Hardcore Mystara: Terrae Cognitae a Cura Di Giulio N

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Hardcore Mystara: Terrae Cognitae a Cura Di Giulio N Benvenuto, amico lettore, nelle Terrae Cognitaeae. Terrae Cognitae è un manuale di giochi di ruolo fantasy, pensato per essere utilizzato nella ambientazione di Mystara, creata dalla TSR negli anni ’80 come sfondo per le sue avventure della collana del gioco di ruolo Dungeons & Dragons, il primo, più famoso (e più venduto) gioco di ruolo al mondo. Nonostante questa premessa, Terrae Cognitae non necessita di alcuna conoscenza di materiale di alcun tipo per poter essere giocato. Infatti, nel presente manuale si trova una versione semplificata del regolamento di Dungeons & Dragons che permetterà a chiunque di creare il proprio personaggio e iniziare l’avventura! Naturalmente, è consigliabile che un aspirante master (ovvero il narratore che descrive e fa svolgere la trama dell’avventura ai giocatori) conosca un minimo alcuni aspetti dei giochi di ruolo, che si metta a scrivere avventure e soprattutto che abbia fantasia – ma anche se la lettura di alcuni altri manuali di regole editi dalla TSR può essere di aiuto, le basi sono tutte qui dentro, e sono sufficienti. Questo manuale non ha la pretesa di descrivere esaurientemente le nazioni ed i popoli delle Terrae Cognitaeae, ma solo quello di introdurre un mondo fantastico, possibilmente senza stancare il lettore, per quanto inesperto esso possa essere. Sperando che la lettura vi sia gradita, Giulio N. Caroletti Hardcore Mystara: Terrae Cognitae a cura di Giulio N. Caroletti Basato sul lavoro originale di: Aaron Allston, Dave Arneson, Jim Bambra, Stephen Bourne, Deborah Christian, William Connors, David Cook, Michael Dobson, Ann Dupuis, Kim Eastland, Newton Ewell, Phil Gallagher, Anne Gray McCready, Ed Greenwood, Gary Gygax, Scott Haring, Anthony Herring, Beatrice Heard, Bruce Heard, Laura Hickman, Tracy Hickman, Paul Jacquays, Katharin Kerr, Tom Kirby, Michael Malone, Frank Mentzer, Blake Mobley, Graeme Morris, Tom Moldvay, John Nephew, Bruce Nesmith, Douglas Niles, Harry Nuckols, Steve Perrin, Jackie Rasmussen, Merle Rasmussen, David Ritchie, Ken Rolston, Carl Sargent, Garry Spiegle, Anders Swenson, Gary Thomas. E sugli approfondimenti di: Giampaolo Agosta, Aleksei Andrievski, Alex Benson, Daniel Boese, Damon Alexander Brown, Stefano Caire, John Calvin, Giulio N. Caroletti, Steven Carter, Christopher Cherrington, Jeff Daly, Marco Dalmonte, Francesco Defferrari, Ethan Deneault, Michael Diehm, Paul George Dooley, Sharon Dornhoff, Tristan Dunigan, Dan Eustace, Chris Furneaux, Håvard Faanes, Jennifer Favian Guerra, Geoff Gander, Mischa Gelman, John Hare, Federico Kaftal, David Knott, Gilles Leblanc, Matt Levy, Harri Mäki, Adrian Mattias, Gordon McCormick, Joaquin Menchaca, Jenni Merrifield, James Mishler, Max Monas, Markus Olavi Montola, Hervè Musseau, Francisco Navarro, Jonathan Nolan, Aaron Nowack, Jason o’Brien, Fabrizio Paoli, Giovanni Porpora, Carl Quaif, Micheal Roy, James Ruhland, Thibault Sarlat, Jens Schnabel, Ohad Shaham, Jacob Skytte, Shawn Stanley, Patrick Sullivan, Andrew Theisen, Leroy van Camp, Steven B. Wilson, Beau Yarbrough, di tutto il Mystara Mailing List e del Forum Italiano di Mystara. Dedicato a tutti coloro che hanno accompagnato il mio viaggio nelle Terrae Cognitae: Fabio Baraldi, Silvia Borsari, Daniele Canuti, Marco Caradonna, Erik Caroletti, Fabrizio Caroletti, Valerio Caroletti, Carlo Corradini, Emiliano della Casa, Enrico Ferrari, Enrico Fiorani, Silvia Geremia, Riccardo Lanzarini, Manuel Losi, Simone Righi, Lorenzo Sola, Nicola Tamagnini, Denis Tesselli, Alessandro Ticci, Luca Tinarelli, Gastone Van Helsing. Nota per i veterani di Mystara Molti veterani (giocatori e master) dei prodotti TSR di Mystara noteranno che nel manuale vi sono alcune modifiche rispetto ad essi. In particolare questo è dovuto alla scelta di conformarsi alle linee guida presentate nel volume “Hardcore Mystara”. Per chi non lo avesse letto, questo manuale descrive a grandi linee il mondo di Mystara nell’anno 1016 del calendario, e cioè sedici anni dopo i prodotti della linea Gazetteer, sette anni dopo “Wrath of the Immortals”, e tre anni dopo l’ultimo prodotto ufficiale edito dalla TSR. Ma i cambiamenti non finiscono qui. Infatti, alcuni particolari, considerati illogici o poco credibili dall’autore, sono stati eliminati e rimpiazzati a sua assoluta discrezione. Non aspettatevi perciò un manuale compatibile in ogni dettaglio con i prodotti ufficiali. La speranza è che si sia ottenuto un risultato ancora superiore ai già notevoli originali, risolvendo questi piccoli “errori” (perdonateci l’arroganza), e permet- 1 Che cosa è un Gioco di Ruolo? Nota sul calendario Chi volesse avvicinarsi per la prima volta ad un gioco di In tutte le Terrae Cognitae e anche oltre, nei Mari e su ruoloruolo, per quanto inesperto, saprà probabilmente che Aurora, il calendario comune è il calendario thyatiano, che giocare di ruolo significa, in buona sostanza, INTERPRETARE conta gli anni a partire dalla data dell’incoronazione del pri- un’altra persona, calarsi nei panni di una persona differente, mo Imperatore di Thyatis (Anno Zero, o Anno dell’Incorona- e cercare di recitare questo personaggio, nè più né meno di quello che deve fare un attore di cinema o di teatro. L’aspetto zione). Gli anni successivi a quella data sono indicati dalla teatrale del gioco è fondamentale, e anche il regolamento dicitura AC – attualmente è l’Anno della Coronazione 10161016; deve essere visto solo come un mezzo per potersi calare si può anche dire 1016 dalla Coronazione, o AC 1016. all’interno del personaggio. In un gioco di ruolo, al contrario di ciò che avviene a teatro, non c’è un copione scritto sul Molti altri popoli hanno un loro calendario, come i Nani e quale costruire la propria interpretazione, perché più o meno gli Alphatiani. Per semplicità, però, ci rifaremo solo al ogni cosa è lecita – sebbene il personaggio interpretato ne calendario thyatiano. debba poi pagare le conseguenze davanti al master, ovvero il narratore. Il master è colui che dà vita allo sfondo su cui si muovono tutti i personaggi giocanti, ovvero i personaggi interpretati dai giocatori, ed i personaggi non giocanti, ovvero tutti i personaggi che fanno parte dell’ambientazione, con cui i personaggi giocanti possono interagire. Ad esempio, se interpretaste il personaggio di un pistolero in un gioco di ruolo western, potreste entrare in un saloon e sparare a tre o quattro avventori. Naturalmente, è probabile che il master farà agire di conseguenza i personaggi non giocanti del saloon, che proveranno ad uccidere il vostro personaggio o a chiamare lo sceriffo perché vi fermi! Questa ambientazione per giochi di ruolo è pensata in un mondo fantasy, nel pianeta chiamato Mystara. Si tratta di un pianeta un poco più piccolo della Terra, abitato da culture che vanno da quelle primitive ad altre al livello dell’Età Classica, del Medioevo o del Rinascimento. Inoltre, in questo mondo esistono creature senzienti oltre agli Umani: Nani, Elfi, Troll, ed altre razze umanoidi, e mostri che per noi sono magici o mitologici, come Draghi e Lupi Mannari. E naturalmente esiste la magia, ed esistono divinità potenti e capricciose, ispirate nei comportamenti e negli ideali agli dei della mitologia classica e vichinga. Il manuale che avete in mano è diviso in tre sezioni: un Atlante geografico che descrive gli stati che costituiscono le Terrae Cognitae in breve, corredate da alcuni commenti di visitatori stranieri; una sezione di Regolamento corredata di consigli per la creazione e l’interpretazione di un personaggio, con regole semplici ed essenziali per poter risolvere con pochi tiri di dadi le situazioni casuali davanti alle quali i vostri personaggi si potranno trovare, come un combattimento o il lancio di un incantesimo, e soprattutto la fondamentale descrizione di tutte le razze umanoidi senzienti delle Terrae Cognitae, dei loro usi, dei loro costumi e delle loro lingue; una corposa Appendice in cui compaiono i nomi delle città principali, una breve storia degli eventi delle Terrae Cognitae, con un occhio di riguardo agli eventi degli ultimi quindici anni. Ora, cosa aspettate a sfogliare il Manuale?! 2 Atlante delle Terrae Cognitae Questa prima sezione del Manuale è dedicata a tutti i gio- includendo nel conto sia la terraferma sia le isole al largo catori ed i dungeon master che vogliono impegnarsi in una delle coste e gli stati da esse formate, con una popolazione campagna nelle Terrae Cognitae. Le informazioni sono pre- totale di quasi dieci milioni di abitanti. sentate in modo abbastanza semplice e lineare, senza esa- Il clima della regione è prevalentemente temperato. La gerare con nomi complicati e cose del genere. Le informa- terra è piuttosto fertile, se si eccettuano le anomalie zioni presentate qui sono tutto ciò che serve per poter gio- geografiche rappresentate dal deserto dell’Alasiya, la cui care, e anche di più. A ogni trafiletto che descrive breve- presenza nessuno studioso riesce a giustificare, e dalla mente la geografia e le popolazioni degli stati, si accompa- foresta morente del Canolbarth, avvelenata da magie gnano alcuni commenti di abitanti delle altre nazioni, che distruttive pochi anni or sono. Anche le zone parlano di ciò che sanno degli altri popoli. Naturalmente, apparentemente meno fertili, come le pianure erbose di non vi è alcuna garanzia che le voci che sentirete abbiano Ethengar, ad esempio, sono in realtà ad alto potenziale un fondo di verità… agricolo, ma occupate da popolazioni di nomadi o di razziatori che non si interessano di agricoltura. Terrae Cognitae è il nome con cui è nota ai suoi abitanti In generale, le Terrae Cognitae sono piuttosto civilizzate; una larga porzione di terra che si trova nella zona sud- la schiavitù è abolita quasi ovunque, e la maggior parte orientale del Brun. Altri, in particolare coloro che vengono della popolazione è costituita da liberi cittadini con diritti e da fuori e che commerciano con le sue popolazioni, la doveri civili. Non ci sono persone che muoiono di fame né chiamano Costa del Terrore, nome sorto in passato a causa appestati o lebbrosi che vagano per le strade, e anche delle coste infestate dai pirati; i saggi generalmente la l’igiene è mediamente curata. Gran parte degli abitanti di chiamano Aria, nome sconosciuto ai più.
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