en_GB - en to en_GB translation catalogue (158 entries)

note: [heals]: id=healing
en: female^heals +4
en_GB: heals +4

note: [heals]: id=healing
en: Allows the unit to heal adjacent allied units at the beginning of our turn.
    
    A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
    A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.
en_GB: Allows the unit to heal adjacent allied units at the beginning of each turn.
    
    A unit cared for by this healer may heal up to 4 HP per turn, or stop poison from taking effect for that turn.
    A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure.

note: [heals]: id=healing
en: female^heals +8
en_GB: heals +8

note: [topic]: id=editor_tool_paint
en: Paint terrain tiles on the map.
    
    The paint tool utilizes the brushes and the terrain palette.
en_GB: Paint terrain tiles on the map.
    
    The paint tool uses the brushes and the terrain palette.

note: [topic]: id=editor_tool_fill
en: Fill continuous regions of terrain with a different one!
    
    The fill tool utilizes the terrain palette.
en_GB: Fill continuous regions of terrain with a different one!
    
    The fill tool uses the terrain palette.

note: [topic]: id=editor_tool_select
en: Selects a set of hex fields. The best tool ever!
    
    This tool utilizes the brushes.
en_GB: Selects a set of hex fields. The best tool ever!
    
    This tool uses the brushes.

note: [topic]: id=editor_tool_soundsource
en: Soundsource Tool
en_GB: Sound Source Tool

note: [topic]: id=editor_tool_soundsource
en: Places Soundsources on your maps!
    
    This tool has not been implemented yet.
en_GB: Places Sound Sources on your maps!
    
    This tool has not been implemented yet.

note: [topic]: id=editor_named_area
en: Named Areas are sets of gamefields which can be addressed during scenario scripting by a given name.
    
    It can be used to abstract between the implementation of an effect and the map specific setting.
    This is a very powerful mechanism since it allows generic scenario codings working with different maps providing the needed named locations.
en_GB: Named Areas are sets of game fields which can be addressed during scenario scripting by a given name.
    
    It can be used to abstract between the implementation of an effect and the map specific setting.
    This is a very powerful mechanism since it allows generic scenario codings working with different maps providing the needed named locations.

note: [topic]: id=editor_playlist
en: Playlist Manager
en_GB: Play List Manager

note: [topic]: id=editor_playlist
en: Saves a list of music tracks defining a random playlist to the scenario.
    
    Have a look at the addon server for easy to use additional music tracks.
en_GB: Saves a list of music tracks defining a random play list to the scenario.
    
    Have a look at the add-on server for easy-to-use additional music tracks.

note: [topic]: id=..editor
en: 
    
    • <ref>dst='editor_terrain' text='Terrain Editor'</ref>
    An easy to use map editor, similar to simple paint applications.
    
    • Scenario Editor
    
    • <ref>dst='editor_playlist' text='Playlist Manager'</ref>
en_GB: 
    
    • <ref>dst='editor_terrain' text='Terrain Editor'</ref>
    An easy to use map editor, similar to simple paint applications.
    
    • Scenario Editor
    
    • <ref>dst='editor_playlist' text='Play List Manager'</ref>

note: [topic]: id=..editor
en: 
    Predefine the scenario's music track playlist.
    
    • Time Schedule Editor
en_GB: 
    Predefine the scenario's music track play list.
    
    • Time Schedule Editor

note: [topic]: id=..editor
en: 
    
    • What-you-see-is-what-you-get
    The editor is not a WYSIWYG application.
    
    Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map won't look exactly the same.
    
    • Event handlers and scripting
    The editor is not a tool to help you scripting the scenario's event handlers.
    
    • Infinite Backwards Compatibility
    The editor can't load maps from versions prior to 1.10.
    TODO is that true?
en_GB: 
    
    • What-you-see-is-what-you-get
    The editor is not a WYSIWYG application.
    
    Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map won't look exactly the same.
    
    • Event handlers and scripting
    The editor is not a tool to help you with scripting the scenario's event handlers.
    
    • Infinite Backwards Compatibility
    The editor can't load maps from versions prior to 1.10.
    TODO is that true?

note: [topic]: id=editor_toolkit
en: The editor provides several tools for editing your maps and scenarios. At all times, one of the editor tools is active. The active tool's context determines the content of the editor palette and context menu.
    
    These following tools are provided:
    
    • <ref>dst='editor_tool_paint' text='Paint Tool'</ref>
    • <ref>dst='editor_tool_fill'  text='Fill Tool'</ref>
    • <ref>dst='editor_tool_select' text='Select Tool'</ref>
    • <ref>dst='editor_tool_paste' text='Paste Tool'</ref>
    • <ref>dst='editor_tool_starting' text='Starting Tool'</ref>
    • <ref>dst='editor_tool_label' text='Label Tool'</ref>
    • <ref>dst='editor_tool_item' text='Item Tool'</ref>
    • <ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>
    • <ref>dst='editor_tool_village' text='Village Tool'</ref>
    • <ref>dst='editor_tool_unit' text='Unit Tool'</ref>
en_GB: The editor provides several tools for editing your maps and scenarios. At all times, one of the editor tools is active. The active tool's context determines the content of the editor palette and context menu.
    
    These following tools are provided:
    
    • <ref>dst='editor_tool_paint' text='Paint Tool'</ref>
    • <ref>dst='editor_tool_fill'  text='Fill Tool'</ref>
    • <ref>dst='editor_tool_select' text='Select Tool'</ref>
    • <ref>dst='editor_tool_paste' text='Paste Tool'</ref>
    • <ref>dst='editor_tool_starting' text='Starting Tool'</ref>
    • <ref>dst='editor_tool_label' text='Label Tool'</ref>
    • <ref>dst='editor_tool_item' text='Item Tool'</ref>
    • <ref>dst='editor_tool_soundsource' text='Sound Source Tool'</ref>
    • <ref>dst='editor_tool_village' text='Village Tool'</ref>
    • <ref>dst='editor_tool_unit' text='Unit Tool'</ref>

note: [topic]: id=editor_masks
en: Masks can be applied to a base map for reusal in several scenarios playing at the same locations.
en_GB: Masks can be applied to a base map for re-use in several scenarios playing at the same locations.

note: [topic]: id=map_format
en: Wesnoth stores its maps in human readable plain text files.
    
    A map file consists of rows with comma separated terrain code strings. The files can be edited with a general purpose text editor like notepad.
    
    The only additional information provided by the map syntax are the starting positions of the scenario's sides.
    
    Additional information, such as teams, custom events, and complex side setups still need to be manually coded in WML.
en_GB: Wesnoth stores its maps in human readable plain text files.
    
    A map file consists of rows with comma separated terrain code strings. The files can be edited with a general purpose text editor like notepad.
    
    The only additional information provided by the map syntax are the starting positions of the scenario's sides.
    
    Additional information, such as teams, custom events, and complex side set-ups still need to be manually coded in WML.

note: [topic]: id=editor_starting_positions_in_general
en: Starting Positions Howto
en_GB: Starting Positions How-To

note: [section]: id=encyclopedia [topic]: id=..encyclopedia
en: Encyclopedia
en_GB: Encyclopædia

note: [topic]: id=kingdom_wesnoth
en: The Kingdom of Wesnoth is located in the north-central portion of the <ref>dst='great_continent' text='Great Continent'</ref>. 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 <ref>dst='southwest_elven_lands' text='southwest'</ref>, 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.
    
    <header>text='Notable cities:'</header>
        • 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.
    
    <header>text='Notable land features:'</header>
        • 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.
        • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted.
en_GB: The Kingdom of Wesnoth is located in the north-central portion of the <ref>dst='great_continent' text='Great Continent'</ref>. 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 <ref>dst='southwest_elven_lands' text='south-west'</ref>, and the Bitter Swamp to the south-east (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.
    
    <header>text='Notable cities:'</header>
        • 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 centre 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.
    
    <header>text='Notable land features:'</header>
        • 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.
        • Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted.

note: [topic]: id=northlands
en: 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 <ref>dst='great_river' text='Great River'</ref>, and the western border is the <ref>dst='great_ocean' text='Great Ocean'</ref>.
    
    <header>text='Notable cities:'</header>
        • Glamdrol: An 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.
    
    <header>text='Notable land features:'</header>
        • 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 that 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.
en_GB: 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 <ref>dst='great_river' text='Great River'</ref>, and the western border is the <ref>dst='great_ocean' text='Great Ocean'</ref>.
    
    <header>text='Notable cities:'</header>
        • Glamdrol: An 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 centre.
        • 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 north-east of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.
    
    <header>text='Notable land features:'</header>
        • Heart Mountains: A virtually impassable barrier between the river country and the Northern Plains.
        • Heartfangs: the particularly forbidding stretch of high peaks south-west 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 that 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.

note: [topic]: id=southwest_elven_lands
en: Southwest Elven Lands
en_GB: South-West Elven Lands

note: [topic]: id=southwest_elven_lands
en: The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Its borders are the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River to the south and southeast, the lands of Wesnoth to the north and the Kerlath province to the east.
    
    <header>text='Notable cities:'</header>
        • None known.
    
    <header>text='Notable land features:'</header>
        • Aethenwood: The largest southern forest, it extends far to the south and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves make no such distinction, the southern part of the forest has been named Southwood by denizens of Kerlath.
        • Black Forest: An ancient forest of which very little is known, abandoned by the elves long ago.
en_GB: The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries. Its borders are the <ref>dst='great_ocean' text='Ocean'</ref> to the west, the Black River to the south and south-east, the lands of Wesnoth to the north and the Kerlath province to the east.
    
    <header>text='Notable cities:'</header>
        • None known.
    
    <header>text='Notable land features:'</header>
        • Aethenwood: The largest southern forest, it extends far to the south and is home to <ref>dst='..race_elf' text='elves'</ref>. Although the elves make no such distinction, the southern part of the forest has been named Southwood by denizens of Kerlath.
        • Black Forest: An ancient forest of which very little is known, abandoned by the elves long ago.

note: [topic]: id=far_north
en: Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart Mountains'</ref>, 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.
    
    <header>text='Notable cities:'</header>
        • Barag Gor, a city home to the Orcish Council
        • Bitok
        • Borstep
        • Farzi
        • Lmarig
        • Melmog
        • Prestim
        • Tirigaz
        • Dorest, the northernmost human city
    
    <header>text='Notable land features:'</header>
        • Black Marshes
        • Mountains of Dorth
        • Mountains of Haag
        • Greenwood
        • Silent Forest
        • Forest of Thelien
        • River Oumph
        • River Bork
        • Frosty Wastes
        • Barren Plains
en_GB: Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate. It lies north of the <ref>dst='heart_mountains' text='Heart Mountains'</ref>, 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 rumoured they rule a vast kingdom.
    
    <header>text='Notable cities:'</header>
        • Barag Gor, a city home to the Orcish Council
        • Bitok
        • Borstep
        • Farzi
        • Lmarig
        • Melmog
        • Prestim
        • Tirigaz
        • Dorest, the northernmost human city
    
    <header>text='Notable land features:'</header>
        • Black Marshes
        • Mountains of Dorth
        • Mountains of Haag
        • Greenwood
        • Silent Forest
        • Forest of Thelien
        • River Oumph
        • River Bork
        • Frosty Wastes
        • Barren Plains

note: [topic]: id=..units
en: This section will list all the units you discover as you explore the world of Wesnoth. When you see a new unit during a campaign or multiplayer scenario it will be added to its race’s subsection; you can then view its page any time you wish. A unit’s page will provide a general description, its statistics, attacks, resistances, and movement and defense values.
en_GB: This section will list all the units you discover as you explore the world of Wesnoth. When you see a new unit during a campaign or multiplayer scenario it will be added to its race’s subsection; you can then view its page any time you wish. A unit’s page will provide a general description, its statistics, attacks, resistances, and movement and defence values.

note: [topic]: id=hitpoints
en: Hitpoints and Experience
en_GB: Hit-Points and Experience

note: [topic]: id=hitpoints
en: The hitpoints and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have).
en_GB: The hit-points and experience points are both indicated in the status pane using two numbers (the current value and the maximum value the unit can have).

note: [topic]: id=hitpoints
en: The hitpoints are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst='advancement' text='advance'</ref>.
en_GB: The hit-points are also indicated by an energy bar next to each unit, which is green, yellow or red. A unit with at least 1 experience point has a blue experience bar, which turns white as the unit is about to <ref>dst='experience_and_advancement' text='advance'</ref>.

note: [topic]: id=time_of_day
en: 
    
    The current time of day can be observed under the minimap in the status pane. For the usual day/night cycle, morning and afternoon count as day, first and second watch count as night:
en_GB: 
    
    The current time of day can be observed under the mini-map in the status pane. For the usual day/night cycle, morning and afternoon count as day, first and second watch count as night:

note: [topic]: id=license
en: License
en_GB: Licence

note: [topic]: id=..traits_section
en: 
    
    Elves may also receive <ref>dst='traits_dextrous' text='dextrous'</ref>, and dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls and certain humans may receive <ref>dst='traits_fearless' text='fearless'</ref>. Other traits which may be assigned include <ref>dst='traits_loyal' text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and <ref>dst='traits_undead' text='undead'</ref>.
en_GB: 
    
    Elves may also receive <ref>dst='traits_dextrous' text='dexterous'</ref>, and dwarves may receive <ref>dst='traits_healthy' text='healthy'</ref>. Trolls and certain humans may receive <ref>dst='traits_fearless' text='fearless'</ref>. Other traits which may be assigned include <ref>dst='traits_loyal' text='loyal'</ref>, <ref>dst='traits_feral' text='feral'</ref> and <ref>dst='traits_undead' text='undead'</ref>.

note: [topic]: id=..terrains_section
en: 
    
    Every unit has a defense rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well.
en_GB: 
    
    Every unit has a defence rating and a movement cost for each of the basic terrain types, and these values are listed in the unit’s help page. Basic terrain types may have unique properties like illumination effects as well.

note: [topic]: id=..terrains_section
en: 
    
    Land-based villages generally give the best defense and movement as well. These villages are mixed terrains, based on the village terrain type, together with hill, swamp, and cave, respectively.
en_GB: 
    
    Land-based villages generally give the best defence and movement as well. These villages are mixed terrains, based on the village terrain type, together with hill, swamp, and cave, respectively.

note: [topic]: id=..terrains_section
en: 
    
    Finally, water villages are generally inhospitable to land units, and do not give defense or movement benefits associated with the village terrain type. Instead, they count only as water tiles.
en_GB: 
    
    Finally, water villages are generally inhospitable to land units, and do not give defence or movement benefits associated with the village terrain type. Instead, they count only as water tiles.

note: [topic]: id=..terrains_section
en: 
    
    You can see what basic types a mixed terrain is comprised of by mousing over its hex and checking the terrain type icons displayed in the upper right (under the default theme).
en_GB: 
    
    You can see what basic types a mixed terrain is comprised of by hovering the mouse cursor over its hex and checking the terrain type icons displayed in the upper right (under the default theme).

note: [topic]: id=..terrains_section
en: 
    
    For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> has a defense rating of 30% on forests, and a defense cap for forests. Thus, on forested hills, he has a defense rating of 30% rather than 40%, because the mixed rating cannot exceed the cap.
en_GB: 
    
    For example, the <ref>text='Loyalist Cavalryman' dst='unit_Cavalryman'</ref> has a defence rating of 30% on forests, and a defence cap for forests. Thus, on forested hills, he has a defence rating of 30% rather than 40%, because the mixed rating cannot exceed the cap.

note: [topic]: id=..terrains_section
en: 
    
    If a unit has a defense cap for some terrain, it is always the same as its defense rating on that terrain (it cannot be larger).
en_GB: 
    
    If a unit has a defence cap for some terrain, it is always the same as its defence rating on that terrain (it cannot be larger).

note: [topic]: id=using_addons
en: 
    
    You can see what eras you have loaded in the <ref>text='eras' dst='..eras_section'</ref> of the help.
en_GB: 
    
    You can see what eras you have loaded in the <ref>text='eras section' dst='..eras_section'</ref> of the help.

note: [topic]: id=debug_commands
en: 
    Show a gamestate variable.
en_GB: 
    Show a game-state variable.

note: [heals]: id=curing
en: female^cures
en_GB: cures

note: [regenerate]: id=regenerates
en: female^regenerates
en_GB: regenerates

note: [resistance]: id=steadfast
en: female^steadfast
en_GB: steadfast

note: [leadership]: id=leadership
en: female^leadership
en_GB: leadership

note: [skirmisher]: id=skirmisher
en: female^skirmisher
en_GB: skirmisher

note: [illuminates]: id=illumination
en: female^illuminates
en_GB: illuminates

note: [teleport]: id=teleport
en: female^teleport
en_GB: teleport

note: [hides]: id=ambush
en: female^ambush
en_GB: ambush

note: [hides]: id=concealment
en: female^concealment
en_GB: concealment

note: [hides]: id=submerge
en: female^submerge
en_GB: submerge

note: [dummy]: id=feeding
en: female^feeding
en_GB: feeding

note: [dummy]: id=feeding
en: This unit gains 1 hitpoint added to its maximum whenever it kills a unit, except units that are immune to plague.
en_GB: This unit gains 1 hit-point added to its maximum whenever it kills a unit, except units that are immune to plague.

note: [damage]: id=backstab
en: When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed).
en_GB: When used offensively, This attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (e.g. turned to stone).

note: [petrifies]: id=petrifies
en: This attack petrifies the target, turning it to stone. Units that have been petrified may not move or attack.
en_GB: This attack petrifies the target, turning it to stone. Units that have been petrified cannot move or attack.

note: [damage]: id=charge
en: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target’s counterattack.
en_GB: When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target’s counter-attack.

en:  This unit gains 1 hitpoint added to its maximum whenever it kills a living unit.
en_GB:  This unit gains 1 hit-point added to its maximum whenever it kills a living unit.

en:  The length of this unit’s weapon allows it to strike first in melee, even in defense.
en_GB:  The length of this unit’s weapon allows it to strike first in melee, even in defence.

en:  This unit has a defense cap on certain terrain types — it cannot achieve a higher defense rating on mixed terrains with such terrain types.
en_GB:  This unit has a defence cap on certain terrain types — it cannot achieve a higher defence rating on mixed terrains with such terrain types.

note: [trait]: id=loyal
en: female^loyal
en_GB: loyal

note: [trait]: id=undead
en: female^undead
en_GB: undead

note: [trait]: id=mechanical
en: female^mechanical
en_GB: mechanical

note: [trait]: id=elemental
en: female^elemental
en_GB: elemental

note: [trait]: id=strong
en: female^strong
en_GB: strong

note: [trait]: id=strong
en: <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint.
en_GB: <italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hit-point.

note: [trait]: id=dextrous
en: dextrous
en_GB: dexterous

note: [trait]: id=dextrous
en: female^dextrous
en_GB: dexterous

note: [trait]: id=dextrous
en: 
    
    Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow.
en_GB: 
    
    Dexterous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow.

note: [trait]: id=dextrous
en: <italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat.
en_GB: <italic>text='Dexterous'</italic> units do 1 more damage for every successful strike in ranged combat.

note: [trait]: id=quick
en: female^quick
en_GB: quick

note: [trait]: id=quick
en: <italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual.
en_GB: <italic>text='Quick'</italic> units have 1 extra movement point, but 5% fewer hit-points than usual.

note: [trait]: id=intelligent
en: female^intelligent
en_GB: intelligent

note: [trait]: id=resilient
en: female^resilient
en_GB: resilient

note: [trait]: id=resilient
en: 
    
    Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.
en_GB: 
    
    Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hit-points, good defence, or high resistances. Resilient units are especially useful for holding strategic positions against opponents.

note: [trait]: id=resilient
en: <italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level.
en_GB: <italic>text='Resilient'</italic> units have an additional 4 hit-points, and gain 1 more per level.

note: [trait]: id=healthy
en: female^healthy
en_GB: healthy

note: [trait]: id=healthy
en: 
    
    <italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before.
en_GB: 
    
    <italic>text='Healthy'</italic> units have 1 additional hit-point, and gain 1 more per level. They will also heal 2 hit-points each turn, regardless of whether they engaged in combat the turn before.

note: [trait]: id=healthy
en: Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling.
en_GB: Renowned for their vitality, some dwarves are sturdier than others and can rest even when travelling.

note: [trait]: id=fearless
en: female^fearless
en_GB: fearless

note: [trait]: id=fearless
en: Fights normally during unfavorable times of day/night
en_GB: Fights normally during unfavourable times of day/night

note: [trait]: id=feral
en: female^feral
en_GB: feral

note: [trait]: id=feral
en: Receives only 50% defense in land-based villages
en_GB: Receives only 50% defence in land-based villages

note: [trait]: id=feral
en: Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, <italic>text='feral'</italic> units receive a maximum of 50% defense in any land-based village regardless of base terrain.
en_GB: Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, <italic>text='feral'</italic> units receive a maximum of 50% defence in any land-based village regardless of base terrain.

note: [trait]: id=weak
en: female^weak
en_GB: weak

note: [trait]: id=weak
en: Units with the <italic>text='weak'</italic> trait receive a 1 point decrease in hitpoints and melee damage.
en_GB: Units with the <italic>text='weak'</italic> trait receive a 1 point decrease in hit-points and melee damage.

note: [trait]: id=slow
en: female^slow
en_GB: slow

note: [trait]: id=slow
en: <italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints.
en_GB: <italic>text='Slow'</italic> units have 1 fewer movement point but 5% greater hit-points.

note: [trait]: id=dim
en: female^dim
en_GB: dim

note: [trait]: id=aged
en: female^aged
en_GB: aged

note: [trait]: id=aged
en: Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and suffer from a 1 point decrease in movement and melee damage.
en_GB: Units with the <italic>text='aged'</italic> trait have 8 fewer hit-points and suffer from a 1 point decrease in movement and melee damage.

note: [race]: id=bats
en: race^Bat
en_GB: Bat

note: [race]: id=bats
en: race+female^Bat
en_GB: Bat

note: [race]: id=bats
en: race^Bats
en_GB: Bats

note: [race]: id=drake
en: race^Drake
en_GB: Drake

note: [race]: id=drake
en: race+female^Drake
en_GB: Drake

note: [race]: id=drake
en: race^Drakes
en_GB: Drakes

note: [race]: id=drake
en: Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three meters tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.
    
    Drakes are inherently magical creatures, with a mysterious internal fire fueling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channeling magic in a controlled manner. While the magic imbued within a drake’s body enables it to spit fire and gives it life, they have no willful control over the functions of this magic.
    
    <header>text='Society'</header>
    Drakes are a relatively warlike race and their societies can be best described as cultured martial societies. The core of a drake tribe is a small group of veteran warriors headed by a mutually respected — or simply feared — dominant who rules the society with an iron fist. Every drake is expected to earn their place in the strict hierarchy, to obey their superiors and command their inferiors. Entry to the ruling elite is only possible through challenging and defeating a superior in single combat, which is the way the hierarchy within the elite itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
    
    While their warlike nature and sense of territory drives them to defend their territories savagely, drakes rarely invade or trespass on areas already occupied by the other major races. Instead, they settle in unpopulated areas to establish their own territory there. They primarily feed on large game they hunt in the lowlands around their homes, but hatchlings and lower caste drakes are known to feed also on certain kinds of moss and fungi they cultivate deep in their caverns. The only technology drakes value is armor- and weapon-smithing, and neither know or need other science and culture besides this. However, the few implements they do fashion are almost unrivaled in quality, only matched by those produced in the finest Dwarvish foundries.
    
    Drakes hatch from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world. Unlike the elder members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.
    
    <header>text='Geography'</header>
    Drakes originated from an archipelago of volcanic islands called <ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' text='Great Ocean'</ref>. A combination of population pressure and the subsidence of many of their home islands has caused colonies of drakes to spread to the <ref>dst='great_continent' text='Great Continent'</ref>. Drakes tend to make their homes in mountain caverns near volcanoes to protect their eggs, hatchings and forges. While drakes naturally prefer warmth, their internal fire is more than capable of sustaining them even in a relatively cold climate, a feature which has allowed them to populate even some of the mountains of the far north of the Great Continent.
en_GB: Drakes are large, winged and fire-breathing creatures, reminiscent of true dragons. On average, an adult drake stands around three metres tall and easily weighs more than a man and a horse combined. Their skin is made up of hard scales, resistant to most physical strikes except piercing and cold damage. Most drakes are capable of true flight and can travel long distances quickly. However, their sheer weight and bulk limits their flight ability somewhat, making them ungainly in the air. Where possible, they make use of terrain features such as hills, mountains and trees as launch points in order to gain greater height and speed. Fortunately for their enemies, they are still quite clumsy creatures and surprisingly slow in combat. This, combined with their large size, renders them easy targets for those who dare attack them.
    
    Drakes are inherently magical creatures, with a mysterious internal fire fuelling their very lives. This can easily be witnessed when one of their kind perishes in combat; its internal fire is released, burning their remains in to ashes. Their internal fire is also their greatest weakness; it makes them extremely vulnerable to cold attacks. Despite their magical nature, drakes are incapable of channelling magic in a controlled manner. While the magic imbued within a drake’s body enables it to spit fire and gives it life, they have no wilful control over the functions of this magic.
    
    <header>text='Society'</header>
    Drakes are a relatively warlike race and their societies can be best described as cultured martial societies. The core of a drake tribe is a small group of veteran warriors headed by a mutually respected — or simply feared — dominant who rules the society with an iron fist. Every drake is expected to earn their place in the strict hierarchy, to obey their superiors and command their inferiors. Entry to the ruling elite is only possible through challenging and defeating a superior in single combat, which is the way the hierarchy within the elite itself is established. The use of deception of any kind towards any fellow drake is, without exception, seen as cowardly and unacceptable.
    
    While their warlike nature and sense of territory drives them to defend their territories savagely, drakes rarely invade or trespass on areas already occupied by the other major races. Instead, they settle in unpopulated areas to establish their own territory there. They primarily feed on large game they hunt in the lowlands around their homes, but hatchlings and lower caste drakes are known to feed also on certain kinds of moss and fungi they cultivate deep in their caverns. The only technology drakes value is armour- and weapon-smithing, and neither know or need other science and culture besides this. However, the few implements they do fashion are almost unrivalled in quality, only matched by those produced in the finest Dwarvish foundries.
    
    Drakes hatch from eggs and usually live naturally between 20 to 30 years. Death in battle is the most preferred way for a drake to leave this world. Unlike the elder members of other races, drakes naturally grow more aggressive and reckless towards the ends of their natural lives, perhaps to help ensure their place in the heroic legends of their kind.
    
    <header>text='Geography'</header>
    Drakes originated from an archipelago of volcanic islands called <ref>dst='morogor' text='Morogor'</ref> in the <ref>dst='great_ocean' text='Great Ocean'</ref>. A combination of population pressure and the subsidence of many of their home islands has caused colonies of drakes to spread to the <ref>dst='great_continent' text='Great Continent'</ref>. Drakes tend to make their homes in mountain caverns near volcanoes to protect their eggs, hatchings and forges. While drakes naturally prefer warmth, their internal fire is more than capable of sustaining them even in a relatively cold climate, a feature which has allowed them to populate even some of the mountains of the far north of the Great Continent.

note: [race]: id=dwarf
en: race^Dwarf
en_GB: Dwarf

note: [race]: id=dwarf
en: race+female^Dwarf
en_GB: Dwarf

note: [race]: id=dwarf
en: race^Dwarves
en_GB: Dwarves

note: [race]: id=dwarf
en: The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the history of the continent since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.
    
    Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves began allowing some humans, mostly dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas.
    
    Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armor. These accouterments are unrivaled in quality, possibly only matched by those produced by drake armorers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practice a form of magic based on the engraving of runes. Called runesmiths, they use these carvings to enchant items in order to augment certain aspects of their natures.
en_GB: The dwarves are a race famed for their miners, blacksmiths, merchants and warriors. Considered as the third oldest race on the great continent after the elves and trolls, their early history is shrouded in mystery. Legends tell of a time long forgotten when their people began emerging from their underground world through caves. Nothing is known about their life prior to their arrival, or their reasons for entering the surface world, but they have been an integral part of the history of the continent since. Soon after their emergence from the underground, the dwarves entered into conflict with the original inhabitants of the land, the elves. The original reason for their dispute has been lost to history, but the two races have since fought three long wars, interrupted by a few decades of peace. During these wars the dwarves could not dislodge the elves from the deep forests in the south, but managed to consolidate their position in hills and the mountains in the north of the continent, known now as the Northlands. Since then they have constructed fantastic fortifications and settlements deep within the mountains and crags of their territory.
    
    Possibly due to their isolation, the dwarves are generally distrustful or hostile towards most other races, particularly the elves. The single exception to this temperament is towards humans. This could be traced back to the era of Haldric I and the arrival of humans and orcs to the continent. At this point the dwarves began allowing some humans, mostly dissidents and outlaws from the Kingdom of Wesnoth, to settle in certain areas of the Northlands. Their motivation was unsurprising. The plight of these individuals reminded the dwarves of their early history of persecution, eliciting a sense of solidarity. The dwarves also had much to gain in forming a bond with these outcasts. They would settle in areas where dwarves disliked living themselves; plains, forests, and swamps, freeing them from defending these areas.
    
    Dwarves are of small stature by human measure, but they are by no means fragile. Their warriors, tough and powerful are both feared and respected throughout the continent for their prowess in battle. In addition, dwarves are known for their calculating intellects and superb craftsmanship. Dwarven smiths are renowned for their deadly weapons and heavy armour. These accoutrements are unrivalled in quality, possibly only matched by those produced by drake armourers. Their intelligence and natural inquisitiveness has also made them the most technically advanced race on the continent. One of their most famous, and feared, discoveries was a mysterious powder that produces an immense explosion when exposed to fire or sparks. Certain dwarf warriors use this powder to hurl small objects at tremendous speeds. Given their technological inclinations, many dwarves tend to distrust magic users. However some practise a form of magic based on the engraving of runes. Called rune-smiths, they use these carvings to enchant items in order to augment certain aspects of their natures.

note: [race]: id=elf
en: race^Elf
en_GB: Elf

note: [race]: id=elf
en: race+female^Elf
en_GB: Elf

note: [race]: id=elf
en: race^Elves
en_GB: Elves

note: [race]: id=elf
en: Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves’ unusually long life — most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
    
    Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.
    
    A few elves, venturing far down the paths of magic and mysticism, become sensitive to the presence of cold iron and can even be burned by it. Elvish legend hints that this was more common in the far past.
    
    Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an intense affection for unspoiled nature. They often feel uncomfortable in open unvegetated spaces. They live primarily in the forests of the Great Continent; the Aethenwood in the southwest, Wesmere in the northwest, and the great northern woods of which the Lintanir Forest is the southernmost edge.
    
    Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium.
en_GB: Compared to humans, elves are somewhat taller, more agile but less sturdy. They have slightly pointy ears, pale skin and usually blond hair. Few differences between humans and elves are more pronounced than the Elves’ unusually long life — most, unless claimed by illness, accident or war, live a full two and a half centuries. While some elves possessing a high magical aptitude have been known to live an additional full century, most elves begin to grow physically frail at some point between 250 and 300 years of age and pass away rapidly (generally within a year or two) thereafter.
    
    Elves are naturally imbued with magic to a small degree. Though most are unable to channel it directly, its latent presence gives them their keen senses and long life. Many elves have magic-driven talents such as marksmanship or stealth, allowing them to achieve tasks that most normal beings would find astonishing. Those elves that learn to wield this power in more general ways can become truly formidable in its use. Many choose to use their gift to heal others.
    
    A few elves, venturing far down the paths of magic and mysticism, become sensitive to the presence of cold iron and can even be burned by it. Elvish legend hints that this was more common in the far past.
    
    Elves spend much of their time honing their talents and skills. Those not adept at the magical arts typically devote their time honing their physical skills. As a result, elves excel at archery, which is perhaps their most important method of warfare. Most elvish troops carry a bow and no other race can rival their archers in speed and accuracy. All elves also share an intense affection for unspoiled nature. They often feel uncomfortable in open unvegetated spaces. They live primarily in the forests of the Great Continent; the Aethenwood in the south-west, Wesmere in the north-west, and the great northern woods of which the Lintanir Forest is the southernmost edge.
    
    Elves are the eldest race of the continent, with the possible exception of trolls. Many of their settlements cannot be reliably dated, undoubtedly having existed for over a millennium.

note: [race]: id=falcon, description=
en: race^Falcon
en_GB: Falcon

note: [race]: id=falcon, description=
en: race+female^Falcon
en_GB: Falcon

note: [race]: id=falcon, description=
en: race^Falcons
en_GB: Falcons

note: [race]: id=goblin
en: race^Goblin
en_GB: Goblin

note: [race]: id=goblin
en: race+female^Goblin
en_GB: Goblin

note: [race]: id=goblin
en: race^Goblins
en_GB: Goblins

note: [race]: id=goblin
en: 
    
    Goblins are puny and quite frail, rarely growing past the size and stature of a human child.
    
    Goblins are born into a lifetime of near-slavery to their larger kin, and used as sword-fodder in battle. They thrive in spite of their tragic fate; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins. They perform the bulk of manual labor needed by the orcs, with the sole exception of jobs that require the brute strength of true orcs. Those the orcs revel in as proof of their prowess.
en_GB: 
    
    Goblins are puny and quite frail, rarely growing past the size and stature of a human child.
    
    Goblins are born into a lifetime of near-slavery to their larger kin, and used as sword-fodder in battle. They thrive in spite of their tragic fate; in part because they are so very numerous, and also because their brother orcs are well aware how dependent they are on the goblins. They perform the bulk of manual labour needed by the orcs, with the sole exception of jobs that require the brute strength of true orcs. Those the orcs revel in as proof of their prowess.

note: [race]: id=gryphon
en: race^Gryphon
en_GB: Gryphon

note: [race]: id=gryphon
en: race+female^Gryphon
en_GB: Gryphon

note: [race]: id=gryphon
en: race^Gryphons
en_GB: Gryphons

note: [race]: id=human
en: race^Human
en_GB: Human

note: [race]: id=human
en: race+female^Human
en_GB: Human

note: [race]: id=human
en: race^Humans
en_GB: Humans

note: [race]: id=human
en: The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and are able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with other races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.
    
    <header>text='Subjects of the Crown'</header>
    Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
    
    <header>text='The Clansmen'</header>
    The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other.
en_GB: The race of men is an extremely diverse one. Although they originally came from the Old Continent, men have spread all over the world and split into many different cultures and races. Although they are not imbued with magic like other creatures, humans can learn to wield it and are able to learn more types than most others. They have no extra special abilities or aptitudes except their versatility and drive. While often at odds with other races, they can occasionally form alliances with the less aggressive races such as elves and dwarves. The less scrupulous among them do not shrink back from hiring orcish mercenaries, either. They have no natural enemies, although the majority of men, like most people of all races, have an instinctive dislike of the undead. Men are shorter than the elves, but taller still than dwarves. Their skin colour can vary, from almost white to dark brown.
    
    <header>text='Subjects of the Crown'</header>
    Many different groups of men exist, but the majority of them on the Great Continent live under the rule of the Crown of Wesnoth. The humans first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle, and soon established their capital at the inland city of Weldyn. Over the following centuries they have built up a number cities across the continent. The soldiers from the Crown of Wesnoth protect the country, forming the most organized military force in the known world. Its warriors come from the main provinces, where all men are conscripted at an early age.
    
    <header>text='The Clansmen'</header>
    The eastern provinces of Wesnoth, known as the Clan Homelands, have a geography consisting of more open plains and rolling hills than the western, more civilized provinces. They are home to the Horse Clans, who are allied with the Crown of Wesnoth but operate independently and maintain their own identity. Some consider them to be a tributary state, which sends food and soldiers to Crown in exchange for protection. Others say they are on equal footing with the western half of Wesnoth. In any case, the eastern provinces do not have a conscript army the way Western Wesnoth does. Training for fighting is part of the way of life of the Clans; the parents teach the children to ride horses, fight and shoot a bow from an early age. In general, the Clan warriors are less organized than the civilized fighters, and the strengths and weaknesses of these groups complement each other.

note: [race]: id=dunefolk
en: race^Dunefolk Human
en_GB: Dunefolk Human

note: [race]: id=dunefolk
en: race+female^Dunefolk Human
en_GB: Dunefolk Human

note: [race]: id=dunefolk
en: race+plural^Dunefolk
en_GB: Dunefolk

note: [race]: id=lizard, description=
en: race^Saurian
en_GB: Saurian

note: [race]: id=lizard, description=
en: race+female^Saurian
en_GB: Saurian

note: [race]: id=lizard, description=
en: race^Saurians
en_GB: Saurians

note: [race]: id=mechanical
en: race^Mechanical
en_GB: Mechanical

note: [race]: id=mechanical
en: race+plural^Mechanical
en_GB: Mechanical

note: [race]: id=mechanical
en: Animated neither by natural life nor by necromancy, the term <italic>text='mechanical'</italic> describes a created artifact of an intelligent being. Most mechanical things neither move nor think on their own, but some do so as a result of magical enchantment.
en_GB: Animated neither by natural life nor by necromancy, the term <italic>text='mechanical'</italic> describes a created artefact of an intelligent being. Most mechanical things neither move nor think on their own, but some do so as a result of magical enchantment.

note: [race]: id=merman
en: race^Merman
en_GB: Merman

note: [race]: id=merman
en: race^Mermaid
en_GB: Mermaid

note: [race]: id=merman
en: race^Mermen
en_GB: Mermen

note: [race]: id=merman
en: Something like a fusion between humans and fish, the merfolk are an enigmatic race with both piscine and humanoid attributes. They have strong tails that lend themselves to quick movement in any watery environment while their dextrous hands and intelligent minds allow fine craftsmanship and toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air without difficulty. Despite being able to survive on land, they are much quicker and more agile in the water and will rarely be found far from the ocean. They are typically wary of dry land, as they are awkward and clumsy there and they struggle greatly to move over rough or forested terrain.
en_GB: Something like a fusion between humans and fish, the merfolk are an enigmatic race with both piscine and humanoid attributes. They have strong tails that lend themselves to quick movement in any watery environment while their dexterous hands and intelligent minds allow fine craftsmanship and toolmaking. Semi-aquatic by nature, merfolk can breathe both water and air without difficulty. Despite being able to survive on land, they are much quicker and more agile in the water and will rarely be found far from the ocean. They are typically wary of dry land, as they are awkward and clumsy there and they struggle greatly to move over rough or forested terrain.

note: [race]: id=monster
en: race^Monster
en_GB: Monster

note: [race]: id=monster
en: race+female^Monster
en_GB: Monster

note: [race]: id=monster
en: race^Monsters
en_GB: Monsters

note: [race]: id=naga
en: race^Naga
en_GB: Naga

note: [race]: id=naga
en: race^Nagini
en_GB: Nagini

note: [race]: id=naga
en: race^Nagas
en_GB: Nagas

note: [race]: id=naga
en: The serpentine nagas are one of the least understood races of the Great Continent. Part of this is due to their xenophobic nature and part is due to their alien environment. Nagas are one of the few races capable of any meaningful mobility in water, giving them access to a whole world effectively forbidden to land dwellers and further separating them from the terrestrial beings that they shun. Still, they are not true creatures of the sea, and their inability to breathe water leaves them in trepidation of the abyss. Living in coastal areas gives them an escape route on land against denizens of the deep while keeping them out of reach of those who travel by foot, wing, and hoof. Although nagas are somewhat frail in form, they are often faster and more nimble than their opponents. They sometimes find themselves at odds with merfolk when their territories overlap, but overall nagas tend to favor swamps and rivers as much as open water.
en_GB: The serpentine nagas are one of the least understood races of the Great Continent. Part of this is due to their xenophobic nature and part is due to their alien environment. Nagas are one of the few races capable of any meaningful mobility in water, giving them access to a whole world effectively forbidden to land dwellers and further separating them from the terrestrial beings that they shun. Still, they are not true creatures of the sea, and their inability to breathe water leaves them in trepidation of the abyss. Living in coastal areas gives them an escape route on land against denizens of the deep while keeping them out of reach of those who travel by foot, wing, and hoof. Although nagas are somewhat frail in form, they are often faster and more nimble than their opponents. They sometimes find themselves at odds with merfolk when their territories overlap, but overall nagas tend to favour swamps and rivers as much as open water.

note: [race]: id=ogre
en: race^Ogre
en_GB: Ogre

note: [race]: id=ogre
en: race+female^Ogre
en_GB: Ogre

note: [race]: id=ogre
en: race^Ogres
en_GB: Ogres

note: [race]: id=ogre
en: Ogres are a wild and uncivilized race who dwell mainly in the wilderness of the Great Continent. Physically, they resemble humans and orcs but are larger and stronger. Even their adolescents are more than a match for most men. Ogres are distrusted in many populated areas and usually either avoid them or are driven out by force. Instead, they lurk the mountainous areas on the edges of civilization, where hungry ogre bandits provide a constant threat to travelers and caravans. While ogres are not particularly intelligent or quick, their toughness and physical strength make them a valuable asset in the armies of other races. They are especially valued by more ruthless commanders who don’t mind the ogres’ brutality. Little is known about their biology or society, if they can truly be said to have one, but they are said to attack alongside wolves and other beasts. Whether this is a sign of cooperation, domestication, or simply mutual opportunism is not known.
en_GB: Ogres are a wild and uncivilized race who dwell mainly in the wilderness of the Great Continent. Physically, they resemble humans and orcs but are larger and stronger. Even their adolescents are more than a match for most men. Ogres are distrusted in many populated areas and usually either avoid them or are driven out by force. Instead, they lurk the mountainous areas on the edges of civilization, where hungry ogre bandits provide a constant threat to travellers and caravans. While ogres are not particularly intelligent or quick, their toughness and physical strength make them a valuable asset in the armies of other races. They are especially valued by more ruthless commanders who don’t mind the ogres’ brutality. Little is known about their biology or society, if they can truly be said to have one, but they are said to attack alongside wolves and other beasts. Whether this is a sign of co-operation, domestication, or simply mutual opportunism is not known.

note: [race]: id=orc
en: race^Orc
en_GB: Orc

note: [race]: id=orc
en: race+female^Orc
en_GB: Orc

note: [race]: id=orc
en: race^Orcs
en_GB: Orcs

note: [race]: id=orc
en: In appearance, orcs resemble humans but with some bestial features. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of humans, and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves, they are pack-oriented; an orc never travels alone or lives in groups smaller than half a dozen.
    
    <header>text='Society'</header>
    Almost every orc is a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although it’s most commonly used to trade insults or threats among tribal leaders.
    
    Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one’s own goals.
    
    Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
    
    The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors — not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle.
en_GB: In appearance, orcs resemble humans but with some bestial features. They are taller, sturdier and stronger than humans. They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of humans, and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves, they are pack-oriented; an orc never travels alone or lives in groups smaller than half a dozen.
    
    <header>text='Society'</header>
    Almost every orc is a member of a tribe or a clan. Relations between neighboring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing — usually in blood — although it’s most commonly used to trade insults or threats among tribal leaders.
    
    Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position — although history knows some notable exceptions. Orcs hold no particular honor code and while indisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one’s own goals.
    
    Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.
    
    The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisers — not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle.

note: [race]: id=troll
en: race^Troll
en_GB: Troll

note: [race]: id=troll
en: race+female^Troll
en_GB: Troll

note: [race]: id=troll
en: race^Trolls
en_GB: Trolls

note: [race]: id=troll
en: Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy traveling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
    
    Trolls are seen by many as being little more than yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes cannot even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
    
    <header>text='Geography'</header>
    Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel.
en_GB: Trolls are ancient creatures, one of the oldest known races known to inhabit the Great Continent. They are large, slow, simple-minded, and live extremely long lives inside deep caves or atop high mountains. The most unique characteristic of trolls is an internal vitality that sustains and heals them from within. As a result they live very different lives from almost any known creature. Trolls have few real needs: they require little food or water, and thus they have little incentive to pursue much besides protection from those who are hostile towards them. This in turn means they rarely have to worry about anything and can spend much of their time sleeping or in contemplation. Trolls have a curious affinity with nature. They do not relate with living things like elves do, but instead with earth and stone. They are also somewhat curious of their surroundings and many younger whelps even enjoy travelling and seeing the world. As trolls grow older they tend to become increasingly passive, gradually losing interest in their environment and spending more of their time sleeping in a quiet, familiar corner of their home cave. This is until they finally pass away as their bodies themselves slowly turn into lifeless statues of stone.
    
    Trolls are seen by many as being little more than yet another race of savage monsters. This common misconception is in part perpetuated by orcs to persuade trolls to join their armies. Because they are rather simple and do not understand the ways of other races or sometimes cannot even tell them apart, it is usually easy for an orcish band to convince a group of trolls that by joining them they get to exact revenge on those that have before hunted them. These new recruits are then directed to attack whoever the orcs themselves are currently in conflict with, whether previously a foe of the trolls or not, accumulating even more enemies for the misled trolls. The most common enemy of trolls are dwarves, and the animosity between these two races is ancient.
    
    <header>text='Geography'</header>
    Trolls have inhabited the mountains of the Great Continent longer than the dwarves who migrated there. Trolls are a common sight on the mountain ranges north and east of Wesnoth, and wherever Orcish hordes travel.

note: [race]: id=undead
en: race^Undead
en_GB: Undead

note: [race]: id=undead
en: race+female^Undead
en_GB: Undead

note: [race]: id=undead
en: race+plural^Undead
en_GB: Undead

note: [race]: id=wolf, description=
en: race^Wolf
en_GB: Wolf

note: [race]: id=wolf, description=
en: race+female^Wolf
en_GB: Wolf

note: [race]: id=wolf, description=
en: race^Wolves
en_GB: Wolves

note: [race]: id=wose
en: race^Wose
en_GB: Wose

note: [race]: id=wose
en: race^Woses
en_GB: Woses

note: [race]: id=wose
en: The mighty wose resides within the deepest forests of the known world. To the untrained eye, the wose appears to be nothing more than an oddly shaped, yet noble, tree. As guardians of the forest, the woses share a deeper connection to the woodlands than even the elves. While the woses are a peaceful race, disturbance of the ancient forests, which they tend, will incite the wrath of nature itself. Woses are slow moving creatures that may spend centuries standing in one location undisturbed by the ebb and flow of time.
    
    Although they practice no magic of their own, the woses share a deep connection to faerie. What little is known of this ancient race comes from elvish scholars who believe that this mystical power, which the mightiest elves have dedicated their lives to master, is inherent to the wose. Though woses resemble them, they share no ancestry with trees. Woses are believed to be some of the oldest creatures in the world, perhaps even more ancient than the forests in which they dwell, and it is thought that the power of faerie has given these beings the eternal task of serving as wardens of the forest.
    
    Woses are not warlike in the least and are ill-accustomed to combat. They will however respond with indiscriminate violence in defense of their forested territory. Woses are slow moving and are vulnerable away from the woodlands. Due to their close connection with faerie, woses are particularly sensitive to the arcane. The hardwood that makes the wose nigh-impervious to physical assault has left it grievously vulnerable to flame. Their thick bark and ability to harness the power of faerie to regenerate quickly when injured allows the wose to survive an enemy onslaught long enough to respond with a crushing might belied by its peaceful, plodding nature. Within its forest home, the wose can disappear amongst the trees and ambush even the best-trained elvish scout.
    
    The life span of the wose is unknown, although the most ancient members of this race have lived many hundreds of years and have grown to massive heights. It is thought that unless a wose falls in battle, it will find no natural end. Content to pass the centuries standing like a sentry, uninterested in the goings-on of the civilized world, the wose will stir only to march to the defense of the natural world and the forests it calls home.
en_GB: The mighty wose resides within the deepest forests of the known world. To the untrained eye, the wose appears to be nothing more than an oddly shaped, yet noble, tree. As guardians of the forest, the woses share a deeper connection to the woodlands than even the elves. While the woses are a peaceful race, disturbance of the ancient forests, which they tend, will incite the wrath of nature itself. Woses are slow moving creatures that may spend centuries standing in one location undisturbed by the ebb and flow of time.
    
    Although they practise no magic of their own, the woses share a deep connection to faerie. What little is known of this ancient race comes from elvish scholars who believe that this mystical power, which the mightiest elves have dedicated their lives to master, is inherent to the wose. Though woses resemble them, they share no ancestry with trees. Woses are believed to be some of the oldest creatures in the world, perhaps even more ancient than the forests in which they dwell, and it is thought that the power of faerie has given these beings the eternal task of serving as wardens of the forest.
    
    Woses are not warlike in the least and are ill-accustomed to combat. They will however respond with indiscriminate violence in defence of their forested territory. Woses are slow moving and are vulnerable away from the woodlands. Due to their close connection with faerie, woses are particularly sensitive to the arcane. The hardwood that makes the wose nigh-impervious to physical assault has left it grievously vulnerable to flame. Their thick bark and ability to harness the power of faerie to regenerate quickly when injured allows the wose to survive an enemy onslaught long enough to respond with a crushing might belied by its peaceful, plodding nature. Within its forest home, the wose can disappear amongst the trees and ambush even the best-trained elvish scout.
    
    The life span of the wose is unknown, although the most ancient members of this race have lived many hundreds of years and have grown to massive heights. It is thought that unless a wose falls in battle, it will find no natural end. Content to pass the centuries standing like a sentry, uninterested in the goings-on of the civilized world, the wose will stir only to march to the defence of the natural world and the forests it calls home.
