Difference between revisions of "CampaignDialogue:TROW"
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=== Lord Typhon === | === Lord Typhon === | ||
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== Scenario 1: A Summer of Storms == | == Scenario 1: A Summer of Storms == | ||
Line 395: | Line 353: | ||
== Scenario 22: Rise of Wesnoth == | == Scenario 22: Rise of Wesnoth == | ||
== Scenario 23: Epilogue == | == Scenario 23: Epilogue == | ||
+ | |||
+ | == TRoW-Specific Unit Descriptions== | ||
+ | |||
+ | ===Prince Haldric=== | ||
+ | |||
+ | ====Noble Youth: Lvl 0==== | ||
+ | Today he is a young man, by his devotion to the crown he is seeking to become a Lord -- to join the elite of humanity. | ||
+ | |||
+ | ====Noble Fighter: Lvl 1==== | ||
+ | Young and brash, Fighters fight with a sword, and are vulnerable to ranged attacks from enemies. However they have the potential to become great Commanders one day. | ||
+ | |||
+ | ====Noble Commander: Lvl 2==== | ||
+ | The rank of a noble Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle. | ||
+ | |||
+ | ====Noble Lord: Lvl 3==== | ||
+ | The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units. | ||
+ | |||
+ | ===King Eldaric IV=== | ||
+ | ====Warrior King: Lvl 3==== | ||
+ | As the leaders of the human Kingdoms, Kings are responsible for ruling and protecting their subjects. Kings can coordinate the attacks of level 1 and 2 units, thereby increasing their fighting efficiency. | ||
+ | |||
+ | |||
+ | ===Lady Jessene=== | ||
+ | ====Wesfolk Outcast: Lvl 1==== | ||
+ | Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still conserves her nobleness in her veins and in the battlefield she has earned valuable experience, which she can lend to her people for turning a fight in their favour. | ||
+ | |||
+ | ====Wesfolk Lady: Lvl 2==== | ||
+ | Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still conserves her nobleness in her veins and in the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership. | ||
+ | |||
+ | ====Wesfolk Leader: Lvl 3==== | ||
+ | Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still conserves her nobleness in her veins and in the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership. | ||
+ | |||
+ | ===Midnight Queen=== | ||
+ | ====Vampire Lady: Lvl 3==== | ||
+ | Cold and beautiful, she maintains her eternal youthful appearance drinking the blood of the living. | ||
+ | |||
+ | ===Generic Unit=== | ||
+ | |||
+ | ====Wose Sapling: Lvl 0==== | ||
+ | Rarely seen, even by elves, a Wose is an order of creature about which little is known. The elves are the source of most of this knowledge; they know that these beings are not descended from trees, despite the similarity in form, and they know that a wose is more closely tied to the faerie world than the elves themselves, though in a different way. The motives and workings of their kind are unknown, though most posit the obvious idea that woses are wardens of the natural world. | ||
+ | |||
+ | Woses are utterly unwarlike, but possess a great strength. They are, however, neither used to, nor quick at moving around. | ||
[[Category:Create|*]] | [[Category:Create|*]] | ||
[[Category:Writing|*]] | [[Category:Writing|*]] |
Revision as of 21:03, 3 July 2009
This is a transcription of all dialogue from The Rise of Wesnoth. It is meant as a resource for Wesnoth writers. If you don't want spoilers, leave this page now.
Death Dialogue
Prince Haldric
Prince Haldric: I can't be finished yet... I still have so much more to do.
King Eldaric IV
King Eldaric IV: It is not yet my time! No!
Lady Jessene
Lady Jessene: No! I'll not go so easil--
Lady Outlaw
Lady Outlaw: Bah! I'm not dying today! (POOF! The Lady Outlaw vanishes in a puff of smoke.)
Burin the Lost
Burin the Lost: Fool of a boy. I never should have followed him.
Sir Ruddry
Sir Ruddry: Hail the Kings, may their bloodlines continue beyond my time!
Sir Ladoc
Sir Ladoc: For Land and Lord, I sacrifice all!
Minister Edmond
Minister Edmond: May the Lords of Light protect us all.
Lord Typhon
Prince Haldric: Without him the bottoms of our ships will be completely vulnerable...
Scenario 1: A Summer of Storms
Story text
In the days before Haldric the First saved our people and founded the country of Wesnoth, we came from an island kingdom far to the west...
We were prosperous, strong, and numerous. We lived in a rich land with many kings. Then THEY came, the Wesfolk. They were a wicked, brutal, and dirty lot.
They were the vanquished refugees of some war, fleeing from their homes in a land even farther off into the west. The Wesfolk were not numerous, but they used dark magic, commanding vengeful spirits and legions of walking dead...
After a time of great struggle, a peace was reached. We came to dominate most of the Isle, with the Wesfolk pushed onto the most marginal of lands. In confronting their vile legions, we grew strong. Indeed, it was from this war we gleaned our first shards of knowledge about magic.
You must recall that the route from the western continent to our Green Isle was perilous at the best of times - so perilous that a stable trading relationship between the mainland and the Isle could never be maintained.
Things were worse still when sailing to the east. A strong, cold ocean current swept down from the north in the Eastern Ocean, pushing all ships horribly off course. Ships that traveled east and returned reported nothing but open ocean and vile sea monsters...
Over time our skills as navigators grew. Then, one day, the strong-hearted Crown Prince of Southbay returned home from a long voyage with a fabulous tale. He said that there were lands to the east that could be reached by aggressively sailing to the east and north, to compensate for southern pull of the ocean.
It wasn't long after he returned that the very Crown Prince who discovered the land to the east fell ill and died under mysterious circumstances. His younger brother, the next in line for the throne, chafed at the eye of suspicion cast upon him. He conspired to start a war of distraction with the poor Wesfolk kingdoms and their Lich-Lords.
The new Crown Prince departed with the largest army ever assembled on the Isle to make war with the Wesfolk. This is where our story begins...
...with the plight of a different prince on the same Isle...
For this is the story of Haldric the First and the Rise of Wesnoth...
Scenario Dialogue
Introductory Dialogue
Narrator: The trouble seems to have finally reached to the heart of the Isle, to the isolated lands of King Eldaric IV.
King Eldaric IV: It looks like a Wesfolk rabble have seized the Northern Keep! Prepare for battle, Haldric!
Prince Haldric: Father, I am of age now. May I lead our forces in battle?
King Eldaric IV: You're showing initiative, son! I'm proud of you! Yes, you may lead our forces to battle, it is time - but I'll stay near to keep an eye on you. There is more to this raid than meets the eye, I think.
Prince Haldric: They're Wesfolk, reavers and thieves by nature; rare is the summer they do not raid us. What mystery is in it now?
King Eldaric IV: These are not normal times. When the Prince of Southbay has raised a host that could utterly destroy them, why would they compound their troubles by raising a quarrel with another king?
Prince Haldric: Perhaps these are refugees fleeing his advance?
King Eldaric IV: Unlikely. The Prince they might evade in the wild country; south and east of here is more thickly settled with our folk, and a greater danger to them. Even supposing they could win through us, why court the wrath of the greater kingdoms?
Prince Haldric: We must inquire of the survivors after we defeat them. Onward to victory!
Wesfolk Leader: Look, a little princeling and his merry men! We'll teach you a lesson for what your kind did to us!
Turn 5
King Eldaric IV: Don't forget about some of the more isolated villages, we'll need the gold!
Turn 20
King Eldaric IV: Make haste, son! We must win before the summer crop is in ruin.
Wesfolk Leader: Last Breath
Wesfolk Leader: I invoke the right of surrender! Don't kill me...
Prince Haldric: Why have you come to trouble our lands?
Wesfolk Leader: Trouble your lands! Bah! Your fool Prince of Southbay has attacked our lands. The Lich-Lords had no choice... They opened a gate... and...
King Eldaric IV: And what?
Wesfolk Leader: They pledged to visit all of the terrors of the hells upon the Isle. They built a great stone gate to the heart of the homeland of the orcs in the distant west! Now even we Wesfolk must flee or be slaves.
Prince Haldric: Orcs are just creatures of tall tales!
Wesfolk Leader: You've been on this island too long. I assure you that orcs exist. By now there are probably a half dozen gates to the orcish homeland. There is no hope.
King Eldaric IV: We must prepare the defenses! Haldric, stay at the keep. I must go and fortify our frontier.
Wesfolk Leader: My forces are defeated, under your customs of surrender I will go now.
King Eldaric IV: You may go. See to it that you trouble us no more, for the custom states that you may invoke surrender but once. If we meet again, I won't be so merciful.
Time Over
King Eldaric IV: We have run out of time... The crops shall spoil, we'll starve!
Prince Haldric's First Kill
Prince Haldric: Die, Wesfolk scum!
Prince Haldric's First Attack
Prince Haldric: Feel my wrath, you fiend!
Scenario 2: The Fall
Story Text
Summer passes into fall, and King Eldaric fortifies his frontiers. It is not long before the first orcish scouts are spotted. War has come to the valley.
Scenario Dialogue
Introductory Dialogue
King Eldaric IV: Haldric, things have not gone well! The orcs have arrived. We met them at the north keep but they were just too many. They have flanked us to the east in the mountains. I have my personal guards holding the pass to the north, but they won't be able to last long... We must evacuate our home.
Prince Haldric: That's awful! And it only gets worse. That Wesfolk rabble has set up shop again in the south pass...
King Eldaric IV: That's the only way out of the valley! This is a disaster! We must defeat that Wesfolk scum and flee to the south. Our home is lost... We must make haste.
Tan-Rarbag: So HUMAN, care to make your final stand?
Tan-Erang: Die! Die! Die!
Wesfolk Leader: This is going to get ugly...
Turn 14
King Eldaric IV: Hurry! Only death awaits in this valley!
Wesfolk Leader killed by player
Wesfolk Leader: Umm, I invoke the right of surren...
King Eldaric IV: Nay! Off with your hea- - -
Wesfolk Leader: But I can help! Really! You could use me and my men's skills on the long road ahead!
King Eldaric IV: Haldric, what say you on this matter?
Prince Haldric: Hmm... after some thought...
Option 1:
Prince Haldric: I think that your skills may be useful. You may join us.
Wesfolk Leader: Let there be peace between us, our survival depends on it.
Prince Haldric: So what shall I call you?
Wesfolk Leader: The Lady Outlaw will do.
Option 2:
Prince Haldric: Your word can't be trusted. Prepare to meet your gods!
Wesfolk Leader: Arrogant fools! (Reaches into pocket) POOF!
King Eldaric IV: Argh, she's gone. Next time, more sword, less chat.
Prince Haldric: She's clever! Maybe I made the wrong choice. Well, at least she left some of her gold behind...
Dialogue continues
King Eldaric IV: Son, you must lead our people through the south pass. I will remain behind to hold off these vile monsters for as long as I can.
Prince Haldric: But, Father!
King Eldaric IV: It's the only way. Go now, and don't look back! Luck be with you!
Wesfolk Leader Killed By Orcs
King Eldaric IV: We're surrounded! The orcs have taken the southern pass! All is lost!
Time Over
King Eldaric IV: We're surrounded! I can see their reinforcements! All is lost!
Orcs Move Onto Haldric's Castle
Prince Haldric: Our home! Where shall we go!
King Eldaric IV: There can be no looking back! We must go south.
Scenario 3: A Harrowing Escape
Scenario Dialogue
Introductory Dialogue
Prince Haldric: Argh, the orcish vanguard must have flanked us even further to the east! They're already holding the mouth of the pass. We have to get out of the mountain pass before winter comes or we're all dead meat!
Prince Haldric: Father, I wish you were here...
Lady Outlaw: I'd drop the sentiment and pick up your sword. There's plenty of fighting ahead of us!
Tan-Schmog: You won't get much further boy. Grrrr!
Signpost On The Way To Burin The Lost's House
Narrator: GO HOME! AIN'T NUTTIN TO SEE HEER!
Move Onto Burin The Lost's House
Moved Unit: Who goes there?
Burin the Lost: Burin, Burin the Lost. Who be ye?
Prince Haldric: I'm Prince Haldric, we have little time to talk. We must make haste through the pass... What are you?
Burin the Lost: I'm a dwarf, you fool of a boy! I got lost while exploring deep underground, almost a century ago. I've never found my way home. But it seems nice enough here.
Prince Haldric: Nice? The orcs have come, and we must flee!
Burin the Lost: Orcs! It's been a long time since I felt the satisfying crunch of one of those under my axe. Time for a fight!
Prince Haldric: You've fought orcs before?
Burin the Lost: Fool boy! Where did you grow up? Enough of this, let's go get some orcs!
Time Over
Prince Haldric: We're trapped in the pass! I can see their reinforcements! All is lost! Is that... Is that snow?... We're doomed!
Signpost In The Southeastern Corner
Narrator:
SE - The River Road.
SW - The Midlands.
Tan-Schmog Dies First
Tan-NauVong: Come and get it!
Hashnak: Die, human.
Prince Haldric: Uh-oh!
Tan-NauVong Dies First
Tan-Schmog: I'll not go so easily!
Hashnak: Die, human.
Prince Haldric: Uh-oh!
Victory
Prince Haldric: Now, should I go southeast on the River Road, or southwest through the midlands? The River Road crosses the Swamp of Esten, so I doubt that even orcs would go there. The Midlands were nice, but who knows what's going on there now.
Option 1:
Prince Haldric: I think I'll take the River Road... Lady Outlaw: Good. The Midlands are probably an orc-infested ruin by now. Burin the Lost: SWAMP! I'm under 5 feet tall, and I don't float! Argh, have it your way.
Option 2:
Prince Haldric: We'll go through the Midlands... Lady Outlaw: I suspect that the Midlands might be in ruins by now. Burin the Lost: It's better than the swamp. I'm under 5 feet tall, and I don't float! Besides, I'd rather enjoy meeting more orcs.
Dialogue Continues
Prince Haldric: We've escaped the pass. Well, at least I know that the orcs can be beaten. Hmm, I guess that this is the last I'll see of my home... and my father. (Sigh) Prince Haldric: We should make our way to Southbay. It is the largest city on the Isle. We should be able to make a stand there. Failing that, there's always Clearwater Port.
Scenario 4a: The River Road
Story Text
So it came to pass that Prince Haldric was forced from his home, never to return. With the help of his father's noble sacrifice he has escaped through the southern pass. Haldric has left the lands of his home, and before him stretches the vast expanse of the southern kingdoms of his people.
The river road follows the Isle's greatest river to the southeast. This road leads to the Isle's second largest city, Clearwater Port. It would likely have been the Isle's largest city save for the events of the Wesfolk War. The Lich-Lords befouled much of the land around the river during the course of a great battle. Now the swamp is home to a Wesfolk-imitating cult.
Scenario Dialogue
Introductory Dialogue
Narrator: With great trepidation, Prince Haldric leads his refugee band into the Swamp of Esten. In the center of that very swamp a shroud of fog descends over young Prince Haldric.
Prince Haldric: I have a very bad feeling about this. This awful swamp and its crazy cult... Before these troubles started we used to have to clear the swamp every spring and fall.
Prince Haldric: I suppose with the rampaging bands of murderous orcs roaming about that hasn't been done in a while.
Burin the Lost: I miss the orcs... We go all this way, and (SNIFF) what a lovely smell we have discovered.
Lady Outlaw: This is too quiet. I don't like this one bit, not one bit at all.
Prince Haldric: Wait, I think I hear something... To arms!
Minister Edmond's Temple
Prince Haldric: Careful, you don't know what's lurking in there!
Minister Edmond: Back you vile--- Oh, sorry I thought you were undead. When are those goofs in Clearwater Port going to clear the swamp again?
Prince Haldric: Maybe they'll clear it some time after the APOCALYPSE is OVER!
Minister Edmond: Oooh! I take it you wouldn't mind if I helped out?
Temple Controlled By Undead
Moved Unit: Hey, there's somebody hidden in the temple. Ack! Hold there!
Signpost To The South
Narrator:
SW - The Oldwood Forest.
Enter at Your Own Risk!
Lollyra's Death
Lollyra: May I live forever in Un-death!
Clurka's Death
Clurka: Ohh! To be risen again!
Cleon's Death
Cleon: A prayer for life immortal!
Time Over
Prince Haldric: We have run out of time... We'll be trapped in this swamp when winter arrives!
Victory
Sir Ruddry: I don't know who you are, but you can't continue down this road! There is a horde of those orcs bigger than any army I've ever seen just down the road!
Prince Haldric: I'm Haldric; my father was King Eldaric IV in the lands northwest of here. Soldier, have you deserted your post?
Sir Ruddry: No, Sir! I'm the sole survivor of the Clearwater Port expeditionary force. Trust me, you can't continue down this road, Sir. Especially with the refugees, you'll be slaughtered.
Prince Haldric: Tell me, does Clearwater Port still stand? Is the port free?
Sir Ruddry: As far as I know, Sir. We have a large army, and they were pressing all able bodied men and boys into service when I left. That orcish army is huge, but they haven't met the main body of our forces yet.
Prince Haldric: Well, we can't go back, and the road ahead is blocked. I guess we'll have to risk it and go through the Oldwood forest, then make a break for Clearwater Port or Southbay.
Burin the Lost: Oh great, now a forest... I should have stayed at home and took my chances with the orcs!
Sir Ruddry: Sir, if you don't mind, I'll go with you.
Lady Outlaw: On we go...
Scenario 4b: The Midlands
Scenario 5: The Oldwood
Scenario 6: Temple of the Deep
Scenario 7: Return to Oldwood
Scenario 8: Clearwater Port
Scenario 9: Fallen Lich Point
Scenario 10: Sewer
Scenario 11: Southbay in Winter
Scenario 12: A Final Spring
Scenario 13: Peoples in Decline
Scenario 14: Rough Landing
Scenario 15: New Land
Scenario 16: Elf Lords
Scenario 17a: The Dragon
Scenario 17b: A Beach
Scenario 17c: Troll Hole
Scenario 17d: Cursed Isle
Scenario 18: A Spy in the Woods
Scenario 19: The Vanguard
Scenario 20: Return of the Fleet
Scenario 21: The Plan
Scenario 22: Rise of Wesnoth
Scenario 23: Epilogue
TRoW-Specific Unit Descriptions
Prince Haldric
Noble Youth: Lvl 0
Today he is a young man, by his devotion to the crown he is seeking to become a Lord -- to join the elite of humanity.
Noble Fighter: Lvl 1
Young and brash, Fighters fight with a sword, and are vulnerable to ranged attacks from enemies. However they have the potential to become great Commanders one day.
Noble Commander: Lvl 2
The rank of a noble Commander is held by those who lead battle groups into combat. Possessing leadership skills, they give lower-level units in adjacent hexes improved performance in combat. Commanders are best skilled with the sword, although they also carry a bow to use when necessary. If the Commander is lost, so is the battle.
Noble Lord: Lvl 3
The noble leaders of many troops, Lords are especially strong in melee combat, and also possess skill with the bow. Like Commanders, Lords possess leadership skills, and improve the fighting ability of all adjacent lower-level units.
King Eldaric IV
Warrior King: Lvl 3
As the leaders of the human Kingdoms, Kings are responsible for ruling and protecting their subjects. Kings can coordinate the attacks of level 1 and 2 units, thereby increasing their fighting efficiency.
Lady Jessene
Wesfolk Outcast: Lvl 1
Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still conserves her nobleness in her veins and in the battlefield she has earned valuable experience, which she can lend to her people for turning a fight in their favour.
Wesfolk Lady: Lvl 2
Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still conserves her nobleness in her veins and in the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership.
Wesfolk Leader: Lvl 3
Born in the Wesfolk aristocracy, she and her people were excluded from society by their lords, who betrayed their loyalty when a war against Haldric's people was being lost. This outcast still conserves her nobleness in her veins and in the battlefield she has earned valuable experience, which continues increasing with time, as does her natural leadership.
Midnight Queen
Vampire Lady: Lvl 3
Cold and beautiful, she maintains her eternal youthful appearance drinking the blood of the living.
Generic Unit
Wose Sapling: Lvl 0
Rarely seen, even by elves, a Wose is an order of creature about which little is known. The elves are the source of most of this knowledge; they know that these beings are not descended from trees, despite the similarity in form, and they know that a wose is more closely tied to the faerie world than the elves themselves, though in a different way. The motives and workings of their kind are unknown, though most posit the obvious idea that woses are wardens of the natural world.
Woses are utterly unwarlike, but possess a great strength. They are, however, neither used to, nor quick at moving around.