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#textdomain wesnoth-utbs # The file contains useful macros I use within the campaign #define RANDOM_PLACEMENT_AREA X Y RADIUS # set a placement area for subsequent random placement of units [store_locations] x,y={X},{Y} radius={RADIUS} variable=random_placement_locations [/store_locations] #enddef #define PLACE_UNITS_RANDOMLY NUMBER SIDE TYPE ROLE_STRING NAME_STRING TRAIT_WML [repeat] times={NUMBER} [do] {RANDOM "0..$($random_placement_locations.length - 1)"} {VARIABLE random_placement_x $random_placement_locations[$random].x} {VARIABLE random_placement_y $random_placement_locations[$random].y} [unit] side={SIDE} type={TYPE} x=$random_placement_x y=$random_placement_y role={ROLE_STRING} name={NAME_STRING} animate=yes {TRAIT_WML} [/unit] [/do] [/repeat] #enddef #define CLEAR_PLACEMENT_AREA {CLEAR_VARIABLE random_placement_x} {CLEAR_VARIABLE random_placement_y} {CLEAR_VARIABLE random_placement_locations} #enddef # The amount of extra recruit cost is kept in $recruit_cost_extra; when this # macro is called for the first time, it'll disallow recruitment of # "Desert Fighter" and then allow recruitment of "Desert FighterX". The second # call then disallows recruitment of "Desert FighterY" and allows recruitment of # "Desert Fighter(X+Y)", and so on. After $recruit_cost_extra has reached 10, # nothing will happen anymore. #define INCREASE_RECRUIT_COSTS X {VARIABLE num $recruit_cost_extra} {VARIABLE_OP recruit_cost_extra add {X}} [if] [variable] name=recruit_cost_extra greater_than=10 [/variable] [then] {VARIABLE recruit_cost_extra 10} [/then] [/if] #{DEBUG_MSG "disallowing: Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num"} [disallow_recruit] type=Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num side=1 [/disallow_recruit] {VARIABLE num $recruit_cost_extra} #{DEBUG_MSG "allowing: Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num"} [allow_recruit] type=Quenoth Fighter$num,Tauroch Rider$num,Quenoth Scout$num,Quenoth Mystic$num side=1 [/allow_recruit] {CLEAR_VARIABLE num} #enddef #define UTBS_SHAKE_SCREEN [scroll] x=20 [/scroll] [scroll] x=-20 [/scroll] [scroll] x=20 [/scroll] [scroll] x=-20 [/scroll] #enddef # To give the human units in scenarios 8 and 9 a more unique look, we shift # the blue steel colors to more of a bronze hue. Because the blue colors don't # adhere to an exact consistent palette, we can't use ~RC() for this but instead # we need to do it with a rather hacky formula. #define ARMOR_SHIFT NEWCHAN ORIGCHAN if(red <= green and green <= blue + 3, ({NEWCHAN} / 255.0)^2 * 255.0, {ORIGCHAN})#enddef #define ARMOR_SHIFT_IPF "CHAN({ARMOR_SHIFT blue red}, {ARMOR_SHIFT green green}, {ARMOR_SHIFT red blue})"#enddef #define LOYALIST_COLOR_SHIFT [event] name=unit placed first_time_only=no [filter] race=human [not] type_adv_tree=Heavy Infantryman [/not] [not] [filter_wml] [modifications] [object] armor_color_shift=yes [/object] [/modifications] [/filter_wml] [/not] [/filter] [object] armor_color_shift=yes silent=yes [effect] apply_to=image_mod add={ARMOR_SHIFT_IPF} [/effect] [/object] [/event] #enddef
#textdomain wesnoth-utbs #define STORY_THE_MORNING_AFTER [story] [part] story= _ "Note: This campaign is probably not appropriate for beginners. It changes certain Wesnoth standards, such as the elves’ stats and the day/night cycle. This campaign emphasizes role-playing elements and tends to have longer scenarios with objectives that change in the middle. For these reasons, we strongly suggest that you occasionally save your game mid-scenario, so you won’t lose all your progress if you get stuck and have to start over." [/part] [part] story= _ "This is the chronicle of the journey of the Quenoth Elves from their homeland in the Great Southern Desert. I write this story so that our descendants may know of our travels, remember the sacrifices we made, and profit from the hard lessons we learned." [/part] [part] story= _ "Chapter 1: I, Kaleh, grew up amid the shifting sands, under our two suns Sela and Naia. It was a land of hot dry days and cold nights, of roaming horrors, where water was more valuable than gold. We had lived among the sands ever since the forests fell uncounted years ago. It was a hard and savage land, but we were tougher still, and we managed to survive settled around one of the rare oases. We had heavily fortified our village against marauders and were the largest encampment we knew of. My uncle, Tanuil, led us for many years, and trained us to be self-sufficient and strong against all enemies. A people struggling in an ocean of sand, we thought we were ready for anything. All that changed one fateful night, when the sky rained fire..." [/part] [part] story= _ "I remember that night as if it were yesterday. I was not prone to dreaming, but as I slept I had a strange vision. I didn’t have long to ponder it though, because I was woken in the dark by the sound of deafening crashes, splintering wood and shouting elves. That night the sky rained flaming rocks, boulders bigger than you could imagine. They smote the landscape like lightning bolts, setting fire to whatever could burn and crushing houses, walls, and elves. There was nowhere to hide, nowhere to go for protection. I was terribly afraid, and I thought that if I tried to flee I would be smashed, so I hid and prayed to Eloh. I had never prayed before as fervently as I did that night. I heard cries and screams outside, but I could not force myself to move. Eventually the thin yellow tendrils of a sickly dawn stole over the horizon, as if Naia herself were shocked by the devastation she saw." [/part] [/story] #enddef #define STORY_ACROSS_THE_HARSH_SANDS [story] [part] story= _ "Chapter 2: When I was fifteen I went on my first raid, against an orcish incursion to the west. A large band of orcs under some new banner had come out of the northern foothills and were rampaging across the sands, killing anything they could get their filthy hands on." [/part] [part] story= _ "Sneaking amongst the dunes we crept up to their camp and ambushed them at dawn. To a young boy the fighting was overwhelming: crashing blades, blood, battle cries, friend and foe struggling back and forth. The orcs rallied around their leader, their greater numbers countering our superior skill at combat. It was my father who finally fought his way to the foul orc leader and slew him on the bloodstained sand. The surviving orcs broke and fled from the battlefield, to be hunted down and slain as individuals and small groups by our trackers. It seemed a glorious victory, and I hardly noticed our elven brethren lying dead in the sand." [/part] [part] story= _ "I was giddy on the journey back home, my heart pumping with elation and pride. I had fought my first battle; now I was a man like my father. Then one night during the long dark a harsh wind came up, moaning and howling around our tents. By dawn it had only gotten worse; I wondered if some dark god was trying to avenge the massacre of the orcs. I’d seen sandstorms before, but I had never experienced one like this. I hid in my tent praying to Eloh as if my life depended on it. The air grew thick with sand, and everything grew dark and hazy..." [/part] [part] story= _ "The next thing I remember, someone was bending over me shaking me awake. I was half buried in sand, and I felt weak but alive. Our equipment was scattered across the dunes or buried in the sand. Looking around I only saw a few of my companions, who were digging in the sand, fervently hoping to find other survivors. I dug furiously at the sand with my bare hands and yelled until I was hoarse, but try as I might, I could not find my father. They told me he had been swallowed by the sand, but I would not be consoled. In one instant my world crumbled; I never looked at the sands quite the same way again. I learned that day that the desert can be fickle and fierce, and death is always lurking just over the horizon." [/part] [part] story= _ "Now I journeyed out again across the sands, but this time it was not just myself, but my entire people that I had to protect. They were depending on my judgment, and I was only too aware of the weight on my narrow shoulders. Thinking of the last time we had gone out in force, I made a silent prayer to my father to watch over us. There was nowhere to go but north." [/part] [/story] #enddef #define STORY_STIRRING_IN_THE_NIGHT [story] [part] story= _ "Chapter 3: As we continued north through the desert, the looming hills and mountains promised blessed relief from the seemingly never-ending sand. Soon we got to the end of the foothills, and we decided to rest there for the night. As tired as I was of marching across the sand, I felt strangely afraid. I had lived my entire life in the sands; they were my home, and the rocky hills and white glistening mountaintops seemed foreign and foreboding." [/part] [part] story= _ "I worried if I was doing the right thing, leading my people to strange lands. Despite Eloh’s promises, I was not as confident as Zhul was that it would all end well. Looking back I thought it strange that I was the one that Eloh showed herself to. I was never particularly devout, always worried more about day to day matters than the other-worldly ones. But who was I to question a god?" [/part] [part] story= _ "That night, as I slept, I dreamt again, for the first time since that first fateful night. Eloh came to me again, and this time she appeared in a vision as a beautiful glowing figure, as bright as the suns. She said <i>“Have courage, for though soon you shall go through a time of darkness, all your trials shall be richly rewarded in the end. You must go under the northern mountains, not over them. You will find the ruins of an ancient watch tower made of black obsidian in the desert by the edge of the hills. By that tower you will find the entrance to the tunnels you seek. Follow the smooth ancient tunnel down under the mountains and when you again see the sky and my suns, I shall contact you. But beware those who lurk in the darkness, they hide from my light, and must not be trusted. I have no power in the dark, so you are my hand of justice. Punish the non-believers. Go now, and fear not the dark.”</i> And again, just like before, I was woken up by a shout in the night." [/part] [/story] #enddef #define STORY_DESCENDING_INTO_DARKNESS [story] [part] story= _ "Chapter 4: We found the crumbling obsidian tower that Eloh had described, and we camped at the edge of the foothills before the mountains. I was still shocked by the loss of Garak and all the other elves who fell in the battle last night. There was so much death in this land, had it always been this way? As we traveled I pondered what this world might have been like back before the Great Fall and I remembered the tale that had been told to me many times since I was a child:" [/part] [part] story= _ "A long, long time ago was the golden age among elves. Our people lived in harmony with nature in lands filled with trees, trees as far as the eye could see. There was peace among elves and the other races such as humans and dwarves, and evil creatures were driven deep within the earth. The foul name of Uria was not yet known among our people, and our powers were so great that we raised another sun into the sky, so that the days were lengthened and dark hours were few. Happy indeed were our people during these long years, but it was not to last forever." [/part] [part] story= _ "Eventually peace and prosperity fostered corruption and decadence. Through her powers of deception and guile, Uria cultivated secret groups of followers, promising to fulfill their darkest desires. She bided her time, and slowly stretched her black hands out across the world. At first, petty arguments between humans, elves and dwarves erupted into conflicts, embroiling our people in the first wars they had fought for ages. Then orcs and other foul creatures came back into the world and raided our settlements, razing villages and massacring hundreds. Uria’s followers studied the necromantic arts and raised armies of undead. Our people had grown weak and soft in the time of peace and plenty and were ill-suited to cope with these new trials. Even nature herself seemed to quail under the onslaught: crops failed, the trees sickened and our forests began to die. Most disturbing was the way the nights lengthened, creating the long dark we suffer today. Many of our people despaired, and many embraced the oncoming darkness, worshiping Uria in hopes of saving themselves. Former friends fought over what few resources remained, and chaos threatened to overwhelm us all." [/part] [part] story= _ "In this time of troubles Eloh first appeared to a select number of us, those few that still doggedly fought to preserve our homeland and our heritage. She told us that the old days had ended, and only through strict discipline and strength could we survive in the new world. She led us out of the few remaining forests, which were being logged and burned by the orcs, into the open plains where we could roam freely. She taught us that alone we are weak, but together we could still strike fear into the hearts of our enemies. We learned that the only way to survive in this new harsh world was to always value the needs of the many over the wants of the individual. We must all work together, for without each other we are nothing. Even as the plains dried up into deserts we follow her will and walk in her path, remembering our ancestors and the sacrifices they made that we might live, and always striving to create a better world for our children." [/part] [part] story= _ "Had the golden age been just a story? What kind of world could I be able to create for future generations of our people? All I knew of the past were the ruins of great castles and tales of a time when life was more than just a struggle to survive. Life did not seem to have grown easier for my people in the last few generations—if anything the land had grown even more unforgiving. Was there anywhere left in this world that I could take my people which would be better than the land we were born into?" [/part] [/story] #enddef #define STORY_A_SUBTERRANEAN_STRUGGLE [story] [part] story= _ "Chapter 5: We plunged into the darkness, shepherding long lines of our people along the cramped passageway deeper and deeper beneath the roots of the mountains. We had brought along palm torches, and we had scavenged other torches from the orcs, so we had enough light sources, at least for the moment. Even so, the guttering torches shed little light, and shadows flickered everywhere. The walls were damp and clammy, the air seemed stale and the sound of our footsteps echoed up and down the passageway." [/part] [part] story= _ "This seemed as alien an environment as we could ever imagine. We were a people of the open sands, and even during the long dark we could look up and orient ourselves by the stars glittering brightly in the deep sky. I knew logically that we could not go over those frozen mountains, and we could not go back, but I shivered at the thought of miles and miles of rock above me, and felt the weight of the mountain pressing down on me. The passage twisted and turned, and soon I lost all sense of direction, but since there were no side-passages, we had little choice but to keep going forward." [/part] [part] story= _ "Looking back, I think the bravest thing that my people ever did was to follow me into the darkness solely on the promises of Eloh and their faith in my leadership. I had no idea how long we would be trapped underground, or even which way we should go. I but hoped Eloh would guide us somehow. Nym said that people whispered that I could lead them through anything, and it was true that when we left I had hardly imagined that we would fight outlaws, undead, orcs and goblins. My previous life seemed as a dream of years past, even though it had only been ten days since our village was demolished." [/part] [part] story= _ "What lurked in the darkness? Who were the unbelievers that Eloh had so cryptically referred to? My heart beat loudly in my chest, everything seemed amplified down here. I felt a strong suspicion that this was not a place that my people were meant to be. I strode onwards grimly; considering everything we had gone through so far, Uria be damned if I was going to be frightened now." [/part] [/story] #enddef #define STORY_IN_THE_TUNNELS_OF_THE_TROLLS [story] [part] story= _ "Chapter 6: The dwarf Grimnir led us through a maze of twisting passages speaking scarcely a word. Finally, after what seemed like hours of marching, he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through." [/part] [/story] #enddef #define STORY_IN_THE_DOMAIN_OF_THE_DWARVES [story] [part] story= _ "Chapter 6: The troll Zurg led us through a maze of twisting passages speaking scarcely a word. Finally after what seemed like hours of marching he stopped. He motioned us to be very quiet and we crept forward; all I could hear was the soft patter of feet and my heavy breathing. Even that little noise seemed to echo off the cramped walls of our rough-hewn passage. I was suddenly aware of the sheer mass of rock and earth above us and for a moment I despaired of ever seeing the sun again. Then I grabbed my sword with fresh determination and vowed to see this mission through." [/part] [/story] #enddef #define STORY_DEALING_WITH_DWARVES [story] [part] story= _ "Chapter 7: We returned quickly and found the rest of our people, safely hidden a few miles back from the fighting. Seeing Grimnir with us, a troop of dwarves silently appeared out of adjoining secret passages. Once we had assured the rest of the elves that they were friends, Grimnir led us silently and quickly through a maze of secret tunnels towards the dwarves’ home." [/part] [part] story= _ "I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But when we finally got to our destination, what I saw was breathtaking. We entered into a large cavern, where the dwarves had built a huge city out of stone. Protected by stone walls and gates that were bigger than I had ever seen, the place seemed virtually impregnable. As we entered I marveled at their stonework and I saw that the place was crawling with dwarves. It was bigger than any village I had ever seen." [/part] [part] story= _ "The dwarves led us through to the far side of the city, where they let us stay in several auxiliary caverns, which normally served as store rooms. The accommodations were a bit cramped, but for the first time since I had plunged into the earth, I felt safe." [/part] [part] story= _ "The dwarf king was away cleaning up after the recent battle, and would not be back for several days. I happily spent what little time I had learning as much as I could about these strange people. I was very impressed by their craftsmanship; they made weapons and armor of a quality I had never seen before. We were also quite the curiosity to the dwarves; I have no idea when they had last seen an elf. While some seemed suspicious or frightened of us, the dwarves overall were very polite and met our every need. Finally the summons came to meet with the dwarven king..." [/part] [/story] #enddef #define STORY_TALKING_WITH_TROLLS [story] [part] story= _ "Chapter 7: We returned quickly and found the rest of our people, safely hidden a few miles back from the fighting. Once we had assured the rest of the elves that the trolls were our allies, Zurg led us silently and quickly away from the front lines through a maze of secret tunnels." [/part] [part] story= _ "I do not know how long we tramped through those tiny dark passages; time seemed to flow differently down there, deep under the earth. But finally we stepped out into a large cavern. Dominating the cavern were the remains of what must have originally been a dwarf city. The large stone walls were riddled with giant holes and the iron gates had been blasted asunder. As we entered through the gates, we saw dead dwarves and other more grisly signs of recent battle. All around us were many trolls, working hard to repair the walls and other defenses. Zurg led us through the chaos to several side caverns which had until recently been used as storerooms. There was sufficient space for us to bed down and stay out of the way, and the dwarves had left behind plenty of provisions." [/part] [part] story= _ "Zurg told us that they had just captured this city from the dwarves, and that the Great Leader had moved here to set up his base of operations. They were clearly worried about a dwarf counterattack. Luckily the trolls were quite skilled at stonework and the walls were quickly repaired. The trolls didn’t talk much, but seemed very intelligent and not the mere bloodthirsty savages they had been purported to be. Overall they actually seemed quite peaceful, except when provoked. I learned that the leadership was balanced between the warriors and the shamans. The troll’s military leader was chosen and advised by a council of their shamans." [/part] [part] story= _ "I wish I could have spent more time learning about these misunderstood creatures, but we could not tarry long. Even protected by the trolls, caught in the middle of this great war, I feared for the safety of my people. And so after waiting a few days, I was able to get an audience with the Great Leader." [/part] [/story] #enddef #define STORY_BLOOD_IS_THICKER_THAN_WATER [story] [part] story= _ "Chapter 9: Nym and Esanoo led us north, across the sands and through the dunes, towards the human encampment where the merfolk were being held. I asked Nym where Esanoo had come from, but she wouldn’t answer, she just said that I had to see for myself." [/part] [part] story= _ "Just then we crested over the last dune and I indeed saw what she meant. Sparkling blue covered the entire horizon. I fell to my knees in awe, I had never seen so much water in one place. I cannot write down in words the shock and amazement I felt. To have grown up in a land where water was as precious as gold, and then see miles and miles of it. It was only then that I understood where the merfolk truly came from. I’d been to some strange places, high up in the mountains, deep down under thousands of tons of rock, but this world of water was the most alien of them all." [/part] [part] story= _ "Which brings me to the other alien concept I was trying to comprehend: our goddess Eloh. What was her plan? Why did she want me to surrender to the humans? Do the humans worship her as well? The humans seem so brutish and vile, that I can’t imagine them worshiping the same god as us. I thought Eloh was just our god, I don’t remember Zhul mentioning any other races worshiping her after the Great Fall, though perhaps things had changed in the intervening years. Her commands don’t make any sense; she doesn’t seem at all like the goddess Zhul told me about. And what was Esanoo talking about? How did his master know about ‘Yechnagoth’ and ‘Zhangor’? If Eloh won’t help me, then I desperately need some answers. I pray to whatever gods may be left that I’m not leading my people into a trap..." [/part] [/story] #enddef #define STORY_OUT_OF_THE_FRYING_PAN [story] [part] story= _ "Chapter 8: I set out with a lightened heart and quickened step; we were going back up and I was sure that soon this underground gauntlet would be over. With the help of our new allies, I felt much more confident than I had before. Oh, to feel the wind in my hair and the sun on my face. But for now we had many more miles to travel and in the monotony of the marching I let my mind wander to larger matters." [/part] [part] story= _ "What kind of home had Eloh prepared for us on the other side of the mountains? Was there anywhere in the world that hadn’t been plagued with war and destruction? I grew up in a land of ‘kill or be killed’. Outlaws, ogres and other monsters preyed on the weak and helpless. Orcs and goblins raided any settlements they could find, and my people struggled to protect what little they had. And through it all crazed necromancers and undead spirits haunted the sands, feeding on the few survivors." [/part] [part] story= _ "At first I thought that if we could just leave the desert, we could find a peaceful place away from all the bloodshed and death. But even underground the last remnants of the trolls and dwarves continue to fight a bloody struggle to the death. Is this what our world has become? And why did Eloh tell me to ‘kill the unbelievers’? If we had attacked both the dwarves and the trolls we would not have made it even this far. Everywhere I look I see remains of once great empires. If we destroyed the last of these peoples, what would be left around us but a howling emptiness?" [/part] [part] story= _ "And yet, here in the dark, Eloh says she is powerless. Here she cannot help us, we must fend for ourselves. Though she is our god, I cannot just lie back and depend on her to always save us. These are my people too, and I have a responsibility to them as their leader. I must make my own decisions as I see best. And as Zhul told me when I was but a child, Eloh forgives all our sins. If I err in my judgment she will surely understand. Eloh may be our guide, but I am our leader and I will do what I must to protect my people during our journey." [/part] [part] story= _ "And so, bolstered with a new resolve, I continued the march up out of the darkness and towards a new land." [/part] [/story] #enddef #define STORY_SPEAKING_WITH_THE_FISHES [story] [part] story= _ "Chapter 10: The merfolk helped us pilot our ships far into the ocean. Some of the younger elves were actually quite adept at climbing the rigging and steering the ships. Myself, I mostly stayed in the captain’s quarters and tried to avoid getting seasick. The sea reminded me of being out in the vast desert, with only the stars at night to guide my way. But without the merfolk’s help we would have been hopelessly lost." [/part] [part] story= _ "That afternoon three of the merfolk sat in a circle and performed their ritual to determine the location of their master. Apparently it was a success, for they steered us straight towards the setting sun." [/part] [part] story= _ "The next morning we reached our destination. It wasn’t even an island, just a sandbar sticking out above the water. We lowered down a longboat and the merfolk pulled us to shore, none of us being very skilled with the oars." [/part] [part] story= _ "In the water around the sand bar were a large number of merfolk guards. Standing alone on top of the sand was one of the oldest merfolk I have ever seen. She beckoned to us and we approached..." [/part] [/story] #enddef #define STORY_BATTLE_FOR_ZOCTHANOL_ISLAND [story] [part] # wmllint: local spelling pre-dawn story= _ "Chapter 11: Our boats slipped softly through the water, shrouded in the pre-dawn darkness. At this moment the merfolk would be launching their diversionary attack, but the fact that we had not encountered any resistance was still eerily disturbing. Ahead of us, the large island loomed, dark and menacing." [/part] [part] story= _ "In the end, almost all of my people decided to join in this final battle. I was surprised. They had gone through so much, and yet they still had faith in me. Looking around at them, I could not help noticing how many familiar faces were missing. Barely a fourth of those who set out with us on our journey had survived. If I had known it would be this bad would I have ever left in the first place? I thought Eloh was protecting us and guiding our steps, but in truth it was all me. For better or for worse I have no one to blame but myself." [/part] [part] story= _ "But Zhul is right, if we had come all this way just for a chance to help the merfolk defeat Yechnagoth then our journey was not in vain. We were searching for a new home, safe from all the horrors and death of the desert, but now this struggle seems more important. Could these islands possibly become a home for my people? It is a prospect too wonderful to dare to hope for. But in the end that is not what is driving me. All I care about is vengeance upon her that did this to us. Garak, Keratur, Tanstafaal, all those poor souls we left behind in our village and the many who have marked our path with their blood, they all shall be avenged." [/part] [part] story= _ "This conflict is greater than just us. These lands were once places of beauty and hope. The great empires may be gone, but still people struggle to survive. As grim as it all seems, there is still some beauty and light left, hidden away. I will not let it all be swallowed by a second darkness. I do not care what happens to me, but I pray to Eloh (if she is even listening) that if I die, then I die making these lands a better place. Please may this not all be in vain..." [/part] [/story] #enddef #define STORY_THE_FINAL_CONFRONTATION [story] [part] story= _ "Chapter 12: True strength is not measured in might or knowledge, but in what you can do for those you love." [/part] [/story] #enddef
#textdomain wesnoth-utbs # Special terrains I use in the UTBS maps # custom lava overlay placed on top of normal lava to allow units to walk on it [terrain_type] symbol_image=unwalkable/lava id=lava_overlay editor_name= _ "Lava" string=^Yl aliasof=Ut,Qt submerge=0.4 unit_height_adjust=-4 editor_group=utbs hide_help=yes [/terrain_type] # custom water for flood terrain-graphics transitions [terrain_type] symbol_image=water/coast-grey-tile id=gray_utbs_water name= _ "Shallow Water" editor_name= _ "Flood Water" string=Wwgz aliasof=Wst submerge=0.4 editor_group=utbs hide_help=yes [/terrain_type] # human ship terrain (alias of village so it can be captured); note that the # ship images are placed as an [item] [terrain_type] symbol_image=water/coast-tile id=human_ship name= _ "Human Ship" string=^Wyc aliasof=Vt mvt_alias=Mt heals=0 gives_income=yes editor_group=utbs hide_help=yes [/terrain_type] # phantom castle [terrain_type] symbol_image=darkcastle id=phantom_castle editor_name= _ "Phantom Castle" string=Cyd aliasof=Ct recruit_onto=yes no_overlay=yes editor_group=utbs [/terrain_type] # phantom keep [terrain_type] symbol_image=dark-keep-throne id=phantom_keep editor_name= _ "Phantom Keep" string=Kyd aliasof=Ct recruit_onto=yes recruit_from=yes no_overlay=yes editor_group=utbs [/terrain_type]
#textdomain wesnoth-utbs # A supplementary terrain-graphics file {DISABLE_BASE_TRANSITIONS (Cyd,Kyd)} {TERRAIN_BASE Cyd darkcastle} {TERRAIN_BASE Kyd darkcastle} {OVERLAY Kyd dark-keep-throne} {WALL_TRANSITION3 (Cyd,Kyd) Ql* Qx* unwalkable/dcastle-lava-chasm} {NEW:WALL2 (Cyd,Kyd) X* (!,Cyd,Kyd,X*) castle/dwarven-castle-wall} {NEW:WALL2 (Cyd,Kyd) Ql* (!,Cyd,Kyd,Ql*) unwalkable/dcastle-lava} {NEW:WALL2 (Cyd,Kyd) Qx* (!,Cyd,Kyd,Qx*) unwalkable/dcastle-chasm} {NEW:WALL (Cyd,Kyd) (!,Cyd,Kyd,X*) castle/dwarven-castle} {DISABLE_WALL_TRANSITIONS Kyd} ############################################################################ # This makes gray shallow water transition on top of the floor terrains, which # otherwise would have a hard edge. # It uses custom terrain Wwgz code in place of standard gray Wwg ############################################################################ # these are the terrains that look more 'flooded' without their usual banked transitions #define UTBS_WOOD_FLOOR Iwr,Ior,Icn,R*,Ias*,Uu* #enddef {NEW:WATER_342_180 Wwgz water/water 17 DURATION=125 RANDOM_START=125} {NEW:DISABLE_GENERIC_CORNER_TRANSITION ({UTBS_WOOD_FLOOR},Xo*) Wwgz} {NEW:DISABLE_TRANSITION Wwgz {UTBS_WOOD_FLOOR} FLAG=non_submerged} {NEW:WATER_342_180_OVERLAY Wwgz water/overlay-gray -280} {NEW:WATER_342_180_OVERLAY_TRANSITION Wwgz (!,Wog,Wwg,Wwrg,Wwgz,!,W*,Sm) -281 water/overlay-gray 0.20} # the wood-water transitions still have a faint hex-tooth edge, but this isn't enough to fix that without modifying the other side # {NEW:TRANSITION Iwr,Ior,Icn Wwgz -501 interior/wood-regular FLAG=transition2 IPF="~O(0.1)"} {NEW:WATER_342_180_TRANSITION Wwgz ({UTBS_WOOD_FLOOR}) -282 "~CS(10,-5,-10)" water/water 17} # Disables the generic land-water transition from floor to water [terrain_graphics] map=" 2 , . 1" [tile] pos=1 type=Wwgz set_no_flag=beach-@R0-@R5,beach-@R0-@R1 [/tile] [tile] pos=2 type={UTBS_WOOD_FLOOR} set_no_flag=beach-@R2-@R3,beach-@R3-@R2 [/tile] rotations=tr,r,br,bl,l,tl [/terrain_graphics] # Disables the floor's transition onto water [terrain_graphics] map=" 2 , . 1" [tile] pos=1 type={UTBS_WOOD_FLOOR} set_flag=transition-@R0 [/tile] [tile] pos=2 type=Wwgz [/tile] rotations=n,ne,se,s,sw,nw [/terrain_graphics] ############################################################################ ############################################################################ #undef UTBS_WOOD_FLOOR #ifndef EDITOR # The ruined desert castles in this campaign were ravaged by meteors {OVERLAY_RANDOM Cdr embellishments/stones-small} #endif
#textdomain wesnoth-l # This version forked from 1.2, 2/10/2007, and prepared for mainline by ESR [textdomain] name="wesnoth-l" [/textdomain] # wmlscope: set export=no [campaign] id=Liberty name= _ "Liberty" abbrev= _ "Liberty" rank=50 year="501 YW" first_scenario=01_The_Raid define=CAMPAIGN_LIBERTY icon="units/human-outlaws/fugitive.png~RC(magenta>red)" background="data/campaigns/The_Rise_Of_Wesnoth/images/story/trow_intro_02.jpg" {CAMPAIGN_DIFFICULTY EASY "units/human-peasants/peasant.png~RC(magenta>red)" ( _ "Peasant") ( _ "Easy")} {CAMPAIGN_DIFFICULTY NORMAL "units/human-outlaws/outlaw.png~RC(magenta>red)" ( _ "Outlaw") ( _ "Normal")} {DEFAULT_DIFFICULTY} {CAMPAIGN_DIFFICULTY HARD "units/human-outlaws/fugitive.png~RC(magenta>red)" ( _ "Fugitive") ( _ "Challenging")} #po: "marchlander" is archaic English for an inhabitant of a border region, not to be confused with "marshlander" # wmllint: local spelling marchlanders description= _ "As the shadow of civil war deepens across Wesnoth, a band of hardy marchlanders revolts against the governance of the new queen. To win their way to freedom, they must learn to use shadows and deception to rout the trained blades of the Wesnothian army. " + _"(Novice level, 7 scenarios.)" [about] title = _ "Original Campaign Design" [entry] name = "Scott Klempner" [/entry] [/about] [about] title = _ "Latest Rewrite" [entry] name = "nemaara" [/entry] [/about] [about] title = _ "Campaign Maintenance" [entry] name = "Lari Nieminen (zookeeper)" [/entry] [entry] name = "Eric S. Raymond (ESR)" comment = "Original prose-doctoring and preparation for mainline" [/entry] [/about] [about] title = _ "Artwork and Graphics Design" [entry] name = "Brendan Sellner" [/entry] [entry] name = "Kathrin Polikeit (Kitty)" comment = "portraits" [/entry] [entry] name = "Shadow" [/entry] [entry] name = "Blarumyrran" comment = "story images, Rogue Mage line sprites" [/entry] [entry] name = "Sonny T Yamada (SkyOne)" comment = "Sprite animations (defense and attack) of Rogue Mage line" [/entry] [/about] [/campaign] #ifdef CAMPAIGN_LIBERTY [binary_path] path=data/campaigns/Liberty [/binary_path] {campaigns/Liberty/utils} {campaigns/Liberty/scenarios} [units] {campaigns/Liberty/units} [/units] #endif # wmllint: directory spelling Grey Relana Helicrom Fal Khag
#textdomain wesnoth-l [scenario] id=01_The_Raid name= _ "The Raid" map_file=01_The_Raid.map {TURNS 19 17 15} next_scenario=02_Civil_Disobedience {INTRO_AND_SCENARIO_MUSIC "transience.ogg" "nunc_dimittis.ogg"} {EXTRA_SCENARIO_MUSIC "knolls.ogg"} [label] x,y=11,1 text= _ "Dallben" [/label] [story] [part] #po: Baldras is an old man from the country and both speaks and writes with many grammatical errors due to his relative lack of education #po: He is also a little bit rude and grumpy, so languages with ruder or more informal variants of words should use those where appropriate story= _ "From the journal of Baldras, 21 Scatterseed, 501 YW Months... seven months it’s been since the Crown did send a single guard here to help us. This Garard II be a pompous stinker, even worser than his pa! Us of these border towns Delwyn and Dallben already be poor and needy, yet alls ‘His Majesty’ can think of is tax, tax, tax, takin’ all our hard earned gold from us. Then he uses our gold to provoke more wars with more orcs just for personal glory and more land for them grubby nobles to lord over." background=story/frontier.jpg [/part] [part] story= _ "To abbadon with the Crown! We got no armies and we don’t even got real weapons, but we of the Western Marches make do just fine with our slings and clubs. In all Annuvin Province, there won’t be nobody besting us in these swamps. We’re self-reliant out here. We gots our own trade routes and pacts of mutual defense. No need for them Wesnothians. Not a single bit." background=story/frontier.jpg [/part] [part] #po: Some languages, including Norwegian and Old English, don't have a single word for "uncle", dividing it into #po: mother's-brother vs. father's-brother. Baldras is Harper's mother's brother. #po: In some human societies, including the Navaho and Akan, this would give him a special responsibility for the boy. #po: Erwen is Baldras' younger sister, so languages with a special word for that should use it story= _ "The sun were out today, but it were raining too. Weird mix of brightness and woe. Reminds me of the day Harper’s pa died in that orc raid. Since my sis Erwen passed when he were young, poor lad had nobody but me. Never wanted no kid of my own but... he’s mine to take care of now. Fine lad, that one, just a bit careless like his pa. I needs to keep a good eye on him now, with all them orcs running round here of late." background=story/frontier.jpg [/part] [/story] {LIBERTY_BIGMAP {JOURNEY_01_NEW} } {DEFAULT_SCHEDULE_DUSK} [side] type=Bandit_Peasant id=Baldras name= _ "Baldras" profile=portraits/baldras.png side=1 color=blue canrecruit=yes recruit= controller=human unrenamable=yes experience=25 gold=0 [modifications] [object] duration=forever [effect] apply_to=attack name=mace-spiked #textdomain wesnoth-units set_description= _ "mace" set_icon=attacks/mace.png #textdomain wesnoth-l [/effect] [/object] {TRAIT_STRONG} [/modifications] [/side] {STARTING_VILLAGES 1 4} [side] type=Goblin Pillager id=Fal Khag name= _ "Fal Khag" side=2 color=orange controller=ai canrecruit=yes facing=sw team_name=orcs user_team_name=_"Orcs" gold=25 {FLAG_VARIANT6 ragged} defeat_condition=no_units_left [/side] [event] name=prestart [micro_ai] side=2 ai_type=messenger_escort action=add [filter] id=Fal Khag [/filter] waypoint_x,waypoint_y=11,1 [/micro_ai] [objectives] side=1 [objective] description= _ "Defeat all of the Goblin marauders" condition=win [/objective] [objective] description= _ "Goblins reach the village of Dallben" condition=lose [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=100 [/gold_carryover] [/objectives] #sign to mark the village location {PLACE_IMAGE scenery/signpost.png 11 3} #eye candy {PLACE_IMAGE items/scarecrow.png 2 3} {PLACE_IMAGE items/straw-bale1.png 8 2} {PLACE_IMAGE items/straw-bale2.png 9 3} {PLACE_IMAGE items/leather-pack.png 1 10} {SET_VILLAGE 10 1 1} {SET_VILLAGE 12 1 1} #define DALLBEN_PEASANT TYPE X Y ID_STRING NAME_STRING [unit] type={TYPE} id={ID_STRING} name={NAME_STRING} # wmllint: ignore x,y={X},{Y} side=1 random_traits=yes [/unit] #enddef #define GOBLIN_RAIDER TYPE X Y NAME_STRING [unit] side=2 type={TYPE} x,y={X},{Y} name={NAME_STRING} # wmllint: ignore random_traits=yes facing=sw [/unit] #enddef {GOBLIN_RAIDER (Wolf Rider) 21 29 ( _ "Gatrakh")} {GOBLIN_RAIDER (Goblin Pillager) 19 29 ( _ "Thurg")} #ifdef EASY {GOBLIN_RAIDER (Wolf Rider) 19 30 ( _ "Krung")} {GOBLIN_RAIDER (Wolf Rider) 20 29 ( _ "Gorokh")} #endif #ifdef NORMAL {GOBLIN_RAIDER (Goblin Pillager) 19 30 ( _ "Krung")} {GOBLIN_RAIDER (Wolf Rider) 20 29 ( _ "Gorokh")} #endif #ifdef HARD {GOBLIN_RAIDER (Goblin Pillager) 19 30 ( _ "Krung")} {GOBLIN_RAIDER (Goblin Pillager) 20 29 ( _ "Gorokh")} #endif #undef GOBLIN_RAIDER # now store the good guys so they are invisible during the # goblin conversation [store_unit] variable=goodguys_store kill=yes [filter] side=1 [/filter] [/store_unit] [/event] # Starting conversation and actions [event] name=start [message] speaker=Fal Khag message= _ "I long to burn human cities, but that weaselly witch thinks we’re only good enough for these puny villages. These hapless clods barely have anything, but at least the witch’s gold is good." [/message] [message] speaker=Fal Khag message= _ "Ride, you worms! Let’s finish our raid before their hunters return." [/message] #Put the leader back and make some other good guys [unstore_unit] variable=goodguys_store [/unstore_unit] {CLEAR_VARIABLE goodguys_store} {DALLBEN_PEASANT Footpad_Peasant 8 29 Jalak ( _ "Jalak")} {DALLBEN_PEASANT Footpad_Peasant 7 29 Delurin ( _ "Delurin")} {DALLBEN_PEASANT Footpad_Peasant 7 27 Red ( _ "Red")} {DALLBEN_PEASANT Bandit_Peasant 5 29 Ordo ( _ "Ordo")} {DALLBEN_PEASANT Bandit_Peasant 6 30 Novus ( _ "Novus")} {DALLBEN_PEASANT Thug_Peasant 7 30 Teneor ( _ "Teneor")} {DALLBEN_PEASANT Poacher_Peasant 5 28 Kembe ( _ "Kembe")} {DALLBEN_PEASANT Poacher_Peasant 5 30 Treagh ( _ "Treagh")} # wmllint: recognize Red # wmllint: recognize Kembe [unit] type=Footpad_Peasant id=Harper name= _ "Harper" profile=portraits/harper.png x,y=8,30 side=1 random_traits=no [modifications] [object] duration=forever [effect] apply_to=attack name=mace-spiked #textdomain wesnoth-units set_description= _ "club" set_icon=attacks/club.png #textdomain wesnoth-l [/effect] [/object] {TRAIT_LOYAL_HERO} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} [/modifications] unrenamable=yes [/unit] [message] speaker=Red # po: Other country folk also have accents message= _ "Look, goblin riders approach! You was right, they was going to raid Dallben while we was gone." [/message] [message] speaker=Baldras message= _ "We gots to stop them or they’ll burn down the whole village. Damn these goblins and damn the Crown. We always be havin’ to fight for ourselves." [/message] [message] speaker=Harper # po: Harper has a bit of an accent, but not as much as Baldras. # po: He's a bit of a reckless kid as Baldras alludes to, but he's much more polite message= _ "Uncle, we got no time to talk! Them riders are heading full speed straight for Dallben. We’ll need to chase them down through those woods, and fast, or we won’t be able to catch up." [/message] [message] speaker=Baldras message= _ "Do it. Hold them beasts back till us old-timers get there to finish ‘em off." [/message] [message] speaker=Baldras message= _ "And Harper... don’t be getting reckless on me today. Your old man died like that, charging into a pack of goblins by ‘imself. I won’t lose ya the same way." [/message] [message] speaker=Harper message= _ "I know, I know, no need to worry so much. All right, let’s go!" [/message] [/event] # # Victory # [event] name=enemies defeated {CLEAR_VARIABLE town_guards_awakened} [message] speaker=Harper message= _ "These orc raids keep getting harder and harder to hold off. Feels like every new day’s just another chance for us to lose everything..." [/message] [message] speaker=Baldras message= _ "That Garard II stopped sendin’ patrols out here a while back. Stinker probably sent his troops on some new war against them orcs. Don’t really matter. Technically Annuvin be under the charge of Elensefar, but you don’t see ‘em coming to help us either." [/message] [message] speaker=Harper message= _ "Then why do we got to pay taxes to the King? Maybe Elensefar doesn’t help us, but at least they don’t take our gold." [/message] [message] speaker=Baldras message= _ "We don’t got no choice, lad. If I don’t gives them what they want, they’ll make trouble for everyone in Dallben." [/message] [message] speaker=Harper message= _ "But we can’t keep doing this forever, Uncle. If we stay like this, those orcs will eventually overrun us. What should we do?" [/message] [message] speaker=Baldras message= _ "I don’t know, Harper. I just don’t know. Alls I can say is we’re on our own out here." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 100} [/endlevel] [/event] [event] name=attack [filter] side=2 [/filter] [message] speaker=Fal Khag message= _ "Time to feast on these puny pinkskins." [/message] [message] speaker=Harper message= _ "Hey! Who ya calling puny?" [/message] [/event] [event] name=last breath [filter] id=Fal Khag [/filter] [message] speaker=Fal Khag message= _ "I was... too weak..?" [/message] [message] speaker=Harper message= _ "Silly goblin." [/message] [/event] # Small buff for Harper [event] name=moveto [filter] id=Harper x,y=1,10 [/filter] [message] speaker=Harper message= _ "Hey, someone left their pack here. I could use it to carry some more rocks." [/message] [sound] name=sling.ogg [/sound] [object] id=harper_buff take_only_once=yes silent=yes duration=forever [filter] x,y=1,10 [/filter] [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 1 10} [/event] [event] name=moveto [filter] x,y=2,3 [/filter] [message] speaker=unit message= _ "Spooky." [/message] [store_unit] [filter] x,y=2,3 [/filter] variable=stored_unit [/store_unit] {VARIABLE_OP stored_unit.experience add 2} [unstore_unit] variable=stored_unit [/unstore_unit] {CLEAR_VARIABLE stored_unit} [/event] # Orcs near the villlage [event] name=moveto [filter] side=2 [filter_location] x,y=11,2 radius=12 [/filter_location] [/filter] [filter_condition] [variable] name=town_guards_awakened not_equals=yes [/variable] [/filter_condition] [message] speaker=Harper message= _ "They’re getting close to Dallben! What should we do?" [/message] [message] speaker=Baldras message= _ "There be a couple guards in the village. Might be able to slow them wolves down if they gets closer." [/message] [/event] [event] name=moveto [filter] [filter_location] x,y=11,2 radius=9 [/filter_location] [/filter] {DALLBEN_PEASANT Thug_Peasant 12 2 Remald ( _ "Remald")} {DALLBEN_PEASANT Thug_Peasant 10 2 Wolmas ( _ "Wolmas")} # wmllint: recognize Remald # wmllint: recognize Wolmas #ifdef EASY {DALLBEN_PEASANT Thug_Peasant 11 4 Jasken ( _ "Jasken")} #endif {IF_VAR unit.side equals 1 ( [then] [message] speaker=Wolmas message= _ "What’s happening here? Why be you running like mad, $unit.name|?" [/message] [message] speaker=unit message= _ "Goblin riders be on the hunt, headed right for Dallben. We gots to stop them!" [/message] [/then] [else] [message] speaker=Wolmas message= _ "Look! Goblin riders be on the hunt, headed right for Dallben!" [/message] [message] speaker=Remald message= _ "We gots to stop them!" [/message] [/else] )} {VARIABLE town_guards_awakened yes} [/event] # # Loss conditions - the orcs reach the village # [event] name=moveto [filter] side=2 x=9-13 y=1-2 [/filter] [message] speaker=Harper message= _ "The goblins reached the village! Now there’ll be nothing left after they raid our homes..." [/message] [endlevel] result=defeat [/endlevel] [/event] {LIBERTY_DEATHS} [/scenario] #undef GOBLIN_RAIDER #undef DALLBEN_PEASANT
#textdomain wesnoth-l [scenario] id=02_Civil_Disobedience name= _ "Civil Disobedience" next_scenario=03_A_Strategy_of_Hope map_file=02_Civil_Disobedience.map {TURNS 14 13 12} {DEFAULT_SCHEDULE_AFTERNOON} {INTRO_AND_SCENARIO_MUSIC "revelation.ogg" "loyalists.ogg"} {EXTRA_SCENARIO_MUSIC "battle.ogg"} {EXTRA_SCENARIO_MUSIC "siege_of_laurelmor.ogg"} [label] x,y=31,13 text= _ "Baldras’ farm" [/label] [story] [part] story= _ "Baldras’ journal, 6 Deeproot, 501 YW: Me and Harper visited Erwen’s grave today. I helped the lad pick her a bunch of flowers — we even found some of her favorite, blue lillies. Harper don’t remember her much, but he still thinks lots about her. Lad reminds me so much of his ma often times, real bright and brassy, even if he don’t got her sense or wits. I’m just hoping he be learning more with time." background=story/frontier.jpg [/part] [part] story= _ "Speaking of sense, I gots me a bad feeling in my gut about today. I’d better ready our hunting troop when I get back to the village, just in case..." background=story/frontier.jpg [/part] [/story] {LIBERTY_BIGMAP {JOURNEY_02_NEW} } [side] type=Bandit_Peasant id=Baldras name= _ "Baldras" side=1 color=blue canrecruit=yes controller=human {GOLD 170 140 110} team_name=good_guys user_team_name=_"Rebels" recruit=Footpad_Peasant,Poacher_Peasant,Thug_Peasant [/side] {STARTING_VILLAGES 1 12} [side] type=Cavalier id=Tarwen name= _ "Tarwen" side=2 color=red canrecruit=yes controller=ai gold=0 team_name=bad_guys user_team_name=_"Weldyn" [ai] [goal] name=protect_location [criteria] x,y=26,7 [/criteria] protect_radius=11 value=10 [/goal] passive_leader=yes [/ai] {FLAG_VARIANT loyalist} [/side] #The peasants - no leader or keep, but they help you as allies #by getting trampled on the first turn [side] side=3 color=lightblue no_leader=yes controller=ai team_name=good_guys user_team_name=_"Rebels" [/side] [event] name=prestart [objectives] side=1 [objective] description= _ "Kill the Wesnoth army captain, Tarwen" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] {PLACE_IMAGE items/scarecrow.png 29 13} {PLACE_IMAGE "items/scarecrow.png~FL(horiz)" 18 1} {PLACE_IMAGE items/straw-bale1.png 32 14} {PLACE_IMAGE items/straw-bale2.png 33 6} {PLACE_IMAGE "items/straw-bale1.png~FL(horiz)" 15 5} {PLACE_IMAGE items/grain-sheaf.png 19 12} {PLACE_IMAGE "scenery/oak-leaning.png" 27 9} {PLACE_IMAGE "scenery/well.png" 22 7} {PLACE_IMAGE "items/mace.png" 31 14} {GENERIC_UNIT 3 Peasant 17 4} {GENERIC_UNIT 3 Peasant 22 3} {GENERIC_UNIT 3 Peasant 25 6} {GENERIC_UNIT 3 Peasant 26 8} {GENERIC_UNIT 3 Peasant 23 13} {MODIFY_UNIT type=Peasant facing sw} [/event] # # Starting conversation and actions # [event] name=start [recall] id=Harper [/recall] [message] speaker=Harper message= _ "Look, riders approach." [/message] [message] speaker=Baldras message= _ "Stand fast, nephew." [/message] {MOVE_UNIT id=Tarwen 4 10} [capture_village] x=2-11 y=6-11 side=2 [/capture_village] [message] speaker=Tarwen message= _ "By order of the Queen, the magistrate of this town is to travel with us to Elensefar for vetting." [/message] [message] speaker=Baldras message= _ "The Crown did long since abandon our village. You Wesnothians be too busy countin’ the gold from our taxes to be sending aid against them orcs. Nobody here be leaving to nowhere." [/message] [message] speaker=Tarwen message= _ "Insolent peasant. Try not my patience, else I shall be forced to drag thy deceased corpse back with me to the city." [/message] [message] speaker=Baldras message= _ "Try it then, stinker." [/message] [message] speaker=Tarwen message= _ "As you wish." [/message] {GENERIC_UNIT 2 Cavalryman 15 7} {MOVE_UNIT x,y=15,7 20 6} {GENERIC_UNIT 2 Cavalryman 15 7} {MOVE_UNIT x,y=15,7 20 8} {GENERIC_UNIT 2 Cavalryman 15 7} {MOVE_UNIT x,y=15,7 22 8} {GENERIC_UNIT 2 Cavalryman 15 7} {MOVE_UNIT x,y=15,7 22 6} #ifdef NORMAL {GENERIC_UNIT 2 Horseman 15 7} {MOVE_UNIT x,y=15,7 19 5} {GENERIC_UNIT 2 Horseman 15 7} {MOVE_UNIT x,y=15,7 18 9} #endif #ifdef HARD {GENERIC_UNIT 2 Horseman 15 7} {MOVE_UNIT x,y=15,7 19 5} {GENERIC_UNIT 2 Horseman 15 7} {MOVE_UNIT x,y=15,7 18 9} {GENERIC_UNIT 2 Horseman 15 7} {MOVE_UNIT x,y=15,7 18 6} #endif [message] speaker=Tarwen message= _ "Guard the gate." [/message] {GENERIC_UNIT 2 Spearman 14 6} {MOVE_UNIT x,y=14,6 16 6} {GENERIC_UNIT 2 Spearman 14 7} {MOVE_UNIT x,y=14,7 16 7} {MOVE_UNIT id=Tarwen 8 8} [message] speaker=Harper message= _ "<i>Uncle, since when did we have a queen?</i>" [/message] [message] speaker=Baldras message= _ "<i>Since a few years back, I thinks, but weren’t never her giving out no orders...</i>" [/message] [message] speaker=Baldras message= _ "<i>It don’t really matter right now. Harper, get yerself out o’ here. This be no kind of battle for you.</i>" [/message] [message] speaker=Harper message= _ "I can fight!" [/message] [message] speaker=Baldras message= _ "<i>Harper, do what I says to ya.</i>" [/message] [message] speaker=Harper message= _ "We’re in this together. Death to the Wesnothians!" [/message] [message] speaker=Baldras message= _ "Impulsive lad..." [/message] [/event] [event] name=attack [filter_second] side=3 [/filter_second] # this is from Monty Python and the Holy Grail :) [message] speaker=second_unit message= _ "Help, help! I’m being repressed!" [/message] [/event] [event] name=die [filter] side=3 [/filter] [message] speaker=Harper message= _ "They just killed an innocent man! Murderers!" [/message] [message] speaker=Tarwen message= _ "Cry thine eyes out for me, peasant." [/message] [/event] [event] name=moveto [filter] id=Baldras x,y=31,14 [/filter] [message] speaker=Baldras message= _ "I oughta bring out the good mace to fight off these thugs." [/message] [sound] name=mace.ogg [/sound] [object] id=baldras_buff take_only_once=yes silent=yes duration=forever [filter] x,y=31,14 [/filter] [effect] apply_to=attack range=melee increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 31 14} [/event] # #Special event - when you attack Tarwen, he stops being passive (surprise!) # [event] name=attack [filter_second] id=Tarwen [/filter_second] [modify_side] [filter_side] side=2 [/filter_side] [ai] passive_leader=no [/ai] [/modify_side] [message] speaker=Tarwen message= _ "Back, back ye curs!" [/message] [/event] [event] name=die [filter] side=2 [/filter] [message] speaker=Harper message= _ "Take that, you bullies!" [/message] [/event] # # Victory # [event] name=die [filter] id=Tarwen [/filter] [message] speaker=second_unit message= _ "Get out of my village!" [/message] [kill] side=2 [/kill] [/event] [event] name=enemies defeated [role] type=Huntsman_Peasant,Ranger,Fugitive_Peasant,Highwayman_Peasant,Outlaw_Peasant,Trapper_Peasant,Bandit_Peasant,Footpad_Peasant,Poacher_Peasant,Thug_Peasant [not] id=Harper,Baldras [/not] role=Advisor [/role] [message] role=Advisor message= _ "We beat their leader, but a couple of them riders escaped. What should we do?" [/message] [message] speaker=Baldras message= _ "Somethin’ be very wrong here. That Garard weren’t never no hero or nothing, but his men never would’ve attacked us. The Queen must’ve did something to him." [/message] [message] speaker=Harper #wmllint: local spelling ol' message= _ "We’ve got to tell the people of Delwyn about this. Ol’ magistrate Relana will have some ideas." [/message] [message] role=Advisor message= _ "That’s true. Whenever there’s been troubles, we’ve always looked to her for help." [/message] [message] speaker=Baldras message= _ "Fine. We’ll go to Delwyn, see what Relana gots to say. With them riders so eagerly attackin’ us today, I’m thinking Delwyn will be under threat too." [/message] [message] speaker=Harper message= _ "So we’ll have to fight them Wesnothians again?" [/message] [message] speaker=Baldras message= _ "Alls I can say for certain is we’ve made ourselves enemies of the Crown. They’ll be hunting us now." [/message] [message] speaker=Harper message= _ "Then we’re outlaws." [/message] [message] speaker=Baldras message= _ "Aye, outlaws." [/message] [store_unit] [filter] side=1 [filter_wml] [abilities] [outlaw_type_hack] [/outlaw_type_hack] [/abilities] [/filter_wml] [/filter] kill=yes variable=stored_peasants [/store_unit] [foreach] array=stored_peasants [do] [unit] side=1 type=$this_item.abilities.outlaw_type_hack.id id=$this_item.id name=$this_item.name x,y=$this_item.x,$this_item.y hitpoints=$this_item.hitpoints moves=$this_item.moves experience=$this_item.experience gender=$this_item.gender facing=$this_item.facing profile=$this_item.profile unrenamable=$this_item.unrenamable canrecruit=$this_item.canrecruit random_traits=$this_item.random_traits role=$this_item.role [insert_tag] name=modifications variable=this_item.modifications [/insert_tag] [/unit] [/do] [/foreach] [modify_side] side=1 color=black [/modify_side] {CLEAR_VARIABLE stored_peasants} [disallow_recruit] side=1 type=Thug_Peasant,Footpad_Peasant,Poacher_Peasant [/disallow_recruit] [allow_recruit] side=1 type=Thug,Footpad,Poacher [/allow_recruit] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # # Loss conditions - turns run out # [event] name=time over [unit] type=Knight side=2 x,y=4,11 id=Reinforcement Knight generate_name=yes animate=yes facing=ne [/unit] {GENERIC_UNIT 2 (Knight) 3 12} {FACING ne} {GENERIC_UNIT 2 (Lancer) 4 12} {FACING ne} {GENERIC_UNIT 2 (Lancer) 3 13} {FACING ne} {GENERIC_UNIT 2 (Knight) 4 13} {FACING ne} {GENERIC_UNIT 2 (Dragoon) 3 14} {FACING ne} {GENERIC_UNIT 2 (Dragoon) 4 14} {FACING ne} [message] speaker=Reinforcement Knight message= _ "At your order, Captain." [/message] [message] speaker=Tarwen message= _ "Slay them all." [/message] [message] speaker=Baldras message= _ "Curses! Their reinforcements has arrived. We gots no chance to fight ‘em off now..." [/message] [endlevel] result=defeat [/endlevel] [/event] {LIBERTY_DEATHS} [/scenario]
#textdomain wesnoth-l [scenario] id=03_A_Strategy_of_Hope name= _ "A Strategy of Hope" next_scenario=04_Unlawful_Orders victory_when_enemies_defeated=yes map_file=03_Strategy_of_Hope.map {TURNS 26 24 22} {DEFAULT_SCHEDULE} {INTRO_AND_SCENARIO_MUSIC underground.ogg knolls.ogg} {EXTRA_SCENARIO_MUSIC "northerners.ogg"} {EXTRA_SCENARIO_MUSIC "knalgan_theme.ogg"} [story] [part] story= _ "Baldras’ journal, 10 Deeproot, 501 YW: Been a strange few days. Had to leave Dallben real quick. We grabbed whatever we could in just a day, some food, some clothes, sis’s lucky bracelet... and made off for Delwyn as quick as these old bones would let me. It be a three day journey there for me, but I sended Harper ahead for Relana first. Said we’d meet her in the usual hiding spot in the swamp." background=story/frontier.jpg [/part] [part] story= _ "This whole mess be utter stupidness. Of all the things to be driving us from our home, how did it ended up being those accursed Wesnothians? Blasted Crown. Don’t matter whoever’s the one giving out them orders, those stinkers in Weldyn always be making trouble for us countryfolk." background=story/frontier.jpg [/part] [part] story= _ "I’m too old for all this. Them orc raids already be plenty for me to deal with. I don’t be keen on fighting no war with Wesnoth. But... I guess, I don’t really got no choice either. Harper’s still too young to be leading anyone, and it don’t seem like anyone else in the village be suitable." background=story/frontier.jpg [/part] [part] story= _ "In times like these... I still wish Erwen was here with us. Little sis were always the better of us two. She always knew how to keep her temper and her wits about her. What would she say to me now? Probably something like, “Quit yapping ya old dog and focus on what you’re doing. We’ve got to be getting them people to safety.” Cheeky kid, that one. But, she’d be right, I has me a responsibility to our people. Got a lot of trouble ahead of us..." background=story/frontier.jpg [/part] [/story] {LIBERTY_BIGMAP {JOURNEY_03_NEW} } [side] type=Bandit id=Baldras side=1 color=black canrecruit=yes controller=human recruit=Thug,Footpad,Poacher {GOLD 160 140 120} team_name=good_guys user_team_name=_"Rebels" [/side] {STARTING_VILLAGES_AREA 1 25 8 8} [side] type=Highwayman_Peasant gender=female id=Relana name= _ "Relana" profile=portraits/relana.png facing=se side=2 color=lightblue canrecruit=yes controller=ai [ai] #This should get them to attack the saurians [goal] name=protect_location [criteria] x,y=7,6 [/criteria] protect_radius=10 value=7 [/goal] [/ai] recruit=Outlaw_Peasant,Trapper_Peasant,Poacher_Peasant,Huntsman_Peasant,Thug_Peasant {GOLD 125 100 75} team_name=good_guys user_team_name=_"Rebels" [/side] {STARTING_VILLAGES_AREA 2 13 22 15} [side] type=Orcish Warrior id="Urk Delek" name= _ "Urk Delek" profile=portraits/orcs/grunt-3.png facing=sw side=3 color=orange canrecruit=yes controller=ai recruit=Orcish Grunt,Wolf Rider,Orcish Archer,Troll Whelp [ai] time_of_day=dawn,morning,afternoon caution=0.5 aggression=0.5 [/ai] [ai] time_of_day=dusk,first_watch,second_watch caution=0.0 aggression=1.0 [/ai] {GOLD 80 100 120} team_name=bad_guys user_team_name=_"Orcs" {FLAG_VARIANT6 ragged} [/side] {STARTING_VILLAGES_AREA 3 33 25 6} [side] type=Saurian Oracle id=Thhsthss name= _ "Thhsthss" side=4 color=orange canrecruit=yes controller=ai recruit=Saurian Skirmisher,Saurian Ambusher,Saurian Augur [ai] recruitment_pattern=scout,healer,scout #they want to kill the leader leader_value=5 [/ai] [village] x,y=4,1 [/village] {GOLD 60 80 100} team_name=bad_guys user_team_name=_"Orcs" [/side] [side] side=5 controller=ai no_leader=yes hidden=yes team_name=monsters color=brown [/side] {STARTING_VILLAGES_AREA 4 7 6 6} # # Prestart actions # [event] name=prestart {PLACE_IMAGE items/ornate2.png 5 28} {PLACE_IMAGE scenery/well.png 5 29} [objectives] side=1 [objective] description= _ "Defeat both enemy leaders" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] [objective] description= _ "Death of Relana" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [/event] [event] name=start {MOVE_UNIT id=Baldras 24 13} [recall] id=Harper x,y=21,13 [/recall] [recall] role=Advisor x,y=25,14 [/recall] # This makes sure Baldras' portrait doesn't cover up Relana's sprite [scroll_to_unit] id=Baldras [/scroll_to_unit] [message] speaker=Relana message= _ "Baldras! Ya made it! Lil Harper here told me all about what happened." [/message] [message] speaker=Baldras message= _ "Aye, Relana. It were one o’ the Queen’s patrol, strange as it do sound. Turns out they was itchin’ to attack us soon as I wasn’t willing to leave with ‘em." [/message] [message] speaker=Harper message= _ "But we fought those ugly scoundrels off!" [/message] [message] speaker=Relana message= _ "Queen’s patrol, ya say? They sent them a messenger our way a couple days ago, demanding our allegiance to some ‘Asheviere’. Weren’t that Garard’s young bride or something? Why’s she the one in charge now?" [/message] [message] speaker=Baldras message= _ "I don’t know, but some of them riders escaped us. Bet they’ll report back to their local garrison, tell them we’re a bunch o’ traitors." [/message] [message] role=Advisor message= _ "Then they’ll be comin’ back in force." [/message] [message] speaker=Relana message= _ "We needs more information. We should consult ourselves with Elensefar. Lord Maddock surely gots to know more than us." [/message] [message] speaker=Baldras message= _ "Elensefar? Why him?" [/message] [message] speaker=Relana message= _ "Well all Annuvin be ruled by Elensefar, right? We don’t gots to heed anything Wesnoth says. Lord Maddock’s technically the one we answer to." [/message] [message] speaker=Baldras message= _ "It don’t matter. Weldyn be doing whatever it likes while Maddock says nothing. He knows, but he don’t care." [/message] [message] speaker=Relana message= _ "But we still need that knowledge, Baldras. We can’t be coming up with any great plan without no information. We both knows that if Weldyn brings one o’ their armies here, there be no way we can fight them off." [/message] [message] speaker=Baldras message= _ "Perhaps, but — hold there. Did ya hear that? Sounded like some wolf howl." [/message] [message] speaker=Relana message= _ "Somethin’ smells like lizard too. We’re not alone here." [/message] [message] speaker=Harper message= _ "Finally, some action!" [/message] {INCIDENTAL_MUSIC casualties_of_war.ogg} {MOVE_UNIT (id=Urk Delek) 33 25} [message] speaker="Urk Delek" message= _ "Blasted humans and blasted Fal Khag! Stupid goblin was only supposed to scout that puny village, not fight it by himself. Then those damned humans rejected our help and look where that got them." [/message] [message] speaker="Urk Delek" message= _ "“Don’t know why the Queen hired some stinkin’ orcs, we don’t need you here.” Yeah, well now they’re dead like a bunch of beasts." [/message] {MOVE_UNIT id=Thhsthss 7 6} [message] speaker="Thhsthss" # wmllint: local spellings uss usss promissed ordersss message= _ "Your ordersss mean nothing to usss, orc. You promissed uss gold." [/message] [message] speaker="Urk Delek" message= _ "Shut your trap, lizard. You’ll get your gold as soon as my wolves get their meat." [/message] [/event] [event] name=turn 19 [message] speaker=Baldras message= _ "We gots to be headin’ for Elensefar soon before them Wesnothians come back." [/message] [/event] [event] name=moveto [filter] side=1 x,y=34,5 [/filter] [message] speaker=unit # po: fishperson is the same as merfolk message= _ "Looks like some fishperson used to live here." [/message] [sound] name=zombie-hit-1.ogg [/sound] [unit] type=Walking Corpse id=Dead Fish variation=swimmer side=5 x,y=35,6 animate=yes [/unit] [message] speaker=Harper message= _ "Looks like they still do. Ick." [/message] [/event] [event] name=die [filter] id=Dead Fish [/filter] [message] speaker=Harper message= _ "Ewww, I think it be smelling even worse now. Least it’s stopped moving." [/message] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=stored_unit [/store_unit] {VARIABLE_OP stored_unit.experience add 6} [unstore_unit] variable=stored_unit [/unstore_unit] {CLEAR_VARIABLE stored_unit} [/event] [event] name=moveto [filter] side=1 x,y=13-22,24-29 [/filter] [message] speaker=Baldras message= _ "I don’t likes me the look of that water." [/message] [/event] [event] name=moveto [filter] side=1 x,y=17,27 [not] id=Baldras [/not] [/filter] [sound] name=water-blast.wav [/sound] [unit] type=Tentacle of the Deep side=5 x,y=17,29 animate=yes [/unit] [unit] type=Tentacle of the Deep side=5 x,y=18,25 animate=yes [/unit] [message] speaker=unit message= _ "Ahh! Help, it’s a tentacle monster!" [/message] [/event] [event] name=moveto [filter] id=Harper x,y=5,28 [/filter] [message] speaker=Harper message= _ "That’s some fresh tasty water. Mmm!" [/message] [object] id=harper_buff_water take_only_once=yes silent=yes duration=forever [filter] x,y=5,28 [/filter] [effect] apply_to=hitpoints increase_total=1 increase=1 [/effect] [/object] [/event] # # Victory # [event] name=last breath [filter] id=Urk Delek [/filter] [message] speaker=Urk Delek message= _ "Blasted pinkskins..." [/message] [/event] [event] name=last breath [filter] id=Thhsthss [/filter] [message] speaker=Thhsthss # wmllint: local spellings Thissss message= _ "Thissss was not part of the deal..." [/message] [/event] [event] name=enemies defeated [message] speaker=Baldras message= _ "Something be very wrong here. These orcs has weapons with Army forge-markings." [/message] [message] speaker=Relana message= _ "Aye, and the gold in their pouches looks new from mint. Could just be plunder, but..." [/message] [message] speaker=Baldras message= _ "Don’t seem like it. I be thinking these orcs were hired to scout us. But for what? Of all the alliances to be making, why would Weldyn be hiring orcs?" [/message] [message] speaker=Relana message= _ "I thinks your mission to Lord Maddock just became even more urgent. We needs to know the Queen’s motives." [/message] [message] speaker=Baldras message= _ "I don’t like leaving our people here alone, but I sees your point. If we wait, more will be coming." [/message] [message] speaker=Relana message= _ "For now, I can stay here and perhaps talk them Wesnothians out of attacking us directly, but I don’t thinks it will work forever. To survive this, we needs to act quick, Baldras." [/message] [message] speaker=Baldras message= _ "Then we’ll go to Elensefar as fast as we can. Luck be with ya, Relana." [/message] [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # # Loss conditions - turns run out # [event] name=time over [message] speaker=Baldras message= _ "We gots no more time to be spending here nor to be traveling to Elensefar... them Wesnothians probably already be mobilizing against us. We’ve got to head back to Dallben!" [/message] [message] speaker=narrator image=wesnoth-icon.png message=_ "Baldras and Relana returned to their villages to find them destroyed, with any survivors borne away to unknown fates. It was a bitter doom, and as Wesnoth descended into chaos, they would live to see worse." [/message] [endlevel] result=defeat [/endlevel] [/event] {LIBERTY_DEATHS} [/scenario]
#textdomain wesnoth-l [scenario] id=04_Unlawful_Orders name= _ "Unlawful Orders" next_scenario=05_Hide_and_Seek victory_when_enemies_defeated=yes map_file=04_Unlawful_Orders.map {TURNS 26 22 18} {DEFAULT_SCHEDULE} {INTRO_AND_SCENARIO_MUSIC "transience.ogg" "the_king_is_dead.ogg"} {EXTRA_SCENARIO_MUSIC "vengeful.ogg"} {EXTRA_SCENARIO_MUSIC "knalgan_theme.ogg"} {EXTRA_SCENARIO_MUSIC "battle.ogg"} [label] x,y=16,15 text= _ "Elensefar" [/label] [label] x,y=8,13 text= _ "Port of Elensefar" [/label] {LIBERTY_BIGMAP {JOURNEY_04_NEW} } [side] type=Bandit id=Baldras side=1 color=black canrecruit=yes controller=human recruit=Thug,Footpad,Poacher {GOLD 175 150 125} team_name=good_guys user_team_name=_"Rebels" [/side] # wmllint: directory spelling Maddock [side] type=General id=Lord Maddock name= _ "Lord Maddock" profile=portraits/maddock.png side=2 color=teal canrecruit=yes controller=ai recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Mage,Bowman [ai] recruitment_pattern=scout,mixed fighter,fighter,archer,fighter leader_value=3 village_value=0.2 [/ai] {GOLD 110 100 90} team_name=good_guys user_team_name=_"Rebels" {FLAG_VARIANT loyalist} [/side] {STARTING_VILLAGES 2 15} [side] type=General id=Kestrel name= _ "Kestrel" side=3 color=darkred canrecruit=yes controller=ai recruit=Spearman,Horseman,Cavalryman,Heavy Infantryman,Bowman [ai] caution=0.0 aggression=1.0 recruitment_pattern=scout,fighter,fighter,archer,archer leader_value=20 [/ai] {GOLD 160 200 240} user_team_name=_"Weldyn" {FLAG_VARIANT loyalist} [/side] {STARTING_VILLAGES 3 5} # # Prestart events # [event] name=prestart {PLACE_IMAGE items/chest-plain-closed.png 6 4} {PLACE_IMAGE items/grain-sheaf.png 7 30} {PLACE_IMAGE items/straw-bale1.png 24 27} {PLACE_IMAGE scenery/tent-fancy-red.png 18 16} {PLACE_IMAGE scenery/temple1.png 14 9} {PLACE_IMAGE scenery/lighthouse.png 6 12} {PLACE_IMAGE scenery/lighthouse.png 7 16} {PLACE_IMAGE scenery/well.png 21 28} {PLACE_IMAGE scenery/rock4.png 21 3} {PLACE_IMAGE scenery/leanto.png 5 36} [objectives] side=1 [objective] description= _ "Defeat the enemy general" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] [objective] description= _ "Death of Maddock" condition=lose [/objective] {TURNS_RUN_OUT} [gold_carryover] bonus=yes carryover_percentage=40 [/gold_carryover] [/objectives] [store_unit] [filter] id=Baldras [/filter] kill=yes variable=stored_Baldras [/store_unit] {VARIABLE stored_Baldras.facing sw} {NAMED_LOYAL_UNIT 3 Lieutenant 19 36 Rothel (_ "Rothel")} [+unit] [modifications] {TRAIT_QUICK} [/modifications] [/unit] [/event] # # Starting conversation and actions # [event] name=start [move_unit_fake] side=1 type=Boat x=25,23 y= 9,11 [/move_unit_fake] [item] x,y=23,11 image=units/transport/boat.png~FL(horiz) [/item] [move_unit_fake] side=1 type=$stored_Baldras.type x=23,21 y=11,11 [/move_unit_fake] [unstore_unit] variable=stored_Baldras [/unstore_unit] [recall] id=Harper [/recall] [role] type=Huntsman,Ranger,Fugitive,Highwayman,Outlaw,Trapper,Bandit,Footpad,Poacher,Thug role=Advisor [auto_recall][/auto_recall] [not] id=Harper,Baldras [/not] [/role] [message] speaker=Baldras message= _ "Maddock, I be coming to report—" [/message] [message] speaker=Lord Maddock message= _ "I am already aware of your altercation in Dallben, Baldras. Your dissent was not wise." [/message] [message] speaker=Baldras # po: pigdirt is slang for bullshit or hogwash message= _ "Dissent? Maddock, I’m not trusting no strange riders who show up out of nowhere claimin’ to be from the Queen. Seems like a bunch of pigdirt to me." [/message] [message] speaker=Lord Maddock message= _ "That was partially my fault, since I was not able to send a messenger to you in time. I shall have to inform you now. Five weeks ago, at the Ford of Abez, Queen Asheviere’s men allied themselves with the northern orcs and betrayed King Garard II." [/message] [message] speaker=Lord Maddock message= _ "Since Prince Eldred died in the battle, the Queen took the throne and has been consolidating her power. Part of that has been bringing the elders from the local villages here, forcing them to swear allegiance to her. That was the purpose of that patrol." [/message] [message] speaker=Baldras message= _ "Annuvin province be ruled by Elensefar! We has no duty to Weldyn." [/message] [message] speaker=Lord Maddock message= _ "You do now. I do not really need to tell you what will happen should you refuse Her Majesty’s offer." [/message] [message] speaker=Baldras message= _ "Grow a spine, Maddock. If they come to ya and make you swear fealty to this Asheviere, would ya really give up that easy?" [/message] [message] speaker=Lord Maddock message= _ "Well, they do not come within the walls of my city. There is a large garrison south at the great fortress of Halstead, but even should they mobilize all their troops, I doubt they could take Elensefar. It is true that for now, the majority of my forces are still returning from the battle of Abez, but unless we are attacked within the next few days, I shall be able to hold the city." [/message] [message] speaker=Baldras message= _ "And what abouts us? Throw us like dogs to those Wesnothians?" [/message] [message] speaker=Lord Maddock message= _ "We have an uneasy peace to maintain. The treaty between Elensefar and Wesnoth is ancient, and I do not think Her Majesty means to break it. At the same time, I have some concessions that I shall have to make. I cannot afford a war with Weldyn, as you can surely understand." [/message] [message] speaker=Harper message= _ "But we can’t do nothing! The Queen even be sending them beast orcs against us, that’s how evil she is! Surely you can’t stand for this..." [/message] [message] speaker=Lord Maddock message= _ "Yes, I am aware of Queen Asheviere’s propensity for hiring orcs to supplement her forces. That does not mean I could do anything about it, even if I were so inclined. The best advice I can give you is to just apologize. Even if they may want your head, Baldras, you still have the chance to preserve your village. Think of the bigger picture." [/message] [message] speaker=Baldras message= _ "The bigger picture of you idly sittin’ here waiting till them Wesnothians come to take the city right from your hands." [/message] [message] speaker=Lord Maddock message= _ "I very much doubt they would be bold enough to attack us outright—" [/message] [message] speaker=Baldras message= _ "Head out of your behind, Maddock. Open your eyes! Look south and tell me that again!" [/message] [scroll_to_unit] id=Kestrel [/scroll_to_unit] [delay] time=1000 [/delay] [message] speaker=Lord Maddock message= _ "An invading army? No, something is not right with those soldiers... but I presume we have no time to ponder that. To arms!" [/message] # prevent Rothel from suiciding ahead of time [modify_unit] [filter] id=Rothel [/filter] moves=0 [/modify_unit] {CLEAR_VARIABLE stored_Baldras} [/event] [event] name=moveto [filter] side=1 x,y=6,4 [/filter] [message] speaker=unit message= _ "Hey, look! Some buried treasure!" [/message] [sound] name=gold.ogg [/sound] [gold] side=1 amount=33 [/gold] {REMOVE_IMAGE 6 4} {PLACE_IMAGE items/chest-plain-open.png 6 4} [/event] [event] name=moveto [filter] side=1 x,y=5,36 [/filter] [message] speaker=unit message= _ "Looks like someone left some supplies here." [/message] [sound] name=gold.ogg [/sound] [gold] side=1 amount=17 [/gold] [/event] [event] name=moveto [filter] side=1 x,y=21,3 [not] id=Baldras [/not] [/filter] [message] speaker=unit message= _ "It says, “Here lies Daneth, child of the Light, loyal defender of Lord and Land.” Whoever that was." [/message] [message] speaker=Baldras message= _ "Maddock’s firstborn son." [/message] [message] speaker=unit message= _ "Oh." [/message] [/event] [event] name=moveto [filter] id=Harper x,y=21,28 [/filter] [message] speaker=Harper message= _ "That’s a deep well! Wonder how far down it goes. Guess I’ll chuck a rock down and find out." [/message] [message] speaker=Harper message= _ "... ... ..." [/message] [message] speaker=Harper message= _ "Plunk!" [/message] [store_unit] [filter] x,y=21,28 [/filter] variable=stored_unit [/store_unit] {VARIABLE_OP stored_unit.experience add 2} [unstore_unit] variable=stored_unit [/unstore_unit] {CLEAR_VARIABLE stored_unit} [/event] [event] name=attack [filter] side=3 [/filter] [filter_condition] [variable] name=turn_number less_than=4 [/variable] [/filter_condition] [message] speaker=Lord Maddock message= _ "Hold there, soldier! Can we not come to terms without bloodshed?" [/message] [message] speaker=unit message= _ "..." [/message] [message] speaker=Lord Maddock message= _ "Hmm. Something is quite wrong indeed..." [/message] [/event] # # Special event - the human enemies become undead at night # [event] name=turn 4 [message] speaker=narrator message= _ "<i>The sun sets...</i>" [/message] [message] speaker=narrator message= _ "Baldras and Harper watch, petrified, as the skin and flesh of their adversaries begin to rot away." image="wesnoth-icon.png" [/message] {INCIDENTAL_MUSIC the_city_falls.ogg} [/event] [event] name=prestart [set_variables] name=undead_transformation [value] human_type=Spearman undead_type=Skeleton [/value] [value] human_type=Swordsman undead_type=Deathblade [/value] [value] human_type=Pikeman undead_type=Revenant [/value] [value] human_type=Bowman undead_type=Skeleton Archer [/value] [value] human_type=Longbowman undead_type=Bone Shooter [/value] [value] human_type=Heavy Infantryman undead_type=Ghoul [/value] [value] human_type=Shock Trooper undead_type=Necrophage [/value] [value] human_type=Cavalryman undead_type=Skeleton Rider [/value] [value] human_type=Dragoon undead_type=Bone Knight [/value] [value] human_type=Lieutenant undead_type=Death Squire [/value] [value] human_type=General undead_type=Death Knight [/value] [value] human_type=Horseman undead_type=Skeleton Rider [/value] [value] human_type=Knight undead_type=Bone Knight [/value] [value] human_type=Lancer undead_type=Bone Knight [/value] [/set_variables] [/event] #define FALLBACK [if] [variable] name=type_to_turn_into equals=$null [/variable] [then] [wml_message] logger=error message=_"Could not convert a $stored_changers[$i].type, please report!" [/wml_message] {VARIABLE type_to_turn_into $stored_changers[$i].type} [/then] [/if] #enddef [event] name=new turn first_time_only=no {VARIABLE temp $turn_number} {VARIABLE_OP temp add 2} {VARIABLE_OP temp modulo 6} [if] [variable] name=temp equals=0 [/variable] [variable] name=turn_number greater_than_equal_to=4 [/variable] [then] [color_adjust] red=255 green=100 blue=100 [/color_adjust] [delay] time=10 [/delay] [color_adjust] red=0 green=0 blue=0 [/color_adjust] [terrain_mask] x,y=16,33 mask="{campaigns/Liberty/masks/04_Unlawful_Orders_1.mask}" alignment=even [/terrain_mask] [redraw] [/redraw] [disallow_recruit] side=3 type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Bowman [/disallow_recruit] [allow_recruit] side=3 type=Skeleton,Skeleton Rider,Skeleton Archer [/allow_recruit] [store_unit] [filter] side=3 [/filter] kill=yes variable=stored_changers [/store_unit] [for] array=stored_changers variable=i [do] [for] array=undead_transformation variable=j [do] [if] [variable] name=stored_changers[$i].type equals=$undead_transformation[$j].human_type [/variable] [then] {VARIABLE type_to_turn_into $undead_transformation[$j].undead_type} {VARIABLE j 999} [/then] [/if] [/do] [/for] {FALLBACK} [unit] type=$type_to_turn_into side=3 x,y=$stored_changers[$i].x,$stored_changers[$i].y id=$stored_changers[$i].id name=$stored_changers[$i].name experience=$stored_changers[$i].experience hitpoints=$stored_changers[$i].hitpoints canrecruit=$stored_changers[$i].canrecruit [variables] [insert_tag] name=stored_trait variable=stored_changers[$i].modifications.trait [/insert_tag] turned_to_undead_at_least_once=yes [/variables] to_variable=changer [/unit] {CLEAR_VARIABLE type_to_turn_into} [if] [variable] name=changer.hitpoints greater_than=$changer.max_hitpoints [/variable] [then] {VARIABLE changer.hitpoints $changer.max_hitpoints} [/then] [/if] [unstore_unit] variable=changer [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE stored_changers,changer} [/then] [/if] [/event] [event] name=new turn first_time_only=no {VARIABLE temp $turn_number} {VARIABLE_OP temp modulo 6} [if] [variable] name=temp equals=1 [/variable] [variable] name=turn_number greater_than_equal_to=4 [/variable] [then] [color_adjust] red=255 green=255 blue=100 [/color_adjust] [delay] time=10 [/delay] [color_adjust] red=0 green=0 blue=0 [/color_adjust] [terrain_mask] x,y=16,33 mask="{campaigns/Liberty/masks/04_Unlawful_Orders_2.mask}" alignment=even [/terrain_mask] [redraw] [/redraw] [disallow_recruit] side=3 type=Skeleton,Skeleton Rider,Skeleton Archer [/disallow_recruit] [allow_recruit] side=3 type=Spearman,Horseman,Cavalryman,Heavy Infantryman,Bowman [/allow_recruit] [store_unit] [filter] side=3 [/filter] kill=yes variable=stored_changers [/store_unit] [for] array=stored_changers [do] [for] array=undead_transformation variable=j [do] [if] [variable] name=stored_changers[$i].type equals=$undead_transformation[$j].undead_type [/variable] [then] {VARIABLE type_to_turn_into $undead_transformation[$j].human_type} [break][/break] [/then] [/if] [/do] [/for] {FALLBACK} [if] [variable] name=stored_changers[$i].variables.turned_to_undead_at_least_once equals=yes [/variable] [then] [unit] type=$type_to_turn_into side=3 x,y=$stored_changers[$i].x,$stored_changers[$i].y id=$stored_changers[$i].id name=$stored_changers[$i].name experience=$stored_changers[$i].experience hitpoints=$stored_changers[$i].hitpoints canrecruit=$stored_changers[$i].canrecruit [modifications] [insert_tag] name=trait variable=stored_changers[$i].variables.stored_trait [/insert_tag] [/modifications] [variables] turned_to_undead_at_least_once=yes [/variables] to_variable=changer [/unit] [/then] [else] [unit] type=$type_to_turn_into side=3 x,y=$stored_changers[$i].x,$stored_changers[$i].y experience=$stored_changers[$i].experience hitpoints=$stored_changers[$i].hitpoints canrecruit=$stored_changers[$i].canrecruit random_traits=yes generate_name=yes to_variable=changer [/unit] [/else] [/if] {CLEAR_VARIABLE type_to_turn_into} [if] [variable] name=changer.hitpoints greater_than=$changer.max_hitpoints [/variable] [then] {VARIABLE changer.hitpoints $changer.max_hitpoints} [/then] [/if] [unstore_unit] variable=changer [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE stored_changers,changer} [/then] [/if] [/event] #undef FALLBACK [event] name=turn 4 [message] speaker=Harper message= _ "By the Light! Them things look like evil spirits! Are they those undead you told me about, Uncle?" [/message] [message] speaker=Baldras message= _ "They bears some likeness, but these men almost seem half alive. This be some kind of truly dreadful sorcery." [/message] [/event] [event] name=turn 7 {INCIDENTAL_MUSIC nunc_dimittis.ogg} [message] speaker=Lord Maddock message= _ "So, their human aspect returns. Whatever these creatures are, we shall crush them all under the light of the sun." [/message] [/event] # # Victory # [event] name=last breath [filter] id=Kestrel [/filter] [message] speaker=second_unit message= _ "Who are you? What are you?" [/message] [message] speaker=Kestrel message= _ "We... are accursed. We were the soldiers of Prince Eldred, the King’s son and betrayer... when the Prince was slain at the hands of the mage Delfador, those of us who bore witness to it were warped into these twisted forms. Now, our mortal bodies pass... into another plane of hellish existence..." [/message] [kill] id=Kestrel animate=yes fire_event=no [/kill] [message] speaker=Lord Maddock message= _ "Such is the price for treachery." [/message] [message] speaker=Baldras message= _ "Maddock, we helped you defend your city. Will you help us now?" [/message] # he really doesn't want to help, but... [message] speaker=Lord Maddock message= _ "..." [/message] # guess he still has a little bit of a conscience [message] speaker=Lord Maddock message= _ "<i>Listen carefully. I shall not openly speak against Asheviere seeing as some of her spies are in the city... however, rest assured, I certainly do not trust the Queen and her questionable tactics.</i>" [/message] [message] speaker=Baldras message= _ "<i>What can ya offer us then?</i>" [/message] [message] speaker=Lord Maddock message= _ "<i>Well, I do not normally make my relationship with them known, but I can make an exception. Southeast of here, in Carcyn, you may find assistance from one of my... contacts. Their methods should be better suited to your needs. As for your homes, I cannot offer you protection against Weldyn, but I can arrange for some roads to be closed to delay their patrols. That is the most I can do for you.</i>" [/message] [message] speaker=Baldras message= _ "<i>Hmph. Clear that you won’t help us fight, but I gots no more time to be stayin’ here. If we is going to resist the Crown a second time, we needs ourselves a good plan. Hope that you’re not sending us to our deaths, Maddock.</i>" [/message] {CLEAR_VARIABLE undead_transformation} {CLEAR_VARIABLE temp} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # # Loss conditions - turns run out # [event] name=time over [message] speaker=Baldras message= _ "More troops be coming from the south! With all them reinforcements, we gots no chance to defend Elensefar!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=defeat [message] speaker=narrator image=wesnoth-icon.png message=_ "Asheviere’s armies assembled and struck before the nascent rebellion could even be planned. Without the necessary forces, Annuvin soon fell under Weldyn’s absolute control." [/message] [/event] {LIBERTY_DEATHS} [/scenario]
#textdomain wesnoth-l [scenario] id=05_Hide_and_Seek next_scenario=06_The_Hunters victory_when_enemies_defeated=no name= _ "Hide and Seek" map_file=05_Hide_and_Seek.map turns=28 {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {DAWN} {INTRO_AND_SCENARIO_MUSIC knolls.ogg underground.ogg} {EXTRA_SCENARIO_MUSIC the_deep_path.ogg} {EXTRA_SCENARIO_MUSIC nunc_dimittis.ogg} [story] [part] story= _ "22 Deeproot, 501 YW Been a tough few days since we left Elensefar with all them patrols running around. Going by boat along the Great River, we has been managing to avoid them Wesnothians, but being constantly on the lookout be real taxing. I truly be starting to feel that tiredness in my bones... old men like me should be sitting back at home, resting our grey bodies and watchin’ over them younger folk growing up. I don’t got no business here, running around as some outlaw. Maybe if I was ten years younger..." background=story/frontier.jpg [/part] [part] story= _ "Anyway, the messenger I sent back to Relana should be in Delwyn already. We should be arriving to Carcyn soon too, to where that coward Maddock said his ‘contact’ be. Truths be told, I don’t know how this’ll be turning out, especially since I don’t be no social butterfly like sis were. Don’t like me no city folk really. But I’ll deal with them if I gots to." background=story/frontier.jpg [/part] [/story] {LIBERTY_BIGMAP {JOURNEY_05_NEW} } [side] type=Bandit id=Baldras side=1 color=black canrecruit=yes controller=human recruit=Thug,Footpad,Poacher gold=0 income=-2 village_gold=0 team_name=good_guys user_team_name=_"Rebels" shroud=no fog=yes share_vision=none [/side] [side] type=Master Bowman id=Quentin name= _ "Quentin" side=2 color=red canrecruit=yes controller=ai user_team_name=_"Weldyn" team_name=bad_guys [ai] ai_algorithm=idle_ai passive_leader=yes [/ai] shroud=no fog=yes [/side] [side] no_leader=yes side=3 color=red controller=ai team_name=bad_guys user_team_name=_"Weldyn" [ai] aggression=1.0 caution=0.0 grouping=no simple_targeting=yes [/ai] shroud=no fog=yes {FLAG_VARIANT loyalist} [/side] {STARTING_VILLAGES_ALL 2} [side] type=Rogue id=Hans name= _ "Hans" side=4 color=purple canrecruit=yes controller=ai facing=sw [ai] passive_leader=yes [/ai] team_name=good_guys user_team_name=_"Rebels" shroud=no fog=yes share_vision=none {FLAG_VARIANT6 ragged} [/side] # # Prestart events # [event] name=prestart {PLACE_IMAGE "scenery/oak-leaning.png~FL(horiz)" 12 37} [store_side] side=1 variable=stored_side_1 [/store_side] [objectives] side=1 [objective] description= _ "Enter the Grey Woods" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] [note] description= _ "In fog, units always see one hex further than they can move." [/note] {TURNS_RUN_OUT} [/objectives] #some various city props {PLACE_IMAGE scenery/well.png 10 36} {PLACE_IMAGE items/scarecrow.png 15 22} {PLACE_IMAGE items/straw-bale1.png 3 23} {PLACE_IMAGE "items/straw-bale2.png~FL(horiz)" 4 23} {PLACE_IMAGE "items/straw-bale1.png~FL(horiz)" 4 22} {PLACE_IMAGE items/straw-bale1.png 32 27} {PLACE_IMAGE "items/archery-target-right.png~FL(horiz)" 4 44} {PLACE_IMAGE "items/archery-target-right.png~FL(horiz)" 6 45} {PLACE_IMAGE "items/archery-target-right.png~FL(horiz)" 5 47} # Here we preplace a few guards #define SEEKER X Y TYPE [unit] type={TYPE} generate_name=yes x,y={X},{Y} side=2 random_traits=yes [/unit] #enddef {SEEKER 2 45 (Bowman)} {SEEKER 3 47 (Bowman)} {RANDOM "a,b,c"} [switch] variable=random [case] value=a [store_locations] x= 7,19,24,30,17,25, 2, 6,18, 2,24,13,16, 3,15,17,30,19, 3,27, 9 y=13, 9,10,13,18,21,22,23,27,28,30,32,32,37,37,38,38,41,42,43,47 variable=guard_locs [/store_locations] [/case] [case] value=b [store_locations] x= 2,25,14,30, 5,16,25, 6, 2,33,16,22,13, 3,15,17,28, 3, 7,21 y=10,10,13,13,19,20,21,23,28,28,31,31,32,37,37,38,39,42,48,48 variable=guard_locs [/store_locations] [/case] [case] value=c [store_locations] x=22, 7,16,26,15, 4,31,19,15,30, 5, 4, 8,15,17,27,19, 3,20 y=12,13,13,15,18,22,23,26,27,29,32,35,35,37,38,39,41,42,46 variable=guard_locs [/store_locations] [/case] [/switch] [for] array=guard_locs # The guard positions are designed to work with 4MP guards only, so # we need to make sure the guards cannot get the quick trait, and we # do this by randomizing their traits manually. [do] [set_variables] name=traits_without_quick [value] {TRAIT_STRONG} [/value] [value] {TRAIT_RESILIENT} [/value] [value] {TRAIT_FEARLESS} [/value] [value] {TRAIT_INTELLIGENT} [/value] [/set_variables] {VARIABLE_OP first_trait rand "0..3"} [set_variables] name=this_guard_traits to_variable=traits_without_quick[$first_trait].trait [/set_variables] # To prevent the same trait from being picked twice, we need to find # and remove the first picked trait from the array. [for] array=traits_without_quick variable=j [do] [if] [variable] name=traits_without_quick[$j].trait.id equals=$traits_without_quick[$first_trait].trait.id [/variable] [then] {CLEAR_VARIABLE traits_without_quick[$first_trait]} [/then] [/if] [/do] [/for] {VARIABLE_OP second_trait rand "0..2"} [set_variables] name=this_guard_traits mode=append to_variable=traits_without_quick[$second_trait].trait [/set_variables] {RANDOM "Shock Trooper,Iron Mauler"} [unit] type=$random side=2 x,y=$guard_locs[$i].x,$guard_locs[$i].y generate_name=yes random_traits=no [modifications] [insert_tag] name=trait variable=this_guard_traits [/insert_tag] [/modifications] [/unit] {CLEAR_VARIABLE this_guard_traits} [/do] [/for] {CLEAR_VARIABLE guard_locs,traits_without_quick,first_trait,second_trait,random} [store_unit] [filter] id=Baldras [/filter] kill=yes variable=stored_Baldras [/store_unit] [unit] side=1 type=Boat id=Boat x,y=1,4 [/unit] [hide_unit] x,y=1,4 [/hide_unit] [item] x,y=1,4 image=units/transport/boat.png [/item] [/event] # # Starting conversation and actions # [event] name=start [message] speaker=narrator message= _ "Relentlessly pursued by riders patrolling the road to Elensefar, Baldras and his men traveled unseen along the swampy banks of the Great River to the city of Carcyn. They hid until nightfall, then crept out to find the help Lord Maddock hinted was here." image="wesnoth-icon.png" [/message] [kill] x,y=1,4 animate=no fire_event=no [/kill] [remove_item] x,y=1,4 [/remove_item] [move_unit_fake] side=1 type=Boat x=1,7 y=4,5 [/move_unit_fake] [item] x,y=7,5 image=units/transport/boat.png [/item] [move_unit_fake] side=1 type=$stored_Baldras.type x=7,7 y=5,6 [/move_unit_fake] [unstore_unit] variable=stored_Baldras [/unstore_unit] [redraw] side=1 [/redraw] [recall] id=Harper x,y=8,5 [/recall] [message] speaker=Harper message= _ "Wow, is that Carcyn in the distance? Look at how grand some of them spires be!" [/message] [message] speaker=Baldras message= _ "Not since I were a young lad did I come this far south. Maybe it looks impressive now, but city life weren’t never something real nice. Them city folk be real impatient and mean. Always wantin’ some price for their help, too." [/message] [message] speaker=Harper message= _ "Well, we need their help now, don’t we? So we got to figure out a way to get to Lord Maddock’s friend. But he didn’t say anything about who that was." [/message] [message] speaker=Baldras message= _ "Harper, when a noble lord says he don’t want some kind of relationship known, it means some kind o’ connection with the black market. We be looking for criminals, probably some thieves’ den. Or, maybe they be looking for us." [/message] [move_unit_fake] type=Thief side=4 x=7,6 y=9,6 [/move_unit_fake] [unit] type=Thief side=4 x,y=6,6 random_traits=yes id=Link name= _ "Link" [/unit] [message] speaker=Baldras message= _ "Right on time." [/message] [message] speaker=Harper message= _ "How do we know we can trust him?" [/message] [message] speaker=Link message= _ "If you were one of my quarries, your throat would be slit by now, boy. As it is, you two are still in imminent danger. Just a week ago, the Crown sent a contingent of heavy infantry here to supervise the city. They’re patrolling the streets and forests for us." [/message] [message] speaker=Baldras message= _ "I be assuming they’ll also try to stop us if they see us." [/message] [message] speaker=Link message= _ "Very likely. Now hurry, you must make it past the city into the Grey Woods. There is a small path in the southeast that leads into the forest. Look for the signpost. My brother Hans will guide you from there. Avoid the soldiers if you can." [/message] {HIGHLIGHT_IMAGE 26 48 scenery/signpost.png ()} [scroll_to_unit] id=Baldras [/scroll_to_unit] {MOVE_UNIT id=Link 5 8} [kill] id=Link animate=no fire_event=no [/kill] [redraw] [/redraw] {CLEAR_VARIABLE stored_Baldras} [/event] [event] name=sighted [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] [redraw] side=1 [/redraw] [message] speaker=second_unit message= _ "Looks like these guards be holding stationary posts. If we’re careful, we can get ourselves around them unnoticed." [/message] [message] speaker=Baldras message= _ "Harper, you younger and faster folks needs to be our eyes. Scout ahead and find a way past them guards, but make sure ya don’t get yourselves spotted..." [/message] [/event] [event] name=side 2 turn first_time_only=no [if] [have_unit] side=1 [filter_vision] visible=yes side=2 [/filter_vision] [or] side=1 [filter_vision] visible=yes side=3 [/filter_vision] [/or] [/have_unit] [then] # if player is visible to enemies, flip all nearby enemies to side 3, # which is the aggressive side and thus the nearby enemies will begin # to pursue the player [modify_unit] [filter] side=2 [filter_location] [filter] side=1 [/filter] {QUANTITY radius 8 11 13} [/filter_location] [/filter] side=3 [/modify_unit] [/then] [else] # if player isn't seen by enemies anymore, make all enemies idle again [modify_unit] [filter] side=3 [/filter] side=2 [/modify_unit] [/else] [/if] [/event] [event] name=moveto [filter] side=3 [/filter] [message] speaker=unit message= _ "Who goes there? Halt!" [/message] [message] speaker=Harper message= _ "They’ve seen us! <i>Run</i>!" [/message] [/event] [event] name=attack_end [filter] side=2 [/filter] [filter_second] side=1 [/filter_second] {IF_VAR $second_unit.hitpoints greater_than 0 ( [then] [message] speaker=Baldras message= _ "Quick, back into the shadows! Maybe we can still lose them!" [/message] [/then] )} [/event] [event] name=sighted [filter] id=Hans [/filter] [filter_second] side=1 [/filter_second] [message] speaker=unit message= _ "This way, into the forest! We’ll be able to lose them in the Grey Woods." [/message] [/event] # # Special event - if someone besides Baldras goes to the end, you get a # message # [event] name=moveto [filter] side=1 [filter_adjacent] id=Hans [/filter_adjacent] [not] id=Baldras [/not] [/filter] [message] speaker=Hans message= _ "You can come if you wish, but we are mostly interested in speaking to Baldras." [/message] [allow_undo][/allow_undo] [/event] # # Victory # [event] name=moveto [filter] x=26 y=48 id=Baldras [/filter] [message] speaker=Baldras message= _ "I haven’t run so much in years. Feels like I be a real outlaw now, infiltrating a heavily guarded city relyin’ on nothing but the cover of darkness and my wits." [/message] [message] speaker=Harper message= _ "It was fun, wasn’t it?" [/message] [message] speaker=Baldras message= _ "Perhaps a little." [/message] [message] speaker=Hans message= _ "Enough chatter, you still have some guards on your tail. We need to head deeper into the Grey Woods to lose them." [/message] [message] speaker=Baldras message= _ "Lead the way." [/message] [modify_side] side=1 gold=$stored_side_1.gold [/modify_side] {CLEAR_VARIABLE stored_side_1} [endlevel] result=victory bonus=no {NEW_GOLD_CARRYOVER 100} [/endlevel] [/event] # # Loss conditions - turns run out # [event] name=time over [message] speaker=Baldras message= _ "Blast it, we was too slow! With the sun rising already, them guards will have no trouble spotting us now..." [/message] [endlevel] result=defeat [/endlevel] [/event] {LIBERTY_DEATHS} [/scenario] #undef SEEKER
#textdomain wesnoth-l [scenario] id=06_The_Hunters name= _ "The Hunters" victory_when_enemies_defeated=no next_scenario=07_Glory map_file=06_The_Hunters.map turns=27 {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {DAWN} {MORNING} {MORNING} {MORNING} {AFTERNOON} {AFTERNOON} {AFTERNOON} {DUSK} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {DAWN} {MORNING} {INTRO_AND_SCENARIO_MUSIC "transience.ogg" "the_king_is_dead.ogg"} {EXTRA_SCENARIO_MUSIC siege_of_laurelmor.ogg} {EXTRA_SCENARIO_MUSIC "casualties_of_war.ogg"} {EXTRA_SCENARIO_MUSIC underground.ogg} [story] [part] story= _ "24 Deeproot, 501 YW The sun don’t really shine at all in these Grey Woods, but truth be told, I has been getting used to it more and more. Lounging out in the warm daylight, talkin’ with Erwen while watching them kids play out in the fields... those times were so long ago. Our lives weren’t never real peaceful, but back then, we had our homes and our friends and our family... now we be creatures of the dark." background=story/frontier.jpg [/part] [part] story= _ "It be real lonesome like this. I still has me Harper, and I be grateful for the boy, but he don’t really understand an old man like me. I know the past be the past, but I just can’t help but think of sis in times like these. How she used to be dragging me out on some silly little romp, a little job here and there for some gold or lil trinket, or sometimes just for fun... I never wanted to go, of course. I were always real lazy. Still am, even now." background=story/frontier.jpg [/part] [part] story= _ "Then, Harper tells me, “Come on Uncle, we’re on an adventure! Don’t be so mopey, live a little!” I know he be trying to be cheery, but he really don’t know how much he be reminding me of her sometimes..." background=story/frontier.jpg [/part] [part] story= _ "I must be strong. That’s what I tells myself. I should be strong, but... I don’t know what be keeping me going, if it be this misguided sense of pride, or my duties to the village, or Harper, or even just remembering the past, making some futile attempts to go back to better times." background=story/frontier.jpg [/part] [part] story= _ "Either way, I be here now, on this adventure." background=story/frontier.jpg [/part] [/story] {LIBERTY_BIGMAP {JOURNEY_06_NEW} } [side] side=1 color=black type=Highwayman id=Baldras canrecruit=yes controller=human fog=yes recruit=Thug,Footpad,Poacher {GOLD 150 125 100} village_gold=1 team_name=good_guys user_team_name=_"Rebels" [/side] {STARTING_VILLAGES 1 10} [side] type=Shadow Lord id=Helicrom name= _ "Helicrom" profile=portraits/helicrom.png facing=sw side=2 color=purple canrecruit=yes recruit=Rogue Mage,Shadow Mage,Thief,Rogue {GOLD 120 90 60} village_gold=1 controller=human fog=yes share_vision=all team_name=good_guys user_team_name=_"Rebels" [/side] [side] side=3 color=red type=Shock Trooper id=Linneus name= _ "Linneus" facing=sw canrecruit=yes recruit= gold=100 controller=ai shroud=yes fog=yes share_vision=none team_name=bad_guys user_team_name=_"Weldyn" {FLAG_VARIANT loyalist} [/side] [side] side=4 color=red type=Lieutenant id=Archarel name= _ "Archarel" canrecruit=yes recruit= gold=0 income=-2 controller=ai shroud=yes fog=yes share_vision=none team_name=bad_guys user_team_name=_"Weldyn" {FLAG_VARIANT loyalist} [/side] [side] side=5 controller=ai no_leader=yes hidden=yes team_name=monsters color=brown [/side] {STARTING_VILLAGES 4 10} [event] name=prestart [micro_ai] side=3 ai_type=messenger_escort action=add [filter] side=3 canrecruit=yes [/filter] waypoint_x,waypoint_y=7,4 [/micro_ai] {PLACE_IMAGE scenery/signpost.png 11 7} {PLACE_IMAGE scenery/leanto.png 23 3} {PLACE_IMAGE scenery/whirlpool.png 3 26} {PLACE_IMAGE items/sword.png 38 2} {PLACE_IMAGE items/coffin-closed.png 23 26} {PLACE_IMAGE items/key.png 10 12} {VARIABLE has_key 0} [objectives] side=1,2 [objective] description= _ "Kill all enemy patrols before they reach the outpost" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] [objective] description= _ "Death of Helicrom" condition=lose [/objective] [objective] description= _ "Any patrol units survive when turns run out" condition=lose [/objective] [objective] description= _ "Any allied unit is sighted by the outpost guards" condition=lose [/objective] [gold_carryover] bonus=no carryover_percentage=40 [/gold_carryover] [/objectives] [store_unit] variable=stored_Linneus kill=yes [filter] id=Linneus [/filter] [/store_unit] #set up units {GENERIC_UNIT 2 (Rogue Mage) 18 21} {GENERIC_UNIT 2 (Shadow Mage) 18 22} {GENERIC_UNIT 4 (Heavy Infantryman) 7 2} {GUARDIAN} {GENERIC_UNIT 4 (Heavy Infantryman) 7 6} {GUARDIAN} [/event] # # Starting conversation and actions # #define TROOPER TYPE TO_X TO_Y [move_unit_fake] type={TYPE} side=3 x=39,{TO_X} y=23,{TO_Y} [/move_unit_fake] {GENERIC_UNIT 3 {TYPE} {TO_X} {TO_Y}} [+unit] facing=sw [/unit] #enddef [event] name=start [recall] id=Harper [/recall] [message] speaker=Baldras message= _ "The leader, I presumes." [/message] [message] speaker=Helicrom message= _ "Indeed, I am Lord Helicrom, the Crow of the Grey Woods. We are acquaintances of Lord Maddock, who sent word to us of your predicament. I believe we can work something out for your situation." [/message] [message] speaker=Baldras message= _ "What be your pursuits?" [/message] [message] speaker=Helicrom message= _ "The former king’s magic ministry kept a tight control on the training and employment of mages in Wesnoth. Those of us who dared to... depart from the curriculum were dealt with harshly. Many of us were forced to escape here to continue our study of our brand of magic. Our security and secrecy are not cheap." [/message] [message] speaker=Baldras message= _ "Then you be fellow outlaws. But why do you wants to help us?" [/message] [message] speaker=Helicrom message= _ "<i>Quid pro quo.</i> Our aid is never given freely. You have something that may be useful to us." [/message] [message] speaker=Baldras message= _ "Manpower. Mages be no good at fighting, I knows. But what for?" [/message] [message] speaker=Helicrom message= _ "Understand this. Any weakening of the Throne of Wesnoth, whether it be occupied by king or queen, aids us. To accomplish that, we must destabilize their forces in this region. The key is Halstead." [/message] [message] speaker=Harper message= _ "The great fort standing between Aldril and Elensefar?" [/message] [message] speaker=Baldras message= _ "Aye, Harper. What the mage says be no surprise. It be a bastion of central importance, rivalin’ Elensefar even. Maddock said the Queen’s troops were gathering there. But we gots no way to fight a war with them, not since Maddock won’t send his soldiers to battle." [/message] [message] speaker=Helicrom message= _ "Know this, Baldras. During the past week, several patrols have again ventured across the Great River into Annuvin. A woman named Relana opposed them with a small militia and was victorious, but with heavy losses. The Crown, however, has begun to take notice of this rebellion and is massing forces within Halstead. When its armies are raised, none of your little villages will be able to resist them. Your only choice would be to flee farther north into orcish territory." [/message] [message] speaker=Harper message= _ "We’d never survive there. But would it be so bad if we just swore fealty to the Queen?" [/message] [message] speaker=Baldras message= _ "Only if we gots no other choice. Let’s hear the mage’s plan first." [/message] [message] speaker=Helicrom message= _ "I’m not asking you to fight a war. A direct fight against Weldyn’s armies would be undoubtedly foolish. However, we have other means within our grasp. From Dan Tonk to Halstead, the fastest path lies through the pass between the Brown Hills and the Gryphon Mountains followed by the trek through these Grey Woods. We are in prime position to gnaw away at their troops, crippling their forces before they ever arrive at their destination." [/message] [message] speaker=Baldras message= _ "Then what?" [/message] [message] speaker=Helicrom message= _ "I am sure you can guess, magistrate." [/message] [message] speaker=Baldras message= _ "You means to sack Halstead itself." [/message] [message] speaker=Harper message= _ "There’s no way we can fight them all... can we?" [/message] [message] speaker=Baldras message= _ "I don’t know. But, for now, ambushing them patrols be easy enough. That’ll slow them Wesnothians down enough for us to figure out the next step." [/message] [message] speaker=Helicrom message= _ "In the last day, my scouts have counted five platoons of troops marching towards the garrison. We must eliminate them all before they reach the outpost at the end of the woods. The outpost also must not be alerted to our presence, or we will have the bulk of their forces upon us." [/message] {SCROLL_TO 7 4} [delay] time=1500 [/delay] [message] speaker=Harper message= _ "The first platoon approaches..." [/message] {SCROLL_TO 39 23} [lift_fog] [filter_side] side=1 [/filter_side] x,y=37,22 radius=3 [/lift_fog] {TROOPER "Heavy Infantryman" 38 22} {TROOPER "Heavy Infantryman" 38 21} #ifdef EASY {TROOPER "Heavy Infantryman" 37 23} #else {TROOPER "Shock Trooper" 37 23} #endif #ifdef HARD {TROOPER "Shock Trooper" 38 23} #else {TROOPER "Heavy Infantryman" 38 23} #endif [move_unit_fake] type=$stored_Linneus.type side=$stored_Linneus.side x=39,37 y=23,22 [/move_unit_fake] [unstore_unit] variable=stored_Linneus [/unstore_unit] {CLEAR_VARIABLE stored_Linneus} [delay] time=750 [/delay] [message] speaker=Helicrom message= _ "My men and I shall pincer them from the other side of this path. When we are done, no one shall fear the open roads and night sky more than the armies of Weldyn. Strike quickly, strike silently... and leave no one alive." [/message] [store_unit] [filter] id=Helicrom [/filter] variable=Helicrom kill=yes [/store_unit] [move_unit_fake] type=Shadow Lord side=2 x=17,20 y=22,18 [/move_unit_fake] [kill] x,y=18,21 [/kill] [move_unit_fake] type=Rogue Mage side=2 x=18,20 y=21,18 [/move_unit_fake] [kill] x,y=18,22 [/kill] [move_unit_fake] type=Shadow Mage side=2 x=18,20 y=22,18 [/move_unit_fake] [terrain] x=16 y=21 terrain=Rb [/terrain] [terrain] x=17,18 y=22,22 terrain=Gll^Em [/terrain] [terrain] x=18 y=21 terrain=Re [/terrain] [redraw][/redraw] {SCROLL_TO 32 8} [lift_fog] [filter_side] side=1 [/filter_side] x,y=32,8 radius=4 [/lift_fog] [move_unit_fake] type=Shadow Lord side=2 x=28,32 y=11,8 [/move_unit_fake] [unstore_unit] variable=Helicrom x,y=32,8 [/unstore_unit] [move_unit_fake] type=Rogue Mage side=2 x=28,31 y=11,9 [/move_unit_fake] {GENERIC_UNIT 2 (Rogue Mage) 31 9} [move_unit_fake] type=Shadow Mage side=2 x=28,31 y=11,9 [/move_unit_fake] {GENERIC_UNIT 2 (Shadow Mage) 32 9} [capture_village] [filter_side] side=2 [/filter_side] x=26-39 y=4-12 [/capture_village] [redraw] side=2 clear_shroud=yes [/redraw] {CLEAR_VARIABLE Helicrom} [/event] # # Special Event - when you attack the bad guys for the first time they react # [event] name=attack [filter_second] side=3 [/filter_second] [message] speaker=Linneus message= _ "It’s an ambush! Run!" [/message] [/event] # more special events [event] name=moveto [filter] id=Helicrom x,y=38,2 [/filter] [message] speaker=Helicrom message= _ "Ah, here it is. I was wondering where I had misplaced my favorite blade." [/message] [sound] name=sword-1.ogg [/sound] [object] id=helicrom_buff take_only_once=yes silent=yes duration=forever [filter] x,y=38,2 [/filter] [effect] apply_to=attack range=melee increase_damage=1 [/effect] [/object] {REMOVE_IMAGE 38 2} [/event] [event] name=moveto [filter] side=1,2 x,y=23,3 [/filter] [message] speaker=unit message= _ "Hey, I found some old coins in this shack." [/message] [sound] name=gold.ogg [/sound] [gold] side=1,2 amount=16 [/gold] [/event] [event] name=moveto [filter] side=1 x,y=3,26 [/filter] [sound] name=water-blast.wav [/sound] [unit] type=Tentacle of the Deep side=5 x,y=2,26 max_hitpoints=60 hitpoints=60 level=3 animate=yes [/unit] [message] speaker=unit message= _ "Bleagh, a slimy tentacle. Why’s it so big?" [/message] [/event] [event] name=moveto [filter] side=1,2 x,y=10,12 [/filter] [message] speaker=unit message= _ "There’s a rusty key here. I wonder if it could be useful?" [/message] {VARIABLE has_key 1} {REMOVE_IMAGE 10 12} [/event] [event] name=moveto first_time_only=no [filter] side=1,2 x,y=23,26 [not] id=Baldras,Helicrom [/not] [/filter] [if] [variable] name=has_key numerical_equals=0 [/variable] [then] [message] speaker=unit message= _ "There is a waterlogged coffin here." [/message] [/then] [/if] [if] [variable] name=has_key numerical_equals=1 [/variable] [then] [message] speaker=unit message= _ "Hey, that key fits in this coffin. Should I open it?" [/message] [message] speaker=Baldras [option] label= _ "No, that be a terrible idea." [command] [allow_undo] [/allow_undo] [/command] [/option] [option] label= _ "Fine, do it." [command] [sound] name=zombie-hit-4.ogg [/sound] [unit] type=Ghoul side=5 x,y=23,26 animate=yes [/unit] [message] speaker=unit message= _ "What is this disgusting monster?" [/message] [message] speaker=Helicrom message= _ "A ghoul, a creature of disease and pestilence. Kill the putrid thing. Its stench is making me sick." [/message] {REMOVE_IMAGE 23 26} {PLACE_IMAGE items/coffin-open.png 23 26} {VARIABLE has_key 2} [/command] [/option] [/message] [/then] [/if] [/event] [event] name=die [filter] type=Ghoul [/filter] {PLACE_IMAGE items/potion-poison.png $x1 $y1} [message] speaker=Helicrom message= _ "Disgusting though it may be, perhaps that creature’s corpse could be useful." [/message] [event] name=moveto id=take_potion delayed_variable_substitution=no first_time_only=no [filter] x=$x1 y=$y1 side=1,2 [/filter] [message] speaker=unit message= _ "Should I use this potion?" [option] label= _ "Yes, I’ll use it." [command] [sound] name=poison.ogg [/sound] [object] id=poison_weapon name= _ "Vile Concoction" image=items/potion-poison.png description= _ "This unit’s melee weapons gain the poison special and this unit gains a small number of hitpoints." [filter] x=$x1 y=$y1 [/filter] [effect] apply_to=hitpoints increase_total=5 increase=5 [/effect] [effect] apply_to=attack range=melee [set_specials] {WEAPON_SPECIAL_POISON} mode=append [/set_specials] [/effect] [/object] [remove_item] x=$x1 y=$y1 [/remove_item] [remove_event] id=take_potion [/remove_event] [/command] [/option] [option] label= _ "No, I’ll leave it for someone else." [command] [allow_undo] [/allow_undo] [/command] [/option] [/message] [/event] [/event] # # Special Event - after 5 turns, send the second patrol # [event] name=turn 5 {SCROLL_TO 39 23} [lift_fog] [filter_side] side=1 [/filter_side] x,y=37,22 radius=3 [/lift_fog] {TROOPER "Spearman" 38 22} {TROOPER "Heavy Infantryman" 38 21} #ifdef EASY {TROOPER "Spearman" 37 23} #else {TROOPER "Javelineer" 37 23} #endif #ifdef EASY {TROOPER "Bowman" 39 23} #else {TROOPER "Longbowman" 39 23} #endif #ifdef HARD {TROOPER "Shock Trooper" 38 23} #else {TROOPER "Heavy Infantryman" 38 23} #endif [move_unit_fake] type=Swordsman side=3 x=39,37 y=23,22 [/move_unit_fake] [unit] side=3 type=Swordsman facing=sw canrecruit=yes x,y=37,22 [/unit] [/event] # # Special Event - after 11 turns, send the third patrol # [event] name=turn 11 {SCROLL_TO 39 23} [lift_fog] [filter_side] side=1 [/filter_side] x,y=37,22 radius=3 [/lift_fog] {TROOPER "Spearman" 38 22} {TROOPER "Heavy Infantryman" 38 21} #ifdef EASY {TROOPER "Spearman" 37 23} #else {TROOPER "Javelineer" 37 23} #endif #ifdef EASY {TROOPER "Heavy Infantryman" 39 23} #else {TROOPER "Shock Trooper" 39 23} #endif #ifdef HARD {TROOPER "Longbowman" 38 23} #else {TROOPER "Bowman" 38 23} #endif [move_unit_fake] type=Pikeman side=3 x=39,37 y=23,22 [/move_unit_fake] [unit] side=3 type=Pikeman facing=sw canrecruit=yes x,y=37,22 [/unit] [message] type=Spearman message= _ "Doesn’t something about these woods feel weird to you, sir?" [/message] [message] type=Pikeman message= _ "Afraid of ghosts, soldier?" [/message] [message] type=Spearman message= _ "..." [/message] [/event] # # Special Event - after 17 turns, send the fourth patrol # [event] name=turn 17 {SCROLL_TO 39 23} [lift_fog] [filter_side] side=1 [/filter_side] x,y=37,22 radius=3 [/lift_fog] {TROOPER "Shock Trooper" 38 22} {TROOPER "Heavy Infantryman" 38 21} {TROOPER "Swordsman" 37 23} #ifdef EASY {TROOPER "Bowman" 39 23} #else {TROOPER "Longbowman" 39 23} #endif #ifdef HARD {TROOPER "Shock Trooper" 38 23} #else {TROOPER "Heavy Infantryman" 38 23} #endif {TROOPER "Spearman" 39 22} [move_unit_fake] type=Lieutenant side=3 x=39,37 y=23,22 [/move_unit_fake] [unit] side=3 type=Lieutenant facing=sw canrecruit=yes x,y=37,22 [/unit] [/event] # # Special Event - after 21 turns, send the fifth patrol # this one is a bit faster than the other patrols, so it'll be a bit more challenging # [event] name=turn 21 {SCROLL_TO 39 23} [lift_fog] [filter_side] side=1 [/filter_side] x,y=37,22 radius=3 [/lift_fog] {TROOPER "Duelist" 38 22} {TROOPER "Swordsman" 38 21} #ifdef EASY {TROOPER "Fencer" 37 23} #else {TROOPER "Duelist" 37 23} #endif #ifdef EASY {TROOPER "Spearman" 39 23} #else {TROOPER "Javelineer" 39 23} #endif #ifdef HARD {TROOPER "Longbowman" 38 23} #else {TROOPER "Bowman" 38 23} #endif {TROOPER "Duelist" 39 22} [move_unit_fake] type=Master at Arms side=3 x=39,37 y=23,22 [/move_unit_fake] [unit] side=3 type=Master at Arms facing=sw canrecruit=yes x,y=37,22 [/unit] [message] type=Master at Arms message= _ "Woods, woods, woods and more woods! Bah, that general had better have a good reason for dragging me out to Halstead with all these oafs." [/message] [message] type=Duelist message= _ "But cap’n, we’re your loyal troops..." [/message] [message] type=Master at Arms message= _ "Shut it and keep moving." [/message] [/event] # # Special Event - Archarel says some stuff # [event] name=turn 10 {SCROLL_TO 7 4} [lift_fog] [filter_side] side=1,2 [/filter_side] x,y=7,4 radius=5 [/lift_fog] [message] speaker=Archarel message= _ "Several platoons of troops were supposed to arrive today. I wonder if something happened to them." [/message] [/event] [event] name=turn 18 {SCROLL_TO 7 4} [lift_fog] [filter_side] side=1,2 [/filter_side] x,y=7,4 radius=5 [/lift_fog] [message] speaker=Archarel message= _ "Something about these woods seems quite unnatural. Perhaps we should stop sending our soldiers this way." [/message] [/event] #define DEFEAT_TEXT {SCROLL_TO 7 4} [lift_fog] [filter_side] side=1,2 [/filter_side] x,y=7,4 radius=5 [/lift_fog] [message] speaker=Archarel message= _ "Troops, to arms! Show these fugitive scum the meaning of the Queen’s law!" [/message] [message] speaker=Helicrom message= _ "With the outpost aware of our presence, we can no longer harry their reinforcements. Their forces will soon grow too powerful for us to resist." [/message] #enddef # # End condition: turns run out # [event] name=time over [if] [have_unit] side=3 [/have_unit] [then] [message] speaker=narrator message= _ "The next morning, the local night patrol returned to the nearby outpost. They were surprised to see their fellow soldiers engaged in combat with the band of thugs of which they had heard so much." image="wesnoth-icon.png" [/message] {DEFEAT_TEXT} [endlevel] result=defeat [/endlevel] [/then] [else] [fire_event] name=win event [/fire_event] [/else] [/if] [/event] # # End condition: last patrol defeated # [event] name=die [filter_condition] [have_unit] side=3 count=0 [/have_unit] [and] [variable] name=turn_number greater_than=20 [/variable] [/and] [/filter_condition] [fire_event] name=win event [/fire_event] [/event] # # Victory event # [event] name=win event [message] speaker=Baldras message= _ "It be done. Their patrols be shattered and broken." [/message] [message] speaker=Helicrom message= _ "Well done, but the fight is far from over. We will not be able to employ these tactics when more platoons arrive. You must make your choice. Will you fight? Or will you return to your village and beg for amnesty?" [/message] [message] speaker=Baldras message= _ "Amnesty? Knowing these Wesnothians, they’ll have my head. Then again, if I could gives my life to save my whole village, I would." [/message] [message] speaker=Harper message= _ "We need you! Uncle..." [/message] [message] speaker=Baldras message= _ "I know what you is going to say, Harper. That we should be fighting for our homes, just like we do against them orcs. But we be risking everything on this, lad." [/message] [message] speaker=Harper message= _ "If we go back like this, that means we’ll surrender to them Wesnothians and live our whole lives in oppression. You saw how they were sending so many soldiers and even orcs against us." [/message] [message] speaker=Helicrom message= _ "The boy is naive, but his spirit is in the right place. You risk your homes and the lives of your people, yes, but what good will they be if you live in tyranny? Believe me, I have been there. I would rather die than go back." [/message] [message] speaker=Baldras message= _ "Yes... Erwen would’ve said the same. If we march on Halstead, we gots to burn it to the ground before the Queen’s forces rally. If we does that, Weldyn won’t have no foothold in Annuvin no more." [/message] [message] speaker=Helicrom message= _ "It would be months before they could reassemble their forces here. Enough time for you to secure your homes, or relocate." [/message] [message] speaker=Baldras message= _ "Then it be decided. We’ll attack the fort together. Luck be with us." [/message] [modify_unit] [filter] side=2 [/filter] side=1 [/modify_unit] {CLEAR_VARIABLE has_key} [endlevel] result=victory bonus=yes {NEW_GOLD_CARRYOVER 40} [/endlevel] [/event] # # Loss conditions # [event] name=moveto [filter] side=3 x=1-10 y=1-6 [/filter] [lift_fog] [filter_side] side=1,2 [/filter_side] x,y=7,4 radius=5 [/lift_fog] [message] speaker=unit message= _ "Lieutenant, we were assaulted by a band of outlaws en route to the outpost. We were barely able to evade them and make it here!" [/message] {DEFEAT_TEXT} [endlevel] result=defeat [/endlevel] [/event] [event] name=sighted [filter] side=1,2 [/filter] [filter_second] side=4 [/filter_second] [message] speaker=second_unit message= _ "Look there! Outlaws and bandits roam these woods, harrying our patrols!" [/message] {DEFEAT_TEXT} [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Helicrom [/filter] [message] speaker=Helicrom message= _ "This is the end for me..." [/message] [endlevel] result=defeat [/endlevel] [/event] {LIBERTY_DEATHS} [/scenario] #undef TROOPER #undef DEFEAT_TEXT
#textdomain wesnoth-l [scenario] id=07_Glory name= _ "Glory" next_scenario=08_Epilogue victory_when_enemies_defeated=no map_file=07_Glory.map {TURNS 36 34 32} {DEFAULT_SCHEDULE_AFTERNOON} {INTRO_AND_SCENARIO_MUSIC legends_of_the_north.ogg loyalists.ogg} {EXTRA_SCENARIO_MUSIC vengeful.ogg} {EXTRA_SCENARIO_MUSIC the_city_falls.ogg} {EXTRA_SCENARIO_MUSIC battle.ogg} {EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg} # wmllint: local spelling Archmagi [story] [part] story= _ "From the Annals of Alduin, 98 YW One score and eight years ago, in 70 YW, the King of Wesnoth and the Lord of Elensefar signed a treaty of trade and alliance in order to further the security of humankind. The realization of this treaty required the creation of a safe path between Weldyn and Elensefar, with all manner of hostile creature or beast scoured from these civilized lands. From Dan Tonk, the establishment of Aldril and Carcyn secured the once hazardous passage alongside the Grey Woods, completing the way between the two cities. With this, the alliance can truly be deemed a coalition of men." [/part] [part] background=story/Halstead.jpg story= _ "To commemorate the concordat, six years ago, the Lords of Weldyn and Elensefar decreed that a monument be erected in the heart of these once wildlands. We, the magi of Alduin, lent our services to demonstrate the full prowess and might of human magic. Above a series of old catacombs in a scant hill, we spent these years raising an immense stronghold from the earth’s living rock." [/part] [part] background=story/Halstead.jpg story= _ "Completed, as it is on this day, this sentinel of the west now towers hundreds of paces tall, a great monolith looming sheer above the plains. The sight of these colossal walls, to even us magi, is both awe-inspiring and terrifying. So tall these towers peak and so mighty these walls arise that such a feat seems more like a force of nature than a work of man. That we have fashioned this mountain as insignificant humans is almost inconceivable. Halstead, as we have named it, is impenetrable. No one shall ever overcome these tidal waves of stone." [/part] [/story] {LIBERTY_BIGMAP {JOURNEY_07_NEW} } [side] side=1 color=black type=Highwayman id=Baldras recruit=Thug,Footpad,Poacher,Rogue Mage,Shadow Mage,Thief,Rogue canrecruit=yes controller=human {GOLD 300 270 240} team_name=good_guys user_team_name=_"Rebels" [/side] {STARTING_VILLAGES 1 4} [side] side=2 color=red type=General id=Dommel name= _ "Dommel" profile=portraits/dommel.png canrecruit=yes recruit=Swordsman,Pikeman,Dragoon,Shock Trooper,Longbowman,Red Mage,White Mage,Spearman,Heavy Infantryman,Bowman {GOLD 240 270 300} {INCOME 33 36 39} controller=ai [ai] {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes} {AI_SIMPLE_ALWAYS_ASPECT village_value 0} {AI_SIMPLE_ALWAYS_ASPECT leader_value 0} {AI_SIMPLE_DAY_ASPECT aggression 0.4} {AI_SIMPLE_NIGHT_ASPECT aggression 0} {AI_SIMPLE_ALWAYS_ASPECT caution 0.9} [goal] name=target_location [criteria] x=15-17,23-25,15-17,23-25 y=10-12,10-12,16-18,16-18 [/criteria] value=10 [/goal] [goal] name=protect_location [criteria] x,y=20,14 [/criteria] protect_radius=8 value=20 [/goal] [/ai] team_name=bad_guys user_team_name=_"Weldyn" {FLAG_VARIANT loyalist} [/side] {STARTING_VILLAGES 2 20} [side] side=3 color=orange type=Orcish Warlord id=Vashna name= _ "Vashna" canrecruit=yes facing=sw recruit=Wolf Rider,Orcish Grunt,Orcish Archer,Orcish Assassin,Troll,Troll Whelp {GOLD 300 330 360} {INCOME 6 7 8} controller=ai [ai] scout_village_targeting=1 {AI_SIMPLE_NIGHT_ASPECT aggression 0.9} {AI_SIMPLE_DAY_ASPECT aggression 0.5} {AI_SIMPLE_ALWAYS_ASPECT caution 0.2} [goal] [criteria] side=2 [/criteria] value=10 [/goal] [/ai] team_name=orcs_dammit user_team_name=_"Orcs" {FLAG_VARIANT6 ragged} [/side] {STARTING_VILLAGES 3 5} [side] side=4 color=teal no_leader=yes {GOLD 225 200 175} controller=ai team_name=good_guys user_team_name=_"Rebels" [ai] aggression=0.6 caution=0.6 leader_value=0.5 [goal] [criteria] side=2 [/criteria] value=10 [/goal] [/ai] [/side] [event] name=prestart [objectives] side=1 [objective] description= _ "Destroy the stronghold of Halstead" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] {TURNS_RUN_OUT} [/objectives] #Initialize the counter and switches {VARIABLE supports_destroyed 0} #Set up the inside of the fortress just like we want it {PLACE_IMAGE scenery/trapdoor-closed.png 15 11} {PLACE_IMAGE scenery/trapdoor-closed.png 25 11} {PLACE_IMAGE scenery/trapdoor-closed.png 15 18} {PLACE_IMAGE scenery/trapdoor-closed.png 25 18} #Some badass trapdoor guards #define MK_GUARD SIDE TYPE X Y # Create a guard unit TYPE belonging to SIDE at X,Y # Will have a guardian AI, no traits, and a generated description. [unit] type={TYPE} side={SIDE} x={X} y={Y} ai_special=guardian generate_name=yes [/unit] #enddef {MK_GUARD 2 (Swordsman) 16 11} {MK_GUARD 2 (Swordsman) 24 11} {MK_GUARD 2 (Swordsman) 16 17} {MK_GUARD 2 (Swordsman) 24 17} {MK_GUARD 2 (Pikeman) 17 11} {MK_GUARD 2 (Pikeman) 24 12} {MK_GUARD 2 (Pikeman) 16 16} {MK_GUARD 2 (Pikeman) 23 18} #ifdef NORMAL {MK_GUARD 2 (Longbowman) 16 12} {MK_GUARD 2 (Longbowman) 23 11} {MK_GUARD 2 (Longbowman) 17 18} {MK_GUARD 2 (Longbowman) 24 16} #endif #ifdef HARD {MK_GUARD 2 (Longbowman) 15 11} {MK_GUARD 2 (Pikeman) 16 12} {MK_GUARD 2 (Longbowman) 25 11} {MK_GUARD 2 (Pikeman) 23 11} {MK_GUARD 2 (Longbowman) 15 18} {MK_GUARD 2 (Pikeman) 17 18} {MK_GUARD 2 (Longbowman) 25 18} {MK_GUARD 2 (Pikeman) 24 16} {MK_GUARD 2 (Halberdier) 18 14} #endif #undef MK_GUARD {MODIFY_TERRAIN Gg (5) (3)} [objectives] side=1 [objective] description= _ "Destroy the stronghold of Halstead" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] {TURNS_RUN_OUT} [/objectives] [/event] # # Starting conversation and actions # [event] name=start [recall] id=Harper [/recall] [recall] id=Helicrom [/recall] [message] speaker=Baldras message= _ "There be it. The stronghold of Halstead." [/message] [scroll_to] x,y=20,14 [/scroll_to] [delay] time=1000 [/delay] [message] speaker=Harper message= _ "Look at how tall it is! Those towers be so sheer and smooth, it almost looks like magic called them up out of the earth!" scroll=no [/message] [message] speaker=Baldras message= _ "Aye, there may be some truths in that. Old stories tells us that in times past, Elensefar and Weldyn had some real strong mages, much more adept than them ones who only be politicking nowadays. They helped tame the lands between the cities and forged the walls of Halstead itself to honor the alliance." scroll=no [/message] [message] speaker=Harper message= _ "I don’t see how we can bring it down. They seem invincible in there!" [/message] [message] speaker=Baldras message= _ "Indeed..." [/message] [message] speaker=Helicrom message= _ "Worry not, Halstead has a weakness. What Baldras spoke was partly true. Previous orders of magi did help erect the fortress. What is not made known to most is that the original construction of the castle was flawed." [/message] [message] speaker=Helicrom message= _ "These walls were raised over a system of catacombs, which connect the four towers to the central keep. Though they appear impressive, the tunnels were never meant to hold up such a tremendous weight. Supports were added later to hold up the middle, which eventually began to collapse without them. Naturally, this was made secret by the magi, who did not want others to learn of their error." [/message] [message] speaker=Harper message= _ "So... we can knock out the supports and bring down the main keep. Would it really work?" [/message] [message] speaker=Helicrom message= _ "I believe it will. Each tower has a passage down to the catacombs. We must enter the tunnels and demolish all four supports, then the fortress should crumble." [/message] [message] speaker=Baldras message= _ "Let’s hope you be right. Everything be hinging on this battle." [/message] [/event] [event] name=side 3 turn 1 [message] speaker=Vashna message= _ "Dommel! The Queen has sent me and my warriors to support your forces. We come to squash the puny peasant rebellion." [/message] [message] speaker=Dommel message= _ "I received no word from Her Majesty of your arrival, orc." [/message] [message] speaker=Vashna message= _ "I have the orders right here." [/message] [message] speaker=Dommel message= _ "I do not care. I would be a fool and an oaf to let a band of stinky raider orcs into Halstead without a fight." [/message] [message] speaker=Vashna message= _ "What? Now look here, you coddled pinkskin. Your helpless ‘soldiers’ have been getting bested by a filthy bunch of vagrant bandits. Your army is as useless as you are pink. The Queen sent us here to clean up the mess that you are clearly too stupid to fix on your own." [/message] [message] speaker=Dommel message= _ "A fine story. Most likely, this is a pitiful excuse for you to enter our fortress to plunder our armory. Even if Her Majesty did order you here, we have no need for the help of you uncouth orcs. We have always managed just fine without you." [/message] [message] speaker=Vashna message= _ "Yeah? Well, we will see how fine you manage <i>against</i> us. I’ll show you just how weak you pinkskins are." [/message] [message] speaker=Dommel message= _ "Come try it, cretin." [/message] [message] speaker=Helicrom message= _ "Infighting among the forces of Weldyn does not bode well for the new queen, but is awfully convenient for us..." [/message] [/event] # # Special Event - The cavalry comes (to help YOU) # [event] name=turn 8 [role] role=farseer type=Outlaw,Footpad,Bandit,Thug,Thief,Huntsman,Trapper,Poacher,Rogue Mage,Rogue,Shadow Mage [not] id=Baldras [/not] [/role] [message] role=farseer message= _ "Look in the distance... riders approach!" [/message] [unit] side=4 type=Paladin id=Sir Gwydion name= _ "Sir Gwydion" x,y=1,1 canrecruit=yes [/unit] {MOVE_UNIT (id=Sir Gwydion) 5 3} {GENERIC_UNIT 4 (Lancer) 4 3} {GENERIC_UNIT 4 (Lancer) 6 2} {GENERIC_UNIT 4 (Knight) 4 2} {GENERIC_UNIT 4 (Knight) 5 2} # # [message] type=Lancer message= _ "Sound the advance!" [/message] [message] type=Lancer message= _ "At your order, my liege." [/message] [message] speaker=Sir Gwydion message= _ "Lo, Knights of Elensefar, the battle hath begun ere our arrival. Though I disobey my father in this endeavor, our presence surely is much needed." [/message] [message] speaker=Sir Gwydion message= _ "Ready thine lances, mine brethren. Let us charge down the armies of Weldyn!" [/message] {MODIFY_TERRAIN Ce (4-6,4) (2-2,3)} {MODIFY_TERRAIN Ke (5) (3)} [set_recruit] side=4 recruit=Knight,Lancer [/set_recruit] [message] role=farseer message= _ "A horde of knights, bearing the emblem of Elensefar! Amazing. I’ve never seen me so many riders in one place." [/message] [message] speaker=Baldras # wmllint: local spelling Gwydion message= _ "Gwydion be Lord Maddock’s son... more be hinging on victory than I thought. This battle don’t just be about our little villages no more." [/message] [objectives] side=1 [objective] description= _ "Destroy the stronghold of Halstead" condition=win [/objective] [objective] description= _ "Death of Baldras" condition=lose [/objective] [objective] description= _ "Death of Harper" condition=lose [/objective] {TURNS_RUN_OUT} [/objectives] [/event] # # Special Event - The cavalry comes (to help THEM) - # every morning a platoon arrives # #define BAD_CAVALRY TURN [event] name=turn {TURN} [if] [variable] name=turn_number numerical_equals=6 [/variable] [then] [message] speaker=narrator message= _ "Not even a full day had passed before the first advance elements of Wesnoth’s main army began to arrive..." image="wesnoth-icon.png" [/message] [/then] [else] [message] speaker=narrator message= _ "That morning, another advance element of the main Wesnoth army arrived..." image="wesnoth-icon.png" [/message] [/else] [/if] # The side filter in MOVE_UNIT is used to ensure that only the spawned # unit can be moved, in case the player would have misplaced his units # on the spawn coordinates. {GENERIC_UNIT 2 (Shock Trooper) 35 15} {MOVE_UNIT x,y,side=35,15,2 31 14} {GENERIC_UNIT 2 (Shock Trooper) 35 16} {MOVE_UNIT x,y,side=35,16,2 31 15} {GENERIC_UNIT 2 (Shock Trooper) 36 16} {MOVE_UNIT x,y,side=36,16,2 32 15} {GENERIC_UNIT 2 (Pikeman) 36 15} {MOVE_UNIT x,y,side=36,15,2 32 13} {GENERIC_UNIT 2 (Lieutenant) 36 14} {MOVE_UNIT x,y,side=36,14,2 32 14} {GENERIC_UNIT 2 (Longbowman) 37 16} {MOVE_UNIT x,y,side=37,16,2 33 14} {GENERIC_UNIT 2 (Heavy Infantryman) 37 15} {MOVE_UNIT x,y,side=37,15,2 33 15} [gold] side=2 #ifdef EASY amount=30 #endif #ifdef NORMAL amount=45 #endif #ifdef HARD amount=60 #endif [/gold] [/event] #enddef {BAD_CAVALRY 6} {BAD_CAVALRY 12} {BAD_CAVALRY 18} {BAD_CAVALRY 24} {BAD_CAVALRY 30} # # Special Event - the first time you attack one of them, they catch on # [event] name=attack [filter] side=1,4 [/filter] [filter_second] side=2 [/filter_second] [message] speaker=Dommel message= _ "I think... I think they’re trying to storm Halstead itself... the fools!" [/message] [/event] # # Special Event - when you enter the fortress proper they freak out # [event] name=moveto [filter] [filter_location] x,y=20,14 radius=4 [/filter_location] side=1,3,4 [/filter] [message] speaker=Dommel message= _ "They have breached the fortress gate! Repulse them!" [/message] [/event] # # Special Event - You move a unit to a tower center # #define MOVETO_TRAPDOOR X Y [event] name=moveto [filter] x,y={X},{Y} side=1 [/filter] [if] [variable] name=supports_destroyed numerical_equals=0 [/variable] [then] [message] speaker=unit message= _ "I’m inside! I’m heading down to the catacombs." [/message] [/then] [/if] [hide_unit] x,y={X},{Y} [/hide_unit] [sound] name=fuse.ogg [/sound] [if] [variable] name=supports_destroyed numerical_equals=0 [/variable] [then] [message] speaker=narrator message= _ "After some time..." image="wesnoth-icon.png" [/message] [/then] [else] [delay] time=750 [/delay] [/else] [/if] [sound] name=explosion.ogg [/sound] [delay] time=750 [/delay] [unhide_unit] [/unhide_unit] [message] speaker=unit message= _ "It’s done." [/message] [set_variable] name=supports_destroyed add=1 [/set_variable] [remove_item] x,y={X},{Y} [/remove_item] [if] [variable] name=supports_destroyed numerical_equals=4 [/variable] [then] [sound] name=fire.wav [/sound] {QUAKE "rumble.ogg"} {QUAKE "rumble.ogg"} {QUAKE "rumble.ogg"} [sound] name=fire.wav [/sound] {QUAKE "rumble.ogg"} [message] speaker=narrator message= _ "The stronghold of Halstead began to shake..." image="wesnoth-icon.png" [/message] {QUAKE "rumble.ogg"} [message] speaker=unit message= _ "We can’t stay here. The fortress is starting to collapse!" [/message] {VARIABLE supports_destroyed all} [/then] [/if] [/event] #enddef {MOVETO_TRAPDOOR 15 11} {MOVETO_TRAPDOOR 25 11} {MOVETO_TRAPDOOR 15 18} {MOVETO_TRAPDOOR 25 18} # # Special event - you knock out all four supports # [event] name=new turn first_time_only=no [if] [variable] name=supports_destroyed equals=all [/variable] [then] [scroll_to] x,y=20,14 [/scroll_to] {QUAKE "rumble.ogg"} [sound] name=fire.wav [/sound] {QUAKE "rumble.ogg"} [message] speaker=Baldras message= _ "I think it be working! Everybody get clear!" [/message] # When you finish your turn, the fortress will collapse [event] name=side turn first_time_only=no [if] [variable] name=side_number equals=2 [/variable] [then] [scroll_to] x,y=20,14 [/scroll_to] [sound] name=fire.wav [/sound] {QUAKE "cave-in.ogg"} [delay] time=200 [/delay] [sound] name=dragonstick.ogg [/sound] [delay] time=400 [/delay] {QUAKE "rumble.ogg"} [delay] time=200 [/delay] [sound] name=dragonstick.ogg [/sound] {QUAKE "cave-in.ogg"} [message] speaker=narrator message= _ "With a thunderous roar and a vast billowing of dust, thousands of tons of stone and wood crashed in on itself. Some of the wreckage tumbled down the steep sides, while the remainder came to rest several hundred feet below ground, in the bowels of the hollowed-out mountain." image="wesnoth-icon.png" [/message] {QUAKE "rumble.ogg"} {QUAKE "rumble.ogg"} {QUAKE "rumble.ogg"} [message] speaker=narrator message= _ "No one inside the fortress would make it out alive." image="wesnoth-icon.png" [/message] {QUAKE "cave-in.ogg"} [sound] name=dragonstick.ogg [/sound] {QUAKE "rumble.ogg"} {QUAKE "cave-in.ogg"} {QUAKE "rumble.ogg"} [sound] name=dragonstick.ogg [/sound] {QUAKE "cave-in.ogg"} [sound] name=dragonstick.ogg [/sound] [kill] fire_event=yes animate=no x=15-25 y=10-18 [/kill] [redraw][/redraw] [scroll_to] x,y=20,14 [/scroll_to] # # Wrecking the castle # [terrain_mask] x,y=15,9 border=no mask="Re, Mm^Xm, Re, Ww, Rr, Ww^Bw|, Rr, Rr, Gs^Fds, Mm^Xm, Gs^Fds Mm, Chr, Mm^Xm, Re, Uh, Uu, Uh, Uh, Mm^Xm, Uu, Mm^Xm Uu, Uu, Qxu, Uu, Re, Qxu, Re, Qxu, Chr, Rr, Chr Uu, Chr, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Uu, Qxu, Re Uh, Qxu, Qxu, Re, Uh, Uh, Chr, Chr, Qxu, Qxu, Qxu Re, Qxu, Qxu, Chr, Mm, Mm^Xm, Mm, Qxu, Qxu, Qxu, Uh Ce, Qxu, Qxu, Re, Mm, Uh, Mm, Qxu, Qxu, Qxu, Uh Uh, Qxu, Qxu, Qxu, Qxu, Qxu, Chr, Qxu, Qxu, Uu, Qxu Chr, Rr, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Uu, Uu Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr " [/terrain_mask] [redraw][/redraw] [sound] name=rumble.ogg [/sound] [sound] name=rumble.ogg [/sound] [delay] time=2000 [/delay] {CLEAR_VARIABLE supports_destroyed} [endlevel] result=victory carryover_report=no save=no [/endlevel] [/then] [/if] [/event] [/then] [/if] [/event] # # Loss conditions - turns run out # [event] name=time over [message] speaker=narrator message= _ "After several days of fierce fighting, the main body of Weldyn’s host arrived. The battle was soon finished. Every last man from the rebellion was executed." image="wesnoth-icon.png" [/message] [endlevel] result=defeat [/endlevel] [/event] # # Deaths - Baldras (loss condition) # [event] name=last breath [filter] id=Baldras [/filter] [if] [variable] name=supports_destroyed equals=all [/variable] [variable] name=side_number numerical_equals=2 [/variable] [then] [message] speaker=Baldras message= _ "The fort be done with... but I be crushed... under this rubble..." [/message] [message] speaker=narrator message= _ "No one was able to get to Baldras in time. He and many of his companions died that day beneath the stronghold of Halstead." image="wesnoth-icon.png" [/message] [/then] [else] [message] speaker=Baldras message= _ "I knew... this wouldn’t work..." [/message] [message] speaker=narrator image=wesnoth-icon.png message=_ "The rebellion had staked its all on victory at Halstead, but win or lose, there would be no help for the doomed villagers." [/message] [/else] [/if] [endlevel] result=defeat [/endlevel] [/event] # # Deaths - Harper # [event] name=last breath [filter] id=Harper [/filter] [message] speaker=Harper #wmllint: local spelling Unngh message= _ "Unngh..." [/message] [message] speaker=Baldras message= _ "Harper, no!" [/message] [endlevel] result=defeat [/endlevel] [/event] # # Deaths - Helicrom # [event] name=last breath [filter] id=Helicrom [/filter] [message] speaker=Helicrom message= _ "Ended... like this? Fight on without me..." [/message] [/event] # # Deaths - Dommel # # If the orcs happen to kill Dommel, we pretend # that Baldras killed him so that the dialogue makes more sense [event] name=last breath [filter] id=Dommel [/filter] [filter_second] side=3 [/filter_second] [fire_event] name=last breath [primary_unit] id=Dommel [/primary_unit] [secondary_unit] id=Baldras [/secondary_unit] [/fire_event] [/event] [event] name=last breath [filter] id=Dommel [/filter] [filter_second] side=1,4 [/filter_second] [message] speaker=second_unit message= _ "Your time is over, General." [/message] [message] speaker=Dommel message= _ "I may be done... but my death shall only bring the full wrath of the Crown upon you... relish your small victory, peasants, while you still can..." [/message] [/event] [event] name=last breath [filter] id=Vashna [/filter] [message] speaker=Vashna message= _ "Grrarrghh... you... fools..." [/message] [message] speaker=Dommel message= _ "Idiot orc. Know your place." [/message] [/event] [/scenario] #undef MOVETO_TRAPDOOR #undef BAD_CAVALRY
#textdomain wesnoth-l [scenario] id=08_Epilogue name= _ "Liberty — Epilogue" {NO_MAP_DATA} turns=10 next_scenario=null {SCENARIO_MUSIC silence.ogg} # Talk-only scenario [story] [part] music=journeys_end.ogg story= _ "03 Scryer’s Bloom, 501 YW It were a real shock. I were so stunned, I barely even remember what happened after." [/part] [part] story= _ "Helicrom, I don’t know what happened to him, didn’t see what happened to Maddock’s son either. Me and Harper and the few of us who survived got up and ran. We be heading back north now, toward Carcyn and Elensefar. Them patrols seems to be in real disarray, mostly seeming to be riding back south to regroup. It be looking like we really did disrupt Weldyn’s chain of command." [/part] [part] story= _ "I’m sure them Wesnothians will come back in time and with Maddock holed up in his stupid tower, they’ll eventually siege Elensefar and take the city... but that don’t be my problem anymore. I has me a village to worry about. I need to get back, consult myself with Relana and figure out what to do next. We gots some more time now, but we can’t wait forever." [/part] [part] story= _ "10 Scryer’s Bloom, 501 YW We got back to Dallben today, but the village were empty. There were a few bodies and some burned houses, but it weren’t raided or nothing. Must’ve been one of them Wesnoth patrols, curse those damned stinkers! When I first saw the scene with my eyes, I thoughts that we failed, that we was too late... but now that I thinks of it, it be real weird that so few died. The others must’ve escaped to somewhere. But I didn’t see any clues here." background=story/return_to_Dallben_and_Delwyn.jpg [/part] [part] story= _ "I sended Harper off to Delwyn. Hope he’ll find something there. In the meantimes, I’ll rest this tired body for a little and go see sis, maybe pick her up some lilies. Seems like this’ll probably be the last time I gets to see her..." [/part] [part] story= _ "She’ll tell me not to be sad, of course. That life just be a big adventure and filled with fun, that I shouldn’t think about stuffs I can’t change. The world be huge and vast, much bigger than small little people like me. I don’t got the power to change it, so why not try to live as best I can? Besides, she’ll say that I still gots me a little piece of her in Harper, so I should cherish the lad." [/part] [part] story= _ "I do, Erwen, I really do. This all be real hard. I don’t be no brave soul, nor some great warrior, but I does my best. And I haven’t forgotten about all them good times we had together ― somehow, some way, they keeps me going. Me and Harper, we won’t give up till the very end." [/part] [part] story= _ "14 Scryer’s Bloom, 501 YW Harper got back today from Delwyn. Said he didn’t find no one alive there, but he did bring back a note he found. Let’s see what it says." background=story/return_to_Dallben_and_Delwyn.jpg [/part] [part] #wmllint: local spelling ol' story= _ "<i>“Baldras, you would’ve been proud. We fought them soldiers off twice, gave them a good ol’ thrashing they won’t ever forget. But in the end, it weren’t enough. We had to run like criminals before they killed us all.”</i>" background=story/return_to_Dallben_and_Delwyn.jpg [/part] [part] story= _ "<i>“I don’t know if you and Harper will see this note, but if you do, I’m expecting ya to come find us. Remember them ol’ pirate islands we used to hear some of them Elensefar sailors talk about? We be heading there, southwest of the city and past the land’s end. See you in the Three Sisters, old friend. ― Relana”</i>" background=story/island.jpg [/part] [part] story= _ "So they survived! Them islands be a bit far, but I suppose this sack of old bones has one more adventure left in it..." background=story/island.jpg [/part] [/story] [event] name=prestart [endlevel] result=victory carryover_report=no replay_save=no linger_mode=no [/endlevel] [/event] [side] side=1 color=black type=Highwayman id=Baldras canrecruit=yes controller=human gold=100 [/side] [side] type="Orcish Warlord" side=2 color=orange canrecruit=yes recruit="Orcish Warrior" {FLAG_VARIANT6 ragged} [/side] [/scenario]
#textdomain wesnoth-l [unit_type] id=Bone Knight name= _ "Bone Knight" race=undead image="units/undead-skeletal/boneknight.png" hitpoints=48 movement_type=mounted {DEFENSE_ANIM "units/undead-skeletal/boneknight.png" "units/undead-skeletal/boneknight.png" {SOUND_LIST:SKELETON_BIG_HIT} } [resistance] blade=70 pierce=80 impact=90 fire=120 cold=40 arcane=200 [/resistance] movement=7 experience=100 level=2 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=35 usage=scout description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction." die_sound=skeleton-big-die.ogg [attack] name=axe #textdomain wesnoth-units description=_"axe" #textdomain wesnoth-l type=blade range=melee damage=8 number=3 [/attack] [attack] name=trample icon="attacks/hoof-skeletal.png" description=_"trample" type=impact range=melee damage=7 number=2 [specials] {WEAPON_SPECIAL_CHARGE} [/specials] [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-250 horse_sound_start_time=-250 [frame] image="units/undead-skeletal/boneknight.png:400" [/frame] [horse_sound_frame] sound=horse-canter.wav [/horse_sound_frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50} [/attack_anim] [attack_anim] [filter_attack] name=trample [/filter_attack] start_time=-275 horse_sound_start_time=-275 [frame] image="units/undead-skeletal/boneknight.png:450" [/frame] [horse_sound_frame] sound=horse-canter.wav [/horse_sound_frame] {SOUND:HIT_AND_MISS club.ogg {SOUND_LIST:MISS} -75} [/attack_anim] [/unit_type]
#textdomain wesnoth-l [unit_type] id=Death Squire name= _ "Death Squire" race=undead image="units/undead-skeletal/deathsquire.png" {LEADING_ANIM "units/undead-skeletal/deathsquire-leading.png" "units/undead-skeletal/deathsquire.png" -16,-30} hitpoints=44 movement_type=undeadfoot [resistance] blade=60 impact=120 pierce=40 [/resistance] movement=5 experience=144 level=2 alignment=chaotic advances_to=Death Knight cost=36 [abilities] {ABILITY_LEADERSHIP} {ABILITY_SUBMERGE} [/abilities] usage=fighter description= _ "Sometimes the mightiest warriors and generals, cursed with hate and angst, came back to this world as Death Knights. Death Squires serve them whilst accruing enough unholy power to become Death Knights. In the process they pick up a good deal of the Knight’s power, including the ability to command underlings." {DEFENSE_ANIM "units/undead-skeletal/deathsquire-defend.png" "units/undead-skeletal/deathsquire.png" {SOUND_LIST:SKELETON_HIT} } die_sound={SOUND_LIST:SKELETON_DIE} [attack] name=sword #textdomain wesnoth-units description=_"sword" #textdomain wesnoth-l type=blade range=melee damage=8 number=4 icon="attacks/sword-human.png" [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=200 [frame] image="units/undead-skeletal/deathsquire.png:25" [/frame] [frame] image="units/undead-skeletal/deathsquire-attack-[1~3].png:[100,150,100]" [/frame] [frame] image="units/undead-skeletal/deathsquire.png:25" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [/unit_type]
#textdomain wesnoth-l [unit_type] id=Rogue Mage name= _ "Rogue Mage" race=human image="units/human-outlaws/rogue-mage.png" hitpoints=30 movement_type=smallfoot movement=6 experience=55 level=1 alignment=chaotic advances_to=Shadow Mage cost=17 usage=mixed fighter description= _ "Some mages are thrown out of the mages’ guild for attempting to practice forbidden arts. Now completely outside the law, these rogue mages do whatever is necessary to support their study of black magic. Although not as skilled as mages with more formal training, their magic can be quite lethal, while their banditry has resulted in moderate skill with the short sword." {DEFENSE_ANIM "units/human-outlaws/rogue-mage-defend2.png" "units/human-outlaws/rogue-mage-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=short sword #textdomain wesnoth-units description= _ "short sword" #textdomain wesnoth-l icon=attacks/sword-human-short.png type=blade range=melee damage=5 number=3 [/attack] [attack] name=ice blast description= _ "ice blast" type=cold range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] icon=attacks/iceball.png damage=7 number=2 [/attack] [attack_anim] [filter_attack] name=ice blast [/filter_attack] start_time=-350 missile_start_time=-350 [missile_frame] image="projectiles/icemissile-n-[1~7].png:60" image_diagonal="projectiles/icemissile-ne-[1~7].png:60" [/missile_frame] [frame] image="units/human-outlaws/rogue-mage-melee4.png:400" [/frame] [frame] image="units/human-outlaws/rogue-mage.png:150" [/frame] {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350} [/attack_anim] [attack_anim] [filter_attack] name=short sword [/filter_attack] start_time=-250 offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0 [frame] image="units/human-outlaws/rogue-mage-melee[1~4].png:100" [/frame] [frame] image="units/human-outlaws/rogue-mage.png:50" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [/unit_type]
#textdomain wesnoth-l [unit_type] id=Shadow Lord name= _ "Shadow Lord" race=human image="units/human-outlaws/shadow-lord.png" hitpoints=53 [abilities] {ABILITY_LEADERSHIP} [/abilities] movement_type=smallfoot movement=6 experience=150 level=3 alignment=chaotic advances_to=null cost=56 {AMLA_DEFAULT} usage=mixed fighter description= _ "Few humans fathom the secrets of light and dark magic and retain their sanity. Those that can master that balance become Shadow Lords, fully existing neither in the world of light nor the world of darkness. No longer needing physical weapons, they are fearsome to both their enemies and those they lord over." die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] start_time=0 [frame] image="units/human-outlaws/shadow-lord.png:70,units/human-outlaws/shadow-lord-[1~7].png:70" [/frame] [/standing_anim] {DEFENSE_ANIM "units/human-outlaws/shadow-lord-defend2.png" "units/human-outlaws/shadow-lord-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} } [attack] name=astral blade icon="attacks/sword-astral.png" description= _ "astral blade" type=blade range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=10 number=3 [/attack] [attack] name=shadow bolt description= _ "shadow bolt" icon="attacks/dark-missile.png" type=cold range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=13 number=2 [/attack] [attack] name=shadow blast description= _ "shadow blast" icon="attacks/dark-missile.png" type=impact range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=8 number=3 [/attack] [attack_anim] [filter_attack] name=shadow blast [/filter_attack] start_time=-250 missile_start_time=-175 [if] hits=yes [missile_frame] # image="projectiles/fireball-impact-[13~11].png~CROP(5,0,90,90):[50*2,100]" image="projectiles/shadow-blast-n-[1~3].png:[50*2,100]" image_diagonal="projectiles/shadow-blast-ne-[1~3].png:[50*2,100]" [/missile_frame] [/if] [else] hits=no [missile_frame] image="projectiles/shadow-blast-n-[1,2,1].png:[50*2,100]" image_diagonal="projectiles/shadow-blast-ne-[1,2,1].png:[50*2,100]" alpha=1.0~0.0:200 [/missile_frame] [/else] {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -200} [frame] image="units/human-outlaws/shadow-lord.png:400" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shadow bolt [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-400 [frame] image="units/human-outlaws/shadow-lord.png:400" [/frame] {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -200} [/attack_anim] [attack_anim] [filter_attack] name=astral blade [/filter_attack] start_time=-250 [frame] image="units/human-outlaws/shadow-lord.png:400" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [/unit_type]
#textdomain wesnoth-l [unit_type] id=Shadow Mage name= _ "Shadow Mage" race=human image="units/human-outlaws/shadow-mage.png" hitpoints=42 [abilities] {ABILITY_LEADERSHIP} [/abilities] movement_type=smallfoot movement=6 experience=120 level=2 alignment=chaotic advances_to=Shadow Lord cost=39 usage=mixed fighter description= _ "Years of violence and brutality to support the study of forbidden magical arts have turned the shadow mages into feared fighters. Now completely enthralled with power, they have been known to command small followings of henchmen. They are outmatched in direct magical combat with their magic-using peers, instead channeling their energies into devastating melee attacks. Despite their offensive power, the corruption in their souls has begun to adversely affect their health." die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] start_time=0 [frame] image="units/human-outlaws/shadow-mage.png:100,units/human-outlaws/shadow-mage-[1~5].png:[80*2,100,80*2]" [/frame] [/standing_anim] {DEFENSE_ANIM "units/human-outlaws/shadow-mage-defend2.png" "units/human-outlaws/shadow-mage-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} } [attack] name=short sword #textdomain wesnoth-units description= _ "short sword" #textdomain wesnoth-l icon=attacks/sword-human-short.png type=blade range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=7 number=3 [/attack] [attack] name=shadow bolt description= _ "shadow bolt" type=cold range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] icon=attacks/dark-missile.png damage=10 number=2 [/attack] [attack_anim] [filter_attack] name=shadow bolt [/filter_attack] start_time=-500 missile_start_time=-200 sound_start_time=-200 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal=projectiles/darkmissile-ne.png directional_x=20~0 [/missile_frame] [frame] image="units/human-outlaws/shadow-mage.png" halo=halo/shadow-mage-halo[1~10].png~O(0.6):50 halo_x=25 [/frame] [sound_frame] sound=magicmissile.wav [/sound_frame] [/attack_anim] [attack_anim] [filter_attack] name=short sword [/filter_attack] start_time=-250 [frame] image="units/human-outlaws/shadow-mage.png:400" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75} [/attack_anim] [/unit_type]
#textdomain wesnoth-l [unit_type] id=Skeleton Rider name= _ "Skeleton Rider" race=undead image="units/undead-skeletal/rider.png" {DEFENSE_ANIM "units/undead-skeletal/rider-defend.png" "units/undead-skeletal/rider.png" {SOUND_LIST:SKELETON_HIT} } [movement_anim] start_time=0 [frame] image="units/undead-skeletal/rider-moving.png:150" [/frame] [/movement_anim] hitpoints=36 movement_type=mounted movement=7 # a cross between the mounted and undeadfoot resistances [resistance] blade=80 pierce=80 impact=90 fire=120 cold=40 arcane=150 [/resistance] experience=44 level=1 alignment=chaotic advances_to=Bone Knight cost=19 usage=scout description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction." die_sound={SOUND_LIST:SKELETON_DIE} [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=axe #textdomain wesnoth-units description= _"axe" #textdomain wesnoth-l type=blade range=melee damage=6 number=3 [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-250 horse_sound_start_time=-250 [frame] image="units/undead-skeletal/rider-moving.png:150" [/frame] [frame] image="units/undead-skeletal/rider-attack.png:200" [/frame] [frame] image="units/undead-skeletal/rider-moving.png:50" [/frame] [horse_sound_frame] sound=horse-canter.wav [/horse_sound_frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50} [/attack_anim] [/unit_type]
#textdomain wesnoth-l # This file describes the advancement tree for frontier peasants. # which is basically a reskinning of Outlaws # One line of advancement line runs from Peasant (reskinned Thug) # through Village Elder (reskinned Bandit) to Senior Village Elder # (reskinned Highwayman). These are the ordinary village inhabitants. [unit_type] [base_unit] id=Thug [/base_unit] id=Thug_Peasant [abilities] [outlaw_type_hack] id=Thug [/outlaw_type_hack] [/abilities] name= _ "Villager" alignment=neutral advances_to=Bandit_Peasant description= _ "Peasants live in the small hamlets and villages scattered across the Wesnoth countryside." [/unit_type] [unit_type] [base_unit] id=Bandit [/base_unit] id=Bandit_Peasant [abilities] [outlaw_type_hack] id=Bandit [/outlaw_type_hack] [/abilities] name= _ "Village Elder" alignment=neutral advances_to=Highwayman_Peasant description= _ "Each of the villages scattered across the Wesnoth countryside is normally guided by a group of elders, who are the village’s wisest and most experienced residents." [/unit_type] [unit_type] [base_unit] id=Highwayman [/base_unit] id=Highwayman_Peasant gender=male,female [abilities] [outlaw_type_hack] id=Highwayman [/outlaw_type_hack] [/abilities] name= _ "Senior Village Elder" alignment=neutral hitpoints=67 cost=66 description= _ "The entire village looks to the senior elder for guidance. Strong and wise, the senior elders take responsibility for the community’s well-being on their shoulders. Provincial officials tend to choose senior village elders as magistrates so that legal and customary authority will coincide." [female] name= _ "female^Senior Village Elder" gender=female image="units/human-peasants/female+senior-village-elder.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/human-peasants/female+senior-village-elder.png" "units/human-peasants/female+senior-village-elder.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=mace-spiked [/filter_attack] offset=0.0~0.2,0.2~0.6,0.6~0.4,0.4~0.0 start_time=-400 {SOUND:HIT_AND_MISS mace.ogg mace-miss.ogg -100} [frame] duration=600 image="units/human-peasants/female+senior-village-elder.png" [/frame] [/attack_anim] [/female] [/unit_type] # Another line of advancement runs from Peasant Youth (reskinned Footpad) # through Watchman (Reskinned Outlaw) to Borderer (reskinned Fugitive). [unit_type] [base_unit] id=Footpad [/base_unit] id=Footpad_Peasant [abilities] [outlaw_type_hack] id=Footpad [/outlaw_type_hack] [/abilities] name= _ "Peasant Youth" alignment=neutral hitpoints=28 advances_to=Outlaw_Peasant description= _ "The scruffy-haired peasant youth are much like the young people living elsewhere in Wesnoth: reckless, cocky, and eager to explore." [attack] # Change first attack (club) damage=4 # Down from 5 in your basic Footpad [/attack] [female] name= _ "female^Peasant Youth" [/female] [/unit_type] [unit_type] [base_unit] id=Outlaw [/base_unit] id=Outlaw_Peasant [abilities] [outlaw_type_hack] id=Outlaw [/outlaw_type_hack] [/abilities] name= _ "Watchman" alignment=neutral hitpoints=40 advances_to=Fugitive_Peasant cost=40 description= _ "The watchmen are men and women who protect the villages from marauders, both human and otherwise, that prowl the Wesnoth countryside at night." [female] name= _ "female^Watchwoman" [/female] [/unit_type] [unit_type] [base_unit] id=Fugitive [/base_unit] id=Fugitive_Peasant [abilities] [outlaw_type_hack] id=Fugitive [/outlaw_type_hack] [/abilities] name= _ "Borderer" alignment=neutral hitpoints=61 cost=80 # wmllint: local spelling borderers description= _ "Border villages maintain militias dedicated to fending off hostiles. While these borderers are not trained and armed to up to military standards, their native toughness and knowledge of local conditions make them formidable on their home ground." [female] name= _ "female^Borderer" [/female] [/unit_type] # And a third line is the village hunters. Peasant Hunter (reskinned Poacher) # advances to Peasant Trapper (reskinned Trapper) which can advance either to # Peasant Huntsman (reskinned Huntsman) or to Human Ranger. The Peasant # Huntsman does a little better in swamps than the base unit. [unit_type] [base_unit] id=Poacher [/base_unit] id=Poacher_Peasant [abilities] [outlaw_type_hack] id=Poacher [/outlaw_type_hack] [/abilities] name= _ "Peasant Hunter" alignment=neutral advances_to=Trapper_Peasant description= _ "Villages, especially in wilder areas near frontiers, rely on hunters to bring in much of their food supply. Their stealth and intimate knowledge of local terrain can be valuable assets in combat." [/unit_type] [unit_type] [base_unit] id=Trapper [/base_unit] id=Trapper_Peasant [abilities] [outlaw_type_hack] id=Trapper [/outlaw_type_hack] [/abilities] name= _ "Peasant Trapper" alignment=neutral cost=26 advances_to=Huntsman_Peasant,Ranger description= _ "Trappers are skilled hunters who supply food and furs for several villages. Their hunting experience makes them most valuable at night and in forests and swamps." [/unit_type] [unit_type] [base_unit] id=Huntsman [/base_unit] id=Huntsman_Peasant [abilities] [outlaw_type_hack] id=Huntsman [/outlaw_type_hack] [/abilities] name= _ "Peasant Huntsman" alignment=neutral hitpoints=55 cost=52 # wmllint: local spelling wamprats description= _ "Huntsmen have spent their lives in the backwoods and swamps of their wilderness homes. They can bullseye ferocious swamp rats and track anything that moves in their territory." [movement_costs] shallow_water=2 swamp_water=1 [/movement_costs] [/unit_type]
#textdomain wesnoth-l #define LIBERTY_BIGMAP STAGE [story] [part] show_title=yes [background_layer] image=maps/background.jpg scale_vertically=yes scale_horizontally=no keep_aspect_ratio=yes [/background_layer] [background_layer] image=maps/liberty.png scale_vertically=yes scale_horizontally=no keep_aspect_ratio=yes base_layer=yes [/background_layer] {STAGE} [/part] [/story] #enddef #undef NEW_JOURNEY #define NEW_JOURNEY X Y [image] x,y={X},{Y} file=misc/new-journey.png delay=300 centered=yes [/image] #enddef #define JOURNEY_01_NEW {NEW_BATTLE 576 229} #enddef #define JOURNEY_02_NEW {NEW_BATTLE 576 229} #enddef #define JOURNEY_02_OLD {OLD_BATTLE 576 229} #enddef #define JOURNEY_03_NEW {JOURNEY_02_OLD} {NEW_JOURNEY 559 213} {NEW_BATTLE 538 206} #enddef #define JOURNEY_03_OLD {JOURNEY_02_OLD} {OLD_JOURNEY 559 213} {OLD_BATTLE 538 206} #enddef #define JOURNEY_04_NEW {JOURNEY_03_OLD} {NEW_JOURNEY 534 225} {NEW_JOURNEY 535 244} {NEW_JOURNEY 536 264} {NEW_JOURNEY 535 283} {NEW_JOURNEY 531 302} {NEW_BATTLE 523 319} #enddef #define JOURNEY_04_OLD {JOURNEY_03_OLD} {OLD_JOURNEY 534 225} {OLD_JOURNEY 535 244} {OLD_JOURNEY 536 264} {OLD_JOURNEY 535 283} {OLD_JOURNEY 531 302} {OLD_BATTLE 523 319} #enddef #define JOURNEY_05_NEW {JOURNEY_04_OLD} {NEW_JOURNEY 531 302} {NEW_JOURNEY 535 283} {NEW_JOURNEY 554 279} {NEW_JOURNEY 571 292} {NEW_JOURNEY 589 304} {NEW_JOURNEY 609 314} {NEW_JOURNEY 623 328} {NEW_JOURNEY 630 347} {NEW_JOURNEY 635 367} {NEW_JOURNEY 643 385} {NEW_JOURNEY 660 396} {NEW_BATTLE 681 397} #enddef #define JOURNEY_05_OLD {JOURNEY_04_OLD} {OLD_JOURNEY 531 302} {OLD_JOURNEY 535 283} {OLD_JOURNEY 554 279} {OLD_JOURNEY 571 292} {OLD_JOURNEY 589 304} {OLD_JOURNEY 609 314} {OLD_JOURNEY 623 328} {OLD_JOURNEY 630 347} {OLD_JOURNEY 635 367} {OLD_JOURNEY 643 385} {OLD_JOURNEY 660 396} {OLD_BATTLE 681 397} #enddef #define JOURNEY_06_NEW {JOURNEY_05_OLD} {NEW_JOURNEY 685 417} {NEW_JOURNEY 687 438} {NEW_JOURNEY 688 458} {NEW_JOURNEY 689 477} {NEW_JOURNEY 685 496} {NEW_JOURNEY 676 515} {NEW_JOURNEY 665 528} {NEW_JOURNEY 650 540} {NEW_BATTLE 630 543} #enddef #define JOURNEY_06_OLD {JOURNEY_05_OLD} {OLD_JOURNEY 685 417} {OLD_JOURNEY 687 438} {OLD_JOURNEY 688 458} {OLD_JOURNEY 689 477} {OLD_JOURNEY 685 496} {OLD_JOURNEY 676 515} {OLD_JOURNEY 665 528} {OLD_JOURNEY 648 540} {OLD_BATTLE 626 543} #enddef #define JOURNEY_07_NEW {JOURNEY_06_OLD} {NEW_JOURNEY 608 534} {NEW_JOURNEY 591 524} {NEW_JOURNEY 574 511} {NEW_JOURNEY 553 501} {NEW_JOURNEY 531 492} {NEW_BATTLE 520 476} #enddef
#textdomain wesnoth-l #define SET_VILLAGE X Y SIDE [capture_village] x={X} y={Y} side={SIDE} [/capture_village] #enddef #define LIBERTY_DEATHS [event] name=last breath [filter] id=Baldras [/filter] [message] speaker=Baldras message= _ "I’m coming... Erwen..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Harper [/filter] [message] speaker=Harper #wmllint: local spelling Unngh message= _ "Unngh..." [/message] [message] speaker=Baldras message= _ "Harper, no!" [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Relana [/filter] [message] speaker=Relana message= _ "I’m finished..." [/message] [endlevel] result=defeat [/endlevel] [/event] [event] name=last breath [filter] id=Lord Maddock [/filter] [message] speaker=Lord Maddock message= _ "How can this be?" [/message] [endlevel] result=defeat [/endlevel] [/event] #enddef
Geography Of Wesnoth Wesnoth The Kingdom of Wesnoth is located in the north-central portion of the Great Continent. Most of the mainline campaigns revolve around it. It is bounded on the map by the Great River to the north, the shore of the Great Ocean to the west, the Aethenwood to the southwest, and the Bitter Swamp to the southeast (lower right corner of the main map). Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It is bounded to the south (off-map) by dense woods of which the Aethenwood may be considered a northernmost extension. Notable cities: Weldyn: The capital of Wesnoth. Aldril: City lying on the Bay of Pearls. Blackwater Port: City lying south of the Bay of Pearls. Carcyn: Located between the Grey Woods and the Great River. Dan'Tonk: Wesnoth's largest city, located in the center of the country, just west and north of Weldyn. Soradoc: The northernmost border outpost of Wesnoth, controls the confluence of the Weldyn River and the Great River. Fort Tahn: The southernmost border outpost, controls the north/south road crossing the River Aethen. Tath: Important fort city north of Dan'Tonk, exerts control over the wilderness country around the east of the Brown Hills and north to the Ford of Abez. Notable land features: Gryphon Mountain: Home of the fabled Gryphons Ford of Abez: Shallow part of the Great River, it is usually controlled by Wesnothian forces Weldyn River: It branches from the Great River and goes south Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort Tahn, this plain is Wesnoth's bread basket and home to most of its population Dulatus Hills: These rolling hills bordering the Great Central Plain provide much of Wesnoth's livestock and agriculture Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous. Horse Plains: Region of rolling plains just south of the Great River, bounded by Glyn's Forest to the west and the River Weldyn to the east; the southern reach merges into the Central Plain. Home of the powerful Clans; the best horses in Wesnoth are bred here. Estmark Hills: Largish range rising south of the Great River and east of the Weldyn River. The northernmost portion, nearest the River Weldyn, has at various times been settled by Wesnothians, but the Kingdom's control is tenuous at best and banditry is common. Glyn's Forest: Sometimes known as the Royal Forest, named for one of Haldric II's sons Grey Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted. According to SotA, a huge battle in an elvish civil war was fought several hundred years BW (Before Wesnoth). It's already haunted before SotA, although saurians are risking scavenging metal there. In 23 YW, slightly north of the battlefield are woses who don't like necromancers, and an elf who watches for evil magic. The elf and some of the woses are killed during SotA. During the epilogue of SotA, an undead army marches to Elensefar, some adepts might desert and settle in the woods. In 363 YW, it's home to elves who are OK with necromancers (AToTB, Wesnoth 1.14 and earlier). In 363 YW, it's home to Grey Mages and elves, none of whom like necromancers (AToTB, Wesnoth 1.15.7). In 501 YW, it's home to Grey Mages who study the shadow arts, but definitely aren't necromancers (Liberty). Green Swamp: Large swamp on the banks of the Great River north-east of the Grey Woods, home of the dragon in TRoW S17a. (Not shown on the main map.) Southwest Elven Lands The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Notable cities None known Notable land features: Aethenwood: The largest southern forest, it extends far to the southwest - much farther than is charted - and is home to elves Elensefar Elensefar is at times a province of Wesnoth, at times an independent country, and at times in a treaty federation with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. More information is found in the historical narrative of Wesnoth. Notable cities: Elensefar: The capital, located on an island in the Great River delta Carcyn: City on the Wesnoth-Elensefar border, disputed with Wesnoth Notable land features: Great River: It is very wide at this point, and only ships can cross it. Northlands There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Great Ocean. Notable cities: Glamdrol: An Orcish tribal capital Romyr: Another Orcish tribal capital Wesmere: The location of the Ka'lian - the Elvish Council Dwarven Doors: A mixed human/dwarven town in the region of Knalga in the southern Heart Mountains. A major trade center. Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion. Now abandoned. The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere. Notable land features: Heart Mountains: A virtually impassable barrier between the river country and the Northern Plains. Heartfangs: the particularly forbidding stretch of high peaks southwest of Lake Vrug and north of the Forest of Wesmere. The most inhospitable and dangerous portion of the Heart Mountains; only hermits, madmen, and mages live there. Swamp of Dread: a very large bog located between the Heart Mountains and the Great River. A notoriously dangerous place. Lake Vrug: A large mountain lake whose river carves the only pathway through the Northern Mountains Arkan-thoria: The river than comes out of Lake Vrug. This is the elvish name; among humans it is called Longlier. River Listra: The south-running tributary of the Great River into which the Arkan-thoria empties. Lintanir Forest: The southernmost portion of the Great Northern Forest, a gigantic wood whose eastern and northern boundaries are known only the elves. Their capitol, Elensiria, has only seldom been visited by humans. Great River: The origin of this river is somewhere in the east of the northern lands Wesmere The location of the Ka'lian - the Elvish Council in the Eastern part of the forest. The river Telfar flows through the forest. The Kal'ian is on an island in the Telfar. The River Telfar is crossed by the Northern Shallows, the Ford of Alyas, the Ford of Tifranur and the North Bridge. Villages surrounding the Ka'lian are named Telionath, Arthen, Arryn, Illissa, Viricon, Tireas, Essarn, Valcathra, Aelion, Elendor, Erethean. Other areas near the Ka'lian are Brightleaf Wood, Telfar Green (an opening in the forest), Dancer’s Green (an opening in the forest), Karmarth Hills, Westwind Wood (possibly the foothills of the Heart Mountains to the north east of Wesmere), Southwind Wood. East and outside are the forest are the villages of Dallben and Delwyn. Far North Map of the Far North Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate. It lies north of the Heart Mountains, which the Orcs call the Haggid-Dargor and claim (without merit) as their own. To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands). The High Elves themselves reside further east, where it is rumored they rule a vast kingdom. Notable cities: Barag Gor, a city home to the Orcish Council Bitok Borstep Castelfrang Farzi Festog Grisbi Lmarig Melmog Prestim Tirigaz Notable land features: Swamp of Desolation Mountains of Dorth Mountains of Haag Green Forest (named Greenwood on the SotBE map. Corresponds to Gitamoth in LoW's journey tracker) Silent Forest (previously named Gitamoth according to the text in LoW's epilogue) Forest of Thelien River Oumph River Bork Wild Steppe Area around Tirigaz Featured in Dead Water. Map of area around Tirigaz Notable cities: Tirigaz Jotha Agvorad Notable land features: Swamp of Desolation Mountains of Dorth Bilheld, a large island. A small island of coast of Bilheld Other named places Spellkeep, a tower east of Jotha, which does not appear on the SotBE map. The UMC [Carved in Stone] seems to be the only mention of this, and suggests it was built sometime between 150 YW - 400 YW. The Green Isle The geography features of The Green Isle in The Rise of Wesnoth. Map of The Green Isle Wesfolk Land This is where the Wesfolk live, with their Lich overlords. The boundary between it and the Islefolk land is the hilly area running south-west to north-east. The Wesfolk land is in the north-west. Little is known about what happened to the island after Haldric left. Notable cities: Jevyan's Haven: The capital of the Wesfolk, where Jevyan reigned; presumably where the gates to orcland were opened Islefolk Land This is where the Islefolk (Haldric's folk) live. The boundary is the same as that of the Wesfolk; the islefolk land is to the southeast. Notable cities: Blackmore: {??} Clearwater Port: {??} Southbay: {??} Campaign References This section collates specific facts about geography asserted in the the text of mainline campaigns, implied by map dots (track) or by features on a battle map (map). It aims to be complete as to locations on the main map and identifiably adjacent to it. Two groups of off-map locations are confined to single campaigns, the Green Isle in The Rise of Wesnoth and the Far North in Son of the Black Eye; those locations are not listed here. Heir To The Throne Konrad was raised in the Aethenwood (track, The Elves Besieged). He returns to the mainland very near the location where Haldric the Great first landed in 1YW. (map, Bay of Pearls). The fight with Muff Malal takes place on the peninsula north of the Bay of Pearls (track, Bay of Pearls). The city of Elensefar is actually located on a large island in the mouth of the Great River (map, The Siege of Elensefar). The crossroads fight takes place where the roads from Carcyn, Dan'Tonk and Fort Tahn meet (track, Crossroads). Konrad meets Li'sar on the road between Dan'Tonk and Carcyn (track, The Princess of Wesnoth). Konrad fights undead in the Brown Hills southeast of Gryphon Mountain (track, Valley of Death). The track for Gryphon Mountain unsurprisingly lands on the Gryphon Mountain map feature; equally unsurprisingly, the track for Ford of Abez lands on the Ford of Abez map feature. North of the Great River this campaign is our basic textual evidence for several important features. The country around the easternmost tip of the Swamp of Dread is described as "abundant pine forests nestled in rolling foothills" (track and text, Northern Winter) and, at least during the Turmoil of Asheviere, is inhabited by orcs. Dwarven Doors and Knalga are located in the center of the southern arm of the Heart Mountains, south-southeast of Lake Vrug (The Dwarven Doors). Lionel, the Lost General, is found in an orcish warren at the northern edge of the southern Heart Mountains, north-northeast of Knalga and adjacent to the valley of the Arkan-thoria (The Lost General). Konrad re-encounters Li'sar north across that valley in the foothills of the northern Heart Mountains (track, Hasty Alliance). The Scepter of Fire is found in those same foothills a bit further east and south, just north of the southernmost bend of the Arkan-thoria (Scepter of Fire). Konrad's party travels southeast through the caverns, under the Arkan-thoria, to just south of a northward bend of the river (A Choice Must Be Made). Kalenz says that this river is called 'Longlier' by men and 'Arkan-thoria' by the Elves. He further says that the homeland of his people lies to the east and north. Kalenz identifies their location at the easternmost edge of the southern Heart Mountains (track, Snow Plains) as "...once the home of my people. We left here centuries ago" (text). In the next scenario, the North Elves are contacted at the confluence of the Arkan-thoria and the Listra (track, Home of the North Elves). Konrad's party take refuge in Emetria, an Elven castle located just within the border of the southern lobe Lintanir Forest. The Elven Council takes place in the elven capital of Elensiria, location not specified. Konrad crosses the Great River into Wesnoth just north of Soradoc (Return to Wesnoth). The country between the Elven forests and the river is inhabited by, among other things, "hermit mages" (text). He then crosses the river into the Estmark Hills hills east of the Weldyn River (track, Test of the Clans). Neither the Estmark Hills, nor the Heart Mountains, nor the swamp between them and the Great River are named in this campaign, but one scenario title refers to the latter as Swamp of Dread. Continuity problems: the map for 'The Princess of Wesnoth' is difficult to reconcile with the track location; the lake to the south should be large enough to show on the main map and is difficult to fit in a valley in the Brown Hills. Likewise, the map for Home of the North Elves shows only an east-west river probably too small to be the Arkan-thoria, and not the Listra that it should flow into. The campaign maps feature map labels A Tale of Two Brothers This campaign has a tracking map. In text, the village of Maghre is described as being in the "western reaches of Wesnoth" (Rooting Out a Mage). In The Chase, the haunted forest is identified as the Grey Woods. An Orcish Incursion This campaign has a map and a journey track. No places are named other than Wesmere; the action takes place north and west of there. A pass that is bottleneck route through the northern mountains figures in the action. The South Guard This campaign takes place off the main map and has its own background map. We know from it that the city of Westin is located southwest of Fort Tahn (track, Born To The Banner) and is capital of the frontier province of Kerlath (text), also that the Aethenwood is to the west (text). There is no map track after the second scenario. We learn that south of Westin , Kerlath is bounded by dense woods, "a bastion of the ancient heart forest of the Great Continent so dense and gloomy that even elves forbore from dwelling there." (Born to the Banner) South of it an unspecified distance lies the elven Vale of Tears, and much further south of that the Black River, of which Etheliel says "No elf, still living, has crossed it." The campaign maps feature map labels Liberty This campaign uses a modified version of the main Wesnoth map for tracking. The map shows the villages of Dallben and Delwyn, and some small patches of forest, between the forest of Wesmere and the ocean; also it labels the Grey Woods. Text (The Raid) identifies this as the province of Annuvin, a frontier area of Wesnoth. It is clear that Elensefar is the chief city of Annuvin. Baldras and his party travel south to Elensefar (track, A Strategy of Hope). From there they go upriver to Carcyn (track, Hide And Seek), and south to the Grey Woods (track, The Grey Woods), then south on the road to Aldril. The campaign finishes at Halstead. In the Epilogue, there is a reference to villagers fleeing southwest to settle on the Three Sisters. The scenario maps feature map labels The Rise of Wesnoth This campaign has its own tracking map for the Green Isle, which is our only actual source of information about the Green Isle's geography; there are few Great Continent locations of interest. There is a "Ka'lian", however in this campaign the Ka'lian is meeting in the Grey Woods, instead of their usual location in the Forest of Wesmere. The lady Jessene uses the term "Old Continent" to describe the ancestral home of her people, and implies that it lies in "the far West". The Legend of Wesmere This campaign uses a modified version of the main Wesnoth map for tracking. The map shows far fewer settlements with the notable addition of a castle settlement in the Swamp of Dread, called Saurgrath (the location of The Saurian Treasury). The map track for Hostile Mountains shows Kalenz starting from the Lintanir Forest and moving across the easternmost Heart Mountains to a spot on the Arkan-thoria. They travel to Wesmere Forest (The Ka'lian Under Attack); the map tracking runs almost lengthwise through the Heart Mountains. The Ka'lian is near the northeast edge of Wesmere forest; the Elvish treasury is further west (track, The Elvish Treasury). The Saurian treasury in the westernmost foothills of the Heart Mountains (track, The Saurian Treasury); Kalenz and his men avoid the direct route from it back to Wesmere by going north from it and that they return via the eastern approaches to Wesmere. On the way, they re-encounter Olurf in the southeastern reaches of the Heart Mountains (Acquaintance In Need). They march back to the north edge of Wesmere Forest (track, Elves' Last Stand). In Council of Hard Choices we learn that the mage Crelanu lives in "the mountains of Thoria". The route north goes over the mountains to the "Arkan-thoria" (track: Bounty Hunters), the name is confirmed in text. The mountains of Thoria themselves are just north of the valley of the Arkan-thoria (track, Cliffs of Thoria). Crelanu's keep is well into the northern Heart Mountains, right at the northern edge of the map (track, Battle of the Book). Kalenz and friends "return to the Ka'lian" (News From The Front); then to orcish forces are "encamped south of the Great River, and have surrounded the fortified human settlement of Tath". The track for Breaking the Siege indicates that the killing of the Great Chief took place at the southeastern tip of the Heart Mountains and that Breaking the Siege takes place on the River Listra, just north of the confluence with the Arkan-thoria. The remaining scenarios convey no new information; the track points are all east of the River Listra between it and the Lintanir Forest. Kalenz's home map has big water to the east. This has to be a lake off the NE corner of the main map, emptying into the main course of the Listra.
Timeline of wesnoth This is a chronological history of the country of Wesnoth and surrounding regions, gleaned from written accounts and verbal histories passed down through the generations. Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins. This history of the Great Continent is a subject of active scholarship. The world that Wesnoth resides in is called Irdya. Before the Great Fall and the (unchronicled) technological age, this name is only rarely used. Spoiler warning! This page contains plot spoilers to several campaigns. The Founding of Wesnoth The Taming of the Wild The Golden Age of Wesnoth The First Dark Age of Wesnoth The Turmoil of Asheviere The Age of Fear The Silver Age of Wesnoth The Legacy of Black-Eye Karun After the Great Fall Prehistory - 20 YW: The Founding of Wesnoth During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea. Prehistory Elves and Dwarves inhabit the Great Continent. Humans inhabit the distant West. Haldric's people colonise the Green Isle from a continent further to the west. 200 BW The Lich-Lords arrive on the Green Isle after losing a war in the distant West. After a long war Haldric's people come to dominate the Green Isle. The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands. 12 BW The Crown Prince of Southbay discovers the Great Continent. 11-7 BW The Crown Prince makes several voyages between the Green Isle and the Great Continent. 6 BW Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies. His younger brother is implicated in a plot to kill him. As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords. The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West. 5-2 BW The Green Isle is overrun with Orcs. The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs. Haldric leads the evacuation of the survivors to the Great Continent. The Rise of Wesnoth begins. 1 BW Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers. Humans arrive in the middle of a simmering dispute between the Elves and Dwarves. The Elves and Dwarves are distrustful of humans, and there is a small skirmish. Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian. Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land. They set before him four quests to prove his worth, which he completes. 1 YW Haldric is granted the plains north and south of the Great River. Haldric agrees to a Pact of Mutual Defence with the Elves, but the Ka'lian decides it will betray him and allow humans and orcs to exhaust each other in war if the opportunity presents. Haldric, learning of this, considers the Pact a dead letter. The Ruby of Fire is temporarily hidden, and the lich-lord Jevyan is deceived into believing it is held by the Elves. Haldric founds the country of Wesnoth in the central plain south of the great River. Reign of Haldric I (formerly prince Haldric) begins. The Rise of Wesnoth ends. 2 YW Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent. These Orcs are defeated by Haldric's forces. Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves. King Haldric helps the Elves fight the surviving Orcs. 8 YW A second wave of Orcs arrive from the Green Isle; these Orcs begin claiming large portions of the northern Great Continent for themselves. Erlornas of Wesmere is involved in the first direct elvish clash with orcs (An Orcish Incursion takes place in 8-9YW). Haldric I publicly repudiates the Pact he spoke with the Elves, refusing to give aid. 9-11 YW Many Elves are killed in battle by the Orcs. Elvish emissaries are turned away from Wesnoth. 12 YW Orcs fail to take the Wesmere Forest and instead march down the coast, devastating human settlements there. Elves refuse to aid the Humans in confronting the Orcs. Human refugees from the coastal settlements relocate in what will become known as the Great Central Plain. Dan'Tonk, which will become Wesnoth's largest city, is founded. 20 YW Haldric I dies. Haldric II ascends to the throne. Kalenz and Landar escape an orcish invasion of their home in Lintanir Forest. The Legend of Wesmere begins. Humans and elves decisively defeat the orcs at Tath, thus halting the orcish advance. A new treaty between humans and elves is signed and King Haldric II allows emissaries of the Elves to return to Wesnoth. Elves inform Haldric II of the danger posed by the unshielded Ruby of Fire. Kalenz and Landar, later to become successive High Lords of the Elves, are able to sneak into an orcish camp by stealth and assassinate the Great Chief Brurbar. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period during which it can expand with little opposition. 20-130 YW: The Taming of the Wild This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as to the colonization of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years. 21 YW Founding of the Great Academy on Alduin. Kalenz is relieved of command by the Ka'lian. He retires to Lintanir Forest with Cleodil. A faction of xenophobic elves begins to gather around Landar. 22 YW While studying at the Academy, Ardonna resolves to spend the winter researching the Lich Lords' longevity. 23 YW Action of Secrets of the Ancients takes place. 25-40 YW In 25 YW Haldric II sends an expedition to retrieve the Ruby of Fire from its place of concealment. Haldric II commissions a Dwarven tribe to build the Sceptre of Fire with the Ruby of Fire as its centerpiece; Elves associated with Landar's faction attack during the transfer. Sceptre of Fire begins. Action of The Sceptre of Fire takes place. Haldric II is informed that the Sceptre was both completed and lost in the year 40. It will not be recovered for nearly 500 years. With the death of Thursagan, the Runemaster, all runemasters are killed and runesmithing is lost for several centuries. 26-50 YW Landar declares himself High Lord of the Elves, leading to civil war. 51 YW Wesnothian New Writing (the script later called "steel-hand", to distinguish it from the more complex "brush-hand" cursive brought from the Green Isle) is promulgated by royal decree. From this date all royal documents and public inscriptions are in New Writing. It spreads rapidly via the mercantile class. The older brush-hand writing continues to be used for magical purposes, scholarship, and in certain elevated literary forms. 50-93 YW Elvish civil war (and The Legend of Wesmere) ends. Kalenz declared High Lord, begins reorganizing and militarizing Elvish society to fight the orcs. In late 93 YW he cedes control to a reconstituted Ka'lian and retires again to the Forest of Lintanir. 161-164 YW The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar. The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth. The city-state of Elensefar is formally united to the kingdom. Settlements from it spread north of the river into the new frontier province of Annuvin, carefully avoiding the margins of Wesmere Forest. 164-176 YW During this twelve year span, the western fortress of Halstead was erected in the very heart of the western wilderlands. 199 YW Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes The settlements of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River Settlers from Carcyn cross the Great River to establish the first settlements north of it and east of Wesmere. 200-350 YW: The Golden Age of Wesnoth The Golden Age of Wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins. 251 YW Cleodil, wife of Kalenz, dies. 350 YW Disintegration of the Kingdom follows the death of Haldric IV. Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation. Treaty between lord of Elensefar and king of Wesnoth signed. 350-417 YW: The First Dark Age of Wesnoth The first Dark Age was a time of strife and invasion. When Haldric IV died, he left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years. 360 YW Malin Keshar born in Parthyn. 363 YW Last of Kalenz's children dies. Kalenz, condemned to outlive his offspring by the potion of Crelanu, leaves the Forest of Lintanir and begins wandering the Great Continent. Village of Maghre terrorized by a minor necromancer. Action of A Tale of Two Brothers takes place. 389 YW Garard, a future king of Wesnoth, is born. Malin Keshar returns to Parthyn from the Academy at Alduin. Descent Into Darkness begins. 417-530 YW: The Turmoil of Asheviere King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the end of the first king's reign was marred by orcish and undead raids, and the second was murdered by his own wife and son. It was not until 517 YW that the usurpation of the throne by Queen Mother Asheviere was ended. 417 YW Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth, beginning the Garardine Dynasty. 440 YW Crown Prince Garard II is born. 442 YW Delfador, later called "the Great", is born. 450 YW Prince Arand is born. 468 YW Zorlan becomes Great Chief of the northern orcs Delfador graduates from the Great Academy. Delfador's Memoirs begins. 470 YW Garard I dies; Garard II ascends to the throne of Wesnoth Orcs under Great Chief Zorlan and undead raised by the necromancer Iliah-Malal raid Wesnoth's borders. All but the first and the last three scenarios of Delfador's Memoirs take place in this year. Control of the Estmarks is effectively lost during this war, not to be regained for decades. Outposts are built on the near side of the Weldyn to repel orc raids. The long watch of the River Guard begins. 478 YW Garard II marries Asheviere. Garard issues the Edict of the Sceptre, providing that the crown shall settle after his death on whichever member of the royal family successfully retrieves it from the Caverns of Flame. 480 YW Crown Prince Eldred is born. 483 YW Erain and Ethyn, identical twins and brothers of Eldred, are born. 498 YW Princess Li'sar is born. 500 YW Prince Konrad is born, the youngest of several sons of Prince Arand. Wesnoth and the orcs of the north go to war. 501 YW Betrayal on the battlefield Garard leads his army to orc encampment at Galcadar by the Ford of Abez. Garard's forces split into two groups, one led by himself and the other by his son Eldred. Eldred betrays his father and attacks him with the troops under his control. Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez. Reprisal Delfador escapes the battle and heads to Weldyn. Eldred gives tribute to the Orcish king, who stops his attacks. Delfador gathers a force of Loyalists to avenge Garard's Death. Eldred's forces confront Delfador's Loyalists at Weldyn. The Loyalists are defeated, but Eldred is slain by Delfador in the fight. Asheviere seizes power Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth. Hearing of the news Delfador infiltrates the palace. Delfador finds the youngest prince Konrad as he is slain. Delfador flees, taking Konrad's body for burial to the land of the Elves. While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child. Parandra and Delfador agree to give the orphan the identity of Prince Konrad. Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest. The country resists Asheviere Elensefar refuses to submit to Asheviere and declares itself an independent city-state. After several defeats, Wesnoth's army retreats from the remote areas of the kingdom. The western Wesnothian border recedes, is fixed, and remains heavily defended. As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth. A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power. They are eventually forced to abandon their home and settle in the Three Sisters (Liberty). 502-517 YW Delfador raises Konrad under the protection of the Elves. 517 YW Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad. Orcish forces converge on Delfador's refuge. Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth. Heir To The Throne begins. 518 YW Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire. They enter the Caves of Knalga, allied with Princess Li'sar, and find it. They return to Wesnoth and claim the throne. Heir to the Throne ends. 522 YW Birth of Princess Ana'sar. 530 YW Wesnothian colonists begin reclaiming the Estmarks. 544 YW With both sides of the lower Weldyn River again civilized territory, the River Guard posts south of Soradoc are abandoned. Wesnothian military activity shifts eastward into the Estmarks. 530-630 YW: The Age of Fear The Age of Fear takes its names from the events of the end of the era. On the surface, the first 77 years were very uneventful for the kingdom of Wesnoth. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been. It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the "Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further. 533 YW Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor. The next great sage of Wesnoth, Dacyn, is born. 534 YW The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords. Northern Rebirth begins. The residents, led by Tallin, head underground and find dwarves, whom they ally with. Their combined forces destroy a lich who is attempting to claim Knalga as his own. Abhai finds the Rod of Justice 535 YW The warlord-aspirant Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences. To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves. Assisted by his new allies, Tallin smashes the forces of Rakshas. According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood. To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance. Northern Rebirth ends. 550 YW Lord Hamel of Knalga sends an expedition to Kal Kartha to determine the fate of the Hammer of Thursagan (The Hammer of Thursagan takes place in late 550 YW to early 551 YW.). Dwarves at Knalga and elsewhere begin to reclaim the lost art of runesmithing. Wesnothian colonization expands southward past Fort Tahn. 563 YW Konrad and Li'sar die after an extraordinarily long reign. Princess Ana'sar becomes queen. The seer Galdren becomes prominent at the court of Weldyn. 585 YW Queen Ana'sar retires. Haldric VII becomes king of Wesnoth. 589 YW Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor. The seer Galdren dies after advising Haldric VII to choose Dacyn. The king does as Galdren advises. 593 YW Ravanal reveals that he has turned to evil, and flees from Weldyn. Konrad II is born. Certain southern frontier regions are formally annexed to the Kingdom of Wesnoth as the Province of Kerlath. 598 YW South Guard organized as a semi-detached formation of the Royal Army, to protect the inhabitants of the frontier province of Kerlath. 607 YW South Guard ceases reporting. Haldric VII sends Deoran, grandson of Haldiel, to investigate. The South Guard takes place in 607-608 YW. 612 YW Haldric VII dies. Konrad II is crowned King of Wesnoth. Dacyn continues his duties as advisor with Konrad II. 625 YW Mysterious disappearances of livestock and peasants cause partial evacuation of the the Estmark Hills. Lords of the Horse Plains report increased banditry from there. Konrad II sends Dacyn with Owaec and Gweddry to man the old River Guard strongpoints. Eastern Invasion begins. 626 YW Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed. Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands. In the Far North, the wife of Kai Laudiss slain in a large raid by the orcs of Tirigaz on Jotha Kai Laudiss slain by poisoned orcish dart during failed attack on the Port of Tirigaz orcs. His son, Krellis succeeds him as Kai and relies on the wisdom of Cylanna, a priestess. The merfolk city of Jotha is overrun by undead (Mal Kevek and others). The action of Dead Water takes place. 627 YW Wesnoth's last defences are broken and the undead march on Wesnoth In the northlands, the orcs drive Gweddry's army back across the river. Weldyn is besieged. Gweddry breaks through undead lines to reach Weldyn and a council is held. Gweddry's army is fortunate and kills Mal-Ravanal. Eastern Invasion ends. Dead Water ends (about this time). Wesnoth is saved, but large portions have been laid waste by the undead. After destroying Mal-Ravanal's henchmen the mermen relaxed and began rebuilding in earnest, and soon Jotha was restored. 628-673 YW: The Silver Age of Wesnoth The Silver Age, or restoration of the Wesnothian kingdom, essentially coincides with the rest of the long and successful reign of Konrad II. During this period Wesnoth largely recovered from the damage that Mal-Ravanal's undead attack had done. It would, however, never quite regain the majesty it had at the height of its power. The Northlands, aided by a second wave of colonization north from Wesnoth, become more civilised and stable. Although nowhere near as prosperous as Wesnoth was during its Golden Age, the Northlands developed towns of significant size and a thriving - if somewhat dangerous - trade network. Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who controlled most of the mountains and a vast array of underground tunnels and caverns. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars smoldered between human and orcish forces. 628-635 YW Konrad II begins his attempt to rebuild Wesnoth. 673 YW Konrad II dies, bringing the Garardine Dynasty to an end. Second Wesnothian civil war begins. 786-826 YW: The Legacy of Black-Eye Karun After decades of struggle, Black-Eye Karun becomes the first warlord since the assassination of Great Chief Brurbar in 20 YW to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council. Karun was a far-sighted individual and he knew that after his death the orcish tribes would once again turn to fighting among themselves, with little he could do to prevent that and consequent peril from the Wesnothians and elves. Consequently, Karun selected from among all the different tribes six of the most sober and wisest orcs and thus created the Great Council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde. 786 YW Karun is born. 805 YW Karun devised the formation of the Great Council. 811 YW A border dispute between Karun and a human enclave aligned with the Northern Alliance leaves several men and orcs dead and begins a feud that will grow into a fifteen-year war. 812 YW Rahul I becomes Lord Protector of the Northern Alliance. 816 YW Kapou’e is born 826 YW Rahul I (Lord Protector of the Northern Alliance) and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed in mysterious circumstances. 829 YW Frustrated by the fallout of Karun's supposed assassination, Rahul I resigns, and Howgarth III takes his place as Lord Protector. 842 YW Famine in the Northlands. Famine led humans to colonize some orcish lands and push orcs into desolated hill country. The few orcish tribes who had remained part of the Alliance, feeling the pressure, either left Alliance territory or revolted and were destroyed. Retaliating, the orcs systematically slaughtered human colonies and villages on their lands. Then, Earl Lanbec'h — the most powerful human warlord of the North — determined to abolish the orcish menace raised an army and conferred leadership of it to his son-in-law Baron Alber. In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon Kapou’e; Son of the Black Eye begins. 843 YW Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, Kapou’e forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs. After 843: Portions of Kapou'e's army act as mercenaries in foreign struggles with other races which keeps them from attacking their nearest neighbors. 852 YW Kapou’e repels a large elvish invasion. 858 YW The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of Kapou’e. Son of the Black Eye ends. After the Great Fall At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands and the God-Demon Zhangor terrorizes the world. The Wesnoth magicians try to raise up a 3rd sun in the sky, Gaia, but they fail and the 'sun' falls down over Weldyn. The capital is no more. The King and his family are dead and there is no heir. The local leaders tear apart Wesnoth. The nights become longer, days hotter. Evil creatures show up. Forests die, hills turn into rocky wastelands and fields become barren deserts. In the apocalypse allies turn against each other and friends fight over what few resources remain. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns, Sela and Naia, of this new Irdya. In the meantime an evil entity named Uria arises, scarring the history for life. ??? Post-Wesnoth The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands. Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert. One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. Under the Burning Suns begins. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin. Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village. The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh. Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain. Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur. Kaleh defies commands given him by a vision of Eloh. The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace. On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth. Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle. Under the Burning Suns ends. History Credits Timelined by Kamahawk and Turin. Revised to incorporate material from later version of Legend of Wesmere and reconcile different versions of the history of the Sceptre of Fire by Eric S. Raymond. History derived from: The Rise of Wesnoth Legend of Wesmere Delfador's Memoirs Liberty Heir to the Throne Northern Rebirth The Hammer of Thursagan Eastern Invasion Dead Water Under the Burning Suns Setting details derived from: Invasion from the Unknown
Future History History and setting details derived from: Descent into Darkness The Dark Hordes (Wesnoth 1.0 version only) Under the Burning Suns Invasion from the Unknown After the Storm Late History: Irdya Before the Fall Around 1046 YW, many events which would later lead to the consolidation of Wesnoth as the dominant Empire on the Great Continent take place. An improbable hero is born, an artifact of the past is captured and subsequently recovered, and Wesnoth expands for a last time before its definitive end at the dawn of the Golden Age of Irdya. 1066 YW Elynia-Thanadria, daughter of Delanith-Isáwen and an unknown wayfarer, is born in Lintanir Forest. 1067 YW Civil war in Lintanir Forest. The Enchantress Niryone from Wesmere finds and adopts Elynia. 1072 YW Niryone takes Elynia as her apprentice, training her in the ways of elvish magic and simple hand-to-hand combat. 1081-1093 YW: The First Empire of Wesnoth 1081-1088 YW The dark sorcerer Mizenwyn incites a revolt resulting in civil war in Wesnoth. He shortly thereafter seizes the Sceptre of Fire and the kingdom's throne. Mizenwyn declares himself Supreme Leader of the First Empire of Wesnoth. The High Council of Archmagi is abolished; all members who can be found are executed on charges of treason to the Empire. Mizenwyn annexes new lands to Wesnoth by conquest and forces the Northern Alliance to relinquish control of their lands south of the Heart Mountains. Elensefar is reconquered by Wesnoth. The elvish communities in Wesmere, Lintanir, and Aethenwood declare neutrality towards Wesnoth. 1089 YW Civilizations not under the Empire's control devise a plan to distract the military, infiltrate Weldyn and put an end to Mizenwyn and the Empire of Wesnoth. The Ka'lian chooses Niryone and her disciple, Elynia, to lead the infiltration. 1090 YW The relentless skirmishes on the frontiers catch Mizenwyn's attention while Niryone's group infilitrates the Empire, and eventually Weldyn itself. Niryone and Elynia confront Mizenwyn in the capital. Niryone is mortally wounded during the fight. Elynia steals the Sceptre of Fire from the sorcerer's hands, and manages to use its power to destroy him. The First Empire of Wesnoth is dissolved, and the victors choose a new king and line to govern Wesnoth: the Delvhar dinasty. The Council of War orders that the Sceptre of Fire must be disassembled, and its core, destroyed. Elynia volunteers to drive this mission to completion. 1091 YW Runecrafters of Knalga disassemble the Sceptre. Elynia betrays the Council of War, bribing the dwarves for embedding the Ruby of Fire into Niryone's staff. To ensure nobody finds out, she casts an amnesia spell on the crafters. 1092 YW Elynia informs the Council of War of the "success" of her mission, claiming to have disposed of the Ruby in the underground lava streams found in the deepest reaches of Knalga. The Council trusts her words. 1091-1157 YW: Delvhar Dynasty 1091 YW Delvhar I becomes King of Wesnoth. 1092 YW The Council of War is dissolved. 1094 YW Orcish civil war ensues among the tribes near Glamdrol. A Great Chief arises amongst the orcs. 1095 YW Orcs attack the fortress of Erzen - a battle ensues. Brothers Gwiti and Nati Ha'atel use their magic skills to raise former enemies and deceased allies for help on the battle-field. The result is catastrophic for their side, and the battle is lost. Gwiti and Nati are banished from the continent. The Dark Hordes I begins. 1096 YW Gwiti Ha'atel takes over the Tower of Kaleon searching for the Tome of Crelanu. 1097 YW Gwiti Ha'atel finds Crelanu's book. Gwiti Ha'atel withdraws to the mountains, fleeing from Lord Aretu's army. The Dark Hordes I ends. 1099 YW Gwiti Ha'atel launches a surprise attack on Wesnoth. The headquarters of the Council of Archmagi are completely destroyed and everyone inside is slain. Elynia is called upon by the remaining members of the Council of Archmagi to pursue and defeat the necromancer. Elynia confronts the necromancer but she is fatally injured. Gwiti leaves the battlefield assuming her dead. Argan, an outsider of unknown origins with an advanced knowledge of dark magic, finds Elynia and saves her from certain death. 1100 YW Elynia finds Gwiti Ha'atel again in the Estmarks, and takes on him for the second and last time. Elynia uses the power of Light for the first time to win the battle, and defeat Gwiti, who casts a curse upon her with his final words. Eye-witnesses would spread the word about the events of that day, referring to the elf as the "Lady of Light". 1155 YW Delvhar I dies after an extremely long reign. Delvhar II assumes the throne. 1157 YW Delvhar II dies under strange circumstances. Wesnoth plunges into anarchy, and the kingdom fragments into three main territories: the State of Weldyn, Eastern Ervalia and Aethenoth. 1163 YW Elynia assists Prestim against a necromancer, Mal Arkal-Thil. The feat earns her the title of the "Source of Light" by the orcs. 1168 YW Elynia is contacted by a mysterious seer who instructs her to seek a gifted warrior named Vikren, in Parthyn Elynia contacts Vikren and persuades him to incite revolution. Revolution begins in the State of Weldyn. 1169 YW Elynia meets Argan again. Argan secretly marries Elynia to avoid any potential conflicts within the Ka'lian, as she knows that her influence on them can still be useful. 1169-1171 YW During this time, Vikren gathers the power to walk onto Weldyn and take over the capital by force, vanquishing the separatists. Vikren I declares himself Supreme Leader of the Second Empire of Wesnoth on 1171 YW. 1171-1597 YW: The Second Empire of Wesnoth 1171 YW Vikren I proclaims Elynia as his most trusted advisor. 1172 YW Eastern Ervalia joins the Empire. 1173 YW Aethenoth joins the Empire. Several northern earldoms join the Empire during the next years. 1190 YW Elensefar joins the Empire. The Second Sun 1520 YW Vikren VIII assumes the throne. 1537 YW An ancient Lich by the name of Mal Keshar terrorizes Northern Alliance territory. Elynia is sent by Emperor Vikren VIII to destroy Mal Keshar. 1541 YW Unable to locate the lich, Elynia abandons her mission. 1542 YW Vikren VIII secretly decrees the creation of Naia, an artificial sun to serve as Irdya's second sun. He gives specific orders to conceal the matter from Elynia. 1557 YW Naia is created and sent to the skies by the High Council of Archmagi. Ambassadors are sent everywhere in the known world after the fact, to reassure all that the intentions behind the creation of the new sun are benign. Enraged, Elynia resigns from her position as advisor to the Empire. A long period of unprecedented prosperity, peace and self-confidence follows. 1764 YW Vikren XII dies. Vikren XIII assumes the throne. 1791 YW Mystics of Wesmere open a portal to a different world, and meet Zhangor, an elvish sorcerer who presents himself as a seer. Zhangor foretells to them the catastrophe looming over Wesnoth, and demands to be treated as a god in exchange of protection for Wesmere. 1797 Death of Vikren XIII. As there is no rightful heir, a nobleman, Dantair, is named Emperor by the Council of Archmagi. 1799 YW: The Fall 1799 YW (start) Wesmere's trade and political connections to the outer world are cut off. Dantair of Wesnoth demands the immediate creation of Gaia, the third sun. 1799 YW (middle) The magi's attempt to lift the third sun fails, causing the third sun to fall and crash into the Great Continent at some distance from Weldyn. A massive cataclysm ensues, devastating the entirety of Irdya. All shorelines are completely reshaped, large volcanic eruptions occur, and aftershocks in the form of great earthquakes continue to occur over the course of years. Buildings are completely or partially destroyed by the natural disasters. The Old Continent begins to sink. Dantair of Wesnoth is brutally murdered by panicked citizens. Social order falls apart in all civilizations of Irdya. Pollution and debris from the fallen sun and volcanic activity cause cyclic periods of absolute darkness over the whole world, making it impossible to keep accurate track of time using astronomical means for over two centuries. Poisonous air decimates a large part of the surviving population and vegetation. The increased temperatures result in massive floods all over the land. Races fight each other and among themselves for the scarce basic resources left by the disasters. Approximately 100 years after the Fall Most forests have dried up and can no longer sustain the Elvish civilization. Elves from the forests of the Great Continent abandon their homes and seek refuge in Wesmere, reported to remain mysteriously intact. Elynia and Argan lead the elves out of Lintanir Forest. Elves seeking shelter in Wesmere are ambushed, and killed or sacrificed to Zhangor. The War of Wesmere begins. After a year, the elves from Aethenwood and Lintanir manage to force the Wesmere locals to retreat into the capital. Eventually, Elynia and Argan succeed in their efforts to lead an invasion to confront and take down Zhangor himself. Zhangor reveals his true appearance and identity as a Demon Lord hailing from Inferno. Elynia and Argan combine their powers of Light and Darkness to summon the Union for the first time. Zhangor is vanquished, and the remains of his body banished from Irdya. Wesmere Forest is almost completely destroyed in the process, causing high casualties on both bands. The Ka'lian is deemed an instrument of Zhangor's corruption and abolished; its members are executed. Warriors and priests previously loyal to the Demon Lord meet the same fate, except for the priestess Anlindë, who is spared by Lord Telchior of Thelien. Differences with respect to the events in Wesmere result in two major groups parting ways. Lord Quetor'el of Aethenwood leads his people south. Lord Telchior of Thelien leads his people east following Anlindë's instructions. Elynia and Argan enter and descend into the Heart Mountains with a small group of followers. Argan is trapped underground. After a long time trying to locate him through various means, Elynia abandons any hope of finding him, and enters a form of magical stasis. Approximately 115 years after the Fall Lord Quetor'el dies. Approximately 120 years after the Fall Telchior's band settles in a newly found valley at some distance northeast from Lintanir. They name it the Valley of Elynia. Centuries after the Fall Quetor'el's band adapts to life on the desert. Over time, the lore of their ancestors begins to be forgotten. Numerous disastrous battles with the barbarians result in the deaths of many of their druids, and old tablets and scrolls are lost, damaged, ciphered, or written in languages no-one understands anymore. A large amount of the ancient knowledge relearned by younger generations is either inaccurate or false. Focused on survival instead of nature and the research of magic, the desert elves gradually lose connection with the faerie realm. Various elvish settlements are established in the Great Southern Desert, and in time, lost to invaders. The settlement of the Quenoth elves is ultimately the last to fall. Irdya After the Fall The Beginnings of the Chaos Empire Some time long after the Fall of the Third Sun, a new leader arises among the coastal human settlements in Kalari, and teaches a previously unknown form of magic to a handful of adepts who help him take control of the locals, aided by a mysterious power emanating from Zocthanol Isle in the Vast Sea. Together, they begin preparing the stage for the eventual takeover of Irdya by Uria, Guardian of Life and Supreme Empress of Inferno/Urvatha. From this point onwards, the timeline is structured around the point at which the largest gateway to Inferno was opened in the Valley of Weldyn, and divided in two periods: Before the Empire (BE) and During the Empire (DE). 238-212 BE: Purification of Zochtanol 238 BE Mal-Zagarn (Argan), leader of the Chaos cult and the Voice of Uria, leads an expedition to investigate millenarian ruins in the depths of the Heart Mountains, searching for weapons according to Uria's instructions. 236 BE Argan returns to Kalari and spreads the word about Uria and the changes she promises for the ravaged world of Irdya amongst other human settlements north and south of Kalari. Mal Hekuba joins the Iron Triad. 233 BE Elyssa is born in the Pass of the Temple of Fire. The Iron Triad commences the construction of a new fortress in the valley of Weldyn, salvaging documents and artifacts from the ruins of the ancient Empire's capital in the process. 231 BE The Pass of the Temple of Fire is assaulted by Argan and a host of demons aided by the first few biomechanical (Shaxthal) beasts created after the Fall, in response to an earlier refusal to join Uria's cause. Only two Fire Priests and Elyssa are spared. The surviving priests are cursed by Argan to linger around as liches. The deserted ruins of the Temple of Fire are raided by a tribe of desert nomads; Elyssa is taken away and raised by them. 228 BE Dwarvish experts begin to experiment with the development of mechanical automatons and other advanced contraptions. 213 BE A meteor shower lays waste to the Quenoth elves' settlement in the Great Southern Desert. The survivors, led by the late lord's nephew Kalehssar, go on a journey to find a new home in the North, guided by Kaleh's visions of Eloh in his dreams. Under The Burning Suns begins. Kaleh's band meets Elyssa, a young fire mage who is investigating the ruins of the Empire of Wesnoth searching for the Sceptre of Fire. The desert elves descend into the depths of a mountain range. They meet King Thurongar of the dwarves after repelling an invasion of northern trolls. Elyssa separates from the group. The elves encounter human scouts sent by the Iron Triad. A vision of Eloh attempts to command Kaleh to surrender to them, but he declines. Merfolk messengers locate the desert elves and warn them of the menace hiding in Zocthanol Isle and holding control of the minds of many surface creatures on Irdya. During the elves' escape from the port of Ygriz, Eloh appears and turns a number of desert elves against Kaleh until she is finally banished. Kaleh's group arrives to Zocthanol Isle and confronts the impostor posing as Eloh in the citadel. She reveals herself as Yechnagoth, the Eater of Souls, formerly known as Merthiaal, the Guardian of Darkness. The elves manage to destroy her artificial body and put an end to her control over the surface dwellers. Under the Burning Suns ends. Argan secretly returns to Zocthanol Isle (now Quenoth Isle) and absconds with Merthiaal's energy heart organ. 211-1 BE: Prelude 211 BE A dwarvish guard returned from Zocthanol spreads word of the Quenoth elves' deeds. 210 BE Elyssa is captured by Chaos scouts while traveling towards the valley of Weldyn. Following a fruitless attempt to escape, she is imprisoned in the Heart fortress. Argan finds out about Elyssa and discovers her in poor state after being tortured and humiliated by soldiers for weeks, and takes her to the main Chaos stronghold in Kalari Peninsula. Argan reaches an agreement with Uria to install the salvaged heart of the Guardian of Darkness in Elyssa's body in combination with technology from a world called 'Norsula', in order to allow the girl to live as another servant of Uria. In the process, he forfeits his free will, thus sealing his eventual fate. Elyssa rises again as the first artificial Guardian to exist, a fact which remains a secret between Argan, Uria, and her for the most part. In time, she begins to lead the Chaos military as the Warlord operating within Uria's and Argan's designs, also known as the Fire of Uria. 203 BE The dwarven kingdom beneath the Heart Mountains begins trading with the Aragwaithi of the Far North. 199 BE Demon Lord Nar-Hamoth joins the Iron Triad as the Shadow of Uria. 188 BE The forces of Chaos force the dwarves inhabitating the main area of the Great Continent to retreat to the Heart Mountains. Some dwarven engineers and their technology are captured by the Iron Triad and mass-production of automatons and other advanced machinery finally takes off. 121 BE The shaxthal hive in the Heart is built. 109 BE The shaxthal hive in the devastated plains of Wesmere is built. 101 BE Three shaxthal hives are built in the Great Southern Desert. 90 BE Argan sends Mal-Dorzat with a battalion to conquer barbarian lands in the Far South of the Great Continent. An expedition led by Mal-Himir is sent to the East in search for the Old Continent. 80-10 BE The human kingdoms in the Far North are unified by Adavyan of the Aragwaithi as she puts an end to her War of Consolidation. The dwarves stop sending scouts and merchants to the surface. Most orcish tribes in the main area of the Great Continent are obliterated by Chaos forces. 0 BE Members of the Iron Triad create a breach connecting Irdya and Inferno/Urvatha within the depths of the Heart fortress, allowing demons to enter Irdya in absolutely unprecedented numbers. 0-146 DE: The Chaos Empire's Apogee The Chaos Empire begins after most of the Great Continent and the southern isles have been overrun by the combined forces of shaxthal creatures, demons and Chaos soldiers. Argan is designated as the eternal Emperor and rules Irdya along with the Iron Triad following Uria's designs. The Far North at this point has become a relatively stable and thriving ensemble of human and orcish kingdoms. The humans have united under a single banner following Adavyan's lengthy War of Consolidation, governed by the pluralist Grand Council of the Northern Peoples based in the city of Raelthyn. The dwarvish population is concentrated on the depths of the Heart Mountains, and more clans join the recently founded Kingdom of Herthgar. The desert elves in Zocthanol Isle remain largely unaware of the events taking place in the Great Continent. 144 DE Uria commands Argan to find and capture Elynia-Thanadria. Mal Kendria joins the Iron Triad. 145 DE The Valley of Elynia, the last elvish community left in the Great Continent, is overrun by the forces of Chaos. The majority of the elves escape underground after the initial skirmishes, led by Galas and Anlindë. Invasion from the Unknown begins. 146 DE Elyssa's expedition to the Heart Mountains stumbles upon the elvish forces, now supported by undead creatures under the control of an ancient lich named Mal Keshar. Galas' band allies with the dwarves of Herthgar to repel Elyssa's forces. Elyssa retreats and summons reinforcements. With the help of a dwarven runemaster by the name of Althurin, the elves find and awake Elynia just in time to hold Elyssa's second battalion back. Elves and dwarves are overwhelmed by the enemy forces and abandon the Heart Mountains as they capture Herthgar. Anlindë stays behind to fight Elyssa in a one-to-one duel. Although she loses the fight, she manages to incapacitate Elyssa and her troops by causing a section of the cave system to collapse before dying. 147 DE - 151 DE: The Chaos Empire's Decay 147 DE The elves of the Valley of Elynia join the northern peoples in alliance under the leadership of Lord Inodien and Lady Unarye, while Galas resigns from his position to join Elynia and Mal Keshar in their effort. The Grand Council of the Northern Peoples officially declare war against the Chaos Empire. Elynia, Galas, Mal Keshar, and a group of dwarves launch a suicidal attack on the Heart of the Empire. Elyssa faces Galas and his band directly this time, but as she is about to defeat them, Elynia summons the Union of the Powers of Light and Darkness. Elynia manages to defeat Elyssa. However, instead of killing her she decides to spare her life and allow her too flee from the Heart in exchange for information about Argan's present location. The group confronts Argan in his lair in the frozen wastelands of Inferno, and destroy him after some struggle. The power of the Union is broken, and the Orbs of Light and Darkness leave Elynia's and Argan's respective bodies. The energy released causes the connection between the Heart and Inferno to collapse, taking the entire stronghold down with it. Invasion from the Unknown ends. Uria gets hold of the Orbs of Light and Darkness. 148 DE After the Storm I begins as Galas' band heads back to the Far North. Lord Inodien of the forest elves is found dead under mysterious circumstances. The ensuing conflict between the military leaders of the elves results in a civil war and the banishment of the elves from the Aragwaith country. Elynia, Galas, and Mal Keshar arrive to Quenoth Isle searching for more information about their enemies and Uria's plans. The group learns more about the origins of the alien creature that served as Yechnagoth's body in Zocthanol, as well as Uria's plans to take over Irdya using Yechnagoth to destroy the descendants of the Guardian of Earth, Xia'el (known as Eloh in older elvish literature), which include all elves and faerie lifeforms on Irdya and other worlds. After some deliberation, Elynia allows Mal Keshar to read the journal they recovered from Argan in the Heart, as she can't bring herself to do it on her own. Unbeknownst to them, some pages were previously removed or enchanted by Elyssa to obfuscate the whereabouts of Yechnagoth's heart and misdirect Elynia. The group departs from the island heading for the Great Continent, with the purpose of informing the Grand Council about the Shaxthal hive in Wesmere and the heart of Yechnagoth kept in it. The fortress of Aran-Balgur in the Far North's southernmost reaches is taken over by Chaos forces. The Alliance's forces are forced to retreat to Glamdrol, Astar, and Nyldil. 149 DE A storm forces Elynia and her group to land in Kalari Peninsula with a significantly damaged ship. Elynia and Galas are ambushed and captured by Chaos forces along with the staff of Elynia-Niryone, and taken to the Iron Triad two days later while Mal Keshar hatches his own infiltration and ambush plan to rescue the two elves. Mal Keshar's infiltration initially succeeds in releasing Elynia and Galas, but reinforcements assisted by Elyssa's magic turn their escape into a disastrous suicide mission. They are eventually cornered by Elyssa, who proceeds to kill Galas. Elynia uses a teleportation spell she found under Zocthanol to escape from the Iron Triad's headquarters, badly damaging Mal Keshar's body in the process. Kyara, a desert elf from Quenoth, and Horo, an orcish warrior, are sent by Elynia to the Far North as messengers for the Grand Council. Mal Keshar hands Argan's journal to Kyara in order to ensure its survival should Elynia's own suicide mission fail. Elynia and Mal Keshar assault the Shaxthal hive in Wesmere and destroy the largest biomechanical creature found within it, powered by what they assume is Yechnagoth's original heart. The uncontrolled amount of energy released causes Mal Keshar's soul to be pulled out of his body, and subsequently destroyed. The Wesmere wastelands disappear entirely, leaving just a massive crater behind. Elynia uses the teleportation spell once again just as her soul is being pulled by the destruction, and disappears from Irdya entirely. After the Storm I ends. Ivyel, an artificial creature powered by a replica of Yechnagoth's heart and modeled after Elynia's appearance, is used to obtain control of one of the elvish factions in the east for the Iron Triad and, more specifically, Mal Hekuba. Nyldil is overrun by Chaos forces, and the Bay of Glamdrol becomes infested with Shaxthal creatures. Uria finds the last of Zhangor's remains hidden in Inferno after his original defeat by Elynia and Argan. 150 DE A large explosion erases Glamdrol and Nyldil from existence, forcing the northern peoples' army to withdraw to Fort Astar. Elynia reappears in the Heart Forest in the Far North, injured from the explosion in Wesmere. After helping the locals against a necromancer she secures their assistance to return to the Grand Council. Durvan, a hunter of the dark forest joins her. After the Storm II begins. On the way to Raelthyn, Elynia's band comes across a girl by the name of Allyna needing protection to deliver a message to the Grand Council. A portion of the Grand Council of the Northern Peoples meet with Elynia and the seer Valen to explain the situation and decide upon their next course of action. Elynia is dispatched along with one of Mal Keshar's disciples to the eastern borders of the northern country to investigate the situation with the false Lady of Light and assist Lady Unarye and the friendly elvish faction against their same-blooded enemies. Elynia's group is led by Allyna to Elorran, a former Demon Lord working against Uria's designs. Allyna reveals herself as Anya, a dark faerie born of an unknown demon and faerie. Although Elorran's intention is to destroy the Ruby of Fire powering staff of Elynia-Niryone so it doesn't fall into the enemy's hands, Elynia convinces him to postpone the task while she uses it a last time against Uria's army. Elorran informs her of the Guardian of Life's intention to use Irdya as a testing ground for an invasion to the alien world of Ethea. Demon Lord Zhangor returns to Irdya, now serving as the Fist of Uria and jeopardizing Elyssa's control of the Iron Council and the forces of Chaos. After repelling a host of enemy elves from the frontier, Elynia meets with Unarye and decides to bring the fight to the false Lady of Light's headquarters in the Valley of Elynia. Elynia leads her forces across the desert following Unarye's instructions. A portal allowing Chaos forces to quickly move between Aran-Balgur and Kalari is completed. Kyara and Horo find shelter in Fort Astar in exchange for joining General Bardyl's host. Chaos forces overrun the northern country. The false Lady of Light is unmasked by Elynia in Telchior's Hold, the largest stronghold in the forest elves' home valley. After pursuing her underground, Elynia and her band are confronted by a projection of Mal Hekuba, now working in opening another portal to Inferno and intent on taking on Elyssa, now revealed to be the bearer of Yechnagoth's original heart. The siege of Raelthyn begins. Most members of the Grand Council are lost during the city's defense. Elynia takes advantage of Ivyel to destroy Mal Hekuba and the various heart replicas powering the incomplete portal. She once again uses the teleportation to escape from the explosion, this time without any other consequences. However, she is seriously wounded after the fight with Mal Hekuba, and Elyssa takes the opportunity to obtain the staff and the Ruby of Fire without any opposition. After the Storm II ends. Zhangor sends the experimental Shaxthal Deathbringers along with a host of Chaos to obliterate Elorran and his rebel faction. In order to prevent Nar-Hamoth from continuing to spy on her through Mal Kendria, Elyssa removes the latter's soul from her body. Mal Ba'arth joins the Iron Triad. After the Storm: Final begins. Zhangor secures the support of the Chaos forces behind Elyssa's back and issues a ban on all Yechnagoth worship and imagery. Elynia, Anya, and Durvan teleport back to the northern country near the place where Elorran was slain. They promptly return to a devastated Raelthyn under siege from multiple fronts by the enemy, and defended by Torancyn, now Supreme Lord of the Aragwaith. After nearly one day and the first darkness of the second day they manage to repel the hostile troops with the elves' assistance. Valen resigns from her position in the now extinct Grand Council and provides Elynia with instructions given to her by Demon Lord Ergea. Elynia meets with Kyara and Horo in Fort Astar, and recovers Argan's journal. Following Ergea's instructions, she convinces General Bardyl of laying siege to Aran-Balgur with the support of the undead and additional militiamen recruited by Durvan along the way. Nar-Hamoth's elite troops near Astar are defeated. The siege of Aran-Balgur lasts two days. Elynia, Anya, and a disciple of Mal Keshar named Irylean use the portal to abandon the Far North along with a few men, undead minions, and forest faeries. Demon Lord Nar-Hamoth remains stranded in the Far North. Elynia meets Ergea in Kalari and receives instructions from her to retrieve a power hidden beneath Kalari to put an end to the war on Irdya. She leaves to confront on her own any opposition she might find in the Iron Council's headquarters. Anya is not informed of this. The calendar year ends. 151 DE The Endless Night on Irdya begins at the turn of the year. At the behest of Ergea, Anya leads Elynia's and Ergea's troops in battle to create a distraction. Durvan and a host of Alliance troops provided by General Bardyl join the battle on the surface. Mal Kendria's body is destroyed by Elynia. Elynia confronts Elyssa in the stronghold's underground levels. Ergea's forces instigate a revolution in Kalari, releasing humans and demons oppressed by the Iron Triad's and the Empire's rule. The Gatekeeper on Ethea is slain by Elyssa through the breach in Kalari now connecting both worlds. Ergea's forces lay siege to a key fortress near Kalari Central as Zhangor sets up an ambush with Demon Lord Hemérilyel's and the experimental Shaxthal Deathbringers' help as he prepares to confront Elyssa. Anya slays Demon Lord Hemérilyel. Elyssa takes Elynia to the deepest levels of the stronghold, in search of Zhangor. Anya destroys the Deathbringers. The Storm Sisters working for Zhangor are captured by Ergea's forces during the siege to the Iron Council's headquarters. The last remaining member of the Iron Triad in Kalari, Mal Ba'arth, is destroyed by Anya. Zhangor is slain once again. Elynia, Elyssa, and Anya leave Irdya. The Endless Night ends on Irdya. After the Storm: Final ends. Demon Lord Ergea of the Storms assumes control of Kalari Peninsula.