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		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74793</id>
		<title>Timeline of Pre-Wesnoth</title>
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		<summary type="html">&lt;p&gt;Revansurik: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*Founding of the '''City of Maat'Kare'''.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Maat'Karians settle the Silent Desert. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10 BW - 1 YW ====&lt;br /&gt;
The merfolk kingdom of Ëa disappears beneath the waves.&lt;br /&gt;
&lt;br /&gt;
==== Circa 250 YW ====&lt;br /&gt;
The Dunefolk kingdom of Sadalmelik, famed for its Hanging Gardens and for the aqueducts that brought life to the dry Sunfall Mountains, is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== 672 YW ====&lt;br /&gt;
*'''Addraryn of Kerlath''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 697 YW ====&lt;br /&gt;
*'''Soldier of Wesnoth''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 701 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 720 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1269 YW ====&lt;br /&gt;
*'''Fairuza of Irem'dhahab''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1302 YW ====&lt;br /&gt;
*Dire droughts caused by the twin suns lead to unprecedented crisis among the Dunefolk. At the Grand Conference of Th'arwya, it is decided that expeditions will be sent to retrieve the fabled Mirror of Waters, believed capable of providing endless amounts of fresh water. '''The Bearer of Waters''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, leading to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
* The Bearer of Waters&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74792</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74792"/>
		<updated>2026-01-31T02:54:58Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1357 YW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*Founding of the '''City of Maat'Kare'''.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Maat'Karians settle the Silent Desert. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10 BW - 1 YW ====&lt;br /&gt;
The merfolk kingdom of Ëa disappears beneath the waves.&lt;br /&gt;
&lt;br /&gt;
==== Circa 250 YW ====&lt;br /&gt;
The Dunefolk kingdom of Sadalmelik, famed for its Hanging Gardens and for the aqueducts that brought life to the dry Sunfall Mountains, is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== 672 YW ====&lt;br /&gt;
*'''Addraryn of Kerlath''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 697 YW ====&lt;br /&gt;
*'''Soldier of Wesnoth''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 701 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 720 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1269 YW ====&lt;br /&gt;
*'''Fairuza of Irem'dhahab''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1302 YW ====&lt;br /&gt;
*Dire droughts caused by the twin suns lead to unprecedented crisis among the Dunefolk. At the Grand Conference of Th'arwya, it is decided that expeditions will be sent to retrieve the fabled Mirror of Waters, believed capable of providing endless amounts of fresh water. '''The Bearer of Waters''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, leading to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74791</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74791"/>
		<updated>2026-01-31T02:53:15Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*Founding of the '''City of Maat'Kare'''.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Maat'Karians settle the Silent Desert. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 10 BW - 1 YW ====&lt;br /&gt;
The merfolk kingdom of Ëa disappears beneath the waves.&lt;br /&gt;
&lt;br /&gt;
==== Circa 250 YW ====&lt;br /&gt;
The Dunefolk kingdom of Sadalmelik, famed for its Hanging Gardens and for the aqueducts that brought life to the dry Sunfall Mountains, is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== 672 YW ====&lt;br /&gt;
*'''Addraryn of Kerlath''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 697 YW ====&lt;br /&gt;
*'''Soldier of Wesnoth''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 701 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 720 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1269 YW ====&lt;br /&gt;
*'''Fairuza of Irem'dhahab''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1302 YW ====&lt;br /&gt;
*Dire droughts caused by the twin suns lead to unprecedented crisis among the Dunefolk. At the Grand Conference of Th'arwya, it is decided that expeditions will be sent to retrieve the fabled Mirror of Waters, believed capable of providing endless amounts of fresh water. '''The Bearer of Waters''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74790</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74790"/>
		<updated>2026-01-31T02:36:46Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1169-1168 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*Founding of the '''City of Maat'Kare'''.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Maat'Karians settle the Silent Desert. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74789</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74789"/>
		<updated>2026-01-31T02:35:22Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*Founding of the '''City of Maat'Kare'''.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74788</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74788"/>
		<updated>2026-01-31T02:34:38Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 2799 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*Founding of the '''City of Maat'Kare'''.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74787</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74787"/>
		<updated>2026-01-31T02:33:52Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 2803 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74786</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74786"/>
		<updated>2026-01-31T02:33:05Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1170 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:History&amp;diff=74034</id>
		<title>Category:History</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:History&amp;diff=74034"/>
		<updated>2024-12-26T23:48:19Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains various timelines, mainly from UMC. The [[Timeline of Wesnoth]] contains canon events, and these may themselves change as mainline improves.&lt;br /&gt;
&lt;br /&gt;
Timescales of the pages&lt;br /&gt;
* 20000 BW - 1440 YW [[Timeline of Pre-Wesnoth]]&lt;br /&gt;
* 5000 BW - 551 YW [[Timeline of Ancient Irdya (Un-official)]]&lt;br /&gt;
* 200 BW - 858 YW official [[Timeline of Wesnoth]], also contains UtBS but does not link the YW / BF epochs&lt;br /&gt;
* 1066 YW - a few centuries AF [[Late History]]&lt;br /&gt;
* AF, starts 25 years before UtBS  - [[Irdya After the Fall]] uses epochs BE / DE&lt;br /&gt;
* Far future [[Irdya in the Thunderstone Era]] uses epochs BU / AU&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Category:History&amp;diff=74033</id>
		<title>Category:History</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Category:History&amp;diff=74033"/>
		<updated>2024-12-26T23:47:57Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains various timelines, mainly from UMC. The [[Timeline of Wesnoth]] contains canon events, and these may themselves change as mainline improves.&lt;br /&gt;
&lt;br /&gt;
Timescales of the pages&lt;br /&gt;
* 20000 BW - 1440 YW [[Timeline of Pre-Wesnoth (the Dragon Saga]]&lt;br /&gt;
* 5000 BW - 551 YW [[Timeline of Ancient Irdya (Un-official)]]&lt;br /&gt;
* 200 BW - 858 YW official [[Timeline of Wesnoth]], also contains UtBS but does not link the YW / BF epochs&lt;br /&gt;
* 1066 YW - a few centuries AF [[Late History]]&lt;br /&gt;
* AF, starts 25 years before UtBS  - [[Irdya After the Fall]] uses epochs BE / DE&lt;br /&gt;
* Far future [[Irdya in the Thunderstone Era]] uses epochs BU / AU&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74032</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74032"/>
		<updated>2024-12-26T23:39:19Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1357 YW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Dunefolk; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74031</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74031"/>
		<updated>2024-12-26T23:39:04Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1357 YW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains fraught.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74030</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74030"/>
		<updated>2024-12-26T23:34:54Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 719 YW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 750-760 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only notice that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74029</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74029"/>
		<updated>2024-12-26T23:33:48Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1166-1160 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74028</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74028"/>
		<updated>2024-12-26T23:33:33Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 202 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital. Defeated, the Lich-Lords evacuate their people on ships, led by Jevyan; the Ruby of Fire is now in the possession of Lich-Lord Lenvan. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74027</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74027"/>
		<updated>2024-12-26T23:32:02Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1166 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166-1160 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74026</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74026"/>
		<updated>2024-12-26T23:29:41Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1235 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts a rebellion against the despotic government of Emperor Amphyon.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
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==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74025</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74025"/>
		<updated>2024-12-26T23:27:49Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1890-1400 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Isfet, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74023</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74023"/>
		<updated>2024-12-25T03:12:01Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
* A Song of the Winds&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74022</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=74022"/>
		<updated>2024-12-25T02:48:27Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1169-1168 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to repel Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66638</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66638"/>
		<updated>2021-02-12T22:19:58Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1892 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. '''Menon Hekare''', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
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==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
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*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
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==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
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==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66637</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66637"/>
		<updated>2021-02-12T22:19:17Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 8000 BW ====&lt;br /&gt;
*The Dragon King '''Shek'har''' is born as the last pure-blood member of the original Morogor dragons, the same lineage from which Agniballi was born.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66636</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66636"/>
		<updated>2021-02-12T22:16:36Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Great Continent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into eight regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=66591</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=66591"/>
		<updated>2021-02-06T03:29:47Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Campaigns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
This list covers add-ons for the latest (1.14) release of Wesnoth. There are archived versions of this page for [[Guide_to_UMC_Content/1.10|1.10]] and [[Guide_to_UMC_Content/1.12|1.12]].&lt;br /&gt;
&lt;br /&gt;
For content creators who loved an add-on that hasn't been added to 1.14 yet, and are wondering about taking it over, please ensure that its entry on the older (1.12 or 1.10) wiki page is up to date, add a link to the add-on's feedback thread in the forums, and generally do the tidy-up that doesn't need you to start changing the campaign, and then ask the old maintainer. (You should probably also wait until the end of May 2018 before assuming that a maintainer isn't already porting to 1.14).&lt;br /&gt;
&lt;br /&gt;
If you are looking for even more campaigns, please see the links in at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article (&amp;quot;A&amp;quot;, &amp;quot;An&amp;quot;, or &amp;quot;The&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Blueprint for Campaigns ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version&amp;lt;/b&amp;gt; campaign version on the add-ons server&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: If you didn't play the campaign, write the difficulty written on the add-ons server.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones. If you don't know which style is the campaign you are listing, don't write this.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
=== Blueprint for Eras ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status 1.14:&amp;lt;/b&amp;gt;&lt;br /&gt;
** see the list of statuses in the campaign blueprint&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.14.x ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowm/ShikadiQueen/Iris&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 0.10.11&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Beastly Tale====&lt;br /&gt;
&lt;br /&gt;
''When a small village is beset by troubles, its fate rests in the hands of a young woodsman and the animals he befriends.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' GloccusV&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.3&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [//units.wesnoth.org/1.14/A_Beastly_Tale/en_US/A_Beastly_Tale.html Here]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=41434&amp;amp;p=633612&amp;amp;hilit=A+Beastly+Tale#p579093 Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Song of the Winds====&lt;br /&gt;
&lt;br /&gt;
''Every era has its heroes and heroines. Before the song of Myra, the odyssey of Akhen Wadjet and the aria of Tenma Yozora, there was the song of the winds that echoed in the mountains and halls at the heart of the Great Continent. Follow young Maat of Hiera'Shirsha and Prince Abhai of Garet-Desh in the war that set the stage for one of the greatest upheavals Irdya has ever witnessed.&lt;br /&gt;
(Prequel to the Dragon Trilogy)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 43 scenarios (some of them dialogue-only)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' War of Legends + Custom factions&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=53913 Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete 1.10.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  The Black Cross of Aleron ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete 2.0.3&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[https://units.wesnoth.org/1.14/Black_Cross_of_Aleron/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
==== Danse Macabre ====&lt;br /&gt;
&lt;br /&gt;
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kamikaze&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' James_The_Invisible&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed, 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, undead&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33745]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While the campaign is playable on Wesnoth 1.14 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dawn of Thunder ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete (guessing, based on the discussion thread), 0.1.9.5&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512]&lt;br /&gt;
&lt;br /&gt;
==== A Fiery Birth ====&lt;br /&gt;
&lt;br /&gt;
''A scholar of the Great Academy journeys to the land of the drakes to discover their secret origins.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Mathbrush&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=47861&amp;amp;p=623953 Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Final Exam ====&lt;br /&gt;
&lt;br /&gt;
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Elven&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, 2.6.1&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23398]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only, for a total of 21&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.14+&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign''&lt;br /&gt;
&lt;br /&gt;
''Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer. The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue, for a total of 13&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowm/ShikadiQueen/Iris&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 2.1.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[IftU Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//r.wesnoth.org/t32384]&lt;br /&gt;
&lt;br /&gt;
'''[[Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles|Players’ Review(s)]]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Dunefolk mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?''&lt;br /&gt;
&lt;br /&gt;
''Note: This campaign contains mature themes, some of which may be unsuitable for children.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.19&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Hard to say as it is non-linear; it is advertised as having 45 scenarios, but the numbering only goes up to 30 due to some of the scenarios being alternates to one another.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.14+. Also uses the &amp;quot;Akladian Music&amp;quot; add-on.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Advertised as intermediate; could be considered hard, though.&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mostly Skirmish, some Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' mostly various human factions (including the Dunefolk), with the addition of the Akladian faction of humans&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/A_New_Order/en_US/A_New_Order.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&amp;amp;sid=2e644284f54e65736b4f1543b7098ef9]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== The North Wind ====&lt;br /&gt;
&lt;br /&gt;
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''&lt;br /&gt;
&lt;br /&gt;
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' aelius, Deusite; pyndragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, 0.3.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario, 6 intended&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=42854]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Ravagers====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' ''The Ravagers'' is a tale of pure revenge. A tale of justice served cold, told in a flashback-style point-of-view narrative, by a ranger in the Inn at Weldyn.&lt;br /&gt;
The campaign includes many new exciting gameplay features, fun mechanics such as drinking, hundreds of custom units, and many more.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished*&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 25 playable scenarios + 2 scene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Akladian Music Pack, Underness Music Pack&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish + RPG / Flashback narrative&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans, Elves, Ravagers(dark humans)&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/The_Ravagers/en_US/The_Ravagers.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=44930]&lt;br /&gt;
&lt;br /&gt;
'''*Notes:''' The main storyline is complete, but there are unfinished side-missions that are still in development. The campaign is aimed to become finished with version 1.2.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return from the Abyss ====&lt;br /&gt;
&lt;br /&gt;
''After taking part to a disastrous expedition, Khafir and his men are lost and isolated from their people, thousands of miles away from home, bound by a pact sealed with a powerful dwarvish king. Help him escape from the depth of Irdya and finding his way back, in an adventure across two worlds during the rise of a sinister force in the Great Continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' skeptical_troll&lt;br /&gt;
&lt;br /&gt;
'''Status:''' finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 playable scenario + 10 story only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Dunefolk/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=44545]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Return of the Darks ====&lt;br /&gt;
&lt;br /&gt;
''The Darks are a race which left Wesnoth in the ancient times and lives on Isles in the sky. But now the Magic wich helped them to move the Isles in Sky got lost and the isles are about to fall down. Rumion an adventurer goes to Wesnoth and searchs for something that could help them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' thvk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenario + 2 story only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + some self made units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=52731]&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Mainlined (this is now one of the campaigns that is downloaded with Wesnoth itself)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545]&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[Secrets of the Ancients Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0i&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=41254]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios done so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Tale of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished 0.11.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37880]&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins  [https://www.youtube.com/watch?v=dGM1bjImvkI&amp;amp;list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0 here].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799]&lt;br /&gt;
&lt;br /&gt;
'''[[Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown|Players’ Review(s)]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, 1.0.14&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463]&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== '''War of Legends''' ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A multiplayer era focused on the Dark Irdya Campaigns. Contains 15 factions.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, new features being added for the 1.15.x version of the add-on&lt;br /&gt;
&lt;br /&gt;
'''Factions:'''&lt;br /&gt;
&lt;br /&gt;
# Aragwaithi&lt;br /&gt;
# Windsong&lt;br /&gt;
# Human Alliance&lt;br /&gt;
# Orcish Union&lt;br /&gt;
# Southerners (Desert Elves)&lt;br /&gt;
# Outlaws&lt;br /&gt;
# Elementals&lt;br /&gt;
# Undead&lt;br /&gt;
# Drakes&lt;br /&gt;
# Dark Legion&lt;br /&gt;
# Sylvans&lt;br /&gt;
# Minotaurs&lt;br /&gt;
# Vampires&lt;br /&gt;
# Dunefolk&lt;br /&gt;
# Knalgan Alliance&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
==== Era of Magic(EoMa) ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign &amp;quot;To Lands Unknown&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Inferno8&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 3.1&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:'''&lt;br /&gt;
 &lt;br /&gt;
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.&lt;br /&gt;
&lt;br /&gt;
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. &lt;br /&gt;
(The campaign &amp;quot;To Lands Unknown&amp;quot; is mainly about the story of this faction)&lt;br /&gt;
&lt;br /&gt;
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.&lt;br /&gt;
&lt;br /&gt;
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.&lt;br /&gt;
&lt;br /&gt;
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.&lt;br /&gt;
&lt;br /&gt;
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.&lt;br /&gt;
&lt;br /&gt;
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.&lt;br /&gt;
&lt;br /&gt;
Destroyers - a terrifying undead creations consisting of civilizations long gone...&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1 (February 18th, 2015)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=20039 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ageless Era ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mnewton1, Ravana and various&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Ravana&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 4.19&lt;br /&gt;
&lt;br /&gt;
'''Unit Tree:''' [//units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree (for 1.12)]&lt;br /&gt;
&lt;br /&gt;
'''Factions List:''' Currently there are 91 factions in the era:&lt;br /&gt;
&lt;br /&gt;
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate&lt;br /&gt;
&lt;br /&gt;
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves&lt;br /&gt;
&lt;br /&gt;
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs&lt;br /&gt;
&lt;br /&gt;
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites&lt;br /&gt;
&lt;br /&gt;
Era of the Future: Welkin, Brungar&lt;br /&gt;
&lt;br /&gt;
BEEM: Anakes, Calidonians, Wood Warriors&lt;br /&gt;
&lt;br /&gt;
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen&lt;br /&gt;
&lt;br /&gt;
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong&lt;br /&gt;
&lt;br /&gt;
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates&lt;br /&gt;
&lt;br /&gt;
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe&lt;br /&gt;
&lt;br /&gt;
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs&lt;br /&gt;
&lt;br /&gt;
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers&lt;br /&gt;
&lt;br /&gt;
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight&lt;br /&gt;
&lt;br /&gt;
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11] and also for 1.12 and 1.14&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=25274 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Imperial Era (IE) ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orbivm Project (but really Turin)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, 0.23&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:'''&lt;br /&gt;
 &lt;br /&gt;
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in &amp;quot;Fall of Silvium&amp;quot;.&lt;br /&gt;
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in &amp;quot;Tale of Vaniyera&amp;quot;.&lt;br /&gt;
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the &amp;quot;Alfhelm the Wise&amp;quot; campaign.&lt;br /&gt;
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in &amp;quot;Up from Slavery&amp;quot;.&lt;br /&gt;
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in &amp;quot;Gali's Contract&amp;quot;&lt;br /&gt;
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.&lt;br /&gt;
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Orbivm]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Additional info ==&lt;br /&gt;
See also: &lt;br /&gt;
* [[Player_UMC_Reviews|Player UMC Reviews]]&lt;br /&gt;
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]&lt;br /&gt;
* [//r.wesnoth.org/t37476 forum thread] for this page&lt;br /&gt;
* [[Guide_to_UMC_Content/1.12|Guide to user-made content (UMC) for Battle for Wesnoth 1.12]]&lt;br /&gt;
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]&lt;br /&gt;
* [//r.wesnoth.org/t36733 thread discussing 1.8 UMC that wasn't ported to 1.10]&lt;br /&gt;
* [//r.wesnoth.org/t48086 thread discussing all UMC that hasn't been ported to 1.14]&lt;br /&gt;
* [//addons.wesnoth.org the addon server]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=66590</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=66590"/>
		<updated>2021-02-06T03:28:49Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Campaigns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
This list covers add-ons for the latest (1.14) release of Wesnoth. There are archived versions of this page for [[Guide_to_UMC_Content/1.10|1.10]] and [[Guide_to_UMC_Content/1.12|1.12]].&lt;br /&gt;
&lt;br /&gt;
For content creators who loved an add-on that hasn't been added to 1.14 yet, and are wondering about taking it over, please ensure that its entry on the older (1.12 or 1.10) wiki page is up to date, add a link to the add-on's feedback thread in the forums, and generally do the tidy-up that doesn't need you to start changing the campaign, and then ask the old maintainer. (You should probably also wait until the end of May 2018 before assuming that a maintainer isn't already porting to 1.14).&lt;br /&gt;
&lt;br /&gt;
If you are looking for even more campaigns, please see the links in at the bottom of this page.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
When adding a campaign to the list, please place it in its alphabetically sorted location, ignoring any initial article (&amp;quot;A&amp;quot;, &amp;quot;An&amp;quot;, or &amp;quot;The&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Blueprint for Campaigns ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version&amp;lt;/b&amp;gt; campaign version on the add-ons server&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: If you didn't play the campaign, write the difficulty written on the add-ons server.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones. If you don't know which style is the campaign you are listing, don't write this.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
=== Blueprint for Eras ===&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status 1.14:&amp;lt;/b&amp;gt;&lt;br /&gt;
** see the list of statuses in the campaign blueprint&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.14.x ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowm/ShikadiQueen/Iris&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 0.10.11&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====A Beastly Tale====&lt;br /&gt;
&lt;br /&gt;
''When a small village is beset by troubles, its fate rests in the hands of a young woodsman and the animals he befriends.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' GloccusV&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.3&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [//units.wesnoth.org/1.14/A_Beastly_Tale/en_US/A_Beastly_Tale.html Here]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=41434&amp;amp;p=633612&amp;amp;hilit=A+Beastly+Tale#p579093 Here]&lt;br /&gt;
&lt;br /&gt;
====A Song of the Winds====&lt;br /&gt;
&lt;br /&gt;
''Every era has its heroes and heroines. Before the song of Myra, the odyssey of Akhen Wadjet and the aria of Tenma Yozora, there was the song of the winds that echoed in the mountains and halls at the heart of the Great Continent. Follow young Maat of Hiera'Shirsha and Prince Abhai of Garet-Desh in the war that set the stage for one of the greatest upheavals Irdya has ever witnessed.&lt;br /&gt;
(Prequel to the Dragon Trilogy)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 43 scenarios (some of them dialogue-only)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' War of Legends + Custom factions&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//https://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=53913 Here]&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete 1.10.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  The Black Cross of Aleron ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete 2.0.3&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[https://units.wesnoth.org/1.14/Black_Cross_of_Aleron/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
==== Danse Macabre ====&lt;br /&gt;
&lt;br /&gt;
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kamikaze&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' James_The_Invisible&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed, 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, undead&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33745]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While the campaign is playable on Wesnoth 1.14 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dawn of Thunder ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete (guessing, based on the discussion thread), 0.1.9.5&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512]&lt;br /&gt;
&lt;br /&gt;
==== A Fiery Birth ====&lt;br /&gt;
&lt;br /&gt;
''A scholar of the Great Academy journeys to the land of the drakes to discover their secret origins.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Mathbrush&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=47861&amp;amp;p=623953 Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Final Exam ====&lt;br /&gt;
&lt;br /&gt;
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Elven&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, 2.6.1&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23398]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only, for a total of 21&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.14+&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign''&lt;br /&gt;
&lt;br /&gt;
''Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer. The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue, for a total of 13&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowm/ShikadiQueen/Iris&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 2.1.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[IftU Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//r.wesnoth.org/t32384]&lt;br /&gt;
&lt;br /&gt;
'''[[Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles|Players’ Review(s)]]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Dunefolk mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?''&lt;br /&gt;
&lt;br /&gt;
''Note: This campaign contains mature themes, some of which may be unsuitable for children.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.19&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Hard to say as it is non-linear; it is advertised as having 45 scenarios, but the numbering only goes up to 30 due to some of the scenarios being alternates to one another.&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.14+. Also uses the &amp;quot;Akladian Music&amp;quot; add-on.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Advertised as intermediate; could be considered hard, though.&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mostly Skirmish, some Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' mostly various human factions (including the Dunefolk), with the addition of the Akladian faction of humans&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/A_New_Order/en_US/A_New_Order.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&amp;amp;sid=2e644284f54e65736b4f1543b7098ef9]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== The North Wind ====&lt;br /&gt;
&lt;br /&gt;
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''&lt;br /&gt;
&lt;br /&gt;
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' aelius, Deusite; pyndragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, 0.3.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario, 6 intended&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=42854]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Ravagers====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' ''The Ravagers'' is a tale of pure revenge. A tale of justice served cold, told in a flashback-style point-of-view narrative, by a ranger in the Inn at Weldyn.&lt;br /&gt;
The campaign includes many new exciting gameplay features, fun mechanics such as drinking, hundreds of custom units, and many more.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished*&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 25 playable scenarios + 2 scene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Akladian Music Pack, Underness Music Pack&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish + RPG / Flashback narrative&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans, Elves, Ravagers(dark humans)&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.14/The_Ravagers/en_US/The_Ravagers.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=44930]&lt;br /&gt;
&lt;br /&gt;
'''*Notes:''' The main storyline is complete, but there are unfinished side-missions that are still in development. The campaign is aimed to become finished with version 1.2.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return from the Abyss ====&lt;br /&gt;
&lt;br /&gt;
''After taking part to a disastrous expedition, Khafir and his men are lost and isolated from their people, thousands of miles away from home, bound by a pact sealed with a powerful dwarvish king. Help him escape from the depth of Irdya and finding his way back, in an adventure across two worlds during the rise of a sinister force in the Great Continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' skeptical_troll&lt;br /&gt;
&lt;br /&gt;
'''Status:''' finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 playable scenario + 10 story only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Dunefolk/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=44545]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Return of the Darks ====&lt;br /&gt;
&lt;br /&gt;
''The Darks are a race which left Wesnoth in the ancient times and lives on Isles in the sky. But now the Magic wich helped them to move the Isles in Sky got lost and the isles are about to fall down. Rumion an adventurer goes to Wesnoth and searchs for something that could help them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' thvk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenario + 2 story only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + some self made units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=52731]&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Mainlined (this is now one of the campaigns that is downloaded with Wesnoth itself)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545]&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[Secrets of the Ancients Walkthrough]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0i&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=41254]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios done so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Tale of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished 0.11.0&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37880]&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins  [https://www.youtube.com/watch?v=dGM1bjImvkI&amp;amp;list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0 here].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799]&lt;br /&gt;
&lt;br /&gt;
'''[[Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown|Players’ Review(s)]]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, 1.0.14&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[//units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463]&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== '''War of Legends''' ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A multiplayer era focused on the Dark Irdya Campaigns. Contains 15 factions.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, new features being added for the 1.15.x version of the add-on&lt;br /&gt;
&lt;br /&gt;
'''Factions:'''&lt;br /&gt;
&lt;br /&gt;
# Aragwaithi&lt;br /&gt;
# Windsong&lt;br /&gt;
# Human Alliance&lt;br /&gt;
# Orcish Union&lt;br /&gt;
# Southerners (Desert Elves)&lt;br /&gt;
# Outlaws&lt;br /&gt;
# Elementals&lt;br /&gt;
# Undead&lt;br /&gt;
# Drakes&lt;br /&gt;
# Dark Legion&lt;br /&gt;
# Sylvans&lt;br /&gt;
# Minotaurs&lt;br /&gt;
# Vampires&lt;br /&gt;
# Dunefolk&lt;br /&gt;
# Knalgan Alliance&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
==== Era of Magic(EoMa) ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign &amp;quot;To Lands Unknown&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Inferno8&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 3.1&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:'''&lt;br /&gt;
 &lt;br /&gt;
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.&lt;br /&gt;
&lt;br /&gt;
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. &lt;br /&gt;
(The campaign &amp;quot;To Lands Unknown&amp;quot; is mainly about the story of this faction)&lt;br /&gt;
&lt;br /&gt;
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.&lt;br /&gt;
&lt;br /&gt;
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.&lt;br /&gt;
&lt;br /&gt;
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.&lt;br /&gt;
&lt;br /&gt;
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.&lt;br /&gt;
&lt;br /&gt;
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.&lt;br /&gt;
&lt;br /&gt;
Destroyers - a terrifying undead creations consisting of civilizations long gone...&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1 (February 18th, 2015)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=20039 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ageless Era ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mnewton1, Ravana and various&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Ravana&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished, 4.19&lt;br /&gt;
&lt;br /&gt;
'''Unit Tree:''' [//units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree (for 1.12)]&lt;br /&gt;
&lt;br /&gt;
'''Factions List:''' Currently there are 91 factions in the era:&lt;br /&gt;
&lt;br /&gt;
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate&lt;br /&gt;
&lt;br /&gt;
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves&lt;br /&gt;
&lt;br /&gt;
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs&lt;br /&gt;
&lt;br /&gt;
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites&lt;br /&gt;
&lt;br /&gt;
Era of the Future: Welkin, Brungar&lt;br /&gt;
&lt;br /&gt;
BEEM: Anakes, Calidonians, Wood Warriors&lt;br /&gt;
&lt;br /&gt;
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen&lt;br /&gt;
&lt;br /&gt;
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong&lt;br /&gt;
&lt;br /&gt;
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates&lt;br /&gt;
&lt;br /&gt;
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe&lt;br /&gt;
&lt;br /&gt;
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs&lt;br /&gt;
&lt;br /&gt;
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers&lt;br /&gt;
&lt;br /&gt;
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight&lt;br /&gt;
&lt;br /&gt;
'''Git:''' [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11] and also for 1.12 and 1.14&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=25274 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Imperial Era (IE) ====&lt;br /&gt;
&lt;br /&gt;
'''Description:''' One of the oldest maintained user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orbivm Project (but really Turin)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, 0.23&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:'''&lt;br /&gt;
 &lt;br /&gt;
# Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in &amp;quot;Fall of Silvium&amp;quot;.&lt;br /&gt;
# Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in &amp;quot;Tale of Vaniyera&amp;quot;.&lt;br /&gt;
# Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the &amp;quot;Alfhelm the Wise&amp;quot; campaign.&lt;br /&gt;
# Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in &amp;quot;Up from Slavery&amp;quot;.&lt;br /&gt;
# Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in &amp;quot;Gali's Contract&amp;quot;&lt;br /&gt;
# Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.&lt;br /&gt;
# Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Orbivm]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [//forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Additional info ==&lt;br /&gt;
See also: &lt;br /&gt;
* [[Player_UMC_Reviews|Player UMC Reviews]]&lt;br /&gt;
* [[:Category:User-made Campaigns - Walkthroughs|Walkthroughs for user-made campaigns]]&lt;br /&gt;
* [//r.wesnoth.org/t37476 forum thread] for this page&lt;br /&gt;
* [[Guide_to_UMC_Content/1.12|Guide to user-made content (UMC) for Battle for Wesnoth 1.12]]&lt;br /&gt;
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]&lt;br /&gt;
* [//r.wesnoth.org/t36733 thread discussing 1.8 UMC that wasn't ported to 1.10]&lt;br /&gt;
* [//r.wesnoth.org/t48086 thread discussing all UMC that hasn't been ported to 1.14]&lt;br /&gt;
* [//addons.wesnoth.org the addon server]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66587</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66587"/>
		<updated>2021-02-03T05:37:07Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into N regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
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===Timeline:===&lt;br /&gt;
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&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
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YW: Years Wesnoth&lt;br /&gt;
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==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
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*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
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*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
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*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
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*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
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*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
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==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
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==== Circa 14000 BW ====&lt;br /&gt;
*The kingdom of Sekhem, known as the Land of Matriarchs, is founded in Arajunna. A peaceful nation, it becomes the chosen home of what remains of the Order of the Sun. With its mages, the kingdom prospers tremendously, and the order becomes part of Sekhem's dynasty.&lt;br /&gt;
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==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
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==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the first great human civilisation on the Great Continent. Its first king is Maethar the Great, who famously retrieves the ancient Rod of Justice, thought lost aeons before.&lt;br /&gt;
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==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
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==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as the Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
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==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains.&lt;br /&gt;
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==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again for many centuries.&lt;br /&gt;
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==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silver Dynasty.&lt;br /&gt;
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==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
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==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
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==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
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==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
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==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
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==== 2862 BW ====&lt;br /&gt;
*The Khem-El tribe, direct descendants of the ancient Sekhemites, is destroyed during a natural disaster. The only survivors are two sisters, '''Hathor''' and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
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==== 2842-2840 BW ====&lt;br /&gt;
*The nations of the Windy Mountains are attacked by a mysterious mage known as Angra-Mazda. '''A Song of the Winds''' begins.&lt;br /&gt;
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==== 2828 BW ====&lt;br /&gt;
*Abhai III becomes the first High King of the Aragwaithi in four generations.&lt;br /&gt;
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==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the lands of the Kingdom of Doldesh.&lt;br /&gt;
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==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
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==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
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==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
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==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
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==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
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==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
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====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
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====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
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==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
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==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
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==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
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==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
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==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
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==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
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==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
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==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
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==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
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==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
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==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
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==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
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==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
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==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
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==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
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==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
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==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
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==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
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==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
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==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
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==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
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==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
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==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
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==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
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==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
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==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
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==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66586</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66586"/>
		<updated>2021-02-03T05:29:32Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Circa 17000 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into N regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization experiences gradual and slow fragmentation, giving rise to a plethora of different cultures. The Order of the Sun, which refuses to participate of any war, loses power and influence; at one point, magic becomes feared and its practicers mistrusted, especially among the cultures of the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66585</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66585"/>
		<updated>2021-02-03T05:27:27Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Circa 15000 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into N regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization is fragmented by internal wars; many new cultures are born in consequence. The Order of the Sun, which refuses to participate of any war, finds shelter with the pacifist Kingdom of Sekhem.&lt;br /&gt;
&lt;br /&gt;
==== Circa 13000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna. Other survivors venture into the seas and are never hear of again for millennia.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66584</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66584"/>
		<updated>2021-02-03T05:26:12Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Arajunna */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into N regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
&lt;br /&gt;
The continent that served as humankind's first home, this hot and mountainous continent lies to the south of the Vast Sea. Its most striking geographic features are the White Wastes - considered by some as the hottest region of Irdya -; the Sapphire Bay to the south-west; the Windy Savannas of the north; and the Deva Mountains at the heart of the continent.&lt;br /&gt;
&lt;br /&gt;
No one knows what lies south of Arajunna. Sailors from various nations have attempted to chart those waters, but the only ones who returned were those who did not sail past the latitudes where the heat is replaced by cold.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization is fragmented by internal wars; many new cultures are born in consequence. The Order of the Sun, which refuses to participate of any war, finds shelter with the pacifist Kingdom of Sekhem.&lt;br /&gt;
&lt;br /&gt;
==== Circa 15000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66583</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=66583"/>
		<updated>2021-02-03T05:21:32Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Great Continent */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
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===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
&lt;br /&gt;
The largest (known) continent on Irdya, and home to most of its inhabitants and races. It is commonly divided into N regions: the West, comprising elven lands such as Wesmere and the Aethenwood (and, later, home to Wesnoth); the Far North, comprising Knalga and the tundra beyond, sometimes the elven Forest of Lintanir as well; the Sandy Wastes, a vast desert to the south once home to dragons; the Green North, encompassing the vast forest of the Lins-Elen, the Emerald Plains, the Shakaar Mountains and the Silent Lands; the Frozen Shore, which includes the north-eastern tundra and the Hammermounts; the Heart, at the centre of the continent, comprising the Silver Lands, the Great Inner Sea, the Windy Mountains, the Flamebreath Desert, the Firecloud Peak and the old Aragwaithi Meadows; the Far East, a land of steppes once inhabited by the Hannuks; and, last but not least, the Deep East, a region of mountains and jungles in the south-east.&lt;br /&gt;
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====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
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====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
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&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
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&lt;br /&gt;
===Timeline:===&lt;br /&gt;
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&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
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==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
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*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
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==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization is fragmented by internal wars; many new cultures are born in consequence. The Order of the Sun, which refuses to participate of any war, finds shelter with the pacifist Kingdom of Sekhem.&lt;br /&gt;
&lt;br /&gt;
==== Circa 15000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
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==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
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==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
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==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
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==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
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==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
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==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
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==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
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==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
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====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
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====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
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==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
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==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
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==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
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==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
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==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
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==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
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==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
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==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
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==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
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==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
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==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
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==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
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*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=57024</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=57024"/>
		<updated>2016-01-27T17:33:38Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 3140 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization is fragmented by internal wars; many new cultures are born in consequence. The Order of the Sun, which refuses to participate of any war, finds shelter with the pacifist Kingdom of Sekhem.&lt;br /&gt;
&lt;br /&gt;
==== Circa 15000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves, disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=57023</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=57023"/>
		<updated>2016-01-27T17:33:01Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 3420 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization is fragmented by internal wars; many new cultures are born in consequence. The Order of the Sun, which refuses to participate of any war, finds shelter with the pacifist Kingdom of Sekhem.&lt;br /&gt;
&lt;br /&gt;
==== Circa 15000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=57022</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=57022"/>
		<updated>2016-01-27T17:31:25Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (around 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
*The Order of the Sun is founded by the Asherah based on An-Usrukhar's teachings, thus becoming the first academy of magic in History.&lt;br /&gt;
&lt;br /&gt;
==== Circa 17000 BW ====&lt;br /&gt;
*After expanding to the Great Continent, the Asherah civilization is fragmented by internal wars; many new cultures are born in consequence. The Order of the Sun, which refuses to participate of any war, finds shelter with the pacifist Kingdom of Sekhem.&lt;br /&gt;
&lt;br /&gt;
==== Circa 15000 BW ====&lt;br /&gt;
*Sekhem is destroyed by the expansionistic Anghra Empire; surviving Sekhemites, along with the last mages of the Order of the Sun, find refuge in the Deva Mountains of Arajunna.&lt;br /&gt;
&lt;br /&gt;
==== Circa 3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar.&lt;br /&gt;
&lt;br /&gt;
==== 3506 BW ====&lt;br /&gt;
*The Great Dragon '''Shek'har''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 3420 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations of Arajunna who wanted an independent life. Their leader Dandarah, later known as Amunet-Isis, develops a mysterious art known as Cipher Magic from an unknown source. After discovering ancient Sekhemite ruins in the Deva Mountains, they build their first Foundation, Hiera'Saret, there; also, they create a new culture based on that of ancient Sekhem. In the following decades, they establish Foundations all over the Great Continent, gathering long-lost knowledge about the world,  but also enter in conflict with various nations, particularly the elves.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established by Ascendant Venera in the Windy Mountains; she manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Silverly Dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 3085 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3050 BW ====&lt;br /&gt;
*The infamous Head of the Windsong '''Ashura of Hiera'Duath''' finds a way to access the Land of the Dead and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and begins using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3030 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who had rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3005 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3001 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a massive attack by giants. The only survivors are two sisters, Hathor and '''Maat'''; a Windsong expedition finds the girls and take them to Hiera'Shirsha.&lt;br /&gt;
&lt;br /&gt;
==== 2832-2830 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi, and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. The High Dragon of the Sky kills Agniballi and prepares a massive attack on the western areas of the Great Continent. The Dragon Army rises from the city of Aghayu in the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=57016</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=57016"/>
		<updated>2016-01-17T02:55:05Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* War of the Jewel (The Dragon Trilogy, Part II) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
See also: &lt;br /&gt;
* [[Player_UMC_Reviews|Player UMC Reviews]]&lt;br /&gt;
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]&lt;br /&gt;
* [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 forum thread] for this page&lt;br /&gt;
* [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 non-available content]&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.12.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 51 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.4.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends+Custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40389&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danse Macabre ====&lt;br /&gt;
&lt;br /&gt;
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kamikaze&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' James_The_Invisible&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33745&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Final Exam ====&lt;br /&gt;
&lt;br /&gt;
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Elven&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.6.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23398&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The North Wind ====&lt;br /&gt;
&lt;br /&gt;
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''&lt;br /&gt;
&lt;br /&gt;
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' aelius, Deusite; pyndragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario, 6 intended&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=42854&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale from the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Era of Four Moons, Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Tale of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&amp;amp;list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23395&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
==== Era of Magic(EoMa) ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign &amp;quot;To Lands Unknown&amp;quot;. &lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Inferno8&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Inferno8&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished; Available on 1.10 and 1.12 add-on server&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; &lt;br /&gt;
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.&lt;br /&gt;
&lt;br /&gt;
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. &lt;br /&gt;
(The campaign &amp;quot;To Lands Unknown&amp;quot; is mainly about the story of this faction)&lt;br /&gt;
&lt;br /&gt;
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.&lt;br /&gt;
&lt;br /&gt;
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.&lt;br /&gt;
&lt;br /&gt;
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.&lt;br /&gt;
&lt;br /&gt;
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.&lt;br /&gt;
&lt;br /&gt;
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.&lt;br /&gt;
&lt;br /&gt;
Destroyers - a terrifying undead creations consisting of civilizations long gone...&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.1 (February 18th, 2015)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=20039 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ageless Era ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; mnewton1, Ravana and various&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Ravana&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Unit Tree:&amp;lt;/b&amp;gt; [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Factions List:&amp;lt;/b&amp;gt; Currently There are 91 factions in the era:&lt;br /&gt;
&lt;br /&gt;
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate&lt;br /&gt;
&lt;br /&gt;
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves&lt;br /&gt;
&lt;br /&gt;
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs&lt;br /&gt;
&lt;br /&gt;
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites&lt;br /&gt;
&lt;br /&gt;
Era of the Future: Welkin, Brungar&lt;br /&gt;
&lt;br /&gt;
BEEM: Anakes, Calidonians, Wood Warriors&lt;br /&gt;
&lt;br /&gt;
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen&lt;br /&gt;
&lt;br /&gt;
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong&lt;br /&gt;
&lt;br /&gt;
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates&lt;br /&gt;
&lt;br /&gt;
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe&lt;br /&gt;
&lt;br /&gt;
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs&lt;br /&gt;
&lt;br /&gt;
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers&lt;br /&gt;
&lt;br /&gt;
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 4.14 (August 21, 2015)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Git:&amp;lt;/b&amp;gt; [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=25274 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
==== Imperial Era (IE) ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; (One of?) the oldest maintain user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Orbivm Project (but really Turin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Playable. Available on 1.12 as &amp;quot;Imperial Era&amp;quot; and 1.10 as &amp;quot;Imperial Era Fixed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; &lt;br /&gt;
Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in &amp;quot;Fall of Silvium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in &amp;quot;Tale of Vaniyera&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the &amp;quot;Alfhelm the Wise&amp;quot; campaign.&lt;br /&gt;
&lt;br /&gt;
Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in &amp;quot;Up from Slavery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in &amp;quot;Gali's Contract&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.&lt;br /&gt;
&lt;br /&gt;
Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 0.22.1 (July, 2015)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Wiki:&amp;lt;/b&amp;gt; [[Orbivm]]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=57015</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=57015"/>
		<updated>2016-01-17T02:54:20Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.12.x) user-made content for players. It provides unfamiliar players with detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. Feel free to edit this guide, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
See also: &lt;br /&gt;
* [[Player_UMC_Reviews|Player UMC Reviews]]&lt;br /&gt;
* [[Guide_to_UMC_Content/1.10|Guide to user-made content (UMC) for Battle for Wesnoth 1.10]]&lt;br /&gt;
* [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 forum thread] for this page&lt;br /&gt;
* [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 non-available content]&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.12.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 51 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.4.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends+Custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40389&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.12/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Danse Macabre ====&lt;br /&gt;
&lt;br /&gt;
''Macabre is a rare zombie who has intelligence and will. What's he like? What's his purpose?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kamikaze&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' James_The_Invisible&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.12/Danse_Macabre/en_US/Danse_Macabre.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33745&lt;br /&gt;
&lt;br /&gt;
'''Note:''' While the campaign is playable on Wesnoth 1.12 without major issues, it is (still) in need of heavy re-balancing. Sadly, for various reasons I am not able to do it in near future but patches are always welcome, preferably in form of pull requests on [https://github.com/konecnyjakub/Danse_Macabre GitHub].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Final Exam ====&lt;br /&gt;
&lt;br /&gt;
''Young mage Erika must find a magic book to become a true mage. But will it really be her final exam?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Elven&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.6.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23398&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Short, easy campaign with varying objectives. Features female mage as leader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish threat, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The North Wind ====&lt;br /&gt;
&lt;br /&gt;
''Wesnoth's army was occupied fighting Mal Ravanal in the East, but there were whisperings of an orcish attack in the north. Konrad II must send Deoran, now an experienced rider and commander, with a small band of knights to hold off the orcs....''&lt;br /&gt;
&lt;br /&gt;
''This campaign features unique gameplay characteristics such as a lack of recruiting and a 24-turn time-of-day cycle.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' aelius, Deusite; pyndragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario, 6 intended&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=42854&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale from the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''In the tradition of Evil Sorceress's, a witch from the jungle made a surprise visit at the presentation of a sultans daughter. Promptly declaring the girl to be the future bride for her son she lays a curse that will harm any other man which approaches her. The girl grew up wild and somewhat bitter. Now many years later, word arrives of a merchant lord who knows a way to break the curse but in exchange he wants to marry her and receive a large dowry.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Era of Four Moons, Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Tale of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough''' There is a video-walkthrough by the campaign maintainer that begins here: https://www.youtube.com/watch?v=dGM1bjImvkI&amp;amp;list=PLZorLYWvUD7VIhaXxKwzO8iQANlp_TaF0&lt;br /&gt;
&lt;br /&gt;
'''Note:''' As of August 2014, all previous issues raised about this campaign have been addressed. If you've not played this campaign since 1.4 or 1.10, in this humble maintainers opinion, it's worth another go.&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23395&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
==== Era of Magic(EoMa) ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Aiming at using the whole potential of Battle of Wesnoth's graphic engine, the Era of Magic is considered to have a most amazing special effects and attack animations in the BfW game. There are 8 playable factions with fully animated units and tons of special effects contained in the era, and the stories of them are told in the campaign &amp;quot;To Lands Unknown&amp;quot;. &lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Inferno8&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Inferno8&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished; Available on 1.10 and 1.12 add-on server&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; &lt;br /&gt;
Sky Kingdom - powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in the Era.&lt;br /&gt;
&lt;br /&gt;
Al-Kamija - these proud people are good warriors and spell casters of the desert. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from other dimension called Abyss. These creatures can't be poisoned, which is a great advantage. &lt;br /&gt;
(The campaign &amp;quot;To Lands Unknown&amp;quot; is mainly about the story of this faction)&lt;br /&gt;
&lt;br /&gt;
Tharis - fearsome Tharis faction is very dangerous especially at night. Cruel people of Tharis with their black magic and dreadful monsters like Hydra can demolish everything standing on their way. Being so powerful in attack, Tharis have no healer, so they need to push forward at all costs.&lt;br /&gt;
&lt;br /&gt;
Kharos - this strange name is the name of a beautiful country ruled by prophets of light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.&lt;br /&gt;
&lt;br /&gt;
Barbarians - the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops and Trolls with their own advantages and disadvantages can be hard opponent, but separately they are very weak.&lt;br /&gt;
&lt;br /&gt;
Runemasters - these Dwarves use runic magic and equipment and are well known of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.&lt;br /&gt;
&lt;br /&gt;
Dark Blood Alliance - this faction is composed of agile lizards, giant frogs, wyverns swallowing enemies and salamanders, which have developed to perfection the art of disguise. At the head of the community stand shamans known for their water magic, which is used in the fight as well as in healing.&lt;br /&gt;
&lt;br /&gt;
Destroyers - a terrifying undead creations consisting of civilizations long gone...&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.1 (February 18th, 2015)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=20039 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ageless Era ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an era pack than an era.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; mnewton1, Ravana and various&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Ravana&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished; Available on 1.6, 1.8, 1.10 and 1.12 add-on server. Only maintained on 1.12 server&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Unit Tree:&amp;lt;/b&amp;gt; [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Ageless Unit Tree]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Factions List:&amp;lt;/b&amp;gt; Currently There are 91 factions in the era:&lt;br /&gt;
&lt;br /&gt;
Default: Loyalist, Rebels, Northerners, Undead, Knalgan Alliance, Drakes, Khalifate&lt;br /&gt;
&lt;br /&gt;
Extended Era: Loyalist, Sylvans, Dwarves, Outlaws, Northerners, Undead, Chaos, Dark Elves&lt;br /&gt;
&lt;br /&gt;
Archaic Era: Khthon, Phantoms, Despair, Primeval, South-Seas, Ukians, Northern Orcs&lt;br /&gt;
&lt;br /&gt;
Era of Four Moons: Highlanders, Imperialists, Sea States, Darklanders, Dalefolk, Freemen, Pygmies, Whites&lt;br /&gt;
&lt;br /&gt;
Era of the Future: Welkin, Brungar&lt;br /&gt;
&lt;br /&gt;
BEEM: Anakes, Calidonians, Wood Warriors&lt;br /&gt;
&lt;br /&gt;
Custom Factions: Yokai, Dark Legion, Desert Elves, Steelhive, Frozen&lt;br /&gt;
&lt;br /&gt;
Era of Myths: Celestials, Devlings, Elementals, Therians, Vampires, The Warg, Windsong&lt;br /&gt;
&lt;br /&gt;
Feudal Era: Aragwaithi, Ceresians, Clockwork Dwarves, High Elves, Orcish Khaganates&lt;br /&gt;
&lt;br /&gt;
Imperial Era: Arendians, Cavernei, Issaelfr, Lavinian Legion, Marauders, Orcei Gladiatores, Sidhe&lt;br /&gt;
&lt;br /&gt;
Era of Strife: Eventide, Triththa, Free Saurians, Eltireans, Minotaurs&lt;br /&gt;
&lt;br /&gt;
Era of Magic: Barbarians, Dark Blood Alliance, Sky Kingdom, Kharos, Runemasters, Al-Kamija, Tharis, Destroyers&lt;br /&gt;
&lt;br /&gt;
Mercenaries Era: Highlanders, Enchanters, Avians, Slavers, Mercenaries, Equestrians, Emperor's Guard, Oracles, Holy Order, The Cult, Fanatics, Tribalists, Hive, Infernai, Refugees, Blight&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 4.14 (August 21, 2015)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Git:&amp;lt;/b&amp;gt; [https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless-for-1-11]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=25274 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
==== Imperial Era (IE) ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; (One of?) the oldest maintain user eras, the Imperial Era brings together seven different factions in a completely re-imagined setting, the world of Orbivm, a very lethal world indeed. The era contains both mainline and development versions of each faction and can be used to play five campaigns, each featuring a different race.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Orbivm Project (but really Turin)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Playable. Available on 1.12 as &amp;quot;Imperial Era&amp;quot; and 1.10 as &amp;quot;Imperial Era Fixed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; &lt;br /&gt;
Lavinian Legion - Based on the Roman Legion, the Lavinians have strong, versatile melee units in the legionaries and a range of support classes sourced from amongst the Lavinian population and various subjugated races. The legion are strong in the plains but weak when fighting in forested areas. The Lavinians are featured in &amp;quot;Fall of Silvium&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Sidhe - The Sidhe are a group of forest-dwelling elves whose focus is stealth and fleet movement. Their mages are able to channel the lightning itself, and their various other units move almost as fast. The Sidhe feature in &amp;quot;Tale of Vaniyera&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Marauders - Based on the Germanic peoples that eventually conquered Rome (hint, hint), the Marauders are equally as at home in the hills, forests and swamps of their homeland. Their hard-hitting melee units are practicalyl unstoppable during the night-time. The Marauders are the stars of the &amp;quot;Alfhelm the Wise&amp;quot; campaign.&lt;br /&gt;
&lt;br /&gt;
Orcei Gentorum - The orcs have been captured gladiators slaving away in the Lavinian arenas for generations.The life of an orc in Orbivm is harsh and brutal, just like the orcs themselves. The tale of the uprising of one such group of Orcs is told in &amp;quot;Up from Slavery&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cavernei - The Cavernei are a dwarvish race with similarities to the mainline Knalgans, but with a greater emphasis on the military uses of runesmithing. They get a campaign too, in &amp;quot;Gali's Contract&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Issaelfr - The frost elves live on the fringes of the habitable lands of Evrosia, the main continent of Orbivm, and have become inured to difficult conditions and tuned in to their Fae natures. They don't have a campaign yet, but you could always write one.&lt;br /&gt;
&lt;br /&gt;
Arendians - The Arendians are horse-lords living on the Western steppes of Evrosia. A life of constant battle has developed a military-focused society where warriors are trained from a young age. They used to have a campaign, but it fell into disrepair a very long time ago.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 0.22.1 (July, 2015)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Wiki:&amp;lt;/b&amp;gt; [[Orbivm]]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?t=37920 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55943</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55943"/>
		<updated>2014-12-01T05:51:04Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.10.x/1.11.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. See also [[Player_UMC_Reviews|Player UMC Reviews]], as well as [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 here] for further information and [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 here] for currently non-available UMC-content. Feel free to edit this, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Aldur The Great ====&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alfhelm the Wise ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?&lt;br /&gt;
Note: This campaign contains mature themes, some of which may be unsuitable for children.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished. &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 45 scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.2.15&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Akladians, Khalifate&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Story of the Northlands ====&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.4.4.a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle Against Time ====&lt;br /&gt;
&lt;br /&gt;
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenarios + 1 prologue scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Orcs&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27319&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bitter Revenge====&lt;br /&gt;
&lt;br /&gt;
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cavanagh The Conqueror ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 Playable Scenarios so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, limited RPG, limited Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35927&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cities of the Frontier ====&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Considerate Dead ====&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Count Kromire ====&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
&lt;br /&gt;
''During the reign of queen Asheviere, the province Annuvin rebelled. You, a royal agent, are sent to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' bumbadadabum&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:'''  ? &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken (does not load at all)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35530&amp;amp;p=564646&amp;amp;hilit=dystopia#p514297&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Elvish Dynasty RPG ====&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fall of Silvium ====&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fate of a Princess ====&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, Simons Mith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.24&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.11.9 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Kingdom ====&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Forward they Cried ====&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' 1.10 - Lord-Knightmare; 1.11 - Turuk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Galuldur's First Journey ====&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Girl unDead ====&lt;br /&gt;
&lt;br /&gt;
''A little undead girl fights against the Kingdom.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' tapaboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead,elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37458&lt;br /&gt;
&lt;br /&gt;
==== Grnk the Mighty ====&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hunter ====&lt;br /&gt;
&lt;br /&gt;
''This is a story. Not about a hunter. About thé Hunter.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Thor the God&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenario (unfinished ?)&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign&lt;br /&gt;
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== King ====&lt;br /&gt;
&lt;br /&gt;
''The adventure started when a simple man who was living far from Wesnoth discovered that he is the next king.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken, Unbalanced, Unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Langrisser Sample Campaign ====&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Only_Death_Behind Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Random Campaign ====&lt;br /&gt;
&lt;br /&gt;
''Gain experience playing the Default Era faction of your choice in a campaign setting''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SigurdFireDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Age of Heroes, &amp;amp; Era of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32922&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.&lt;br /&gt;
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return of the Monster ====&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Noelren ====&lt;br /&gt;
&lt;br /&gt;
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7.6&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Return_to_Noelren Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Ruins ====&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Jeff Stevens (Ulfsark)&lt;br /&gt;
&lt;br /&gt;
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
==== Shameless Crossover Excuse ====&lt;br /&gt;
&lt;br /&gt;
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orcish Shyde, Mountain_King&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32016&amp;amp;start=15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7n&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29784&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale form the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
==== Talentless Mage====&lt;br /&gt;
&lt;br /&gt;
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 3 dialogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Noob Faction&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27608]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Attack of the Western Cavalry ====&lt;br /&gt;
&lt;br /&gt;
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''&lt;br /&gt;
&lt;br /&gt;
'''Author &amp;amp; Maintainer:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, second beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18, 19 or 20 maps, depending on your decisions&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed (Large battle &amp;amp; Stimulation &amp;amp; RPG &amp;amp; Skirmish)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom, mixed (undead &amp;amp; human &amp;amp; elvish &amp;amp; custom)&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Blind Sentinel ====&lt;br /&gt;
&lt;br /&gt;
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, first beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.3beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate/Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed/Custom&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans,Undead,Custom&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39269&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Alliance ====&lt;br /&gt;
&lt;br /&gt;
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Recruit list changes in almost every scenario&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26924&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Fall of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Founding of Borstep ====&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29264&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Founding_of_Borstep Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I ''hope'' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.&lt;br /&gt;
&lt;br /&gt;
==== The Great Invasion ====&lt;br /&gt;
&lt;br /&gt;
''Argon, a great ruler, Jer, a simple peasant, Gorn, a dwarvish lord, and Elon, an Elvish High Lord, Were fighting against the darkness.13 Scenario some are difficult''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 &amp;quot;playable&amp;quot; scenarios + 3 talk scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Unstoppable Legion ====&lt;br /&gt;
&lt;br /&gt;
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mainly Skirmish&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Up from Slavery ====&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Dragon ====&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Chaotic): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and fight well in any rough terrain but low on hp. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.4.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.3.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40389&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55939</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55939"/>
		<updated>2014-11-26T13:42:31Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 220 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a cataclysmic earthquake causes rock slides. Only a small girl survives, protected by her mother's body. A Windsong, gone there to study the consequences of the earthquake, finds the girl; since she does not know her name, she receives a new one: '''Maat'''&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the '''Golden Alliance''' is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55938</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55938"/>
		<updated>2014-11-26T13:41:36Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2852 BW ====&lt;br /&gt;
*In the Deva Mountains of Arajunna, the reclusive Shem-El tribe, a direct descendant of the ancient Asherah, is destroyed after a cataclysmic earthquake causes rock slides. Only a small girl survives, protected by her mother's body. A Windsong, gone there to study the consequences of the earthquake, finds the girl; since she does not know her name, she receives a new one: '''Maat'''&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver Maat.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with the dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into a horrifying undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly turns the tide of the battle. Jevyan retreats with the remainder of his forces.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Burning Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169-1168 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestial.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr in the Battle of Thunder Pinnacle. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
==== 220 BW ====&lt;br /&gt;
*The Lich-Lords of Skiron go on a campaign to conquer the entirety of Argea; the fauns of Heartwood Valley send a call for aid to New Maat'Kare. The orcs of the Burning Fang Clan, allies of the Maat'Karians, send messengers to the orcs of Argea. Soon the Golden Alliance is formed, comprising Maat'Karians, dwarves, fauns and orcs.&lt;br /&gt;
&lt;br /&gt;
==== 202 BW ====&lt;br /&gt;
*After years of intense fighting, the Golden Alliance finally reaches Necropolis, the Skironian capital; defeated, the Lich-Lords evacuate their people on ships. Maat'Karian aquamarine mages, fauns and faeries cleanse the old Skironian land from dark magic, but some undead battalions still remain, roaming the continent for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 200 BW ====&lt;br /&gt;
*The Lich-Lords arrive on the Green Island.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan, her cousin Alaevyanne Decthor and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of Aghayu, the ancient capital of the Dragons' Land, and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking. She manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claw, making a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begins.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55937</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55937"/>
		<updated>2014-11-26T13:05:54Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Circa ~3800 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi found '''Garet-Desh''', considered the cradle of human civilization on the Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55643</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55643"/>
		<updated>2014-10-05T14:52:43Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Battle for Wesnoth 1.11.x - development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.10.x/1.11.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. See also [[Player_UMC_Reviews|Player UMC Reviews]], as well as [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 here] for further information and [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 here] for currently non-available UMC-content. Feel free to edit this, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Aldur The Great ====&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alfhelm the Wise ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?&lt;br /&gt;
Note: This campaign contains mature themes, some of which may be unsuitable for children.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished. &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 45 scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.2.15&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Akladians, Khalifate&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Story of the Northlands ====&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.4.4.a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle Against Time ====&lt;br /&gt;
&lt;br /&gt;
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenarios + 1 prologue scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Orcs&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27319&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bitter Revenge====&lt;br /&gt;
&lt;br /&gt;
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cavanagh The Conqueror ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 Playable Scenarios so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, limited RPG, limited Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35927&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cities of the Frontier ====&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Considerate Dead ====&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Count Kromire ====&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
&lt;br /&gt;
''During the reign of queen Asheviere, the province Annuvin rebelled. You, a royal agent, are sent to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' bumbadadabum&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:'''  ? &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken (does not load at all)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35530&amp;amp;p=564646&amp;amp;hilit=dystopia#p514297&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Elvish Dynasty RPG ====&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fall of Silvium ====&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fate of a Princess ====&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, Simons Mith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.24&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.11.9 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Kingdom ====&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Forward they Cried ====&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' 1.10 - Lord-Knightmare; 1.11 - Turuk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Galuldur's First Journey ====&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Girl unDead ====&lt;br /&gt;
&lt;br /&gt;
''A little undead girl fights against the Kingdom.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' tapaboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead,elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37458&lt;br /&gt;
&lt;br /&gt;
==== Grnk the Mighty ====&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hunter ====&lt;br /&gt;
&lt;br /&gt;
''This is a story. Not about a hunter. About thé Hunter.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Thor the God&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenario (unfinished ?)&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign&lt;br /&gt;
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== King ====&lt;br /&gt;
&lt;br /&gt;
''The adventure started when a simple man who was living far from Wesnoth discovered that he is the next king.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken, Unbalanced, Unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Langrisser Sample Campaign ====&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Only_Death_Behind Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Random Campaign ====&lt;br /&gt;
&lt;br /&gt;
''Gain experience playing the Default Era faction of your choice in a campaign setting''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SigurdFireDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Age of Heroes, &amp;amp; Era of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32922&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.&lt;br /&gt;
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return of the Monster ====&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Noelren ====&lt;br /&gt;
&lt;br /&gt;
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7.6&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Return_to_Noelren Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Ruins ====&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Jeff Stevens (Ulfsark)&lt;br /&gt;
&lt;br /&gt;
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
==== Shameless Crossover Excuse ====&lt;br /&gt;
&lt;br /&gt;
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orcish Shyde, Mountain_King&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32016&amp;amp;start=15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7n&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29784&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale form the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
==== Talentless Mage====&lt;br /&gt;
&lt;br /&gt;
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 3 dialogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Noob Faction&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27608]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Attack of the Western Cavalry ====&lt;br /&gt;
&lt;br /&gt;
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''&lt;br /&gt;
&lt;br /&gt;
'''Author &amp;amp; Maintainer:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, second beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18, 19 or 20 maps, depending on your decisions&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed (Large battle &amp;amp; Stimulation &amp;amp; RPG &amp;amp; Skirmish)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom, mixed (undead &amp;amp; human &amp;amp; elvish &amp;amp; custom)&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Blind Sentinel ====&lt;br /&gt;
&lt;br /&gt;
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, first beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.3beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate/Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed/Custom&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans,Undead,Custom&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39269&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Alliance ====&lt;br /&gt;
&lt;br /&gt;
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Recruit list changes in almost every scenario&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26924&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Fall of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Founding of Borstep ====&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29264&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Founding_of_Borstep Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I ''hope'' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.&lt;br /&gt;
&lt;br /&gt;
==== The Great Invasion ====&lt;br /&gt;
&lt;br /&gt;
''Argon, a great ruler, Jer, a simple peasant, Gorn, a dwarvish lord, and Elon, an Elvish High Lord, Were fighting against the darkness.13 Scenario some are difficult''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 &amp;quot;playable&amp;quot; scenarios + 3 talk scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Unstoppable Legion ====&lt;br /&gt;
&lt;br /&gt;
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mainly Skirmish&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Up from Slavery ====&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Dragon ====&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Chaotic): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and fight well in any rough terrain but low on hp. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.4.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Aria of the Dragon-Slayer (The Dragon Trilogy, Part III) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part VII: Awakening from Legend''' - In ancient times, the fate of Irdya was changed in a great war against the dragons; and, in that war, the heroines Maat and Myra of Hiera'Shirsha stopped the Sky Dragon Svarballi and, unable to destroy him, locked him in a mighty prison. Now, five millennia after that war, as humans rule Irdya and two suns shine in the sky, the one with the power to finally slay the Sky Dragon may have been born as a peasant girl in the outskirts of civilization... Follow Tenma Yozora through the last days of Irdya's Golden Age and through the path to becoming the prophesied Dragon-Slayer...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.3.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon Crawling, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40389&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55642</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55642"/>
		<updated>2014-10-05T14:48:09Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* War of the Jewel (The Dragon Trilogy, Part II) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.10.x/1.11.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. See also [[Player_UMC_Reviews|Player UMC Reviews]], as well as [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 here] for further information and [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 here] for currently non-available UMC-content. Feel free to edit this, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Aldur The Great ====&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alfhelm the Wise ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?&lt;br /&gt;
Note: This campaign contains mature themes, some of which may be unsuitable for children.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished. &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 45 scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.2.15&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Akladians, Khalifate&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Story of the Northlands ====&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.4.4.a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle Against Time ====&lt;br /&gt;
&lt;br /&gt;
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenarios + 1 prologue scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Orcs&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27319&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bitter Revenge====&lt;br /&gt;
&lt;br /&gt;
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cavanagh The Conqueror ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 Playable Scenarios so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, limited RPG, limited Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35927&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cities of the Frontier ====&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Considerate Dead ====&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Count Kromire ====&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
&lt;br /&gt;
''During the reign of queen Asheviere, the province Annuvin rebelled. You, a royal agent, are sent to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' bumbadadabum&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:'''  ? &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken (does not load at all)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35530&amp;amp;p=564646&amp;amp;hilit=dystopia#p514297&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Elvish Dynasty RPG ====&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fall of Silvium ====&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fate of a Princess ====&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, Simons Mith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.24&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.11.9 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Kingdom ====&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Forward they Cried ====&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' 1.10 - Lord-Knightmare; 1.11 - Turuk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Galuldur's First Journey ====&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Girl unDead ====&lt;br /&gt;
&lt;br /&gt;
''A little undead girl fights against the Kingdom.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' tapaboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead,elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37458&lt;br /&gt;
&lt;br /&gt;
==== Grnk the Mighty ====&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hunter ====&lt;br /&gt;
&lt;br /&gt;
''This is a story. Not about a hunter. About thé Hunter.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Thor the God&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenario (unfinished ?)&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign&lt;br /&gt;
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== King ====&lt;br /&gt;
&lt;br /&gt;
''The adventure started when a simple man who was living far from Wesnoth discovered that he is the next king.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken, Unbalanced, Unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Langrisser Sample Campaign ====&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Only_Death_Behind Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Random Campaign ====&lt;br /&gt;
&lt;br /&gt;
''Gain experience playing the Default Era faction of your choice in a campaign setting''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SigurdFireDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Age of Heroes, &amp;amp; Era of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32922&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.&lt;br /&gt;
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return of the Monster ====&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Noelren ====&lt;br /&gt;
&lt;br /&gt;
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7.6&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Return_to_Noelren Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Ruins ====&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Jeff Stevens (Ulfsark)&lt;br /&gt;
&lt;br /&gt;
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
==== Shameless Crossover Excuse ====&lt;br /&gt;
&lt;br /&gt;
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orcish Shyde, Mountain_King&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32016&amp;amp;start=15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7n&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29784&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale form the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
==== Talentless Mage====&lt;br /&gt;
&lt;br /&gt;
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 3 dialogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Noob Faction&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27608]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Attack of the Western Cavalry ====&lt;br /&gt;
&lt;br /&gt;
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''&lt;br /&gt;
&lt;br /&gt;
'''Author &amp;amp; Maintainer:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, second beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18, 19 or 20 maps, depending on your decisions&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed (Large battle &amp;amp; Stimulation &amp;amp; RPG &amp;amp; Skirmish)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom, mixed (undead &amp;amp; human &amp;amp; elvish &amp;amp; custom)&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Blind Sentinel ====&lt;br /&gt;
&lt;br /&gt;
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, first beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.3beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate/Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed/Custom&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans,Undead,Custom&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39269&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Alliance ====&lt;br /&gt;
&lt;br /&gt;
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Recruit list changes in almost every scenario&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26924&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Fall of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Founding of Borstep ====&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29264&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Founding_of_Borstep Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I ''hope'' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.&lt;br /&gt;
&lt;br /&gt;
==== The Great Invasion ====&lt;br /&gt;
&lt;br /&gt;
''Argon, a great ruler, Jer, a simple peasant, Gorn, a dwarvish lord, and Elon, an Elvish High Lord, Were fighting against the darkness.13 Scenario some are difficult''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 &amp;quot;playable&amp;quot; scenarios + 3 talk scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Unstoppable Legion ====&lt;br /&gt;
&lt;br /&gt;
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mainly Skirmish&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Up from Slavery ====&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Dragon ====&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Chaotic): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and fight well in any rough terrain but low on hp. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.4.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55641</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55641"/>
		<updated>2014-10-05T14:47:31Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Soldier of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.10.x/1.11.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. See also [[Player_UMC_Reviews|Player UMC Reviews]], as well as [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 here] for further information and [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 here] for currently non-available UMC-content. Feel free to edit this, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Aldur The Great ====&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alfhelm the Wise ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?&lt;br /&gt;
Note: This campaign contains mature themes, some of which may be unsuitable for children.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished. &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 45 scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.2.15&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Akladians, Khalifate&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Story of the Northlands ====&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.4.4.a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle Against Time ====&lt;br /&gt;
&lt;br /&gt;
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenarios + 1 prologue scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Orcs&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27319&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bitter Revenge====&lt;br /&gt;
&lt;br /&gt;
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cavanagh The Conqueror ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 Playable Scenarios so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, limited RPG, limited Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35927&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cities of the Frontier ====&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Considerate Dead ====&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Count Kromire ====&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
&lt;br /&gt;
''During the reign of queen Asheviere, the province Annuvin rebelled. You, a royal agent, are sent to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' bumbadadabum&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:'''  ? &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken (does not load at all)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35530&amp;amp;p=564646&amp;amp;hilit=dystopia#p514297&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Elvish Dynasty RPG ====&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fall of Silvium ====&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fate of a Princess ====&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, Simons Mith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.24&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.11.9 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Kingdom ====&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Forward they Cried ====&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' 1.10 - Lord-Knightmare; 1.11 - Turuk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Galuldur's First Journey ====&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Girl unDead ====&lt;br /&gt;
&lt;br /&gt;
''A little undead girl fights against the Kingdom.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' tapaboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead,elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37458&lt;br /&gt;
&lt;br /&gt;
==== Grnk the Mighty ====&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hunter ====&lt;br /&gt;
&lt;br /&gt;
''This is a story. Not about a hunter. About thé Hunter.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Thor the God&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenario (unfinished ?)&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign&lt;br /&gt;
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== King ====&lt;br /&gt;
&lt;br /&gt;
''The adventure started when a simple man who was living far from Wesnoth discovered that he is the next king.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken, Unbalanced, Unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Langrisser Sample Campaign ====&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Only_Death_Behind Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Random Campaign ====&lt;br /&gt;
&lt;br /&gt;
''Gain experience playing the Default Era faction of your choice in a campaign setting''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SigurdFireDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Age of Heroes, &amp;amp; Era of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32922&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.&lt;br /&gt;
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return of the Monster ====&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Noelren ====&lt;br /&gt;
&lt;br /&gt;
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7.6&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Return_to_Noelren Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Ruins ====&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Jeff Stevens (Ulfsark)&lt;br /&gt;
&lt;br /&gt;
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
==== Shameless Crossover Excuse ====&lt;br /&gt;
&lt;br /&gt;
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orcish Shyde, Mountain_King&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32016&amp;amp;start=15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7n&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29784&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale form the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
==== Talentless Mage====&lt;br /&gt;
&lt;br /&gt;
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 3 dialogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Noob Faction&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27608]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Attack of the Western Cavalry ====&lt;br /&gt;
&lt;br /&gt;
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''&lt;br /&gt;
&lt;br /&gt;
'''Author &amp;amp; Maintainer:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, second beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18, 19 or 20 maps, depending on your decisions&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed (Large battle &amp;amp; Stimulation &amp;amp; RPG &amp;amp; Skirmish)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom, mixed (undead &amp;amp; human &amp;amp; elvish &amp;amp; custom)&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Blind Sentinel ====&lt;br /&gt;
&lt;br /&gt;
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, first beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.3beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate/Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed/Custom&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans,Undead,Custom&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39269&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Alliance ====&lt;br /&gt;
&lt;br /&gt;
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Recruit list changes in almost every scenario&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26924&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Fall of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Founding of Borstep ====&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29264&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Founding_of_Borstep Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I ''hope'' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.&lt;br /&gt;
&lt;br /&gt;
==== The Great Invasion ====&lt;br /&gt;
&lt;br /&gt;
''Argon, a great ruler, Jer, a simple peasant, Gorn, a dwarvish lord, and Elon, an Elvish High Lord, Were fighting against the darkness.13 Scenario some are difficult''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 &amp;quot;playable&amp;quot; scenarios + 3 talk scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Unstoppable Legion ====&lt;br /&gt;
&lt;br /&gt;
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mainly Skirmish&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Up from Slavery ====&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Dragon ====&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Chaotic): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and fight well in any rough terrain but low on hp. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.4.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55640</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=55640"/>
		<updated>2014-10-05T14:46:33Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* A Song of Fire (The Dragon Trilogy, Part I) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to the current (1.10.x/1.11.x) UMC content for players. It aims to provide unfamiliar players detailed information about campaigns (including story, completion, difficulty and playing style) as well as detailed information about eras. See also [[Player_UMC_Reviews|Player UMC Reviews]], as well as [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 here] for further information and [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733 here] for currently non-available UMC-content. Feel free to edit this, it is a wiki.&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Campaigns ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, some progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Length:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Difficulty:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Unbalanced&amp;lt;/b&amp;gt; = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erratically from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
** &amp;lt;b&amp;gt;Easy&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Normal&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Hard&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Style:&amp;lt;/b&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
** &amp;lt;b&amp;gt;Skirmish&amp;lt;/b&amp;gt; = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
** &amp;lt;b&amp;gt;Dungeon&amp;lt;/b&amp;gt; = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
** &amp;lt;b&amp;gt;RPG&amp;lt;/b&amp;gt; = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
** &amp;lt;b&amp;gt;Survival&amp;lt;/b&amp;gt; = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
** &amp;lt;b&amp;gt;Large Battle&amp;lt;/b&amp;gt; = large number of units on the battlefield, sizely maps&lt;br /&gt;
** &amp;lt;b&amp;gt;Simulation&amp;lt;/b&amp;gt; = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
** &amp;lt;b&amp;gt;Boss battle&amp;lt;/b&amp;gt; = the challenge is to defeat a single powerful enemy unit&lt;br /&gt;
** &amp;lt;b&amp;gt;Minigames&amp;lt;/b&amp;gt; = there are puzzles and minigames in the campaign that significantly differ from standard Wesnoth gameplay&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction/Era:&amp;lt;/b&amp;gt; Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Custom units:&amp;lt;/b&amp;gt; Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Blueprint for Eras ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt;&lt;br /&gt;
** &amp;lt;b&amp;gt;Broken&amp;lt;/b&amp;gt; = Does not work at all&lt;br /&gt;
** &amp;lt;b&amp;gt;Incomplete&amp;lt;/b&amp;gt; = Partially written, no progress&lt;br /&gt;
** &amp;lt;b&amp;gt;WIP&amp;lt;/b&amp;gt; = Partially written, progress&lt;br /&gt;
** &amp;lt;b&amp;gt;Complete&amp;lt;/b&amp;gt; = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
** &amp;lt;b&amp;gt;Finished&amp;lt;/b&amp;gt; = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; Describe your individual factions here.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Requirements:&amp;lt;/b&amp;gt; (only if needed)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Aldur The Great ====&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Alfhelm the Wise ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A New Order ====&lt;br /&gt;
&lt;br /&gt;
''The old kingdom of Wesnoth has fallen before barbarian hordes. The occupying barbarians are on the brink of civil war, the seeds of Wesnothian rebellion are kept alive by old legends, while bandits and Khalifate mercenaries roam the land. Can Gawen Hagarthen unite these disparate factions against a common foe?&lt;br /&gt;
Note: This campaign contains mature themes, some of which may be unsuitable for children.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' szopen&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished. &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 45 scenarios.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.2.15&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' Requires BfW 1.10. In addition, you have to install Era Khalifate add-on; the Akladian Music package is optional&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Akladians, Khalifate&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6486&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Pyrophorus) Certainly one of the most mature and well designed campaign in add-ons. A must.&lt;br /&gt;
&lt;br /&gt;
''' [http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#A_New_Order Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Story of the Northlands ====&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.4.4.a&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Battle Against Time ====&lt;br /&gt;
&lt;br /&gt;
''Rescue fellow orcish warchief before he is executed. (This is not a normal campaign. It is experiment with carryover system. You will start with defined number of turns and gold. You will only have that many turns to play through the whole campaign. There is no finish bonus and gold carryover is always 100%.)''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 playable scenarios + 1 prologue scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Orcs&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27319&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Besieged Druids ====&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bitter Revenge====&lt;br /&gt;
&lt;br /&gt;
''Amidst the strife and turmoil of the first Dark Age of Wesnoth, a time of transient monarchies and conspiracies against the Crown, the boy Darith witnesses the murder of his father by a general of Wesnoth. Follow Darith's quest for retribution in this treacherous tale of betrayal, deceit, love, remorse, and vengeance.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mostly outlaws and undead, custom units)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26699&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cavanagh The Conqueror ====&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Cavanagh Orc-Foundling, who was blessed by the gods to conquer and unite all of the Great Continent. Orcs and elves, gods and men, queens and sorcerers populate this epic tale of revenge and redemption.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TheEmptyLord (Programming, Map-making, Editing), Scott_Free(Story)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 Playable Scenarios so far&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, limited RPG, limited Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Units from Northerners, Outlaws, Loyalists as well as other factions interspersed. Several custom units.)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35927&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Cities of the Frontier ====&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Considerate Dead ====&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Count Kromire ====&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
&lt;br /&gt;
''During the reign of queen Asheviere, the province Annuvin rebelled. You, a royal agent, are sent to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' bumbadadabum&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:'''  ? &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken (does not load at all)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=35530&amp;amp;p=564646&amp;amp;hilit=dystopia#p514297&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Elvish Dynasty RPG ====&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fall of Silvium ====&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Fate of a Princess ====&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, Simons Mith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.24&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Fate_of_a_princess Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flight to Freedom ====&lt;br /&gt;
&lt;br /&gt;
''Flight to Freedom chronicles the story of the drake hero Malakar, and his desperate cross-country flight out of slavery.''&lt;br /&gt;
&lt;br /&gt;
'''Authors:''' MadMax, Nova&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 5.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.11.9 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=1887&lt;br /&gt;
&lt;br /&gt;
==== Forgotten Kingdom ====&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Forward they Cried ====&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' 1.10 - Lord-Knightmare; 1.11 - Turuk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Galuldur's First Journey ====&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Girl unDead ====&lt;br /&gt;
&lt;br /&gt;
''A little undead girl fights against the Kingdom.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' tapaboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead,elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Girl_unDead/en_US/Girl_unDead.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37458&lt;br /&gt;
&lt;br /&gt;
==== Grnk the Mighty ====&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Hunter ====&lt;br /&gt;
&lt;br /&gt;
''This is a story. Not about a hunter. About thé Hunter.'' &lt;br /&gt;
&lt;br /&gt;
'''Author:''' Thor the God&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 4 scenario (unfinished ?)&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Inky's Quest ====&lt;br /&gt;
&lt;br /&gt;
''The Cuttlefish Campaign&lt;br /&gt;
Are the cuttlefish mere beasts or something more? What stories would they tell if they could speak? This story provides one possible answer.The easiest difficulty provides hints for novice players.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Telchin&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 scenarios + story-only epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom units (cuttlefish, tentacles, giant clams...). Enemies use both default era units and custom ones.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Inky_Quest/en_US/Inky_Quest.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32501&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== King ====&lt;br /&gt;
&lt;br /&gt;
''The adventure started when a simple man who was living far from Wesnoth discovered that he is the next king.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken, Unbalanced, Unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.1&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Langrisser Sample Campaign ====&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Only_Death_Behind Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Panther Lord ====&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Panther_Lord Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Random Campaign ====&lt;br /&gt;
&lt;br /&gt;
''Gain experience playing the Default Era faction of your choice in a campaign setting''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SigurdFireDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Age of Heroes, &amp;amp; Era of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32922&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Author) A 4 scenario version is under the multiplayer button, which lets you choose any era.&lt;br /&gt;
Intended for players to gain practice with a faction and learn sound strategies using faction specific adjustments against random factions from the chosen era.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return of the Monster ====&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Noelren ====&lt;br /&gt;
&lt;br /&gt;
''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7.6&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) I never saw so much fantastic and new ideas in one single UMC, wow!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Return_to_Noelren Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Return to Ruins ====&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Jeff Stevens (Ulfsark)&lt;br /&gt;
&lt;br /&gt;
'''Composer:''' Paul Fredericks (paulfredericksmusic.com)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Salt Wars ====&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
==== Shameless Crossover Excuse ====&lt;br /&gt;
&lt;br /&gt;
''Fugitive dark sorcerer Gwiti Ha'atel discovers he has the power to mess with Wesnoth's continuity. His quest for revenge on the NPCs who have used his portraits will lead him through perils untold and in-jokes unnumbered, but shall pale before the horror he finds at his quest's end.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Orcish Shyde, Mountain_King&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32016&amp;amp;start=15&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamplings ====&lt;br /&gt;
&lt;br /&gt;
''Banished by Yushnak the Ponderer, a tribe of lowly swamp goblins endure in the deadly mire of Pogo Bog. Four centuries before the founding of Wesnoth, this is the story of the goblins' struggle against the intrigues and betrayals of the greater races, and the rise of the first wolf rider.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' John Rawlins (boru)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7n&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Goblins&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29784&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Swamplings Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Swamp Witch's Curse ====&lt;br /&gt;
&lt;br /&gt;
''A Faerie tale form the World of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Freemen&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40467&lt;br /&gt;
&lt;br /&gt;
==== Talentless Mage====&lt;br /&gt;
&lt;br /&gt;
''Humorous and silly campaign about mage apprentice who has managed to learn only one simple spell in thirty years.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 playable scenarios + 3 dialogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Noob Faction&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Talentless_Mage/en_US/Talentless%20Mage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=27608]&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Talentless_Mage Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Attack of the Western Cavalry ====&lt;br /&gt;
&lt;br /&gt;
''The story of the century's biggest invasion from the West. A story with the destiny of Wesnoth depending on your decisions; save, or remove it?''&lt;br /&gt;
&lt;br /&gt;
'''Author &amp;amp; Maintainer:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, second beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18, 19 or 20 maps, depending on your decisions&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.7beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed (Large battle &amp;amp; Stimulation &amp;amp; RPG &amp;amp; Skirmish)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom, mixed (undead &amp;amp; human &amp;amp; elvish &amp;amp; custom)&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Blind Sentinel ====&lt;br /&gt;
&lt;br /&gt;
''The story of a mysterious soldier, the Blind Sentinel, and the wilds of the North, the Nightbrethren. Will Wesnoth vanquish the appreaching Doom? It only depends on you, the Player...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' WhiteWolf&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Under development, first beta phase&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 29 maps (26 playable) + bonus map (still experimental)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.3beta&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate/Expert&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Mixed/Custom&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Humans,Undead,Custom&lt;br /&gt;
&lt;br /&gt;
'''Forum/Feedback:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39269&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Alliance ====&lt;br /&gt;
&lt;br /&gt;
''Prince Terhar lived two years with elves. Little did he expect what would happen when he returned back to Weldyn.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wonderboy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11 or 10 playable scenarios depending on the branch you take (+ 5 dialogue scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: Recruit list changes in almost every scenario&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Alliance/en_US/The%20Dark%20Alliance.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?f=8&amp;amp;t=26924&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Dark Hordes ====&lt;br /&gt;
&lt;br /&gt;
''Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Devils_Flute/en_US/The_Devils_Flute.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Fall of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Founding of Borstep ====&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29264&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Founding_of_Borstep Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Kanzil) I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (beetlenaut--author) In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I ''hope'' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.&lt;br /&gt;
&lt;br /&gt;
==== The Great Invasion ====&lt;br /&gt;
&lt;br /&gt;
''Argon, a great ruler, Jer, a simple peasant, Gorn, a dwarvish lord, and Elon, an Elvish High Lord, Were fighting against the darkness.13 Scenario some are difficult''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alexjercan&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' -&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 &amp;quot;playable&amp;quot; scenarios + 3 talk scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' no forum thread&lt;br /&gt;
&lt;br /&gt;
Note: (Adamant14) This campaign should be removed from the server (broken, no progress, no maintainer)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Unstoppable Legion ====&lt;br /&gt;
&lt;br /&gt;
''Horseback campaign. The kingdom of Suveran, far away from Wesnoth, is under attack. Only Deuterus, a Great Druid, knows their weakness and only Viktor, a young noble, dares go on the quest to stop them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chris Neville-Smith (Chris NS)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Currently 15 playable sceanrios, including a fork of three paths near the beginning, and another fork of two paths later on.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Mainly Skirmish&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Unstoppable_Legion/en_US/The_Unstoppable_Legion.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Play mounted units, including expanded Cavalryman line, and completely new Bowrider line. Joined later by Dwarves. Main enemies are the dark fighters and dark cultists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Up from Slavery ====&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Dragon ====&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Chaotic): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and fight well in any rough terrain but low on hp. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.4.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
=== Campaigns ===&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
==== A Gryphon's Tale ====&lt;br /&gt;
&lt;br /&gt;
''A Gryphon's Tale tells the story of a community of civilized Gryphons, and of Neliflua, an ambitious young female among them who falls into unusual circumstances.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ringcaat/Dwarven_Void&lt;br /&gt;
&lt;br /&gt;
'''Status:''' One branch complete, most incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11-12 scenarios (branch dependent)&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.6.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG/minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Gryphon/Orc&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=2906&amp;amp;start=195&amp;amp;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== After the Storm ====&lt;br /&gt;
&lt;br /&gt;
''Follow the journey of Galas and his band following the events of &amp;lt;i&amp;gt;Invasion from the Unknown&amp;lt;/i&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster/ShikadiLord&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 episodes of 13 scenarios each, some of which are multi-part&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium-hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Boss Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Many custom units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32091&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (vultraz) Long, very enjoyable campaign with great story. (Knyghtmare) The best UMC campaign ever!&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#After_the_Storm Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
==== Antar, Son of Rheor ====&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.10.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Antar.2C_Son_of_Rheor Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign does not work with BfW version 1.11.0, or BfW version 1.11.1, so please use BfW version 1.11.2 or later!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== A Song of Fire (The Dragon Trilogy, Part I) ====&lt;br /&gt;
&lt;br /&gt;
''''''Part I: The Last War''' - In a long-forgotten era, at the heart of the Great Continent, an ancestral evil is awakened, threatening to destroy the whole world. Follow young Myra in the war that will alter the future of Irdya and its peoples forever.''&lt;br /&gt;
&lt;br /&gt;
''''''Part II: Towards the Rising Sun''' - After the vicious Last War, Myra has become the new leader of Aragwaithi and Windsong alike. Albeit young and shaken by many losses, she must steel herself to lead her people through the vast and hostile Hannuk Steppes. However, her journey will take them all farther than in their wildest dreams. Furthermore, Myra must deal with the evil influence of the mysterious red gem she found after the last battle.''&lt;br /&gt;
&lt;br /&gt;
''''''Part III: Raging Skies''' - The refugees have finally found a new home: families are built, allies are made and, for the first time in years, Myra and her friends know peace. However, when everything seems normal, ambition and thirst for power cause the break out of a continental war. And, amidst this new storm, an old foe rises agan, more powerful than ever. Witness the end of the song of Irdya's first great heroine.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 36 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+War of Legends&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38210&lt;br /&gt;
&lt;br /&gt;
==== A Vision Blinded ====&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Bad Moon Rising ====&lt;br /&gt;
&lt;br /&gt;
''An expedition to gather treasure from the cold north sets off compounding disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Doofus-01&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.8&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Archaic Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31348&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Birth of a Lich ====&lt;br /&gt;
&lt;br /&gt;
''This is the life story of the dreaded lich Malifor, his struggle as a mage outcast, the orcish conquest of the northlands and his transformation to quench the thirst for revenge''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios / 2 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.3&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Human outlaws, dwarves, undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Birth_of_a_Lich/en_US/Birth_of_a_Lich.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37057&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Coming of the Storm ====&lt;br /&gt;
&lt;br /&gt;
''A new recruit joins the imperial army, eager to change the world and see combat. Little does he realise just how much action he will get and where his journey will take him. ''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' TrashMan&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 playable scenarios / 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23361&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion from the Unknown ====&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Invasion_from_the_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (taptap) Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Invasion of Eliador ====&lt;br /&gt;
&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of Far North ====&lt;br /&gt;
&lt;br /&gt;
''The tale of the legendary Black Eye Karun,depicting his rise to power, his successes and his brutal assassination.'&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable scenarios / 1 dialogue only,1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Orcs, Trolls, Saurians, Nagas&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Legend_of_Far_North/en_US/Legend_of_Far_North.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34769&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Legend of the Invincibles ====&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their original appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (5 chapters, 110 scenarios) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and ridden of the evil within. But the evil from inside them did not cease to exist, and started a campaign to conquer the world. Stopping the campaign caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 200 (+8 talk-only) scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Legends_of_the_Invincibles Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Merry Christmas ====&lt;br /&gt;
&lt;br /&gt;
''Santa's elfs have to travel south into Lintanir Forest to collect Christmas trees.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 3 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Custom&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Merry_Christmas/en_US/merry_christmas.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=32519&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Only Death Behind ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter II: Only Death Behind.''&lt;br /&gt;
&lt;br /&gt;
''Three ghosts have escaped from the land of the dead. Yet they don't remember anything about their past.''&lt;br /&gt;
&lt;br /&gt;
''This is an Undead campaign that references certain characters and events from 'The Flight of Drakes', yet it can be played separately.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 1 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39119&amp;amp;p=556996#p556996&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#Review_by_Adamant14 Player's Review]'''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) A short and unusual undead campaign, you play with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Rebellion in the North ====&lt;br /&gt;
&lt;br /&gt;
''A great orcish uprising tends to destabilise the Northlands. As the future Lord Protector of the Northern Alliance you have to crush the rebellion and establish peace again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Author:''' chak_abhi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 24 playable scenarios / 3 dialogue only,2 cutscenes&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.12&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists, Dwarves, Gryphons, Merfolk&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=33059&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roboke's Island ====&lt;br /&gt;
&lt;br /&gt;
Mystic Island Quest&lt;br /&gt;
&lt;br /&gt;
''Embark from Elensefar on an expedition to the west that will not only change your life but conearn the fate of many.''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Unraveling the mystery of Roboke island is a magic experience.&amp;quot; (Weldyn Gazette)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Ferocious battles and mysterious riddles await you.&amp;quot; (Wesmere Post)''&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;The adventures of Roboke and his side-kick are truly stunning.&amp;quot; (Knalga News)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Author:''' x42&lt;br /&gt;
&lt;br /&gt;
'''Status:''' beta, story-complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 6 story chapters&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.8.X-beta&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''': various (RPG, Skirmish, Puzzle)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=39423&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Requires BfW &amp;amp;ge; 1.11.6 (for MicroAI)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ruthless ====&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Saving Elensefar ====&lt;br /&gt;
&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Saving_Elensefar]]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Labeled as Expert, recruit list changes in all scenarios.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Secrets of the Ancients ====&lt;br /&gt;
&lt;br /&gt;
''From the Journal of Ardonna of Tarrynth:''&lt;br /&gt;
&lt;br /&gt;
''It's unfair that we humans must die after so few years. Though this is the natural order, we need not embrace it! The lords on the Green Isle knew how to live forever. Pursuit of that knowledge was declared illegal by King Haldric I, but I believe it is worth the risk: If I can rediscover the secrets of the ancients, not only will I cheat death, I will become a hero to the whole continent!''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios + 3 story only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Undead/Default&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=40545&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Soldier of Wesnoth ====&lt;br /&gt;
&lt;br /&gt;
''697 YW. More than two decades after King Konrad II died leaving no heir, three noble Houses vie for the control of the kingdom, which, still feeling the damages of Mal-Ravanal's invasion, sees its glory and power slowly fade away. Meanwhile, in the southern province of Kerlath, a young peasant called Addraryn sets out to join Weldyn's Army, in order to be able to marry the fair Elywen. However, his travel will suffer some very unexpected twists which will lead him to the main stages of the Second Civil War. Journey across Wesnoth, witness its decadence, meet old heroes and save the kingdom from the enemies within and from the formidable Lion of the Desert...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Completed&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 31 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default+Khalifate+Custom Units&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39123&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Sven's Adventure ====&lt;br /&gt;
&lt;br /&gt;
''A young adventurer's quest to retrieve the fabled, and dangerous, Spellbook of Death.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' kpearce&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 19 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Dungeon, Boss Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (mixed factions)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39080&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Devil's Flute ====&lt;br /&gt;
&lt;br /&gt;
''Creona, the well-known assassin, gets a strange job from a strange person. So, in fact, it's no surprise that things take a strange turn...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' lipk&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, unmaintained&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  0.1.4c&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Minigames&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Outlaws&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36044&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Earth's Gut ====&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP, story is unfinished (I didn't add any scenario since long, but that doesn't mean nothing is added to the campaign. My addons tend to be in good shape and bug-free which means also WIP as I'm updating it since 1.4 days.)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 23 scenarios, 5 of which are cutscene only, some others have changing objectives&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.14&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves, woses, mages, a few custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; (It currently contains about as many surface scenarios as underground though.) and is intended to be challenging for experienced players on hard whilst suitably easy on easy. I develop the campaign with the wesnoth development version and I advise to play with that, but it is intended to work almost equally well with the stable wesnoth version (except for features only available in the wesnoth development version).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Epic of Vaniyera ====&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Maintainer) Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Flight of Drakes ====&lt;br /&gt;
&lt;br /&gt;
''Legends of the Emerald Forest, chapter I: The Flight of Drakes.&lt;br /&gt;
&lt;br /&gt;
''Follow drake king Klader on his quest to find the Crown of Light, a legendary artifact from pre-historic times.''&lt;br /&gt;
&lt;br /&gt;
''This campaign is the first chapter of a trilogy; the second chapter is an Undead campaign and it's called 'Only Death Behind'.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' NoQ&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios / 2 talk only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Drakes&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37981&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Legend Begins ====&lt;br /&gt;
&lt;br /&gt;
''The tale of Jahin, the greatest hero the land of Arkenova, or perhaps the world of Irdya, had ever known. Watch his legend unfold before your very eyes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Tahsin Jahin Khalid (Lord-Knightmare)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 73 scenarios divided into 3 episodes. Continuation from one episode to the next one is possible, but not recommended.&lt;br /&gt;
&lt;br /&gt;
Episode 1 - 28 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 2 - 26 scenarios&lt;br /&gt;
&lt;br /&gt;
Episode 3 - 20 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.2&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' ''War of Legends'' is required to be installed. Latest version recommended.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate&lt;br /&gt;
&lt;br /&gt;
'''Style:''' skirmishes, survivals, large battles, dungeons, boss battles&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' [http://units.wesnoth.org/trunk/mainline/en_US/era_default.html Default], [http://units.wesnoth.org/trunk/War_of_Legends/en_US/war_of_legends.html War of Legends]&lt;br /&gt;
&lt;br /&gt;
'''Custom units:''' [http://units.wesnoth.org/trunk/The_Legend_Begins/en_US/The_Legend_Begins-E1.html Custom Units]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37424 Click Here]&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==== The Library of Kratemaqht ====&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#The_Library_of_Kratemaqht Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Militia ====&lt;br /&gt;
&lt;br /&gt;
''The Travels of a group of Peasants and their Friends; a level 0 campaign that does not focus on a singular hero.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Desert_Shyde&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 scenarios&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Militia/en_US/the_militia.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?t=30294&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Rising ====&lt;br /&gt;
&lt;br /&gt;
''A young elvish fighter is send to represent the Aethenwood at the Ka'lian. The adventure turns out to be bigger then expected.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Paulomat4&lt;br /&gt;
&lt;br /&gt;
'''Status:''' unfinished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios, 1 talking only&lt;br /&gt;
&lt;br /&gt;
'''Version:'''  1.1.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' challenging&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Large Battle, RPG-elements &lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves, Humans&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39512&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Roar of the Woses ====&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Roar_of_the_Woses/en_US/Swamp_Rage.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Three Elves ====&lt;br /&gt;
&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Sojournings of Grog ====&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The White Troll ====&lt;br /&gt;
&lt;br /&gt;
''The story of a white troll whelp with strange magic powers, who is raised in an elvish village.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Wesnoth Italian Forum&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default: you play with elves and trolls. Also features custom units with special advancements and abilities.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/White_Troll/en_US/white_troll.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=38828&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== To Lands Unknown ====&lt;br /&gt;
&lt;br /&gt;
''This is the story of Mehir, the Summoner, and his journey to lands unknown.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' inferno8&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 20 scenarios, 4 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.6.0&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Intermediate (Era of Magic)&lt;br /&gt;
&lt;br /&gt;
'''Style''': Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Era:''' Era of Magic&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31799&lt;br /&gt;
&lt;br /&gt;
'''[http://wiki.wesnoth.org/Guide_to_UMC_Campaigns/Players_Reviews#To_Lands_Unknown Players’ Review(s)]'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== War of the Jewel (The Dragon Trilogy, Part II)====&lt;br /&gt;
&lt;br /&gt;
'''''Part IV: City of the Sun''' - Centuries have passed since the refugees of the Last War, led by Myra of Hiera'Shirsha and the Exodus Heroes, have established a new city for themselves in the faraway Netjer-Ta, the golden Maat'Kare; although they are constantly combatting foes who threaten to conquer them, the Maat'Karians have experienced times of relative comfort. However, this age of peace is soon to end, when the ancient evil that nearly destroyed their ancestors reappears at the very heart of their civilization, attracting upon itself the greedy eyes of darkly neighbours... And, in this brewing storm, the young Akhen Wadjet, Myra's last heir, will be forced to overcome his fears and doubts to protect the legacy his ancestor gave her own life for...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' revansurik&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 38 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.4&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/Large Battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' War of Legends+Custom factions (Maat'Karians, Wargs, Chomi, Deshra, Washraha, Woodlanders, Aeserians)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=39618&amp;amp;p=562944#p562944&lt;br /&gt;
&lt;br /&gt;
==== Warmaster ====&lt;br /&gt;
&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Eras ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;br /&gt;
[[Category:Eras|*]]&lt;br /&gt;
&lt;br /&gt;
==== Era of Four Moons ====&lt;br /&gt;
&lt;br /&gt;
An era based of the cultures in fictional world Ialfa. There are a core set of four which have had the blunt of the balancing effort put into them, and an additional four which represent other parts of the world and are not complete or balanced.&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
&lt;br /&gt;
'''Faction Descriptions:''' The four core factions are:&lt;br /&gt;
&lt;br /&gt;
-The Highlanders (Chaotic/Neutral): A nomadic people living along the savanna and steppes. Units generally have high hp and low resistances and good movement and defense in the hills. Features cheap mobile infantry and recruitable level 2 Elephants that act as a living battering ram.&lt;br /&gt;
&lt;br /&gt;
-The Imperialists (Lawful): A massive oligarchy centered around an emperor and his house. Most units do well in the open and not well in forests. Can create durable positions and hold open ground exceptionally well but most units do not inflict a lot of damage. Features units with 50% defense in the open and suicidal units.&lt;br /&gt;
&lt;br /&gt;
-The Sea States (Lawful/Neutral): A collation of small mercantile city states. Can field a variety of versatile units with no exceptional strengths or weaknesses. &lt;br /&gt;
&lt;br /&gt;
-The Darklanders (Chaotic): A society of tribal Jungle people. Units generally have low hitpoints but good defense and movement in forests. Features very efficient melee power and access to both slows and berserk.&lt;br /&gt;
&lt;br /&gt;
The other factions are:&lt;br /&gt;
&lt;br /&gt;
-The Dalefolk (Neutral): A cluster of rural settlements known for it's magicians and inventors: Most units do exceptionally well in mountains. Features some good defensive units, the shapeshifter (who changes form depending on terrain), and a powerful melee magician.&lt;br /&gt;
&lt;br /&gt;
-The Pygmies (Liminal): A strange race of tiny jungle dwellers shrouded in mystery: Most units do very well in forests and swamps and are very dodgy at the cost of experience points. Also, most units will heal themselves slightly over time. Feature effective mobile level 0s and many powerful support units.&lt;br /&gt;
&lt;br /&gt;
-The Whites (Chaotic/Neutral): Barbarians from another continent: Units are generally mobile and high on hp but have low defenses when not in rough terrain. Feature powerful magicians and a steadfast berserker.&lt;br /&gt;
&lt;br /&gt;
-The Freemen (Lawful): A society of desert dwellers split between the city dwellers and the nomads. Units tend to be durable and adept in deserts and hills and not as good in forests. Features units with stun and recruitable level 2 rocs.&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30513&lt;br /&gt;
&lt;br /&gt;
==== War of Legends ====&lt;br /&gt;
* &amp;lt;b&amp;gt;Description:&amp;lt;/b&amp;gt; An era based on the continent of Arkenova as well as other parts of Irdya.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Author:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Maintainer:&amp;lt;/b&amp;gt; Tahsin Jahin Khalid (Lord-Knyghtmare)&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Status:&amp;lt;/b&amp;gt; Finished&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Faction Descriptions:&amp;lt;/b&amp;gt; (Descriptions to be added later)&lt;br /&gt;
&lt;br /&gt;
01. Aragwaithi&lt;br /&gt;
&lt;br /&gt;
02. Windsong&lt;br /&gt;
&lt;br /&gt;
03. Human Alliance&lt;br /&gt;
&lt;br /&gt;
04. Orcish Union&lt;br /&gt;
&lt;br /&gt;
05. Southerners&lt;br /&gt;
&lt;br /&gt;
06. Outlaws&lt;br /&gt;
&lt;br /&gt;
07. Elementals&lt;br /&gt;
&lt;br /&gt;
08. Undead&lt;br /&gt;
&lt;br /&gt;
09. Drakes&lt;br /&gt;
&lt;br /&gt;
10. Dark Legion&lt;br /&gt;
&lt;br /&gt;
11. Sylvans&lt;br /&gt;
&lt;br /&gt;
12. Minotaurs&lt;br /&gt;
&lt;br /&gt;
13. Vampires&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Version:&amp;lt;/b&amp;gt; 1.1.5.1&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;b&amp;gt;Forum:&amp;lt;/b&amp;gt; [http://forums.wesnoth.org/viewtopic.php?f=19&amp;amp;t=30087 Development and Feedback Thread]&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55413</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55413"/>
		<updated>2014-09-14T16:40:19Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Golden Age of the Dragons (beyond 20.000 BW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, '''An-Usrukhar''', a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first of all mages on Irdya. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also to its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55412</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=55412"/>
		<updated>2014-09-14T16:38:40Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Circa ~3800 BW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, An-Usrukhar, a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first human mage. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also so its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice since An-Usrukhar&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54961</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54961"/>
		<updated>2014-05-01T01:59:24Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 718 YW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, An-Usrukhar, a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first human mage. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also so its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice.&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by battle.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54960</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54960"/>
		<updated>2014-05-01T01:54:07Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 699 YW */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, An-Usrukhar, a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first human mage. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also so its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice.&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*'''Valerya''', later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by fight.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54959</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54959"/>
		<updated>2014-05-01T01:53:05Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* 1357 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, An-Usrukhar, a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first human mage. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also so its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice.&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*Valerya, later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by fight.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 YW ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54958</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54958"/>
		<updated>2014-05-01T01:52:45Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Timeline of the Dragon Trilogy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Timeline:===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
&lt;br /&gt;
*During the Dragon Age, An-Usrukhar, a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first human mage. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
&lt;br /&gt;
*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
&lt;br /&gt;
*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also so its powers.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice.&lt;br /&gt;
&lt;br /&gt;
==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
&lt;br /&gt;
==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
&lt;br /&gt;
==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
&lt;br /&gt;
==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
&lt;br /&gt;
==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
&lt;br /&gt;
==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
&lt;br /&gt;
==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
&lt;br /&gt;
==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
&lt;br /&gt;
==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
&lt;br /&gt;
==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
&lt;br /&gt;
==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
&lt;br /&gt;
==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
&lt;br /&gt;
==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
&lt;br /&gt;
==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
&lt;br /&gt;
==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
&lt;br /&gt;
==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
&lt;br /&gt;
==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
&lt;br /&gt;
====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
&lt;br /&gt;
==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
&lt;br /&gt;
==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
&lt;br /&gt;
==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
&lt;br /&gt;
==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
&lt;br /&gt;
==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
&lt;br /&gt;
==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
&lt;br /&gt;
==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
&lt;br /&gt;
==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
&lt;br /&gt;
==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
&lt;br /&gt;
==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
&lt;br /&gt;
==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
&lt;br /&gt;
==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
&lt;br /&gt;
==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
&lt;br /&gt;
==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==== 699 YW ====&lt;br /&gt;
*Valerya, later known as the Crimson Sorceress, is born at the village of Zlexen in the Heart Mountains.&lt;br /&gt;
&lt;br /&gt;
==== 717 YW ====&lt;br /&gt;
*Valerya is expelled from the Academy of Alduin; instead of returning to the Northlands, she flees eastwards alongside her classmate Hadryan and Prince Elemiryon Eldric, the Half-Elf.&lt;br /&gt;
*They cross the kingdom's frontiers and enter the Bitter Swamp, where they meet the Dark Guardian Vennyn, a benign Necromancer, and Elenia, the Elf Wanderer, one of the founders of the Northern Alliance. Together they travel eastwards, deep into the Great Continent.&lt;br /&gt;
&lt;br /&gt;
==== 718 YW ====&lt;br /&gt;
*Valerya and her friends are ambushed near the Firecloud Peak by drakes led by the dragon Kratheys; she's the only one who manages to escape. In her flight, she enters the Flamebreath Desert, and gets lost. Eventually she finds the ruins of an ancient nation - which is, in fact, the Dragons' Land - and there she finds an aged dragon who calls himself Agnash. He decides to help her rescue her friends: he teaches her ancient fire magic, and also a special type of flame capable of killing dragons. After she learns everything she can, Agnash tests her by surprise attacking she manages to fatally injure him with the dragon-killing flame, and he thanks her for giving him a worthy death by fight.&lt;br /&gt;
*Valerya sneaks into the Firecloud Peak; she finds her friends, but is attacked by Kratheys himself. The Firecloud Peak erupts, but Valerya, now nearly immune to fire thanks to the magic she learned from Agnash, manages to stay there. After a vicious battle, she manages to kill Kratheys; she removes his biggest and sharpest claws, and later makes a spear out of it.&lt;br /&gt;
*Meranoic, Grand Master of Alduin, locates the group, and forces Elemiryon to follow her back to Wesnoth, but Hadryan, her son, chooses to follow Elenia, Vennyn and Valerya. The group, led by the elf, goes on travelling.&lt;br /&gt;
&lt;br /&gt;
==== 719 YW ====&lt;br /&gt;
*While on a lone errand, Valerya enters Mount Hursag and finds the Fountain of Life; not knowing exactly what it was, she drinks from it. The Fountain's magic waters give her an uncanny health, and her ageing is slowed almost to a halt; but she would only noticed that change much later.&lt;br /&gt;
&lt;br /&gt;
==== 1090 YW ====&lt;br /&gt;
*Wesnothian ships find the Green Isle, now populated by undead. The Emperor of Wesnoth builds a Holy Legion to purge the island of the liches.&lt;br /&gt;
&lt;br /&gt;
==== 1092 YW ====&lt;br /&gt;
*With the Green Isle free of the undead, settlement of it by the Wesnothians begin.&lt;br /&gt;
&lt;br /&gt;
==== 1120 YW ====&lt;br /&gt;
*Wesnothians reach Arajunna for the first time, and build some port cities there, to better trade with the Chomi and even the Washraha.&lt;br /&gt;
&lt;br /&gt;
==== 1239 YW ====&lt;br /&gt;
*The Hagarthen Dynasty of Wesnoth is brought to an end as Count Brandyl usurps the throne from the late king's infant son. Crowned as Konrad III, Brandyl starts the Iron Dynasty, which would turn Wesnoth into an expansionistic nation.&lt;br /&gt;
&lt;br /&gt;
==== 1250 YW ====&lt;br /&gt;
*Wesnothian magi raise the second sun into the skies, a feat which astonishes the entire world. People who were unaware of how that happened took that as an omen, changing their cultures because of that.&lt;br /&gt;
&lt;br /&gt;
==== 1312 YW ====&lt;br /&gt;
*The Empire of Wesnoth invades the Northlands and conquers cities that were members of the Northern Alliance, which declares war on its southern neighbours.&lt;br /&gt;
&lt;br /&gt;
==== 1339 YW ====&lt;br /&gt;
*Wesnoth attacks the Baryags in the Emerald Plains, thus starting the Emerald Wars, which would drag on for many decades.&lt;br /&gt;
&lt;br /&gt;
==== 1357 ====&lt;br /&gt;
*Wesnoth signs a truce with the Northern Alliance, but the relationship between both sides remains dire.&lt;br /&gt;
*Wesnoth's frontiers are expanded southwards into the Sandy Wastes, which lead to clashes against the Khalifate; and eastwards until Lake Aoir, where Wesnothians meet - and fight - minotaurs for the first time.&lt;br /&gt;
&lt;br /&gt;
==== 1408 YW ====&lt;br /&gt;
*In the Chomi city of Ifeh, '''Olokun Maahes''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1414 YW ====&lt;br /&gt;
*Cornelya, later know as '''Princess Cornelya of the Lins-Elens''', is born at the elven city of Aman-Dyel.&lt;br /&gt;
&lt;br /&gt;
==== 1418 YW ====&lt;br /&gt;
*Emperor Taryen of Wesnoth's youngest children, the twins '''Aetheryon''' and Aethra, are born in Weldyn.&lt;br /&gt;
&lt;br /&gt;
==== 1423 YW ====&lt;br /&gt;
*In the village of Kuroi, Kodakuni - the easternmost human nation, beyond the Great Inner Sea and near the ruins of Garet Desh -, '''Tenma Yozora''' is born.&lt;br /&gt;
&lt;br /&gt;
==== 1422 YW ====&lt;br /&gt;
*Prince Aeldhoryan of Wesnoth conquers Kodakuni.&lt;br /&gt;
&lt;br /&gt;
==== 1440 YW ====&lt;br /&gt;
*In the village of Kuroi, Tenma rebels against Wesnothian rule, defeating two Wesnothian platoons, one of them led by Prince Aetheryon himself. She then decides to follow Olokun to New Maat'Kare; a swordsman called Kenshiro, who is her childhood friend, follows her. '''Aria of the Dragon-Slayer''' begins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;br /&gt;
* Aria of the Dragon-Slayer&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54813</id>
		<title>Timeline of Pre-Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Pre-Wesnoth&amp;diff=54813"/>
		<updated>2014-04-22T22:10:04Z</updated>

		<summary type="html">&lt;p&gt;Revansurik: /* Golden Age of the Dragons (beyond 20.000 BW) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline of the Dragon Trilogy==&lt;br /&gt;
&lt;br /&gt;
This is meant to be a timeline for the campaigns of the Dragon Trilogy. In no way it is meant to be canonical, but simply to help players of the Dragon Trilogy to situate the story chronologically. (PAGE STILL UNDER WORK)&lt;br /&gt;
&lt;br /&gt;
===Locations===&lt;br /&gt;
&lt;br /&gt;
====Great Continent====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Arajunna====&lt;br /&gt;
Information to be added soon.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Argea====&lt;br /&gt;
&lt;br /&gt;
A large landmass faraway from the Great Continent, and almost thrice as large as its neighbour Netjer-Ta, Argea is the cradle of orcs - and also of rumoured fantastic creatures. It's climate is temperate, with hot and rainy summers and cold and dry winters. Vast and deep forests, as well as imposing mountain ranges, great lakes and mighty rivers cover the central and northern areas of Argea; in the west, the countless orcish tribes can be found, while in the east, the powerful human Empire of Skiron reigns supreme. Still, Skironians and orcs are often pioneering into the dense central forests, building new settlements, sometimes even clashing against each other.&lt;br /&gt;
Argea's utmost south is marked by the Frozen Lowlands, a rocky and desolate area where no Skironian expedition has ever managed to explore completely, let alone settle on. One expedition which did manage to cross the icy valleys the surround it returned with very few of its original numbers, bringing nothing but tales of fair, but lethal witches whose mere touch can freeze a man to the bone's marrow.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====Netjer-Ta====&lt;br /&gt;
This is a land distant from most centres of civilization; lying to the north of Argea, it is believed by some to be where orcs and minotaurs first appeared before spreading to Argea and then to the rest of the world. The first humans to reach this continent were the Windsong, who used is as a lab for their experiments; centuries after they were last seen there, Netjer-Ta was again visited by humans of both the Aragwaith and the Hannuk people led by Myra of Hiera'Shirsha; there they founded the city of Maat'Kare.&lt;br /&gt;
A remarkable geographic feature of this continent is the Sun Path, a long valley that crosses Netjer-Ta from east to west, and which is run by the great River Ruthen, with the Dark Island in its middle. To the north lie the frozen mountains of the vampires, while the southern mountains are ruled by the Motsoghnir and the Aigathol dwarves. Further southwards, there is the Silent Desert, which got its name from the fact that it is never plagued by storms.&lt;br /&gt;
To the west, one can find the plains and hills where orcs and goblins dwell; and, to the east, the city of Maat'Kare and its satellite towns are situated.&lt;br /&gt;
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===Timeline:===&lt;br /&gt;
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&lt;br /&gt;
BW: Before Wesnoth&lt;br /&gt;
&lt;br /&gt;
YW: Years Wesnoth&lt;br /&gt;
&lt;br /&gt;
==== Golden Age of the Dragons (beyond 20.000 BW) ====&lt;br /&gt;
*Oral History tells that the dragons were once the dominant species on Irdya, rampaging throughout the world and threatening the balance of nature. The '''High Dragons of Water, Fire and the Sky''' - Nitiballi, Agniballi and Svarballi - are created by the Ancient Ones to restore it. Svarballi is, however, corrupted by the unbalance of his own soul; Agniballi and Nitiballi defeat him after a catasthrophic battle, and seal up his soul. Nitiballi sacrifices himself to heal the world's wounds, and his crystallized body becomes the '''Fountain of Life'''.&lt;br /&gt;
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*During the Dragon Age, An-Usrukhar, a human from the long-lost Asherah tribe that fought Svarballi, is born. He falls in love with Vanadya, the source of all magic, and is granted magic powers by her, thus becoming the first human mage. He walks the world helping other human tribes and teaching them magic, but disappears in an unknown time, and is never heard of again.&lt;br /&gt;
&lt;br /&gt;
*Moradin, the King-in-the-Earth, receives the Hammer of Buri, a powerful magical hammer. Studying it, Moradin develops runic magic, which allows his people to develop greatly. One of his sons, Motsoghnir, takes a group of dwarves and sets out of the Heart Mountains; his descendants would establish dwarvish nations over the Great Continent.&lt;br /&gt;
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*Griknagh, the chief of the trolls - also known as the King-in-the-Abyss, wielder of the Hammer of Ymer - leads his people to the surface for the first time. He accidentally enters the realm of the dwarves. At first, they coexist peacefully, but then Moradin - then corrupted by the power given him by Buri's Hammer - murders Griknagh in order to steal Ymer's Hammer. Thus started the age-long rivalry between dwarves and trolls.&lt;br /&gt;
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*Tithanya, known by the Hidden Folk as the First, marries El-Teleryon, the King-in-the-Wood, ruler of the elves at Lins-Elens. Her blood gives their descendants - mostly the female ones - a strong connection to the faerie plane, a mystical dimension created by Tithanya, and also so its powers.&lt;br /&gt;
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==== Circa ~3800 BW ====&lt;br /&gt;
*The Aragwaithi, the first human culture to develop a writing system, found '''Garet-Desh''', considered the cradle of human civilization, at the Aragwaith Meadows, central Great Continent. Its first king is Maethar the Great, the first owner of the Rod of Justice.&lt;br /&gt;
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==== 3500 BW ====&lt;br /&gt;
*The Great Dragon Shek'har is born.&lt;br /&gt;
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==== Circa ~3400 BW ====&lt;br /&gt;
*The '''Order of the Windsong''' is created by women from different nations who wanted an independent life. After creating a mysterious form of magic from an unknown source, they establish Foundations all over the Great Continent, but enter in conflict with various humans nations and also elves, their fiercest enemies.&lt;br /&gt;
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==== 3370 BW ====&lt;br /&gt;
*The '''Windsong Foundation of Hiera'Shirsha''' is established in the Windy Mountains; its Librarian manages to build friendly ties with neighbouring peoples.&lt;br /&gt;
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==== 3285 BW ====&lt;br /&gt;
*The Windsong conduct magical experiments on humans; two of the experiences go terribly wrong, and from them the vampires and the wargs are born. Due to their violence, they're exiled in the faraway continent of Netjer-Ta.&lt;br /&gt;
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==== 3250 BW ====&lt;br /&gt;
*The infamous Head of the Windsong Ashura of Hiera'Duath finds a way to access the Land of the Dead, and also to use its flows of energy to reanimate corpses. As she improves the ways to connect to that realm, she writes the Book of the Dead, and starts using undead against the enemies of the Windsong.&lt;br /&gt;
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==== 3230 BW ====&lt;br /&gt;
*Elves and Aragwaithi unite to fight the increasingly twisted Ashura; Hiera'Shirsha declares itself an independent Foundation, and becomes a haven for Windsong who rebelled against Ashura.&lt;br /&gt;
&lt;br /&gt;
==== 3205 BW ====&lt;br /&gt;
*By this year, nearly all Windsong Foundations have been either destroyed by war or abandoned, but for Hiera'Shirsha and Hiera'Duath, which now is only inhabited by Ashura, who repels the elves and the Aragwaithi with undead.&lt;br /&gt;
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==== 3200 BW ====&lt;br /&gt;
*Ashura finally surrenders, but the elves are still distrustful of the Windsong. The first High Kalian - great council of the peoples of the great continent- named after the council of the elves - is organized at Hiera'Shirsha to decide the peace between the Windsong and the elves; the Aragwaithi and the Aigathol Dwarves serve as mediators. In the end, both peoples firm a truce, and Ashura is handed to the elves, who lock her alone in Hiera'Duath, guarded by earthen golems.&lt;br /&gt;
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==== 3140 BW ====&lt;br /&gt;
*The Motsoghnir Dwarves, one of the two Original Tribes of the dwarves disappear into the deep tunnels they had dug, and are not heard of again in many centuries.&lt;br /&gt;
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==== 3090 BW ====&lt;br /&gt;
*King Abhai I of Garet-Desh founds the Abhan dynasty.&lt;br /&gt;
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==== 2835-2834 BW ====&lt;br /&gt;
*The dragon Krathon rebels against the High Dragon of Fire, Agniballi and attacks the Aragwaith Meadows from the south while the Aragwaithi are fighting a civil war.&lt;br /&gt;
*Against his father's orders, Prince '''Abhai of Garet-Desh''' and his best friend, Aryon, go to the Windsong Foundation of Hiera'Shirsha to seek their help; there they meet the Weaver '''Maat'''.&lt;br /&gt;
*Fractured Aragwaithi mount little effective resistance against Krathon; however the other races of the Windy Mountains near the Meadows unite to face the threat. United armies of Dwarves, Aragwaithi, Elves and Windsong meet Krathon outside of Garet-Desh. The king is mortally wounded; he gives the Rod of Justice to Abhai, who harnesses its power and repels the enemy army.&lt;br /&gt;
*Abhai leads Garet-Desh's army to Doldesh, where he faces Krathon again. Aryon is killed, buts Abhai kills Krathon. In the same year, he is crowned King Abhai III of Garet-Desh.&lt;br /&gt;
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==== 2828 BW ====&lt;br /&gt;
*Abhai III takes advantage of his kingdom's might to proclaim himself the High King of the Aragwaithi, thus decisively ending the Aragwaithi Civil War.&lt;br /&gt;
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==== 2826 BW ====&lt;br /&gt;
*Myra, later known as '''Myra of Hiera'Shirsha''', is born at the village of Kiera, in the southern Meadows.&lt;br /&gt;
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==== 2820 BW ====&lt;br /&gt;
*Maat is chosen as the new Head of the Windsong Order, the youngest and - arguably - most powerful of them all.&lt;br /&gt;
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==== 2804 BW ====&lt;br /&gt;
*Shek'har, viceroy of the Dragons' Land, still bitter over Krathon's unavenged death, awakens Svarballi. Svarballi kills Agniballi and starts preparing a massive attack on the western areas of the Great Continent. The Dragon Army rises from the Dragons' Land (later known as Sandy Wastes) and attacks the elves of Aethenwood and the dwarves of the Dulatus Hills first.&lt;br /&gt;
*Princess Alenya of Lintanir is sent to the Aragwaith Meadows, where she'd arrive in the following year.&lt;br /&gt;
&lt;br /&gt;
==== 2803 BW ====&lt;br /&gt;
*The drake armies commanded by Khrakrahs besiege Hiera'Shirsha while Maat is not there; the saurian Assix steals the Book of the Dead from there and begins raising the first large-scale undead army in recorded history; Hiera'Shirsha falls, and Myra leads the remaining Windsong to Garet-Desh. '''A Song of Fire''' begins.&lt;br /&gt;
*Myra seeks the Fountain of Life in an attempt to find a way in which to defeat Svarballi, escorted by Aragwaithi soldiers led by Ravyan and Jevyan of Garet-Desh and accompanied by Princess Alenya.&lt;br /&gt;
*A massive attack led by Shek'har himself forces the elves, the trolls and the dwarves to evacuate the Windy Mountains.&lt;br /&gt;
*Final battle of the Last War takes place at Garet-Desh; the allies resist until Svarballi himself appears. Maat sacrifices herself to trap the souls of Svarballi and the dragons Agadhor, Niddhon and Shakkha inside a gem, which is found by Myra. Varthan, son of Abhai III and the new owner of the Rod of Justice, leads the Aragwaithi, the trolls, the elves and a few Windsong to the north, whilst Myra leads the Windsong, the dwarves and a few Aragwaithi to the east.&lt;br /&gt;
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==== 2802-2800 BW ====&lt;br /&gt;
*The refugees led by Myra enter the Hannuk Steppes, where she meets her father, Tarkyn, whose Hannuks join the Aragwaithi refugees.&lt;br /&gt;
*The vanguard of Shek'har's armies attack Tarkyn's lands, led by an undead Assix, who is vanquished by Myra.&lt;br /&gt;
*At the city of Ughure, Myra and her people are found by Shek'har and betrayed by the other Hannuks. Myra unleashes Svarballi's power to destroy Shek'har and most of his army, but is nearly killed by the explosion; this event is later known as the '''Ughure Incident'''. Later, Jevyan calls the gem '''Sky Soul''' for the first time.&lt;br /&gt;
*After the Last Stand on the Great Continent, in which a drake army led by Khrakrahs is held off, the refugees leave the continent and sail eastwards, towards Netjer-Ta.&lt;br /&gt;
*On the way to Netjer-Ta, Myra finds the Trident of the Seas, a weapon forged by Nitiballi himself, thanks to the aid of the Naiad Atargatis.&lt;br /&gt;
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==== 2799 BW ====&lt;br /&gt;
*The refugees reach Netjer-Ta, and meet the orc sovereign Ogesh and the Celestial Seraphin Lords. The refugees take the Land's End peninsula, granted to them by the wargs,from vampires and minotaurs. The '''City of Maat'Kare''' is founded there.&lt;br /&gt;
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==== 2797-2796 BW ====&lt;br /&gt;
*The Aragwaithi reach the northern shore and set sail towards the northern horizons. They arrive at the shores of the Farthest North, and start building settlements which would eventually become great cities.&lt;br /&gt;
*In the west of the Great Continent, the great elven city of Oreyand falls to the dragons; King Tendel-Thrion leads the surviving elves to a cave refuge, but they end up trapped there, and die of starvation and lack of air.&lt;br /&gt;
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==== 2794 BW ====&lt;br /&gt;
*The First Continental War begins in Netjer-Ta between the vampires and the orcs led by Hagor against all other nations. An army led by Myra defeats the vampire lord Vrykos; almost at the same time, the new Windsong Foundation of Hiera'Laksha is besieged by a Celestial horde. The Celestial lord Grigorius steals the Sky Soul, and in an attempt to harness its powers, is possessed by Svarballi. Myra manages to defeat him, but the Sky Soul is lost after the battle. '''A Song of Fire''' ends.&lt;br /&gt;
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====2780 BW ====&lt;br /&gt;
*Aldrik, the son of Myra, and Belendra, a half-elven, half-dwarf warrior, discover a new land-mass southwards from Netjer-Ta, separated by a stormy strait that is very difficult to cross. Maat'Karian colonists start building settlements there. They name the new land Argea, which would, ages later, be known as the Old Continent.&lt;br /&gt;
&lt;br /&gt;
====2778 BW ====&lt;br /&gt;
*Aldrik and Belendra are married, thus originating the distinct House of Wadjet; by this time, he's already been given the title of Master of Four Lights for mastering all four magic styles taught at the Academy of Maat'Kare.&lt;br /&gt;
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==== 2335 BW ====&lt;br /&gt;
*Various settlements in Argea which had gradually grown into cities break free from Maat'Kare, declaring themselves independent cities-state.&lt;br /&gt;
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==== 2287 BW ====&lt;br /&gt;
*King Alexias of Aeria finishes his war to unite all of the Argean cities-state, thus founding the '''Empire of Skiron'''. Those who do not accept his rule are allowed to leave in peace; they cross the empire's frontiers and establish small settlements on the south-eastern Green Peninsula. After some initial hostility, Skironians and Maat'Karians develop a good relationship.&lt;br /&gt;
&lt;br /&gt;
==== 1892 BW ====&lt;br /&gt;
*Hashira Aelone, the Head of the Windsong, retrieves the Sky Soul from the Yawning Abyss, the crater resulted from Myra's and Svarballi's battle, and takes it to Hiera'Laksha. '''War of the Jewel''' begins.&lt;br /&gt;
*The mage Ayraton, supported by Hashira, splits the Sky Soul into two jewel, one containing Svarballi's soul, and the other, the spirits of three Fire Dragons. ''Menon Hekare'', a Master of Four Lights, attacks Hiera'Laksha under orders by Maat'Kare; as Hashira refuses to share the Sky Soul and reveal her true intentions, the other Windsong desert her. A dragon, created artificially by Ayraton and containing the second soul jewel, appears, killing its creator; Hashira herself is killed by the Sky Soul when attempting to wield its power. Menon banishes the Windsong from Netjer-Ta, and keeps the Sky Soul with himself.&lt;br /&gt;
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==== 1890-1400 BW ====&lt;br /&gt;
*At some point, the dragon Gidhonus, created by Ayraton, dies in the wildlands of Argea; the soul jewel it contains lies lost amidst his corpse for centuries.&lt;br /&gt;
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==== 1650 BW ====&lt;br /&gt;
*The Aeserians, one of the human tribes living outside of Skiron, are attacked by orcs, and forced out of their valley. They decide to venture into the seas in boats; many of them sink on the way, but the ones which survive almost miraculously find a great island far from Argea. They call it the '''Green Isle''', and start populating it.&lt;br /&gt;
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==== 1365 BW ====&lt;br /&gt;
*The first Chomi arrive at the Green Isle from Arajunna. They establish good ties with the Islefolk, and build some mixed cities there, such as Southbay.&lt;br /&gt;
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==== 1280 BW ====&lt;br /&gt;
*In Skiron, the young adventurers Aegaion and Perseias find the remains of a dragon in a deep forest in the middle of Argea; amidst them, they finds a magical red stone, which Perseias dubs 'Ruby of Fire' due to its colour and warmth. Aegaion manages to communicate with dragon spirits that lived inside it, and acquires great magical power from them. However, he also becomes paranoid, and ultimately kills Perseias for believing her to be coveting the jewel.&lt;br /&gt;
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==== 1270-1250 BW ====&lt;br /&gt;
*At some point, Aegaion, instructed by the Ruby's spirits, turns himself into a lich.&lt;br /&gt;
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==== 1235 BW ====&lt;br /&gt;
*As the Dark Saint, Aegaion becomes a hugely influential popular leader as he uses his power - unique in Skiron, which has no schools of magic - to save common people from deadly diseases. He starts challenging the government of Emperor Amphyon, which he considers corrupted.&lt;br /&gt;
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==== 1222 BW ====&lt;br /&gt;
*Civil war - later known as War of Liberation - erupts in Skiron between Emperor Amphyon and Aegaion's rebels. The Imperialists win crushing victories, pushing the rebels to the edge of defeat. It is then that Aegaion instructs a few select followers in the arts of Necromancy; with the power of many mages, the rebels start turning the tide of the war.&lt;br /&gt;
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==== 1221 BW ====&lt;br /&gt;
*Aegaion invades Amphyon's palace and butchers the entire Imperial family, turning Amphyon hismself into an undead beast. In the following day, he proclaims himself the Eternal Emperor of Skiron, and appoints his most loyal disciples - now turned into liches as well - as Lich-Lords, giving them the rule of the provinces.&lt;br /&gt;
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==== 1211 BW ====&lt;br /&gt;
*The province of Thalassia, the last Imperialist stronghold, is taken. The count's daughter, called Perseias, had betrayed her people after Aegaion had promised to teach her the secrets of the Ruby of Fire. Aegaion takes her as his personal disciple, dubbing her Stygia. Some years later, she turns herself into a Lich and receives the rule of Thalassia.&lt;br /&gt;
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==== 1170 BW ====&lt;br /&gt;
*Lich-Lady Stygia leads the Skironian invasion of Netjer-Ta, allied to Grand Duchess Erynia of the vampires, thus igniting the War of the Jewel. Maat'Kare, the Aigathol, the Motsoghnir, the wargs and the orcish Burning Fang clan unite to defend against the Skironians.&lt;br /&gt;
*A small battallion, led by '''Akhen Wadjet''', Atenak Aracyne and Gomatol of the Motsoghnir sneak into the Red Pinnacle, capital of the vampires, led by the vampiress Nyx Devellian, and slay the Grand Duchess Erynia.&lt;br /&gt;
*'''Siege of Maat'Kare''': Lich-Lord Jevyan attacks Maat'Kare with a huge armada. He's on the brink of victory when Menon Hekare appears and almost single-handedly defeats the Skironians.&lt;br /&gt;
*Argatyr, King of the Motsoghnir, sacrifices himself to stop and underground invasion by the Skironians, but the Hammer of Ymir keeps him alive.&lt;br /&gt;
*In the Battle of the Buring Sands, the Skironian invasion is decisively crushed by Maat'Karians, dwarves and wargs, and Stygia is destroyed by Menon himself.&lt;br /&gt;
*Argatyr betrays King Vindalf of the Aigathol, killing him and many of his people with the power of Ymer's Hammer. Akhen Wadjet and his friends are forced to flee Maat'Kare as they're wrongly considered to be traitors in a scheme that has the Sky Soul at its core. Helped by Atenak Aracyne, he sails northwards, to the North Pole, searching for the Windsong.&lt;br /&gt;
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==== 1169 BW ====&lt;br /&gt;
*Akhen reaches the Windsong Foundation of Hiera'Kirya, but they refuse to help him stop the Sky Soul's control over Maat'Kare. Sailing away from the North Pole, his ship is caught by a sea storm, and he's stranded on the Green Isle, where he helps the Aeserians and the Chomi defend against a massive drake army.&lt;br /&gt;
*Menon Hekare, now the ruler of Maat'Kare, launches a campaign against Skiron, with the goal of destroying it and recovering the Ruby of Fire.&lt;br /&gt;
*Akhen's retinue is led by Chomi allies to Arajunna, where he aids the Chomi fight the neighbouring Washraha. There he finds the ruins of an ancient sanctuary of the Asherah, and also the last surviving Celestials.&lt;br /&gt;
*On the way back to Netjer-Ta, Akhen's retinue accidentally reach Argea. They cross it towards the Strait of the Continents, but are cornered by Aegaion himself. Aided by the fauns of the Argean wildlands and with a powerful Celestial spell learned in Arajunna, Akhen and his companion Merwe manage to destroy Aegaion.&lt;br /&gt;
*Back to Netjer-Ta, Akhen helps Sigdral, new leader of the Aigathol, defeat Argatyr. Afterwards, he marches on towards Maat'Kare, which is then under a tyrannical rule; he reignites the civil war in the Maat'Karian lands.&lt;br /&gt;
*In the final battle at Maat'Kare itself, Akhen defeats Menon Hekare, then under the Sky Soul's influence, and unravels Svarballi's schemes, thus ending the civil war.&lt;br /&gt;
*In a council, Akhen suggests relocating the Maat'Karian civilization to a single megalopolis in the middle of the Silent Desert; this projected is approved. '''War of the Jewel''' ends.&lt;br /&gt;
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==== 1166 BW ====&lt;br /&gt;
*The building and settlement of New Maat'Kare is completed. Akhen locks the Sky Soul in a powerful cell beneath the Yawning Abyss, where it had lain for a thousand years, and where it would lay for a few more. The Ruby of Fire remains in Skiron, now under Lich-Lord Lenvan's custody.&lt;br /&gt;
&lt;br /&gt;
===Sources===&lt;br /&gt;
----&lt;br /&gt;
Information is derived from the campaigns:&lt;br /&gt;
&lt;br /&gt;
* A Song of Fire&lt;br /&gt;
* Soldier of Wesnoth&lt;br /&gt;
* War of the Jewel&lt;/div&gt;</summary>
		<author><name>Revansurik</name></author>
		
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