This is a transcription of all dialogue from The Hammer of Thursagan. It is meant as a resource for Wesnoth writers. If you don't want spoilers, leave this page now.
Aiglondur: I fall!
Angarthing: Oh no! Without a loremaster we cannot complete our mission!
Ratheln: Aaarrgh! My students... What will become of them?
Scenario 1: At the East Gate
This battle should be a relatively small-scale meeting engagement in country that is wooded and mountainous, but scattered with small human and dwarvish farms. Aiglondur and his guards should start from an underground keep on the west edge of the map, set into the east edge of impassable mountains and marked "East Gate".
In the first few years after the founding of the Northern Alliance, the dwarves of Knalga and the human population of Dwarven Doors were fully preoccupied with rebuilding what had been broken by the long orcish occupation. But soon enough they prospered once again. The dwarves begin mining their past for inspiration in ways to rebuild Knalga so it would be even greater than before, and began also reaching out for contact with their scattered kinfolk.
But the threat from hostile orcs, wild men, and remnant undead was not yet ended. The dwarves kept strong guards on the approaches to Knalga. In the year 550 after the founding of Wesnoth, the captain of the East Gate received a warning that a small band of rogue orcs had been sighted.
Killer: What is this? Their vanquished leader wears a cloak-pin of dwarvish make. And it bears a loremaster's emblem.
Aiglondur: The maker's mark is strange to me. We had best consult the lord Hamel.
Scenario 2: Reclaiming the Past
Talk-only scenario. The map is of Hamel's audience chamber. Much later in the campaign we'll use a sort of dark mirror image of this one as Karrag's throneroom at Kal Kartha.
Following the victory against the orcs, Aiglondur was summoned to the audience hall of Hamel, lord of Knalga and Lord Companion of the Northern Alliance. Beside the dais stood a stranger in the robes of the Order of Loremasters...
Hamel: Aiglondur, what ye ha' found is disturbing, for all it seems a small thing. I make known to ye Angarthing, loremaster in training, who recognized the mark on it.
Angarthing: The mark on this cloak-pin is that of our kin at Kal Kartha in the eastern hills, from whom we've heard nothing since before Tallin broke the orcish occupation of Knalga. It troubles us that an orc should have come to possess it; no orc should know even that loremasters exist, let alone come near enough one to get this.
Hamel: I fear some grave ill may have become Kal Kartha.
Angarthing: And I fear for the Hammer of Thursagan. Our kin at Kal Kartha have been its keepers since a hero of their line recovered it from the Caverns of Flame, centuries ago.
Aiglondur: The Hammer of Thursagan?
Angarthing: Aye. The very tool with which our greatest runesmith made the Sceptre of Fire. But it is ancient, far older than Thursagan; he was but the last to wield it, and our oldest histories hint that this very hammer was used to forge the dwarves themselves in the heart of the earth.
Aiglondur: But if the dwarves of Kal Kartha have held it all this time, why has none wielded it since Thursagan?
Hamel: Because when Thursagan burned to death with his hand on the Hammer, all the runemasters and arcanisters then living — all those who had sworn to the craft and bound themselves to the power o' the Hammer — dropped dead without a mark on them, all struck down at the same moment. Their craft secrets died with them. That is why there are nae runesmiths among the Dwarves today, and sorely we miss them.
Angarthing: That is what is said, my lord Hamel, and it is true. Except this; the Order of Loremasters has given me leave to reveal that the craft secrets were not, actually, quite as lost as we believed.
Hamel: What is this ye say? Nae lost?
Angarthing: Aye. Ye'll recall that in repairing the western galleries we cleared a small cave-in hard by where Thursagan himself once had a workshop here, before he left to study in solitude in the further North.
Hamel: And ye found something?
Angarthing: A book. Thursagan's book, in a secret and locked compartment he must have dug from the living rock himself by unaided runecraft. The cave-in breached it. It has taken us great effort to puzzle out his code. But it might be that, with the book and the Hammer to hand, we could train and initiate runesmiths once more.
Hamel: And for what cause ha' I heard naught o' this?
Angarthing: My lord, the find was very recent. We are still deciphering the book. And there is this: with the Hammer at Kal Kartha and the book here, the question of which holding shall have the training of the new runesmiths in its hands would be... delicate.
We feared stirring up a controversy before the book was even properly understood.
Hamel: I'll grant that was well thought, even if I am nae entirely pleased to have been kept in the dark. But ye came to me with a request, and I think I ken what it will be.
Aiglondur: That is obvious; the Order of Loremasters wants to send an expedition to Kal Kartha to find what has become of our kindred and the Hammer.
Angarthing: Indeed, Lord Hamel, that is what we came to ask.
Hamel: And you spoke my guess, Aiglondur. Are you nae kin of mine?
Aiglondur: Your great-nephew, my lord.
Hamel: Ye're young and not tested... but ye have the rank, and ye've shown the wits to use it well. I have decided. You and Angarthing will fare to Kal Kartha together, as soon as may be, with the best men of your guard.
Aiglondur: Aye, my Lord Hamel.
Angarthing: The Order thanks you, Lord Hamel
Aiglondur: We must make haste; winter approaches, and travel over the mountains will soon grow dangerous.
Scenario 3: Strange Allies
Player controls Aiglondur's troops with Marth Tak's as allies; the stinger is that if Marth Tak dies, you lose. The opponent, Gothras, leads a large force of chaotic humans. This should be a medium-sized but serious fight. The only terrain feature fixed by storyline is a west-to-east road; player's troops should start near its west end, enemy near the east.
Angarthing and Aiglondur and the dwarvish troop traveled swiftly to the east through the settled lands of the Northern Alliance. Soon enough they came to the wilder march country, where raids by large bands of hostile orcs and men were all too common.
Marth-Tak: In the name of the Alliance, quit these lands now!
Gothras: We will fare where we will and take what we will, dog of an orc. To the Dark Gods with you and your precious 'Alliance'.
Angarthing: Now that is a sight still strange to my eyes — an orc fighting for the Northern Alliance.
Aiglondur: I'm surprised myself that so many of the orcish tribes came over to the Alliance. Not so strange to see humans raiding us, worse luck.
Marth-Tak: You, on the road! Are you of the Northern Alliance or not?
Aiglondur: We are.
Marth-Tak: Well, then, honor the treaty as I have.
Angarthing: That is our duty.
Aiglondur: For the Alliance! Axes up!
Angarthing: We have failed our duty to the Alliance.
Marth-Tak: My thanks, dwarves. These bandits might have hacked a bloody swathe through the Alliance's tribes if we had not killed them here.
Aiglondur: My thanks to you, for proving there are orcs I can fight alongside rather than against. But we cannot linger here to celebrate; we are journeying east.
Marth-Tak: East, eh? You won't find many friends in that direction. Travel safely.
Scenario 4: Troll Bridge
Aiglondur and his troop, some still shaking their heads dubiously at the very notion of fighting alongside orcs rather than against them, continued east to the easternmost edge of the Northern Alliance's lands.
Gronk: Dis a troll bridge. You pay toll. Er...
Dat not right. Dis a toll bridge. You pay troll. Er...
Dat not right either. Big words confuse Gronk. You pay now or we smash you.
Angarthing: The stonework of yon bridge is not good enough to be dwarf-made, but it is nowhere near crude enough to be troll-work.
Aiglondur: Then it will be of the Alliance's making, right enough, like this road that leads to it. It won't do to have wild trolls squatting on it. Axes up!
Scenario 5: Invaders
This scenario is the Attack of the Fuzzy-Wuzzies. The player will be seriously outnumbered, but careful defensive maneuvering and use of veterans can save the day.
The Alliance's road ended at the troll bridge. East of it lay only the wildlands.
Aiglondur: Stay alert, everyone, and keep together. This is bandit country — more than likely where Gothras and his gang came from.
Scout: Nae sign o' bandits I can see, captain — but there are three muckle hosts of orcs off to our east.
Aiglondur: What's this? Large orcish war-bands so close to the Alliance's border? That can only mean trouble.
Tan-Malgar: Well, boys, we were planning to invade the Northern Alliance anyway... These dwarves should make a tasty appetizer.
Tan-Grolak: Yeah, boss. Anything to get away from those masked ones...
Tan-Malgar: Be silent. We are orc warriors; we do not flee foes.
Tan-Uthkar: But, given a choice, we fight the weaker foe first.
Occupy a Village
Moved Unit: The villagers are attacking us!
Aiglondur: Aye, it's still bandit country, right enough.
Moved Unit: No bandits in this village. (This isn't said on the few nearest villages to the camp)
Scenario 6: High Pass
The map should be a twisty, narrow path through rugged snow-capped mountains. The objective will be to get Aiglondur through to the other side. The opponents will be gryphons, wolves, and the elements. We should try to get creative with representing the effects of extreme cold, perhaps something like the dehydration effect in UtBS. And the time-limit should be tight.
Angarthing: Behold, the High Pass. By the old maps, we are halfway to Kal Kartha here.
Aiglondur: We must push through quickly; there is a vicious storm coming in behind us. Being caught in a blizzard on those heights would be no laughing matter.
Turn 8 (If Ratheln is Unfound)
Angarthing: That hut near the top of the pass... Something is glowing inside it. We should investigate.
Move Near Ratheln
Ratheln: Hail, I am Ratheln. If you're traveling down the pass, please take me with you. I am near freezing and starving to death up here.
Angarthing: Pardon my curiosity, but what is a fire-mage doing freezing to death?
Ratheln: In case you haven't noticed, there is a serious shortage of both firewood and food in this gods-forsaken slot. And the damned gryphons descend on me whenever I stir out of this shack. I've had nothing to eat but flash-roasted gryphon for the last three weeks.
Aiglondur: Where were you bound when you got stuck here?
Ratheln: There is a school of mages near the east end of the pass. They've an opening for an instructor, and they're expecting me.
Angarthing: Let's take him with us, Aiglondur. We know little about the country beyond to the east; we've had few reports on it since before the orcs took Knalga. Those mages should know at least rumors.
Aiglondur: Aye. And I'd not leave anyone who had done my kin no harm stranded to starve.
Ratheln: This is no fit death for a mage of fire!
Angarthing: The snow has redoubled its fury, as if his presence had been holding it back. I do not see a way forward for us.
Aiglondur: It has begun to snow. Move, everyone! To be trapped here would be death.
Time Runs Out
Aiglondur: We're snowed in. Our mission has failed, even if we live until the spring.
Aiglondur: We're through the pass!
Angarthing: That may not be a blessing. Something frightened those orcs we fought among the bandit villages, enough to make them push west into Alliance territory. Don't you wonder what it was?
Aiglondur: Aye. But I've a grim feeling we might be going to discover that in person.
Scenario 7: Mages and Drakes
Preceptor: Master Perrin! A mage comes down from the High Pass, with a company of dwarves. They are well-armed, but not in battle array.
Master Perrin: That will be Ratheln, I expect. Hail! You on the road! Who comes bearing arms into our valley?
Glashal: 'Our' valley, says Master Perrin. The arrogance of these mages is intolerable!
Aiglondur: A delegation of the Northern Alliance, traveling east. I believe we've found a friend of yours in the High Pass.
Master Perrin: Well met, then. But if you intend to travel east of here, beware of the nest of drakes in the cliffs near the valley's end. They were here before us, and have become more hostile to travelers of late.
Glashal: The axe-bearers must not be let near our nestlings. Attack!
Master Perrin is Alive
Master Perrin: We're grateful for your assistance. And I'd like to send at least one of our senior apprentices with you to the east. It has come time for them to be journeymen... and I sense something being born to the east that I do not like the feel of.
Aiglondur: What sort of thing?
Master Perrin: There is some great magic brewing. Something... evil. I feel its traces in the currents of the earth and air.
(one or two mages appear)
Ratheln: I would travel east with you if I could, but I have duties I must take up here.
Aiglondur: You have your duty, as we have ours. Fare well.
Ratheln: Perrin, I owe these dwarves a debt; I think it is my duty to aid them in their journey. I‚Äôll return with your apprentices as soon as I may.
Master Perrin: As you will. Go safely and return swiftly.
Master Perrin is Dead
Ratheln: I would travel east with you if I could, but the school will need me all the more with Master Perrin gone.
Aiglondur: I think we will regret Perrin's passing. There is much he might have told us.
Scenario 8: Fear
If you Have a Mage
Narrator: The presence of Master Perrin's journeymen gives you the ability to recruit mages.
Angarthing: We should be on the outskirts of the settled country around Kal Kartha, but something doesn‚Äôt feel right here.
Aiglondur: It's too quiet... and I think I smell traces of smoke on the wind.
Ratheln: I do not sense hostile magic in the vicinity. But there has been fire near here recently, and not a clean one.
Aiglondur: Look sharp for the inhabitants here. They might have something to tell us.
You Capture Your First Village
Ollin: Don't kill me, masters! Please don‚Äôt kill me!
Aiglondur: You're in no danger from us. What lies to the east of here?
Ollin: You wear no mask. You... you're not with them?
Aiglondur: What are you talking about?
Ollin: The masked dwarves. Killing, burning, kidnapping. Look...
(Fog of War is removed)
Masked Dwarf Leader: Fellow dwarves, hail! We're looking for a human refugee, one named Ollin. Have you seen him? Our master demands his life.
Aiglondur: He is here. How has he wronged your master, that you seek his death?
Masked Dwarf Leader: Does it matter? He is only a dirtgrubbing human, not fit to polish the boots of the true people.
Angarthing: What is your name, masked one? Will you stand behind your deed? I am a witness.
Masked Dwarf Leader: A witness? My name is... my name is not important. My deed will speak its own truth.
Angarthing: You speak without honor. Mine is the power of our ancient Law; speak your name and give up your murder, or the Law will cast you forth. I am a witness!
Masked Dwarf Leader: If you were a witness of the true people, you would not let a dirtgrubber hide behind your robes. I deny you!
Angarthing: The Law speaks: you are cast out. You are un-dwarf. I AM A WITNESS!
Aiglondur: Up axes!
Ollin First Attacks
Ollin: Take that for my family's memory, you murderer!
Aiglondur: They are defeated
Angarthing: You have acted in honor. I am a witness.
Aiglondur: I have never seen the formal banishment before. One reads of it in the old tales, of course, but to hear it with one's own ears? It was... unsettling.
Angarthing: It is not something we do often. The last such was in my grandsire‚Äôs time. But look at what these filth were carrying if you have any doubt it was merited.
Aiglondur: Whips. Shackles. No, Angarthing, I would not doubt you, even if it were my place to doubt a loremaster.
Angarthing: They were seeking captives. To what purpose, I cannot say. But I doubt it was any good one.
Narrator: As dawn breaks, the city guards force their way into the manor and capture the two necromancers.
Scenario 9: Forbidden Forest
(Elurin rides in)
Elurin: Who disturbs our forest?
Aiglondur: A delegation of the Northern Alliance, seeking the road through to Kal Kartha.
Elurin: We allow few outsiders in our forest paths, and no dwarves since the masked ones began to trouble our eastern margins. No axe-bearers shall come near our trees. Return whence you came!
Aiglondur: No. We have our duty. We must pass.
Elurin: You shall not pass here.
Aiglondur: Winter comes on our heels, and your forest straddles the only gap in these mountains. You leave us no choice but to fight you.
Elurin: So be it, then. Yours will not be the first bones to nourish the earth of our forest.
Aiglondur Reaches Signpost
Aiglondur: Rally on me, everyone. We have better things to do than brawl with elves.
Angarthing Reaches Signpost
Angarthing: Kal Kartha should be only another day's march east of here.
Scenario 10: The Siege of Kal Kartha
The map should be thematically something like a reflection of the one for "At The East Gate", but on a larger scale. The player's encampment should be at the west edge. Kal Kartha will be represented by an underground keep (the West Gate) set into high mountains at the east edge of the map.
Angarthing: Behold! The West Gate of Kal Kartha!
Aiglondur: And under siege, I see. There is a mighty host of orcs between us and that gate.
Tan-Morgh: Ahhh... more stinky-midgets, come to get killed just like these cowards in their den.
Aiglondur: Let us bring our kin that orc‚Äôs head as a guesting-gift.
Turn 7: Dulcatulos Gets Reinforcements
Dulcatulos: Kal Kartha shall not fall!
Aiglondur: Kal Kartha is taken. Our mission has failed.
Dulcatulos: Well fought, and our thanks; we were sore pressed. You are our honored guests, and I will show you to the best quarters we have myself. Our lord, the runemaster Karrag, will want to have speech with you on the morrow.
Angarthing: A runemaster? There had been none such since Thursagan's day. And for one to lead a holding was unheard-of; they tended towards the solitary life.
Dulcatulos: Aye? Well, you‚Äôd know such things better than I, loremaster. Our Karrag toiled for long years to recover the craft lore. He was elevated when our old lord fell in battle against the besieging orcs. Karrag himself was wounded near to death; none thought he would recover. But he leads us today, and his runelore has oft been the only shield between us and the orcs.
Angarthing: He has grasped the Hammer of Thursagan, then?
Dulcatulos: Aye. Toils over it in a workshop in the underlevels with his personal followers. He has promised all of us that the Hammer's power will smash and scatter all our enemies.
Angarthing: That is strange. The Hammer is a tool of crafting and making, not a weapon. What can he mean to do with it?
Dulcatulos: That's for lords and loremasters to worry about, not the likes of me. I must see to my troop's care. Food will be brought to you; rest well, we will speak again.
Scenario 11: The Court of Karrag
This scenario will take place on a throneroom map which is, effectively, all castle. It should have two keep hexes on it, one near the front for our heroes and one at the rear for Karrag. Features of the map must include an indication of a doorway in the cave wall near the rear dais. The throneroom map should in general look like a distorted mirror image of Hamel's, but with the braziers unlit.
Aiglondur, Angarthing, and a few of their veteran followers face Karrag, flanked by several of his followers. Dulcatulos escorts our heroes. Karrag's group should have black team disks and Dulcatulos a blue one.
Aiglondur: (whispered) Psst, Angarthing... Karrag and those dwarves on the dais, they're all masked.
Angarthing:(whispered) I see it. There is something very wrong here.
Karrag: Hail, fellow dwarves. All Kal Kartha thanks you for your timely rescue.
Aiglondur: We are from Knalga; your clans are kin to ours of old. We but did our duty to kin.
Karrag: All dwarves are kin, and must prevail against orcs and humans and other dirtgrubbers. You can be part of the fist that smites them.
Angarthing: We did not come to smite anyone, but to re-open contact and trade.
Karrag: Trade? Your destruction of the besieging orcs was a far nobler act than trade. There can be more such victories. And there will be by the power of our ancient heirloom, the Hammer of Thursagan.
Angarthing: It is remembered in Knalga that Kal Kartha holds the Hammer.
Karrag: Yes! And the Hammer holds the soul of the dwarves, the true people. Together, we can march to greater victories! Will you of Knalga join me?
Angarthing: On one condition. You must take off that mask and show your true face. I am a witness.
Karrag: You... do not wish to see what is beneath this mask. I was terribly wounded in an orcish attack. Disfigured.
Angarthing: But the Law must see. A dwarf must put his name and his face behind his deeds. I am a witness.
Karrag: Impertinent fool! It is not for you to dictate to a lord in his own holding, much less one who holds the very soul of the dwarves in his hand.
Angarthing: The Law speaks. Against him with the eyes to see, no deception can hold. I AM A WITNESS!
(Karrag turns into a Lich)
Dulcatulos: No... no... it is horrible! My lord, how did you come to this?
Karrag: I lingered for weeks in agony. Only my hatred and the runelore of old sustained me, until I became as I am. I will have revenge; I will destroy the orcs, and the humans, and the elves, and all but the true people!
And you have sealed your doom. Hundreds of dirtgrubbers have already died to weave a web of blood around the Hammer and the soul of the dwarves. You and your new friends will be the last sacrifices I require to bind the entire dwarvish race to my purpose. TAKE THEM!
Narrator: Neither side can recruit or recall. You must win with the troops you have.
Angarthing: Wait... the lich's apparent death was another illusion. In truth he ran through that doorway behind the throne.
Dulcatulos: Then Karrag has fled to the underlevels. None but his masked ones go there any more.
Angarthing: We must follow. Quickly! It may be his talk of perverting the Hammer was merely mad raving, but we cannot allow the risk that his foul spell might succeed.
Aiglondur: Without Dulcatulos to explain our actions to the Kal Karthans we'll have to fight them, too. Our mission has failed.
Scenario 12: The Underlevels
This is the part of THoT that was designed by Taurus. ESR did some tuning and debugging afterwards, redid the flavor dialogue, and added the war drums, but it's still basically Taurus's architecture.
Angarthing: This place smells of death.
Dulcatulos: It's been... it's been years since I've been down here. Only Karrag and his personal followers used this level. Why did I never wonder about that before?
Angarthing: Karrag's will, and his dark magic. I think he has been casting glamours on all of you ever since he passed over.
Aiglondur: Where is Karrag? We can‚Äôt have been more than seconds behind him.
Dulcatulos: This is the Grand Gallery. There are rows of small chambers along its sides; he could have slipped into any of them.
Aiglondur: More likely he has cloaked himself, thinking to run ahead to gather his followers. He could be within a spear-cast of us now and we wouldn't know it in this gloom.
Dulcatulos: Those are war-drums!
Aiglondur: Aye. Karrag, calling his troops to battle. Only the Dark Gods know what hellspawn the lich will summon. AXES UP!
Sealed Cave's Guardian Seen
Dwarvish Masked Lord: You cannot pass, fools. The doors I guard are sealed by the power of the Hammer itself.
Moved Unit: We'll see about that!
Door Behind Guard
Unit: A door. Perhaps Karrag is hiding in here...
Unit: 150 gold pieces. This should help.
Unit: 150 gold pieces. I wonder why Karrag would choose to store his gold here.
Approach Door to Sealed Cave
Spoken to Guardian
Moved Unit: It seems that guard spoke truth. These doors cannot be forced open by any means we have!
Angarthing: I sense these bindings to be the work of common sorcery, not the power of the Hammer. Usually to each such locking spell there is some sort of key. If we can but find the key, we will able to open these doors.
Moved Unit: The key has been uttered, these doors should open...
There we go... faugh, what is that smell!
Sneak in Tunnel Before Opening Doors
Moved Unit: I think I hear noises, ahead of us...
Release a Dwarvish Prisoner
Prisoner: Finally! I see someone managed to see through the web of deception thrown up by that vile Karrag!
Aiglondur: I thought Karrag‚Äôs fight was against the so called 'dirtgrubbers'. Why would he keep you, a dwarf captive?
Prisoner: I guess Karrag thought I knew too much. When his masked henchmen started raiding, plundering and taking all sorts of prisoners — which were sent to these underlevels and never seen again — I began to inquire. I discovered many unsettling things indeed, but before I could act on them I was arrested and thrown down here.
I gather that he is involved in some sick ritual which requires the blood of living creatures. These cells seem to be the holding place where he keeps his victims. The 'dirtgrubbers' he seems to prefer sacrificing have long since been taken away. Now it is just us few dwarves that remain...
Angarthing: Freeing these prisoners is more of a blow to Karrag then we thought, for now he is unable to continue his foul sorcery.
Angarthing: I sense wrongness. Some greater evil awakens before us.
Door to Spider Room
Moved Unit: It's locked, but nothing that our hammers can't manage.
Scroll in Spider Room Found
Moved Unit: A scroll with some strange writing on it...
Angarthing: I believe that will be the key-spell for that sealed door.
(Reads) Kannin a'kana du'masi a'forigln de'camp.
Now try the door again. It should open.
Karrag's Guardian Seen
Dwarvish Masked Lord: Our master's ritual must not be interrupted. Stop them!
Moved Unit: An old caved-in passageway. Perhaps if we clear away some of this rubble we may be able to get through...
Moved Unit: Another old caved-in passageway...
Find Teleportation Rune
Scroll Not Read
Moved Unit: When I step on this rune, I feel strange indeed. I feel like I am being pulled somewhere else, but at the same time being held back by an equally powerful force.
Angarthing: It seems to be some sort of a teleportation device. What's more, the bindings that are preventing it from working seem to be the same ones that bar those sealed gates.
Door Is Approached
Moved Unit: Yon doors are big, tightly locked — and, I would imagine, well barricaded. This may take a while.
Aiglondur: Go through that rubble yonder; see if you can dig up some sort of battering ram.
Narrator: One hour later
Aiglondur: The door is about to give. Brace yourselves, everyone.
Karrag: Fresh blood! Exactly what I need to complete the rite.
Karrag: No! No! No! Dirtgrubbers must die! The true people must rule all!
Aiglondur: The 'true people' speak through our axes. Die, foul lich.
Aiglondur: Without Dulcatulos to explain our actions to the Kal Karthans we'll have to fight them, too. Our mission has failed.
Scenario 13: Epilogue
Angarthing: Dwarves of Kal Kartha, I speak the Law. Your house is cast down; you have harbored a great evil. Who now will take the burden of cleansing this holding of its taint?
Narrator: The dwarves of Kal Kartha muttered among themselves and looked at one another uneasily. None stepped forward.
Dulcatulos: Loremaster... None of us is fit to take up the lordship. Karrag fooled us all, made us the tools of his foul scheme.
(The Lancer Pelias rides in)
Pelias: I was told I'd find Aiglondur of Knalga here. I bear a message from Tallin, the Lord Protector of the Alliance.
Aiglondur: I am he. Speak your message.
Pelias: I have been on your track for weeks. Word of your rout of Tan-Malgar and his allies spread, and reached Tallin. You did the Alliance better service than you knew that day; Tan-Malgar had exchanged messages with certain orcish chieftains within the Alliance, and your victory prevented a dangerous revolt.
Aiglondur, the Protector dubs you a Lord Companion of the Alliance. He bids you return to Knalga as soon as convenient, for your investiture.
Dulcatulos: (Wonderingly) A Lord Companion? And kin of ours...
Narithil: It would be no shame for a Lord Companion to rule this holding, as Hamel does at Knalga.
Narrator: The Kal Karthans looked at each other, and Aiglondur, with dawning hope.
Angarthing: It would be fitting. The Loremasters will approve.
Aiglondur: Pelias, my thanks to the Lord Protector; I will attend him in the spring. But it seems that I have some work to do here first.
Note: This campaign uses masked dwarvish variants, including:
- Dwarvish Masked Dragonguard
- Dwarvish Masked Fighter
- Dwarvish Masked Guardian
- Dwarvish Masked Lord
- Dwarvish Masked Sentinel
- Dwarvish Masked Stalwart
- Dwarvish Masked Steelclad
- Dwarvish Masked Thunderer
- Dwarvish Masked Thunderguard
Besides their names and the fact they have masks, they are identical the mainline equivalents.
Dwarvish Witness: Lvl 1
This unit is designed to be a bit tougher and more combat-capable than an Elvish Shaman, but distinctly weaker than a Dwarvish Fighter. It is deliberately expensive, as the boosted leadership ability is powerful.
A Witness functions as the eyes of the dwarves' history, a deep lore that they never share with outsiders. The presence of a Witness inspires dwarvish warriors with the knowledge that their deeds (and their deaths) will not go unrecorded. They learn a fighting style deliberately unlike that of their fellows, one designed to turn the vaunted strength of the dwarves against itself. The person of a Witness is considered sacred, and Witnesses are often used as envoys between dwarvish clans.
Dwarvish Annalist: Lvl 2
Dwarvish Annalists are the historians of this ancient and proud race. They are few in number, and their very existence is not generally known to the other peoples of the Great Continent. To the abilities of the Witness they add, through the study of herb and mineral lore, the ability to cure poison.
Dwarvish Loremaster: Lvl 3
Loremasters are the sages of the dwarvish race. Their counsel is greatly valued by war-leaders and chieftains, and they are viewed with awe by ordinary dwarves, for they alone have plumbed the deepest and most closely-held secrets of dwarven knowledge. It is said that where a loremaster stands, there is the soul of the dwarves. To the abilities of the Annalist they add a limited ability to heal.
Dwarvish Rune Lord: Lvl 3
This is a customized Dwarvish Runemaster with a chill tempest attack like the L3 Lich, and its own animations.
Except for those with almost supernatural skill, the highest rank a runecrafter can rise to is that of the Dwarvish Runemaster. Striking blows nearly as powerful as those of the best warriors, they would be fearsome without their craft, but with it they are also nigh on invincible, since their runes cause the physical blows of their enemies to deal less damage than would be expected.
THoT: Specified Unit Names
- Aiglondur (Dwarvish Fighter)
- Pelmathidrol (Gryphon Rider)
- Angarthing (Dwarvish Witness)
- Hamel (Dwarvish Lord)
- Masked Dwarf (Dwarvish Masked Steelclad)
- Each Masked Dwarf is nameless or called 'Masked Dwarf'
- Dulcatulos (Dwarvish Steelclad)
- Karrag (Dwarvish Rune Lord/Lich)
- Trisi (Dwarvish Steelclad)
- Malifen (Dwarvish Steelclad)
- Borras (Dwarvish Thunderguard)
- Zamak (Dwarvish Steelclad)
- Glamcatsil (Dwarvish Fighter)
- Trithdurus (Dwarvish Thunderer)
- Althasol (Dwarvish Steelclad)
- Dulalas (Dwarvis Steelclad)
- Pelalsol (Dwarvish Dragonguard)
- Aigthaing (Dwarvish Fighter)
- Pelcatol (DwarvishThunderguard)
- Narithil (Dwarvish Lord)
- Glamdrsol (Dwarvish Lord)
- Pelaithil (Dwarvish Steelclad)
- Alaithus (Dwarvish Fighter)
- Gothras (Outlaw)
- Ratheln (Arch Mage)
- Master Perrin (Great Mage)
- Preceptor (White Mage)
- Warder (Red Mage)
- Lorinne (Mage)
- Darchas (Mage)
- Ollin (Peasant)
- Pelias (Lancer)
- Bashnark (Orcish Warrior)
- Marth-Tak (Orcish Warrior)
- Tan-Malgar (Orcish Warlord)
- Tan-Grolak (Orcish Warlord)
- Tan-Uthkar (Orcish Warlord)
- Tan-Morgh (Orcish Warlord)
- Tan-Garukh (Orcish Warlord)
- Tan-Wagran (Orcish Warlord)
- Gronk (Troll)
- Kaara (Gryphon)
- Glashal (Drake Flameheart)
- Telcherion (Elvish High Lord)
- Iluvarda (Elvish Enchantress)
- Burumardir-Athelorand (Ancient Wose)
- Elurin (Elvish Scout)
- Karrag (Dwarvish Rune Lord/Lich)
- Fleleen (Lich)
- Lannex (Lich)