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units.cfg
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units.cfg
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#textdomain wesnoth-help
# a special macro to define slightly less nimble elves such
# as fighters, who don't do quite so well in forest
#define LESS_NIMBLE_ELF
[defense]
forest=40
[/defense]
#enddef
[units]
{core/units}
# subfolders for units
{core/units/bats/}
{core/units/boats/}
{core/units/drakes/}
{core/units/dunefolk/}
{core/units/dwarves/}
{core/units/elves/}
{core/units/goblins/}
{core/units/gryphons/}
{core/units/humans/}
{core/units/merfolk/}
{core/units/monsters/}
{core/units/nagas/}
{core/units/ogres/}
{core/units/orcs/}
{core/units/saurians/}
{core/units/trolls/}
{core/units/undead/}
{core/units/wose/}
{core/units/fake/}
#traits that are common to all races and units
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_INTELLIGENT}
{TRAIT_RESILIENT}
# * R A C I A L T R A I T S A N D N A M E S *
[race]
id=bats
male_name= _ "race^Bat"
female_name= _ "race+female^Bat"
plural_name= _ "race^Bats"
description= _ "Bats come in many shapes and sizes, and most are fairly harmless, feeding on insects and other small animals. The larger and more vicious breeds are known to pose a threat to humans and other races as well as their livestock, especially when encountered in groups. Typically nocturnal, they are often kept (and occasionally tamed) by those who share their love of the night."
num_traits=2
undead_variation=bat
[/race]
# wmllint: general spellings drake drakes hatchling hatchlings nestlings
# wmllint: general spellings drakish scrollkeeper Morogor
[race]
id=drake
male_name= _ "race^Drake"
female_name= _ "race+female^Drake"
plural_name= _ "race^Drakes"
description= _"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."
num_traits=2
undead_variation=drake
{DRAKE_NAMES}
[/race]
# wmllint: general spellings dwarf dwarves dwarvish dwarven
# wmllint: general spellings Knalga Knalgan Knalgans Vrug
# wmllint: general spellings muckle och busked intae belike
# wmllint: general spellings runesmith runesmiths runelore
# wmllint: general spellings runecraft runecrafter runecrafters
# wmllint: general spellings dirtgrubber dirtgrubbers dirtgrubbing
# wmllint: general spellings nae tae yer yerselves ye'll ye're ye'd ye've
# wmllint: general spellings ha' isna' havena' awa' canna' couldna' hasna'
# wmllint: general spellings oursel' o' dinna' unco' wi' brawlin' inta'
# wmllint: general spellings wouldna' willna' didna' dinna'
# wmllint: general spellings tryin' wi'out ta'en d'ye
# wmllint: general spellings bonebag staves
# wmllint: general spellings Thursagan
[race]
id=dwarf
male_name= _ "race^Dwarf"
female_name= _ "race+female^Dwarf"
plural_name= _ "race^Dwarves"
description= _"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."
num_traits=2
undead_variation=dwarf
{DWARVISH_NAMES}
{TRAIT_HEALTHY}
[/race]
# wmllint: general spellings elf elves elvish
# wmllint: general spellings Irdya Wesmere Lintanir Aethenwood
# wmllint: general spellings Ka'lian Arkan Thoria Listra Elensiria
# wmllint: general spellings Kalenz Cleodil Erlornas
[race]
id=elf
male_name= _ "race^Elf"
female_name= _ "race+female^Elf"
plural_name= _ "race^Elves"
# wmllint: local spelling unvegetated
description= _"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."
num_traits=2
markov_chain_size=2
{ELVISH_NAMES}
{TRAIT_DEXTROUS}
[/race]
[race]
id=falcon
male_name= _ "race^Falcon"
female_name= _ "race+female^Falcon"
plural_name= _ "race^Falcons"
description= "" # wmllint: ignore
num_traits=2
undead_variation=bat
markov_chain_size=2
{OGRE_NAMES}
[/race]
# wmllint: general spelling goblin goblins
[race]
id=goblin
male_name= _ "race^Goblin"
female_name= _ "race+female^Goblin"
plural_name= _ "race^Goblins"
description= _ "Goblins are, despite their appearance, born as siblings to the orcs and members of the same race. While other races usually bear children singly or in pairs, orcs will have large litters of children all at once, causing their populations to explode rather quickly. Within any litter, there will only be one or two standard orcs, who will grow to the full size and strength of their race. A few more will be smaller orcs, notably weaker than their big brothers, and relegated to supporting roles in combat, such as archery. The rest, often a full half of more of any litter, will be goblins. 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.
Goblins 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."
num_traits=1
undead_variation=goblin
ignore_global_traits=yes
{TRAIT_WEAK}
{TRAIT_SLOW}
{TRAIT_DIM}
{ORCISH_NAMES}
[/race]
# wmllint: general spelling gryphon gryphons gryphlet gryphlets
[race]
id=gryphon
male_name= _ "race^Gryphon"
female_name= _ "race+female^Gryphon"
plural_name= _ "race^Gryphons"
description= _ "Gryphons are broad, powerful beasts with traits shared from both terrestrial predators and birds of prey. While occasionally tamed and ridden by the daring, gryphons are very territorial and aggressive, particularly regarding their nests.
The means by which gryphons are able to fly despite their great weight has been a source of debate for centuries, but it remains as mysterious as their origins."
num_traits=2
undead_variation=gryphon
{GRYPHON_NAMES}
[/race]
# wmllint: general spellings Wesnoth Wesnothian Wesnothians Elensefar Elense
# wmllint: general spellings Soradoc Tath Dulatus Estmark Estmarks Dan'Tonk
# wmllint: general spellings Abez Alduin Tahn Parthyn Halstead Weldyn Carcyn
# wmllint: general spellings Annuvin Delwyn Dallben Westin Blackwater Aldril
# wmllint: general spellings Illuven Longlier Northlands Southlands
# wmllint: general spellings Haldric Garard Glyn Konrad Li'sar Delfador
# wmllint: general spellings Chantal Eldred Asheviere Crelanu Tallin
# wmllint: general spellings Wesfolk Jevyan
[race]
id=human
male_name= _ "race^Human"
female_name= _ "race+female^Human"
plural_name= _ "race^Humans"
description= _"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."
num_traits=2
{HUMAN_NAMES}
[/race]
# wmllint: general spellings Dunefolk Khalid Khaiyal Qanas Saree Faris
# wmllint: general spellings Qatif-al-nar Rami
# wmllint: general spelling liminal
[race]
id=dunefolk
male_name= _"race^Dunefolk Human"
female_name= _"race+female^Dunefolk Human"
plural_name= _"race+plural^Dunefolk"
description= _"The Dunefolk are a human culture inhabiting the dry deserts in the southern region of the Great Continent."
num_traits=2
markov_chain_size=2
# wmlscope: start ignoring
{DUNEFOLK_NAMES}
# wmlscope: stop ignoring
[/race]
# TODO: remove khalifate race with 1.15
# wmllint: general spellings Khalifate
[race]
id=khalifate
male_name= _"race^Dunefolk Human"
female_name= _"race+female^Dunefolk Human"
plural_name= _"race+plural^Dunefolk"
description= _"This race does not have a description yet."
num_traits=2
markov_chain_size=2
# wmlscope: start ignoring
{KHALIFATE_NAMES}
# wmlscope: stop ignoring
[/race]
# wmllint: general spelling Saurgrath lizardman lizardmen
[race]
id=lizard
male_name= _ "race^Saurian"
female_name= _ "race+female^Saurian"
plural_name= _ "race^Saurians"
description= "" # wmllint: ignore
num_traits=2
undead_variation=saurian
#Tentative list of fricative heavy lizard names
{LIZARD_NAMES}
[/race]
[race]
id=mechanical
name= _ "race^Mechanical"
plural_name= _ "race+plural^Mechanical"
description= _ "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."
num_traits=1
ignore_global_traits=yes
{TRAIT_MECHANICAL}
[/race]
# wmllint: general spelling Merfolk landwalker
[race]
id=merman
male_name= _ "race^Merman"
female_name= _ "race^Mermaid"
plural_name= _ "race^Mermen"
# wmllint: local spelling piscine dextrous
description= _ "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."
num_traits=2
undead_variation=swimmer
{MERMAN_NAMES}
[/race]
[race]
id=monster
name= _ "race^Monster"
female_name= _ "race+female^Monster"
plural_name= _ "race^Monsters"
description= _ "The term “monster” incorporates many hideous beasts that haunt the caves, wilderness, ocean depths, and other climes of the world. They figure largely in the tales and nightmares of its denizens, as well."
num_traits=0
[/race]
# wmllint: general spelling naga nagas nagini
[race]
id=naga
male_name= _ "race^Naga"
female_name= _ "race^Nagini"
plural_name= _ "race^Nagas"
description= _ "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."
num_traits=2
undead_variation=swimmer
{NAGA_NAMES}
[/race]
[race]
id=ogre
male_name= _ "race^Ogre"
female_name= _ "race+female^Ogre"
plural_name= _ "race^Ogres"
description= _ "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."
num_traits=2
{OGRE_NAMES}
[/race]
# wmllint: general spellings orc orcs orcish warband shagger shaggers
[race]
id=orc
male_name= _ "race^Orc"
female_name= _ "race+female^Orc"
plural_name= _ "race^Orcs"
description= _"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. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination."
num_traits=2
{ORCISH_NAMES}
[/race]
[race]
id=troll
male_name= _ "race^Troll"
female_name= _ "race+female^Troll"
plural_name= _ "race^Trolls"
description= _"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."
num_traits=2
undead_variation=troll
ignore_global_traits=yes
{TRAIT_STRONG}
{TRAIT_QUICK}
{TRAIT_RESILIENT}
{TRAIT_FEARLESS}
{TROLL_NAMES}
[/race]
# wmllint: general spellings undead undeath unlife demilich
# wmllint: general spellings Mal fleshbag fleshbags
[race]
id=undead
male_name= _ "race^Undead"
female_name= _ "race+female^Undead"
plural_name= _ "race+plural^Undead"
description= _"Undead are not really a single race of creatures, although often treated as such. Almost any dead creature can, by a sufficiently skilled necromancer, be reanimated and rise again in undeath. Undead are for the most part unnatural but mindless constructs, obeying whoever created them without question nor thought. A greater mystery of necromancy is in how constructs are sustained without continuous effort from the necromancer. An undead creature does not require the constant attention of the necromancer to command and sustain, but can work autonomously according to the commands of its master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.
Necromancy is almost solely limited to humans. Even the legends of magically apt races like elves and mermen tell of very few of their kind who have ever delved in the dark arts. It is surmised that necromantic magic requires great adaptability and a flexible mind, extremes of which are most commonly found in humans. The ultimate goal of most necromancers is to turn the same art of preserving and imbuing life upon themselves, to alter themselves at whatever cost, to ultimately escape death by preserving their own mind and spirit.
<header>text='Geography'</header>
While undead lords arrived on the Great Continent in considerable numbers only in the wake of Haldric I, they were not completely unheard of by elves and dwarves before that."
num_traits=1
ignore_global_traits=yes
{TRAIT_UNDEAD}
[/race]
[race]
id=wolf
name= _ "race^Wolf"
female_name= _ "race+female^Wolf"
plural_name= _ "race^Wolves"
description= "" # wmllint: ignore
num_traits=2
undead_variation=wolf
{ORCISH_NAMES}
[/race]
# wmllint: general spelling wose woses treefolk
[race]
id=wose
name= _ "race^Wose"
plural_name= _ "race^Woses"
description= _ "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."
num_traits=0
undead_variation=wose
markov_chain_size=3
{WOSE_NAMES}
[/race]
# * M O V E T Y P E S *
[movetype]
name=smallfoot
[movement_costs]
shallow_water=3
reef=2
swamp_water=3
flat=1
sand=2
forest=2
hills=2
mountains=3
village=1
castle=1
cave=2
frozen=3
fungus=2
[/movement_costs]
[defense]
shallow_water=80
reef=70
swamp_water=80
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
fungus=50
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=100
cold=100
arcane=80
[/resistance]
[/movetype]
[movetype]
name=orcishfoot
[movement_costs]
shallow_water=3
reef=2
swamp_water=3
flat=1
sand=2
forest=2
hills=1
mountains=2
village=1
castle=1
cave=2
frozen=2
fungus=3
[/movement_costs]
[defense]
shallow_water=80
reef=70
swamp_water=70
flat=60
sand=70
forest=50
hills=50
mountains=40
village=40
castle=40
cave=60
frozen=80
fungus=60
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=100
cold=100
arcane=100
[/resistance]
[/movetype]
[movetype]
name=largefoot
[movement_costs]
shallow_water=2
reef=2
swamp_water=2
flat=1
sand=2
forest=2
hills=1
mountains=2
village=1
castle=1
cave=1
frozen=2
fungus=2
[/movement_costs]
[defense]
shallow_water=80
reef=70
swamp_water=80
flat=70
sand=70
forest=60
hills=50
mountains=40
village=60
castle=60
cave=60
frozen=80
fungus=50
[/defense]
[resistance]
blade=80
pierce=80
impact=100
fire=100
cold=100
arcane=110
[/resistance]
[/movetype]
[movetype]
name=armoredfoot
[movement_costs]
shallow_water=4
reef=3
swamp_water=4
flat=1
sand=2
forest=2
hills=3
village=1
castle=1
cave=2
frozen=4
fungus=2
[/movement_costs]
[defense]
shallow_water=90
reef=80
swamp_water=90
flat=70
sand=80
forest=60
hills=60
village=60
castle=50
cave=60
frozen=80
fungus=60
[/defense]
[resistance]
blade=50
pierce=60
impact=90
fire=110
cold=110
arcane=80
[/resistance]
[/movetype]
[movetype]
name=elusivefoot
[movement_costs]
shallow_water=2
reef=2
swamp_water=2
flat=1
sand=2
forest=2
hills=2
mountains=3
village=1
castle=1
cave=2
frozen=2
fungus=2
[/movement_costs]
[defense]
shallow_water=60
reef=50
swamp_water=60
flat=40
sand=60
forest=30
hills=30
mountains=30
village=30
castle=30
cave=50
frozen=60
fungus=30
[/defense]
[resistance]
blade=130
pierce=120
impact=120
fire=100
cold=100
arcane=80
[/resistance]
[/movetype]
[movetype]
name=mounted
[movement_costs]
shallow_water=4
reef=3
swamp_water=4
flat=1
sand=2
forest=3
hills=2
village=1
castle=1
cave=4
frozen=2
fungus=4
[/movement_costs]
[defense]
shallow_water=80
reef=70
swamp_water=80
flat=60
sand=70
forest=-70
hills=60
village=60
castle=60
cave=80
frozen=70
fungus=80
[/defense]
[resistance]
blade=80
pierce=120
impact=70
fire=100
cold=100
arcane=80
[/resistance]
[/movetype]
#define WOODLAND_RESISTANCE
[resistance]
blade=100
pierce=100
impact=100
fire=100
cold=100
arcane=110
[/resistance]
#enddef
[movetype]
name=woodland
[movement_costs]
shallow_water=3
reef=2
swamp_water=2
flat=1
sand=2
forest=1
hills=2
mountains=3
village=1
castle=1
cave=3
frozen=2
fungus=2
[/movement_costs]
[defense]
shallow_water=80
reef=70
swamp_water=70
flat=60
sand=70
forest=30
hills=50
mountains=40
village=40
castle=40
cave=70
frozen=70
fungus=50
[/defense]
{WOODLAND_RESISTANCE}
[/movetype]
[movetype]
name=woodlandfloat
flies=yes
[movement_costs]
deep_water=2
shallow_water=1
reef=1
swamp_water=1
flat=1
sand=1
forest=1
hills=1
mountains=2
village=1
castle=1
cave=2
frozen=1
fungus=2
[/movement_costs]
[defense]
deep_water=70
shallow_water=60
reef=50
swamp_water=60
flat=50
sand=60
forest=30
hills=50
mountains=40
village=40
castle=40
cave=70
frozen=60
fungus=50
[/defense]
{WOODLAND_RESISTANCE}
[/movetype]
[movetype]
name=treefolk
[movement_costs]
shallow_water=2
reef=2
swamp_water=2
flat=1
sand=2
forest=1
hills=2
mountains=3
village=1
castle=1
cave=3
frozen=2
fungus=2
[/movement_costs]
[defense]
shallow_water=80
reef=80
swamp_water=70
flat=80
sand=80
forest=60
hills=70
mountains=70
village=80
castle=80
cave=80
frozen=80
fungus=70
[/defense]
[resistance]
blade=100
pierce=40
impact=60
fire=150
cold=90
arcane=130
[/resistance]
[/movetype]
#define FLY_MOVE
deep_water=1
shallow_water=1
reef=1
swamp_water=1
flat=1
sand=1
forest=1
hills=1
mountains=1
village=1
castle=1
frozen=1
unwalkable=1
#enddef
#define FLY_DEFENSE DEFENSE_NUMBER
deep_water={DEFENSE_NUMBER}
shallow_water={DEFENSE_NUMBER}
reef={DEFENSE_NUMBER}
swamp_water={DEFENSE_NUMBER}
flat={DEFENSE_NUMBER}
sand={DEFENSE_NUMBER}
forest={DEFENSE_NUMBER}
hills={DEFENSE_NUMBER}
mountains={DEFENSE_NUMBER}
village={DEFENSE_NUMBER}
castle={DEFENSE_NUMBER}
frozen={DEFENSE_NUMBER}
unwalkable={DEFENSE_NUMBER}
#enddef
#define FLY_RESISTANCE
[resistance]
blade=100
pierce=100
impact=120
fire=100
cold=100
arcane=80
[/resistance]
#enddef
[movetype]
name=fly
flies=yes
[movement_costs]
{FLY_MOVE}
cave=3
fungus=3
[/movement_costs]
[defense]
{FLY_DEFENSE 50}
cave=80
fungus=70
[/defense]
{FLY_RESISTANCE}
[/movetype]
[movetype]
name=smallfly
flies=yes
[movement_costs]
{FLY_MOVE}
cave=1
fungus=2
[/movement_costs]
[defense]
{FLY_DEFENSE 40}
cave=40
fungus=40
[/defense]
{FLY_RESISTANCE}
[/movetype]
[movetype]
name=lightfly
flies=yes
[movement_costs]
{FLY_MOVE}
cave=3
fungus=3
[/movement_costs]
[defense]
{FLY_DEFENSE 40}
cave=70
fungus=70
[/defense]
[resistance]
blade=100
pierce=100
impact=110
fire=100
cold=100
arcane=80
[/resistance]
[/movetype]
[movetype]
name=deepsea
[movement_costs]
deep_water=1
shallow_water=2
reef=2
swamp_water=2
flat=4
sand=4
forest=5
hills=5
village=2
castle=1
cave=3
frozen=2
fungus=3
[/movement_costs]
[defense]
deep_water=40
shallow_water=50
reef=50
swamp_water=60
flat=70
sand=70
forest=70
hills=70
village=70
castle=70
cave=80
frozen=70
fungus=80
[/defense]
[resistance]
blade=80
pierce=100
impact=70
fire=100
cold=40
arcane=80
[/resistance]
[/movetype]
[movetype]
name=swimmer
[movement_costs]
deep_water=1
shallow_water=1
reef=2
swamp_water=1
flat=2
sand=2
forest=5
hills=5
village=1
castle=1
cave=3
frozen=2
fungus=3
[/movement_costs]
[defense]
deep_water=50
shallow_water=40
reef=30
swamp_water=40
flat=70
sand=70
forest=70
hills=70
village=60
castle=60
cave=80
frozen=70
fungus=80
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=100
cold=80
arcane=100
[/resistance]
[/movetype]
[movetype]
name=naga
[movement_costs]
deep_water=1
shallow_water=1
reef=2
swamp_water=1
flat=2
sand=1
forest=3
hills=3
mountains=5
village=1
castle=2
cave=2
frozen=2
fungus=2
[/movement_costs]
[defense]
deep_water=50
shallow_water=40
reef=30
swamp_water=40
flat=70
sand=60
forest=60
hills=60
mountains=60
village=60
castle=50
cave=60
frozen=80
fungus=60
[/defense]
[resistance]
blade=100
pierce=100
impact=100
fire=100
cold=100
arcane=100
[/resistance]
[/movetype]