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 Druids and witches in TDE?, Do translations exist? If so, then where
Vinsalt
Posted: 28 May 2007, 15:02


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Does anyone happen to know where one might find translated info about these classes? I've got basically most of the things I need covered. I know these classes exist, at least they did in the previous editions, because I've played the PC games Star Trail and Shadows Over Riva (which was a Finnish translation biggrin.gif, quite good at that, but odd really). The reason I ask is not to make you spend your hard-earned free time for nothing, the reason I ask is for my players, as one of them showed interest in these two. I know there are decent guys here, and I already enjoyed the generosity of gwaedin, and I do not demand that you do this ASAP. This is not a matter of life and death, so I only ask this if one is bored or inclined to help others. If there is someone kind enough, please post a link in this forum or send info via email or to the forum. This here is my email: timo.kovala@welho.com. Thank you for spending a little bit of your time reading this post!


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gwaedin
Posted: 29 May 2007, 08:37


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If you manage to gather info on that stuff please share it with us...

I got something on druids but it's dating back to the 1st edition and I'm pretty sure it's really outdated info. sad.gif


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Vinsalt
Posted: 29 May 2007, 12:33


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I could probably piece together some druid template or even a witch during the next week or so using old translated material, and mixing and such. I'll use all I can find, but I hope you don't mind that it isn't official. But yeah, I think that I should give something back, as I have been given much via this message board.


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Bderenor Caine
Posted: 1 Oct 2007, 10:49


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I have the "Aventurien Magicians" Rulebook at home, i should have something on druids and witches up here by this evening.
I will only make a summary of each since like basically everything in DSA, Druids and Witches are a very large topic. Feel free to ask for specifics as you need them wink.gif


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Bderenor Caine
Posted: 1 Oct 2007, 14:32


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Druids

Background Information

The magic of the druids is one of the oldest practiced on Aventuria. Older than the magicians, who draw their power from within themselves, and even older than the priests, who receive their power from the gods they worship, followers of the druidic tradition draw their strength from the earth and the sky themselves.

Druids acknowledge that the principles of nature, such as the infinite multiplicity of life and the continuous and merciless change that affects everything that exists govern all others. They have little use for the petty distinctions between life force given by sumu, the earth-mother, and astral force coming from higher spheres, as they were introduced by the guild mages. Druids see all the different kinds of forces (not necessarily magical) as different shapes of the same primal force.
When asked to categorize different types of that force, druids usually use the distinction of the six elements (Air, Ice, Ore, Fire, Humus, Water) and often even speak of a seventh element, that of the "living spirit"

Because of their rather radical view of the world, they tend to appreciate the significance of human life a lot less than a normal human being would. As they see it, everything must submit to the will of nature. This is why they are often seen as weird, condescending, or even evil by the people who deal with them. It is also because of that that many of them concentrate their magical studies in fields which other people would regard as "domination of intelligent creatures", while they believe that they are simply using the power that was given to them by nature to restore the natural order.
As they see it, everything must finally die or change and trying to resist such change is silly at best.

Druidic magic is a secret art. Very few written accounts exists about its secrets and almost every druid would not hesitate to destroy even those few books and scrolls given the chance. According to druidic tradition, druidic lore and magic must only be taught by a druid to at most two students of his (or her) choice at a time. Information is passed by lecture and practical training, never by scripture. Writing down any of the secrets the druids possess is a crime that druids punish by death if they can. In fact only one druid is known to ever have broken that rule, Archon Megalon, who, while writing his famous book "On Fear" did not hesitate to include information on magical secrets that druids regard as their own. Since then he is hunted by at least one powerful druid, but, being a very powerful druid and former guild mage (!) himself, he has had no trouble escaping capture until now.

Students of the druidic tradition usually do not become so by choice, they are either "bought" from the family by a druid who sees a potential in a very young child, or, if the parents refuse, even stolen from their home by that druid.
In their selection of students druids generally greatly prefer boys over girls. In those rare cases, where girls are accepted into training, it is usually due to great talent, which is why the very few female druids are usually among the most powerful druids of all.

Druids are usually regarded by society with mistrust and fear. Held in higher esteem they are only in the following areas: Trollzacken, Andergast and certain parts of Albernia (sorry i don't know the english translation of these names).

There are four major schools of druidic tradition and thought:
    * Grove Druids are the largest group and also the most "compatible" to outsiders. They usually live reeclusively in small forests or marshes, tend to the nature around them and sometimes even the people in surrounding villages. Although their numbers are relatively great they are a quite young occurrence in Aventurian history. They tend to philosophize and keep to themselves. These are the druids who are most compatible to the stereotype of a druid usually propagated outside of DSA.
    * Gatherers of Power are the only type of druids who live in towns and cities among other people. They are researchers and explorers of magic and seek to amass knowledge and power, as they believe that they will be called upon to defend sumu against great disaster in the future. As a consequence of their world views, their experiments tend to be not of the kind the order of the white pentagram would approve of, so they usually practice their magic in absolute secrecy. Because of this, they hold no gatherings or conventions of any kind. They are magical loners and outcasts, minimizing their contact to other people. They specialize in Control maghic, rather studyingthe minds and thoughts and hearts of men than the workings of the other six elements.
    * Sumu Priests only occur in areas where druids are not seen as dangerous or inferiour to guild mages, mostly in lands that were never under the rule of the twelve gods, like the kingdom of Andergast. Here they live much like the grove druids, but in villages and hamlets rather than out in nature, and they usually concentrate on the people mwho live around them just as much as the forests, marshes and plains that surround the villages. They see themselves as mediators between the realms of men and the realms of the spirits of nature, and those of the otherworlds (such as fairies).
    * Guardians of Power are by far the oldest group among the druids. Their traditions date back to the roots of time itself, like the monuments of old that they are sworn to protect and preserve. They firecfully guard stone circles, "troll tables" and other relics of forgotten times that were set up or constructed by geodes or trolls aeons ago, and sometimes not even they know what ancient secrets it is that they are guarding. Probably their greatest treasure at the moment is Al'Zul a sanctuary of the element earth deep within the dark lands of the heptarchs.

Most druids develop an imperious or condescending behaviour during their learining years. As a result, it is often rather difficult to play a druid and still maintain a halfway coherent group structure. If you want to play a druid and are not a very experienced roleplayer, i recommend a grove druid or sumu priest, as they are the most agreeable among the druids, at least to other professions.

The magical practice of the druids revolves around the "living sumu", the earth mother that was, in their belief not killed by Los in the Myth Of Creation, but rather fatally wounded. They draw their power from her still living body, to reinsert it somewhere else and thus achieve a change toward the greater good, or at least their perception of it. As was said earlier, they do not hesitate to sacrifice the lives of ten human beings to save, say a hundred other human beings or to fight back demons that thearten to break free of their bonds and wreak havoc in the area. That is not to say, that druids do not consider themselves to be expendable as well. The Druids are the only magical tradition that incorporates a spell that intentionally ends in suicide, sacrificing the whole of the druids life force for on final magical act.
Druids work magic with great concentration and do not rely on spoken spells like guild mages, but rather on certain gestures that have to be performed to make their magic work. They are also quite powerful in ritual magic, of which they possess two different kinds:
    * The Obsidian Dagger is somewhat similar to a mages staff. Over the years it can be endowed with increasingly powerful magical abilities, of which only the first is the one that makes it almost indestructible.
    * The Shape Of Control is very similar to voodoo dolls. By crafting little puppets in the image of a person utilizing a personal item of that person, druids create a sort of conduit through which they can cast their spells of control and influence on their victim, even if that victim is miles away.
The druids are also the magical tradition that is closest to the lost "Seven Formulas Of Time", one of these formulas not even being lost in their circles, but still known to some few masters of their art.

Contrary to what was said elsewhere on this forum, druids have no problem with coming in conact with iron ore that was taken from sumu by force. It is the process of melting the ore and extracting the pure iron that is a perverted mixture of the elements of fire and earth to them. That belief is so strong, that it is not necessary for the druid to touch the metal. Even wielding a wooden spear with an iron point will probably disturb them enough to cause them serious difficulties in casting spells, let alone perform any kind of ritual.

Rules

The druidic representation of magic requires the components gesture[/] and [i]sight. It explicitely cannot be transformed into scripture. It has to be taught orally. However, to someone with the advantage good memory learning a new spell this way costs only 2/3 of the normal cost, people with eidetic memory pay even less (1/3 of the cost).
The contact with smolten metal causes them to suffer a penylty of 12 (!) points when casting spells. Depending on the degree of contact the game master may apply additional positive or negative modifiers (for example wielding the aforementioned wooden spear would result in a lesser penalty of, say, 8 or 6)

In conclusion, here is a template for a generic druid (one must also choose one of the four variants which apply additional modifiers):

Prerequisites: Courage 12, Intelligence 12, Intuition 11, Social Status no greater than 10.

Modifiers: Magical Armor +2, Astral points +13

Automatic Advantages: good memory, fully fledged mage

Automatic Disadvantages: Antipathy to smolten metal

Talents:
Fight: Daggers + 2, Batons +2
Body: Sneaking +1, Self Control +4, Hide Self +1, Perceptual Acuity +2
Society: none (wow, surprising... wink.gif )
Nature: Orientation +2
Knowledge: Stone Lore +3, Gods and Cults +1, Magical Lore +4, Herbal Lore +5, Calculation +2, Myths and Legends +2, Astronomy (Star Lore) +2, Animal Lore +3
Languages and Scripts: none
Crafts: Flintstone Working +5, medicine (wounds) +2, Wood Working +3, Cooking +2, Leather Working +1, Tailoring +1

Rituals:
Druidic Revenge (the abovementioned suicide magic), Great Meditation, Forbidden Portals, Consecration of the Dagger, Druidic Representation, Ritual Lore (Druid)

Equipment:
Simple metal-free Cloathing, weatherproof Cloak, Obsidian Dagger, Linnen Bag, Water Bottle, Needles (Bone) and Thread, Wooden Spoon, Drinking-Horn

And the template for the grove druid (all modifiers are in addition to those of the generic druid:

Talents:
Body: Climbing or Swimming +2, Sneaking +2
Nature: Weather Forecast +3, Life in the Wilderness +3
Knowledge: Herbal Lore +1, Philosophy +2, Animal Lore +1
Crafts: Medicine (Posion) +2, Cooking +1

Spells of Tradition (Hauszauber): Darkness +4, One With Nature +7, Master of Animals +3, Wall of Thorns or Mastery of Weather +4, Elemental Servant +3, Wisdom Of The Trees +7, Wrath Of The Elements +3

Learned Spells (Zauberfertigkeiten): Abevenum +2, Dyspnea +2, Evil Glare +3, Great Confusion +2, Manifesto +4, Wall of Mist +2, Odem +2, Sumus Elixir +1, Revoke Transformation +1, Mastery of Weather +1 or Wall of Thorns +1

Special Abilities: Attribute (One Element) or Attribute (Environment), One Area Knowledge for an area type of choice (preferebly the type of area the druid lives in)

Whew, that took some time. I think i'll do the with tomorrow, not today. So long smile.gif


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Famous last words:
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Vinsalt
  Posted: 1 Oct 2007, 20:12


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You have done commendable work, and should be rewarded for your troubles, although I am unsure as to how... I hope that you are content with my thanks. You've done great work indeed. If you ever need something that I might be of help with, do not hesitate to ask.


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gwaedin
Posted: 2 Oct 2007, 15:07


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Excellent work indeed... I'm impressed with the fluency of the translation.
I was posting some minor corrections (mainly talents translations, or things like Magic Armour -> Resistance to Magic) when my computer crashed. Sometimes it happens... Anyway, I'm moving this topic to where it belongs, with the other Profession templates.

A question: what is the Attribute special ability?

Cheers,
gwaedin


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Bderenor Caine
Posted: 2 Oct 2007, 16:56


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Thank you smile.gif, i enjoyed writing it.
And now, as promised, information about aventurian witches!


Witches

Background Information

Very much like the druids, the witches draw their magical power from nature itself, but unlike the druids they do not believe the earth mother to be weakened or dying. They believe she is dead, killed by Los during the creation of the world, and that all that survived of Sumu is now in her egg-born daughter, Satuaria. Satuaria tried to revive her mother, but failed. Unlike her brother Satinav (half-god and guardian of time) she then went to the end of time, hoping that may succeed there. To bring her mother backto life she intends to use the life force of all egg-born witches that have and will have lived until the end of time.

But the similarity to the druids ends pretty much in their common affection for nature and its creatures. First of all, much like the druids are almost exclusively male, witches are almost exclusively female. Other than the druids, who believe in mastering one's own nature and in always looking at a given situation with a cĺear and concentrated mind, witches embrace the sensual, instinctive and wild side of nature. Witches (and Witchers) see magic and passion as two inseperably interwoven concepts: love, hate, friendship, contempt, fear, happyness, jealousy, rage - all these emotions and more, each one alone or all at once. The contrariness of these emotions are believed to be a relic of Sumus fight with Los and her subsequent death, that lives on in sumus (grand-)daughters and (grand-)sons for all eternity.
Whatever a witch does, she does it with passion and determination, fully living in the moment and thriving on every bit of information she receives from her open senses. Because of this, playing a witch at the roleplaying table is hard. Every emotion that a normal human being would feel the witch experiences intesified. Her heart is constantly engulfed by the emotion at hand, and never really cools down. Truly conveying this as a player to the other players can be a very tough task.

Mages withour the seal of the guilds are usually seen as dangerous, insidious, or even downright evil in Aventuria, and witches even more so than others. There are many reasons for this. One is, that the guild mages themselves especially despise the witches emotional and (as they see it) unreflected approach to magic, deeming it dangerous and uncontrollable at best. Another enemy of the witches, for very much the same reason is of course the curch of praios. While this church is not particularly fond of any kind of magic, the refusal of the witches to show even the slightest bit of restraint in their general behaviour, including the casting of spells and curses, makes them even more uncomfortable, some of them even see them dangerously close to Praios' demonic adversary, Blakharaz.
Since the time of Rohal The Wise it is no longer a crime to simply be a Daughter Of Satuaria, but many smaller and more radical orders of the church of Praios spend lots and lots of time closely watching witches and seizing them the second they believe they can accuse them of a crime and prove their guilt.
Not all hostility against witches is based on misunderstanding and groundless fear. Because of the fact that the witches embrace all of their emotions, regardless what those may be, they often find themselves lashing out at people by whom they were mistreated, disregarding all sense of commensurability, for example sending a deadly hailstorm to a village that destroys all crops for the winter and kills half of the livestock, because the inhabitants of that village drove the witch out with sticks and throwing stones.
That the witches, in response to that, practice their magic in seclusion and under secrecy is something that is used by their enemes in the mage guilds and the church of praios as an argument for the dishonesty of their doing.

Concerning the witches' beliefs in the divine, they mainly worship the daughter of Sumu, Satuaria. To them, Los is the essence of a life controlled by reason instead of emotion and also the murderer of Sumu. Since the twelve gods are the sons and daughters of Los, they are at the very least extremely skeptic of the faith (of most) of the other people in Aventuria, another thing that makes them very suspicious to the established churches.
As the witches see the world, there is no real distinction between good and evil, since both concepts exist as an expression of emotion. Therefore they do not have a problem with using demonic influences in their magic when they wish to deal out the revenge of the erath-mother. But even they of course see that these demonic influences are disruptive and contrary to the nature of Sumu, so that overproportional use or even a pact with a demon are almost as great a crime to the witches as it is to the curches.
That they usually shun the belief in the twelve gods in favour of worshipping Satuaria does not mean that they are not knowledgeable enough to pay lip service to the twelve gods or stupid enough not to do so when it is necessary.

Every witch and, according to the belief of witches, every person in the whole world has a "soul animal" (sorry, probably a bad translation, the german original is "Seelentier"), which defines the animalic, emotional side of that person. The more prone to listen to reason the person is, the weaker the soul animal is in that person and the more uncontrollable it is when it surfaces.
Witches are very close to their soul animal and adopt certain traits of that animal, which, for some animals can result in quite odd behaviour.
As it is with the druids, magical knowledge and lore are conveyed orally in lessons from an older witch to a young student, never in scipture. When witches choose their students usually choose a magically talented child that has the same soul animal as they do. Although there are a great many of different soul animals in existence, there are only a few that are present in witches in significant numbers: the toad, the cat, the owl, the raven, the monkey and the spider, each of them in several different variations (for example a house cat as a soul animal is still very different from a lynx, although both of them would fall into the "cat" category).

There are two organisations that are important in the life of a witch: the Witch's Circle and the Sisterhood.
A witch's circle is usually an alliance of a small number of witches for mutual protection and teaching. The members of these circles usually come all from the same region and are organized in a matriarchy, with one respected and powerful witch at the top. It is also these circles that meet every half year to celebrate the witches feast, where witches give in to the intoxicating feeling of a gathering of such magical power, and also share knowledge and fabricate a famous alchimical compound that is called "witch's paste".
In contrast to that, a sisterhood is very much like one of the different schools of thought of the druids. There is no hierarchy within the sisterhoods and there are no regular meetings of any kind. Still, the members of a sisterhood are usually closely connected to each other, since all members of a sisterhood share the same soul animal. The largest sisterhoods are:
  • The Daughters Of The Earth see themselves as healers of nature and its creatures. They do not hold the gathering of knowledge in high regards, which leads many to believe that they are "countrified" or even stupid, although that is usually quite far from the truth. Members of this sisterhood usually live in rural areas in Kosch, Nordmarken or Greifenfurt. Their numbers are greater than those of any other sisterhood, which caused the stereotype of a witch to most closely describe the Daughters Of The Earth. Their soul animal is the toad.
  • The Beauties Of The Night are, like their soul animal, the cat, very egocentric and individualistic witches. Other than most witches they prefer to live in cities, even metropolises like Gareth or Havena. In the center of their life and their thinking are their own emotions and feelings and their preferred toys are other people. The members of this sisterhood are as different from each other as a few hundred persons can be. Some are legendary beauties and seducers, others are shy and rather silent, and others again would not warrant a second look an any street in the cities of Aventuria - they are probably the most dangerous of them all.
  • The Secretive Sisterhood is a group of witches whose members, as the name says, love secrecy. Like their soul animals, owls and fogies, they are nightly, stealthy hunters who show no mercy to the enemies of Satuaria. Among the Daughters Of Satuaria they are regarded as able fighters, and many attacks on self-proclaimed witch hunters are attributed to them. Their magic concerns itself mostly with the stealthy influence of others, with fighting and the amplification of physical attributes.
  • The Sisterhood Of Knowledge concerns itself mainly with magical research, somtimes even adopting one or two spells and concepts from other magical schools, such as guild magic. Since their soul animal ist the serpent (the holy animal of Hesinde) they are a lot more open to dealing with followers of the faith of the twelve, especially the "Sisterhood Of Mada" which is, despite the name, an order within the church of Hesinde. The Members of the Sisterhood of Knowledge are the most curious and learned of all witches and concern themselves mainly with antimagic, conjuring or the transformation of living creatures.
  • The Seers Of Today And Tomorrow concern themselves mainly with prophecy and the divination of the fate of others. Their soul animal is the raven to which they attribute prophetic abilities. They are generally seen as introverted but wise and are often asked for advice, even by members of other sisterhoods.
  • The Black Widows are very much like their soul animal, the spiders (usually tarantulas, red spinsters or black widows): secretive, manipulative, dark, and alien. They prefer to work in the background, weave their nets around their unknowing victims and come out of hiding only when their goal is already accomplished and they can gloat at their prey befor making the final cut. They are very proficient at brewing poisons and casting harmful spells and terrible curses. It is generally not recommended to let a player play one of these, since they make a much better villain than a hero and almost all of them live on maraskan.

Young witches are usually taught by the witch who chose them in the ways of her own sisterhood. Usually this works well, but sometimes the witch made a mistake in choosing the student, who after a few years displays traits that should be attributed to a soul animal that is incompatible with the sisterhood of the teaching witch. In such cases the teacher usually tries to find another, mor suitable witch to teach her student, but when that fails, the student is predestined to finally run away and travel Aventuria alone, always in search of her true destiny. Such a scenario is an example of a fitting background for a player character witch. In this setting it would be prudent to choose the template of the teacher, but a different soul animal.

Witches cast spells using the power of their own emotions. Incatnations are rare, and even gestures are rather inconspicuous and more expression of the emotion that motivates the spell than the spell itself.
Most witches live together with an animal companion (germna: "Vertrautentier") that is of the same species and race as their soul animal. This animal is magically bound to the witch and has increased intelligence and life span (although both is usually still well below the threshold for humans).

The ritual magic of the witches are the curses. A thorough discussion of curses would definitely cause me to collapse onto my keyboard from exhaustion at some point, but i will say this:
  • Curses are powerful magical rituals that usually target a single person and and aim to bring some kind of misfortune to that person. This misfortune can range from mild discomfort ("Your nose will itch until the next full moon!") to serious tragedy ("Never again shall you find friends among the living!").
  • Curses can be spoken in two ways - the "hot fury", in which the witch hurls the curse at the person that offended her immediately, usually accompanied by a host of mundane cusses and swearwords, or in "cold hatred" in which the witch retreats to her home and spends an entire night perparing the curse and afixing it to some kind of material bound which is the delivered to the victim, sometimes by her animal companion .

Now for the numbers...

Rules

The casting of spells in the witches' representation required the components sight, concentration and sometimes gesture. Also, in order to cast a spell, a witch has to have contact with the body of Sumu, meaning that she has to have at least one foot on the ground (large bridges and the higher stories of large buildings copunting as ground).
When a spell cast in the witches representation fails, only 1/3 of its cost have to be paid. When a witch casts a spell under the influence of particularly strong emotions she is able to produce up to 3 ZfP more than she normally would (Game Master's decision).

I will conclude with a template for a witch of the Secretive Sisterhood:

Cost: 17 GP, time consuming

Prerequisites: Intuition 12, Charisma 12, Couirage 12, Agility 11, social status no greater that 8

Modifications: resistance to magic +2 (from fully fledged mage), AsP +13

Automatic Advantages: fully fledged mage

Automatic Disadvantages: violent temper 6 or vengefulness 9 (this determines the way the witch speaks curses), bound to the earth

Talents:
Fight: Daggers or Spears or Staffs +4, another one from that list +2, Brawling +5
Body: Flight +5, Climbing +2, Sneaking +5, Hide Self +5, perceptual acuity +2, Dancing +3
Society: Beguile +2, Knowledge of human nature +2, Disguise Self +2, Convince +3
Nature: Tracking +2, Constrain/Unleash +2, Fishing +2, Orientation +5, Weather Forecast +3, Lif in the Wilderness +3
Knowledge: Gods/Cults +2, Magical Lore +3m Herbal Lore +5, Calculation +2, Myths and Legends +2, Astronomy (Star Lore) +2, Animal Lore +4
Languages/Scripts: One foreign language +4 (mostly Nujuka, Alaani or Isdira)
Crafts: Trimming +3, medicine (wounds) +3, Wood Working +3, Cooking +3, Leather Working +3, Tailoring +2

Spells of tradition: Harmless Appearance +7, Witches' Wood +5, Witches' Knot +5, Witches' Claws +3, Row +5, Veil +7, Walk of the Spider +7

Learned Spells (Zauberfertigkeiten): Eagles' Eye +3, Armatrutz +2, Great Greed +4, Witches' Gaze +2, Cat's Eyes +3, Call of the Crow +3, Leap of the Toad +3, Sensibar +3, Coax Animals +2, Animals' Thoughts +3

Special Abilities: Representation and Rituals of witches, Great Meditation, Conceil Aura, Attribute (Attributes) or Attribute (Influence), Witches' Paste (only at convent of witches), Binding of the animal companion

Equipment: Cloathing appropriate for the surroundings, One object with witches' paste applied to it, linnen bag, Water Bottle, sewing kit, wooden spoon, wooden cup, small copper cauldron, dagger, candles

and that took a long time once again wink.gif. hope you enjoy it - druids and witches are not exactly easy to play...


--------------------
Famous last words:
"Praios will definitely not like this..."
"Praios? Aah, Praios be damned!"
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Bderenor Caine
Posted: 2 Oct 2007, 16:58


Grade 1


Group: Official user
Posts: 14
Member No.: 68
Joined: 30 September 07



Oh right, the "Attribute (spell attribute)" special ability lets you learn any spell that has that attribute a lot easier.


--------------------
Famous last words:
"Praios will definitely not like this..."
"Praios? Aah, Praios be damned!"
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gwaedin
Posted: 3 Oct 2007, 09:28


Grade 3


Group: Admin
Posts: 363
Member No.: 18
Joined: 3 December 04



Thank again, it's very interesting!

Just a few silly, technical questions:

1) I think "Seelentier" should be translated with "Familiar" (OK, that's not a question wink.gif )

2) What do you mean by "fogies" (speaking about the Secretive Sisterhood familiar)? It's not an animal AFAIK. Do you know the scientific name? There is quite a variety of birds of prey that would go under the English name "Owl" I think.

3) Same with red spinsters... are they redback spiders of sorts?

4) By "Beguile" do you refer to Fast Talk or Seduce?

5) Trimming: is it Weaving?


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Rondrikan
Posted: 3 Oct 2007, 18:04


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I think, I'm going to answer that:

1) I would suggest "kindred animal spirit". The "familiar" is called "animal companion" in Bderenor Caine's post.

2) The scientific genus is Strix, but several other genera like Athene or Glaucidium are also included. The German name is "Kauz".

3)I think so. I don't know any German name for the redback spider, so I think the authors may have created one. (Maybe because the redback spider is a black widow spider and the correlation widow <-> spinster ... both have no (more) companion in life ... I'm just guessing)

4) I'm not sure whtat is meant by "fast talk", but the correct and official term is "seduce".

5) The correct and official term is "train animals"

PS: If you want to use official translations of TDE-related terms for future translations, have a look at the English-German dictionary-page at Wiki Aventurica.
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Bderenor Caine
Posted: 3 Oct 2007, 21:30


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well, since you have already posted everything i would have answered, my work here is done wink.gif


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Kennin
Posted: 4 Oct 2007, 03:25


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QUOTE (Rondrikan @ 3 Oct 2007, 17:04)
4) I'm not sure what is meant by "fast talk", ...

"Fast talk" is the standard English skill term in RPG's for "Überreden". I hope that answers your question?


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gwaedin
Posted: 4 Oct 2007, 08:45


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Thank you all!


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Bderenor Caine
Posted: 4 Oct 2007, 09:02


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I used the term "beguile" in my translation because the original german term was "Betören". "seduce" would correspond to "Verführen", not "Betören". I wonder why the official version uses "seduce" ?


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gwaedin
Posted: 4 Oct 2007, 10:34


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I don't know what the German term means but the Talent description is quite consistent with the term "Seduction". Although Seduction seems a Talent more appropriate for a witch belonging to the Beauties of the Night than the Secretive Sisterhood. That's why I thought of "Fast talk" in the first place.


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Kennin
Posted: 4 Oct 2007, 11:45


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Hmmm... "Betören" and "Überreden" are two different things, two different talents!
"Überreden" = "Fast Talk", that's correct.
"Betören" = "Seduce". To seduce is more correct than "to beguile", IMHO.


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Bderenor Caine
Posted: 5 Oct 2007, 15:51


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"Betören" means the use of appearance, charisma and sex appeal to ge a person to do or believe something.
"Verführen" is very similar, but aims at a rather specific goal wink.gif


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