L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueNew-04 のバックアップ差分(No.5)

Note/L10N/Lore_Dialogue_300_Updated/2.3/Dialogue/LoreDialogueNew-04?
FormID: 01005DDF	LoreDialogueNew	CliffFundamentalAttributesWillpower	1	A creature with strong willpower is better able to resist the effects of hostile spells cast upon it.
__より強いwillpowerを持つ生き物は敵対的な呪文に対してより抵抗力を発揮します。
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	0	Commercial potions are guaranteed effective. Most come in three commercial grades : weak, standard and strong.
__販売されているpotionは効果を保障されている。ほとんどの場合三段階のグレードがある、弱い、普通、強いの三つだ。
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	1	The potions increase in effectiveness and duration according to the quality and expense.
__potionは品質と価格に応じて効果と持続時間を増していく。
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	2	Some potions come in only one grade; they produce a single effect, and are guaranteed effective. 
__いくつかのpotionは一つのグレードしかありません。それらは単一の効果をもたらすことが保障されています。
FormID: 01005DE1	LoreDialogueNew	CliffPotionsCommercial	3	Adventurers lacking magic skills must rely on potions, scrolls, or enchantments when they require the benefits of magic effects.
__魔法スキルの不足した冒険者は必要な魔法効果を得たいときにポーションや、呪文書、エンチャントに頼ることになるでしょう。
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	0	Most of the native Argonian population of Black Marsh is confined to the great inland waterways and impenetrable swamps of the southern interior.
__ほとんどのBlack MarshのArgonianはgreat inland waterwaysやthe southern interiorのimpenetrable swampsに追いやられています。
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	1	There are few roads here, and most travel is by boat. The coasts and the northwestern upland forests are largely uninhabited. 	
__道路はわずかしか無く、ほとんどの旅はボート頼みです。The coasts and the northwestern upland forestsはほぼ無人です。
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	2	For ages the Dunmer have raided Black Marsh for slaves; though now King Helseth has abolished slavery.	
__長きに渡り、Dunmerは奴隷を得るためにBlack Marshを襲撃してきましたが、近年Helseth王は奴隷制度を廃止しました。
FormID: 01005DEE	LoreDialogueNew	CliffImperialProvincesBlackMarsh	3	Even if it is so, Dunmer and Argonians have a long-standing and bitter hatred for one another.	
__たとえ今はそうだとしても、DunmerとArgoniansの間には、お互いに対する積年の苦々しい憎しみが存在しています。
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	0	The Empire of Tamriel encompasses the nine Imperial provinces:	
__The Empire Tamrielには9つの帝国領(州)が存在します。
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	1	Skyrim, High Rock, Hammerfell, Summerset Isle, Valenwood, Elsweyr, Black Marsh, Morrowind, and the ancient Imperial province itself, Cyrodiil. 	
__Skyrim、High Rock、Hammerfell、Summerset Isle、Valenwood、 Elsweyr、 Black Marsh、 Morrowind、そして古(いにしえ)からの帝国の中心部でもあるCyrodiilです。
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	2	Morrowind was among the last of the provinces to be integrated into the Empire.	
__Morrowindは帝国に融合された最後の州でした。
FormID: 01005DEF	LoreDialogueNew	CliffImperialProvinces	3	Because it was added by treaty, and not by conquest, Morrowind retains exceptional power to define local law by reference of Great House precedents.	
__それは征服ではなく、条約による加入だったので、MorrowindはGreat House先例の参照によって条例を定める特別な力を保持しています。
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	0	The Khajiit of the southern Elsweyr jungles and river basins are settled city dwellers with ancient mercantile traditions.	
__Elsweyr南部のジャングルとその流域のKhajiitは、古くからの商業伝統をもつ固定した都市居住者です。
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	1	And also a stable agrarian aristocracy based on sugarcane and saltrice plantations. 	
__そしてまた、サトウキビとsaltriceプランテーションに基づく裕福な土地の上流階級でもあります。
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	2	The nomadic tribal Khajiit of the dry northern wastes and grasslands are, by contrast, aggressive.	
__対照的に、北部の乾燥した荒地と大草原の遊牧民の部族のKhajiitは、貪欲で攻撃的です。
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	3	Their territorial leaders are periodically united under tribal warlords.	
__彼らの土地の頭目達は、一族の長の下で周期的に団結します。
FormID: 01005DF1	LoreDialogueNew	CliffImperialProvincesElsweyr	4	While the settled south has been quick to adopt Imperial ways, the northern nomadic tribes cling to their warlike barbarian traditions.	
__南部が帝国の文化を迅速に取り入れている間も、北部の遊牧民達は彼らの暴力的で野蛮な方法に固執していました。
FormID: 01005DF2	LoreDialogueNew	CliffImperialProvincesHammerfell	0	Hammerfell is primarily an urban and maritime province, with most of its population confined to the great port and trade cities.	
__Hammerfellはその人口の大部分を巨大な港と交易用の街に限定した、主に都市と海だけの行政区です。
FormID: 01005DF2	LoreDialogueNew	CliffImperialProvincesHammerfell	1	The interior is sparsely populated with small poor farms and beastherds. The Redguard love of travel and adventure.	
__内陸部は規模の小さな貧しい農場とbeastherdsだけで人口はまばらです。旅と冒険に対するRedguardの想いを感じられます。
FormID: 01005DF2	LoreDialogueNew	CliffImperialProvincesHammerfell	2	The high seas has dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.	
__The high seasは彼らを船乗りや傭兵、また冒険者として帝国中に送り届けています。
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	0	High Rock encompasses the many lands and clans of Greater Betony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach.	
__High Rockは広大な土地とclans of Greater Betony、the Dellese Isles、the Bjoulsae River tribes、そして 伝統的な the Western Reachを含みます。
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	1	The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans,	
__The rugged highland strongholdsとisolated valley settlementsは地元の様々なBreton氏族の激しい独立を促し、
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	2	and this contentious tribal nature has never been completely integrated into a provincial or Imperial identity. 	
__そして、この議論好きな部族の本質は地方の、または帝国のアイデンティティと完全に一度も統合されたことがありません。
FormID: 01005DF3	LoreDialogueNew	CliffImperialProvincesHighRock	3	Nonetheless, their language, bardic traditions, and heroic legends are a unifying common legacy.	
__にもかかわらず、彼らの言葉や吟遊詩人の伝承と英雄的伝説は、市民の中に統一された遺産として残されています。
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	0	Morrowind is the northeastmost province of the Tamrielic Empire, bounded on the north and east by the ocean,	
__MorrowindはTamrielic Empireの北東部、海によって隔てられたnortheastmost地方の行政区であり、
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	1	on the west by Skyrim, on the southwest by Cyrodiil, also known as the Imperial Province, and on the south by Black Marsh, also known as Argonia.	
__西方にはSkyrim、また帝国の中心部であるCyrodiilを南西に臨み、そしてArgoniaとして知られているBlack Marshが南に位置しています。
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	2	Vvardenfell District consists of the island of Vvardenfell, surrounded by the Inland Sea,	
__Vvardenfell地区はInland海に囲まれたVvardenfell島から成り立っており、
FormID: 01005DF4	LoreDialogueNew	CliffImperialProvincesMorrowind	3	and dominated by the titanic volcano Red Mountain and its associated ash wastelands.	
__そして、巨大な火山Red Mountainとそれによる火山灰の荒地によって構成されています。
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	0	Skyrim, also known as the Old Kingdom or the Fatherland, was the first region of Tamriel settled by humans from the continent of Atmora:	
__Old KingdomかFatherlandとして知られているSkyrimは、人間がAtmoraの大陸から独立したTamrielの最初の地域であり、
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	1	 the hardy, brave, warlike Nords, whose descendants still occupy this rugged land. 	
__屈強かつ勇敢で戦闘的なNords、その子孫が現在もこの荒れ地を支配しています。
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	2	Though more restrained and civilized than their barbarian ancestors, 	
__彼らは先祖達の野蛮な生活から抜け出して文明化しましたが、
FormID: 01005DF5	LoreDialogueNew	CliffImperialProvincesSkyrim	3	the Nords of the pure blood still excel in the manly virtues of red war and bold exploration.	
__現在も純血のNordsは闘争や危険な冒険などの肉体的な能力に優れています。
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	0	The Summerset Isle is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors. 	
__Summerset島は、肥沃な農地、緑あふれる森林公園、古代の塔や別荘がある風光明媚な土地です。
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	1	Most settlements are small and isolated, and dominated by ruling seats of the local wizard or warlord. 	
__ほとんどの居留地が小規模で孤立しており、地元の魔術師か将軍によって支配されています。
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	2	The Isle has few good natural ports, and the natives are unwelcoming to foreigners,	
__島にはわずかな自然港しかなく、地元の人間は外国人を歓迎しておらず、
FormID: 01005DF6	LoreDialogueNew	CliffImperialProvincesSummersetIsle	3	so the ancient, chivalric high culture of the Aldmer is little affected by modern Imperial mercantilism.	
__それもあってAldmer古代からの誇り高い文化は、現在の帝国の商業主義にほとんど影響を受けていません。
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	0	Valenwood is a largely uninhabited forest wilderness. The coasts of Valenwood are dominated by mangrove swamps and tropical rain forests, 	
__Valenwoodは、ほとんどが原生樹林の未開地です。Valenwoodの海岸は、マングローブの沼地と熱帯多雨林によって構成されており、
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	1	while heavy rainfalls nurture the temperate inland rain forests. 	
__膨大な雨量が温暖な内陸の熱帯多雨林を育んでいます。
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	2	The Bosmer live in timber clanhouses at sites scattered along the coast and through the interior, connected only by undeveloped foot trails. 	
__Bosmerは海岸と内陸部に点在する、未舗装の山道によって連結された集落で、木造のclanhousesに住んでいます。
FormID: 01005DF7	LoreDialogueNew	CliffImperialProvincesValenwood	3	The few Imperial roads traverse vast dense woodlands, studded with tiny, widely separated settlements, and carry little trade or traffic of any kind.	
__若干数の帝国製の道路が、広大で濃密な森林地帯を横断しており、方々に点在する小さな集落からどんなわずかな交易物も運んできます。
FormID: 01005DFB	LoreDialogueNew	CliffVampires	0	Imperial culture regards blood vampires as destructive monsters to be hunted and destroyed.	
__帝国では伝統的に、Vampiresは発見され次第滅ぼすべき有害な怪物と考えられています。
FormID: 01005DFB	LoreDialogueNew	CliffVampires	1	However, romantic notions of noble, virtuous vampires persist in Imperial traditions,	
__しかしながら、高貴で高潔なVampiresのロマンチックなイメージは帝国の伝統の中に根付いており、
FormID: 01005DFB	LoreDialogueNew	CliffVampires	2	and vampires are thought to pass unrecognized in the Mages Guild and the Imperial aristocracy.	
FormID: 01005DFD	LoreDialogueNew	CliffNativeCreatures	0	Cyrodiil has many native creatures, some more dangerous than others. Some of those creatures can carry deadly diseases.	
FormID: 01005DFD	LoreDialogueNew	CliffNativeCreatures	1	The main varieties are: herd animals, large predators, small predators, monsters, passive animals and water creatures. 	
FormID: 01005E00	LoreDialogueNew	CliffNativeCreaturesHeardAnimals	0	The two most common herd animals we have here are horses and sheep. 	
FormID: 01005E00	LoreDialogueNew	CliffNativeCreaturesHeardAnimals	1	Although in the east the Dunmer eat horses, here we use them as mounts. Sheep are raised for their meat and cheese.	
FormID: 01005E05	LoreDialogueNew	CliffNativeCreaturesLargePredators	0	There are many hiding in the deep forests and mountains of Cyrodiil and are dangerous for the careless traveler.	
FormID: 01005E05	LoreDialogueNew	CliffNativeCreaturesLargePredators	1	Bears, boars, mountain lions and wolves are the main predators in the wilderness.	
FormID: 01005E06	LoreDialogueNew	CliffNativeCreaturesSmallPredators	0	Two animals can be classified as small predators. The large rats and the wild dogs.	
FormID: 01005E06	LoreDialogueNew	CliffNativeCreaturesSmallPredators	1	Large rats are found everywhere, often in close proximities to their slightly smaller relatives.	
FormID: 01005E06	LoreDialogueNew	CliffNativeCreaturesSmallPredators	2	Wild dogs are rarer, and are mostly trained by bandits and marauders. They are usually weak since they are not the best of hunters.	
FormID: 01005E07	LoreDialogueNew	CliffNativeCreaturesWaterCreatures	0	Two creatures are commonly encountered in Cyrodiil's coastal and water environments. 	
FormID: 01005E07	LoreDialogueNew	CliffNativeCreaturesWaterCreatures	1	Mudcrabs are large but mostly unaggressive while slaughterfish are small but very aggressive.	
FormID: 01005E09	LoreDialogueNew	CliffNativeCreaturesWildAnimals	0	The only passive animal is the deer. It's every hunter's basic prey. They can be found amongst the forest.	
FormID: 01005E0A	LoreDialogueNew	CliffNativeCreaturesMonsters	0	The goblin, imp, minotaur, ogre, spriggan, troll, land dreugh and Will-O-The-Wisp are the eight types of monsters commonly encountered.	
FormID: 01005E0A	LoreDialogueNew	CliffNativeCreaturesMonsters	1	Commonly encountered if you venture deep inside Cyrodiil's wilderness and dead lands, that is.	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	0	I've heard some say that vampirism is a disease. But no temple has ever been able to cure it, and I've never heard of a mage's spell that does it.	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	1	But I admit, I've never encountered a vampire, and never thought about how to treat one.	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	2	I think I'd be more worried about getting away from one than curing it. And I don't know how it is in the rest of the Empire, 	
FormID: 01005E0E	LoreDialogueNew	CliffVampiresVampirism	3	but here we know vampires are terribly dangerous, and evil, and we'd destroy them on sight if we could.	
FormID: 01005E15	LoreDialogueNew	CliffFoodCyrodiilBrandy	0	Cyrodiilic brandy, an invigorating and stimulating alcoholic beverage is claimed to have none of the unpleasant side effects of other intoxicants. 	
FormID: 01005E15	LoreDialogueNew	CliffFoodCyrodiilBrandy	1	I hear it fortifies Fatigue and Endurance. I don't know, myself... I save this for paying customers.	
FormID: 01005E16	LoreDialogueNew	CliffFoodSkooma	0	Skooma is an illegal narcotic substance made from refined moon sugar. Criminals use it as a kind of currency. 	
FormID: 01005E16	LoreDialogueNew	CliffFoodSkooma	1	They say it makes you fast and strong, but clumsy and stupid. Of course, I want nothing to do with it.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	0	The most common wine you'll find is cheap wine. This type of wine is brewed by the amateurs, actually. But at least it's cheap.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	1	Cheap wine will restore your lost fatigue when drunk. 	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	2	Then you have the wine made by either the Surilie Brothers or by Tamika's vineyards found outside Skingrad.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	3	They are the two main wine brewers of Cyrodiil and their wines vary in quality. The older the wine, the better it is.	
FormID: 01005E17	LoreDialogueNew	CliffFoodWine	4	It is said that their wines can restore lost health when drank.	
FormID: 01005E18	LoreDialogueNew	CliffFoodAle	0	Ale, beer and mead are drinks commonly found in most homes and taverns. They are cheap and strong in alcohol.	
FormID: 01005E18	LoreDialogueNew	CliffFoodAle	1	Most people who drink those are looking to restore lost stamina after a long day of work.	
FormID: 01005E19	LoreDialogueNew	CliffFood	0	We've got local fare. It's filling, and priced to move. We've got the local brews, ale, beer and mead.	
FormID: 01005E19	LoreDialogueNew	CliffFood	1	I've got the good stuff, too, behind the counter -- Cyrodiilic brandy and top quality wines -- but it ain't cheap. 	
FormID: 01005E19	LoreDialogueNew	CliffFood	2	We don't carry skooma, and we don't like it used here. 	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	0	Before the decision of Arch-Mage Traven to outlaw necromancy, in the Empire it was possible for mages to purchase corpses and souls for research.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	1	Body and spirit were protected property; they could not be used without permission of the owner and public display of the living dead was prohibited.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	2	In some remote locations, necromancers were free to pursue their studies without legal interference.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	3	Now all of this changed with the ban of necromancy. Necromancers will be persecuted and judged by the Council of Mages if arrested.	
FormID: 01005E1B	LoreDialogueNew	CliffNecromancy	4	To purchase a corpse, a mage will need to pass an audience with the Council of Mages and justify why he needs such a corpse.	
FormID: 01005E1C	LoreDialogueNew	CliffNecromancy	0	In the Empire, body and spirit are protected as property, and may not be used without permission of the owner.	
FormID: 01005E1C	LoreDialogueNew	CliffNecromancy	1	and public display of the living dead is widely prohibited. But it has been recently decided that necromancy is an illegal practice.	
FormID: 01005E1C	LoreDialogueNew	CliffNecromancy	2	Arch-Mage Traven was the one responsible for this decision.	
FormID: 01005E1D	LoreDialogueNew	CliffNecromancy	0	In the Empire, mages may legally purchase corpses and souls for philosophical research, and may do with them as they wish in private.	
FormID: 01005E1D	LoreDialogueNew	CliffNecromancy	1	As long as they have permission from the Council of Mages, that is.	
FormID: 01005E1E	LoreDialogueNew	CliffNecromancy	0	In the Empire, necromancers and vampires are widely confused in the public mind and persecuted.	
FormID: 01005E1E	LoreDialogueNew	CliffNecromancy	1	But in remote locations, necromancers are usually free to pursue their studies without legal interference.


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