<?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=Thespaceinvader</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=Thespaceinvader"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Thespaceinvader"/>
	<updated>2026-05-02T19:48:02Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40283</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40283"/>
		<updated>2011-02-06T11:48:04Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Group Picture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI, mordante&lt;br /&gt;
| Fri, 4th (at ULB ~15:00)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th (midi station 17:33)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th (airport arrival 18:45) &lt;br /&gt;
| Tue, 8th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| elias&lt;br /&gt;
| Fri, 4th (airport arrival 12:15)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| BestWestern, booked&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th (central station 14:30)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th (airport charleroi ETA 20:35)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th, &amp;quot;afternoon&amp;quot; (~15:00 at &amp;quot;chokopolis&amp;quot;)&lt;br /&gt;
| Sun, 6th, leaving right from ULB campus&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Sirp &amp;amp; Dragonking&lt;br /&gt;
| Fri, 4th, (airport arrival 17:00)&lt;br /&gt;
| Mo, 7th&lt;br /&gt;
| Novotel Grand Palace&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th, 1733 Bruxelles Midi&lt;br /&gt;
| Sun, 6th, 1649 Bruxelles Midi&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| YogiHH&lt;br /&gt;
| Fri, 4th, (~18:00 in town center)&lt;br /&gt;
| Sun, 6th (?)&lt;br /&gt;
| some hotel...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). Mordante will also bring a multi-outlet power strip and a 20m extension cable. There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Discussions and Results ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is basically a (really short) summary of things that were discussed including their results.&lt;br /&gt;
&lt;br /&gt;
===FOSDEM 2012===&lt;br /&gt;
Basic question was if developers are interested in going to the next FOSDEM (the answer was a clear '''yes'''). Another question was if we should try to go for a complete dev room. The benefit of having a dev room would be that we had it just for us (plus people who are interested in listening to our stuff. In the room we should be holding talks (eg about stuff like &amp;quot;how to create artwork for an open game&amp;quot; (possibly including a live example about how it can be done) or &amp;quot;how to successfully start an open source game&amp;quot;) but could also have discussions as well as hacking sessions. General agreement was that this step would make sense and that we might also consider talking to other orgs (gaming related ones!) if they are interested in this and want to join us to make it an &amp;quot;Open Source Gaming Dev&amp;quot; room with all the thing required for open games (since it is '''not''' about only having coders but also graphics, music/sounds, campaigns and story as well as translations.&lt;br /&gt;
&lt;br /&gt;
===GCI 2010/1011===&lt;br /&gt;
We talked if we thought that GCI was a success for us and if we should consider trying to repeat it (if possible. In general the conclusion was that we were positively surprised by the contest. Both the quality of the work submitted as well as the tasks completed were really surprisingly good. We think that we should go for another round in case we do meet the requirements (this year it was required to participate in GSOC and it is not sure yet if we will be accepted there again). The general thing that we should change is that we should provide more coding and artwork related tasks. This is not of immediate concern since the next GCI won't start before GSOC is over, more likely it will start close to Christmas.&lt;br /&gt;
&lt;br /&gt;
===GSOC 2011===&lt;br /&gt;
One question asked was if we wanted to participate in the new GSOC. The basic decision was that it would make sense to do so as long as we got projects as well as willing mentors. Some people already volunteered to consider being mentors and we still have some reasonable project ideas left from last year. One general comment was that we should make the projects a little smaller than they were so far. Besides we should shift our requirements to include more documentation, meaning that the ratio between code produced and documentation created shifts more to documentation.&lt;br /&gt;
&lt;br /&gt;
===Khalifate / New faction for mainline===&lt;br /&gt;
We agreed that we do want to add the Khalifate to trunk as soon as possible. TSI reported that all the base frames should be basically done and we are just waiting for noy with the unit stats at the moment. Once we got those, the new faction &amp;quot;Khalifate&amp;quot; can be added to trunk. The current plan is to create a new era with the current setup named eg ''classic''. This would basically be the factions with the balancing used in default up to 1.9.4. The default era (still named ''default'') would have the Khalifate included. We do know that this will extremely unbalance the default era, but this way we make sure that the Khalifate will get testing from our users. Then we got about 9 month to find a usable balance till we start a new stable series.&lt;br /&gt;
&lt;br /&gt;
Users in IRC raised concerns regarding the balancing (mentioned above already, it won't be perfect at the start and has to improve over time, but requires lots of playtesting to do so), creation of the unit cfgs (should be done in about an hour, once we got the actual values!) as well as the Khalifate being too &amp;quot;real world&amp;quot; (are they really some &amp;quot;real world stuff&amp;quot;? Personally some Arabic/Mongolian themed stuff does fit nicely into a game like Wesnoth, too.&lt;br /&gt;
&lt;br /&gt;
Basic result of the discussion with the devs that were around at FOSEM was that it should be in trunk as soon as possible, so that it might be already available in the next dev release 1.9.5.&lt;br /&gt;
&lt;br /&gt;
===Licensing problems===&lt;br /&gt;
On the mailing list the problem of Wesnoth licensing and possible incompatibility with web stores like eg the appstore from Apple for the iOS stuff (iphone, ipod touch and ipad) was brought up. The discussions on the mailing list were rather heated so it of course was a topic that we had to talk about during FOSDEM. The developers present felt that their prime concern is that the code is available freely, that it can be redistributed and recompiled. Generally we do think that the appstores that allow this are most likely compatible with the philosophy we have for Wesnoth. &lt;br /&gt;
&lt;br /&gt;
We also decided that the Wesnoth developers may officially endorse a port if we feel that it is basically done in a way that it is beneficial to the Wesnoth community. These are basically the important points:&lt;br /&gt;
* They have to link back to wesnoth.org.&lt;br /&gt;
* Their code has to be in a public repository.&lt;br /&gt;
* If the port is redistributed for a fee, then a portion of the revenue has to be shared with theproject.&lt;br /&gt;
&lt;br /&gt;
===Lord of Music===&lt;br /&gt;
Lately we had the problem that we lost our Lord of Music ''West''. We still have another Lord of Music in the team who is still active in the forums: ''Tyler Johnson''. We plan to encourage him to take a more active role and communicate with us once something is ready for commit.&lt;br /&gt;
&lt;br /&gt;
===Multiplayer (campaign) UI===&lt;br /&gt;
Fendrin brought up that the current GUI does suck for creating multiplayer campaign games. Several changes are required to make it work nicely. Fendrin and YogiHH worked on creating a proposal how stuff *could* be done. Here is a short list of problems and possible solutions:&lt;br /&gt;
====Display of campaigns in scenario selection====&lt;br /&gt;
Currently the interface does display the multiplayer campaign &amp;quot;Legend of Wesmere&amp;quot; at the very bottom of the list, even after some additional stuff like the test/benchmark scenarios. It would make sense to redesign the system to eg show tabs that allows differing between &amp;quot;simple scenarios&amp;quot; and &amp;quot;story based cooperative gameplay&amp;quot;. The basic difference between those two is also that the information shown has to differ. For scenario you have tunable setting (village gold, starting gold, experience modifier, ...) while for a campaign you should rely on the author regarding the balancing.&lt;br /&gt;
====Difficulty levels for MP campaigns====&lt;br /&gt;
Currently all MP content has to be parsed before joining the server. This means all difficulty levels of a campaign would have to be parsed before you can even see it in the list. This somehow sucks. Sadly just loading (aka reparsing) the config after selecting it in the menu is currently not possible because you will end with a ping timeout.&lt;br /&gt;
====Split config cache for MP data====&lt;br /&gt;
Currently all MP content has to be completely parsed before being able to join the MP server. This leads to several problems:&lt;br /&gt;
* Once you download a new addon the *complete* cache has to be reparsed and redone. This leads to a huge (useless!) overhead.&lt;br /&gt;
* It is not possible to do lazy loading.&lt;br /&gt;
* Some addons do conflict. If they are all in one Cache, they simply create ugly problems.&lt;br /&gt;
A possible fix for the problem would be splitting the cache into domains like it is done for singleplayer campaigns. This would eg lead to a new config file for a new faction, but the old config files would not change. With this approach we would have to probably create all config files before joining the server, too, but we would not just create one file but several. Then refreshing the cache would mean that only a fraction of the whole stuff is recreated. Which should speed stuff up when joining the mp server after getting new content.&lt;br /&gt;
&lt;br /&gt;
===Spritesheets===&lt;br /&gt;
TSI brought up the matter of sprite sheets. We talked about how spritesheets are done in frogatto and that it might make sense to implement them in Wesnoth, too, but we first need someone to do it and it has to be done in concert with the artists to find the most usable way for them.&lt;br /&gt;
&lt;br /&gt;
===Wesnoth 1.10===&lt;br /&gt;
So far there was no decision when to release the next stable release. Since we want to participate in GSOC and students are meant to directly commit their work to trunk and it has to be open for &amp;quot;new stuff&amp;quot;. After GSOC we also need some time to fix bugs and polish new things, so the current idea is the next stable should be created around Christmas. In general we can not release 1.10 anytime close since it is not as stable as we would require it (just have a look at the amounts of bugs currently reported in the tracker!). So the next month should also be used for polishing as well as adding new stuff.&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
http://forums.wesnoth.org/download/file.php?id=48633&amp;amp;mode=view&lt;br /&gt;
Annotated for your convenience! - tsi&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40280</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40280"/>
		<updated>2011-02-05T11:38:06Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Planned discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI, mordante&lt;br /&gt;
| Fri, 4th (at ULB ~15:00)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th (midi station 17:33)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th (airport arrival 18:45) &lt;br /&gt;
| Tue, 8th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| elias&lt;br /&gt;
| Fri, 4th (airport arrival 12:15)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| BestWestern, booked&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th (central station 14:30)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th (airport charleroi ETA 20:35)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th, &amp;quot;afternoon&amp;quot; (~15:00 at &amp;quot;chokopolis&amp;quot;)&lt;br /&gt;
| Sun, 6th, leaving right from ULB campus&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Sirp &amp;amp; Dragonking&lt;br /&gt;
| Fri, 4th, (airport arrival 17:00)&lt;br /&gt;
| Mo, 7th&lt;br /&gt;
| Novotel Grand Palace&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th, 1733 Bruxelles Midi&lt;br /&gt;
| Sun, 6th, 1649 Bruxelles Midi&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| YogiHH&lt;br /&gt;
| Fri, 4th, (~18:00 in town center)&lt;br /&gt;
| Sun, 6th (?)&lt;br /&gt;
| some hotel...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). Mordante will also bring a multi-outlet power strip and a 20m extension cable. There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
** General consensus is that this would be a good idea, particularly trying to get more content producers (artists, writers, campaign creators, translators etc) to come if possible.  We'd also need to produce some talks, probably regarding content creation.&lt;br /&gt;
* Wesnoth 1.10: when to release? How to go on?&lt;br /&gt;
* Licensing: How should we handle things like the &amp;quot;appstore problem&amp;quot;?&lt;br /&gt;
* Progress/opinions on adding Khalifate to mainline?&lt;br /&gt;
** Current concerns from IRC: who's going to do the work on CFGs and balancing/playtesting?  Are Khalifate too real-world in nature?&lt;br /&gt;
* We are short on &amp;quot;Lords of Music&amp;quot;&lt;br /&gt;
* Is sprite sheets something we want to discuss? tsi&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40279</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40279"/>
		<updated>2011-02-05T11:19:23Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Planned discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI, mordante&lt;br /&gt;
| Fri, 4th (at ULB ~15:00)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th (midi station 17:33)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th (airport arrival 18:45) &lt;br /&gt;
| Tue, 8th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| elias&lt;br /&gt;
| Fri, 4th (airport arrival 12:15)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| BestWestern, booked&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th (central station 14:30)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th (airport charleroi ETA 20:35)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th, &amp;quot;afternoon&amp;quot; (~15:00 at &amp;quot;chokopolis&amp;quot;)&lt;br /&gt;
| Sun, 6th, leaving right from ULB campus&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Sirp &amp;amp; Dragonking&lt;br /&gt;
| Fri, 4th, (airport arrival 17:00)&lt;br /&gt;
| Mo, 7th&lt;br /&gt;
| Novotel Grand Palace&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th, 1733 Bruxelles Midi&lt;br /&gt;
| Sun, 6th, 1649 Bruxelles Midi&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| YogiHH&lt;br /&gt;
| Fri, 4th, (~18:00 in town center)&lt;br /&gt;
| Sun, 6th (?)&lt;br /&gt;
| some hotel...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). Mordante will also bring a multi-outlet power strip and a 20m extension cable. There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* Wesnoth 1.10: when to release? How to go on?&lt;br /&gt;
* Licensing: How should we handle things like the &amp;quot;appstore problem&amp;quot;?&lt;br /&gt;
* Progress/opinions on adding Khalifate to mainline?&lt;br /&gt;
** Current concerns from IRC: who's going to do the work on CFGs and balancing/playtesting?  Are Khalifate too real-world in nature?&lt;br /&gt;
* We are short on &amp;quot;Lords of Music&amp;quot;&lt;br /&gt;
* Is sprite sheets something we want to discuss? tsi&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40278</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40278"/>
		<updated>2011-02-05T10:58:00Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Planned discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI, mordante&lt;br /&gt;
| Fri, 4th (at ULB ~15:00)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th (midi station 17:33)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th (airport arrival 18:45) &lt;br /&gt;
| Tue, 8th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| elias&lt;br /&gt;
| Fri, 4th (airport arrival 12:15)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| BestWestern, booked&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th (central station 14:30)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th (airport charleroi ETA 20:35)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th, &amp;quot;afternoon&amp;quot; (~15:00 at &amp;quot;chokopolis&amp;quot;)&lt;br /&gt;
| Sun, 6th, leaving right from ULB campus&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Sirp &amp;amp; Dragonking&lt;br /&gt;
| Fri, 4th, (airport arrival 17:00)&lt;br /&gt;
| Mo, 7th&lt;br /&gt;
| Novotel Grand Palace&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th, 1733 Bruxelles Midi&lt;br /&gt;
| Sun, 6th, 1649 Bruxelles Midi&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| YogiHH&lt;br /&gt;
| Fri, 4th, (~18:00 in town center)&lt;br /&gt;
| Sun, 6th (?)&lt;br /&gt;
| some hotel...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). Mordante will also bring a multi-outlet power strip and a 20m extension cable. There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* Wesnoth 1.10: when to release? How to go on?&lt;br /&gt;
* Licensing: How should we handle things like the &amp;quot;appstore problem&amp;quot;?&lt;br /&gt;
* Progress/opinions on adding Khalifate to mainline?&lt;br /&gt;
* We are short on &amp;quot;Lords of Music&amp;quot;&lt;br /&gt;
* Is sprite sheets something we want to discuss? tsi&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40276</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40276"/>
		<updated>2011-02-05T10:07:57Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Planned discussion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI, mordante&lt;br /&gt;
| Fri, 4th (at ULB ~15:00)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th (midi station 17:33)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th (airport arrival 18:45) &lt;br /&gt;
| Tue, 8th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| elias&lt;br /&gt;
| Fri, 4th (airport arrival 12:15)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| BestWestern, booked&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th (central station 14:30)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th (airport charleroi ETA 20:35)&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th, &amp;quot;afternoon&amp;quot; (~15:00 at &amp;quot;chokopolis&amp;quot;)&lt;br /&gt;
| Sun, 6th, leaving right from ULB campus&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Sirp &amp;amp; Dragonking&lt;br /&gt;
| Fri, 4th, (airport arrival 17:00)&lt;br /&gt;
| Mo, 7th&lt;br /&gt;
| Novotel Grand Palace&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th, 1733 Bruxelles Midi&lt;br /&gt;
| Sun, 6th, 1649 Bruxelles Midi&lt;br /&gt;
| 2go4, booked&lt;br /&gt;
|-&lt;br /&gt;
| YogiHH&lt;br /&gt;
| Fri, 4th, (~18:00 in town center)&lt;br /&gt;
| Sun, 6th (?)&lt;br /&gt;
| some hotel...&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). Mordante will also bring a multi-outlet power strip and a 20m extension cable. There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* Wesnoth 1.10: when to release? How to go on?&lt;br /&gt;
* Licensing: How should we handle things like the &amp;quot;appstore problem&amp;quot;?&lt;br /&gt;
* Progress/opinions on adding Khalifate to mainline?&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40086</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40086"/>
		<updated>2011-01-15T15:33:58Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Schedule/Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| mordante&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th, 1733 Bruxelles Midi&lt;br /&gt;
| Sun, 6th, 1649 Bruxelles Midi&lt;br /&gt;
| 2go4, booked by tsi, different rooms each night &amp;gt;.&amp;lt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40046</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=40046"/>
		<updated>2011-01-12T09:30:49Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Schedule/Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
| AI&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
| Crab_&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
| fendrin&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| grzywacz&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| mordante&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, booked by Ivanovic, 4-bed room&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| No longer coming.  Sorry.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=39746</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=39746"/>
		<updated>2010-12-20T09:38:41Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Schedule/Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic &amp;amp; chrber&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| AI&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| mordante&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=39722</id>
		<title>Fosdem2011</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Fosdem2011&amp;diff=39722"/>
		<updated>2010-12-18T12:28:15Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Schedule/Plans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== General information ==&lt;br /&gt;
This page is meant to somehow coordinate the small Wesconf taking place at FOSDEM 2011. That is everyone attending should please list him/herself in the list of arrivals and stuff like this. FOSDEM 2011 will take place at the first weekend in Febuary 2011, on Saturday 5th and Sunday 6th.&lt;br /&gt;
&lt;br /&gt;
* Fosdem - http://fosdem.org/2011/&lt;br /&gt;
&lt;br /&gt;
== Schedule/Plans ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! (nick)name(s)&lt;br /&gt;
! Arrival&lt;br /&gt;
! Departure&lt;br /&gt;
! Accomodation&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Ivanovic&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Boucman&lt;br /&gt;
| Fri, 4th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| thespaceinvader&lt;br /&gt;
| Fri, 4th or Sat, 5th&lt;br /&gt;
| Sun, 6th&lt;br /&gt;
| 2go4, not booked yet&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For accomodations please keep in mind that parking in the center of Brussels is really problematic. It might make sense to drive to the University where FOSDEM takes place, park there and take the bus into the town center (where some of the hotels/hostels are).&lt;br /&gt;
&lt;br /&gt;
Possible hostels that we at least contacted over the last years (some of them might already be booked out by now!):&lt;br /&gt;
* [http://www.chab.be/ CHAB]&lt;br /&gt;
* [http://www.2go4.be/ 2go4] Note: groups bigger 6 are not allowed, so we can (officially) not form a complete Wesnoth group at this hostel, got to meet somewhere in town/at the university...&lt;br /&gt;
* [http://www.jeugdherbergen.be/brusselE.htm Bruegel YH]&lt;br /&gt;
&lt;br /&gt;
On the official FOSDEM page [http://www.fosdem.org/2011/practical/accommodation some more possible hotels/hostels] are listed.&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
* [http://tinyurl.com/3a65gr Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/35br9c Brussels Central (Train Station) → Bruegel YH]&lt;br /&gt;
* [http://tinyurl.com/37d9v4 Bruegel YH → Brussels Central (Train Station) → Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/2mzns6 Novotel Grand Place]&lt;br /&gt;
* [http://tinyurl.com/3dggg3 CrownePlaza (Europa)]&lt;br /&gt;
* [http://tinyurl.com/36epxj FOSDEM]&lt;br /&gt;
* [http://tinyurl.com/2w4bms Novotel Grand Place -&amp;gt; FOSDEM]&lt;br /&gt;
&lt;br /&gt;
== Transportation ==&lt;br /&gt;
Information about how to reach the FOSDEM is listed at the [http://www.fosdem.org/2011/transportation official transportation subpage].&lt;br /&gt;
&lt;br /&gt;
Short version of how to get there for those that reside in Bruegel YH and Novotel Grand Place (basically town center):&lt;br /&gt;
&lt;br /&gt;
* Enter Bus 71 (Debrouckere - Central Station (&amp;quot;Gare Centrale&amp;quot;) - Delta) somewhere at 'Central Station'&lt;br /&gt;
* Leave the bus at &amp;quot;ULB&amp;quot; (crossroads Ave. Adolphe Buyl - Sq. Deveze)&lt;br /&gt;
* Walk down Ave. Paul Heger on your right hand.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth Hacking Room ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth will not have a room of its own. Instead we will use one of the &amp;quot;general hacking rooms&amp;quot;. So far it is not sure which room it will be, if we do it like the last three years, it will be room number 115 in the building AW1. Last year this was the smaller of the two hacking rooms and we had no real problem with conquering (and holding) the first row in this room. There were not too many power outlets, so this year at least Ivanovic will bring one multi-outlet power strip plus some extension cable (5m or something like this). There is no wired network, everything wireless (and sometimes rather/very unstable!). Beside this you should bring laptops since there are no computers available for hacking.&lt;br /&gt;
&lt;br /&gt;
Short version:&lt;br /&gt;
 AW1 - Room 115&lt;br /&gt;
&lt;br /&gt;
== Planned discussion ==&lt;br /&gt;
We usually discuss all sorts of things at FOSDEM, this section is here to have a small bullet list of things that we actively want to discuss at FOSDEM.&lt;br /&gt;
* GSOC 2011: finding mentors, organizing the submission etc..&lt;br /&gt;
* GCI 2010/2011: was it good, should we try to do it again next year ?&lt;br /&gt;
* FOSDEM 2012 : trying to get a dev room with other games ?&lt;br /&gt;
* [wanted: discussion topics!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Group Picture ==&lt;br /&gt;
&lt;br /&gt;
to be linked here after FOSDEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2010 ==&lt;br /&gt;
We were already at FOSDEM 2010, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2010 FOSDEM 2010 wiki page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2009 ==&lt;br /&gt;
We were already at FOSDEM 2009, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2009 FOSDEM 2009 wiki page]&lt;br /&gt;
&lt;br /&gt;
== FOSDEM 2008 ==&lt;br /&gt;
We were already at FOSDEM 2008, here something as reference:&lt;br /&gt;
&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?p=283649#p283649 Forum topic (with group photo)]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Fosdem2008 2008 wiki page]&lt;br /&gt;
* [https://mail.gna.org/public/wesnoth-dev/2008-02/msg00078.html Summary of FOSDEM 2008 results]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Wesconf]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=36785</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=36785"/>
		<updated>2010-06-15T16:28:38Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I've been playing Wesnoth for nearly 3 years now, and been an art developer for a year and a half, and was promoted to Deputy Art Director recently.  I do mostly sprites, animation and portraits.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* Various mainline portraits'''&lt;br /&gt;
&amp;lt;br&amp;gt;To date: Saurians, Dwarves, Death Knight.  Currently working on Drakes.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that comes up.  Past projects have included the Drake animations, and the Water Serpent.  Long-term, I hope to develop the fauna of Wesnoth, including a species of warthog-like beasts called Tuskers, and various serpents (in Wesnoth terms, a clade of reptiles with only forelimbs, including the Water Serpent, Sea Serpent and Naga).&lt;br /&gt;
&lt;br /&gt;
'''* The Meridian Project'''&lt;br /&gt;
&amp;lt;br&amp;gt;My personal UMC project, to be released in just over three weeks.  It has been in development for around 6 months, and aims to create a (possibly alternate) continuity and setting for the southern part of the Great Continent of Wesnoth.  Consists of 4 multiplayer factions including the Khalifate, a group of desert-dwelling humans, inspired by middle-ages Persian and Arabic cultures, hopefully destined for mainline MP; the Aracaya, a group of primitive orcish plains-dwelling tribe; the Meridian League, a loosely allied set of city-states, with a distinctly Greco-Roman influence; and finally the Untamed, a group of highly xenophobic eco-warrior elves, who use magic to control animals.  Spriting is complete as of my leaving for Australia.&lt;br /&gt;
&lt;br /&gt;
==Completed Projects==&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=21833 Son of the Black Eye portraits]'''&lt;br /&gt;
&amp;lt;br&amp;gt;As the title suggests, really.  A total of 15 portraits.&lt;br /&gt;
&lt;br /&gt;
'''* Drake animations'''&lt;br /&gt;
&lt;br /&gt;
'''* Water Serpent unit'''&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.  Back burnered until after Jetryl has finished updating the horse sizes and stuff.  Abandoned, and the sprites I made want a home, if anyone needs such.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.  These have been taken over by DUHH, and I will no longer be working on them.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.  Almost resurrected when Qes came back, but he seems to have gone again.  Abandoned.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.  Abandoned.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.  Abandoned in favour of Khalifate and Meridian Project.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance I might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.  Abandoned in favour of Khalifate and Meridian Project.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=36784</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=36784"/>
		<updated>2010-06-15T16:16:46Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Completed Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* Various mainline portraits'''&lt;br /&gt;
&amp;lt;br&amp;gt;To date: Saurians, Dwarves.  Currently working on Dwarves, followed by Orcs, Drakes, Nagas in concert with Girgistan.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames, various unit attack animations.  Current major (though back burnered) project is knocking the new Drakes into shape for mainline.&lt;br /&gt;
&lt;br /&gt;
==Completed Projects==&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=21833 Son of the Black Eye portraits]'''&lt;br /&gt;
&amp;lt;br&amp;gt;As the title suggests, really.  A total of 15 portraits.&lt;br /&gt;
'''* Drake animations'''&lt;br /&gt;
'''* Water Serpent unit'''&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.  Back burnered until after Jetryl has finished updating the horse sizes and stuff..&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=19945 Dwarf Portraits]&lt;br /&gt;
&amp;lt;br&amp;gt;I had hoped to get a body of portrait work into mainline for the Dwarf race, but Jetryl has confirmed my suspicions that they're not up to the standard required, and that he's going to be doing a full set of dwarf portraits anyway, so the project's being back burnered in favour of some spriting.  The portraits as they stand are available for UMC authors' use, and if anyone does decide to use them, I'll happily come back and finish them off.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.  Almost resurrected when Qes came back, but he seems to have gone again.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance I might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=31174</id>
		<title>Thespaceinvader's WSAS Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=31174"/>
		<updated>2009-07-08T22:47:27Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* 4) Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===1) Basics===&lt;br /&gt;
1.1) I'm Phil, I've been an active member of the Wesnoth community for nearly 2 years.&lt;br /&gt;
&lt;br /&gt;
1.2) barberphil at hotmail dot com&lt;br /&gt;
&lt;br /&gt;
1.3) thespaceinvader&lt;br /&gt;
&lt;br /&gt;
1.4) This summer is the last one that I have free to do what I like, since I'm coming up to my last year of university, and I'd very much like to spend as much of it as possible doing something useful and interesting that will develop my skills, rather than stacking shelves.  Since I'm already a contributor to Wesnoth, and have a few major projects in mind, this seemed like an excellent opportunity.&lt;br /&gt;
&lt;br /&gt;
1.5) MSc in Genetic Counselling at Cardiff University.&lt;br /&gt;
&lt;br /&gt;
1.6) Various portraits, sprites and animations both alone and in collaboration with other contributors.  Major projects included the Dwarf portraits, the Son of the Black Eye portraits (with Girgistan), the Hammer of Thursagan portraits (currently being replaced by DUHH), Dwarf Scout line units (in progress, will eventually include portraits), and the Water Serpent unit.&lt;br /&gt;
&lt;br /&gt;
===2) Experience===&lt;br /&gt;
2.1) No major projects apart from Wesnoth.  I've done some small pieces of design work for local organisations too, and been developing my skills as a pastime for several years. &lt;br /&gt;
&lt;br /&gt;
2.2) Yes, here.&lt;br /&gt;
&lt;br /&gt;
====2.3) Open Source====&lt;br /&gt;
&lt;br /&gt;
2.3.1) Wesnoth is the only OS project I'm involved with.  I'm currently an Art Developer here.&lt;br /&gt;
&lt;br /&gt;
====2.4) Gaming experience====&lt;br /&gt;
&lt;br /&gt;
2.4.1) Strategy games interest me most, along with less involving, web-based games.&lt;br /&gt;
&lt;br /&gt;
2.4.2) I'd rate them about equally.  They're both important to a coherent and enjoyable gaming experience.&lt;br /&gt;
&lt;br /&gt;
2.4.3) Yes, for nearly 2 years (earliest version was 1.2.x).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3) Communication skills===&lt;br /&gt;
3.1) Native speaker of English.&lt;br /&gt;
&lt;br /&gt;
3.2/3.3) I'm comfortable giving and receiving critique - I've developed my critiquing style alongside my patience, over the past couple of years here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4) Project===&lt;br /&gt;
4.1) I intend for the major part of my summer art project to be a wholesale renovation of the Drake units.  These units are the only major mainline group still to have no team colouration, and are in a very outdated style, with little animation.  There are some available sprites for all of the level 1 units and a few level 2 units - I plan to first animate those sprites, and develop accompanying portraits in collaboration with Girgistan, who made some excellent sketches for them several months ago.  Then once the animations are coming on, I intend to liaise with the orginal creator of the sprites, Neoriceisgood, to see if he can be persuaded to return and finish off the base frames.  If he can, then I'll work on animating those.  If not, then I hope to be able, by that stage, to work on them myself.&lt;br /&gt;
&lt;br /&gt;
I look forward to developing the drakes as a species in a coordinated and coherent manner, spriting, animating, drawing portraits and writing descriptions all together to create a species with a unique identity and believable background.&lt;br /&gt;
&lt;br /&gt;
4.2) I came to Wesnoth two years ago, and found a fun strategy game with a community which was dedicated and sensible.  It was an excellent chance to develop my skills as an artist - not my primary career path, but something which I've always wanted to be better at.  I have two main aims for the summer art project - the first is to develop a few specific areas of my artistic repertoire.  In particular, I want to dramatically improve my skills as a sprite artist and animator; I also want to improve certain areas of my portrait creation skills, notably metal texturing and decoration, and fine detail such as scales.  The Drakes seem a perfect species to develop all these skills.  &lt;br /&gt;
&lt;br /&gt;
4.3) Aside from a 10-hour per week job which will take up very little time, I'm free for the whole summer until the end of August, though I won't know the exact timetable for the end of the summer until after 22 June.  I would be able to devote basically full-time hours to the project.  I also might be difficult to contact for the first week or two of July, since I'm moving to a new house, and it might take a while to get the broadband connection running correctly.  I should be able to communicate from university computer rooms during this time, however.&lt;br /&gt;
&lt;br /&gt;
In terms of specific goals, I still need to clear these finally with Jetryl, but my hope would be to complete the animation and portrait needs of at least one level one drake unit per milestone.  First would be the Clasher, then the Fighter, Burner and Glider.  I'd hope that, as the project progressed, I would increase in speed and be able to re-evaluate these goals as I do.&lt;br /&gt;
&lt;br /&gt;
Milestones&lt;br /&gt;
&lt;br /&gt;
1 – 13 July&lt;br /&gt;
  I'm keeping this one somewhat light, since I'll be moving house progressively over the next couple of weeks, and will have more time once I've finished.&lt;br /&gt;
&lt;br /&gt;
I'd aim to have finalised the Drake Clasher animations and portrait.  I'd also aim to have applied these animations to the Slasher and Enforcer currently available and, depending on the base frames being completed, the Gladiator and Warden.&lt;br /&gt;
&lt;br /&gt;
2 - 31 July&lt;br /&gt;
Complete Drake Burner animations and portrait.  Apply these animations to higher levels assuming the base frames are complete.&lt;br /&gt;
&lt;br /&gt;
3 – 16 August&lt;br /&gt;
Complete Drake Fighter animations and portrait.  Apply animations to higher levels, pending complete base frames&lt;br /&gt;
&lt;br /&gt;
3 – 31 August&lt;br /&gt;
Complete Drake Glider animations and portrait.  Apply animations to higher levels, pending complete base frames&lt;br /&gt;
&lt;br /&gt;
I'd also aim, by the final milestone, to have completed the Dwarf Scout line animations and portraits, the Dwarf Gryphon Rider portrait, Ancient Wose portrait and Troll Hero/Great Troll animations, working in the down time whilst waiting for critique etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4.4) I fully intend to stay with the project for as long as I can, though I may have less time to devote to it over the next year or so, after which I'll hopefully be getting a full-time job.  At that point, I'll have much less time, but I still expect to give some free time to the project.&lt;br /&gt;
&lt;br /&gt;
===5) Practical considerations===&lt;br /&gt;
5.1)  Windows XP, GIMP, Wacom Graphire tablet.&lt;br /&gt;
&lt;br /&gt;
5.2)  Yes - I'm learning the requisite WML as I get better at sprite artwork - I coded the Water Serpent unit myself, and am currently in the process of animating the Dwarf Scout line myself.&lt;br /&gt;
&lt;br /&gt;
5.3)  Yes - my username on freenode is the same as my forum username - thespaceinvader&lt;br /&gt;
&lt;br /&gt;
5.4) Usually between 8am and 12pm UTC.  The job I'll have will be for the mornings of Wedsnesday, Thursday and Friday each week.  For most of the rest of the time, I anticipate being contactable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wesnoth Summer Art Scholarship|*]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30779</id>
		<title>Thespaceinvader's WSAS Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30779"/>
		<updated>2009-06-22T22:06:24Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* 4) Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===1) Basics===&lt;br /&gt;
1.1) I'm Phil, I've been an active member of the Wesnoth community for nearly 2 years.&lt;br /&gt;
&lt;br /&gt;
1.2) barberphil at hotmail dot com&lt;br /&gt;
&lt;br /&gt;
1.3) thespaceinvader&lt;br /&gt;
&lt;br /&gt;
1.4) This summer is the last one that I have free to do what I like, since I'm coming up to my last year of university, and I'd very much like to spend as much of it as possible doing something useful and interesting that will develop my skills, rather than stacking shelves.  Since I'm already a contributor to Wesnoth, and have a few major projects in mind, this seemed like an excellent opportunity.&lt;br /&gt;
&lt;br /&gt;
1.5) MSc in Genetic Counselling at Cardiff University.&lt;br /&gt;
&lt;br /&gt;
1.6) Various portraits, sprites and animations both alone and in collaboration with other contributors.  Major projects included the Dwarf portraits, the Son of the Black Eye portraits (with Girgistan), the Hammer of Thursagan portraits (currently being replaced by DUHH), Dwarf Scout line units (in progress, will eventually include portraits), and the Water Serpent unit.&lt;br /&gt;
&lt;br /&gt;
===2) Experience===&lt;br /&gt;
2.1) No major projects apart from Wesnoth.  I've done some small pieces of design work for local organisations too, and been developing my skills as a pastime for several years. &lt;br /&gt;
&lt;br /&gt;
2.2) Yes, here.&lt;br /&gt;
&lt;br /&gt;
====2.3) Open Source====&lt;br /&gt;
&lt;br /&gt;
2.3.1) Wesnoth is the only OS project I'm involved with.  I'm currently an Art Developer here.&lt;br /&gt;
&lt;br /&gt;
====2.4) Gaming experience====&lt;br /&gt;
&lt;br /&gt;
2.4.1) Strategy games interest me most, along with less involving, web-based games.&lt;br /&gt;
&lt;br /&gt;
2.4.2) I'd rate them about equally.  They're both important to a coherent and enjoyable gaming experience.&lt;br /&gt;
&lt;br /&gt;
2.4.3) Yes, for nearly 2 years (earliest version was 1.2.x).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3) Communication skills===&lt;br /&gt;
3.1) Native speaker of English.&lt;br /&gt;
&lt;br /&gt;
3.2/3.3) I'm comfortable giving and receiving critique - I've developed my critiquing style alongside my patience, over the past couple of years here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4) Project===&lt;br /&gt;
4.1) I intend for the major part of my summer art project to be a wholesale renovation of the Drake units.  These units are the only major mainline group still to have no team colouration, and are in a very outdated style, with little animation.  There are some available sprites for all of the level 1 units and a few level 2 units - I plan to first animate those sprites, and develop accompanying portraits in collaboration with Girgistan, who made some excellent sketches for them several months ago.  Then once the animations are coming on, I intend to liaise with the orginal creator of the sprites, Neoriceisgood, to see if he can be persuaded to return and finish off the base frames.  If he can, then I'll work on animating those.  If not, then I hope to be able, by that stage, to work on them myself.&lt;br /&gt;
&lt;br /&gt;
I look forward to developing the drakes as a species in a coordinated and coherent manner, spriting, animating, drawing portraits and writing descriptions all together to create a species with a unique identity and believable background.&lt;br /&gt;
&lt;br /&gt;
4.2) I came to Wesnoth two years ago, and found a fun strategy game with a community which was dedicated and sensible.  It was an excellent chance to develop my skills as an artist - not my primary career path, but something which I've always wanted to be better at.  I have two main aims for the summer art project - the first is to develop a few specific areas of my artistic repertoire.  In particular, I want to dramatically improve my skills as a sprite artist and animator; I also want to improve certain areas of my portrait creation skills, notably metal texturing and decoration, and fine detail such as scales.  The Drakes seem a perfect species to develop all these skills.  &lt;br /&gt;
&lt;br /&gt;
4.3) Aside from a 10-hour per week job which will take up very little time, I'm free for the whole summer until the end of August, though I won't know the exact timetable for the end of the summer until after 22 June.  I would be able to devote basically full-time hours to the project.  I also might be difficult to contact for the first week or two of July, since I'm moving to a new house, and it might take a while to get the broadband connection running correctly.  I should be able to communicate from university computer rooms during this time, however.&lt;br /&gt;
&lt;br /&gt;
In terms of specific goals, I still need to clear these finally with Jetryl, but my hope would be to complete the animation and portrait needs of at least one level one drake unit per milestone.  First would be the Clasher, then the Fighter, Burner and Glider.  I'd hope that, as the project progressed, I would increase in speed and be able to re-evaluate these goals as I do.&lt;br /&gt;
&lt;br /&gt;
Milestones&lt;br /&gt;
&lt;br /&gt;
1 – 13 July&lt;br /&gt;
  I'm keeping this one somewhat light, since I'll be moving house progressively over the next couple of weeks, and will have more time once I've finished.&lt;br /&gt;
&lt;br /&gt;
I'd aim to have finalised the Drake Clasher animations and portrait.  I'd also aim to have applied these animations to the Slasher and Enforcer currently available and, depending on the base frames being completed, the Gladiator and Warden.&lt;br /&gt;
&lt;br /&gt;
2 - 31 July&lt;br /&gt;
Complete Drake Fighter animations and portrait.  Apply these animations to higher levels assuming the base frames are complete.&lt;br /&gt;
&lt;br /&gt;
3 – 16 August&lt;br /&gt;
Complete Drake Burner animations and portrait.  Apply animations to higher levels, pending complete base frames&lt;br /&gt;
&lt;br /&gt;
3 – 31 August&lt;br /&gt;
Complete Drake Glider animations and portrait.  Apply animations to higher levels, pending complete base frames&lt;br /&gt;
&lt;br /&gt;
I'd also aim, by the final milestone, to have completed the Dwarf Scout line animations and portraits, the Dwarf Gryphon Rider portrait, Ancient Wose portrait and Troll Hero/Great Troll animations, working in the down time whilst waiting for critique etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4.4) I fully intend to stay with the project for as long as I can, though I may have less time to devote to it over the next year or so, after which I'll hopefully be getting a full-time job.  At that point, I'll have much less time, but I still expect to give some free time to the project.&lt;br /&gt;
&lt;br /&gt;
===5) Practical considerations===&lt;br /&gt;
5.1)  Windows XP, GIMP, Wacom Graphire tablet.&lt;br /&gt;
&lt;br /&gt;
5.2)  Yes - I'm learning the requisite WML as I get better at sprite artwork - I coded the Water Serpent unit myself, and am currently in the process of animating the Dwarf Scout line myself.&lt;br /&gt;
&lt;br /&gt;
5.3)  Yes - my username on freenode is the same as my forum username - thespaceinvader&lt;br /&gt;
&lt;br /&gt;
5.4) Usually between 8am and 12pm UTC.  The job I'll have will be for the mornings of Wedsnesday, Thursday and Friday each week.  For most of the rest of the time, I anticipate being contactable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wesnoth Summer Art Scholarship|*]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30754</id>
		<title>Thespaceinvader's WSAS Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30754"/>
		<updated>2009-06-19T23:52:42Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* 4) Project */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===1) Basics===&lt;br /&gt;
1.1) I'm Phil, I've been an active member of the Wesnoth community for nearly 2 years.&lt;br /&gt;
&lt;br /&gt;
1.2) barberphil at hotmail dot com&lt;br /&gt;
&lt;br /&gt;
1.3) thespaceinvader&lt;br /&gt;
&lt;br /&gt;
1.4) This summer is the last one that I have free to do what I like, since I'm coming up to my last year of university, and I'd very much like to spend as much of it as possible doing something useful and interesting that will develop my skills, rather than stacking shelves.  Since I'm already a contributor to Wesnoth, and have a few major projects in mind, this seemed like an excellent opportunity.&lt;br /&gt;
&lt;br /&gt;
1.5) MSc in Genetic Counselling at Cardiff University.&lt;br /&gt;
&lt;br /&gt;
1.6) Various portraits, sprites and animations both alone and in collaboration with other contributors.  Major projects included the Dwarf portraits, the Son of the Black Eye portraits (with Girgistan), the Hammer of Thursagan portraits (currently being replaced by DUHH), Dwarf Scout line units (in progress, will eventually include portraits), and the Water Serpent unit.&lt;br /&gt;
&lt;br /&gt;
===2) Experience===&lt;br /&gt;
2.1) No major projects apart from Wesnoth.  I've done some small pieces of design work for local organisations too, and been developing my skills as a pastime for several years. &lt;br /&gt;
&lt;br /&gt;
2.2) Yes, here.&lt;br /&gt;
&lt;br /&gt;
====2.3) Open Source====&lt;br /&gt;
&lt;br /&gt;
2.3.1) Wesnoth is the only OS project I'm involved with.  I'm currently an Art Developer here.&lt;br /&gt;
&lt;br /&gt;
====2.4) Gaming experience====&lt;br /&gt;
&lt;br /&gt;
2.4.1) Strategy games interest me most, along with less involving, web-based games.&lt;br /&gt;
&lt;br /&gt;
2.4.2) I'd rate them about equally.  They're both important to a coherent and enjoyable gaming experience.&lt;br /&gt;
&lt;br /&gt;
2.4.3) Yes, for nearly 2 years (earliest version was 1.2.x).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3) Communication skills===&lt;br /&gt;
3.1) Native speaker of English.&lt;br /&gt;
&lt;br /&gt;
3.2/3.3) I'm comfortable giving and receiving critique - I've developed my critiquing style alongside my patience, over the past couple of years here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4) Project===&lt;br /&gt;
4.1) I intend for the major part of my summer art project to be a wholesale renovation of the Drake units.  These units are the only major mainline group still to have no team colouration, and are in a very outdated style, with little animation.  There are some available sprites for all of the level 1 units and a few level 2 units - I plan to first animate those sprites, and develop accompanying portraits in collaboration with Girgistan, who made some excellent sketches for them several months ago.  Then once the animations are coming on, I intend to liaise with the orginal creator of the sprites, Neoriceisgood, to see if he can be persuaded to return and finish off the base frames.  If he can, then I'll work on animating those.  If not, then I hope to be able, by that stage, to work on them myself.&lt;br /&gt;
&lt;br /&gt;
I look forward to developing the drakes as a species in a coordinated and coherent manner, spriting, animating, drawing portraits and writing descriptions all together to create a species with a unique identity and believable background.&lt;br /&gt;
&lt;br /&gt;
4.2) I came to Wesnoth two years ago, and found a fun strategy game with a community which was dedicated and sensible.  It was an excellent chance to develop my skills as an artist - not my primary career path, but something which I've always wanted to be better at.  I have two main aims for the summer art project - the first is to develop a few specific areas of my artistic repertoire.  In particular, I want to dramatically improve my skills as a sprite artist and animator; I also want to improve certain areas of my portrait creation skills, notably metal texturing and decoration, and fine detail such as scales.  The Drakes seem a perfect species to develop all these skills.  &lt;br /&gt;
&lt;br /&gt;
4.3) Aside from a 10-hour per week job which will take up very little time, I'm free for the whole summer until the end of August, though I won't know the exact timetable for the end of the summer until after 22 June.  I would be able to devote basically full-time hours to the project.  I also might be difficult to contact for the first week or two of July, since I'm moving to a new house, and it might take a while to get the broadband connection running correctly.  I should be able to communicate from university computer rooms during this time, however.&lt;br /&gt;
&lt;br /&gt;
In terms of specific goals, I still need to clear these finally with Jetryl, but my hope would be to complete the animation and portrait needs of at least one level one drake unit per milestone.  First would be the Clasher, then the Fighter, Burner and Glider.  I'd hope that, as the project progressed, I would increase in speed and be able to re-evaluate these goals as I do.&lt;br /&gt;
&lt;br /&gt;
4.4) I fully intend to stay with the project for as long as I can, though I may have less time to devote to it over the next year or so, after which I'll hopefully be getting a full-time job.  At that point, I'll have much less time, but I still expect to give some free time to the project.&lt;br /&gt;
&lt;br /&gt;
===5) Practical considerations===&lt;br /&gt;
5.1)  Windows XP, GIMP, Wacom Graphire tablet.&lt;br /&gt;
&lt;br /&gt;
5.2)  Yes - I'm learning the requisite WML as I get better at sprite artwork - I coded the Water Serpent unit myself, and am currently in the process of animating the Dwarf Scout line myself.&lt;br /&gt;
&lt;br /&gt;
5.3)  Yes - my username on freenode is the same as my forum username - thespaceinvader&lt;br /&gt;
&lt;br /&gt;
5.4) Usually between 8am and 12pm UTC.  The job I'll have will be for the mornings of Wedsnesday, Thursday and Friday each week.  For most of the rest of the time, I anticipate being contactable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wesnoth Summer Art Scholarship|*]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Summer_Art_Scholarship&amp;diff=30714</id>
		<title>Wesnoth Summer Art Scholarship</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Summer_Art_Scholarship&amp;diff=30714"/>
		<updated>2009-06-14T18:50:38Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* WSAS Student pages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;display:none;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Applications for the scholarship are open until June 22nd, after which date we will discuss the proposals, and notify the successful parties before June 26th.  The mentorship program will run from June 26th until September 13th.&lt;br /&gt;
&lt;br /&gt;
The general process of the scholarship will be that a student artist will propose a summer-long project to improve Wesnoth's art resources.  This will be structured with several identifiable milestones which the student is expected to finish over the course of the program.  If deemed adequate, the student will be awarded a proportion of the total fund at each milestone, and if the student fails in two successive milestones, he or she will be removed from the project.&lt;br /&gt;
&lt;br /&gt;
The specific outlay of our policy can be found here:&lt;br /&gt;
http://www.wesnoth.org/wiki/Wesnoth_Summer_Art_Scholarship_Policy&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I want to be one of your Wesnoth Summer Art Scholarship students, what should I do? ==&lt;br /&gt;
&lt;br /&gt;
* Create an account on the wesnoth forum, and tell an admin to mark it as a WSAS Student account (Admins are boucman, Ivanovic, mordante, Shadow_Master, Sirp and Turuk).  The forum is our everyday form of communication for collaborating on artwork, and registering an account is mandatory.  Post all of your work in the Art Development subforum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Join the irc channel (#wesnoth-dev on irc.freenode.net) and introduce yourself.  For the unaware, IRC is a program that creates online chat rooms; we use it to do back-and-forth discussions in realtime, which can be much more helpful for solving certain problems than the time-delayed communication of the forum.  You are expected to be in this channel whenever possible.   We will not give formal interviews, but it really helps to be able to directly communicate with people.  You will need an IRC program to get on IRC, and here are some decent suggestions:&lt;br /&gt;
** [http://www.colloquy.info/ Colloquy] on Mac&lt;br /&gt;
** [http://www.silverex.org/ XChat] or [http://www.mirc.com/ mIRC] on windows&lt;br /&gt;
** linux users will likely either have an established preference, or should use the client that came with their distro.&lt;br /&gt;
** If you'd really like to shop around, [http://en.wikipedia.org/wiki/Comparison_of_Internet_Relay_Chat_clients this rather long list] should help:  &lt;br /&gt;
&lt;br /&gt;
* If you're having trouble, here are a few primers on using IRC:&lt;br /&gt;
** In one sentence, all you do is:  Go to the options dialog, type in a server, such as irc.freenode.net, give yourself a nickname, then leave the options dialog and /join a channel, such as #wesnoth-dev&lt;br /&gt;
** http://www.xchat.org/docs/start/&lt;br /&gt;
** http://www.mirc.com/install.html&lt;br /&gt;
** http://www.offscale.org/forums/index.php?autocom=pages&amp;amp;do=show&amp;amp;id=17&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Start a wiki page about your idea, add a link on the bottom of this page and add this information on it:&lt;br /&gt;
** '''hint:''' you can start a new wiki page by just typing in a new url, and editing the page; e.g. going to www.wesnoth.org/wiki/John_Doe's_WSAS_project&lt;br /&gt;
** List your account names (forum, irc nick) so that we can recognize you.&lt;br /&gt;
** Fill the questionnaire on this page: [[WSAS List of questions to answer]]&lt;br /&gt;
** Detail your idea as much as possible, look at other students pages, and please update the page as you complete milestones.&lt;br /&gt;
** Add a link to your page at the bottom of this page&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Though not mandatory, it is highly advisable to attempt one sample piece of art related to your idea, so we have an idea how you work. Be sure to post this in the Art Development forum.  You can also finish any of the items on our todo-lists; if you do, also list it on your own page with a reference to it.&lt;br /&gt;
** [http://www.wesnoth.org/forum/viewtopic.php?t=2014 A General Wesnoth Art Readmefirst]&lt;br /&gt;
** [http://www.wesnoth.org/forum/viewtopic.php?t=21512 Animation upgrade project]&lt;br /&gt;
** [http://www.wesnoth.org/forum/viewtopic.php?p=292889#p292889 List of desired Portraits] (note; refer to kitty's post)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Payment==&lt;br /&gt;
&lt;br /&gt;
We are expecting that the stipends for this scholarship will individually be US $1500, though this depends on the number of final candidates.  &lt;br /&gt;
&lt;br /&gt;
Our preferred method of disbursing the scholarship payments is Paypal;  if candidates are concerned about this or wish to discuss an alternative, they can contact us about the matter.&lt;br /&gt;
&lt;br /&gt;
'''Please note that scholarships received may be taxable, but we are not able to give tax advice.'''  Participants should check with a tax advisor if they are concerned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Ideas for the Project==&lt;br /&gt;
These are suggestions from our current team members.  You're free to suggest your own ideas, if you think you have something better:&lt;br /&gt;
&lt;br /&gt;
====Help bring our death-animation project to completion====&lt;br /&gt;
Wesnoth has the ability to show death animations, but our usage of it thus far is both minimal, and very different between units.  We'd like to standardize it (like has been done with defense animations), so that most death animations use similar, easily macroed schemes.&lt;br /&gt;
&lt;br /&gt;
====Help bring our animation upgrade project to completion====&lt;br /&gt;
We're in the process of upgrading our old set of 1-2 frame animations (if you can call them that) to decent, fluid, 5-7 frame animations for melee combat.&lt;br /&gt;
&lt;br /&gt;
====Help complete our set of generic unit portraits====&lt;br /&gt;
We have portraits for some units, but we would like a full set (at least for the roots of most of our unit-class trees), and we'd like it all to be in a consistent, high-quality style.&lt;br /&gt;
&lt;br /&gt;
====Help finish the team-coloration project====&lt;br /&gt;
The last race remaining in the project is our drakes, and we could really use some help porting them over to the new scheme.&lt;br /&gt;
&lt;br /&gt;
====Animate the mermen====&lt;br /&gt;
The mermen have received their TC redesigns, but have not been animated.  We need an entire set of high-quality animations for the race.&lt;br /&gt;
&lt;br /&gt;
====Provide custom campaign portraits for a few of our campaigns====&lt;br /&gt;
Individual campaigns have unique speaking characters that deserve portraits.  We're trying to standardize the art across our campaigns to a relatively consistent, high-quality look (despite being worked on by multiple artists).&lt;br /&gt;
&lt;br /&gt;
====Provide story art for a few campaigns====&lt;br /&gt;
Individual campaigns have fullscreen paintings that get shown to depict major story events (including background exposition, significant moments during the story, and epilogues).  We currently have very few campaigns with a decent collection of these.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WSAS Student pages==&lt;br /&gt;
&lt;br /&gt;
[[Kitty's_WSAS_Project| Kitty - WSAS Proposal - Generic unit portraits]]&lt;br /&gt;
&lt;br /&gt;
[[Thespaceinvader's_WSAS_Project]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Wesnoth Summer Art Scholarship|*]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30703</id>
		<title>Thespaceinvader's WSAS Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30703"/>
		<updated>2009-06-13T17:20:54Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===1) Basics===&lt;br /&gt;
1.1) I'm Phil, I've been an active member of the Wesnoth community for nearly 2 years.&lt;br /&gt;
&lt;br /&gt;
1.2) barberphil at hotmail dot com&lt;br /&gt;
&lt;br /&gt;
1.3) thespaceinvader&lt;br /&gt;
&lt;br /&gt;
1.4) This summer is the last one that I have free to do what I like, since I'm coming up to my last year of university, and I'd very much like to spend as much of it as possible doing something useful and interesting that will develop my skills, rather than stacking shelves.  Since I'm already a contributor to Wesnoth, and have a few major projects in mind, this seemed like an excellent opportunity.&lt;br /&gt;
&lt;br /&gt;
1.5) MSc in Genetic Counselling at Cardiff University.&lt;br /&gt;
&lt;br /&gt;
1.6) Various portraits, sprites and animations both alone and in collaboration with other contributors.  Major projects included the Dwarf portraits, the Son of the Black Eye portraits (with Girgistan), the Hammer of Thursagan portraits (currently being replaced by DUHH), Dwarf Scout line units (in progress, will eventually include portraits), and the Water Serpent unit.&lt;br /&gt;
&lt;br /&gt;
===2) Experience===&lt;br /&gt;
2.1) No major projects apart from Wesnoth.  I've done some small pieces of design work for local organisations too, and been developing my skills as a pastime for several years. &lt;br /&gt;
&lt;br /&gt;
2.2) Yes, here.&lt;br /&gt;
&lt;br /&gt;
====2.3) Open Source====&lt;br /&gt;
&lt;br /&gt;
2.3.1) Wesnoth is the only OS project I'm involved with.  I'm currently an Art Developer here.&lt;br /&gt;
&lt;br /&gt;
====2.4) Gaming experience====&lt;br /&gt;
&lt;br /&gt;
2.4.1) Strategy games interest me most, along with less involving, web-based games.&lt;br /&gt;
&lt;br /&gt;
2.4.2) I'd rate them about equally.  They're both important to a coherent and enjoyable gaming experience.&lt;br /&gt;
&lt;br /&gt;
2.4.3) Yes, for nearly 2 years (earliest version was 1.2.x).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===3) Communication skills===&lt;br /&gt;
3.1) Native speaker of English.&lt;br /&gt;
&lt;br /&gt;
3.2/3.3) I'm comfortable giving and receiving critique - I've developed my critiquing style alongside my patience, over the past couple of years here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4) Project===&lt;br /&gt;
4.1) I intend for the major part of my summer art project to be a wholesale renovation of the Drake units.  These units are the only major mainline group still to have no team colouration, and are in a very outdated style, with little animation.  There are some available sprites for all of the level 1 units and a few level 2 units - I plan to first animate those sprites, and develop accompanying portraits in collaboration with Girgistan, who made some excellent sketches for them several months ago.  Then once the animations are coming on, I intend to liaise with the orginal creator of the sprites, Neoriceisgood, to see if he can be persuaded to return and finish off the base frames.  If he can, then I'll work on animating those.  If not, then I hope to be able, by that stage, to work on them myself.&lt;br /&gt;
&lt;br /&gt;
I look forward to developing the drakes as a species in a coordinated and coherent manner, spriting, animating, drawing portraits and writing descriptions all together to create a species with a unique identity and believable background.&lt;br /&gt;
&lt;br /&gt;
4.2) I came to Wesnoth two years ago, and found a fun strategy game with a community which was dedicated and sensible.  It was an excellent chance to develop my skills as an artist - not my primary career path, but something which I've always wanted to be better at.  I have two main aims for the summer art project - the first is to develop a few specific areas of my artistic repertoire.  In particular, I want to dramatically improve my skills as a sprite artist and animator; I also want to improve certain areas of my portrait creation skills, notably metal texturing and decoration, and fine detail such as scales.  The Drakes seem a perfect species to develop all these skills.  &lt;br /&gt;
&lt;br /&gt;
4.3) Aside from a 10-hour per week job which will take up very little time, I'm free for the whole summer until the end of August, though I won't know the exact timetable for the end of the summer until after 22 June.  I would be able to devote basically full-time hours to the project.  I also might be difficult to contact for the first week or two of July, since I'm moving to a new house, and it might take a while to get the broadband connection running correctly.  I should be able to communicate from university computer rooms during this time, however.&lt;br /&gt;
&lt;br /&gt;
4.4) I fully intend to stay with the project for as long as I can, though I may have less time to devote to it over the next year or so, after which I'll hopefully be getting a full-time job.  At that point, I'll have much less time, but I still expect to give some free time to the project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===5) Practical considerations===&lt;br /&gt;
5.1)  Windows XP, GIMP, Wacom Graphire tablet.&lt;br /&gt;
&lt;br /&gt;
5.2)  Yes - I'm learning the requisite WML as I get better at sprite artwork - I coded the Water Serpent unit myself, and am currently in the process of animating the Dwarf Scout line myself.&lt;br /&gt;
&lt;br /&gt;
5.3)  Yes - my username on freenode is the same as my forum username - thespaceinvader&lt;br /&gt;
&lt;br /&gt;
5.4) Usually between 8am and 12pm UTC.  The job I'll have will be for the mornings of Wedsnesday, Thursday and Friday each week.  For most of the rest of the time, I anticipate being contactable.&lt;br /&gt;
&lt;br /&gt;
[[Category:Wesnoth Summer Art Scholarship|*]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30697</id>
		<title>Thespaceinvader's WSAS Project</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Thespaceinvader%27s_WSAS_Project&amp;diff=30697"/>
		<updated>2009-06-13T09:00:43Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: New page: This is a holding page for my WSAS project page, which I will be creating during the course of the next couple of days or so.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a holding page for my WSAS project page, which I will be creating during the course of the next couple of days or so.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Orcs&amp;diff=30188</id>
		<title>Orcs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Orcs&amp;diff=30188"/>
		<updated>2009-04-15T10:17:16Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race |&lt;br /&gt;
race = Orcs |&lt;br /&gt;
image= &lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/core/images/units/orcs/sovereign-leading.png |&lt;br /&gt;
faction=[[Northerners]] |&lt;br /&gt;
alignment=Chaotic |&lt;br /&gt;
tree=[http://units.wesnoth.org/1.4/tree_orc.html 1.4]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--The text of the article is the official in-game race description. Please do not add or remove text unless it actually changes in-game.--&amp;gt;&lt;br /&gt;
In appearance, orcs are half [[humans|men]] and half beasts. They are taller, sturdier and stronger than humans.  They are warlike, savage, and cruel by nature. Their blood is darker and thicker than that of normal humans and they have little care for personal hygiene or their personal appearance. Although Orcs are violent even among themselves creatures, they are pack-oriented; an orc never travels long or lives alone in groups smaller than half a dozen.&lt;br /&gt;
&lt;br /&gt;
===Society===&lt;br /&gt;
Almost every orc is a member of a tribe or a clan. Relations between neighbouring tribes are usually violent, except in cases of a mutual enemy threatens their existence or prospects of great plunder override mutual animosity. Occasionally, a single strong chieftain may emerge to lead multiple tribes from time to time, usually through intimidation of followers. An orc tribe in times of peace tends to focus almost solely on strengthening itself in preparation for the next armed conflict. Orcs are known to possess a crude system of writing - usually in blood - although it's most commonly used to trade insults or threats among tribal leaders.&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-1.3.13-6.jpg http://www.wesnoth.org/images/sshots/wesnoth-1.3.13-6-175.jpg]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;An Orcish raid on [[Knalgan Alliance|Knalga]] from&amp;lt;br&amp;gt;&lt;br /&gt;
the Northern Rebirth campaign.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Orc societies are based on little else but strength; might makes right, and a leader leads and survives only as long as no one manages to wrest the title from him. A constant struggle for power simmers among potential tribal chiefs. An orcish leader rarely lives more than a handful of years to enjoy his absolute authority before being killed for his position - although history knows some notable exceptions. Orcs hold no particular honour code and while undisputable raw strength is usually the preferred method of displaying power, assassination, poisoning and backstabbing are completely viable means to further one's own goals.&lt;br /&gt;
&lt;br /&gt;
Orcs mostly live in rural areas, often in foothills or mountainous regions, sometimes in caves. They grow no crops nor keep livestock, but are competent hunters as a result of their physical stature and brutality. Due to their large numbers they are capable of hunting an area virtually clean of anything larger than rodents in relatively short period of time. Due to this and their unstable leadership, orcish tribes tend to lead a semi-nomadic lifestyle, never settling in one region for too long. The larger tribes may establish themselves firmly in an area for years or even decades and build large encampments almost resembling cities, but even these are easily dismantled and abandoned if there is a need to relocate the horde.&lt;br /&gt;
&lt;br /&gt;
The oldest known orcs have been around 50 to 60 years of age, but very few individuals ever live to see over two or three decades before meeting their end either in war or by the hand of one of their kin. The oldest orcs are often shamans, which are perhaps the only ones most of their kind sees as being trustworthy and neutral. The origins of this custom are unknown, as the shamans do not directly contribute much to orcish societies but only act as advisors - not something orcs tend to otherwise tolerate. Shamans are in many ways the opposite of most other orcs: they are often physically withered and frail in comparison and lack skill in battle. Despite their reliance on raw strength, not nearly all orcs are destined to grow to possess any. Many orcs are born smaller and weaker than the rest, and already almost as newborns are put in their place by their stronger siblings. The stronger ones will routinely grab most of the food and thus grow stronger still, while their weaker siblings do not. Many of these individuals tend to specialize in other skills, like archery or assassination.&lt;br /&gt;
&lt;br /&gt;
===See also===&lt;br /&gt;
*[[Northerners]]&lt;br /&gt;
&lt;br /&gt;
{{Racebox}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=29065</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=29065"/>
		<updated>2009-03-22T16:58:46Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* MS Windows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.6_branch.29|Stable Branch]] | [[Download#Development_.281.5_branch.29|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
== Stable (1.6 branch) ==&lt;br /&gt;
&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.6 branch is compatible to each other.&lt;br /&gt;
&lt;br /&gt;
Version 1.6 is the latest stable version. This version is recommended for most players since the 1.6 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.6a.tar.bz2?download Current Version] (1.6, 215.0 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.14.tar.bz2?download Previous Version] (1.5.14, 215.0 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.6a-win32.exe?download Current Version] (1.6, 201.0 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.14-1.6rc3-win32.exe?download Previous Version] (1.5.14, 200.9 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_1.6a.dmg?download Current Version] (1.6, 216.7 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_1.5.14a.dmg?download Previous Version] (1.5.14, 216.6 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* The current version (1.6) is not available yet. &lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-solaris-i386-1.4.5.pkg.bz2?download Older Version] (1.4.5, 145.6 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* The current version (1.6) is not available yet. &lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Older Version] (1.4.7, 140 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* The current version (1.6) is not available yet. &lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.4.5-os2-20080828.zip Older Version] (1.4.5, 160 MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== RISC OS ====&lt;br /&gt;
* The current version (1.6) is not available yet. &lt;br /&gt;
*[http://www.riscos.info/packages/arm/Games/wesnoth_1.4.5-1.zip Previous version] (1.4.5-1 140MB), not compatible with 1.6.x&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.6a.tar.bz2.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== Development (1.5 branch) ==&lt;br /&gt;
&lt;br /&gt;
Version 1.5.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.4.x branch. This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.14.tar.bz2?download Current Version] (1.5.14, 215.0 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.13.tar.bz2?download Previous Version] (1.5.13, 207.3 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.14-1.6rc3-win32.exe?download Current Version] (1.5.14, 200.9 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.13-1.6rc2-win32.exe?download Previous Version] (1.5.13, 192.8 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X (10.4+) ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_1.5.14a.dmg?download Current Version] (1.5.14, 216.6 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_1.5.13.dmg?download Previous Version] (1.5.13, 227.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* The current version (1.5.14) is not available yet.&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.1.solaris.i386.pkg.bz2?download Older Version] (1.5.1, 130.4 MB)&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* The current version (1.5.14) is not available yet.&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth-devel.lha Older Version] (1.3.12, 105.0 MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* The current version (1.5.14) is not available yet.&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Older Version] (1.1.8, 66 MB)&lt;br /&gt;
&lt;br /&gt;
==== Syllable ====&lt;br /&gt;
* The current version (1.5.14) is not available yet.&lt;br /&gt;
* [http://www.syllable-software.info/download.php?view.32 Older Version] (1.3.8, 82.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.5.14.tar.bz2.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Mac_Compile_Stuff_1.5.3.tar.bz2? MacCompileStuff for 1.5.3]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
''Main article: [[Wesnoth:Copyrights]]&lt;br /&gt;
&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;br /&gt;
&lt;br /&gt;
[[Category:Building and Installing]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=28146</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=28146"/>
		<updated>2009-02-01T15:35:37Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* Various mainline portraits'''&lt;br /&gt;
&amp;lt;br&amp;gt;To date: Saurians, Dwarves.  Currently working on Dwarves, followed by Orcs, Drakes, Nagas in concert with Girgistan.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames, various unit attack animations.  Current major (though back burnered) project is knocking the new Drakes into shape for mainline.&lt;br /&gt;
&lt;br /&gt;
==Completed Projects==&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=21833 Son of the Black Eye portraits]'''&lt;br /&gt;
&amp;lt;br&amp;gt;As the title suggests, really.  A total of 15 portraits.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.  Back burnered until after Jetryl has finished updating the horse sizes and stuff..&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=19945 Dwarf Portraits]&lt;br /&gt;
&amp;lt;br&amp;gt;I had hoped to get a body of portrait work into mainline for the Dwarf race, but Jetryl has confirmed my suspicions that they're not up to the standard required, and that he's going to be doing a full set of dwarf portraits anyway, so the project's being back burnered in favour of some spriting.  The portraits as they stand are available for UMC authors' use, and if anyone does decide to use them, I'll happily come back and finish them off.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.  Almost resurrected when Qes came back, but he seems to have gone again.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance I might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=26090</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=26090"/>
		<updated>2008-07-03T12:13:45Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Elvish Princess */&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 unusual tactics. Initially you can't overpower the orcs by brute force. Fortunately though, the orcs are fighting amongst themselves, so guerilla tactics will work. Keep your head down, and let the orcs weaken each other 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 require no upkeep until they level, so if you play it right you should soon 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. 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 too 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 lose 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 this point is somewhat unpredictable due to the chaotic eviolution 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 steal 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 is 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 4 footpads and have them immediately dash up to 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;
Another tough one which has recently been re-balanced. This is going to be a long tough fight against enemies with far greater numbers then your own. 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, 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 maybe 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 canal. 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 gets 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 is meant to be an easy campaign, if your objective is to simply survive and hoard 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.  It's possible to beat the nearer two orcs with relative ease on the easiest difficulty.  But not advisable.  When you get too close to either of them, Rakshas triggers the appearance of Goblin Knights on all the mountain tiles in the centre of the map.  This level is not possible to win by beating the leaders in the time available.  But it's well worth sallying forth anyway, because you get a chance to level a lot of troops relatively easily.&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 of hardened veterans -- you need to be in there fast (Camerin and the Rod of Justice will be particularly helpful here).  Your objective, getting a unit onto the cage at the center of the castle, may be best accomplished with a flyer (a Gryphon recruited specifically for this purpose can be useful) once you've chewed a few holes in the inner ring of defenders.&lt;br /&gt;
&lt;br /&gt;
The Spectre, Krash and one other fast unit can usually pin down the Blue Orc leader to the East and kill him early.  This is useful as it prevents him harrying your flank, and with a little support from your main force, gives you a second attack point, which helps clear the defenders quickly.&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 effective 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 be zone-locked and unable to get into the&lt;br /&gt;
opening. 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;
Alternate strategy: this works well on easy, though I've not tried it on harder levels.  Move the Sorceress, the Ancient Lich and the Spectre, towards the Blue troll on your first turn.  Recall a castle of level 3s or high XP level 2s, mostly Dwarf Lords and Dragonguards, though the occasional Fugitive or Hunstman can be useful.  Then move Tallin (who should be Level 4 by this stage) towards the blue leader as well.  The Blue leader will take the village to the SE of his camp on turn 1.  With Tallin's high movement and the power of the Lich, it's possible to ZoC him on turn 2 and kill him (it helps to use the sorceress, she needs the XP).  Then, mopping up the blue trolls is not much of a problem with the units available - apart from the sorceress, they can usually kill between one and 2 trolls per turn.  Recruit a couple more troops on the Blue base if you've still got the money and attend to the rest.&lt;br /&gt;
&lt;br /&gt;
Using your first turn recalls, establish a defensive line on the line of hills in the middle of the map at the top, putting the Shyde in the forest.  Wait out the Green trolls' charge, then counterattack, bringing the Spectre and possibly the Sorceress round to help.  The green troll should be on the way out around the time Krash arrives. One of the White Mages provides healing up here.&lt;br /&gt;
&lt;br /&gt;
The Lich and 2 or 3 other dwarves (healthy/resilient if possible) should hold the edge of the hills on the west side of the map, keeping them clear for Krash's arrival.  They shouldn't kill any Whelps that oppose them, but take out Rocklobbers and Grunts for as little return damage as possible.  use ranged attacks in preference to melee, apart from if the Lich needs some health back.  Tallin should take and hold the village in the middle when he's finished with the Blue trolls, and provide leadership.  The second White Mage stays near the base, and will resurrect there when killed, providing a wonderful distraction to up to 8 trolls per turn.  This changes slightly in v1.5.0, as the WMs resurrect next to each other, rather than the start point.  Krash's arrival should happen around the time that the troops from the Green troll attack are freed up - sweep all of the remaining trolls southwards.  Krash and co should kill the Black leader, and the Elves and Spectre will take care of Purple around the time the Brown Elf team arrives.  Good for a huge Gold bonus, but requires a very aggressive start and risks losing a couple of high level units.&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;
[IoN] I use the same technique as cph in the mountains, but a radically different strategy otherwise. I recalled all my veterans, sent the dwarves north, and almost everyone else directly west. I recruited as many Gryphons as I could with my money, and sent them, as well as Abhai, south to take the island. I also made sure to move Tallin and Krash near to the front lines. The sheer number of high-level units attacking the main front was too much for the orcs, and by turn 11 the dwarf/drake force had defeated the northern flank. I moved Krash into one of the leader castle squares in the fortress, and recruited a Drake Burner in every free square in the fortress. (If you still somehow have positive gold with Tallin, you can use a similar technique with him) By turn 12, the orcs' main front had also collapsed due to the Drake Burners, and I defeated the last orc leader on turn 16.&lt;br /&gt;
&lt;br /&gt;
The gryphons in the south basically were slaughtered by turn 10. I only had two remaining with low health; I retreated these in case they would be useful for recall (20 gold vs. recruiting 40 gold). By then, however, the island was free from orcs and there was only a small band (~5-6) of one Orcish Warrior and several Wolf Riders left. Abhai easily slaughtered most of them in the water, and the healed surviving Gryphons killed the rest by turn 14. &lt;br /&gt;
&lt;br /&gt;
The only problem with this strategy is that it puts you in deep negative gold, but the early finish bonus more than makes up for that.&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 or&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;
[IoN] I had a ridiculous amount of gold at this point (Tallin had well over 5000, Anita over 3000, Krash over 4000), so I decided to try the amusing tactic of swarming with thugs from Tallin's side, Burners from Krash's side, and Heroes from Anita's side; recruiting one castle full every turn until I ran out of gold. While it took a while, it worked like a charm. I also recalled my veterans to defend the keep just in case, but that turned out to be superfluous.&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=26089</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=26089"/>
		<updated>2008-07-03T12:07:56Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Stolen Gold */&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 unusual tactics. Initially you can't overpower the orcs by brute force. Fortunately though, the orcs are fighting amongst themselves, so guerilla tactics will work. Keep your head down, and let the orcs weaken each other 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 require no upkeep until they level, so if you play it right you should soon 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. 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 too 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 lose 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 this point is somewhat unpredictable due to the chaotic eviolution 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 steal 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 is 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 4 footpads and have them immediately dash up to 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;
Another tough one which has recently been re-balanced. This is going to be a long tough fight against enemies with far greater numbers then your own. 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, 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 maybe 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 canal. 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 gets 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 is meant to be an easy campaign, if your objective is to simply survive and hoard 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.  It's possible to beat the nearer two orcs with relative ease on the easiest difficulty.  But not advisable.  When you get too close to either of them, Rakshas triggers the appearance of Goblin Knights on all the mountain tiles in the centre of the map.  This level is not possible to win by beating the leaders in the time available.  But it's well worth sallying forth anyway, because you get a chance to level a lot of troops relatively easily.&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 effective 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 be zone-locked and unable to get into the&lt;br /&gt;
opening. 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;
Alternate strategy: this works well on easy, though I've not tried it on harder levels.  Move the Sorceress, the Ancient Lich and the Spectre, towards the Blue troll on your first turn.  Recall a castle of level 3s or high XP level 2s, mostly Dwarf Lords and Dragonguards, though the occasional Fugitive or Hunstman can be useful.  Then move Tallin (who should be Level 4 by this stage) towards the blue leader as well.  The Blue leader will take the village to the SE of his camp on turn 1.  With Tallin's high movement and the power of the Lich, it's possible to ZoC him on turn 2 and kill him (it helps to use the sorceress, she needs the XP).  Then, mopping up the blue trolls is not much of a problem with the units available - apart from the sorceress, they can usually kill between one and 2 trolls per turn.  Recruit a couple more troops on the Blue base if you've still got the money and attend to the rest.&lt;br /&gt;
&lt;br /&gt;
Using your first turn recalls, establish a defensive line on the line of hills in the middle of the map at the top, putting the Shyde in the forest.  Wait out the Green trolls' charge, then counterattack, bringing the Spectre and possibly the Sorceress round to help.  The green troll should be on the way out around the time Krash arrives. One of the White Mages provides healing up here.&lt;br /&gt;
&lt;br /&gt;
The Lich and 2 or 3 other dwarves (healthy/resilient if possible) should hold the edge of the hills on the west side of the map, keeping them clear for Krash's arrival.  They shouldn't kill any Whelps that oppose them, but take out Rocklobbers and Grunts for as little return damage as possible.  use ranged attacks in preference to melee, apart from if the Lich needs some health back.  Tallin should take and hold the village in the middle when he's finished with the Blue trolls, and provide leadership.  The second White Mage stays near the base, and will resurrect there when killed, providing a wonderful distraction to up to 8 trolls per turn.  This changes slightly in v1.5.0, as the WMs resurrect next to each other, rather than the start point.  Krash's arrival should happen around the time that the troops from the Green troll attack are freed up - sweep all of the remaining trolls southwards.  Krash and co should kill the Black leader, and the Elves and Spectre will take care of Purple around the time the Brown Elf team arrives.  Good for a huge Gold bonus, but requires a very aggressive start and risks losing a couple of high level units.&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;
[IoN] I use the same technique as cph in the mountains, but a radically different strategy otherwise. I recalled all my veterans, sent the dwarves north, and almost everyone else directly west. I recruited as many Gryphons as I could with my money, and sent them, as well as Abhai, south to take the island. I also made sure to move Tallin and Krash near to the front lines. The sheer number of high-level units attacking the main front was too much for the orcs, and by turn 11 the dwarf/drake force had defeated the northern flank. I moved Krash into one of the leader castle squares in the fortress, and recruited a Drake Burner in every free square in the fortress. (If you still somehow have positive gold with Tallin, you can use a similar technique with him) By turn 12, the orcs' main front had also collapsed due to the Drake Burners, and I defeated the last orc leader on turn 16.&lt;br /&gt;
&lt;br /&gt;
The gryphons in the south basically were slaughtered by turn 10. I only had two remaining with low health; I retreated these in case they would be useful for recall (20 gold vs. recruiting 40 gold). By then, however, the island was free from orcs and there was only a small band (~5-6) of one Orcish Warrior and several Wolf Riders left. Abhai easily slaughtered most of them in the water, and the healed surviving Gryphons killed the rest by turn 14. &lt;br /&gt;
&lt;br /&gt;
The only problem with this strategy is that it puts you in deep negative gold, but the early finish bonus more than makes up for that.&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 or&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;
[IoN] I had a ridiculous amount of gold at this point (Tallin had well over 5000, Anita over 3000, Krash over 4000), so I decided to try the amusing tactic of swarming with thugs from Tallin's side, Burners from Krash's side, and Heroes from Anita's side; recruiting one castle full every turn until I ran out of gold. While it took a while, it worked like a charm. I also recalled my veterans to defend the keep just in case, but that turned out to be superfluous.&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=26088</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=26088"/>
		<updated>2008-07-03T11:49:54Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* 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 unusual tactics. Initially you can't overpower the orcs by brute force. Fortunately though, the orcs are fighting amongst themselves, so guerilla tactics will work. Keep your head down, and let the orcs weaken each other 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 require no upkeep until they level, so if you play it right you should soon 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. 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 too 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 lose 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 this point is somewhat unpredictable due to the chaotic eviolution 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 steal 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 is 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 4 footpads and have them immediately dash up to 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;
Another tough one which has recently been re-balanced. This is going to be a long tough fight against enemies with far greater numbers then your own. 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, 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 maybe 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 canal. 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 gets 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 is meant to be an easy campaign, if your objective is to simply survive and hoard 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.  It's possible to beat the nearer two orcs with relative ease on the easiest difficulty.  But not advisable.  When you get too close to either of them, Rakshas triggers the appearance of Goblin Knights on all the mountain tiles in the centre of the map.  This level is not possible to win by beating the leaders in the time available.  But it's well worth sallying forth anyway, because you get a chance to level a lot of troops relatively easily.&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 effective 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 be zone-locked and unable to get into the&lt;br /&gt;
opening. 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;
[IoN] I use the same technique as cph in the mountains, but a radically different strategy otherwise. I recalled all my veterans, sent the dwarves north, and almost everyone else directly west. I recruited as many Gryphons as I could with my money, and sent them, as well as Abhai, south to take the island. I also made sure to move Tallin and Krash near to the front lines. The sheer number of high-level units attacking the main front was too much for the orcs, and by turn 11 the dwarf/drake force had defeated the northern flank. I moved Krash into one of the leader castle squares in the fortress, and recruited a Drake Burner in every free square in the fortress. (If you still somehow have positive gold with Tallin, you can use a similar technique with him) By turn 12, the orcs' main front had also collapsed due to the Drake Burners, and I defeated the last orc leader on turn 16.&lt;br /&gt;
&lt;br /&gt;
The gryphons in the south basically were slaughtered by turn 10. I only had two remaining with low health; I retreated these in case they would be useful for recall (20 gold vs. recruiting 40 gold). By then, however, the island was free from orcs and there was only a small band (~5-6) of one Orcish Warrior and several Wolf Riders left. Abhai easily slaughtered most of them in the water, and the healed surviving Gryphons killed the rest by turn 14. &lt;br /&gt;
&lt;br /&gt;
The only problem with this strategy is that it puts you in deep negative gold, but the early finish bonus more than makes up for that.&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 or&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;
[IoN] I had a ridiculous amount of gold at this point (Tallin had well over 5000, Anita over 3000, Krash over 4000), so I decided to try the amusing tactic of swarming with thugs from Tallin's side, Burners from Krash's side, and Heroes from Anita's side; recruiting one castle full every turn until I ran out of gold. While it took a while, it worked like a charm. I also recalled my veterans to defend the keep just in case, but that turned out to be superfluous.&lt;br /&gt;
&lt;br /&gt;
===Epilogue===&lt;br /&gt;
&lt;br /&gt;
This is just a plot wrap-up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=26023</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=26023"/>
		<updated>2008-06-24T18:47:33Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=21833 Son of the Black Eye portraits]'''&lt;br /&gt;
&amp;lt;br&amp;gt;As the title suggests, really.  A total of 15 portraits.&lt;br /&gt;
&lt;br /&gt;
'''* Various mainline portraits'''&lt;br /&gt;
&amp;lt;br&amp;gt;To date: bats, various orcs.  Inking and colouring sketches done by Girgistan, as well as my own work from scratch.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.  Back burnered since ESR disappeared.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=19945 Dwarf Portraits]&lt;br /&gt;
&amp;lt;br&amp;gt;I had hoped to get a body of portrait work into mainline for the Dwarf race, but Jetryl has confirmed my suspicions that they're not up to the standard required, and that he's going to be doing a full set of dwarf portraits anyway, so the project's being back burnered in favour of some spriting.  The portraits as they stand are available for UMC authors' use, and if anyone does decide to use them, I'll happily come back and finish them off.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.  Almost resurrected when Qes came back, but he seems to have gone again.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance I might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25955</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25955"/>
		<updated>2008-06-17T10:32:09Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* Various mainline portraits'''&lt;br /&gt;
&amp;lt;br&amp;gt;To date: bats, various orcs.  Inking and colouring sketches done by Girgistan, as well as my own work from scratch.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.  Back burnered since ESR disappeared.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=19945 Dwarf Portraits]&lt;br /&gt;
&amp;lt;br&amp;gt;I had hoped to get a body of portrait work into mainline for the Dwarf race, but Jetryl has confirmed my suspicions that they're not up to the standard required, and that he's going to be doing a full set of dwarf portraits anyway, so the project's being back burnered in favour of some spriting.  The portraits as they stand are available for UMC authors' use, and if anyone does decide to use them, I'll happily come back and finish them off.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.  Almost resurrected when Qes came back, but he seems to have gone again.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance I might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Portrait_Tutorial&amp;diff=25429</id>
		<title>Portrait Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Portrait_Tutorial&amp;diff=25429"/>
		<updated>2008-04-28T17:34:42Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a little tutorial on how i approach my portraits in the standard wesnothian style (which means inked and painterly shaded). &lt;br /&gt;
&lt;br /&gt;
I'll try to cover the most important steps but if you still have questions feel free to ask.&lt;br /&gt;
you will need a graphic program able to handle layers and a drawing tablet. i use photoshop and don't know the gimp at all, so some advice may be photoshop specific, but most things should be possible in gimp, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I start with a sketch first (no surprise). you can see that I already cropped it to a squarish format. To spare me time I don't do preliminary pencil sketches at all and work entirely digital. I use different colours to differentiate certain areas as a visual aid to differentiate the layers of cloth etc.. Worksize is about three times the final one.&lt;br /&gt;
&lt;br /&gt;
http://img395.imageshack.us/img395/461/01delfaoryoungod3.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next step is inking. I set the layer with the sketch to a low opacity, create a new one on top of it and use a small brush to ink it, with the brush's size set to match the pen pressure. (I tend to use a dark brown, because black lines will disappear on the black background later on.) &lt;br /&gt;
&lt;br /&gt;
http://img265.imageshack.us/img265/3409/02delfaoryoungcz0.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the third step I make an important decision: the lightsource(s). I want this portrait to have two: the main lightsource top left in front of him and a secondary one behind him to the right. Multiple lightsources (typically 2 or 3) are generally a better choice than a single lightsource, because in most situations in the real world, a figure would be illuminated by multiple lightsources, even with artificial lighting at nighttime. Our minds are hard-coded to percieve this as one major cue about the 3D shape of a figure, thus it gives any drawn object much more of a feeling of 'depth' if it's lit by multiple lightsources. &lt;br /&gt;
&lt;br /&gt;
According to these lightsources I start to thicken and thin down the lines - thin where the light hits and thick where an object casts a shadow.&lt;br /&gt;
&lt;br /&gt;
http://img385.imageshack.us/img385/230/03delfaoryoungpe1.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now I start to lay down the base colours (finally!). I use a separate layer for every colour. I create all of them below the linework layer and find it extremely useful to give them speaking names (like skin, hair, robe etc) - this Delfador had about 15 layers in the end which can get quite confusing. And below all those layers I add a bucket filled black layer for the background. (Those steps are fairly easy and can be outsourced pretty well - my boyfriend often does the flat colours for me...)&lt;br /&gt;
If you're doing a series of portraits for a specific race or faction in wesnoth it is very important to colourpick the basecolours to get a uniform look.&lt;br /&gt;
&lt;br /&gt;
http://img357.imageshack.us/img357/3143/03bwz8.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done this your picture should look pretty strange, because of the outlines having all one colour. Now I activate the little &amp;quot;fix transparencies&amp;quot; ckeckbox for the linework layer - because of that I'm able to paint only on the lines. By clicking this checkbox, it locks what is transparent on the current layer, and only allows you to paint on areas that have already been drawn. Since the only things drawn so far in this layer are the lines, they're the only parts that will get touched. This allows me to recolor the lines without changing their shape at all. &lt;br /&gt;
I use very dark shades of the colours of the objects they encircle.&lt;br /&gt;
&lt;br /&gt;
http://img257.imageshack.us/img257/4340/05palettetransparenzjv1.png http://img257.imageshack.us/img257/7698/04delfaoryoungzl0.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this step the real painting starts. First we have to select a nice brush. I solely use a hard edged brush with pressure set to opacity and set the general opacity to 50%. That means if I press really hard I will maximum get a 50% opaque stroke. I have a great dislike for those fuzzy edged brushes, the pestilence of photoshop - you will always see that it is a photoshopped picture even from a distance. I like to have some visible brushstrokes in the end.&lt;br /&gt;
&lt;br /&gt;
http://img367.imageshack.us/img367/7113/06brushmm5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I preserve the transparency of the layer I'm working on like I did with the linework, thus I don't have to fear that I paint over the edges. I usually start with the face for it is the most important area and focal point for the portrait.&lt;br /&gt;
I start with two colours, one dark shade and one light and define the overall lights and darks. Don't overblend here, it's only a base. &lt;br /&gt;
Then I slowly start introducing more colours, two more darks and one lighter shade, that's enough. &lt;br /&gt;
I still use only my hard edged brush. As for blending I constantly switch between bush and colourpicker (shortcuts B and I) and sample the colour in the middle and use it to continue painting.&lt;br /&gt;
&lt;br /&gt;
http://img367.imageshack.us/img367/9559/07xf6.png http://img392.imageshack.us/img392/5886/10lw7.png http://img132.imageshack.us/img132/9507/09eq9.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now I spend a bit more time thinking about colour. It is important not only to use darker and lighter shades of the same colour (like mixing black and white in is bad if you paint with oil or arcylics) but to have some variations, like i have some purple on the skin here. In this step i add even more colour on a separate layer. &lt;br /&gt;
Above the skin layer i create a new one and set it to colour which makes the colours blend together nicely. If you experiment with those hues be careful you don't make him look like a clown, tone down the opacity and saturation until it looks good. Then merge it with the skin layer beneath.&lt;br /&gt;
&lt;br /&gt;
http://img392.imageshack.us/img392/8691/11wm4.png http://img122.imageshack.us/img122/5209/12yq6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In that way i continue to render all the areas and different layers. First the big areas and the little details (like in this case the girdle, gold applications and pouch) last. Don't forget to flip the canvas from time to time to detect flaws and turn it to greyscale to see if your lighting really looks good. And don't work too zoomed in, the overall impression is more important than the details (even if the details are more fun).&lt;br /&gt;
&lt;br /&gt;
http://img511.imageshack.us/img511/4589/13uu1.png&lt;br /&gt;
&lt;br /&gt;
A further step which I didn't use on Delfador is sometimes necessary to unify the separately shaded areas. In that case I create a new layer directly under the linework and paint on it with a heavily desaturated colour and set it to &amp;quot;multiply&amp;quot;. That way I have shadows spreading over the whole figure, which are not constrained to only one item of clothing, such as the robe.&lt;br /&gt;
&lt;br /&gt;
http://img444.imageshack.us/img444/5690/sorceress1gq3.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After I posted him in the forum i received some critiques and changed some things, here is the final version at my worksize:&lt;br /&gt;
http://img511.imageshack.us/img511/2641/15forumsuggestionsml7.png&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Portrait_Tutorial&amp;diff=25428</id>
		<title>Portrait Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Portrait_Tutorial&amp;diff=25428"/>
		<updated>2008-04-28T17:31:44Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: New page: This is a little tutorial on how i approach my portraits in the standard wesnothian style (which means inked and painterly shaded).   I'll try to cover the most important steps but if you ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a little tutorial on how i approach my portraits in the standard wesnothian style (which means inked and painterly shaded). &lt;br /&gt;
&lt;br /&gt;
I'll try to cover the most important steps but if you still have questions feel free to ask.&lt;br /&gt;
you will need a graphic program able to handle layers and a drawing tablet. i use photoshop and don't know the gimp at all, so some advice may be photoshop specific, but most things should be possible in gimp, too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I start with a sketch first (no surprise). you can see that I already cropped it to a squarish format. To spare me time I don't do preliminary pencil sketches at all and work entirely digital. I use different colours to differentiate certain areas as a visual aid to differentiate the layers of cloth etc.. Worksize is about three times the final one.&lt;br /&gt;
&lt;br /&gt;
http://img395.imageshack.us/img395/461/01delfaoryoungod3.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Next step is inking. I set the layer with the sketch to a low opacity, create a new one on top of it and use a small brush to ink it, with the brush's size set to match the pen pressure. (I tend to use a dark brown, because black lines will disappear on the black background later on.) &lt;br /&gt;
&lt;br /&gt;
http://img265.imageshack.us/img265/3409/02delfaoryoungcz0.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the third step I make an important decision: the lightsource(s). I want this portrait to have two: the main lightsource top left in front of him and a secondary one behind him to the right. Multiple lightsources (typically 2 or 3) are generally a better choice than a single lightsource, because in most situations in the real world, a figure would be illuminated by multiple lightsources, even with artificial lighting at nighttime. Our minds are hard-coded to percieve this as one major cue about the 3D shape of a figure, thus it gives any drawn object much more of a feeling of 'depth' if it's lit by multiple lightsources. &lt;br /&gt;
&lt;br /&gt;
According to these lightsources I start to thicken and thin down the lines - thin where the light hits and thick where an object casts a shadow.&lt;br /&gt;
&lt;br /&gt;
http://img385.imageshack.us/img385/230/03delfaoryoungpe1.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now I start to lay down the base colours (finally!). I use a separate layer for every colour. I create all of them below the linework layer and find it extremely useful to give them speaking names (like skin, hair, robe etc) - this Delfador had about 15 layers in the end which can get quite confusing. And below all those layers I add a bucket filled black layer for the background. (Those steps are fairly easy and can be outsourced pretty well - my boyfriend often does the flat colours for me...)&lt;br /&gt;
If you're doing a series of portraits for a specific race or faction in wesnoth it is very important to colourpick the basecolours to get a uniform look.&lt;br /&gt;
&lt;br /&gt;
http://img357.imageshack.us/img357/3143/03bwz8.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you have done this your picture should look pretty strange, because of the outlines having all one colour. Now I activate the little &amp;quot;fix transparencies&amp;quot; ckeckbox for the linework layer - because of that I'm able to paint only on the lines. By clicking this checkbox, it locks what is transparent on the current layer, and only allows you to paint on areas that have already been drawn. Since the only things drawn so far in this layer are the lines, they're the only parts that will get touched. This allows me to recolor the lines without changing their shape at all. &lt;br /&gt;
I use very dark shades of the colours of the objects they encircle.&lt;br /&gt;
&lt;br /&gt;
http://img257.imageshack.us/img257/4340/05palettetransparenzjv1.png[/img][/url][url=http://imageshack.us][img]http://img257.imageshack.us/img257/7698/04delfaoryoungzl0.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this step the real painting starts. First we have to select a nice brush. I solely use a hard edged brush with pressure set to opacity and set the general opacity to 50%. That means if I press really hard I will maximum get a 50% opaque stroke. I have a great dislike for those fuzzy edged brushes, the pestilence of photoshop - you will always see that it is a photoshopped picture even from a distance. I like to have some visible brushstrokes in the end.&lt;br /&gt;
&lt;br /&gt;
http://img367.imageshack.us/img367/7113/06brushmm5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I preserve the transparency of the layer I'm working on like I did with the linework, thus I don't have to fear that I paint over the edges. I usually start with the face for it is the most important area and focal point for the portrait.&lt;br /&gt;
I start with two colours, one dark shade and one light and define the overall lights and darks. Don't overblend here, it's only a base. &lt;br /&gt;
Then I slowly start introducing more colours, two more darks and one lighter shade, that's enough. &lt;br /&gt;
I still use only my hard edged brush. As for blending I constantly switch between bush and colourpicker (shortcuts B and I) and sample the colour in the middle and use it to continue painting.&lt;br /&gt;
&lt;br /&gt;
http://img367.imageshack.us/img367/9559/07xf6.png http://img392.imageshack.us/img392/5886/10lw7.png http://img132.imageshack.us/img132/9507/09eq9.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now I spend a bit more time thinking about colour. It is important not only to use darker and lighter shades of the same colour (like mixing black and white in is bad if you paint with oil or arcylics) but to have some variations, like i have some purple on the skin here. In this step i add even more colour on a separate layer. &lt;br /&gt;
Above the skin layer i create a new one and set it to colour which makes the colours blend together nicely. If you experiment with those hues be careful you don't make him look like a clown, tone down the opacity and saturation until it looks good. Then merge it with the skin layer beneath.&lt;br /&gt;
&lt;br /&gt;
http://img392.imageshack.us/img392/8691/11wm4.png http://img122.imageshack.us/img122/5209/12yq6.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In that way i continue to render all the areas and different layers. First the big areas and the little details (like in this case the girdle, gold applications and pouch) last. Don't forget to flip the canvas from time to time to detect flaws and turn it to greyscale to see if your lighting really looks good. And don't work too zoomed in, the overall impression is more important than the details (even if the details are more fun).&lt;br /&gt;
&lt;br /&gt;
http://img511.imageshack.us/img511/4589/13uu1.png&lt;br /&gt;
&lt;br /&gt;
A further step which I didn't use on Delfador is sometimes necessary to unify the separately shaded areas. In that case I create a new layer directly under the linework and paint on it with a heavily desaturated colour and set it to &amp;quot;multiply&amp;quot;. That way I have shadows spreading over the whole figure, which are not constrained to only one item of clothing, such as the robe.&lt;br /&gt;
&lt;br /&gt;
http://img444.imageshack.us/img444/5690/sorceress1gq3.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After I posted him in the forum i received some critiques and changed some things, here is the final version at my worksize:&lt;br /&gt;
http://img511.imageshack.us/img511/2641/15forumsuggestionsml7.png&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=25427</id>
		<title>Create Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=25427"/>
		<updated>2008-04-28T17:24:11Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* General Art and Computer Graphics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right; margin-left:1em;&amp;quot;&lt;br /&gt;
|__TOC__&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
&lt;br /&gt;
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum] or on the [http://www.wesnoth.org/forum/viewforum.php?f=18 restricted art development forum]. The former is a great place to post and discuss new and current Wesnoth art and graphics, and the latter to see what the art development team is working on.&lt;br /&gt;
&lt;br /&gt;
Unit and terrain art is stored in the portable network graphics (PNG) format.  Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the &amp;quot;images&amp;quot; subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is).  When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure).  The game also supports JPEG images, though these are better suited for story art.&lt;br /&gt;
&lt;br /&gt;
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]&lt;br /&gt;
&lt;br /&gt;
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).&lt;br /&gt;
&lt;br /&gt;
=== Roadmap ===&lt;br /&gt;
A list of what's being done and what needs doing:&lt;br /&gt;
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=9162&amp;amp;sid=21cf168d2b077d06bb0017c059b4add6 A list] of current work that needs to be done with sprites.&lt;br /&gt;
&lt;br /&gt;
== Art Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general.  Especially useful is the [[External Tutorials]] page which lists a large number of art tutorials available on the web.&lt;br /&gt;
&lt;br /&gt;
=== General Art and Computer Graphics ===&lt;br /&gt;
* [[Using the Levels Adjustment]] - making scanned pencil drawings ''not'' look washed out.&lt;br /&gt;
* [[Extending dynamic range]] - The Grooviest (so far) tutorial about extending the dynamic range of images and how this technique can be used to make better scans of pencil drawings.&lt;br /&gt;
* [[Scanning with camera]] - How to transfer real-life art to computer using a digital camera instead of a scanner.&lt;br /&gt;
* [[How to Anti-Alias Sprite Art]] - A means of removing the jagged edges on pixel lines&lt;br /&gt;
* [[Art Supplies]] - What physical items you need to do larger cell-shaded art like that of Jetryl/Jormungadr/et al&lt;br /&gt;
* [[Inking With Pencils|Computer Inking a Sketch]] - Info from Jason Lutes on his portrait workflow&lt;br /&gt;
* [[Scaling Digital Images]] - how to properly resize an image on a computer&lt;br /&gt;
* [[How to Shade]] - at attempt at tackling a very complicated topic&lt;br /&gt;
* [[Cartography for Wesnoth|How to make Wesnoth-style Maps ]] - Kestenvarn's tricks of the trade&lt;br /&gt;
* [[Designing weapons and armour]] - Advice from zookeeper on designing realistic weapons for your characters&lt;br /&gt;
* [[Portrait Tutorial]] - a guide on how to draw unit/character portraits by Kitty.&lt;br /&gt;
* Sgt. Groovy's vector workshop - tips and tricks for drawing with Inkscape&lt;br /&gt;
** [[Z-order tricks]] - few methods for faking overlapping shapes&lt;br /&gt;
** [[Variable-width strokes]] - how to make the strokes vary in width, like being drawn with a flat-tipped pen &amp;amp;mdash; no tablet needed!&lt;br /&gt;
** [[Shaped gradients with Gaussian blur]] - how to make gradients in other shapes than linear or radial&lt;br /&gt;
** [[Smooth shading in vector]] - the basic vector techniques for smooth shading, employing Gaussian blur and clipping/masking&lt;br /&gt;
** [[Making portrait art in vector]] - a complete tutorial for making Wesnoth unit portraits in vector graphics.&lt;br /&gt;
&lt;br /&gt;
=== [[Terrain|Terrain Graphics]] ===&lt;br /&gt;
&lt;br /&gt;
The following is information specific to drawing terrain for Wesnoth.  Read Frame's &amp;quot;Tiles Tutorial&amp;quot; for a good overview of how terrain graphics work.&lt;br /&gt;
&lt;br /&gt;
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.&lt;br /&gt;
* [[How To Make Seamless Tiles]] - The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.&lt;br /&gt;
* [[Seamless Tiles Using Inkscape]] - This tutorial teaches a method for making seamless hex tiles in vector craphics (to be rendered in raster).&lt;br /&gt;
* [[Turning Square Tiles into Hex]] - Nifty tricks for transforming square (or any rectangle) shaped seamless tiles into hexagon seamless tiles.&lt;br /&gt;
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)&lt;br /&gt;
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.&lt;br /&gt;
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.&lt;br /&gt;
&lt;br /&gt;
These describe the system used to specify how terrains behave in game:&lt;br /&gt;
* [[TerrainCodesWML]] - A list of the letters used to represent terrain types.&lt;br /&gt;
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.&lt;br /&gt;
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.&lt;br /&gt;
&lt;br /&gt;
=== Sprite Art ===&lt;br /&gt;
The following are different tutorials about sprite work compiled by various wesnoth sprite artists.  These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.&lt;br /&gt;
 &lt;br /&gt;
* [[Creating Unit Art]] - a list of specifications you will need to match.&lt;br /&gt;
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.&lt;br /&gt;
* [[Basic Animation Tutorial]] - or &amp;quot;How to Animate Sprites for Dummies,&amp;quot; covering the basic theory, and all of the mistakes to avoid.&lt;br /&gt;
* [[Advanced Animation Tutorial]] - how to wire in the animation frames to units in a way that makes the animation look good in-game. Doesn't cover any drawing as such, but focuses on timing conventions and some standard techniques for getting as much as possible out of the frames that are already drawn.&lt;br /&gt;
* [[Team Color Shifting]] - how to use our new team color system.&lt;br /&gt;
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game&lt;br /&gt;
* [[Making Bow Animations]] - the current standard for how we want bow animations to work&lt;br /&gt;
* [[Rotate Pixel Art Without Blurring]]&lt;br /&gt;
* [[Creating a scratch built sprite]] - an attempt to show some ways creating a sprite from scratch&lt;br /&gt;
* [[How to create motion blurs]] - a simple explanation on how to create attack animation weapon blurs&lt;br /&gt;
* [[FrankenPacks]] - a quick and dirty way to create sprites for [[WesnothAcronyms|UMC]]&lt;br /&gt;
&lt;br /&gt;
=== External Tutorials ===&lt;br /&gt;
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art.  These were not made by wesnoth artists, but should prove very useful for general instruction.&lt;br /&gt;
&lt;br /&gt;
* [[External Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
* [[GraphicLibrary]] - Lots of usercontributed graphics (most should be GPL'ed)&lt;br /&gt;
* [[Project]]&lt;br /&gt;
* [http://wesnoth.dbzer0.com/blog/wpg2 External Graphic Library] - A project to better organize the art of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25319</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25319"/>
		<updated>2008-04-14T09:45:17Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Projects on hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=19945 Dwarf Portraits]&lt;br /&gt;
&amp;lt;br&amp;gt;I had hoped to get a body of portrait work into mainline for the Dwarf race, but Jetryl has confirmed my suspicions that they're not up to the standard required, and that he's going to be doing a full set of dwarf portraits anyway, so the project's being back burnered in favour of some spriting.  The portraits as they stand are available for UMC authors' use, and if anyone does decide to use them, I'll happily come back and finish them off.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25318</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25318"/>
		<updated>2008-04-14T09:41:29Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Projects on hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=9&amp;amp;t=18696&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a&amp;amp;start=30 The Hammer of Thursagan]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Portraits and sprites for the newest mainline campaign at time of writing.  Currently the body of work is complete, and the sprites are finalised, but the portraits will probably get reworked by myself or someone else in the future to improve them technically.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25317</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=25317"/>
		<updated>2008-04-14T09:38:11Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=20784 Northern Alliance artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Working on unit artwork (and hopefully, eventually portraits) for the prospective Northern Alliance/[Barbarians] faction.  Very Scots inspired, with some other celtic influences gradually working their way in.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=20624</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=20624"/>
		<updated>2008-01-09T12:54:49Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=18696 The Hammer of Thursagan artwork]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Unsurprisingly, artwork for ESR's new mainline campaign, the Hammer of Thursagan (tHoT).  I've taken over the project from Johann, who had to leave due to a death in the family.  Project includes sprites, some of which will be original (including the one so ably tweaked by Eternal which is shown in that thread), and portraits, all of which are my own work.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting and artwork'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=20623</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=20623"/>
		<updated>2008-01-09T12:51:44Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Projects on hold */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.  Qes vanished, Blublaze initially took over the WML work, but since I've put the artwork on the back burner, and he has other projects, these are basically on hold.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.  On hold due to Qes's disappearance.&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=20622</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=20622"/>
		<updated>2008-01-09T12:50:26Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.&lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=18885</id>
		<title>Northern Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Northern_Rebirth&amp;diff=18885"/>
		<updated>2007-10-19T20:31:17Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Clearing The Mines */&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-balanced. 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 maybe 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 canal. 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>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=18141</id>
		<title>User:Thespaceinvader</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Thespaceinvader&amp;diff=18141"/>
		<updated>2007-09-20T13:07:11Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;thespaceinvader.  All one word, all lower case =P&lt;br /&gt;
&lt;br /&gt;
I started playing Wesnoth only recently, and I've since started contributing to various parts of it.  Predominantly spriting, so far, though I do want to work more on portraits later on, possibly story images.  I'm working on a number of projects at the moment.&lt;br /&gt;
&lt;br /&gt;
== Current Projects ==&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17838 The Vorpal Tide]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes and Caeb's animated mechanical silicate insectoid faction.  I'm in the process of making lots and lots of sprites.  Check [[Contrib:thespaceinvader]] to see them.&lt;br /&gt;
&lt;br /&gt;
'''*[http://www.wesnoth.org/forum/viewtopic.php?t=17397 The Qesicans]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Qes's faction.  Read the topic for more.  Doing sprites for the Freedman and 'Mancer lines.&lt;br /&gt;
&lt;br /&gt;
'''* [http://www.wesnoth.org/forum/viewtopic.php?t=17054 Unit Shadow Updates]'''&lt;br /&gt;
&amp;lt;br&amp;gt;Title says it all really.  When I'm feeling uninspired, there are lots of units that need their hard-edged shadows blurring up.&lt;br /&gt;
&lt;br /&gt;
'''* Other Mainline spriting'''&lt;br /&gt;
&amp;lt;br&amp;gt;Anything that's in the thread for mainline artwork needs that I feel I can try my hand at and have time for, really.  To date including north-facing frames for a couple of units, and the Orcish leader line's leading frames.  &lt;br /&gt;
&lt;br /&gt;
== Projects on hold ==&lt;br /&gt;
&lt;br /&gt;
'''* Desert sprites'''&lt;br /&gt;
&amp;lt;br&amp;gt;Initially a personal project, I might decide later on to bring these back for one or other of the currently existing desert factions.&lt;br /&gt;
&lt;br /&gt;
'''* The Al'Achiin'''&lt;br /&gt;
&amp;lt;br&amp;gt;A faction I was thinking about making, and did some development work on.  Currently abandoned, because it was mostly a duplication of currently existing factions.  There's a chance i might decide to bring this back later on in Campaign form, but given the time I have available, it's unlikely.&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=17848</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=17848"/>
		<updated>2007-09-08T09:52:21Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Reconciliation of the two versions of the Sceptre of Fire (Legend of Wesmere) */&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;
&lt;br /&gt;
'''Spoiler warning!'''&lt;br /&gt;
This page contains plot spoilers to several campaigns.&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.&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;
* Humans and elves decisively defeat the orcs at Weslath, thus halting the orcish advance.&lt;br /&gt;
* A new treaty between humans and elves is signed and 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;
* The elves are able to sneak into orcish camp by stealth and assasinate their King. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period of peace, known as the Golden Age of Wesnoth.&lt;br /&gt;
* Meanwhile, the elves are also involved in a civil war. Humans are able to rebuild and dominate Wesnoth.&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;
** Rebel 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 besiege 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 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 (the so told) 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;
* Erain and Ethyn, 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;
[Comment: In Legend of Wesmere this Era is right after the orcish civil war]&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 came, 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, Sela and Naia, of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
===??? Post-Wesnoth===&lt;br /&gt;
&lt;br /&gt;
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.&lt;br /&gt;
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.&lt;br /&gt;
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.&lt;br /&gt;
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.&lt;br /&gt;
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.&lt;br /&gt;
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.&lt;br /&gt;
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.&lt;br /&gt;
* Kaleh defies commands given him by a vision of Eloh.&lt;br /&gt;
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.&lt;br /&gt;
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.&lt;br /&gt;
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle.&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;
&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>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Timeline_of_Wesnoth&amp;diff=17847</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=17847"/>
		<updated>2007-09-08T09:51:12Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Alternate History Regarding the Sceptre of Fire */&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;
&lt;br /&gt;
'''Spoiler warning!'''&lt;br /&gt;
This page contains plot spoilers to several campaigns.&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.&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;
* Humans and elves decisively defeat the orcs at Weslath, thus halting the orcish advance.&lt;br /&gt;
* A new treaty between humans and elves is signed and 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;
* The elves are able to sneak into orcish camp by stealth and assasinate their King. A long orcish civil war for succession follows. The orcs are unable to undertake action against any other race during this period and Wesnoth enjoys a long period of peace, known as the Golden Age of Wesnoth.&lt;br /&gt;
* Meanwhile, the elves are also involved in a civil war. Humans are able to rebuild and dominate Wesnoth.&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;
** Rebel 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 besiege 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 (the so told) 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;
* Erain and Ethyn, 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;
[Comment: In Legend of Wesmere this Era is right after the orcish civil war]&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 came, 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, Sela and Naia, of this new Wesnoth.&lt;br /&gt;
&lt;br /&gt;
===??? Post-Wesnoth===&lt;br /&gt;
&lt;br /&gt;
* The Quenoth elves adapt to life in barren world of the Great Southern Desert. Over time they lost their affinity for the woodlands of their ancestry and embrace life in the sandy wastelands.&lt;br /&gt;
* Under the leadership of Tanuil, the Quenoth elves build and sustain a fortified village around a rare oasis. The village thrives amidst the hostilities of the desert.&lt;br /&gt;
* One night, a meteor storm rains from the sky and destroys the village of the Quenoth elves. The next day, Tanuil, like many others, is missing and presumed dead. Kalehssar (Kaleh), nephew of Tanuil, takes leadership of the remaining Quenoth elves as the surviving next of kin.&lt;br /&gt;
* Kaleh, heeding the voice of his god Eloh in his dreams, gathers the remaining Quenoth elves and leads them north to a new promised land, foregoing rebuilding of their desert village.&lt;br /&gt;
* The Quenoth elves battle their way north through Undead, Orcs, Bandits and other evil, venturing underground beneath a large mountain range at the command of Eloh.&lt;br /&gt;
* Befriending unexpected allies underground, Kaleh's forces survive to the other side of the mountain.&lt;br /&gt;
* Keratur, son of Tanuil and survivor of the cataclysm, insane with fright attacks Kaleh. Kaleh defeats Keratur.&lt;br /&gt;
* Kaleh defies commands given him by a vision of Eloh.&lt;br /&gt;
* The Quenoth reach the ocean. Aided by Merfolk, they escape the mainland and head for a newly discovered island, a place where the Quenoth may settle in peace.&lt;br /&gt;
* On the island, the Quenoth confront Yechnagoth, the Eater of Souls and impersonator of Eloh. Yechnagoth and army are destroyed by the Quenoth.&lt;br /&gt;
* Kaleh and the elves settle on their newfound, and newly named, Quenoth Isle.&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;
&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>Thespaceinvader</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=17846</id>
		<title>Geography of Wesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Geography_of_Wesnoth&amp;diff=17846"/>
		<updated>2007-09-08T09:47:22Z</updated>

		<summary type="html">&lt;p&gt;Thespaceinvader: /* Northlands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth and Surrounding Lands ==&lt;br /&gt;
&lt;br /&gt;
Here's a link to a [http://www.wesnoth.org/misc/httt-hi-res.jpg '''big''' (2.3 MB)] version of the map.&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/1.2/images/maps/wesnoth.png&lt;br /&gt;
&lt;br /&gt;
* International land features:&lt;br /&gt;
** The Ocean: Nameless and unlabeled, it lies to the west of the continent and all rivers flow eventually to it&lt;br /&gt;
** The Bay of Pearls: The Elensefar Peninsula in the North and the Isle of Anduin in the southwest separate this from the Great Sea&lt;br /&gt;
** The Great River: Most rivers in the land eventually flow to it. The islands in its delta are home to the citizens of Elensefar&lt;br /&gt;
** The Barren Swamp: Basically lifeless and hard to traverse, it formed a natural boundary between the Elvish and Human lands&lt;br /&gt;
&lt;br /&gt;
=== Wesnoth ===&lt;br /&gt;
The Kingdom of Wesnoth lies in the center of the land. Most of the campaigns revolve around it. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean&lt;br /&gt;
to the west.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Weldyn: The capital of Wesnoth&lt;br /&gt;
** Aldril: City lying on the Bay of Pearls&lt;br /&gt;
** Blackwater Port: City lying south of the Bay of Pearls&lt;br /&gt;
** Carcyn: City on the Wesnoth-Elensefar border, shared with Elensefar&lt;br /&gt;
** Dan'Tonk: Wesnoth's largest city located in the center of the country, just west of Weldyn&lt;br /&gt;
** Miluz: The easternmost border outpost&lt;br /&gt;
** Soradoc: The northernmost border outpost&lt;br /&gt;
** Fort Tahn: The southernmost border outpost&lt;br /&gt;
** Tath: A wilderness city north of Dan'Tonk that serves the military patrols traveling to Abez&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Gryphon Mountain: Home of the fabled Gryphons&lt;br /&gt;
** Ford of Abez: Shallow part of the Great River, it is usually controlled by Wesnothian forces&lt;br /&gt;
** Weldyn River: It branches from the Great River and goes south&lt;br /&gt;
** Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort Tahn, this plain is Wesnoth's bread basket and home to most of its population&lt;br /&gt;
** Dulatus Hills: These rolling hills bordering the Great Central Plain provide much of Wesnoth's livestock and agriculture&lt;br /&gt;
** Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous&lt;br /&gt;
** Glyn's Forest: Sometimes known as the Royal Forest, named for one of Haldric II's sons&lt;br /&gt;
** Gray Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted&lt;br /&gt;
** Green Swamp: Large swamp in the heart of the wilds of Wesnoth, south of Aldril.  It receives drainage from the Brown Hills and feeds into the Great River.&lt;br /&gt;
&lt;br /&gt;
=== Southwest Elven Lands ===&lt;br /&gt;
The Wood Elves are separate from those of the north, and have a frigid relationship with them and most other countries. Its borders are the Green Swamp to the northeast, the desert (not shown) to the south, and the Ocean to the west.&lt;br /&gt;
* Notable cities&lt;br /&gt;
** none known&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Aethen Forest: The largest southern forest, it extends far to the southwest - much farther than is charted - and is home to elves&lt;br /&gt;
** Weldyn River: By this point it is very large and provides good trade&lt;br /&gt;
&lt;br /&gt;
=== Elensefar ===&lt;br /&gt;
Elensefar is at times a province of Wesnoth, at times an independent country, and at times in a loosely defined treaty with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west.  More information is found in the [[Wesnoth_Narrative_History|historical narrative]] of Wesnoth.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Elensefar: The capital, located on an island in the Great River delta&lt;br /&gt;
** Carcyn: City on the Wesnoth-Elensefar border, shared with Wesnoth&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Great River: It is very wide at this point, and only ships can cross it&lt;br /&gt;
=== The Southern Land ===&lt;br /&gt;
This is the land to the far south of wesnoth.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Serrul: a peaceful city that excels at sea trade.&lt;br /&gt;
** Varrant: a prosperous trade city.&lt;br /&gt;
** Kesh: a powerful military city.&lt;br /&gt;
** Azen: capitol of the Azgar (a Expansionist clan with a strong military force)&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** The Ashland Desert: a long and hot desert that leads to Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== Northlands ===&lt;br /&gt;
&lt;br /&gt;
There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Glamdrol: An Orcish tribal capital&lt;br /&gt;
** Romyr: Another Orcish tribal capital&lt;br /&gt;
** North Elven Capital: Of unknown location deep in the Northeast Forest&lt;br /&gt;
** Wesmere: The location of the Ka'lian - the Elvish Council&lt;br /&gt;
** Caverns of Knalga: Various dwarven cities exist under here&lt;br /&gt;
** Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion.  Now abandoned.  The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Northern Mountains: A virtually impassable barrier&lt;br /&gt;
** Devon Lake: A mountain lake whose river carves the only pathway through the Northern Mountains&lt;br /&gt;
** River Glaaq: The river than comes out of Devon Lake&lt;br /&gt;
** Northern Forest: A gigantic forest whose eastern boundary only the elves know&lt;br /&gt;
** Great River: The origin of this river is somewhere in the east of the northern lands&lt;br /&gt;
** Suquets Forest: A forest on the Great River near Elensefar, in early times called Wesmere&lt;br /&gt;
&lt;br /&gt;
== Far North ==&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/branches/1.2/images/maps/northlands.jpg&lt;br /&gt;
&lt;br /&gt;
Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate.  It lies north of the Northern Mountains, which the Orcs call the Haggid-Dargor and claim (without merit) as their own.  To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands).  The High Elves themselves reside further east, where it is rumored they rule a vast kingdom.&lt;br /&gt;
&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Barag Gor, a city home to the Orcish Council&lt;br /&gt;
** Bitok&lt;br /&gt;
** Borstep&lt;br /&gt;
** Castelfrang&lt;br /&gt;
** Farzi&lt;br /&gt;
** Festog&lt;br /&gt;
** Grisbi&lt;br /&gt;
** Lmarig&lt;br /&gt;
** Melmog&lt;br /&gt;
** Prestim&lt;br /&gt;
** Tirigaz&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** Swamp of Desolation&lt;br /&gt;
** Mountains of Dorth&lt;br /&gt;
** Mountains of Haag&lt;br /&gt;
** Green Forest&lt;br /&gt;
** Silent Forest&lt;br /&gt;
** Forest of Thelien&lt;br /&gt;
** River Oumph&lt;br /&gt;
** River Bork&lt;br /&gt;
** Wild Steppe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Green Isle ==&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/*checkout*/wesnoth/trunk/data/campaigns/The_Rise_Of_Wesnoth/images/story/the_green_isle.png&lt;br /&gt;
&lt;br /&gt;
=== Wesfolk Land ===&lt;br /&gt;
This is where the Wesfolk live, with their Lich overlords. The boundary between it and the Islefolk land is the hilly area running south-west to north-east. The Wesfolk land is in the north-west. Little is known about what happened to the island after Haldric left.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Jevyan: The capital of the Wesfolk, where Jevyan reigned; presumably where the gates to orcland were opened&lt;br /&gt;
* Notable land features&lt;br /&gt;
** None. (its not a very detailed map, is it? :) )&lt;br /&gt;
&lt;br /&gt;
=== Islefolk Land ===&lt;br /&gt;
This is where the Islefolk (Haldric's folk) live. The boundary is the same as that of the Wesfolk; the islefolk land is to the southeast.&lt;br /&gt;
* Notable cities:&lt;br /&gt;
** Blackmore: {??}&lt;br /&gt;
** Clearwater Port: {??}&lt;br /&gt;
** Southbay: {??}&lt;br /&gt;
* Notable land features:&lt;br /&gt;
** None. (see Wesfolk land)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothHistory]]&lt;/div&gt;</summary>
		<author><name>Thespaceinvader</name></author>
		
	</entry>
</feed>