<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Taurus</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Taurus"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Taurus"/>
	<updated>2026-04-08T01:50:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=18717</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=18717"/>
		<updated>2007-10-12T21:28:48Z</updated>

		<summary type="html">&lt;p&gt;Taurus: /* Old Friend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strategy Guide for Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
(Doesn't yet cover the optional Evil-Tallin branch you can start from Clearing The Mines. That is still under development.)&lt;br /&gt;
&lt;br /&gt;
===Breaking the Chains===&lt;br /&gt;
&lt;br /&gt;
All you can recruit in this scenario are level 0 Peasants and Woodsmen so it calls for a new set of tactics. By brute force you can't overpower the orcs initially. Fortunately though, the orcs are fighting amongst themselves so guerilla tactics are called for. Keep your head down, and let the orcs fight amongst themselves while you slip around the edges and grab as many villages as you can - even if you have to sacrifice a few units. If any stray orcs come your way, surround and kill them and  try to level a few units. Your units all require no upkeep at this point, so if you play it right you should soon enough have a sizable force. When you are ready, march them out as a whole - isolated units will get slaughtered so keep everyone together - and take out the orcish leaders one at a time.&lt;br /&gt;
&lt;br /&gt;
Also, beware of the tunnel entrance to the northeast for when you move there you will unleash a squad of trolls. Sometimes they attack the orcs (good for you) but other times they attack you. Since they are resistant to your pierce attacks, they can give you a bit of trouble should the latter happen.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
&lt;br /&gt;
There has been a major strategy change on this one so stay sharp. The strategy up till now has been to immediately send forces up the northern and southern tunnels to take out the trolls. However, they since have gotten their act together so now that will be far to costly, and time consuming. What you need to do is recruit as many units as fast as you can, form up into a tight compact formation and head directly east. At this point all hell will break loose in a three way fight between trolls, skeletons and your forces to the east, while to the west you will have more level 1 trolls hounding you all the way. Cut your way east as quickly as you can, but it is essential to keep a tight formation, leaving as little exposure as possible. You will loose a lot of men - I myself lose about two thirds of my force every time - but try to pull as many men out of the mess as possible.&lt;br /&gt;
&lt;br /&gt;
Move east until you come reach the keep of the orange troll leader. The situation often varies at this point do to the chaotic nature of the scenario, but the general idea is to take out the troll leader and regroup, and heal in the little patch of villages to the north. You may want to send a few units up the tunnel further north, and then slip into the little room to the east and still some more villages. The skeletons are usually too busy with the blue and green trolls at this point to offer much resistance. &lt;br /&gt;
&lt;br /&gt;
To the south, there a tunnel, which may be spewing more skeletons, or - if you are lucky - dwarves. You want to get Tallin down that tunnel and into the dwarven keep that lies at the end. It's a bit of a walk so make sure you have at least 10 turns remaining. If the tunnel is still spewing skeletons, you will have to push through them and take out the leader before reaching the dwarves.&lt;br /&gt;
&lt;br /&gt;
There is also a Arch Mage that you can get at the beginning of this scenario who would provide you with much assistance - both now and later on. To get him, you will have to initially recruit 3 or four footpads and have them immediately dash up the northern troll hole. They should be able to reach the village on the outside of the caves before the trolls clog the tunnel. Have the footpads cover the mage all the way back to your main force and continue on as described above.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
&lt;br /&gt;
This is designed to be more of a breather scenario, letting you get a bit of fresh air and level a few units before you plunge back into the caves. However, stay on your guard because if you get sloppy, you could experience a lot of grief.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to recruit lots of dwarves and sweep north in a line.  You'll lose a few but level up more, which will be your most reliable heavy infantry in later scenarios.  Beware wolfriders nipping around your flanks and don't leave any units isolated.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another tough one which has recently been re-ballanced. This is going to be a long tough fight against enemies with far greater numbers then your own. Your superior tactics, and the strength of your men will be the only thing that will keep you from being wiped of the board.&lt;br /&gt;
&lt;br /&gt;
In the new version, you probably won't have enough gold to finance two proper strike groups as you did in the past. If you can - swell. If not don't give up hope for there is still a way. Recruit one large group with practically all of your most powerful units. Dwarves are favored, for their better defense on cave floors, the resistances and ability to advance to level 3. Send this group to the east and take out the Draug stationed there and take control of the storeroom.&lt;br /&gt;
&lt;br /&gt;
In the meantime, leave yourself a little gold, and maby one or two higher level units, as well as Tallin, to recruit a smaller force to hold the keep. This force will come under heavy attack, and for most of the game the northern passage will be plugged closed with hordes of walking corpses, bats and skeletons. Hold out as best as you can, even if you have to retreat all the way to the keep. You have a slight advantage there as you have some sunlight shining through which the skeletons generally don't like. If all goes well with the eastern team, and the are able to take control of the storeroom, you should soon be having some gold coming in so you can recruit yourself some reinforcements.&lt;br /&gt;
&lt;br /&gt;
Just as you think you have everything under control, things will take an ugly turn. At  turn 21, you a horde of Ghouls and Necrophages will rise out of the cannel. You are just going to have to endure as best you can. In the meantime, get your eastern force - regrouped and healed at the storeroom - to move north and take out the next Draug stationed there, and then move on further to take out Malifor. It will by no means be easy, but you have another group of villages behind the purple Draug which will help you heal and get some more income rolling in. You will also have to leave a force at the storeroom to hold the villages there - especially against the ghouls which may be no easy feat. If you are able to manage, send some backup from home base to help them hold out.&lt;br /&gt;
&lt;br /&gt;
Once you take out Malifor, things should be a little easier. As more of his units die out, the tide will start to gradually turn and what follows is a general mop up of the remaining leaders.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
&lt;br /&gt;
This level opens with an 8-way junction of passages (one of which is where you enter). Don't get involved in fights in all 7 passages at once; you can only use Camerin in one place at a time, and initially you have a serious problem with healing (namely, you don't have any means to heal units, so they just have to go and stand in the entrance passage and regain 2hp per turn).&lt;br /&gt;
&lt;br /&gt;
Initially then, by turn 2 you should have Tallin on the camp and recruit 4 thugs and recall 2 steelclads. Use these to plug the passages east and west - these passages are short, each leading into a chamber with a recruiting death knight (RDK) who pumps out skeletons steadily. So you need to bottle them up immediately, and seize as much ground as you can (fighting up these corridors is one of the challenges of the first part of the level, so any ground seized now is useful). The nearest 2 revenants from the N passage will come down to attack you, but Camerin and the units you just recruited can deal with them easily.&lt;br /&gt;
&lt;br /&gt;
Next turn, recruit a strike force to go down the SW passage - this is the target for phase 1 of this level. At least 2 dwarf lords are needed, since it's a one-wide passage, and in places you have only 1 tile to advance into &amp;amp; 3 revenants can attack you at once. It's vital to beat this area quickly, since there are 2 white mages and one elvish druid down here, and you need their healing ability asap. I would keep Camerin out of this area, though (too many fights with you having 1 unit vs 2 revenants); he should clear the first part of the N passage, which should be easy with a dwarvish fighter and a couple of thugs to help (put a thug in a fortified tile, and the 2 revenants above will come down and attack, but probably not kill him; once out of their fortified tiles, they are easy prey).&lt;br /&gt;
&lt;br /&gt;
There are RDKs down the SW, NW, NE passages, but they have very low income; so they just cause the odd stray unit to arrive from these passages every now and then; just keep a few units spare in the junction, and use Tallin, to deal with these as they arrive. Don't try to plug the NW, NE entrances, you might draw out the Draugs that are stationed a bit further up these passages - leave these until later. As soon as you have released 2 healers from the SW, run one back to the junction and start healing your injured units properly.&lt;br /&gt;
&lt;br /&gt;
Once the healers in the SW are free, and the first stretch of the N passage is done, begin work in earnest on the E and W passages. Don't bother trying to advance tile-by-tile - if you have a unit at a 1-wide point, the enemy will simply fill both tiles in front, and even if you kill one of them, you can't advance to take the space. Fall back to where it's 2-wide, wait until the enemy has only 1 unit in the next 2-wide bit of the passage, and then you have a chance to blitz them - the enemy at the 1-wide bit you can easily kill with 2 thugs, and then a steelclad takes the space and has a good chance of killing the single enemy in the next 2-wide bit. Then rush in a unit to occupy it, and you've made a lot of ground in 1 turn. Take care to level up any thugs with good traits, as marauders are excellent shock troops vs undead.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, begin phase 2 of the level - there are long passages around from the far end of the SW passage, and from the SE passage, which are worth exploring. The SE passage is mostly flooded, so choose some quick units - the elvish druid, a fast thug or two, maybe Krash, and at least one other tough melee unit - there's an L3 sea monster to fight on the way round. If you want to use the back door to Malifor's study, send at least 2 quick dwarf lords (or possibly QR steelclads); personally, I'm not sure the back door is worth having a dwarf lord out of action for 20-30 turns getting there, and any weaker unit will simply be killed by Malifor in the first combat round. The main thing for this group to do is to get the friendly spectre (send a quick unit round to the left on first entering the water) and the 2 villages here.&lt;br /&gt;
&lt;br /&gt;
For the SW passage, send at least 1 healer, 1 dwarf lord and maybe 2 steelclads (I send Krash this way, but perhaps the SW would be better for him). It's a long way round, but you get some allies and emerge in the back of the Treasury (NW passsage) where you get to fight a lot of revenants. Once this group enters the back door of the treasury, attack up the NW passage from the junction at the same time with some thugs, dwarf steelclads &amp;amp; Camerin. Together the two attacks should secure the main part of the treasury without too much trouble, and Camerin should finish off the various death knights easily enough. Marvel at the insane amount of wealth contained therein.&lt;br /&gt;
&lt;br /&gt;
Before the SW party get around there, you should have finished off at least one of the E or W RDKs - Camerin is useful to help break through, and to deal with any units on fortified tiles. Most of the villages are in these 2 areas, so grab them. There's also a stash of holy water bottles in the E area, but I found these to be no use, since every unit I recruited was using impact attacks anyway, so the improvement is minimal; not worth diverting units for, IMO.&lt;br /&gt;
&lt;br /&gt;
Once you can spare the units (and are sure you won't need to do any more recruiting), send a group of maybe 7 units (1 healer/curer, 2 cheap thugs (or maybe poachers), Tallin, and a few good L2 units) up the N passage into the Great Chamber. Any units that aren't good against undead should be first choice, since the enemy up here is L3 giant spiders (e.g. I had a thunderguard from the initial recall, who was dead weight vs undead, but handy vs the spiders). Once you enter the chamber, the passage gets sealed behind you - back out of the chamber immediately, put your thugs in the fortified tiles by the 1-wide entrance; use them to lure the spiders one at a time, then pound them with Tallin and your good units. It will take a while. Once you are down to 2-3 spiders left, storm the main chamber, then bottle up the spider's castle to the E, while Tallin goes west to get the all-powerful Rod of Justice.&lt;br /&gt;
&lt;br /&gt;
Once the Treasury (NW passage) and E &amp;amp; W RDKs are beaten, these forces can regroup and attack the NE passage (Malifor's study) - phase 3. Get past the draugs, quickly (Camerin should blast through them fast enough) and occupy the junction at the end of the passage - this divides up the different RDKs, so you can deal with them separately. By this point, you have Camerin and some L3 thugs, who can easily smash their way down even a 1-wide passage against the L1 skeletons, so it shouldn't take long to clean up here. Push though to the entrance to Malifor's study, and then wait until you are in good position - dwarf lords only in the front rank - before throwing open the doors.&lt;br /&gt;
&lt;br /&gt;
Depending on the progress of your various teams, you might have Tallin's team available to come in as well via the N entrance to the study (from behind the spider's keep), and might have your team from the SE passage, if you gave it a high-level dwarf or two so it can survive the attacks of Malifor and his liches. Once you live through the first combat round, it should be easy - rotate L3 thugs into the front to kill the liches in 1 round, reform front line with dwarves inside the room. You need to kill Malifor with a white mage. (You could keep Tallin's group back in the Great Chamber - this seems to be where Malifor goes to if he dies by the sword, - and have another go at killing him with a mage there).&lt;br /&gt;
&lt;br /&gt;
Alternative approaches - forget about the long passages SW and SE? Just send Krash and the druid down to fetch the spectre and run back the way they came, since you only get 1 extra village by going through the water, and it takes so long to get heavy infantry round there to Malifor, it might just be a waste. The back door to the Treasury is useful, but it can equally be beaten by frontal assault with Camerin &amp;amp; heavy infantry, and again saves having troops out of action while they march round (although you do miss out on the free extra units in the back passage). Probably the level is faster if you skip these, and you don't lose out on a lot of XP.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
&lt;br /&gt;
This meant to be an easy campaign, if your objective is to simply survive and horde gold. You don't have to defeat the Orcs to win this one so you can just lurk just inside the two-hex-wide aperture of the cave only two orcs at a time will be able to get at you; it's not hard to fend them off until time runs out. Spend as little gold as possible and level up some troops.&lt;br /&gt;
&lt;br /&gt;
If you are using this approach, it's worth recalling one dwarvish steelclad and run him round to the east-most village in the northern mountains - this one has impassable mountains on 2 adjacent tiles, so it can be attacked from only one tile, so a steelclad can easily hold out here &amp;amp; gain some XP doing so.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can go ahead and sally. It is supposed to be impossible to actually defeat them entirely, but if you stick to defensive terrain and keep recycling fresh units to the front, you should soon pile up stacks of orcish corpses as well as experience which always comes in handy.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
&lt;br /&gt;
Tactics in this one are pretty straightforward but time is scant; your&lt;br /&gt;
biggest issue may be getting to the enemy keep in the southeast with&lt;br /&gt;
enough time left to take out defenders before the clock runs out.&lt;br /&gt;
There's a ford in the middle of the map, and the enemy will slide&lt;br /&gt;
trolls and ogres over it to try to cause trouble in your rear; if you&lt;br /&gt;
mean to prevent this, it's best to place some blocking troops right on&lt;br /&gt;
the shoreline where they can hit enemies still in the water.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group&lt;br /&gt;
of hardened veterans -- you need to be in there fast (Camerin and&lt;br /&gt;
the Rod of Justice will be particularly helpful here).  Your objective,&lt;br /&gt;
getting a unit onto the cage at the center of the castle, may be best&lt;br /&gt;
accomplished with a flyer or skirmisher once you've chewed a few holes&lt;br /&gt;
in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
&lt;br /&gt;
Standard dungeon-crawling tactics should work fine in this one -- minimize&lt;br /&gt;
your exposed front, and cycle wounded units back to the healers before &lt;br /&gt;
they get killed. The destination signpost is in the northwest corner.  &lt;br /&gt;
There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and&lt;br /&gt;
lots of trolls.  The other is that Krash is going to fly off and&lt;br /&gt;
recruit level-one drakes to help you, but if they get swarmed by all&lt;br /&gt;
the level-two trolls they're not going to live long.  Krash's camp&lt;br /&gt;
will materialize in the mountains near the map-edge west of your camp; the&lt;br /&gt;
house at edge of board will be one hex NW of his tent square.  Recall&lt;br /&gt;
nine or ten veterans, go there and laager up around where his camp&lt;br /&gt;
will appear.  Hold off the troll swarm until the drakes show&lt;br /&gt;
up, then bust out of the encirclement and clean up.&lt;br /&gt;
&lt;br /&gt;
The spectre can be extremely &amp;quot;sturdy&amp;quot; against the trolls; place him in the&lt;br /&gt;
village on the northern tip of the eastern island, and he should be able to&lt;br /&gt;
safely defend against one to three trolls each turn.&lt;br /&gt;
&lt;br /&gt;
The elvish shyde and sorceress, as well as the two liches can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the&lt;br /&gt;
beginning of the scenario. Stay within the forest and lure in trolls one or&lt;br /&gt;
two at a time to level up the sorceress and create a distraction. Once the troll leaders in the NE and SE have finished recruiting &amp;amp; their forces have moved over to attack in the W, the liches and the shyde can jump in and kill the leaders, and seize as many villages as possible.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and&lt;br /&gt;
Krash's troops. Krash's team will take its turn after all the trolls, and&lt;br /&gt;
before Tallin. The trolls will probably be still swarming in front of&lt;br /&gt;
Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units, and defeating the two trolls&lt;br /&gt;
next to that opening, so that the trolls will not be able to get into the&lt;br /&gt;
opening due to zoc. The drakes will have the advantage that after they&lt;br /&gt;
attack, they can be healed by Tallin's healers, before the trolls retaliate.&lt;br /&gt;
&lt;br /&gt;
Although you will be in deep negative gold during this one, don't succumb to the temptation to give all the villages to Krash. He can make use of them immediately, but that isn't important, as he starts with enough gold to recruit enough drakes for what you need. You will get a big early finish bonus, so seize villages with your forces in the E, and with your main force once you break out. It's essential to get more than 140 gold going into the next level. (Krash won't go negative, so he'll end up with 400-500 gold with the early finish bonus anyway.)&lt;br /&gt;
&lt;br /&gt;
===Eastern Fortress===&lt;br /&gt;
&lt;br /&gt;
The mistake to avoid in this scenario is exposing level 1 drakes to&lt;br /&gt;
being swarmed by the wolfriders and assassins that head north.  Keep&lt;br /&gt;
your drakes in line, close the gap between the east end of the drake&lt;br /&gt;
line and the west flank of the human troops, and anchor the west flank&lt;br /&gt;
of the drake line on a board edge.  Recruit lots of drakes so you can&lt;br /&gt;
cycle injured ones out of the line before they get killed.  Use mages&lt;br /&gt;
and the Rod of Justice to blast the defenders off the walls; you'll&lt;br /&gt;
need at least six units of heavy infantry to follow through.&lt;br /&gt;
&lt;br /&gt;
[cph] I prefer a totally different approach. The only good thing about drakes in mountains is that you can rush them away to heal once they get trashed. They have a much lower defense on mountains relative to non-drake units. So it's better for Tallin to recall L2 and L3 dwarves (maybe one L1 dwarf), and spread these along the line in the mountains - you probably can't get enough to avoid having quite a number of drakes here, but it limits the number of drakes that the enemy can trash per turn; and the limited mobility in the mountains means they can't always attack the drakes with the units that they want.&lt;br /&gt;
&lt;br /&gt;
Use drakes first to finish off weakened enemies, and drake burners to soften up the higher level enemy melee units (try to avoid having many L1 drake units in the line at night, when they are extremely vulnerable). Tallin's higher level units are better used for attacks on fresh enemy units. Don't extend your drake line to the map edge any faster than needed - the AI won't deliberately try to outflank, he'll just try to wrap around the last unit in line. You want to minimise the number of drakes he can maul each turn. Get the two human healers up into the mountains, and wounded drakes should congregate behind the lines around these. The two liches are good front-line units here, as the high defense means the enemy melee troops can't batter them too much (their drain attacks tend to compensate for any health loss), and their magic attacks are perhaps the most potent on this terrain.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the east side of your line starts in the village just E of the mountains, where Tallin should be - the enemy are generally afraid to attack him due to the Rod. The line east of here consists of the spectre, the shyde &amp;amp; sorceress, and a mix of drakes and any high-level human units in your auto-recall. (The drakes have only a 10% difference in defense on these terrains, and have better mobility over the river.) Use the shyde and sorceress to entangle the best enemy melee units each turn, and drakes to soften up and kill them.&lt;br /&gt;
&lt;br /&gt;
You hold this line for 2 days, wearing through the enemy. Once they run low on units, the drakes become valuable for encircling isolated units, rolling up the flanks, and darting behind their lines to seize villages. Push south through the mountains, and use the wizards to blast the orc leaders.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
&lt;br /&gt;
Don't recruit a lot for this one; if you have enough level 2 and 3 units&lt;br /&gt;
to fill your starting camp, you can probably take out the orc leader with &lt;br /&gt;
those.  Krash and friends aren't likely to be able to fly over in time to&lt;br /&gt;
do much.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it.  You'll want to draw the&lt;br /&gt;
Orc Warlords off the walls before engaging them, they're dangerous&lt;br /&gt;
enough as it is without the fortification bonus; hanging a unit our&lt;br /&gt;
two just within their engagement range will do it.  Because there are&lt;br /&gt;
so many orcs, you need to be especially careful about neither leaving &lt;br /&gt;
units isolated nor presenting unanchored flanks for them to swarm&lt;br /&gt;
around (the drakes, in particular, should fort up in the northern camp &lt;br /&gt;
until they've thinned out their attackers considerably).&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;/div&gt;</summary>
		<author><name>Taurus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth1.4Features&amp;diff=18565</id>
		<title>Wesnoth1.4Features</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth1.4Features&amp;diff=18565"/>
		<updated>2007-10-08T04:33:05Z</updated>

		<summary type="html">&lt;p&gt;Taurus: /* Taurus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mordante ==&lt;br /&gt;
=== Will complete ===&lt;br /&gt;
* User definable border hex&lt;br /&gt;
* Wescamp integration with campaign server&lt;br /&gt;
* Addon server rewritten&lt;br /&gt;
&lt;br /&gt;
=== Wants to complete ===&lt;br /&gt;
* Allow custom terrains in the editor (I think a must have since also some mainline campaigns use custom terrains, at least UtbS does.)&lt;br /&gt;
* Allow default theme to optimize for screens &amp;gt; 1024x786&lt;br /&gt;
* Open bugs assigned to me&lt;br /&gt;
&lt;br /&gt;
=== Hopes to complete ===&lt;br /&gt;
* Open FRs assigned to me&lt;br /&gt;
&lt;br /&gt;
== Taurus ==&lt;br /&gt;
=== Will complete ===&lt;br /&gt;
* Extensive balancing and polishing of the main branch of Northern Rebirth&lt;br /&gt;
=== Wants to complete ===&lt;br /&gt;
* Any and all bugs&lt;br /&gt;
* Balancing and polishing of the current scenarios in undead branch&lt;br /&gt;
=== Hopes to complete ===&lt;br /&gt;
* Undead branch&lt;br /&gt;
&lt;br /&gt;
== BUGS that must be addressed ==&lt;br /&gt;
&lt;br /&gt;
* MP random working (Baufo was/is working on that).&lt;br /&gt;
&lt;br /&gt;
* MP campaigns working (Rhuvaen posted quite some bugs regarding the problems).&lt;br /&gt;
** https://gna.org/bugs/?9425 allow_new_game=no introduces a shift in the displayed maps&lt;br /&gt;
** https://gna.org/bugs/?9965 MP server doesn't handle subsequent scenarios in MP campaigns for observers on rejoins&lt;br /&gt;
** https://gna.org/bugs/?10056 Players cannot progress to next scenario if host leaves linger mode first&lt;br /&gt;
** https://gna.org/bugs/?10058 Start of scenario saves are always invalid and a cause of disconnection in MP&lt;br /&gt;
** https://gna.org/bugs/?10065 recall OOS in subsequent scenarios (MP campaigns) &lt;br /&gt;
&lt;br /&gt;
== BUGS that we would like to address ==&lt;br /&gt;
* all the rest.&lt;/div&gt;</summary>
		<author><name>Taurus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=17356</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=17356"/>
		<updated>2007-08-22T21:04:40Z</updated>

		<summary type="html">&lt;p&gt;Taurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Strategy Guide for Northern Rebirth==&lt;br /&gt;
&lt;br /&gt;
(Doesn't yet cover the optional Evil-Tallin branch you can start from Clearing The Mines. That is still under development.)&lt;br /&gt;
&lt;br /&gt;
===Breaking the Chains===&lt;br /&gt;
&lt;br /&gt;
All you can recruit in this scenario are level 0 Peasants and Woodsmen so it calls for a new set of tactics. By brute force you can't overpower the orcs initially. Fortunately though, the orcs are fighting amongst themselves so guerilla tactics are called for. Keep your head down, and let the orcs fight amongst themselves while you slip around the edges and grab as many villages as you can - even if you have to sacrifice a few units. If any stray orcs come your way, surround and kill them and  try to level a few units. Your units all require no upkeep at this point, so if you play it right you should soon enough have a sizable force. When you are ready, march them out as a whole - isolated units will get slaughtered so keep everyone together - and take out the orcish leaders one at a time.&lt;br /&gt;
&lt;br /&gt;
Also, beware of the tunnel entrance to the northeast for when you move there you will unleash a squad of trolls. Sometimes they attack the trolls (good for you) but other times they attack you. Since they are resistant to your pierce attacks, they can give you a bit of trouble should the latter happen.&lt;br /&gt;
&lt;br /&gt;
===Infested Caves===&lt;br /&gt;
&lt;br /&gt;
There has been a major strategy change on this one so stay sharp. The strategy up till now has been to immediately send forces up the northern and southern tunnels to take out the trolls. However, they since have gotten their act together so now that will be far to costly, and time consuming. What you need to do is recruit as many units as fast as you can, form up into a tight compact formation and head directly east. At this point all hell will break loose in a three way fight between trolls, skeletons and your forces to the east, while to the west you will have more level 1 trolls hounding you all the way. Cut your way east as quickly as you can, but it is essential to keep a tight formation, leaving as little exposure as possible. You will loose a lot of men - I myself lose about two thirds of my force every time - but try to pull as many men out of the mess as possible.&lt;br /&gt;
&lt;br /&gt;
Move east until you come reach the keep of the orange troll leader. The situation often varies at this point do to the chaotic nature of the scenario, but the general idea is to take out the troll leader and regroup, and heal in the little patch of villages to the north. You may want to send a few units up the tunnel further north, and then slip into the little room to the east and still some more villages. The skeletons are usually too busy with the blue and green trolls at this point to offer much resistance. &lt;br /&gt;
&lt;br /&gt;
To the south, there a tunnel, which may be spewing more skeletons, or - if you are lucky - dwarves. You want to get Tallin down that tunnel and into the dwarven keep that lies at the end. It's a bit of a walk so make sure you have at least 10 turns remaining. If the tunnel is still spewing skeletons, you will have to push through them and take out the leader before reaching the dwarves.&lt;br /&gt;
&lt;br /&gt;
There is also a Arch Mage that you can get at the beginning of this scenario who would provide you with much assistance - both now and later on. To get him, you will have to initially recruit 3 or four footpads and have them immediately dash up the northern troll hole. They should be able to reach the village on the outside of the caves before the trolls clog the tunnel. Have the footpads cover the mage all the way back to your main force and continue on as described above.&lt;br /&gt;
&lt;br /&gt;
===To The Mines===&lt;br /&gt;
&lt;br /&gt;
This is designed to be more of a breather scenario, letting you get a bit of fresh air and level a few units before you plunge back into the caves. However, stay on your guard because if you get sloppy, you could experience a lot of grief.&lt;br /&gt;
&lt;br /&gt;
The basic strategy is to recruit lots of dwarves and sweep north in a line.  You'll lose a few but level up more, which will be your most reliable heavy infantry in later scenarios.  Beware wolfriders nipping around your flanks and don't leave any units isolated.&lt;br /&gt;
&lt;br /&gt;
===Clearing The Mines===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another tough one which has recently been re-ballanced. This is going to be a long tough fight against enemies with far greater numbers then your own. Your superior tactics, and the strength of your men will be the only thing that will keep you from being wiped of the board.&lt;br /&gt;
&lt;br /&gt;
In the new version, you probably won't have enough gold to finance two proper strike groups as you did in the past. If you can - swell. If not don't give up hope for there is still a way. Recruit one large group with practically all of your most powerful units. Dwarves are favored, for their better defense on cave floors, the resistances and ability to advance to level 3. Send this group to the east and take out the Draug stationed there and take control of the storeroom.&lt;br /&gt;
&lt;br /&gt;
In the meantime, leave yourself a little gold, and maby one or two higher level units, as well as Tallin, to recruit a smaller force to hold the keep. This force will come under heavy attack, and for most of the game the northern passage will be plugged closed with hordes of walking corpses, bats and skeletons. Hold out as best as you can, even if you have to retreat all the way to the keep. You have a slight advantage there as you have some sunlight shining through which the skeletons generally don't like. If all goes well with the eastern team, and the are able to take control of the storeroom, you should soon be having some gold coming in so you can recruit yourself some reinforcements.&lt;br /&gt;
&lt;br /&gt;
Just as you think you have everything under control, things will take an ugly turn. At  turn 21, you a horde of Ghouls and Necrophages will rise out of the cannel. You are just going to have to endure as best you can. In the meantime, get your eastern force - regrouped and healed at the storeroom - to move north and take out the next Draug stationed there, and then move on further to take out Malifor. It will by no means be easy, but you have another group of villages behind the purple Draug which will help you heal and get some more income rolling in. You will also have to leave a force at the storeroom to hold the villages there - especially against the ghouls which may be no easy feat. If you are able to manage, send some backup from home base to help them hold out.&lt;br /&gt;
&lt;br /&gt;
Once you take out Malifor, things should be a little easier. As more of his units die out, the tide will start to gradually turn and what follows is a general mop up of the remaining leaders.&lt;br /&gt;
&lt;br /&gt;
===The Pursuit===&lt;br /&gt;
&lt;br /&gt;
Once you get past the revenants, run a veteran to cover each passage&lt;br /&gt;
mouth; this will buy enough time for you to raise troops to plug them&lt;br /&gt;
more securely.  There are three healers captive in a dungeon off to&lt;br /&gt;
the southwest of your camp; you'll need them, because the undead just&lt;br /&gt;
keep coming, but you have to fight your way past a skeleton boss and&lt;br /&gt;
some guards first.  Also captive is Krash the dragon, who will be an&lt;br /&gt;
ally in later scenarios if you liberate him.  The southeast passage&lt;br /&gt;
leads to another character; bear left at the lake to find Alfred the&lt;br /&gt;
friendly specter.  Northwest is a treasury that can be looted for&lt;br /&gt;
large amounts of gold, but you have to kill the revenants guarding it&lt;br /&gt;
first.  The lightning-throwing Rod of Justice is in the northwest&lt;br /&gt;
corner past the roomful of nasty giant spiders.&lt;br /&gt;
&lt;br /&gt;
===Old Friend===&lt;br /&gt;
&lt;br /&gt;
You don't have to defeat the Orcs to win this one -- and a good thing&lt;br /&gt;
too, as there are huge numbers of them. If you lurk just inside the&lt;br /&gt;
two-hex-wide aperture of the cave only two orcs at a time will be able&lt;br /&gt;
to get at you; it's not hard to fend them off until time runs out.&lt;br /&gt;
Spend as little gold as possible and level up some troops.&lt;br /&gt;
&lt;br /&gt;
===Settling Disputes===&lt;br /&gt;
&lt;br /&gt;
Tactics in this one are pretty straightforward but time is scant; your&lt;br /&gt;
biggest issue may be getting to the enemy keep in the southeast with&lt;br /&gt;
enough time left to take out defenders before the clock runs out.&lt;br /&gt;
There's a ford in the middle of the map, and the enemy will slide&lt;br /&gt;
trolls and ogres over it to try to cause trouble in your rear; if you&lt;br /&gt;
mean to prevent this, it's best to place some blocking troops right on&lt;br /&gt;
the shoreline where they can hit enemies still in the water.&lt;br /&gt;
&lt;br /&gt;
===Elvish Princess===&lt;br /&gt;
&lt;br /&gt;
In this one it's best to go straight at Bitterhold with a small group&lt;br /&gt;
of hardened veterans -- you need to be in there fast (Camerin and&lt;br /&gt;
the Rod of Justice will be particularly helpful here).  Your objective,&lt;br /&gt;
getting a unit onto the cage at the center of the castle, may be best&lt;br /&gt;
accomplished with a flyer or skirmisher once you've chewed a few holes&lt;br /&gt;
in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
===Introductions===&lt;br /&gt;
&lt;br /&gt;
Standard dungeon-crawling tactics should work fine in this one -- minimize&lt;br /&gt;
your exposed front, and cycle wounded units back to the healers before &lt;br /&gt;
they get killed. The destination signpost is in the northwest corner.  &lt;br /&gt;
There is nothing interesting in any of the side passages.&lt;br /&gt;
&lt;br /&gt;
===Stolen Gold===&lt;br /&gt;
&lt;br /&gt;
You'll have two problems in this scenario.  One is lots and lots and&lt;br /&gt;
lots of trolls.  The other is that Krash is going to fly off and&lt;br /&gt;
recruit level-one drakes to help you, but if they get swarmed by all&lt;br /&gt;
the level-two trolls they're not going to live long.  Krash's camp&lt;br /&gt;
will materialize in the mountains near the map-edge west of your camp; the&lt;br /&gt;
house at edge of board will be one hex NW of his tent square.  Recall&lt;br /&gt;
nine or ten veterans, go there and laager up around where his camp&lt;br /&gt;
will appear.  Hold off the troll swarm until the drakes show&lt;br /&gt;
up, then bust out of the encirclement and clean up.&lt;br /&gt;
&lt;br /&gt;
The spectre can be extremely &amp;quot;sturdy&amp;quot; against the trolls; place him in the&lt;br /&gt;
village on the northern tip of the eastern island, and he should be able to&lt;br /&gt;
safely defend against one to three trolls each turn.&lt;br /&gt;
&lt;br /&gt;
The elvish shyde and sorceress, as well as the two liches can be put to&lt;br /&gt;
better use if you move them into the forest on the eastern island in the&lt;br /&gt;
beginning of the scenario. Stay within the forest and lure in trolls one or&lt;br /&gt;
two at a time to level up the sorceress and create a distraction.&lt;br /&gt;
&lt;br /&gt;
After Krash's camp is set up, you will be controlling both Tallin's and&lt;br /&gt;
Krash's troops. Krash's team will take its turn after all the trolls, and&lt;br /&gt;
before Tallin. The trolls will probably be still swarming in front of&lt;br /&gt;
Tallin's defense, but you can create opportunities for the drakes to level&lt;br /&gt;
up by withdrawing one of Tallin's units, and defeating the two trolls&lt;br /&gt;
next to that opening, so that the trolls will not be able to get into the&lt;br /&gt;
opening due to zoc. The drakes will have the advantage that after they&lt;br /&gt;
attack, they can be healed by Tallin's healers, before the trolls retaliate.&lt;br /&gt;
&lt;br /&gt;
===Eastern Fortress===&lt;br /&gt;
&lt;br /&gt;
The mistake to avoid in this scenario is exposing level 1 drakes to&lt;br /&gt;
being swarmed by the wolfriders and assassins that head north.  Keep&lt;br /&gt;
your drakes in line, close the gap between the east end of the drake&lt;br /&gt;
line and the west flank of the human troops, and anchor the west flank&lt;br /&gt;
of the drake line on a board edge.  Recruit lots of drakes so you can&lt;br /&gt;
cycle injured ones out of the line before they get killed.  Use mages&lt;br /&gt;
and the Rod of Justice to blast the defenders off the walls; you'll&lt;br /&gt;
need at least six units of heavy infantry to follow through.&lt;br /&gt;
&lt;br /&gt;
===Get the Gold===&lt;br /&gt;
&lt;br /&gt;
Don't recruit a lot for this one; if you have enough level 2 and 3 units&lt;br /&gt;
to fill your starting camp, you can probably take out the orc leader with &lt;br /&gt;
those.  Krash and friends aren't likely to be able to fly over in time to&lt;br /&gt;
do much.&lt;br /&gt;
&lt;br /&gt;
===Showdown===&lt;br /&gt;
&lt;br /&gt;
Pull out all the stops, because this is it.  You'll want to draw the&lt;br /&gt;
Orc Warlords off the walls before engaging them, they're dangerous&lt;br /&gt;
enough as it is without the fortification bonus; hanging a unit our&lt;br /&gt;
two just within their engagement range will do it.  Because there are&lt;br /&gt;
so many orcs, you need to be especially careful about neither leaving &lt;br /&gt;
units isolated nor presenting unanchored flanks for them to swarm&lt;br /&gt;
around (the drakes, in particular, should fort up in the northern camp &lt;br /&gt;
until they've thinned out their attackers considerably).&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;/div&gt;</summary>
		<author><name>Taurus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=12077</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=12077"/>
		<updated>2006-10-21T04:59:27Z</updated>

		<summary type="html">&lt;p&gt;Taurus: /* 628-???: The Restoration of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Historian's notes'''&lt;br /&gt;
&lt;br /&gt;
This is a chronological history of the country of Wesnoth, gleaned from written accounts and verbal histories passed down through the generations.  Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information.  The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base.  BW=Before Wesnoth, YW=Years Wesnoth.  They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.  This history of the Great Continent is a subject of active scholarship; a narrative essay on the development of human settlements on the Great Continent is found in [[Wesnoth_Narrative_History|the narrative historical account]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[#Prehistory - 20 YW: The Founding of Wesnoth|The Founding of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#20-130 YW: The Taming of the Wild|The Taming of the Wild]]&lt;br /&gt;
&lt;br /&gt;
[[#200-350 YW: The Golden Age of Wesnoth|The Golden Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#350-417 YW: The First Dark Age of Wesnoth|The First Dark Age of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#417-530 YW: The Turmoil of Asheviere|The Turmoil of Asheviere]]&lt;br /&gt;
&lt;br /&gt;
[[#530-630 YW: The Age of Fear|The Age of Fear]]&lt;br /&gt;
&lt;br /&gt;
[[#630-???: The Restoration of Wesnoth|The Restoration of Wesnoth]]&lt;br /&gt;
&lt;br /&gt;
[[#New Blood: The Invasions|New Blood]]&lt;br /&gt;
&lt;br /&gt;
[[#After the Fall|After the Fall]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Prehistory - 20 YW: The Founding of Wesnoth ==&lt;br /&gt;
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Prehistory ===&lt;br /&gt;
* Birth of the world.&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the Green Isle from a continent further to the west.&lt;br /&gt;
&lt;br /&gt;
=== 200 BW ===&lt;br /&gt;
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
* After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
&lt;br /&gt;
=== 12 BW ===&lt;br /&gt;
* The Crown Prince of Southbay discovers the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 11-7 BW ===&lt;br /&gt;
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 6 BW ===&lt;br /&gt;
* Following these voyages to the Great Continent, the elder Crown Prince falls ill and dies.&lt;br /&gt;
* His younger brother is implicated in a plot to kill him.&lt;br /&gt;
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
&lt;br /&gt;
=== 5-2 BW ===&lt;br /&gt;
* The Green Isle is overrun with Orcs.&lt;br /&gt;
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
* Prince Haldric leads the evacuation of the survivors to the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 1 BW ===&lt;br /&gt;
* Human settlers, led by Prince Haldric, arrive at the western coast of the Great Continent (the landfall occurs in the future Bay of Pearls) in large numbers.&lt;br /&gt;
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
* Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
* They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
&lt;br /&gt;
=== 1 YW ===&lt;br /&gt;
* Haldric is granted the plains north and south of the Great River.&lt;br /&gt;
* Haldric agrees to a Pact of Mutual Defence with the Elves.&lt;br /&gt;
* Haldric founds the country of Wesnoth in these lands.&lt;br /&gt;
* Reign of Haldric I begins.&lt;br /&gt;
&lt;br /&gt;
=== 2 YW ===&lt;br /&gt;
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
* These Orcs are defeated by Haldric's forces.&lt;br /&gt;
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
* King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
&lt;br /&gt;
=== 8 YW ===&lt;br /&gt;
* A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for themselves.&lt;br /&gt;
* Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.&lt;br /&gt;
&lt;br /&gt;
=== 9-11 YW ===&lt;br /&gt;
* Many Elves are killed in battle by the Orcs.&lt;br /&gt;
* Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 12 YW ===&lt;br /&gt;
* Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.&lt;br /&gt;
* Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
* Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.&lt;br /&gt;
* Humans are forced back to the great river and are able to hold it against Orcish attacks.&lt;br /&gt;
&lt;br /&gt;
=== 20 YW ===&lt;br /&gt;
* Haldric I dies.&lt;br /&gt;
* Haldric II ascends to the throne.&lt;br /&gt;
* King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== 20-130 YW: The Taming of the Wild ==&lt;br /&gt;
This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as the population of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 23 YW ===&lt;br /&gt;
* Haldric II sends General Aldar west with a portion of the Wesnoth army, to aid the Elves.&lt;br /&gt;
* The Orcs in the eastern lands are defeated.&lt;br /&gt;
&lt;br /&gt;
=== Alternate History Regarding the Sceptre of Fire ===&lt;br /&gt;
* 25 YW&lt;br /&gt;
** Haldric II commissions a Dwarven tribe to build the Sceptre of Fire with the Ruby of Fire as its centerpiece.&lt;br /&gt;
** Elves attack the Dwarves as Haldric II is giving them the Ruby.&lt;br /&gt;
* 25-34 YW:&lt;br /&gt;
** The Dwarves gather materials to make the Sceptre.&lt;br /&gt;
* 35 YW:&lt;br /&gt;
** The tribe, searching for supplies, attack another Dwarvish clan, the Shorbears.&lt;br /&gt;
** Elves siege the citadel of the Dwarves.&lt;br /&gt;
* 36-40 YW:&lt;br /&gt;
** The Dwarves craft the Sceptre inside of the citadel while under siege, but cannot complete the incantation.&lt;br /&gt;
* 40 YW:&lt;br /&gt;
** The Dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.&lt;br /&gt;
** The Dwarves fortify their position inside the caves and finish the Sceptre.&lt;br /&gt;
** The volcano erupts, killing the Dwarves and the Elves who followed them.&lt;br /&gt;
** A Human messenger escapes to report to Haldric II that the Sceptre was created.&lt;br /&gt;
&lt;br /&gt;
=== Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) ===&lt;br /&gt;
* After the Elves defeat the Orcs in Wesmere and the Orcs turn their attention to Humans, the Elves come to the aid of the Humans in the battle for Weslath.&lt;br /&gt;
* After the Alliance victory, the Elves advise Haldric II of the problems with the unshielded Ruby of Fire.&lt;br /&gt;
* Haldric II commissions the Dwarves to make the Sceptre as above.&lt;br /&gt;
*  The Sceptre is lost as described above. During that period, both Orcs and Elves are each fighting a civil war. Consequently, Humans become the dominant race.&lt;br /&gt;
*  This is the Golden Age of Wesnoth — the Wesnoth army is too strong for any opponent fighting a civil war and because their kings are no longer under the influence of the unshielded Ruby.&lt;br /&gt;
* Much later, the Ruby is found. It's shielded alright, but not properly. Consequently it still has a damaging effect on the Human kings.&lt;br /&gt;
* During the Delfador times and the battles with Ilaih-Malal, the Elves again advise Delfador, who realizes that the Sceptre is not properly shielded and manages to talk the king into ordering it again properly shielded.&lt;br /&gt;
* Another side effect of the encounter with the Elves is that Delfador gets Crelanu's book. The Elves think it will be safe with Delfador and indeed it helps him close the Iliah-Malal portal, but Asheviere also gains access to it.&lt;br /&gt;
&lt;br /&gt;
=== 122 YW ===&lt;br /&gt;
* City of Elensefar is sacked by orcs.&lt;br /&gt;
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.&lt;br /&gt;
&lt;br /&gt;
=== 123 YW ===&lt;br /&gt;
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
* Elensefar becomes an independent city-state for the first time.&lt;br /&gt;
&lt;br /&gt;
=== 161-164 YW ===&lt;br /&gt;
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.&lt;br /&gt;
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.&lt;br /&gt;
* The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread.&lt;br /&gt;
&lt;br /&gt;
=== 164-176 YW ===&lt;br /&gt;
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the wilderlands.&lt;br /&gt;
&lt;br /&gt;
=== 199 YW ===&lt;br /&gt;
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes&lt;br /&gt;
* The cities of Aldril and Carcyn grow to become major cities, the first as an important port due to its position on the Bay of Pearls, and the second as a stop on the road to Elensefar and military outpost along the Great River&lt;br /&gt;
* Settlers from Carcyn cross the Great River to establish the first settlements north of it&lt;br /&gt;
&lt;br /&gt;
== 200-350 YW: The Golden Age of Wesnoth ==&lt;br /&gt;
The Golden Age of wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
=== 250 YW ===&lt;br /&gt;
* Urug-Telfar attacks the lake atop mount Eregonor and pillages the surrounding areas.&lt;br /&gt;
* The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.&lt;br /&gt;
* Kalenz and Glatrid are successful in destroying the encamped Orcish forces.&lt;br /&gt;
&lt;br /&gt;
=== 350 YW ===&lt;br /&gt;
* Fractioning of kingdom caused by death of Haldric IV.&lt;br /&gt;
* Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
* Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
=== 389 YW ===&lt;br /&gt;
* Garard, a future king of Wesnoth, is born&lt;br /&gt;
&lt;br /&gt;
== 350-417 YW: The First Dark Age of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
The first Dark Age was a time of strife and attacks from the outside. When Haldric IV died, it left Wesnoth without a king, and the next 70 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.&lt;br /&gt;
&lt;br /&gt;
== 417-530 YW: The Turmoil of Asheviere ==&lt;br /&gt;
King Garard's dynasty was long-lived and productive, but it was also punctuated by significant turmoil: the first king suffered a very destructive undead attack, and the second was murdered by his own wife and son. It was not until 519 YW that Prince Konrad was able to wrest the throne from the Queen Mother Asheviere. After the turmoil finally ended, however, Wesnoth entered its next era.&lt;br /&gt;
&lt;br /&gt;
=== 417 YW ===&lt;br /&gt;
* Ending years of strife and division, Garard I seizes the throne and becomes king of Wesnoth.&lt;br /&gt;
* Dwarves agree to craft the Sceptre of Fire for King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 440 YW ===&lt;br /&gt;
* Crown Prince Garard II is born.&lt;br /&gt;
* Delfador becomes Methor's apprentice&lt;br /&gt;
&lt;br /&gt;
=== 442 YW ===&lt;br /&gt;
* Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.&lt;br /&gt;
* Garard sends a battle group to defeat the undead.&lt;br /&gt;
* Soldiers return from the battle reporting a crushing defeat.&lt;br /&gt;
* Garard asks the council of magi for help and is advised to send more troops.&lt;br /&gt;
* The young mage Delfador asks the King for permission to lead a force of magi instead.&lt;br /&gt;
* Garard agrees to let Delfador confront the undead.&lt;br /&gt;
* Delfador is successful and becomes a trusted advisor to King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 442-445 YW ===&lt;br /&gt;
* Three outposts are built on eastern border to repel local orcs.&lt;br /&gt;
* The Sceptre of Fire is completed.&lt;br /&gt;
* Orcs besiege Knalga, and the Sceptre is lost.&lt;br /&gt;
&lt;br /&gt;
=== 450 YW ===&lt;br /&gt;
* Prince Arand is born.&lt;br /&gt;
* Delfador defeats undead nemesis Ihiah-Malal&lt;br /&gt;
&lt;br /&gt;
=== 473 YW ===&lt;br /&gt;
* Garard I dies.&lt;br /&gt;
* Garard II rises to throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 478 YW ===&lt;br /&gt;
* Garard II marries Asheviere.&lt;br /&gt;
* Garard II issues the Sceptre Edict of Royal Succession&lt;br /&gt;
&lt;br /&gt;
=== 480 YW ===&lt;br /&gt;
* Crown Prince Eldred is born.&lt;br /&gt;
&lt;br /&gt;
=== 483 YW ===&lt;br /&gt;
* ? and ?, identical twins and brothers of Eldred, are born.&lt;br /&gt;
&lt;br /&gt;
=== 498 YW ===&lt;br /&gt;
* Princess Li'sar is born.&lt;br /&gt;
&lt;br /&gt;
=== 500 YW ===&lt;br /&gt;
* Prince Konrad is born, the youngest of several sons of Prince Arand.&lt;br /&gt;
* Wesnoth and the Orcs of the north go to war.&lt;br /&gt;
&lt;br /&gt;
=== 501 YW ===&lt;br /&gt;
&lt;br /&gt;
===== Betrayal on the battlefield =====&lt;br /&gt;
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
* Eldred betrays his father and attacks him with the troops under his control.&lt;br /&gt;
* Eldred slays King Garard and his uncle Prince Arand on the battlefield of Abez.&lt;br /&gt;
&lt;br /&gt;
===== Reprisal =====&lt;br /&gt;
* Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
* Eldred gives tribute to the Orcish king, who stops his attacks.&lt;br /&gt;
* Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
* Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
&lt;br /&gt;
===== Asheviere seizes power =====&lt;br /&gt;
* Delfador escapes the battle.&lt;br /&gt;
* Asheviere orders the slaughter of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
* Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
* Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
* Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
* While traveling through Wesnoth, Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
* Delfador and Konrad flee to live in refuge with the Wood Elves of the great southwestern forest.&lt;br /&gt;
&lt;br /&gt;
===== The country resists Asheviere =====&lt;br /&gt;
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
* After several defeats, Wesnoth's army retreats from the remote areas of the kingdom.  The western Wesnothian border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
* As a result of the loyalist withdrawal, several small human communities on the west coast of the Great Continent live in relative independence while elves flourish in the great forest to the southwest of Wesnoth.&lt;br /&gt;
* A band of Wesnoth citizens organizes resistance to Asheviere's siezure of power.  They are eventually forced to abandon their home and inhabit the Isle of the Damned.&lt;br /&gt;
&lt;br /&gt;
=== 502-517 YW ===&lt;br /&gt;
* Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
&lt;br /&gt;
=== 517 YW ===&lt;br /&gt;
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
* Orcish forces converge on Delfador's refuge.&lt;br /&gt;
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 518 YW ===&lt;br /&gt;
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
* They enter the Caves of Knalga, allied with Princess Li'sar, and find it.&lt;br /&gt;
* They return to Wesnoth and claim the throne.&lt;br /&gt;
&lt;br /&gt;
=== 522 YW ===&lt;br /&gt;
* Birth of Princess Ana'sar.&lt;br /&gt;
&lt;br /&gt;
== 530-630 YW: The Age of Fear ==&lt;br /&gt;
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were every uneventful. However, during this time unexplainable magical events took place, especially in the eastern lands. Previously tamed lands were slowly claimed by wilderness as fear and paranoia gradually overshadowed the spirit of pioneering and adventure displayed earlier in Wesnoth's history. In the last 10 years of the age, Wesnoth bore the brunt of the most powerful Undead attack ever and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half of what it had been.&lt;br /&gt;
&lt;br /&gt;
It was in this era that certain areas of the chaotic Northlands were for the first time put into any kind of law and order. A small group of humans and dwarves, accepting anyone of any race who wished to join, formed themselves into the &amp;quot;Northern Alliance”, with the vision of making the Northlands safe to live in. Over time, this alliance grew slowly but steadily in power. By the end of the era, the alliance had succeeded in making a few small areas, including Knalga and the surrounding regions, stable and prosperous. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.&lt;br /&gt;
&lt;br /&gt;
=== 533 YW ===&lt;br /&gt;
* Delfador succumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
* The next great sage of Wesnoth, Dacyn, is born.&lt;br /&gt;
&lt;br /&gt;
=== 534 YW ===&lt;br /&gt;
&lt;br /&gt;
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords.&lt;br /&gt;
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.&lt;br /&gt;
* Their combined forces destroy an upstart Lich who is attempting to claim Knalga as his own.&lt;br /&gt;
&lt;br /&gt;
=== 535 YW ===&lt;br /&gt;
&lt;br /&gt;
* The local orcish leader Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.&lt;br /&gt;
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.&lt;br /&gt;
* Assisted by his new allies, Tallin smashes the forces of Rakshas.&lt;br /&gt;
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.&lt;br /&gt;
* To preserve the new-found peace in the Northlands, Tallin and his allies form the Northern Alliance.&lt;br /&gt;
&lt;br /&gt;
=== 563 YW ===&lt;br /&gt;
* Konrad and Li'sar die after an extraordinarily long reign.&lt;br /&gt;
* Princess Ana'sar becomes queen.&lt;br /&gt;
* The seer Galdren becomes prominent at the court of Weldyn.&lt;br /&gt;
&lt;br /&gt;
=== 585 YW ===&lt;br /&gt;
* Queen Ana'sar retires.&lt;br /&gt;
* Haldric VII becomes king of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 589 YW ===&lt;br /&gt;
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
* The seer Galdren dies after advising Haldric VII to choose Dacyn.&lt;br /&gt;
* The king does as Galdren advises.&lt;br /&gt;
&lt;br /&gt;
=== 593 YW ===&lt;br /&gt;
* Ravanal reveals that he has turned to evil, and flees from Weldyn.&lt;br /&gt;
&lt;br /&gt;
* Konrad II is born.&lt;br /&gt;
&lt;br /&gt;
=== 612 YW ===&lt;br /&gt;
* Konrad II becomes King of Wesnoth.&lt;br /&gt;
* Dacyn continues his duties as advisor with Konrad II.&lt;br /&gt;
&lt;br /&gt;
=== 625 YW ===&lt;br /&gt;
* Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.&lt;br /&gt;
* Konrad II sends Dacyn with Owaec and Gweddry to man the old eastern outposts.&lt;br /&gt;
&lt;br /&gt;
=== 626 YW ===&lt;br /&gt;
* Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.&lt;br /&gt;
* Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.&lt;br /&gt;
&lt;br /&gt;
=== 627 YW ===&lt;br /&gt;
* Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
* In the northlands, the orcs drive Gweddry's army back across the river.&lt;br /&gt;
* Weldyn is besieged.&lt;br /&gt;
* Gweddry breaks through undead lines to reach Weldyn.&lt;br /&gt;
* A council is held.&lt;br /&gt;
* Gweddry's army is lucky and kills Mal-Ravanal.&lt;br /&gt;
* Wesnoth is saved, but has been turned by the undead into a barren wasteland.&lt;br /&gt;
&lt;br /&gt;
== 628-???: The Restoration of Wesnoth ==&lt;br /&gt;
The Restoration of Wesnoth began in an depressing manner. After Konrad II died, Wesnoth was plunged into civil war. However, the Restoration was, in the end, the time when Wesnoth recovered from the damage that Mal-Ravanal's undead attack had dealt. By the end of the era, Wesnoth was no longer a wasteland, but it would never regain the majesty it had at the height of its power.&lt;br /&gt;
&lt;br /&gt;
In the meantime the Northlands were continuing to become more civilised and stable. Although nowhere near as safe and stable as Wesnoth was during it’s Golden Age, the Northlands soon came to have many large cities and a thriving - if somewhat dangerous - trade network. &lt;br /&gt;
&lt;br /&gt;
Four major powers soon came to dominate much of the Northlands. First there were the dwarves, who dominated most of the mountains and a vast array of underground tunnels and cravens, the limit of which is known only to the dwarves. To the east, shrouded in mystery, lay the Elvish forests which continued to be inaccessible to anyone not of elvish blood. The remaining landscape was dominated either by orcish tribes, or independent human earldoms. As competition for the land grew fierce, wars continued to break out between human and orcish forces. For more then two centuries, the thing standing between the extermination of either - or both - the two races was the Northern Alliance, whose authority as a sort of impartial police force, soon came to be respected by all.&lt;br /&gt;
&lt;br /&gt;
=== 628-635 YW ===&lt;br /&gt;
* Konrad II begins his attempt to rebuild Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 636 YW ===&lt;br /&gt;
* Konrad II dies, and Wesnoth plunges into Civil War&lt;br /&gt;
&lt;br /&gt;
=== 750 YW ===&lt;br /&gt;
* A Lich-Lord of the Wesfolk invades the Great Continent.&lt;br /&gt;
* The king of Wesnoth incites war between the Elves, Dwarves and Orcs.&lt;br /&gt;
* The Elves, Dwarves and Orcs ally to defeat the Lich-Lord.&lt;br /&gt;
&lt;br /&gt;
===The Reign of Black Eye Karun 761-816 YW===&lt;br /&gt;
&lt;br /&gt;
After decades of struggle, Black Eye Karun is the first orc in the history of the Northlands to unite all the different squabbling orcish tribes under his banner. Among his many accomplishments as a Sovereign, his most famous is the creation of the Great Council, which has time and again proved to be the saviour of the orcs on the Great Continent. &lt;br /&gt;
&lt;br /&gt;
Karun was a far sighted individual and he knew that after his death the orcish tribes would once again turn to fighting amongst themselves and there would be very little he could do to prevent that. He also knew that when orcs were fighting amongst themselves, it would be easy for any strong kingdom like wesnoth to wipe them off the face of the continent. &lt;br /&gt;
&lt;br /&gt;
Consequently, Karun selected from amongst all the different tribes six of the most sober and wisest orcs and thus created the great council. It was the Great Council's job to stay aloof from any tribal or territorial squabbling amongst the orcs, but yet always remain there to give advice to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call upon The Great Horde. It was established that every orc, no matter what tribe he came from, must obey the summons of The Great Horde and follow wholeheartedly the leader that the Great Council put at the head of The Great Horde. &lt;br /&gt;
&lt;br /&gt;
===816 YW===&lt;br /&gt;
&lt;br /&gt;
*Rahul I, head of the Northern Alliance and Black Eye Karun sign a peace treaty ending a 15 year war between the humans and the orcs. Soon after this Karun, is ambushed and killed amidst mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
===842 YW===&lt;br /&gt;
&lt;br /&gt;
*War once again breaks out between the orcish tribes and the northern human earldoms as humans break the long standing treaty and attempt to colonise orcish lands. In response, the Great Council set up by the Black Eye Karun calls upon The Great Horde and bestows leadership of it upon Kapou’e, the Son of the Black Eye.&lt;br /&gt;
&lt;br /&gt;
===843 YW===&lt;br /&gt;
&lt;br /&gt;
*Half of the Great Council is treacherously slain by the allied human forces and orcish unity disintegrates. Faced with the extermination of all the orcs on the Great Continent, Kapou’e forcibly asserts his control over the orcish territories and defeats the enemy forces. The Northern Alliance arrives on the scene in time for the final battle and helps Kapou’e defeat the forces of the northern earldoms, who had broken the treaty. Kapou’e then assumes the position of Sovereign over the northern tribes, and his rule ushers in an unprecedented era of unity and prosperity for the orcs.&lt;br /&gt;
&lt;br /&gt;
===852 YW===&lt;br /&gt;
&lt;br /&gt;
*Kapou’e repels a large elvish invasion.&lt;br /&gt;
&lt;br /&gt;
===858 YW===&lt;br /&gt;
&lt;br /&gt;
*The humans once again stage an invasion but prove to be no match for the united orcish forces under the leadership of Kapou’e&lt;br /&gt;
&lt;br /&gt;
== New Blood: The Invasions ==&lt;br /&gt;
After civil war Wesnoth was fragmented into small kingdoms, making it easy prey for invading nations. It was then when Aragwaithi come, at the beginning functioning as the mercenaries.&lt;br /&gt;
In about 800 YW Akladians appeared from the east, conquering Wesnothian realms one by one.&lt;br /&gt;
After years of subjugation, it became clear that these were people cut from the same cloth. Around 900 YW a courageous young monarch of the Hagarthen clan completed the restoration of Wesnoth as the dominant race on the continent.&lt;br /&gt;
&lt;br /&gt;
==After the Fall==&lt;br /&gt;
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. Forests died, hills turned into rocky wastelands and fields became barren deserts. In the apocalypse allies turned against each other and friends fought over what few resources remained. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== History Credits ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.&lt;br /&gt;
* History derived from:&lt;br /&gt;
** A New Order&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Liberty&lt;br /&gt;
** Northern Rebirth&lt;br /&gt;
** The Challenges&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Under the Burning Suns&lt;br /&gt;
&lt;br /&gt;
* Alternate history derived from:&lt;br /&gt;
** Legend of Wesmere&lt;br /&gt;
** The Sceptre of Fire&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothGeography]]&lt;br /&gt;
* [[WesnothPoetry]]&lt;br /&gt;
* [[RaceDescriptions]]&lt;br /&gt;
* [[FactionHistory]]&lt;/div&gt;</summary>
		<author><name>Taurus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=3950</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=3950"/>
		<updated>2005-10-10T18:36:22Z</updated>

		<summary type="html">&lt;p&gt;Taurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Historian's notes'''&lt;br /&gt;
&lt;br /&gt;
Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information: for instance, &amp;quot;BLAH BLABITY BLAH ( the king of the BLAH ?)&amp;quot;. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[#Prehistory - 20 YW: The Founding of Wesnoth|Prehistory]] - [[#20-130 YW: The Taming of the Wild|Rise]] - [[#200-350 YW: The Golden Age of Wesnoth|Golden Age]] - [[#350-440 YW: The First Dark Age of Wesnoth|Descent]] - [[#530-630 YW: The Age of Fear|Fall]] - [[#630-???: The Restoration of Wesnoth|Restoration]] - [[#New Blood: The Invasions|New Blood]] - [[#Apocalypse|Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prehistory - 20 YW: The Founding of Wesnoth==&lt;br /&gt;
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Prehistory ===&lt;br /&gt;
* Birth of the world.&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the Green Isle from a continent further to the west.&lt;br /&gt;
&lt;br /&gt;
=== 200 BW ===&lt;br /&gt;
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
* After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
&lt;br /&gt;
=== 12 BW ===&lt;br /&gt;
* The Great Continent is discovered by the Crown Prince of Southbay.&lt;br /&gt;
&lt;br /&gt;
=== 11-7 BW ===&lt;br /&gt;
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 6 BW ===&lt;br /&gt;
* After these voyages the Great Continent, the elder Crown Prince falls ill and dies&lt;br /&gt;
* His younger brother is implicated in a plot to kill him.&lt;br /&gt;
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
&lt;br /&gt;
=== 6-2 BW ===&lt;br /&gt;
* The Green Isle is overrun with Orcs.&lt;br /&gt;
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
* Prince Haldric leads the evacuation of the survivors to the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 1 BW ===&lt;br /&gt;
* Human settlers, led by Prince Haldric, arrive at the Great Continent in large numbers.&lt;br /&gt;
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
* Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
* They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
&lt;br /&gt;
=== 0 YW ===&lt;br /&gt;
* Haldric is granted the plains north and south of the Great River.&lt;br /&gt;
* Haldric agrees to a Pact of Mutual Defence with the Elves.&lt;br /&gt;
* Haldric founds the country of Wesnoth in these lands.&lt;br /&gt;
* Reign of Haldric I begins.&lt;br /&gt;
&lt;br /&gt;
=== 1 YW ===&lt;br /&gt;
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
* These Orcs are defeated by Haldric's forces.&lt;br /&gt;
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
* King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
&lt;br /&gt;
=== 7 YW ===&lt;br /&gt;
* A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for themselves.&lt;br /&gt;
* Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.&lt;br /&gt;
&lt;br /&gt;
=== 8-10 YW ===&lt;br /&gt;
* Many Elves are killed in battle by the Orcs.&lt;br /&gt;
* Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 11 YW ===&lt;br /&gt;
* Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.&lt;br /&gt;
* Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
* Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.&lt;br /&gt;
* Humans are forced back to the great river and are able to hold it against Orcish attacks.&lt;br /&gt;
&lt;br /&gt;
=== 20 YW ===&lt;br /&gt;
* Haldric I dies.&lt;br /&gt;
* Haldric II ascends to the throne.&lt;br /&gt;
* King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 23 YW ===&lt;br /&gt;
* Haldric sends General Aldar west with a portion of the Wesnoth army, to aid the Elves.&lt;br /&gt;
* The Orcs in the eastern lands are defeated.&lt;br /&gt;
&lt;br /&gt;
== 20-130 YW: The Taming of the Wild ==&lt;br /&gt;
This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as the population of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years.&lt;br /&gt;
&lt;br /&gt;
=== Alternate History Regarding the Sceptre of Fire ===&lt;br /&gt;
* 25 YW&lt;br /&gt;
** Haldric II commissions a dwarven tribe to build the Sceptre and recieve the ruby from Haldric II.&lt;br /&gt;
** Elves attack the dwarves as Haldric II is giving them the ruby.&lt;br /&gt;
* 25-34 YW:&lt;br /&gt;
** The dwarves gather materials to make the sceptre.&lt;br /&gt;
* 35 YW:&lt;br /&gt;
** The dwarves, searching for supplies, attack another dwarvish clan, the Shorbears.&lt;br /&gt;
** Elves siege the citadel of the Dwarves.&lt;br /&gt;
* 36-40 YW:&lt;br /&gt;
** The dwarves craft the sceptre inside of the citadel while under seige, but cannot complete the incantation.&lt;br /&gt;
* 40 YW:&lt;br /&gt;
** The dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.&lt;br /&gt;
** The dwarves fortify their position inside the caves and finish the sceptre.&lt;br /&gt;
** The volcano erupts, killing the dwarves and the elves who followed them.&lt;br /&gt;
** A human messenger escapes to report to Haldric II that the Sceptre was created.&lt;br /&gt;
&lt;br /&gt;
=== Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) ===&lt;br /&gt;
* After the elves defeat the orcs in Wesmere and the orcs turn their attention to humans, the elves come to the aid of the humans in the battle for Weslath&lt;br /&gt;
* After the alliance victory, the elves advise Haldric II of the problems with the unshielded ruby of fire&lt;br /&gt;
* Haldric II commisions the dwarves to make the sceptre as above&lt;br /&gt;
*  The sceptre is lost as described above. During that period, both orcs and elves are fighting a civil war each. Consequently humans become the dominant  race.&lt;br /&gt;
*  This is the Golden age of Wesnoth because the Wesnoth army is too strong for any opponent fighting a civil war and because their Kings are no longer under the influence of the unshielded ruby&lt;br /&gt;
* Much later, the ruby is found. It's shielded alright, but not properly. Consequently it still has a damaging effect on the human Kings&lt;br /&gt;
* During the Delfador  times and the battles with Ilaih-Malal, the elves again advise Delfador, who realizes that the sceptre is not properly shielded&lt;br /&gt;
*  and manages to talk the King into ordering it again properly shielded&lt;br /&gt;
* Another side effect of the encounter with the elves is that Delfador gets Crelanu's book. The elves think it will be safe with Delfador and indeed it helps him close the Iliah-Malal portal, but Asheviere also gains access to it.&lt;br /&gt;
&lt;br /&gt;
=== 122 YW ===&lt;br /&gt;
* City of Elensefar is sacked by orcs.&lt;br /&gt;
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.&lt;br /&gt;
&lt;br /&gt;
=== 123 YW ===&lt;br /&gt;
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
* Elensefar becomes an independent city-state for the first time.&lt;br /&gt;
&lt;br /&gt;
=== 161-164 YW ===&lt;br /&gt;
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.&lt;br /&gt;
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.&lt;br /&gt;
* The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread.&lt;br /&gt;
&lt;br /&gt;
=== 164-176 YW ===&lt;br /&gt;
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the wilderlands.&lt;br /&gt;
&lt;br /&gt;
=== 199 YW ===&lt;br /&gt;
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes&lt;br /&gt;
* The cities of Aldril and Carcyn are established, the first a major port due to its position on the Bay of Pearls, and the second being a major stop on the road to Elensefar and military outpost along the Great River&lt;br /&gt;
* Settlers from Carcyn cross the Great River to establish the first settlements north of it&lt;br /&gt;
&lt;br /&gt;
== 200-350 YW: The Golden Age of Wesnoth ==&lt;br /&gt;
The Golden Age of wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
=== 250 YW ===&lt;br /&gt;
* Urug-Telfar attacks the lake atop mount Eregonor and pillages the surounding areas.&lt;br /&gt;
* The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.&lt;br /&gt;
* Kalenz and Glatrid are successful in destroying the encamped Orcish forces.&lt;br /&gt;
&lt;br /&gt;
=== 350 YW ===&lt;br /&gt;
* Fractioning of kingdom caused by death of Haldric IV.&lt;br /&gt;
* Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
* Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
== 350-440 YW: The First Dark Age of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
The first Dark Age was a time of strife and attacks from the outside. When Haldric IV died, it left Wesnoth without a king, and the next 90 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.&lt;br /&gt;
&lt;br /&gt;
== 440-530 YW: The Turmoil of Asheviere ==&lt;br /&gt;
King Garard's dynasty was long-lived, but its first eighty years of existence made observers at the time believe that would not be so. The first king suffered a very destructive undead attack, and the second was murdered by his own wife and son. It was only until 519 that Konrad I was able to wrest the throne from the Queen Mother Asheviere. After Konrad I took the throne, though, the turmoil ended, and Wesnoth entered its next era.&lt;br /&gt;
&lt;br /&gt;
=== 440 YW ===&lt;br /&gt;
* Garard I becomes king of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 442 YW ===&lt;br /&gt;
* Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.&lt;br /&gt;
* Garard sends a battle group to defeat the undead.&lt;br /&gt;
* Soldiers return from the battle reporting a crushing defeat.&lt;br /&gt;
* Garard asks the council of mages for help and is advised to send more troops.&lt;br /&gt;
* The young mage Delfador asks the King for permission to lead a force of mages instead.&lt;br /&gt;
* Garard agrees to let Delfador confront the undead.&lt;br /&gt;
* Delfador is successful and becomes a trusted advisor to King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 442-445 YW ===&lt;br /&gt;
* Three outposts are built on eastern border to repel local orcs.&lt;br /&gt;
&lt;br /&gt;
=== 447 YW ===&lt;br /&gt;
* Crown Prince Garard II is born.&lt;br /&gt;
* Dwarves agree to craft the Sceptre of Fire for King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 450 YW ===&lt;br /&gt;
* Prince Arand is born.&lt;br /&gt;
&lt;br /&gt;
=== 473 YW ===&lt;br /&gt;
* The Sceptre of Fire is completed.&lt;br /&gt;
* Orcs besiege Knalga, and the Sceptre is lost.&lt;br /&gt;
* Garard I dies.&lt;br /&gt;
&lt;br /&gt;
=== 474 YW ===&lt;br /&gt;
* Garard II rises to throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 478 YW ===&lt;br /&gt;
* Garard marries Asheviere.&lt;br /&gt;
* Garard II issues the Sceptre Edict of Royal Succession&lt;br /&gt;
&lt;br /&gt;
=== 480 YW ===&lt;br /&gt;
* Crown Prince Eldred is born.&lt;br /&gt;
&lt;br /&gt;
=== 498 YW ===&lt;br /&gt;
* Princess Li'sar is born.&lt;br /&gt;
&lt;br /&gt;
=== 500 YW ===&lt;br /&gt;
* Prince Konrad is born, the youngest of several sons of Prince Arand.&lt;br /&gt;
* Wesnoth and the Orcs of the north go to war.&lt;br /&gt;
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
* Eldred betrays his father and attacks him with the troops under his control.&lt;br /&gt;
* King Garard is slain in battle along with his brother Prince Arand and his other sons.&lt;br /&gt;
* Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
* Eldred bribes the Orcish king into peace.&lt;br /&gt;
* Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
* Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
* Delfador escapes the battle.&lt;br /&gt;
&lt;br /&gt;
=== 501 YW ===&lt;br /&gt;
* Asheviere orders the execution of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
* Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
* Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
* Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
* While traveling through Wesnoth Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
* Delfador and Konrad flee to live in refuge with the Southwestern Elves.&lt;br /&gt;
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
* Western Wesnoth border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
* As a result the Elves flourish to the Southwest of Wesnoth.&lt;br /&gt;
* A band of humans inhabits the Isle of the Damned.&lt;br /&gt;
&lt;br /&gt;
=== 502-517 YW ===&lt;br /&gt;
* Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
&lt;br /&gt;
=== 517 YW ===&lt;br /&gt;
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
* Orcish forces converge on Delfador's refuge.&lt;br /&gt;
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 518 YW ===&lt;br /&gt;
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
* They enter the Caves of Knalga, ally with Princess Li'sar, and find it.&lt;br /&gt;
&lt;br /&gt;
=== 519 YW ===&lt;br /&gt;
* They return to Wesnoth and claim the throne.&lt;br /&gt;
&lt;br /&gt;
=== 522 YW ===&lt;br /&gt;
* Birth of Princess Ana'sar.&lt;br /&gt;
&lt;br /&gt;
== 530-630 YW: The Age of Fear ==&lt;br /&gt;
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were every uneventful. However, in the last 10 years of the age Wesnoth bore the brunt of the most powerful Undead attack ever, and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half what it had been.&lt;br /&gt;
&lt;br /&gt;
It was during this era that the some areas of the previously impassable wild Northlands were put into any sort of law and order. During the early days of this era a small body composed mostly of humans and dwarves - but with an open policy towards anyone of any race who wanted to join - formed themselves into “The Northern Alliance” with the vision of making the Northlands a safe place for people to live and prosper. Over the course time, this body grew slowly but steadily in power and influence. By the end of this era the Northern Alliance had succeeded in making a select few areas stable and prosperous - such as Knalga and the surrounding territory. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.&lt;br /&gt;
&lt;br /&gt;
=== 533 YW ===&lt;br /&gt;
* Delfador sucumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
* The next great sage of Wesnoth, Dacyn, is born.&lt;br /&gt;
&lt;br /&gt;
=== 534 YW ===&lt;br /&gt;
&lt;br /&gt;
* The small community of Dwarven Doors, in the Northlands just outside Knalga, rebels against the Orcish overlords.&lt;br /&gt;
* The residents, led by Tallin, head underground and find dwarves, whom they ally with.&lt;br /&gt;
* Their combined forces destroy an upstart Lich who is attempting to claim Knalga as his own.&lt;br /&gt;
&lt;br /&gt;
=== 535 YW ===&lt;br /&gt;
&lt;br /&gt;
* The local orcish leader Rakshas attacks Tallin and his forces, but does not penetrate the dwarves' defences.&lt;br /&gt;
* To help defeat the orcs, Tallin secures the help of two Liches, and rescues an elvish princess to secure the help of the elves.&lt;br /&gt;
* Assisted by his new allies, Tallin smashes the forces of Rakshas.&lt;br /&gt;
* According to some historians, Tallin and the elvish princess are married; others say they parted in bad blood.&lt;br /&gt;
* To preserve the new-found peace in the Northlands, Tallin and his allies from the Northern Alliance.&lt;br /&gt;
&lt;br /&gt;
=== 563 YW ===&lt;br /&gt;
* Konrad and Li'sar die after an extraordinarily long reign.&lt;br /&gt;
* Princess Ana'sar becomes queen.&lt;br /&gt;
* The seer Galdren becomes prominent at the court of Weldyn.&lt;br /&gt;
&lt;br /&gt;
=== 589 YW ===&lt;br /&gt;
* Queen Ana'sar VI dies.&lt;br /&gt;
* Haldric VII becomes king of Wesnoth.&lt;br /&gt;
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
* The seer Galdren dies after advising Haldric VII to choose Dacyn.&lt;br /&gt;
* The king does as Galdren advises.&lt;br /&gt;
&lt;br /&gt;
=== 593 YW ===&lt;br /&gt;
* Ravanal reveals that he has turned to evil, and flees from Weldyn.&lt;br /&gt;
&lt;br /&gt;
=== 592 YW ===&lt;br /&gt;
* Konrad II is born.&lt;br /&gt;
&lt;br /&gt;
=== 612 YW ===&lt;br /&gt;
* Konrad II becomes King of Wesnoth.&lt;br /&gt;
* Dacyn continues his duties as advisor with Konrad II.&lt;br /&gt;
&lt;br /&gt;
=== 625 YW ===&lt;br /&gt;
* Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.&lt;br /&gt;
* Konrad II sends the Dacyn and three officers (Owaec, Sudoc and Gweddry) to man the old eastern outposts.&lt;br /&gt;
&lt;br /&gt;
=== 626 YW ===&lt;br /&gt;
* Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.&lt;br /&gt;
* Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.&lt;br /&gt;
&lt;br /&gt;
=== 627 YW ===&lt;br /&gt;
* Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
* In the northlands, the orcs drive Gweddry's army back across the river.&lt;br /&gt;
* Weldyn is besieged.&lt;br /&gt;
* Gweddry breaks through undead lines to reach Weldyn.&lt;br /&gt;
* A council is held.&lt;br /&gt;
* Gweddry's army kills Mal-Ravanal through sheer luck.&lt;br /&gt;
* Wesnoth is saved, but has been turned by the undead into a barren wasteland.&lt;br /&gt;
&lt;br /&gt;
== 630-???: The Restoration of Wesnoth ==&lt;br /&gt;
The Restoration of Wesnoth is the time when Wesnoth recovered from the damage that Mal-Ravanal's undead attack had dealt. By the end of the era, Wesnoth was no longer a wasteland, but it would never regain the majesty it had at the height of its power. There was much squabbling between the different races, but very rarely did anything of great importance happen.&lt;br /&gt;
&lt;br /&gt;
=== 630-650 YW ===&lt;br /&gt;
* Konrad II and his son, Konrad III, carry on the rebuilding of the nation of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 750 YW ===&lt;br /&gt;
* A Lich Lord of the Wesfolk invades the Great Continent.&lt;br /&gt;
* The king of Wesnoth incites war between the Elves, Dwarves and Orcs.&lt;br /&gt;
* The Elves, Dwarves and Orcs ally to defeat the Lich-Lord.&lt;br /&gt;
&lt;br /&gt;
== New Blood: The Invasions ==&lt;br /&gt;
Humans from the western continent arrived in Wesnoth more than a millenium after the Wesfolk abandoned it to the forces of evil. The Alkadians and Aragwaithi appeared in Wesnoth as conquerors, and although the human kingdom had withstood centuries of orcish and undead invasions, it quickly fell to these new races of humans. The Wesfolk had left the western continent firmly in the hands of worshipers of darkness, and the very fight for survival made the humans there exceedingly tough, ruthless, and spiritual. Centuries of struggle with evil made them firm disciples of the holy sword; they brought this philosophy across the seas and were quick to exploit weakness of the Wesnothian unbelievers. After years of subjugation, it became clear that these were people cut from the same cloth. A courageous young monarch of the Hathargen clan completed the restoration of Wesnoth as the dominant race on the continent.&lt;br /&gt;
&lt;br /&gt;
==After the Fall==&lt;br /&gt;
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. Forests died, hills turned into rocky wastelands and fields became barren deserts. In the apocalypse allies turned against each other and friends fought over what few resources remained. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== History Credits ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.&lt;br /&gt;
* History derived from:&lt;br /&gt;
** The Challenges&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Liberty&lt;br /&gt;
** A New Order&lt;br /&gt;
** Under the Burning Suns&lt;br /&gt;
** Northern Rebirth&lt;br /&gt;
* Alternate history derived from:&lt;br /&gt;
** The Sceptre of Fire campaign, by Turin&lt;br /&gt;
** The Legend of Wesmere campaign, by Santi&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothGeography]]&lt;br /&gt;
* [[WesnothPoetry]]&lt;br /&gt;
* [[RaceDescriptions]]&lt;/div&gt;</summary>
		<author><name>Taurus</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=3399</id>
		<title>Timeline of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=3399"/>
		<updated>2005-10-02T07:05:19Z</updated>

		<summary type="html">&lt;p&gt;Taurus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Historian's notes'''&lt;br /&gt;
&lt;br /&gt;
Portions of entries surrounded by parentheses and containing a question mark are assumed or unconfirmed information: for instance, &amp;quot;BLAH BLABITY BLAH ( the king of the BLAH ?)&amp;quot;. The history is sorted by era, and within the era by date, using the Foundation of Wesnoth as a base. BW=Before Wesnoth, YW=Years Wesnoth. They function the same way as BC and AD do in our timekeeping system. Each of the eras is summarized before the timeline for that era begins.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[#Prehistory - 20 YW: The Founding of Wesnoth|Prehistory]] - [[#20-130 YW: The Taming of the Wild|Rise]] - [[#200-350 YW: The Golden Age of Wesnoth|Golden Age]] - [[#350-440 YW: The First Dark Age of Wesnoth|Descent]] - [[#530-630 YW: The Age of Fear|Fall]] - [[#630-???: The Restoration of Wesnoth|Restoration]] - [[#New Blood: The Invasions|New Blood]] - [[#Apocalypse|Apocalypse]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prehistory - 20 YW: The Founding of Wesnoth==&lt;br /&gt;
During the age of the Founding of Wesnoth, there were two important geographic locations, these being the Green Isle and the Great Continent. Haldric is the main historical figure at this time. This age ends with the founding of Wesnoth as a country in the Great Continent, and with Orcs attacking both elves and men from the sea.&lt;br /&gt;
&lt;br /&gt;
=== Prehistory ===&lt;br /&gt;
* Birth of the world.&lt;br /&gt;
* Elves and Dwarves inhabit the Great Continent.&lt;br /&gt;
* Humans inhabit the distant West.&lt;br /&gt;
* Haldric's people colonise the Green Isle from a continent further to the west.&lt;br /&gt;
&lt;br /&gt;
=== 200 BW ===&lt;br /&gt;
* The Lich-Lords arrive on the Green Isle after losing a war in the distant West.&lt;br /&gt;
* After a long war Haldric's people come to dominate the Green Isle.&lt;br /&gt;
* The 'Wesfolk' and their Lich-Lords are pushed onto marginal lands.&lt;br /&gt;
&lt;br /&gt;
=== 12 BW ===&lt;br /&gt;
* The Great Continent is discovered by the Crown Prince of Southbay.&lt;br /&gt;
&lt;br /&gt;
=== 11-7 BW ===&lt;br /&gt;
* The Crown Prince makes several voyages between the Green Isle and the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 6 BW ===&lt;br /&gt;
* After these voyages the Great Continent, the elder Crown Prince falls ill and dies&lt;br /&gt;
* His younger brother is implicated in a plot to kill him.&lt;br /&gt;
* As a distraction the younger Prince starts a war with the Wesfolk and their Lich-Lords.&lt;br /&gt;
* The Lich-Lords sense they will be destroyed and open gates to the homeland of the Orcs in the West.&lt;br /&gt;
&lt;br /&gt;
=== 6-2 BW ===&lt;br /&gt;
* The Green Isle is overrun with Orcs.&lt;br /&gt;
* The Wesfolk desert their Lich-Lords as they fear becoming prey for the Orcs.&lt;br /&gt;
* Prince Haldric leads the evacuation of the survivors to the Great Continent.&lt;br /&gt;
&lt;br /&gt;
=== 1 BW ===&lt;br /&gt;
* Human settlers, led by Prince Haldric, arrive at the Great Continent in large numbers.&lt;br /&gt;
* Humans arrive in the middle of a simmering dispute between the Elves and Dwarves.&lt;br /&gt;
* The Elves and Dwarves are distrustful of humans, and there is a small skirmish.&lt;br /&gt;
* Messengers from Wesmere Forest come and ask Haldric to come before the Ka'lian.&lt;br /&gt;
* Prince Haldric asks the Four Elvish Lords (Dionli, Logalmier, Aryad, and El'Isomithir) for help and land.&lt;br /&gt;
* They set before him four quests to prove his worth, which he completes.&lt;br /&gt;
&lt;br /&gt;
=== 0 YW ===&lt;br /&gt;
* Haldric is granted the plains north and south of the Great River.&lt;br /&gt;
* Haldric agrees to a Pact of Mutual Defence with the Elves.&lt;br /&gt;
* Haldric founds the country of Wesnoth in these lands.&lt;br /&gt;
* Reign of Haldric I begins.&lt;br /&gt;
&lt;br /&gt;
=== 1 YW ===&lt;br /&gt;
* Orcs, following the ships fleeing from the Green Isle, begin to arrive on the Great Continent.&lt;br /&gt;
* These Orcs are defeated by Haldric's forces.&lt;br /&gt;
* Some of the Orcish survivors flee back to the Green Isle, others move to attack the Elves.&lt;br /&gt;
* King Haldric helps the Elves fight the surviving Orcs.&lt;br /&gt;
&lt;br /&gt;
=== 7 YW ===&lt;br /&gt;
* A second wave of Orcs arrive from the Green Isle; these Orcs start claiming large portions of the Great Continent for themselves.&lt;br /&gt;
* Haldric I dishonors the Pact he spoke with the Elves and refuses to give aid.&lt;br /&gt;
&lt;br /&gt;
=== 8-10 YW ===&lt;br /&gt;
* Many Elves are killed in battle by the Orcs.&lt;br /&gt;
* Elvish emissaries are turned away from Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 11 YW ===&lt;br /&gt;
* Orcs fail to take the Wesmere Forest and instead march against the farmlands of Wesnoth.&lt;br /&gt;
* Elves refuse to aid the Humans in confronting the Orcs.&lt;br /&gt;
* Orcs attack the lands north of the great river from the mountains, then owned by Wesnoth.&lt;br /&gt;
* Humans are forced back to the great river and are able to hold it against Orcish attacks.&lt;br /&gt;
&lt;br /&gt;
=== 20 YW ===&lt;br /&gt;
* Haldric I dies.&lt;br /&gt;
* Haldric II ascends to the throne.&lt;br /&gt;
* King Haldric II allows emissaries of the Elves to return to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 23 YW ===&lt;br /&gt;
* Haldric sends General Aldar west with a portion of the Wesnoth army, to aid the Elves.&lt;br /&gt;
* The Orcs in the eastern lands are defeated.&lt;br /&gt;
&lt;br /&gt;
== 20-130 YW: The Taming of the Wild ==&lt;br /&gt;
This era is that in which the kingdom of Wesnoth expanded and defined its borders, and settled the area which it had claimed for its own. The Taming of the Wild refers to the settling of the unsettled lands, as well as the population of the Northlands. The end of this era is marked by friction between the city-state of Elensefar and the country of Wesnoth, which will continue for the next several hundred years.&lt;br /&gt;
&lt;br /&gt;
=== Alternate History Regarding the Sceptre of Fire ===&lt;br /&gt;
* 25 YW&lt;br /&gt;
** Haldric II commissions a dwarven tribe to build the Sceptre and recieve the ruby from Haldric II.&lt;br /&gt;
** Elves attack the dwarves as Haldric II is giving them the ruby.&lt;br /&gt;
* 25-34 YW:&lt;br /&gt;
** The dwarves gather materials to make the sceptre.&lt;br /&gt;
* 35 YW:&lt;br /&gt;
** The dwarves, searching for supplies, attack another dwarvish clan, the Shorbears.&lt;br /&gt;
** Elves siege the citadel of the Dwarves.&lt;br /&gt;
* 36-40 YW:&lt;br /&gt;
** The dwarves craft the sceptre inside of the citadel while under seige, but cannot complete the incantation.&lt;br /&gt;
* 40 YW:&lt;br /&gt;
** The dwarves break the siege and head underground, into the depths of the volcano where Khrakrahs the Dragon lives.&lt;br /&gt;
** The dwarves fortify their position inside the caves and finish the sceptre.&lt;br /&gt;
** The volcano erupts, killing the dwarves and the elves who followed them.&lt;br /&gt;
** A human messenger escapes to report to Haldric II that the Sceptre was created.&lt;br /&gt;
&lt;br /&gt;
=== Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) ===&lt;br /&gt;
* After the elves defeat the orcs in Wesmere and the orcs turn their attention to humans, the elves come to the aid of the humans in the battle for Weslath&lt;br /&gt;
* After the alliance victory, the elves advise Haldric II of the problems with the unshielded ruby of fire&lt;br /&gt;
* Haldric II commisions the dwarves to make the sceptre as above&lt;br /&gt;
*  The sceptre is lost as described above. During that period, both orcs and elves are fighting a civil war each. Consequently humans become the dominant  race.&lt;br /&gt;
*  This is the Golden age of Wesnoth because the Wesnoth army is too strong for any opponent fighting a civil war and because their Kings are no longer under the influence of the unshielded ruby&lt;br /&gt;
* Much later, the ruby is found. It's shielded alright, but not properly. Consequently it still has a damaging effect on the human Kings&lt;br /&gt;
* During the Delfador  times and the battles with Ilaih-Malal, the elves again advise Delfador, who realizes that the sceptre is not properly shielded&lt;br /&gt;
*  and manages to talk the King into ordering it again properly shielded&lt;br /&gt;
* Another side effect of the encounter with the elves is that Delfador gets Crelanu's book. The elves think it will be safe with Delfador and indeed it helps him close the Iliah-Malal portal, but Asheviere also gains access to it.&lt;br /&gt;
&lt;br /&gt;
=== 122 YW ===&lt;br /&gt;
* City of Elensefar is sacked by orcs.&lt;br /&gt;
* Meneldur, a sailor of Elensefar, sets out on a quest to regain the city.&lt;br /&gt;
&lt;br /&gt;
=== 123 YW ===&lt;br /&gt;
* Elensefar is retaken by Meneldur along with Undead from the Green Isle.&lt;br /&gt;
* Elensefar becomes an independent city-state for the first time.&lt;br /&gt;
&lt;br /&gt;
=== 161-164 YW ===&lt;br /&gt;
* The newly crowned king sought to make safe once and for all the wildlands that separated the human cities surrounding Weldyn and the coastal regions of Elensefar.&lt;br /&gt;
* The grand army of Wesnoth, personally led by the High Council of Archmagi, destroyed all enemies residing within Wesnoth.&lt;br /&gt;
* The city-state of Elensefar was formally united to the kingdom and settlements rapidly spread.&lt;br /&gt;
&lt;br /&gt;
=== 164-176 YW ===&lt;br /&gt;
* During this twelve year span, the western fortress of Halstead was erected in the very heart of the wilderlands.&lt;br /&gt;
&lt;br /&gt;
=== 199 YW ===&lt;br /&gt;
* Emboldened by the far-reaching arm of Halstead's protection, settlement in the west explodes&lt;br /&gt;
* The cities of Aldril and Carcyn are established, the first a major port due to its position on the Bay of Pearls, and the second being a major stop on the road to Elensefar and military outpost along the Great River&lt;br /&gt;
* Settlers from Carcyn cross the Great River to establish the first settlements north of it&lt;br /&gt;
&lt;br /&gt;
== 200-350 YW: The Golden Age of Wesnoth ==&lt;br /&gt;
The Golden Age of wesnoth was the time of the great kings, and of peace and prosperity within the kingdom. The Orcs had suffered a grave defeat at the hands of Wesnoth and Elensefar seventy-five years earlier, so they did not pose much of a threat, and whenever they did attack they were quickly defeated. This allowed the army to lessen in size, and the kings of this age to undertake the great public works they are renowned for. The era ends when the king of Wesnoth dies without an heir, and a new dynasty begins.&lt;br /&gt;
&lt;br /&gt;
=== 250 YW ===&lt;br /&gt;
* Urug-Telfar attacks the lake atop mount Eregonor and pillages the surounding areas.&lt;br /&gt;
* The Elvish Heroes Kalenz and Glatrid are sent to defeat Urug-Telfar.&lt;br /&gt;
* Kalenz and Glatrid are successful in destroying the encamped Orcish forces.&lt;br /&gt;
&lt;br /&gt;
=== 350 YW ===&lt;br /&gt;
* Fractioning of kingdom caused by death of Haldric IV.&lt;br /&gt;
* Elensefar remains a province of Wesnoth but exerts increasing independence due to isolation.&lt;br /&gt;
* Treaty between lord of Elensefar and king of Wesnoth signed.&lt;br /&gt;
&lt;br /&gt;
== 350-440 YW: The First Dark Age of Wesnoth ==&lt;br /&gt;
&lt;br /&gt;
The first Dark Age was a time of strife and attacks from the outside. When Haldric IV died, it left Wesnoth without a king, and the next 90 years were marked by short-lived dynasties, attacks by ever more aggressive orcs, and the further separation of Wesnoth and Elensefar. The Dark Age ended when Garard I took the throne, and began a new dynasty that would last for several hundred years.&lt;br /&gt;
&lt;br /&gt;
== 440-530 YW: The Turmoil of Asheviere ==&lt;br /&gt;
King Garard's dynasty was long-lived, but its first eighty years of existence made observers at the time believe that would not be so. The first king suffered a very destructive undead attack, and the second was murdered by his own wife and son. It was only until 519 that Konrad I was able to wrest the throne from the Queen Mother Asheviere. After Konrad I took the throne, though, the turmoil ended, and Wesnoth entered its next era.&lt;br /&gt;
&lt;br /&gt;
=== 440 YW ===&lt;br /&gt;
* Garard I becomes king of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 442 YW ===&lt;br /&gt;
* Dark hordes of undead are reported in the plains of the East, terrorising the inhabitants.&lt;br /&gt;
* Garard sends a battle group to defeat the undead.&lt;br /&gt;
* Soldiers return from the battle reporting a crushing defeat.&lt;br /&gt;
* Garard asks the council of mages for help and is advised to send more troops.&lt;br /&gt;
* The young mage Delfador asks the King for permission to lead a force of mages instead.&lt;br /&gt;
* Garard agrees to let Delfador confront the undead.&lt;br /&gt;
* Delfador is successful and becomes a trusted advisor to King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 442-445 YW ===&lt;br /&gt;
* Three outposts are built on eastern border to repel local orcs.&lt;br /&gt;
&lt;br /&gt;
=== 447 YW ===&lt;br /&gt;
* Crown Prince Garard II is born.&lt;br /&gt;
* Dwarves agree to craft the Sceptre of Fire for King Garard.&lt;br /&gt;
&lt;br /&gt;
=== 450 YW ===&lt;br /&gt;
* Prince Arand is born.&lt;br /&gt;
&lt;br /&gt;
=== 473 YW ===&lt;br /&gt;
* The Sceptre of Fire is completed.&lt;br /&gt;
* Orcs besiege Knalga, and the Sceptre is lost.&lt;br /&gt;
* Garard I dies.&lt;br /&gt;
&lt;br /&gt;
=== 474 YW ===&lt;br /&gt;
* Garard II rises to throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 478 YW ===&lt;br /&gt;
* Garard marries Asheviere.&lt;br /&gt;
* Garard II issues the Sceptre Edict of Royal Succession&lt;br /&gt;
&lt;br /&gt;
=== 480 YW ===&lt;br /&gt;
* Crown Prince Eldred is born.&lt;br /&gt;
&lt;br /&gt;
=== 498 YW ===&lt;br /&gt;
* Princess Li'sar is born.&lt;br /&gt;
&lt;br /&gt;
=== 500 YW ===&lt;br /&gt;
* Prince Konrad is born, the youngest of several sons of Prince Arand.&lt;br /&gt;
* Wesnoth and the Orcs of the north go to war.&lt;br /&gt;
* Garard leads his army to orc encampment at Galcadar by the Ford of Abez.&lt;br /&gt;
* Garard's forces split into two groups, one led by himself and the other by his son Eldred.&lt;br /&gt;
* Eldred betrays his father and attacks him with the troops under his control.&lt;br /&gt;
* King Garard is slain in battle along with his brother Prince Arand and his other sons.&lt;br /&gt;
* Delfador escapes the battle and heads to Weldyn.&lt;br /&gt;
* Eldred bribes the Orcish king into peace.&lt;br /&gt;
* Delfador gathers a force of Loyalists to avenge Garard's Death.&lt;br /&gt;
* Eldred's forces confront Delfador's Loyalists at Weldyn.&lt;br /&gt;
* The Loyalists are defeated, but Eldred is slain by Delfador in the fight.&lt;br /&gt;
* Delfador escapes the battle.&lt;br /&gt;
&lt;br /&gt;
=== 501 YW ===&lt;br /&gt;
* Asheviere orders the execution of Garard's nephews and declares herself Queen of Wesnoth.&lt;br /&gt;
* Hearing of the news Delfador infiltrates the palace.&lt;br /&gt;
* Delfador finds the youngest prince Konrad as he is slain.&lt;br /&gt;
* Delfador flees, taking Konrad's body for burial to the land of the Elves.&lt;br /&gt;
* While traveling through Wesnoth Elf Lady Parandra finds an orphaned human child.&lt;br /&gt;
* Parandra and Delfador agree to give the orphan the identity of Prince Konrad.&lt;br /&gt;
* Delfador and Konrad flee to live in refuge with the Southwestern Elves.&lt;br /&gt;
* Elensefar refuses to submit to Asheviere and declares itself an independent city-state.&lt;br /&gt;
* Western Wesnoth border recedes, is fixed, and remains heavily defended.&lt;br /&gt;
* As a result the Elves flourish to the Southwest of Wesnoth.&lt;br /&gt;
* A band of humans inhabits the Isle of the Damned.&lt;br /&gt;
&lt;br /&gt;
=== 502-517 YW ===&lt;br /&gt;
* Delfador raises Konrad under the protection of the Elves.&lt;br /&gt;
&lt;br /&gt;
=== 517 YW ===&lt;br /&gt;
* Asheviere hires Orcish forces to hunt down her nephew-in-law Konrad.&lt;br /&gt;
* Orcish forces converge on Delfador's refuge.&lt;br /&gt;
* Konrad flees his home with the elves and embark upon a quest to regain the throne of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 518 YW ===&lt;br /&gt;
* Konrad crosses the Great River into the Northlands on a search for the Sceptre of Fire.&lt;br /&gt;
* They enter the Caves of Knalga, ally with Princess Li'sar, and find it.&lt;br /&gt;
&lt;br /&gt;
=== 519 YW ===&lt;br /&gt;
* They return to Wesnoth and claim the throne.&lt;br /&gt;
&lt;br /&gt;
=== 522 YW ===&lt;br /&gt;
* Birth of Princess Ana'sar.&lt;br /&gt;
&lt;br /&gt;
== 530-630 YW: The Age of Fear ==&lt;br /&gt;
The Age of Fear takes its names from the events of the end of the era. On the surface, the first 90 years were every uneventful. However, in the last 10 years of the age Wesnoth bore the brunt of the most powerful Undead attack ever, and was nearly destroyed. By the end of the era, most of Wesnoth had been made barren, most of the great buildings inside and outside of Weldyn were razed, and the population of Wesnoth was half what it had been.&lt;br /&gt;
&lt;br /&gt;
It was during this era that the previously impassable wild Northlands were put into any sort of law and order. During the early days of this era a small body composed mostly of humans and dwarves - but with an open policy towards anyone of any race who wanted to join - formed themselves into “The Northern Alliance”. Their the vision was to make the Northlands a safe place for people to live and prosper. By the end of this era this body had grown into a powerful entity and had mostly succeeded in making the Northlands a relatively safe place. Consequently, many people evacuated from the wasteland that most of Wesnoth had become and moved north - depleting the population of Wesnoth still further.&lt;br /&gt;
&lt;br /&gt;
=== 533 YW ===&lt;br /&gt;
* Delfador sucumbs to old age and dies, his body is entombed alongside his staff in Eregonor.&lt;br /&gt;
* The next great sage of Wesnoth, Dacyn, is born.&lt;br /&gt;
&lt;br /&gt;
=== 534 YW ===&lt;br /&gt;
&lt;br /&gt;
* The small community of Dwarven Doors, in the Northlands just outside Knalga rallies under the leadership of a young peasant named Tallin. Together they manage to rid themselves of their orcish overlords.&lt;br /&gt;
&lt;br /&gt;
* In a desperate attempt to get armour and weapons, they enter the caves and help the dwarves “get back on their feet”.&lt;br /&gt;
&lt;br /&gt;
* Led by Tallin the combined forces of humans and dwarves destroy and loot an upstart Lich who is attempting to claim Knalga as his own.&lt;br /&gt;
&lt;br /&gt;
=== 535 YW ===&lt;br /&gt;
&lt;br /&gt;
* The local orcish leader Rakshas - who also has delusions about claiming Knalga for himself - attacks Tallin and his forces but is unable to penetrate the new defences set up by the dwarves.&lt;br /&gt;
&lt;br /&gt;
* In an attempt to get help to defeat the orcs, Tallin first secures the help of two Liches, who wield control over gryphons, ogres and trolls, and then rescues an elvish princess in order to secure the help of the elves.&lt;br /&gt;
&lt;br /&gt;
	**note** On the issue of the elvish princess, some of the histories conflict with 		each other. Some say that although Tallin rescued the princess, they parted 		ways in bad blood. Other accounts say that Tallin actually ended up marrying 		the princess.&lt;br /&gt;
&lt;br /&gt;
* Assisted by his new allies, Tallin smashes the forces of Rakshas.&lt;br /&gt;
&lt;br /&gt;
* In an attempt to preserve the new-found peace in the Northlands, Tallin and his allies from the Northern Alliance. They agree to not claim sovereignty over any land or race but rather simply dedicate themselves to bring law and order into the lands north of Wesnoth, east of the great ocean and west of the elvish forests. In addition, they open their ranks to whomever wishes to join, no matter what race he or she comes from.&lt;br /&gt;
&lt;br /&gt;
=== 589 YW ===&lt;br /&gt;
* Konrad dies after an extraordinarily long reign.&lt;br /&gt;
* Haldric VII becomes king of Wesnoth.&lt;br /&gt;
* Dacyn the White Mage and Ravanal, an eastern wizard, compete to be the king's advisor.&lt;br /&gt;
* The king chooses Dacyn, Ravanal flees Wesnoth and becomes a lich.&lt;br /&gt;
&lt;br /&gt;
=== 592 YW ===&lt;br /&gt;
* Konrad II is born.&lt;br /&gt;
&lt;br /&gt;
=== 612 YW ===&lt;br /&gt;
* Konrad II becomes King of Wesnoth.&lt;br /&gt;
* Dacyn continues his duties as advisor with Konrad II.&lt;br /&gt;
&lt;br /&gt;
=== 625 YW ===&lt;br /&gt;
* Mysterious disappearances of livestock and peasants along the eastern border of Wesnoth.&lt;br /&gt;
* Konrad II sends the Dacyn and three officers (Owaec, Sudoc and Gweddry) to man the old eastern outposts.&lt;br /&gt;
&lt;br /&gt;
=== 626 YW ===&lt;br /&gt;
* Mal-Ravanal attacks the middle outpost where Gweddry and Dacyn are stationed.&lt;br /&gt;
* Dacyn and Gweddry travel to the northern outpost, and, with Owaec, retreat into the northlands.&lt;br /&gt;
&lt;br /&gt;
=== 627 YW ===&lt;br /&gt;
* Wesnoth's last defences are broken and the undead march on Wesnoth&lt;br /&gt;
* In the northlands, the orcs drive Gweddry's army back across the river.&lt;br /&gt;
* Weldyn is besieged.&lt;br /&gt;
* Gweddry breaks through undead lines to reach Weldyn.&lt;br /&gt;
* A council is held.&lt;br /&gt;
* Gweddry's army kills Mal-Ravanal through sheer luck.&lt;br /&gt;
* Wesnoth is saved, but has been turned by the undead into a barren wasteland.&lt;br /&gt;
&lt;br /&gt;
== 630-???: The Restoration of Wesnoth ==&lt;br /&gt;
The Restoration of Wesnoth is the time when Wesnoth recovered from the damage that Mal-Ravanal's undead attack had dealt. By the end of the era, Wesnoth was no longer a wasteland, but it would never regain the majesty it had at the height of its power. There was much squabbling between the different races, but very rarely did anything of great importance happen.&lt;br /&gt;
&lt;br /&gt;
=== 630-650 YW ===&lt;br /&gt;
* Konrad II and his son, Konrad III, carry on the rebuilding of the nation of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== 750 YW ===&lt;br /&gt;
* A Lich Lord of the Wesfolk invades the Great Continent.&lt;br /&gt;
* The king of Wesnoth incites war between the Elves, Dwarves and Orcs.&lt;br /&gt;
* The Elves, Dwarves and Orcs ally to defeat the Lich-Lord&lt;br /&gt;
&lt;br /&gt;
== New Blood: The Invasions ==&lt;br /&gt;
Humans from the western continent arrived in Wesnoth more than a millenium after the Wesfolk abandoned it to the forces of evil. The Alkadians and Aragwaithi appeared in Wesnoth as conquerors, and although the human kingdom had withstood centuries of orcish and undead invasions, it quickly fell to these new races of humans. The Wesfolk had left the western continent firmly in the hands of worshipers of darkness, and the very fight for survival made the humans there exceedingly tough, ruthless, and spiritual. Centuries of struggle with evil made them firm disciples of the holy sword; they brought this philosophy across the seas and were quick to exploit weakness of the Wesnothian unbelievers. After years of subjugation, it became clear that these were people cut from the same cloth. A courageous young monarch of the Hathargen clan completed the restoration of Wesnoth as the dominant race on the continent.&lt;br /&gt;
&lt;br /&gt;
==After the Fall==&lt;br /&gt;
At some unknown point in the future, an unspeakable cataclysm scorched the surface of the lands. Forests died, hills turned into rocky wastelands and fields became barren deserts. In the apocalypse allies turned against each other and friends fought over what few resources remained. The great nations were destroyed, and huge numbers of people died. Still amidst the chaos somehow small groups of people survived, sheltered in hidden places. In this post-apocalyptic world survival is a daily struggle as a few remaining tribes eke out an existence among the ruins of fallen empires. Heroic bands of elves, nomadic refugee humans, savage hordes of orcs and dark necromancers all forge new lives under the merciless dual suns of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
== History Credits ==&lt;br /&gt;
&lt;br /&gt;
* Timelined by Kamahawk and Turin.&lt;br /&gt;
* History derived from:&lt;br /&gt;
** The Challenges&lt;br /&gt;
** The Rise of Wesnoth&lt;br /&gt;
** Heir to the Throne&lt;br /&gt;
** Eastern Invasion&lt;br /&gt;
** Liberty&lt;br /&gt;
** A New Order&lt;br /&gt;
** Under the Burning Suns&lt;br /&gt;
* Alternate history derived from:&lt;br /&gt;
** The Sceptre of Fire campaign, by Turin&lt;br /&gt;
** The Legend of Wesmere campaign, by Santi&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothGeography]]&lt;br /&gt;
* [[WesnothPoetry]]&lt;br /&gt;
* [[RaceDescriptions]]&lt;/div&gt;</summary>
		<author><name>Taurus</name></author>
		
	</entry>
</feed>