CampaignDialogue:DM

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Contents

This is a transcription of all dialogue from Delfador's Memoirs. It is meant as a resource for Wesnoth writers. If you don't want spoilers, leave this page now.

Death Dialogue

Delfador

Delfador: No! So young...

Lionel

Delfador: No! Without Lionel's help, I am as good as defeated!

Chantal

Delfador: Chantal! No - you can't be dead! I have no hope of returning to Wesnoth now...

Zorlan

Qgthun: Invincible Zorlan is dead? Quick, run for your lives!

Kalenz: You will terrorize Wesnoth no more!

Kalenz

Kalenz: I have been defeated!

Garard II

Delfador: No! All is now lost...

Telchior

Kalenz: No! it's all over!

Scenario 1: Overture

Story Text

This is the true story of Delfador the Great from his humble beginnings; the tale of how he became the most famous and powerful of all the mages of Wesnoth.

It begins on the Isle of Alduin, at the Academy which trains mages from throughout the Great Continent.

After ten years of training, two tests stand between that apprentice and attainment of the degree of Mage:

The New Mage Ceremony

and

The Name Journey

Introductory Dialogue

Narrator: Academy of Magic, Isle of Alduin.

Narrator (lit brazier): ...thorum restro targa thorum...

Marshal: Come, O aspirant. The Oracles await you.

Narrator (lit brazier): ...thorum restro targa thorum...

First Oracle: The time of peace is passing. Chaos is rising; evil is rooted in the land's very heart. Darkness is coming soon. The world will be changed. And you will be among the champions of our brotherhood of mages. I give you the first syllable of power, the beginning of your name: DEL

Narrator (lit brazier): ...thorum restro targa thorum...

Second Oracle: You will not be least among those champions. Nay; you will be called 'The Great' before your days are through. I give you the second syllable of power, the second part of your name: FA

Narrator (lit brazier): ...thorum restro targa thorum...

Third Oracle: Yes. Peace is broken, but hope is not extinguished. There is always hope. And you will be the father of it. I call the power of the Bright Gods into the second part of your name. FA

Narrator (lit brazier): ...thorum restro targa thorum...

Fourth Oracle: After the battle, peace. After the darkness, dawn. From death springs new life. I give you the last part of your name, the final syllable of power. DOR

Narrator (lit brazier): ...thorum restro targa thorum...

Marshal: DELFADOR, open your eyes. And open them again!

Delfador: . .

Delfador: o o

Delfador: O O

Delfador: The light fills me!

First Oracle: It is well.

Second Oracle: It is well.

Third Oracle: It is well.

Fourth Oracle: It is well.

Marshal: Now, go forth!

Marshal: Your name journey begins. Methor will lead you from this place.

Methor: But I will not see you to its end, for that is yours alone.

Methor: Dangers and trials await us. When you have truly claimed the name you have been given, I will depart.

Delfador: I am ready.

Scenario 2: This Valley Belongs To Me

Story Text

Delfador's wandering time with Methor took them to many strange places, both within and beyond the lands of men. They studied and practiced, applying magecraft to aid those they traveled among and to deepen their understanding of the hidden currents and powers of the world.

But the elder mage's health was taxed by the rigors of the journey. A year after the two left Alduin, Methor settled in a tranquil valley at the edge of the Dulatus Hills, not far southeast of the capitol at Weldyn. He opened a small school of his own, and with Delfador assisting him he began training a handful of youths who might in time be worthy to enter the great Academy on Alduin.

Introductory Dialogue

Methor: Delfador, your time as my apprentice is now almost over. You are a fully-trained mage, and may choose your own path in life. I hope, however, that you will take my advice, and enroll yourself in the service of King Garard. I have many contacts at the court and...

Grogor-Tuk: Listen, humans! This valley belongs to me now. I require all your houses and your possessions! Hand them over quietly and I may permit you to live on as my slaves...

Methor: Arrogant creature! We have little enough, and we will not suffer you to take it from us by force.

Grogor-Tuk: That's where you are wrong, puny mage. War is coming, humans... War! Take their villages, and spare no-one!

Wolf Rider Captures Village: First Time

Capturing Unit: Grooar! Burn! Burn! Ahahaha...

Methor Dies

Delfador: No! Methor... Don't die!

Methor: Heed my last words, Delfador! Journey northeast to Weldyn, and seek out my friend Leollyn. He will help you.

Victory

Methor Is Alive

Methor: Well done, Delfador! I see I have trained you well, and you are truly ready to seek your fortune. My traveling days are done, but it is time for you to journey northeast to Weldyn, and seek out my friend Leollyn. He will help you.

Methor Is Dead

Delfador: I will grieve for master Methor... I must take his advice and seek out Leollyn.

Dialogue Continues

Delfador: And it is no good news I will bring him. Orcs, so far south and so near the capital? This is a dire sign; things are gravely amiss in Wesnoth.

Scenario 3: Road To Weldyn

Introductory Dialogue

Narrator: Delfador followed Methor's advice, and headed over the hills towards Weldyn. But the roads were more dangerous than he had expected...

Derrin: Beware, stranger! I come to warn you - a party of orcs have moved into the Great Valley to the north, and have been raiding the lands around. If you press on westward, you will have to fight them.

Delfador: I cannot turn back now... If I fight these orcs, will your villagers help me?

Derrin: You see me armed for war because we were mustering to aid our kin. We can help each other - and you'll not be sorry to fight beside us, for this region trains the best bowmen in Wesnoth.

First Bowman Attack

Attacking Unit: Take this, you slimy invader!

Turn 4

"Bowman Advisor": Beware! Night is falling - that's when the orcs tend to attack!

Victory

Note: Bowman Advisor is a role. In the unlikely event that the player manages to win and at that moment also not have any bowmen, this dialogue would be broken.

"Bowman Advisor": Thank you, Delfador, for helping to rid our land of those pestilent orcs. Your magic was more help than we looked for, and we are in your debt.

Delfador: You are welcome...but I am wondering what orcs were doing so deep inside the borders of Wesnoth.

"Bowman Advisor": Perhaps some of our lads had better go with you as far as Weldyn. These lands are not safe for a lone traveler, and we may learn what drew the orcs so far south.

Scenario 4: Leollyn

Scenario 5: Council In Weldyn

Scenario 6: Swamps Of Illuven

Scenario 7: Night In The Swamp

Scenario 8: Ur Thorodor

Scenario 9: Houses Of The Dead

Scenario 10: The Gate Between Worlds

Scenario 11: Wasteland

Scenario 12: Terror At The Ford Of Parthyn

Scenario 13: The Return Of Trouble

Scenario 14: Shadows

Scenario 15: Save The King

Scenario 16: Dark Sky Over Weldyn

Scenario 17: A New Ally

Scenario 18: The Portal Of Doom

Scenario 19: Showdown In The Northern Swamp

Scenario 20: Prince Of Wesnoth

Scenario 21: Clash At The Manor

Scenario 22: Face Of The Enemy

Scenario 23: Epilogue

DM-Specific Descriptions

Staff of Lightning

A wizard's staff of power. This allows the bearer to summon powerful lightning bolts which strike their enemies, even at close range.

Cannot use message: Only a powerful mage can wield this.

Delfador

Journeyman Mage: Lvl 1

A mage who has just finished his or her apprenticeship is known as a journeyman. Journeyman mages travel far in search of employment and experience.

Mage Leader: Lvl 2

This mage has gained some experience leading others into battle. As a result, level 1 units fight more effectively when they are adjacent to him.

Mage Commander: Lvl 3

This mage has gained much experience leading others into battle. As a result, level 1 and 2 units fight more effectively when they are adjacent to him. He also has the power to heal others during combat.

Mage Magister: Lvl 4

A Mage Magister, though equivalent in degree to a Great Mage, has special abilities of command and healing derived from extensive experience of battle.

Unknown Unit A

King of Wesnoth: Lvl 5

Under the feudal system, all authority ultimately rested with the sovereign. His lords held their property only with his agreement, and had to pay him tribute. In return, the king would defend the realm against invaders, and redistribute wealth in times of need.

Unknown Unit B

Crown Prince of Wesnoth: Lvl 4

A Crown Prince is the presumptive Heir to the throne, and may act with very nearly the authority of the King himself.

Generic Unit

Wose Shaman: Lvl 2

These woses are able to command forest plants such as vines and creepers to hinder their enemies.

DM: Specified Unit Names

Elves

  • Kalenz (Elvish High Lord)
  • Chantal (Elvish Druid)

Humans

  • Delfador (Elder Mage)
  • Lionel (General)
  • Methor (Mage of Light)
  • Clogrin (Royal Guard)
  • Theorsten (White Mage)
  • Igler (White Mage)
  • Larsin (White Mage)
  • Aldrin (White Mage)
  • Gren (Shock Trooper)
  • Droni (Shock Trooper)
  • Artor (Shock Trooper)
  • First Oracle (Great Mage)
  • Second Oracle (Great Mage)
  • Third Oracle (Great Mage)
  • Fourth Oracle (Great Mage)
  • Marshal (Mage of Light)
  • Derrin (Bowman)
  • Feorth (Horseman)
  • Gar (Horseman)

Dwarves

  • Ulrek (Dwarvish Lord)


Orcs

  • Grogor-Tuk (Goblin Pillager)
  • Urthaka-Tan (Orcish Warrior)
  • Hagha-Tan (Orcish Slayer)

Places (labels)

  • The Great Valley
  • Fort Brell
  • Fort Miryen