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== The Six Main Races ==
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{{Translations}}
  
=== Men ===
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The '''races''' in Battle for Wesnoth are the various forms of sentient creatures located in the world. Most of the ones focused on in the game are located on the [[WesnothGeography|Great Continent]] in the timespan covered by the game. Of all the races, six races in particular have been instrumental in the history of the world of Wesnoth - the [[humans]], the [[elves]], the [[orcs]], the [[dwarves]], the [[undead]], and the [[drakes]].
The race of men is an extremely diverse one. Although men originally came from the Old Continent, they have spread all over the world, and split into many different cultures and races. They do not possess much magic, though they can learn it, and can learn many more types of it than most others. They have no extra special abilities or aptitudes except their versatility and drive. Although often at odds with all races, they can occasionally form alliances with the less aggressive races such as elves and dwarves, and 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 or orcs. Their skin color can vary, from almost white to dark brown.
 
* [http://zapicm.freeshell.org/stable/tree_human.html Human unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_human.html Human unit tree (development)]
 
  
==== Wesnothians ====
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== The Six Main Races ==
Many different groups of men exist, but the majority of them on the Great Continent live in the country of Wesnoth. The Wesnothians first appeared on the Great Continent from a land far across the ocean to the West, the Green Isle. Their capital city is Weldyn. The country is protected by the soldiers of the Wesnothian Army, 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.
 
 
 
==== The Clansmen ====
 
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 Wesnothian Army but are somewhat separate, and maintain their own identity - as well as their own army. Some consider them to be a tributary state, that sends food and soldiers to Wesnoth in exchange for protection; others say they are on equal footing with the western half of Wesnoth, and they just serve different purposes in the country. 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, so the parents will 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 their strengths and weaknesses complement each other.
 
 
 
==== Northerners ====
 
  
Humans also live in the wild country north of the Great River.  The Northlands are less densely populated and poorer than the Kingdom of Wesnoth, and humans rend to live in scattered small settlements, allying and sometimes warring with other settled populations of dwarves and elves.  The Northlands are also subject to the depredations of human bandits, orcs and monsters, and the human populations there have adapted to the wild and lawless conditions by becoming hardy fighters who consider their more civilized kin south of the river somewhat effete.
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=== Humans ===
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''Main article: [[Humans]]
During all too many places and times in their history the humans of this region have been subjugated by orcs.  At other times, warlords have arisen among the Northerners to unify portions of the Northlands, but these hinterland kingdoms have tended to be unstable.  The most successful of them was the Northern Alliance founded after YW 534 by the Warlord Tallin; it forged a stable association among humans, elves, dwarves, and even some tribes of drakes and orcs.
 
  
==== Outlaws and Necromancers ====
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<div class="thumb tright"><div>
Bands of outlaws roam the wild areas of the Great Continent, stealing from unprotected villages. Most would run in fear if faced by a true army, but the more skilled of them would not be afraid to walk right into an opponent's camp, assassinate their leader, and run away.
+
https://units.wesnoth.org/1.8/pics/00094_spearman.png<hr>
 +
A [[humans|human]].</div>
 +
</div>
  
Although the art of necromancy is outlawed in Wesnoth, some mages choose to practice it, starting them on the road to Lichdom.
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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 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 all 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 [[Orcs|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 (race)|undead]]. Men are shorter than the elves, but taller still than dwarves. Their skin color can vary, from almost white to dark brown.
  
 
=== Elves ===
 
=== Elves ===
 
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''Main article: [[Elves]]
Elves are the eldest race of the Speaking Peoples. They are skilled with the bow and arrow - almost all of them carry one - and are also good with the sword. They do not use many weapons but these, although they are in command of powerful magic, and do use it when needed. Physically, Elves are quite tall, and seem even taller due to their slimness. They are peaceful beings, but will fight against any who enter their homeland unasked. They live mostly in the forests of the Southwest, although some choose to live in the harsh Northlands.
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<div class="thumb tright"><div>
* [http://zapicm.freeshell.org/stable/tree_elf.html Elf unit tree (stable)]
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https://units.wesnoth.org/1.8/pics/00036_archer.png<hr>
* [http://zapicm.freeshell.org/dev/tree_elf.html Elf unit tree (development)]
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An [[elves|elf]].</div>
 +
</div>
 +
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 latter’s unusually long life - most, unless claimed by illness, accident or war, live a full two 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 approaching their twentieth decade and pass away within a few decades after. 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.
  
 
=== Orcs ===
 
=== Orcs ===
 +
<div class="thumb tright"><div>
 +
https://www.wesnoth.org/units/1.6/pics/00160_grunt.png<hr>
 +
An [[orcs|orc]].</div>
 +
</div>
 +
''Main article: [[Orcs]]
  
Orcs are a race of fierce, brown-skinned human-like creatures found across the wild places of the world. They came from across the sea, following the humans of the Green Isle. They are violent, quick-tempered, and belligerent, and hold an ancient hatred for the race of elves. Although orcs are disorganized and prone to infighting, warbands under a strong leader can cut bloody inroads into the boundaries where civilization meets wilderness. Most live in the Northland, away from the settled land of Wesnoth, whose people they are more often than not at war with. They are a greedy race, and
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In appearance, orcs are half [[humans|men]] and half beasts. 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 normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.
often can be found fighting under the banner of a lich-lord or human, hoping to gain riches from those they defeat.
 
* [http://zapicm.freeshell.org/stable/tree_orc.html Orc unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_orc.html Orc unit tree (development)]
 
  
 
====Goblins====
 
====Goblins====
 
+
<div class="thumb tright"><div>
 +
https://www.wesnoth.org/units/1.6/pics/00055_spearman.png<hr>
 +
A goblin.</div>
 +
</div>
 
Goblins are, despite their appearance, members of the exact same race as orcs, and are born as siblings to the orcs.  Unlike similar races, who usually bear children singly or in pairs, orcs will have large litters of children all at once; which is a large part of why their populations can explode so quickly.  Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race.  A few more will be half-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; similar in size and stature to a human child, even at the apex of their growth.  They have a rather tragic fate; a lifetime of near-slavery to their larger kin, and use as sword-fodder in battle.  In spite of this, they thrive; 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 are, despite their appearance, members of the exact same race as orcs, and are born as siblings to the orcs.  Unlike similar races, who usually bear children singly or in pairs, orcs will have large litters of children all at once; which is a large part of why their populations can explode so quickly.  Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race.  A few more will be half-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; similar in size and stature to a human child, even at the apex of their growth.  They have a rather tragic fate; a lifetime of near-slavery to their larger kin, and use as sword-fodder in battle.  In spite of this, they thrive; 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 accomplish the bulk of manual labor needed by the orcs, with the sole exception of jobs which require the brute strength of true orcs, which the orcs revel in doing as proof of their prowess.
 
Goblins accomplish the bulk of manual labor needed by the orcs, with the sole exception of jobs which require the brute strength of true orcs, which the orcs revel in doing as proof of their prowess.
* [http://zapicm.freeshell.org/stable/tree_goblin.html Goblin unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_goblin.html Goblin unit tree (development)]
 
  
 
=== Dwarves ===
 
=== Dwarves ===
 
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''Main article: [[Dwarves]]
Dwarves were living on the Great Continent before Haldric arrived, but they were also immigrants, like him, coming from the East across the mountains. Dwarves are the height of human children, but are stronger than even fully grown men.  
+
<div class="thumb tright"><div>
They are a clannish folk, cautious and slow to anger, but once their anger is roused they are terrible fighters.
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https://www.wesnoth.org/units/1.6/pics/00024_guard.png<hr>
Wielding many weapons with equal skill, dwarves are effective against many different races. They see in pitch darkness due to their constant work underground, and their heavy armor protects them against almost any physical attack, although magic can harm them effectively. The most skilled smiths of any in the realm, they are often hired by foreign kings to craft magical items, and the weapons and jewelry they make have been the cause of numerous wars.
+
A [[dwarves|dwarf]].</div>
* [http://zapicm.freeshell.org/stable/tree_dwarf.html Dwarf unit tree (stable)]
+
</div>
* [http://zapicm.freeshell.org/dev/tree_dwarf.html Dwarf unit tree (development)]
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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 continent’s history 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.
  
 
=== Undead ===
 
=== Undead ===
 
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''Main article: [[Undead (race)]]
As their race's name means, these are lost souls caught between this realm and next. Themselves deprived of life, they wish to likewise deprive all others of it. They are created by Necromancers, practitioners of dark magic, and are controlled by them when raised. After the necromancer controlling them dies, they remain in this world, and continue fighting for a purpose no one, perhaps not even themselves, know. Most of them are strong against physical attacks, but are weak against fire and holy assaults. Since they do not require bodily warmth to survive, cold is very ineffectual
+
<div class="thumb tright"><div>
against them.
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https://www.wesnoth.org/units/1.6/pics/00182_skeleton.png<hr>
* [http://zapicm.freeshell.org/stable/tree_undead.html Undead unit tree (stable)]
+
A [[Undead|skeleton]].</div>
* [http://zapicm.freeshell.org/dev/tree_undead.html Undead unit tree (development)]
+
</div>
 +
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 it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.
  
 
=== Drakes ===
 
=== Drakes ===
 
''Main article: [[Drakes (race)]]
 
''Main article: [[Drakes (race)]]
 +
<div class="thumb tright"><div>
 +
https://units.wesnoth.org/1.8/pics/00005_burner.png<hr>
 +
A [[Drakes|drake]].</div>
 +
</div>
  
Drakes are the descendents of dragons, almost the last legacy of those mighty beasts. 
+
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 [[humans|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.
Most of the race can fly and spit fire.
 
When the fire in a drake's body is extinguished, so is its life.  
 
Because of this they are weak against cold, but they are good against most other attacks.  
 
However, due to their soft underbellies piercing weapons have always been their weakness, a characteristic most consider very dragonlike. They are heavy and move slowly, but once they reach their enemy they are devastating.
 
Their homeland was an island named Morogor, located between Wesnoth and the Green Isle, but it slowly sank into the sea.  
 
The drakes tend to live in secluded, wild, mountainous regions and to shun contact with the other Speaking Peoples.
 
  
* [http://zapicm.freeshell.org/stable/tree_drake.html Drake unit tree (stable)]
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=== Dunefolk ===
* [http://zapicm.freeshell.org/dev/tree_drake.html Drake unit tree (development)]
+
''Main article: [[Dunefolk]]
 +
<div class="thumb tright"><div>
 +
https://raw.githubusercontent.com/wesnoth/wesnoth/1.14/data/core/images/units/dunefolk/soldier.png<hr>
 +
A dunefolk</div>
 +
</div>
 +
 
 +
Dunefolk is a relatively new faction of humans from far desert lands, who choose to not use magic. There is not much, that other races know about Dunefolk, yet... with exception of fact, that some of the Naga agreed to guard important waters near their homeland.
  
 
== Other Races ==
 
== Other Races ==
  
 
There are other races than these six main ones. They often align with the larger races, but these alliances are usually not permanent.
 
There are other races than these six main ones. They often align with the larger races, but these alliances are usually not permanent.
 
=== Saurians ===
 
These are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places.
 
* [http://zapicm.freeshell.org/stable/tree_lizard.html Saurian unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_lizard.html Saurian unit tree (development)]
 
  
 
=== Merfolk ===
 
=== Merfolk ===
 +
''Main article:'' [[Merfolk]]
 +
<div class="thumb tright"><div>
 +
https://units.wesnoth.org/1.8/pics/00139_hunter.png<hr>
 +
A [[Merfolk|merman]].</div>
 +
</div>
 
The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land.
 
The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land.
* [http://zapicm.freeshell.org/stable/tree_merman.html Merman unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_merman.html Merman unit tree (development)]
 
  
 
=== Nagas ===
 
=== Nagas ===
 +
''Main article:'' [[Nagas]]
 +
 
Nagas are the long time enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents. They usually join forces with anyone willing to help them defeat the mermen.
 
Nagas are the long time enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents. They usually join forces with anyone willing to help them defeat the mermen.
* [http://zapicm.freeshell.org/stable/tree_naga.html Naga unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_naga.html Naga unit tree (development)]
 
  
 
=== Ogres ===
 
=== Ogres ===
The Ogres are wild beasts that live in the Northlands, but the Wesnothian army occasionally captures them and trains them for battle. They are extremely brutish and stupid, but possess enough intelligence to wield a weapon.
+
''Main article:'' [[Ogres]]
* [http://zapicm.freeshell.org/stable/tree_ogre.html Ogre unit tree (stable)]
+
 
* [http://zapicm.freeshell.org/dev/tree_ogre.html Ogre unit tree (development)]
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The Ogres are wild beasts that live in the Northlands, but the Wesnothian army occasionally captures them and trains them for battle. They are extremely brutish and stupid, but possess enough intelligence to wield a bladed weapon.
 +
 
 +
=== Saurians ===
 +
''Main article:'' [[Saurians]]
 +
 
 +
These are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places.
  
 
=== Trolls ===
 
=== Trolls ===
The Trolls are slightly more intelligent than Ogres, and ally with the Orcs whenever their shared homelands are in danger. However, most of the time they avoid each other.
+
''Main article: [[Trolls]]
* [http://zapicm.freeshell.org/stable/tree_troll.html Troll unit tree (stable)]
+
<div class="thumb tright"><div>
* [http://zapicm.freeshell.org/dev/tree_troll.html Troll unit tree (development)]
+
https://www.wesnoth.org/units/1.6/pics/00166_grunt.png<hr>
 +
A [[trolls|troll]].</div>
 +
</div>
 +
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.
  
 
===Woses===
 
===Woses===
Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world.
+
<div class="thumb tright"><div>
* [http://zapicm.freeshell.org/stable/tree_wose.html Wose unit tree (stable)]
+
https://units.wesnoth.org/1.8/pics/00203_wose-ancient.png<hr>
* [http://zapicm.freeshell.org/dev/tree_wose.html Wose unit tree (development)]
+
A wose.</div>
 +
</div>
 +
Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world. All we know is told to us by their only allies,the Elves.
  
 
=== Monsters ===
 
=== Monsters ===
 
There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence.
 
There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence.
* [http://zapicm.freeshell.org/stable/tree_monster.html Monster unit tree (stable)]
 
* [http://zapicm.freeshell.org/dev/tree_monster.html Monster unit tree (development)]
 
  
See Also:
+
== Additional information for campaign designers ==
* [[UnitDescriptionRewriting]] - coordinating the revision
+
 
 +
The [[SecretLore]] page contains game secrets intended for campaign designers. We cannot stop anyone from reading it, but if you are a player you will probably enjoy learning these things more if you do it through the hints dropped at various places in the mainline campaigns.
 +
 
 +
==External Links==
 +
* [https://units.wesnoth.org Wesnoth Unit Tree]
 +
 
 +
{{Racebox}}
 +
 
 +
[[Category:Races|*]]
 +
[[Category:World of Wesnoth]]

Latest revision as of 16:05, 13 September 2022


The races in Battle for Wesnoth are the various forms of sentient creatures located in the world. Most of the ones focused on in the game are located on the Great Continent in the timespan covered by the game. Of all the races, six races in particular have been instrumental in the history of the world of Wesnoth - the humans, the elves, the orcs, the dwarves, the undead, and the drakes.

The Six Main Races

Humans

Main article: Humans

00094_spearman.png
A human.

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 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 all 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.

Elves

Main article: Elves

00036_archer.png
An elf.

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 latter’s unusually long life - most, unless claimed by illness, accident or war, live a full two 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 approaching their twentieth decade and pass away within a few decades after. 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.

Orcs

00160_grunt.png
An orc.

Main article: Orcs

In appearance, orcs are half men and half beasts. 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 normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.

Goblins

00055_spearman.png
A goblin.

Goblins are, despite their appearance, members of the exact same race as orcs, and are born as siblings to the orcs. Unlike similar races, who usually bear children singly or in pairs, orcs will have large litters of children all at once; which is a large part of why their populations can explode so quickly. Within any litter, there will only be one or two true orcs, who will grow to the full size and strength of their race. A few more will be half-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; similar in size and stature to a human child, even at the apex of their growth. They have a rather tragic fate; a lifetime of near-slavery to their larger kin, and use as sword-fodder in battle. In spite of this, they thrive; 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 accomplish the bulk of manual labor needed by the orcs, with the sole exception of jobs which require the brute strength of true orcs, which the orcs revel in doing as proof of their prowess.

Dwarves

Main article: Dwarves

00024_guard.png
A dwarf.

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 continent’s history 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.

Undead

Main article: Undead (race)

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 it's master. Only rarely, perhaps once every few months, does the necromancer need to maintain his creation.

Drakes

Main article: Drakes (race)

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A drake.

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.

Dunefolk

Main article: Dunefolk

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A dunefolk

Dunefolk is a relatively new faction of humans from far desert lands, who choose to not use magic. There is not much, that other races know about Dunefolk, yet... with exception of fact, that some of the Naga agreed to guard important waters near their homeland.

Other Races

There are other races than these six main ones. They often align with the larger races, but these alliances are usually not permanent.

Merfolk

Main article: Merfolk

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A merman.

The Merfolk live in the shallow parts of the ocean, wary of the monsters that lurk in the deep. Ordinarily they form alliances with no one, but in Asheviere's time they allied with the elves in order to defeat their captors. Mermen are powerful and quick in any watery environment, but struggle greatly to move on land.

Nagas

Main article: Nagas

Nagas are the long time enemies of the Merfolk, and in Asheviere's time they allied with orcs to finally defeat their opponents. They usually join forces with anyone willing to help them defeat the mermen.

Ogres

Main article: Ogres

The Ogres are wild beasts that live in the Northlands, but the Wesnothian army occasionally captures them and trains them for battle. They are extremely brutish and stupid, but possess enough intelligence to wield a bladed weapon.

Saurians

Main article: Saurians

These are the smaller, more crafty allies of the Drakes. They often live in swamps or other damp places.

Trolls

Main article: Trolls

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A troll.

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.

Woses

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A wose.

Little is known about the Woses, apart from their tree-like appearance. However these beings have not descended from trees, despite the similarity in form. They seem to be wardens of the natural world. All we know is told to us by their only allies,the Elves.

Monsters

There are many monsters that roam about the land, not obeying anyone's orders. Occasionally, but not often, those who see them survive to tell the tale, and it is only from them that the people of Wesnoth know of their existence.

Additional information for campaign designers

The SecretLore page contains game secrets intended for campaign designers. We cannot stop anyone from reading it, but if you are a player you will probably enjoy learning these things more if you do it through the hints dropped at various places in the mainline campaigns.

External Links

Races of Wesnoth

Major: DrakesDwarvesElvesHumansOrcsUndead

Minor: MerfolkNagasOgresSauriansTrollsWosesMonsters

This page was last edited on 13 September 2022, at 16:05.