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		<title>TheRiseOfWesnoth</title>
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		<summary type="html">&lt;p&gt;Peidu: /* Temple in the Deep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Strategy Guide for The Rise of Wesnoth Campaign ==&lt;br /&gt;
&lt;br /&gt;
==Scenarios==&lt;br /&gt;
===A summer of storms ===&lt;br /&gt;
&lt;br /&gt;
At first it's best to hire 2 horsemen and 3 other units, possibly spearmen. Note, however, that you will not have any healers until you level up at least one mage to White Mage status, and the sooner you can do that the better.  Red mages will also prove very useful in subsequent scenarios, so consider recruiting at least two mages.  In any case, send the horsemen with the king over the brige, and the others should follow or start going over the mountain, to avoid being attacked from behind. Then you should probably hire bowmen and more spearmen. Whatever bowmen you can get advanced will be useful later on for fighting the many trolls and grunts you will encounter.  Send them on the &amp;quot;over-the-bridge&amp;quot; road and hire some more troops. Start going with the troops and prince Haldric on the &amp;quot;over-the-bridge&amp;quot; road and by this time the king and the horsemen should have arrived, use the king wisely, he has leadership. When the rest of your troops arrive, you should get to the enemy camp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth] Over the course of this campaign, you will need to level up to some:&lt;br /&gt;
&lt;br /&gt;
* Paladins (lots)&lt;br /&gt;
* Silver Mages (at least one, preferably more)&lt;br /&gt;
* White Mages/Mages of Light (at least four)&lt;br /&gt;
* Royal Guards (lots)&lt;br /&gt;
* Assorted other units, maybe some Bowmen and Grand Knights, Great Mages are nice&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Actually, I played through the campaign with just one Royal Guard (who was strong and quick, and I let him tough-up several times).  On the whole, most of the enemies you encounter will have better melee than ranged attacks, so it is better tactics to attack them with bowmen (and mages, if you can avoid being hit back with too many units).  When you do need to attack with a strong melee attack, you will generally have your advanced horsemen (Paladins, and whatever Lancers or Grand Knights you may level up).  Also by the third scenario you will be able to recruit thugs, which being chaotic are a rather better complement for your mages and horsemen than swordsmen would be.  In my estimation it is not necessary to have very many Royal Guards.  The other level-up paths for spearmen are, IMO, even less useful in this campaign.&lt;br /&gt;
&lt;br /&gt;
However, you do need a limited number of &amp;quot;damage sink&amp;quot; units (units that can absorb damage without getting killed), and the Royal Guard is excellent in that regard.  Burin also serves that purpose very well, and Haldric at level 3 can also take a hit or two.  You can pick up one of the white mages you need by choosing the swamp (see below), and he'll be loyal, which is nice, but yes, you will still want to level up 2-3 additional white mages, as they will be your only poison-curing healers, and you will encounter orcish assassins on numerous occasions.  And, several Great Mages will be very nice to have.  This makes levelling up mages an important strategic goal of the campaign overall.  I like to go every-other with the mage levelups:  white, then red, then white, then red, and so forth, although after four or so white you may want to make the rest red.&lt;br /&gt;
&lt;br /&gt;
So for recruiting in the first scenario, I would start with two horsemen, and one each mage, bowman, spearman.  After that I would go for additional mages and bowmen mostly.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Just finished on medium difficulty. I largely second all of the above, but instead of lots of Paladins I would just level up two, for undead disposal purposes. Make the rest of them Grand Knights, since they easily kill most low level orc or saurian units in a one blow. A mage of light, one paladin, and five Grand Knights make a perfect assault team !&lt;br /&gt;
&lt;br /&gt;
===The Fall===&lt;br /&gt;
&lt;br /&gt;
Saving the Shock Troopers pays off in later scenarios. So it is useful to retreat them south to your other forces. There are two basic strategies to kill the outlaw leader. You can either march west with a large army and use part of it to hold nortwestern orc. Use the rest to fight outlaws and kill the leader. This strategy requires a lot of troops but it can bring you plenty of experience, and can bring a quick victory. Another way is to assassinate the outlaw leader. One way is to wait till orcs have killed all outlaws and assassinate outlaw leader with knights. This strategy is risky because orcs can kill the leader before you. Another way to assassinate the leader is to send mages protected by a spearmen through the mountains to the outlaw keep. Two mages and three spearmen are enough. If you use assassination strategy it is a good idea to fight against eastern orc nearby your keep. This way you can secure your back and earn experience.&lt;br /&gt;
&lt;br /&gt;
===A Harrowing Escape===&lt;br /&gt;
&lt;br /&gt;
There is Dwarf Steelclad in the village at 8,5. Its not far from your camp, so send Lady Outlaw there. Dwarf joins you because &amp;quot;It has been a long time since he felt the satisfying crunch of Orcs under his Axe.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[this is just my comments after playing it once in medium - Allefant]&lt;br /&gt;
In medium, simply recruit what you want, and go along the road. You get enough villages to pay upkeep for quite some army, and can give some of them a bit of experience.&lt;br /&gt;
[Windscion: leave a few units in the rear, as the enemy can cross hills quickly.]&lt;br /&gt;
&lt;br /&gt;
(Drake Raider added this note:There are two castle tiles about halfway down, try to send Lady Outlaw and Brunin the Lost to them, they make good guards incase th enemy tries to come straight up. You can also send a couple groups of units down SE to the lake so you can prevent the Green team [SE] from comeing up the river. You can also kill the two Orcish Grunts on the southern castle tiles and then move L.O. and B.t.L. to them.)&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
====The Midlands====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Orcs again. But you chose that way. You are given plenty of time, so use it wisely. The enemies send lots of orcs, mostly weak ones. So recruit and recall. I took 1 castle of recruits and almost all my recalls, even HI. Then go south. If you go west, only yous knights and horseman will arrive and fight at daytime. My choice was to go south. Take the bridge and defend against the enemy closing in from the west. Take out Yellow with a fast assault team they should take an healer along, but be careful about their leader. Your main force moves west takes and holds the second bridge and takes out Blue. Your assault team stays in the south and goes for the last enemy leader, they wont face any serious resistance. The enemy moves north to support Blue. The HI guarding the bridge might gain a level or die. Mine took the first option, but that depends on the experience it starts the level. That way you can finish early (25 turns) and keep your losses low (3 horsemen at the leaders, because they were charging, and he hit 4 times wiht double damage).&lt;br /&gt;
&lt;br /&gt;
====The Swamp Of Esten====&lt;br /&gt;
&lt;br /&gt;
You should kill the eastern enemy quickly. Send Burin with knights, a white mage, and some other mages east at start.&lt;br /&gt;
Mages are effective against scorpions. Try to attack dark adepts with Burin or horsemen before they have chance to attack you. You can send some horsemen from the second castle you recruit to strengthen the eastern front. There is also a White Mage in the temple at 19,5. &lt;br /&gt;
After you have killed the eastern leader and eliminated troops there you can send the eastern army south against next leader. Send a second army south with Haldric. Bowmen and shocktroopers are useful on southern front. Bowmen can shoot outlaws and scorpions. They also retaliate against dark adepts so they are good for defence. Shocktroopers survive even if they are attacked with several outlaws. A couple of horsemen and mages are also useful. You can also add spearmen or swordsmen in southern army. If you have a rogue send him also south. An assassin will be very useful later. There are temples in the swamp. Searching them is good. However, some of them contain nasty surprises. So keep extra troops nearby when you enter one.&lt;br /&gt;
&lt;br /&gt;
===The Oldwood===&lt;br /&gt;
&lt;br /&gt;
The main bulk of your force should head East to the orc in the Northeastern castle. Haldric, a white mage and a few good units (the heavy infantry from The Fall work very well, along with a few other units)should head South to the other orc leader. The castle in the middle is inhabited by the tree folk,  so dont bother sending troops there. If you are working effectively, you shouldn't have a problem defending them. If you're having  a hard time, however, you might want to divert a few units to watch their backs. The Northeastern leader recruits alot of units, and most of them are level 2, so watch out. Once you defeat the main in the North, the orc's supplies will be low, and reenforcements few. In the South you'll have a little more of a cakewalk. A few effective melee units can easily counter the riders they send early on, and then with a little forethought and patience you can take out their archers and crossbowmen without giving them time to shoot. &lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
This is how I played in medium: I sent 3 knights, 3 mages, Haldric and some spearmen south, and all the rest east (4 knights, 4 mages, some other units). Every group had 2 white mages to heal wounded ones. Both were very slowly (avoid placing knights in the forest, don't attack at night-time) making for the two enemy leaders. It's important to keep an eye also on the middle, sending some units around in the forest, since the orcs will try to kill the tree.&lt;br /&gt;
&lt;br /&gt;
===Temple in the Deep===&lt;br /&gt;
&lt;br /&gt;
First recruit your veterans who are either mages or have over 6 movement (don't bother with cavalry regardless of movement) and then recruit lots of thugs as undead fodder (1 or 2 turns worth should do it). Burin is very effective if you give him the holy water, being able to move quickly in the caves and also being able to drop almost every undead on a nonspectacular hit. There are two ways north, but they will meet up together before you meet any enemies besides the Tentacles. Ignore the tentacles for the most part and only kill them when it's convenient, as you will need to have a strong line set up by the time you engage the undead. Watch out for the enemy's boneshooters, revenants and deathblades, as they could easily mess up a level 3 unit. Your knight (the one who was a messenger earlier on) is completely useless, and should be left somewhere out of the way. Once you see the two chokepoints, hold them so one of their units is facing 2 of yours (prefferably with a white mage behind them). Try level up at least one white mage to a mage of light while fighting in the choke point. Gradually progress northwards once the flow and quality of baddies has tapered off, and once you get into the final chamber, the boss should be a piece of cake, although his ranged attack is devastating so try to attack him with melee units. The Ruby can only be picked up by Haldric.&lt;br /&gt;
&lt;br /&gt;
[comments by Allefant]&lt;br /&gt;
One advice here: Don't over-recruit. Knights are useless in caves. I dragged them all around at the back, doing nothing at all and eating up my complete gold reserves. In fact, I think you can win this with just mages. The dwarf also is very useful, he'll fully upgrade if he hasn't yet.&lt;br /&gt;
&lt;br /&gt;
[comments by Gdou]&lt;br /&gt;
(on easy mode at least) You can beat this level by recruiting only mages.&lt;br /&gt;
Give Holy Water to Haldric. use the dwarf to weak at maximum strongest skeletons (lvl2 and 3), finish them with the mages. &lt;br /&gt;
At the begining wait for the first wave of skelettons on your side of the lake. Skeletons are less resistants in water, so killing them is easier.&lt;br /&gt;
Then, use the less experienced mages as cannon fodder, protecting your more important units. The lich can kill almost every unit in one turn with a 15*4 magical attack.&lt;br /&gt;
I killed the lich in one turn by attacking it with the dwarf, the knight (Sir Ruddry), the Prince (Haldric) and finished him with one or two fireballs launched by a freshly upgraded red mage.&lt;br /&gt;
Some white mages are useful as there are few places where wounded units can recover healing.&lt;br /&gt;
&lt;br /&gt;
[comments by flynn]&lt;br /&gt;
Use this level to get experience.  The early-finish bonus is tiny.  &lt;br /&gt;
The tentacles are perfect for levelling up two thugs (use Haldric's leadership to assist).  Sir Ruddry can help buffer.  Keep Burin away from the water at this stage, or he'll kill all tentacles as they attack, depriving the thugs of XP.  &lt;br /&gt;
The Shock Troopers saved in The Fall are good buffers in this scenario - a level 2 should get to level 3, and they're loyal, so they don't bleed your cash while you're stretching the game out.&lt;br /&gt;
&lt;br /&gt;
===Return to Oldwood===&lt;br /&gt;
&lt;br /&gt;
Just story. I wonder what would have happened if the outlaw lady had died in one of the previous scenarios.  [She just poofs back in and rejoins the plot at that point.  --Anon. speaking from experience]&lt;br /&gt;
&lt;br /&gt;
===Clearwater Port===&lt;br /&gt;
&lt;br /&gt;
Your allies are useless, unless they do suicide runs, which is at least entertaining.  The north leader will waste a lot of time trying to move his units E and then S over the shallows toward your rearguard, no matter how strongly defended you are there.  So defend strongly on the coastline and fill the bay with their corpses.  You will need to recruit lots of units to fight off the hordes to the W, so don't be a piker.  Pikemen are fine, though.  Try to get lots of your allies killed early so they don't clog the bridges later when you split your forces N and S.&lt;br /&gt;
&lt;br /&gt;
I like to hit the middle leader first, then send a detachment south to deal with the southern leader while the main force crosses the bridge.  (Your troops can't all cross the bridge at once anyway.)  Some troops may also be able to ford north across the water at the eastern end of the bay (after first killing most of the orcs that try to cross there), but be careful not to get attacked in the water with only 20% defense.  (Certain of your chaotic units do have 40% defense in water; now is a good time to pay attention to that.)  The units that cross the water probably won't reach the enemy leader before your main force kills him, but you can pick up some of the eastern villages.  When crossing, if there are enemy chaotic units to receive you, notice that the lighthouse has a similar effect as a Mage of Light.&lt;br /&gt;
&lt;br /&gt;
===Fallen Lich Point===&lt;br /&gt;
&lt;br /&gt;
The Orcs will be busy with the Yetis, so you can walk with a big group (best to use mostly wizards for that) south and kill the Lich-Lord. Move Haldric over the stone to de-petrify him. It may help to post some wizards around the undead before doing so. After that, head north and walk into the sewer enrance, and possibly kill the Orc leaders before.&lt;br /&gt;
&lt;br /&gt;
It is also possible, if you recruit heavily, to split your force and head north to attack the eastern orcs before they finish with the Yeti.  However, be careful not to be attacked by the Yeti yourself; it is dangerous even if heavily wounded. The Yeti will attack you if he can get to a unit within one turn.&lt;br /&gt;
&lt;br /&gt;
When dealing with the Lich, be aware that he has money; if you let him vacate any of his encampment tiles, or if you kill any of his units but do not occupy their tiles, he will be able to recruit.  (This is not necessarily all bad, as it can mean more experience, but depending on the strength of your force you may want to be careful.)  Also note that units which cannot cross mountains (e.g., Paladins) are practically worthless here.&lt;br /&gt;
&lt;br /&gt;
Note that this level becomes a lot tougher if the Yetis get poisoned early on. If this happens you basically have no other choice than to kill the orc leaders first.&lt;br /&gt;
&lt;br /&gt;
===Sewer of Southbay===&lt;br /&gt;
&lt;br /&gt;
As always, don't recruit a lot of units in underground, and don't recruit units which can barely move there. Only wizards is probably best, maybe some thieves or other chaotic units. If you have enough levelled up wizards, you can divide into two groups and attack both brothers simultanously - else do them one after the other, and then look for the exit.&lt;br /&gt;
&lt;br /&gt;
Pay particular attention to the Giant Spider at the exit. I found best to keep one or two canon fooding units in order to be able to save to most advanced units.  It is best to use ranged attacks against the spider, so mages are good here.&lt;br /&gt;
&lt;br /&gt;
===Southbay in Winter===&lt;br /&gt;
&lt;br /&gt;
Just plot.&lt;br /&gt;
&lt;br /&gt;
===A Final Spring===&lt;br /&gt;
&lt;br /&gt;
For the south land area, do a counter-clockwise sweep with mounted units.  Move slower units to defend the walled city, which you would think your allies could do a better job of.  Take their villages; they don't do anything useful with the money anyway.  When your mounted units complete their sweep, you can break the remaining southern forces against the walls in a hammer and anvil.  Then your united forces can move north.&lt;br /&gt;
&lt;br /&gt;
Treat the island boss as a separate effort.  Do not use assassins.  Assassins have relatively weak defense in water against Sea Orcs and Nagas, they're very weak against blade, which is all Sea Orcs and Nagas use, and their relatively slow movement in water makes backstab hard to use reliably.  Instead, wait until your first combat, after which you can recruit Mermen.  Maybe send a white mage into the water with the mermen for healing purposes, and when you get to the island's cities, you can bring in Silver Mages (hopefully you have at least one by now) to help finish off the boss.&lt;br /&gt;
&lt;br /&gt;
[Comments by flynn]&lt;br /&gt;
Depending on your strength, you may be able to move some units immediately north over the water to hold the houses on both sides of the bridge.  This should also allow an earlier finish.  Note that many of the first enemy units to arrive will have no ranged attack.&lt;br /&gt;
&lt;br /&gt;
===Peoples in Decline===&lt;br /&gt;
&lt;br /&gt;
Pay attention to the day-night cycle in this scenario. Drakes will be strong during day, but become very weak in the night. I found it best to play a bit defensive, taking advantage of the mountains. Most of the drake leaders were careless enough to fly near enough to me that I could kill them outside their bases. Make sure you get the Storm Trident in the middle of the sea, but be certain that you've cleared most of the drakes first, since a sea serpent will appear. It's best to have some strong units ready to kill it in 1 or 2 turns. You can give the trident to Lord Typhon, but since he leaves a bit later, you may want to give it to another Merman.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Movement over land is important for Mermen in the campaign as a whole.  If the Merman you give the storm trident to has the Quick attribute, you can make him a Hoplite when he gets to level 3.  Otherwise, make him a Triton.&lt;br /&gt;
&lt;br /&gt;
[Comments by gdou] Drakes have less resistance towards pierce attacks. I used mainly Bowmen and horsemen during days, and Poachers at nights.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab] Note also that while drakes are resistant to fire, so are your mages.  This can make them useful against the less fiery drakes (e.g., Drake Fighters).  Against the Burners and whatnot you will want to use melee attacks.  The Drakes that fly are more or less impervious to rough terrain, so you must pay closer attention to their range of movement when you plan your zones of control.  Be careful about protecting your mages at night.&lt;br /&gt;
&lt;br /&gt;
===Rough Landing===&lt;br /&gt;
&lt;br /&gt;
Recruit just mermen and thieves (you should already have some assassins to recall at this point as well). Maybe a white mage or two for extra healing. Try to level up the mermen, they can be useful in another scenario later. I went first for the right enemy, keeping all my troops together and moving straight east. The other two leaders sent all their troops towards me as well, so after the southeast leader was finished, there weren't much enemies left. I sent all remaining mermen to the northwest one, and a group of assassins to the northeast one over the long isle.&lt;br /&gt;
&lt;br /&gt;
Also, beware of sea serpents, make sure to surround them and kill at once. The trident from the previous scenario will come in handy as well.&lt;br /&gt;
&lt;br /&gt;
[Notes by Jonadab]  Thieves have only 20% defense in water.  Outlaws have 40%.  Obviously you're going to try to keep your land-based units mostly on land, but I used outlaws rather than thieves here for this reason.&lt;br /&gt;
&lt;br /&gt;
[Notes by flynn]  Use Lady Jessica's leadership ability to help the mermen fight and level.  Put her in the water if necessary - just surround her with mermen.&lt;br /&gt;
&lt;br /&gt;
===A New Land===&lt;br /&gt;
&lt;br /&gt;
In case you find the map looks familiar, it seems to be from &amp;quot;Bay of Pearls&amp;quot; from HttT. This scenario is mainly story though.  Recruit nothing, and attack nothing.&lt;br /&gt;
&lt;br /&gt;
===The Ka'lian===&lt;br /&gt;
&lt;br /&gt;
Story, with your choice of four battles next.  You have to beat them all in whatever order.  The amount of gold you have should be the factor in deciding when you choose to play Cursed Isle (the undead problem).&lt;br /&gt;
&lt;br /&gt;
===Diverging Campaign Path===&lt;br /&gt;
&lt;br /&gt;
All four scenarios have to be beaten, but in whatever order you choose.&lt;br /&gt;
====The Dragon====&lt;br /&gt;
&lt;br /&gt;
There are a lot of Saurian enemies in this, and they all have the ''skirmish'' ability. My strategy to win was to recruit a lot of units, and then move the whole army as one big bulk. Keep healers in the middle (I used four), rotate stronger units outwards, and make sure you leave no gaps. The Saurians will slip through the tiniest gap and kill your weak units. My route was to start off straight east, towards the green enemy, but I was surrounded about half-way, then camped there and fought a huge onslaught of Saurians until around turn 10.&lt;br /&gt;
By that time, there were much less Saurians left than in the beginning.&lt;br /&gt;
And the green leader foolishly placed himself next to Haldric's Sceptre and was killed as well. So I now split up my group, sent one half back to the blue leader, and another south. The southern group first killed off the yellow leader, and then met the dragon. After that I also let the west group who had killed the blue leader finish of the SW leader. The key really is the beginning turns, if you can survive the initial onslaught without half your troops dying already, the map is won.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Fighting Saurians requires a disciplined formation.  If you're used to stringing out troops to move them into position as they get there, that won't work after Turn 2 or 3.  I use a &amp;quot;healing hedgehog&amp;quot; of ten troops--two white mages next to each other and eight troops completely encircling them.  If someone gets badly injured, move them to the inside and put a white mage on one of the long edges, fighting as you go.  If you're trying for the big bonus, you'll need two hedgehogs.  Try to keep reserves back a bit in cities.  If the terrain favorably protects you, or the wounded is a fast unit, you can try moving wounded back to cities too.  Once the main wave of Saurians is broken,&lt;br /&gt;
you can string non-wounded troops out a bit in the rush for the leaders.  If you have a Lancer in position, rush in to the cave after the Dragon leaves to grab the gold, though that's nothing compared to the Hero bonus for defeating all the Saurian leaders.  So focus on killing all of them first.&lt;br /&gt;
&lt;br /&gt;
[Comments by Globulin]&lt;br /&gt;
Switching wounded units to the inside of the hedgehog can be a problem if you are surrounded. ZOC prevents you from creating an open hex to move the inner unit into. A better strategy is to create a triangle with three hexes inside, instead of the standard two of the hedgehog. If you do this on your castle, only three units are in grasslands. If you set it right, you can make most of the hexes adjacent to your triangle be grassland as well, forcing the Saurians into a bad defensive position.&lt;br /&gt;
&lt;br /&gt;
In terms of unit positioning, the simplest way is to fill two inner spaces with Mages of Light, a but a better tactic is to put one of the mages on an edge, thereby ensuring that all but one of your units are healing. The remaining unit can either be a Merman Hoplite, (prefereably resilient and carrying a Storm Trident) or Lady Jessica, since she has excellent defense and is chaotic and therefore benefits by not being in the Mages' light. &lt;br /&gt;
&lt;br /&gt;
The Saurians may hold back for quite a while. This is alright, as the Dragon will eventually appear and come to you. Kill it, and finish the remaining Saurians for a nice bonus.&lt;br /&gt;
&lt;br /&gt;
====Lizard Beach====&lt;br /&gt;
&lt;br /&gt;
Recruit most of your mermen from before and send them along the river towards the sea. This will harry the saurian troops coming down from the north, allowing your main force to advance on the southern enemy  undisturbed. Beware, though as your mermen will encounter the saurians at night time (giving you -25% and them +25%), so try to minimize conflict until dawn, just get in their way. As saurians all have skirmish and alot of movement, be sure to protect your wounded units well. Because of the sauians unnerving ability to concentrate their fire on one unit, be sure to keep several healers around and try to keep your line strait so only two can mob one guy (hedgehog tactic also seems to work well). After you defeat the main force from the south send just one or two guys north to capture towns so your silver mages can teleport into the fray. The enemy's onslaught tapers out after their initial wave, so the final push should be quick and clean. It's harder to take the northern leader without alot of foreplanning because all of your units will be stuck south of the marshes and the river. If you want to go for a quick win, just march forth with silver mages, mermen, and anyone who's close enough to be a help. If you dont want to lose any of you better units, patience may be the key. As soon as you approach the beach a naga warrior and four nagas arrive in the sea right around the mouth of the river to help the lizardmen, so be careful endangering your mermen there.&lt;br /&gt;
&lt;br /&gt;
====The Troll Hole====&lt;br /&gt;
&lt;br /&gt;
There are 4 castles, and two of them (randomly placed it seems) are the troll leaders you need to kill. It's underground time again, so as before, mainly recruit mages. The trolls are strong, so hopefully you have lots of levelled up mages. Try to use the narrow corridors to your advantage, so the enemy can only place one attack against a strong unit of yours, but you can kill a troll at a time with two mages or Haldric. Also keep an eye at your back since they will try to surround you. And resist the temptation to send single units wandering around in what seems empty caves - they will all die. I had to restart just to save the dwarf, who had happily wandered off alone searching for gold,&lt;br /&gt;
right into the lair of a giant spider.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  Try to arrange it so one troll can enter to be attacked by many troops.  Have regular troops in front initially.  Move mages forward to finish the troll, plug the gap where the troll was with Burin or a Royal Guard or an Iron Mauler, and reset the trap on the next turn.  When you've whittled down the enemy, go the direction they came from and kill the leaders, ignoring spider keeps.&lt;br /&gt;
&lt;br /&gt;
[Comments by Jonadab]  In addition to mages, your chaotic units can be helpful here again, especially against the occasional rocklobber, which you will not want to attack with mages.&lt;br /&gt;
&lt;br /&gt;
====Cursed Isle====&lt;br /&gt;
&lt;br /&gt;
This can be the first or last map you choose, depending on how desperate you are for cash.  If you can wait, do it last. All you really need is a Paladin or three to rush the temples, one of which contains a Vampire Lady.  Defeat her, and the scene is over just like that. One of the other temples has some gold; grab that too.  Ignore the holy water.  No one will ever use it effectively in time.&lt;br /&gt;
&lt;br /&gt;
===A Spy In The Woods===&lt;br /&gt;
&lt;br /&gt;
Plot only.&lt;br /&gt;
&lt;br /&gt;
===The Vanguard===&lt;br /&gt;
&lt;br /&gt;
My strategy was to seal of all the gaps in the canyon. So, recruit a lot of units, you will need them. When the onslaught begins, wounded units can retreat back into villages or being cared for by healers. Or actually both, since soon you will be out of non-wounded units.&lt;br /&gt;
&lt;br /&gt;
[Comments by Easuth]  This map is smaller than fog of war and canyons make it appear.  Rush the NW gaps with mounted units, but slow &amp;amp; strong will carry the day once the sun rises and the odds are in your favor.  Don't forget the cash, which you can see even in fog.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] Note that once you attack the leaders, a few undead units will appear near them at the edge of the map. Thus you may want to be sure to have some spare firepower before you attack the leader. I made do with three rounds of recalls. One mounted batch to take out the west, the other two to hold off the remaining forces coming from the north and east. As soon as the first wave dies down, take down the west leader and move up north for the kill of the other two.&lt;br /&gt;
&lt;br /&gt;
===Return of the Fleet===&lt;br /&gt;
&lt;br /&gt;
Welcome to the &amp;quot;kitchen sink&amp;quot; defense.  You've made it this far; now the game will start to throw things at you, whatever it has left.  The effect is mostly psychological, but it could be a problem if your initial assessment causes you to drastically under-recruit.  Time is money.&lt;br /&gt;
&lt;br /&gt;
This map starts out in shroud, like a cave.  You just haven't been informed of it yet.  So while you're still amazingly able to see, note the key terrain features and castle and city locations.  Also, physically explore the avenues of approach you want to be able to see later.&lt;br /&gt;
&lt;br /&gt;
It would be very useful to bring a storm trident into the water.  It'll take a few turns, but the undead trying to reach shore will take even longer.  Paladins are so effective against undead that you can wade into the water after them.  But keep some around for the Chocobones.  Just remember, Paladins can't go into deep water and undead can.  Once you take an island city, use Silver Mages in support to finish the leader.&lt;br /&gt;
&lt;br /&gt;
When you reach the swamp in the north, tighten to a hedgehog formation.  Not only are Saurian skirmishers a problem, but Chocobones move fairly quickly through a variety of terrain, and they have Charge.  Defend until the most dangerous enemies are in poor position, then wipe them out.  This map sports the least effective Cuttlefish I've ever seen; he was in the water near me but fled.  Remember where the keeps are, and advance to the finish.&lt;br /&gt;
&lt;br /&gt;
The cuttlefish appear as soon as you hit the shore. Several additional saurians also appear when you approach the swamp.&lt;br /&gt;
&lt;br /&gt;
[Comments by Owke] &lt;br /&gt;
I had a problem here, since either I went bankrupt or I got bogged down pretty fast. Both of these are undesirable since you need money for the last scenario. After four restarts I finally found a way that works : peasants ! &lt;br /&gt;
&lt;br /&gt;
I first sent a merman force west to deal with the undead. Northwest I sent a mounted force with one healer to hold the line. Then I recruited 3 or 4 castles worth of peasants as cannon fodder north/northeast, to draw away fire from your cleanup crew. Especially against Chocobones this is nice. Entice it into killing a peasant, then finish it with a high level unit.&lt;br /&gt;
&lt;br /&gt;
That may sound like a waste of money, but keep in mind that peasants cost only 8 gold, and do not require any upkeep ! Send a unit with leadership with them and they can even deal some amount of damage, though at night you should just let them take the beating since otherwise they die too quickly.&lt;br /&gt;
&lt;br /&gt;
After the mermen (and one paladin) dealt with the undead you can bring them in and push through to the leaders. This tactic worked at medium level with 17 turns to spare.&lt;br /&gt;
&lt;br /&gt;
===Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
It's the final battle: be patient, recall everybody, the early finish bonus doesn't mean anything.  Some Mermen would be useful here, but surprisingly, they're not really necessary.  I started by sending mounted units around both sides of the forest to your SW.  Whichever troops the orange guys go after, slam into their rear guard with the other forces, making an orc sandwich.  Ewww.  I thought I would have to sneak the Paladins back to the E for the undead troops, but once the first east bridge collapses (all bridges collapse as soon as you cross them once), the undead want to follow the path that doesn't leave them floundering in the water.  So leave the W bridge intact, playing Catch the Sea Orc on the north shore with Haldric &amp;amp; Co., and you can send a large force down the E side practically unopposed by the second wave of Jevyan's troops.  You'll need at least two Paladins in the E to kill Jevyan himself; nothing else is half as effective (perhaps mages of light - but beware his ranged attack !).  Don't forget to sacrifice Aethyr to Jevyan.  If he doesn't want to come out and play, march up to Jevyan and use a crossbow attack.  When Jevyan is dead, the yellow and green leaders will probably still be alive. You'll have to kill one, leaving at least one orc leader alive. You pick.  Congratulations!  Enjoy the ending!&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioDiscussion]]&lt;/div&gt;</summary>
		<author><name>Peidu</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=8915</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=8915"/>
		<updated>2006-04-16T17:45:50Z</updated>

		<summary type="html">&lt;p&gt;Peidu: /* 6 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Historian's notes'''&lt;br /&gt;
&lt;br /&gt;
Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information: for instance, &amp;quot;BLAH BLABITY BLAH ( the king of the BLAH ?)&amp;quot;. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]&lt;br /&gt;
&lt;br /&gt;
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]&lt;br /&gt;
&lt;br /&gt;
[[#530-630 YW: The Age of Fear|The Age of Fear]]&lt;br /&gt;
&lt;br /&gt;
[[#630-???: The Restoration of Wesnoth|The Restoration of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#New Blood: The Invasions|New Blood]]&lt;br /&gt;
&lt;br /&gt;
[[#After the Fall|After the Fall]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Prehistory - 20 YW: The Founding of Wesnoth ==&lt;br /&gt;
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Prehistory ===&lt;br /&gt;
* Birth of the world.&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the Green Isle from a continent further to the west.&lt;br /&gt;
&lt;br /&gt;
=== 200 BW ===&lt;br /&gt;
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
* After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
&lt;br /&gt;
=== 12 BW ===&lt;br /&gt;
* The Crown Prince of Southbay dicovers the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 11-7 BW ===&lt;br /&gt;
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 6 BW ===&lt;br /&gt;
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies&lt;br /&gt;
* His younger brother is implicated in a plot to kill him.&lt;br /&gt;
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
&lt;br /&gt;
=== 5-2 BW ===&lt;br /&gt;
* The Green Isle is overrun with Orcs.&lt;br /&gt;
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
* Prince Haldric leads the evacuation of the survivors to the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 1 BW ===&lt;br /&gt;
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.&lt;br /&gt;
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
* Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
* They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
&lt;br /&gt;
=== 1 YW ===&lt;br /&gt;
* Haldric is granted the plains north and south of the Great River.&lt;br /&gt;
* Haldric agrees to a Pact of Mutual Defence with the Elves.&lt;br /&gt;
* Haldric founds the country of Wesnoth in these lands.&lt;br /&gt;
* Reign of Haldric I begins.&lt;br /&gt;
&lt;br /&gt;
=== 2 YW ===&lt;br /&gt;
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
* These Orcs are defeated by Haldric's forces.&lt;br /&gt;
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
* King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
&lt;br /&gt;
=== 8 YW ===&lt;br /&gt;
* A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for themselves.&lt;br /&gt;
* Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.&lt;br /&gt;
&lt;br /&gt;
=== 9-11 YW ===&lt;br /&gt;
* Many Elves are killed in battle by the Orcs.&lt;br /&gt;
* Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 12 YW ===&lt;br /&gt;
* Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.&lt;br /&gt;
* Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
* Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.&lt;br /&gt;
* Humans are forced back to the great river and are able to hold it against Orcish attacks.&lt;br /&gt;
&lt;br /&gt;
=== 20 YW ===&lt;br /&gt;
* Haldric I dies.&lt;br /&gt;
* Haldric II ascends to the throne.&lt;br /&gt;
* King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== 20-130 YW: The Taming of the Wild ==&lt;br /&gt;
This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as the population of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 23 YW ===&lt;br /&gt;
* Haldric II sends General Aldar west with a portion of the Wesnoth army, to aid the Elves.&lt;br /&gt;
* The Orcs in the eastern lands are defeated.&lt;br /&gt;
&lt;br /&gt;
=== Alternate History Regarding the Sceptre of Fire ===&lt;br /&gt;
* 25 YW&lt;br /&gt;
** Haldric II commissions a dwarven tribe to build the Sceptre of Fire with the Ruby of Fire as its centerpiece.&lt;br /&gt;
** Elves attack the dwarves as Haldric II is giving them the ruby.&lt;br /&gt;
* 25-34 YW:&lt;br /&gt;
** The dwarves gather materials to make the sceptre.&lt;br /&gt;
* 35 YW:&lt;br /&gt;
** The dwarves, searching for supplies, attack another dwarvish clan, the Shorbears.&lt;br /&gt;
** Elves siege the citadel of the Dwarves.&lt;br /&gt;
* 36-40 YW:&lt;br /&gt;
** The dwarves craft the sceptre inside of the citadel while under seige, but cannot complete the incantation.&lt;br /&gt;
* 40 YW:&lt;br /&gt;
** The dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.&lt;br /&gt;
** The dwarves fortify their position inside the caves and finish the sceptre.&lt;br /&gt;
** The volcano erupts, killing the dwarves and the elves who followed them.&lt;br /&gt;
** A human messenger escapes to report to Haldric II that the Sceptre was created.&lt;br /&gt;
&lt;br /&gt;
=== Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) ===&lt;br /&gt;
* After the elves defeat the orcs in Wesmere and the orcs turn their attention to humans, the elves come to the aid of the humans in the battle for Weslath&lt;br /&gt;
* After the alliance victory, the elves advise Haldric II of the problems with the unshielded ruby of fire&lt;br /&gt;
* Haldric II commisions the dwarves to make the sceptre as above&lt;br /&gt;
*  The sceptre is lost as described above. During that period, both orcs and elves are fighting a civil war each. Consequently humans become the dominant  race.&lt;br /&gt;
*  This is the Golden age of Wesnoth because the Wesnoth army is too strong for any opponent fighting a civil war and because their Kings are no longer under the influence of the unshielded ruby&lt;br /&gt;
* Much later, the ruby is found. It's shielded alright, but not properly. Consequently it still has a damaging effect on the human Kings&lt;br /&gt;
* During the Delfador  times and the battles with Ilaih-Malal, the elves again advise Delfador, who realizes that the sceptre is not properly shielded&lt;br /&gt;
*  and manages to talk the King into ordering it again properly shielded&lt;br /&gt;
* Another side effect of the encounter with the elves is that Delfador gets Crelanu's book. The elves think it will be safe with Delfador and indeed it helps him close the Iliah-Malal portal, but Asheviere also gains access to it.&lt;br /&gt;
&lt;br /&gt;
=== 122 YW ===&lt;br /&gt;
* City of Elensefar is sacked by orcs.&lt;br /&gt;
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.&lt;br /&gt;
&lt;br /&gt;
=== 123 YW ===&lt;br /&gt;
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
* Elensefar becomes an independent city-state for the first time.&lt;br /&gt;
&lt;br /&gt;
=== 161-164 YW ===&lt;br /&gt;
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.&lt;br /&gt;
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.&lt;br /&gt;
* The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread.&lt;br /&gt;
&lt;br /&gt;
=== 164-176 YW ===&lt;br /&gt;
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the wilderlands.&lt;br /&gt;
&lt;br /&gt;
=== 199 YW ===&lt;br /&gt;
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes&lt;br /&gt;
* The cities of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River&lt;br /&gt;
* Settlers from Carcyn cross the Great River to establish the first settlements north of it&lt;br /&gt;
&lt;br /&gt;
== 200-350 YW: The Golden Age of Wesnoth ==&lt;br /&gt;
The Golden Age of wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
=== 250 YW ===&lt;br /&gt;
* Urug-Telfar attacks the lake atop mount Eregonor and pillages the surounding areas.&lt;br /&gt;
* The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.&lt;br /&gt;
* Kalenz and Glatrid are successful in destroying the encamped Orcish forces.&lt;br /&gt;
&lt;br /&gt;
=== 350 YW ===&lt;br /&gt;
* Fractioning of kingdom caused by death of Haldric IV.&lt;br /&gt;
* Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
* Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
=== 389 YW ===&lt;br /&gt;
* Garard, a future king of Wesnoth, is born&lt;br /&gt;
&lt;br /&gt;
== 350-417 YW: The First Dark Age of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
The first Dark Age was a time of strife and attacks from the outside. When Haldric IV died, it left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.&lt;br /&gt;
&lt;br /&gt;
== 417-530 YW: The Turmoil of Asheviere ==&lt;br /&gt;
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the first king suffered a very destructive undead attack, and the second was murdered by his own wife and son. It was not until 519 YW that Prince Konrad was able to wrest the throne from the Queen Mother Asheviere. After the turmoil finally ended, however, Wesnoth entered its next era.&lt;br /&gt;
&lt;br /&gt;
=== 417 YW ===&lt;br /&gt;
* Ending years of strife and division, Garard I siezes the throne and becomes king of Wesnoth.&lt;br /&gt;
* Dwarves agree to craft the Sceptre of Fire for King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 440 YW ===&lt;br /&gt;
* Crown Prince Garard II is born.&lt;br /&gt;
* Delfador becomes Methor's apprentice&lt;br /&gt;
&lt;br /&gt;
=== 442 YW ===&lt;br /&gt;
* Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.&lt;br /&gt;
* Garard sends a battle group to defeat the undead.&lt;br /&gt;
* Soldiers return from the battle reporting a crushing defeat.&lt;br /&gt;
* Garard asks the council of mages for help and is advised to send more troops.&lt;br /&gt;
* The young mage Delfador asks the King for permission to lead a force of mages instead.&lt;br /&gt;
* Garard agrees to let Delfador confront the undead.&lt;br /&gt;
* Delfador is successful and becomes a trusted advisor to King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 442-445 YW ===&lt;br /&gt;
* Three outposts are built on eastern border to repel local orcs.&lt;br /&gt;
* The Sceptre of Fire is completed.&lt;br /&gt;
* Orcs besiege Knalga, and the Sceptre is lost.&lt;br /&gt;
&lt;br /&gt;
=== 450 YW ===&lt;br /&gt;
* Prince Arand is born.&lt;br /&gt;
* Delfador defeats undead nemesis Ihiah-Malal&lt;br /&gt;
&lt;br /&gt;
=== 473 YW ===&lt;br /&gt;
* Garard I dies.&lt;br /&gt;
* Garard II rises to throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 478 YW ===&lt;br /&gt;
* Garard II marries Asheviere.&lt;br /&gt;
* Garard II issues the Sceptre Edict of Royal Succession&lt;br /&gt;
&lt;br /&gt;
=== 480 YW ===&lt;br /&gt;
* Crown Prince Eldred is born.&lt;br /&gt;
&lt;br /&gt;
=== 483 YW ===&lt;br /&gt;
* ? and ?, identical twins and brothers of Eldred, are born.&lt;br /&gt;
&lt;br /&gt;
=== 498 YW ===&lt;br /&gt;
* Princess Li'sar is born.&lt;br /&gt;
&lt;br /&gt;
=== 500 YW ===&lt;br /&gt;
* Prince Konrad is born, the youngest of several sons of Prince Arand.&lt;br /&gt;
* Wesnoth and the Orcs of the north go to war.&lt;br /&gt;
&lt;br /&gt;
=== 501 YW ===&lt;br /&gt;
&lt;br /&gt;
===== Betrayal on the battlefield =====&lt;br /&gt;
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
* Eldred betrays his father and attacks him with the troops under his control.&lt;br /&gt;
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.&lt;br /&gt;
&lt;br /&gt;
===== Reprisal =====&lt;br /&gt;
* Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
* Eldred gives tribute to the Orcish king, who stops his attacks.&lt;br /&gt;
* Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
* Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
&lt;br /&gt;
===== Asheviere siezes power =====&lt;br /&gt;
* Delfador escapes the battle.&lt;br /&gt;
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
* Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
* Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
* Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.&lt;br /&gt;
&lt;br /&gt;
===== The country resists Asheviere =====&lt;br /&gt;
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom.  The western Wesnothian border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.&lt;br /&gt;
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power.  They are eventually forced to abandon their home and inhabit the Isle of the Damned.&lt;br /&gt;
&lt;br /&gt;
=== 502-517 YW ===&lt;br /&gt;
* Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
&lt;br /&gt;
=== 517 YW ===&lt;br /&gt;
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
* Orcish forces converge on Delfador's refuge.&lt;br /&gt;
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 518 YW ===&lt;br /&gt;
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.&lt;br /&gt;
* They return to Wesnoth and claim the throne.&lt;br /&gt;
&lt;br /&gt;
=== 522 YW ===&lt;br /&gt;
* Birth of Princess Ana'sar.&lt;br /&gt;
&lt;br /&gt;
== 530-630 YW: The Age of Fear ==&lt;br /&gt;
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were every uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.&lt;br /&gt;
&lt;br /&gt;
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the &amp;quot;Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.&lt;br /&gt;
&lt;br /&gt;
=== 533 YW ===&lt;br /&gt;
* Delfador sucumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
* The next great sage of Wesnoth, Dacyn, is born.&lt;br /&gt;
&lt;br /&gt;
=== 534 YW ===&lt;br /&gt;
&lt;br /&gt;
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords.&lt;br /&gt;
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.&lt;br /&gt;
* Their combined forces destroy an upstart Lich who is attempting to claim Knalga as his own.&lt;br /&gt;
&lt;br /&gt;
=== 535 YW ===&lt;br /&gt;
&lt;br /&gt;
* The local orcish leader Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.&lt;br /&gt;
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.&lt;br /&gt;
* Assisted by his new allies, Tallin smashes the forces of Rakshas.&lt;br /&gt;
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.&lt;br /&gt;
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance.&lt;br /&gt;
&lt;br /&gt;
=== 563 YW ===&lt;br /&gt;
* Konrad and Li'sar die after an extraordinarily long reign.&lt;br /&gt;
* Princess Ana'sar becomes queen.&lt;br /&gt;
* The seer Galdren becomes prominent at the court of Weldyn.&lt;br /&gt;
&lt;br /&gt;
=== 585 YW ===&lt;br /&gt;
* Queen Ana'sar retires.&lt;br /&gt;
* Haldric VII becomes king of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 589 YW ===&lt;br /&gt;
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
* The seer Galdren dies after advising Haldric VII to choose Dacyn.&lt;br /&gt;
* The king does as Galdren advises.&lt;br /&gt;
&lt;br /&gt;
=== 593 YW ===&lt;br /&gt;
* Ravanal reveals that he has turned to evil, and flees from Weldyn.&lt;br /&gt;
&lt;br /&gt;
* Konrad II is born.&lt;br /&gt;
&lt;br /&gt;
=== 612 YW ===&lt;br /&gt;
* Konrad II becomes King of Wesnoth.&lt;br /&gt;
* Dacyn continues his duties as advisor with Konrad II.&lt;br /&gt;
&lt;br /&gt;
=== 625 YW ===&lt;br /&gt;
* Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.&lt;br /&gt;
* Konrad II sends Dacyn with Owaec and Gweddry to man the old eastern outposts.&lt;br /&gt;
&lt;br /&gt;
=== 626 YW ===&lt;br /&gt;
* Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.&lt;br /&gt;
* Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.&lt;br /&gt;
&lt;br /&gt;
=== 627 YW ===&lt;br /&gt;
* Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
* In the northlands, the orcs drive Gweddry's army back across the river.&lt;br /&gt;
* Weldyn is besieged.&lt;br /&gt;
* Gweddry breaks through undead lines to reach Weldyn.&lt;br /&gt;
* A council is held.&lt;br /&gt;
* Gweddry's army is lucky and kills Mal-Ravanal.&lt;br /&gt;
* Wesnoth is saved, but has been turned by the undead into a barren wasteland.&lt;br /&gt;
&lt;br /&gt;
== 628-???: The Restoration of Wesnoth ==&lt;br /&gt;
The Restoration of Wesnoth began in an depressing manner. After Konrad II died, Wesnoth was plunged into civil war. However, the Restoration was, in the end, the time when Wesnoth recovered from the damage that Mal-Ravanal's undead attack had dealt. By the end of the era, Wesnoth was no longer a wasteland, but it would never regain the majesty it had at the height of its power.&lt;br /&gt;
&lt;br /&gt;
=== 628-635 YW ===&lt;br /&gt;
* Konrad II begins his attempt to rebuild Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 636 YW ===&lt;br /&gt;
* Konrad II dies, and Wesnoth plunges into Civil War&lt;br /&gt;
&lt;br /&gt;
=== 750 YW ===&lt;br /&gt;
* A Lich Lord of the Wesfolk invades the Great Continent.&lt;br /&gt;
* The king of Wesnoth incites war between the Elves, Dwarves and Orcs.&lt;br /&gt;
* The Elves, Dwarves and Orcs ally to defeat the Lich-Lord.&lt;br /&gt;
&lt;br /&gt;
== New Blood: The Invasions ==&lt;br /&gt;
After civil war Wesnoth was fragmented into small kingdoms, making it easy prey for invading nations. It was then when Aragwaithi come, at the beginning functioning as the mercenaries.&lt;br /&gt;
In about 800 YW Akladians appeared from the east, conquering Wesnothian realms one by one.&lt;br /&gt;
After years of subjugation, it became clear that these were people cut from the same cloth. Around 900 YW a courageous young monarch of the Hagarthen clan completed the restoration of Wesnoth as the dominant race on the continent.&lt;br /&gt;
&lt;br /&gt;
==After the Fall==&lt;br /&gt;
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. Forests died, hills turned into rocky wastelands and fields became barren deserts. In the apocalypse allies turned against each other and friends fought over what few resources remained. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== History Credits ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.&lt;br /&gt;
* History derived from:&lt;br /&gt;
** A New Order&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Liberty&lt;br /&gt;
** Northern Rebirth&lt;br /&gt;
** The Challenges&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Under the Burning Suns&lt;br /&gt;
&lt;br /&gt;
* Alternate history derived from:&lt;br /&gt;
** Legend of Wesmere&lt;br /&gt;
** The Sceptre of Fire&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothGeography]]&lt;br /&gt;
* [[WesnothPoetry]]&lt;br /&gt;
* [[RaceDescriptions]]&lt;br /&gt;
* [[FactionHistory]]&lt;/div&gt;</summary>
		<author><name>Peidu</name></author>
		
	</entry>
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