SWIntro

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Welcome to Sword World 2.0[edit | edit source]

Have you ever longed for adventure?
Challenging the unknown, with courage that laughs at danger. Surviving desperate situations and battles to the death.
But people who have experienced such great adventures in the real world are exceedingly rare. All the more reason why people seek adventure in novels, comics, cartoons and movies, where they can empathize with the main characters, be excited and thrilled, and thus satisfy their desire for adventure.
But this book allows you to simulate such exciting adventures.
It is true that video games can also deliver simulated experiences, and allow you to enjoy many hours of great fun. However, that fun is limited. Someday, the story will end, and you will run out of things to do.
However, the possibilities enclosed in this book are unlimited. In this small book, endless adventures and stories are hidden.
This is a rulebook for what is called a pen and paper roleplaying game. This game does not need a computer or console system. All you need is some friends, paper and pen, a couple of dice and infinite imagination.
This game involves talking to each other. Players control characters they have made, respond to the information provided by a referee known as the Game Master, and act with freedom.
For instance, the Game Master can tell the players: "Enemies have appeared in front of your characters."
Will they cross swords with the enemies, or solve the situation through words? If they fight, will they face them in the front line, or hide in the back?
Through the strength of creativity and expression of the players and GM, the possibilities are endless. The stories created along with your friends, the live feeling brought forth by conversation, and above all the many varied adventures where you can be the main character will make a strong impression and leave you with a surprising sense of freshness.
Sword World 2.0 (SW2.0 from now on) is a fantasy RPG set in the "Sword World" of the same name. It is a world without electricity, cars, planes, or cell phones, an ancient world brimming with danger. But this is a world where magic exists. Gods are real. There are mysteries, ruins where vast treasures lie, and many threats and monsters.
And above all, a myriad adventures!
You will become an adventurer, travelling through this Sword World filled with mystery and danger, literally throwing yourself into adventure.
In this game, you are the protagonist. The character you create is yours alone. Through conversation with the Game Master, the story progresses, the world expands, and your sword, magic, courage and wisdom will weave a magnificent tale.
Now, let us go to this world of adventure! Spread your infinite wings of imagination, for it is time to weave your own tale!
Welcome to the world of adventure!
Build a grand legend with your own hands!
- Sword World 2.0 Revised, Core Rulebook I, page 6 & 7

Raxia, the World of Swords[edit | edit source]

This is not here. This is not today.
This is Raxia, a world created by three swords.
SW2.0 is a game where you can enjoy many adventures in this world, where swords and magic live and breathe.
The world of Raxia is, in many aspects - like size and environment - superficially similar to the Earth we live in. However, there are also many aspects where it is concretely different.
To begin with, magic exists in Raxia. Gods are real as well. Races other than humanity live side by side, and many monsters and mythical beasts roam through the land - a clear and present danger!
And yet there are people who travel freely and boldly through this world. They are the Adventurers, whose roles the players take.
Some 300 years ago, the world suffered great destruction due to the Great Catastrophe. The Great Catastrophe was a worldwide invasion by the Barbarous, united tribes of sinister and twisted races.
Civilization was destroyed, countries were splintered, and it seemed like the world would be conquered by the Barbarous. In truth, their complete victory was apparently soon at hand.
However, thanks to the efforts of many heroes, the Barbarous King was defeated, and the grand invasion was halted. Without their supreme leader, the Barbarous lost their control, and their chance for a definite victory.
Nonetheless, the countries of the world had suffered severe damage, and civilization had regressed greatly. And with the Barbarous and other monsters roaming around, they faced a dangerous state of affairs.
The players will become adventurers in this dangerous world, recover treasures and lost knowledge from ruins of destroyed civilizations, or fight against the invading Barbarous, gather experience and pass on to legend as brave heroes. At times, they will help people in trouble. They might very well fall in love, or experience death and parting.
There are many roles covered by the word "adventurer."
Fighters that battle with sword and armor, Sorcerer's that command magic, Priests that protect their comrades with miracles of the gods... Characters with different abilities like these gather together and pool their strengths in order to confront their trials. This group of PCs is called a "party." Party members help their comrades, and overcome many difficulties.
In turn, the GM prepares the scenario, draws the characters to dungeons, wastelands, dangerous woods and ruins, and directs the story.
The GM is most definitely not the players' enemy. You could say they are like the designer of the haunted house in an amusement park. The GM entertains the players and gives them thrills, but in the end they are led to the exit - the goal - and the adventure is drawn to a conclusion, hopefully with the players saying "that was fun!"
- Sword World 2.0 Revised, Core Rulebook I, page 10 & 11

Sword World 2.0 Revised Translation Project[edit | edit source]

Welcome! Found within the pages of this website are the collected translation efforts of the SW2.0 Translation Project.
The SW2.0 Translation Project aims to offer a complete and comprehensive translation of SW2.0 Revised, including the supplemental materials. The translation efforts are still ongoing, and as such, there may be parts missing or incomplete. Additionally, the sheer volume of published material for SW2.0 might make navigation of the wiki difficult at times.
This introductory page will offer you an overview of Sword World, and serve as a guide to both the translation project and the SW2.0 as a whole. Whenever you feel lost, you may want to return to this page for guidance.

Sword World In Short[edit | edit source]

As you may have deduced so far, Sword World is a Japanese tabletop roleplaying franchise created by Group SNE, which has enjoyed great popularity in its homeland, but only relative obscurity in the west.
The first version of the game, Sword World RPG (also known as Sword World 1.0 for reasons that should be apparent at this point), was released in 1989 and took place in the world of Forcelia. The world, Forcelia, might be familiar to some oldtaku, since it had been the setting for multiple spin-off properties, such as Record of Lodoss War, Legend of Crystania and Rune Soldier.
The setting was heavily influenced by games like DnD and featured what you’d expect from a fantasy world like that.
Of course, SW1.0 is quite old and only tangentially related to the translation project, but it at least deserves a mention, as it laid the groundwork for what was to come.
In 2008, Sword World 2.0 was released. It featured a completely reworked system, new races and a new setting called “Raxia”.
Then, in 2012, Sword World 2.0 Revised was released. It generally cleaned some things up, added fixes and even some things from previously released supplement material.
Finally, in 2018, Sword World 2.5 was released. SW2.5 features an updated ruleset and is set on a previously unexplored continent of Raxia.
Over SW2.0’s lifetime, there have been a vast number of releases. Most notable among these releases are the 10 supplemental rulebooks, the 8 region setting books and of course, the three core rulebooks. Aside from those, there have been numerous campaign books, as well as replays.
This translation project focuses on SW2.0, using the SW2.0 Revised Rulebooks as its base.
SW2.0 is a relatively lightweight system, which exclusively uses six-sided dice. It features multiple sets of combat rules, as well as a heavy focus on multi-classing. The Class System allows you to mix and match classes to your liking, to find and create your own personal playstyle.

Navigating the Wiki[edit | edit source]

Due to the sheer size of SW2.0, it can be hard to figure out where to start.
For that reason, this little section exists.

A Quick Overview[edit | edit source]

The wiki is roughly separated into 3 parts: Core Rules, Supplemental Rules and Region Books. Listed on the Main Page, you will find the major releases important to the translation project for each category.
Additionally, you will find character sheets, a link to the subreddit of the translation project and the All-In-One section. The latter, we will talk about at a later point.

Core Rules Overview[edit | edit source]

Clearly, the best point to start reading into an RPG are the core rules. Sword World is no different. The core rules are split into 3 books of roughly 300~400 pages. This might seem daunting at first, though it might be important to mention that these books were released as bunko-sized softcovers and contain a lot less text per page.
For convenience and ease of reading, these three books have been compiled into the All-In-One Section on this wiki. We will go over the books and their contents regardless.

Core Rulebook I (CR1)[edit | edit source]

The most important of the three.
It contains rules for character creation, both of the Quick and Regular variety, basic rules for character advancement, rules for Skill checks, Magic and Combat, as well as Items, Monsters and Setting details for the Zalts Region. There is also a GM Section on how to run a game, as well as a sample scenario.
This book naturally has some character options players can use to build their characters. Races included are: Humans, Elves, Dwarves, Runefolk, Tabbit, Nightmare and Shadow. Class Options contained in this book are Fighter, Grappler, Fencer, Marksman, Sorcerer, Conjurer, Priest, Fairy Tamer, Artificer, Scout, Ranger and Sage, including Combat Feats and Spells for up to Adventurer Level 6.

Core Rulebook II (CR2)[edit | edit source]

While Core Rulebook I laid the foundation for the rules, Core Rulebook II builds upon this foundation and offers players and GM all they need to further enhance their game. Aside from new advancement methods such as the Reputation System, and Supplemental Rules such as Rules for Underwater Combat, the book offers a whole bunch of new player options. Among these options are new Race Options (Lildraken, Grassrunner and Newman), New Class Options (Enhancer and Bard), new items, new combat feats, new spells, improved racial traits and everything else players need to get to Level 10.
The book also contains a host of new things for the GM to use, among which is a new Scenario, new Setting Information and Priest Spells for Barbarous Gods.

Core Rulebook III (CR3)[edit | edit source]

Core Rulebook III further builds on the previous two books, with new options and rules, and everything players and GMs will need on their road to Level 15.
Players gain access to the new Valkyrie Race, the new Rider class, as well as new Combat Feats and Spells up till Level 15.
The book also contains new Items, Monsters, a new Scenario, Setting Info for the Northern reaches of the Terastier continent, as well as new racial traits. rules for mounted combat and structural damage.

All-In-One (AIO)[edit | edit source]

As previously mentioned, the All-In-One section of the wiki contains a compilation of all the material found in the three core rulebooks. When using the core ruleset, you may want to use this section for ease of reading.

Supplements Overview[edit | edit source]

SW2.0 has had 10 supplemental rulebooks released during its lifetime. Generally, they add to the game with new rules, races, classes, items, spells, monsters, as well as setting detail and lore. Some of them may even contain a new scenario to use in play.

Alchemist Works (AW)[edit | edit source]

The first expansion to SW2.0 brings what you would expect: New Rules, Character Options, Items and Monsters to play with.
True to its name, this book adds the Alchemist class. Alchemists use the power of synthesis to create magically infused cards, which they can use to create powerful infusions.
Among the new optional rules added you will find Point-buy Rules, allowing you to further tweak your character during Character Creation. Also included are “Work Skills”, professions your character can possess, that may come in handy in some situations. Additionally, this book adds rules for defense fumbles, enhanced racial traits (which have later been added to CR2 Revised) and rules for entangling weapons. There was also a bit of lore added, giving more details on the classes and their place in the world. Lastly, new Items and Monsters were also introduced.
This book can be thought of as sort of a straight expansion to what the Core Rules. It is sort of like a "Core Rules Plus" Supplement.

Translation Status: Incomplete
Sections Completed:

  • Alchemist Class
  • Adventurer Class Commentary
  • Optional Rules

Barbarous Tales (BT)[edit | edit source]

As the name implies, it’s the Barbarous supplement.
It contains new playable Barbarous races (Drakes, Dark Trolls, Lamia, Lycanthropes and Kobolds), as well as Rules on how to play Barbarous PCs. Additionally, Barbarous Tales includes numerous Monster Stat Blocks and rules for Situational Combat.
As Barbarous are the major focus of the book and most of it is dedicated to stating out new Monsters, this book can be thought of as "The Monster Manual" for SW2.0.

Translation Status: Incomplete
Sections Completed:

  • None

Wizard's Tome (WT)[edit | edit source]

Wizard’s Tome introduces updated magic rules, as well as new and updated spells. Particularly notable are the updates made to Fairy Tamers, changing the class completely.
Additionally, as to be expected, the book also includes rules and spells for the Wizard, the only hybrid class of the game.
Lastly, the book includes lore about the history and use of magic in Raxia, as well as additional Monsters.
This book can be thought of as the "Magic Compendium" Supplement. If you are thinking about adding some supplemental books to your table, this should be right at the top of your list.

Translation Status: Incomplete
Sections Completed:

  • None

Translated and to be added:

  • Everything

Cardia Grace (CG)[edit | edit source]

Cardia Grace is a massive expansion, introducing a veritable host of changes and new material. Firstly, three new humanoid races and two new Barbarous races. For the humanoids, there are the fairy-like Fey and the crystalline Fluorites, as well as Shadows (later added to CR1 Revised). On the Barbarous side, Dhampir and Weaklings were added, later returned along with the other Barbarous races in Barbarous Book.
Three new Classes were also added: The Warlord, the Mystic and the Daemon Ruler. Warlords are tacticians and strategists that help their allies by directing them with their stratagems to victory.
Mystics are fortune-tellers aiding allies with divinations that allow them to peer into the future.
Daemon Rulers are daemon summoners using dark arts to reach their goals.
Additionally, CG introduces the Investigation skill, that allows you to use any of your classes to do some leg work and find information needed to progress in the adventure.
Besides these major additions, Cardia Grace also introduced major Changes to the previously established rules: A revision of the combat system, as well as new Advanced Combat Rules. Furthermore, lore about “World Trends” was added, as well as new Items and Monsters.
This book can be thought of as "Advanced Rules I".

Translation Status: Incomplete
Sections Completed:

  • Additional Races (Fey and Fluorite, Shadows were already part of CR1. Dhampir and Weaklings were translated with BB)
  • Advanced Combat Rules
  • Warlord Class
  • Mystic Class

Translated and to be added:

  • None

Ignis Blaze (IB)[edit | edit source]

Ignis Blaze introduced new races, new lore and new monsters, as well as some rule revisions. The races added in this book are: The cat-like Miakis, the brutish Dark Dwarves, the daemon-like Vulcans (Later added to BB) and the angelic Newman (Later added to CR1 Revised). Rules wise, Revised Combat Feats were added, as well as minor revisions for character creation for higher level characters.
Additionally, there are new and revised rules for conjurers and fairy tamers as well, allowing for customization of golems and for new types of fairies to be summoned. A few items can also be found in the rule section.
Lore is a major focus for this book, presenting new lore about the creation of Raxia and Ignis. There is also a sizable section dedicated to the lore of different races introduced to the game thus far. This race section is quite similar to the class section in AW. Together with the race information, a section about mixed races was included. As per usual, Ignis Blaze also adds new monsters.
This book can be thought of as "Advanced Rules II".
Translation Status: Incomplete
Sections Completed:

  • Miakis Race
  • Dark Dwarves Race

(Newman were already part of CR1. Vulcan were translated with BB)

Lumiere's Legacy (LL)[edit | edit source]

Lumiere’s Legacy, much like the two books before it, is a treasure trove of changes and additional content. Three races are introduced in this book, the angelic Valkyrie (later to be added to CR3 Revised), the sun-blessed Soleil and the mysterious Leprechaun.
A whole heap of new items were also added, together with the so-called “Treasure Drop” rules that allow GMs to power up monsters by giving them better loot the players can gain from them. On top of that, Lumiere Legacy added revised rider rules, as well as new mounts and mount equipment.
Lore-wise, the book talks about the titular legacy of Lumiere, the gods and the war of the gods, among other things. There are also race descriptions for the races found in this book, similar to the ones found in IB.
This book can be thought of as "Advanced Rules III".
Translation Status: Incomplete
Sections Completed:

  • Soleil Race
  • Leprechaun Race

Translated and to be added:

  • None

Fortuna Code (FC)[edit | edit source]

Fortuna Code as a book is very focused on one thing: Ascension. The main feature it brings to the table is Apotheosis - the ability for player characters to become gods.
Along with it come all the rules needed, including new spells and features for Levels 16 and 17.
A large section of the book is also dedicated to campaigns set in the divine realm and/or involving apocalyptic threats.
Of course, no Sword World Supplement is complete without new Monsters and Items. For reasons that should be obvious, new items and monsters are more important than ever in this book.
This book can be thought of as a sort of Max Level Player Campaign Guide.

Translation Status: Incomplete
Sections Completed:

  • None

Barbarous Book (BB)[edit | edit source]

Barbarous Book, much like Barbarous Tales before it, revolves around everything you need to play a Barbarous campaign. Includes revised rules and stats for Barbarous PCs.
Besides the races already introduced in BT, IB and CG, this book adds 4 new Barbarous races (Drake Knights, Basilisks, Lizardmen and Centaurs). BB also introduces the Heritor Class, allowing Drake Knights and Basilisks to empower their transformations. In addition, there are guidelines for running a Barbarous campaign, as well as scenarios ready to play in here.
As is tradition at this point, BB also adds new Monsters and Items.
The book can be thought of as the Monster Player Race supplement.

Translation Status: Incomplete
Sections Completed:

  • Drake Races (Broken Drake and Drake Knight)
  • Basilisk Race
  • Lizardman Race
  • Centaur Race
  • Dark Troll Race
  • Lamia Race
  • Lycanthrope Race
  • Kobold Race
  • Weakling Race
  • Dhampir Race
  • Vulcan Race

(BB includes the Barbarous races introduced in earlier books)
Translated and to be added:

  • Heritor Class
  • Guidelines for running Barbarous PCs
  • Additional Backgrounds for Barbarous Characters
  • Reputation Rules for Barbarous PCs
  • Weaknesses

Age of Grimoire (AG)[edit | edit source]

Age of Grimoire focuses on Adventurers in the Age of Magic, the Durandal Period. Included are 3 new classes, 2 new races and a whole host of additional rules and data used for adventurers during the Durandal Period. Classes added are the spell-slinging Arcanists, the magic item producing Artisans and the legion commandeering Aristocrats.
As races, you’ve got Noble Elves and Manaflares. Noble Elves are much like Elves, except with more distinguished features and more delicate. Manaflares are creatures made out of pure mana and have magical Flames emanating from their bodies.
Besides those additions, Age of Grimoire also contains Items, Monsters, Rules and everything else you need to run adventures in the Durandal Period.
Aside from these additions, AG introduces the Impression check with the Aristocrat. Impression checks allow you to influence NPCs in social situations to get to the outcome you desire.
This book can be thought of as a new campaign setting for SW2.0. Just instead of a new region or a new world, it shows the past of the already existing setting, which is interesting if nothing else.

Translation Status: Incomplete
Sections Completed:

  • Races
  • Impression Skill

Translated and to be added:

  • Arcanist Class

Raxia God Book (RBG)[edit | edit source]

As the name would suggest, Raxia God Book is centered around the gods and mythology of Raxia. It includes lore about the gods and the age of gods, as well as spells for priests of all the different deities found in this book. Similar to how AW included class description and IB included race descriptions, RBG includes descriptions for each God of Raxia.
It also includes a new Race, as well as new Priest Spells.
This book can be thought of as the "God Guide Book".

Translation Status: Incomplete
Sections Completed:

  • None


Region Book Overview[edit | edit source]

SW2.0 mostly takes place on the continent of Terastier. Across Terastier, there are a great number of cultures, kingdoms and empires, scattered across the different regions. Some of these Regions were touched upon in the Core Rules (Namely Zalts, Dagnia and Liezen), others were introduced in Replays and Campaign Guides, others have their own Region Books.
The Wiki has sections for the different Region Books.

Luferia[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None

Lios[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None

Feidan[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None

Zalts[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None

Yulleria[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None

Dagnia[edit | edit source]

Dagnia is a Region previously touched on in CR3. This book expends upon that extensively.
The Region is heavily shaped by Religion. Among other things, it is home to the Holy Kingdom of Sephilia.
Sephilia is a Country ruled by the church of Lyphos.
Translation Status: Completed
Sections Completed:

  • None

Translated and to be added:

  • Everything

Dilfrum[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None

Yscaea[edit | edit source]

Translation Status: Incomplete
Sections Completed:

  • None