never very happy with that particular one, especially since it works somewhat fine in singular, but the plural just sounds stupid.

    From now on, they are known as ogres.
    >> Anonymous 09/28/11(Wed)17:15 No.16456368
    Also, for those of you noticing the word magnificent is used three times in a row in one spot, the original text actually does use the same word three times in a row as well. I feel like I might switch that up, though.

    In fact, that's something I've noticed while translating. The book really does use the same words over and over, to the point where it almost becomes an annoyance. I can't even begin to count the times it talks about "foaming rapids" or "deep forests".
    >> Anonymous 09/28/11(Wed)17:19 No.16456412
    It's an effect the makers are bit infamous for, shoddy proofing. The comapany only consists of two people who do this in their spare time, so it's pretty understandable, but as you're translating, you should be prepared for quite a few oddities in texts
    >> Anonymous 09/28/11(Wed)17:20 No.16456430
    The excuse I have for the mess I just wrote is that I'm pretty tired
    >> Anonymous 09/28/11(Wed)17:29 No.16456511
    >Trudvang is a world of fairy tales and legends. It's a world of mystery where nature has greater power than elves, dwarves and humans combined. The deep forests with their moss-covered rocks and dark ponds hide unimaginable secrets and untold treasures. Wild rapids roar through the land as if they were thunder itself. Trolls skulk in the shadows during the day, but sneak out to steal human children when night falls. Under the branches of massive pine trees, a hoot breaks the silence. Behind large stones, a twig snaps, and in the night you can see yellow eyes following your every move from a distance.

    >Trudvang, the official setting for DoD 6 is all this and more. Trudvang is a world full of mystery, but also a great deal of sadness and melancholy. It may be good to know that Trudvang has its roots firmly planted in Norse mythology. Unlike a lot of other fantasy settings, Trudvang is strongly influenced by ancient Norse sagas. Great sources of inspiration for running games in Trudvang are: the work of the painter John Bauer, the Finnish national epic Kalevala, the saga of Beowulf, and Norse mythology and its gods.

    >In short, you can say the continent is split into five parts; Osthem, Mittland, Vastermark, Soj and Isvidda (also known as Nhoordland), with the massive Jarngand mountain range and the expansive forest Svartliden.
    >> Anonymous 09/28/11(Wed)17:33 No.16456545
    Great idea OP, best atmosphere in any RPG I've played.

    Although, being swedish I do play it as it is.
    >> Anonymous 09/28/11(Wed)17:35 No.16456564
    >Osthem is the home of the Stormlanders, the indomitable people that used to consist of several different tribes. What keeps the Stormlanders together, what gives the unity and strength is not servitude to an earl or chief, or the prospect of waging war against other kingdoms. The most important thing to them is the common religion and ideology shared by most Stormlanders. Stormlanders have had quite different ideas on their origins, their history and the mysterious founder of the tribe. Because of this, it was not until the Stormlanders accepted the teachings of Gerbanis that they became a people united under one faith. While ancestral worship lives on in a lot of tribes and regions in Osthem, it is still Storme who is all-father and ruler in the eyes of most Stormlanders. The Gerbanic faith is often mixed with various origin myths, fertility cults, nature worship and other divinities. Sacrifice of humans and animals is a major part of Stormlandic religion. The sacrificial ceremonies are often complex and full of mystery.

    >Initially, it's the wild beauty of the land that strikes most who wanders its paths and climbs the peaks of its mountains. Wanderers will be struck by the majestic mountains, vast plateaus, and the harmonic shift from closed mountains to open moors, wild rapids and deep forests. The grand mountain ranges close like fortresses, and between them deep valleys criss-cross like moats. But Osthem is a harsh place for vegetation. During most of the year, the ground is covered by snow or pounded by relentless summer rains. The cold and rough weather has made what plants grow there tough and weather-beaten.

    >Osthem is both a hunter's dream and nightmare. In the forests, plains, mountains and valleys, the hunter can find wild game in the form of deer, boar, reindeer, rabbit, and massive beasts like the mastomant. But he will need to constantly be alert, as every forest, every plain and every mountain is home to beasts looking for easy prey.
    >> The Bartender !!nx+Sfz7up5Q 09/28/11(Wed)17:37 No.16456578
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    U jelly?
    Ni avunsjuka?
    >> The Bartender !!nx+Sfz7up5Q 09/28/11(Wed)17:41 No.16456605
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    >> Anonymous 09/28/11(Wed)17:42 No.16456613
    >In Mittland, barrows raised in ancient times stretch out across vast fields, while endless rivers slither between deep forests and high mountains. Mittland is the land of legends and heroes. Wild horses race across the plains, lead by majestic stallions. In the forests, ancient secrets have been buried under moss and dirt. On top of hills, great cities and mighty fortresses speak of glorious deeds.

    >Among the kingdoms of Mittland counts: Runvjiik, Manjnjord, Bydland, Fylges, Ajre and distant Dranvelte.

    >Runvjiik, Majnjord and Bydland are mainly populated by Ostrons and immigrated Viranns. Here the Gerbanic faith intermingles with that of the Nidendom.

    >In the east, the Stormlanders have united under Gerbanis, just as the people of the west have united under the One Faith. But what binds the Mittlanders together is the ancient Ostro faith, a tradition that is said to have come with the Ostrons. It is an ancient religion that has its roots in the stories of Whote mixed with nature worship. Those who follow its traditions believe that nature is a living being that breathes and is host to numerous invisible spirits that can only be controlled by conjurers.

    >When the Nidendom spread from the west into Mittland, it faced little resistance, as the Mittlanders considered themselves the descendants of the western peoples and were happy to absorb this new faith. A few times, the Ovus' Rort Guardians tried to convert Mittlanders with force, but such efforts always failed. To this day, the people of Mittland worship Gave, but unlike their fellows in the west, they still cling to their ancient Ostro beliefs. Even in Majnjord, the strongest Ovus foothold in the east, people have not completely abandoned the old ways.
    >> Anonymous 09/28/11(Wed)17:43 No.16456619
    >The Ostro faith is a complex tapestry of traditions, myths and ideas about nature and its creatures that are woven into the Mittlandish society. The faith has its roots in the Tronlandic beliefs, but has grown and evolved into something different. The faith became sterner and sterner, and grew from pure Whote worship into a tradition of heroes and struggle, for the fields were not just home to horses, but also great numbers of fearsome griffons. Here lindworms fought mankors and minoxes. From time to time, wild tornlizards found their way down from Jaarngand to terrorize the Mittlanders, and still do to this day.
    >> The Bartender !!nx+Sfz7up5Q 09/28/11(Wed)17:44 No.16456629
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    >> Anonymous 09/28/11(Wed)17:50 No.16456668
    >Isvidda (Nhoordland)
    >Isvidda is the name of the expanse of mountains, forests and ice that stretches like a ceiling above Trudvang, from the west to the east. However, lately the name Nhoordland has become more common when speaking of the vast wilderness to the north. With its cold and harsh climate, Isvidda can make even the most hardened of men perish, his heat robbed from him by blizzard winds. Up here, the wind howls like wolves and whips the snow like slaves that need to be punished. Isvidda is not home to men, nor elves, nor dwarves. Up here, only frost giants can survive for any length of time. The hide in this frozen wasteland, where they build gigantic ice fortresses.

    >The mighty Jarngand mountain range is also part of Nhoordland, which in turn houses the dwarven kingdom of Thrilheim. A kingdom founded in the distant past, and one so wealthy that if all its treasures were to be collected in one place, they would cover all of Osthem. Here there is gold, silver, precious gems and valuable works of art in all shapes and sizes. For thousands and thousands of years, the dwarves have mined the mountain and collected its bounties. In all its glory, this is one of Trudvang's greatest wonders, and though few have seen all of it, most people speak of the dwarven kingdom as if it were a beatiful dream made of glittering gems, jewel encrusted thrones and royal chambers with ceilings so high they seem to stretch on forever.

    >Also part of Nhoordland is Svartliden, the legendary forest that stretches from the white shores of the west to the Vildland wilderness in the east. It is a forest so deep few dare enter it. Here trolls thrive, alongside dragons, treasures and secrets of all kinds.

    I just noticed that the game is really inconsistent on whether it is spelled Jarngand or Jaarngand. I'm going with the latter, as it seems to be used most consistently.
    >> Anonymous 09/28/11(Wed)17:52 No.16456677
    Made me a Half-troll beast-lore scholar specializing in trolls some years ago.
    Learned and civilized, mostly trying to talk himself out of being a half-troll.
    Best character I've ever played.
    Even made my own book with information about the varies creatures he encountered.
    >> Anonymous 09/28/11(Wed)17:55 No.16456703
    >In Vastermark, the Nidendom has spread with full force. Most nations in this part of the world have submitted to the power of the Ovus and the writings of the holy Rorta. Vastermark is a beautiful and fertile part of Trudvang, but it is mostly known to be a center of knowledge and learning. In the deep catacombs and chambers of the cities are rows upon rows of shelves filled with books and scrolls.

    >The nobility and knightly orders have always had a great power in this part of Trudvang, manipulating and controlling countries from the sidelines while allowing puppet rulers to think they are in charge.

    >To Vastermark belongs Fjal, the doomed country to the north; Silvtrunder with its proud knights; wild Bysente; Carlonne, with its border right against Mittland; Viranne, the seat of the Ovus; Tronland with its ancient traditions; Vistergalp with its beautiful flora; and Thorkaal, the dark land to the southwest.

    >United under the One Faith, most kingdoms in Vastermark live in peace, and despite princes, knights and kings constantly feuding over borders, they are quick to gather under the banner of Gave when an external threat looms. Bysente and Silvtrunder in particular are frequently at war with their neighbours to the north. In Bysente the relentless Ark raids have become commonplace, and for as long as anyone can remember Silvtrunder has been forced to weather through attacks from the wild Amurs living in the Fjal mountains.
    >> Anonymous 09/28/11(Wed)17:58 No.16456721
    >The famed Rort Guardians and Pilgrimites, the holy warriors of the Nidendom are constantly prepared to defend their kingdoms and their faith. They have built their own castles and seats of knowledge, defended by hired swordmasters from Mittland and wild Bulturs from the north.

    >But the people of Vastmark have always believed that knowledge has greater power than sword and mail, and because of that belief, kingdoms like Viranne and Silvtrunder have the grandest libraries and places of knowledge in all of Trudvang. Ervidden, the capital of Viranne and seat of the Ovus is one of those places.
    >> Anonymous 09/28/11(Wed)18:01 No.16456734
    >Many secrets are hidden in the fog-shrouded kingdoms of Soj. Hidden in the enchanted forest of Valtoris is the greatest city of the elves. There are no gates of steel or towers of stone here, yet it is one of the largest and most mythical cities in all of Trudvang. The elves mostly stay out of the business of humans and live in harmony with nature.

    >The islands of Visentia, Syk and Dalheim all belong to Soj, and are all under the protection of the elves. Few humans live in Syk, but it has a sizeable population of halflings. While humans do live on the vast fields of Visentia, many have taken up the elves' love for nature and try to leave the earth in peace. Many millennia ago, in the Age of Dreams, the greatest battle between the elves and the dragons took place on the fields of Visentia, and it is said that "to dig in the earth is to dig in the past". The stories of dragons awakened from their ancient slumber are many, and most heed the wisdom of the elves.
    >> Anonymous 09/28/11(Wed)18:13 No.16456810
    Is that the edition where the whip is god tier?
    >> The Bartender !!nx+Sfz7up5Q 09/28/11(Wed)18:19 No.16456855
    This is first edition, no whip in the wepons list tho =/
    >> Anonymous 09/28/11(Wed)18:37 No.16457035
    Okay, so it's not that one then. I distinctly remember playing an edition where the whip was the most overpowered weapon by far, though.

    In other news, motherfucking Chronopia. That shit was off the hook, yo. Too bad I can't seem to find any scans online, because it was a really cool setting, even if it got a lot of hate for some reason.
    >> Anonymous 09/28/11(Wed)22:08 No.16459369
    you where right about the shit part.
    >> Anonymous 09/28/11(Wed)23:02 No.16460019
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    "So you come to me on de day of my daughter's weddin'. What do you ask of da head of da Primrose Tea Cozy Family?"
    >> Anonymous 09/29/11(Thu)02:32 No.16462186
    This is still here? Wow.

    Bumping, I guess.
    >> Anonymous 09/29/11(Thu)04:13 No.16462898
    I might as well talk about the mechanics while I'm at it. As has been mentioned earlier, the has had quite a history. First edition was pretty much a straight up translation of BRP, with 2nd edition going as far as to blatantly steal shit from the RuneQuest Glorantha setting. 6th edition, though, uses a system of its own. It's sort of a hybrid between d20 and BRP.

    You have your primary attributes like strength, endurance, agility and so on ranging from 3 to 18, and your secondary attributes like HP, initiative and whatever, which are derived from primary attributes. There's a bit of number crunching going into character creation. Nothing advanced, it's mostly just consulting tables or grade school math, but there's definitely a bit more involved than in, say, D&D.

    You then pick a profession, which determines what skills are core skills and class skills. While any character can have any skill, it is considerably cheaper if said skill belongs to one of these two categories.

    The system itself is a fairly simple roll under system using a d20. You have a skill rating for every action. Roll under your rating and you succeed. There may or may not be modifiers.

    Combat involves you have a basic value known as battle capacity, or BC. This is your sort of base attack bonus, which you then split between attacks and parries. So you can have multiple less accurate attacks, or few accurate ones. You also need to balance attacks and parries, as getting hit hurts quite a bit. What usually takes a bit of time here is the fact that you need to assign a rating to your attacks and parries for three different loadouts; weapon, weapon and shield, and just a shield. Adding to this is the fact that since there are different weapon types and shield groups, you can have a lot of fucking points to assign. But it's really not very complicated, it just takes a bit of time.
    >> Anonymous 09/29/11(Thu)09:38 No.16464743
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    This motherfucker needs to be in.
    >> Anonymous 09/29/11(Thu)10:12 No.16464988
    By popular demand, they will be in. It also helps that including hamingjes will flesh out the magic system a bit.
    >> Anonymous 09/29/11(Thu)14:38 No.16466990
    Viking Jesus.
    >In the Rorta, the holy scripture of the Nidendom, the first paragraph of the first chapter reads: "Come to me children, o fallen angels. Heed my words and you shall know the greatest of joys and a life eternal."

    >This initial text says a lot about the Nidendom. Its followers believe that we are all fallen angels and that those who live a life of prayer and worship will live forever as an immortal. Nidendom is the most common religion among humans and exists in almost every part of the world. Its followers are many and powerful, but there are those who claim its biggest threat consists of the internal power struggles, bureaucracy and general ineffectiveness that plagues the Nidendom as a whole. The faithful worship a single god, Gave, who is omnipotent. Gave is the god of purity and healing. The core tenet of the faith is to help others reach purity of spirit and enlightenment so that they may take their place beside Gave in the kingdom of light.

    >According to the Rorta, Gave lived among his fallen angels until the day he gave his life to prevent the angel Siro Werte from ending up in Blotheim. Gave was strung to a black oak by ancient demons who left him with a deep wound across his forehead. Gave healed himself, but the cost was that he would never be able to set foot on Trudvang ever again.
    >> Anonymous 09/29/11(Thu)14:48 No.16467102
    >Gerbanis is the religion of the hard and righteous path. Its followers believe in a life where might makes right. Not to suppress the weak, but to aid those who lack strength of their own. Gerbanis stands for freedom without oppression. But to be free, you need to break free first, and only the strong can do that. Gerbanis is most widespread in the northern and eastern parts of the world. Osthem in particular is known to be a stronghold for the faith. Gerbanis is a religion with many gods, of which the greatest is Storme. Storme is the creator and ruler of the world, and at his side is his half-brother Enken and son Jorn.
    >> Anonymous 09/29/11(Thu)15:05 No.16467246
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    The art is also pretty sweet and suitably Norse. Just look at this fucker right here. That's a longsword. Instead of a slender blade, it's a suitable heavy looking blade covered in runes.

    I feel small things like this really add to the feel of the game.
    >> Anonymous 09/29/11(Thu)15:08 No.16467277
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    Some trolls, a forest giant and a mountain ogre. In case you haven't noticed yet, this game has a shitload of giants and trolls.
    >> Anonymous 09/29/11(Thu)15:17 No.16467300
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    A generic dragon.
    >> Anonymous 09/29/11(Thu)15:21 No.16467353
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    A snow serpent.
    >> Anonymous 09/29/11(Thu)15:23 No.16467376
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    >see OP's image

    What is that title a reference to? The image that I got in my head was that of a literal undead tornado, a foul wind mixing normal hail and sleet with skulls, knuckle-bones and all the evil power that necromancy can bring to bear.

    In an attempt to keep this from post from derailing the thread into a discussion of Undead Weather, have some on-topic Paul Bonner art.

    Fuck yeah, Paul Bonner.
    >> Anonymous 09/29/11(Thu)15:25 No.16467400
    my biological dad had some tattoos that looked like that, he got them from this guy in Montreal in 93.
    >> Anonymous 09/29/11(Thu)15:41 No.16467517
    I don't actually know. It's the final part of a four part campaign of which I've only run the first adventure module. That one is badass though. It involves running through an evil forest that has gained sentience after dragon blood was spilled inside it and trying to find four secrets, which requires solving various puzzles and shit. The more blood you spill inside the forest, the larger the chance of the evil waking up and rocks falling.

    It's generally considered the best of the adventure modules for DoD 6. I've never played any of the following parts, but from what I gather it turns into a campaign about a new ice age or something. So I guess it might be some kind of blizzard?
    >> Anonymous 09/29/11(Thu)15:49 No.16467567
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    Ah, cool. Were you planning on translating modules as well at some point, or just the core rules and fluff?
    >> Anonymous 09/29/11(Thu)15:52 No.16467603

    the next two parts is basicly about the PC's coming at odds with what is essentially demigod avatars of a chaos god like entity The theme of snow and ice is pretty much contained in the second part, snösaga, where the theme is "saving the world". It is extremely long and "epic". The third part is more about the PC's saving themselves. While I haven't read likstorm yet, I know it details a return to Vildhjarta forest from the first part.

    Vildhjarta is pretty much considered the best one because it has such a good execution. Snösaga requires a lot of improvization and work from the DM.
    >> Anonymous 09/29/11(Thu)15:59 No.16467660
    If I can get my hands on them I might. The company, while not technically defunct, no longer has the money to publish shit, as I found out after starting this project. 7th edition is pretty much impossible to get hold of in print, as are most of the splatbooks and adventure modules, and there are very few PDFs. I managed to get hold of one of the revised 6th edition core book, the bestiary and the companion to the original core book.

    Apparently, one can get hold of online versions of the 7th edition book, a few of the adventure modules, and some splats by subscribing on the publisher's website, but I think I'll hold off on giving them cash, especially since the company appears to teeter on the brink of bankruptcy and they're apparently not PDFs but these really awkward online text documents.
    >> Anonymous 09/29/11(Thu)16:06 No.16467711
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    Don't use the last version of Trudvang. Aside from the awesome pictures, the rules sucked even harder then their first try.
    >> Anonymous 09/29/11(Thu)16:15 No.16467785
    That's too bad. I was actually intrigued by the idea of doing away with ability scores. Magic also sounded as if it was a bit more thorough.

    Guess I'll stick with 6th edition, then.
    >> Anonymous 09/29/11(Thu)16:15 No.16467792
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    Sacrificial ceremony to the pagan gods.
    >> Anonymous 09/29/11(Thu)17:23 No.16468474
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