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

Introductory Dialogue

Delfador: Methor told me that I could find Leollyn in his tower in the Royal Forest outside the city. It should be near here...

Hagha-Tan: Ah, another human is approaching... yes... more meat for my war-band...

Leollyn: Hail, strangers to the west! I crave your aid; hurry, for we are sorely besieged!

Delfador: Well met, Leollyn! My friends and I will roust this barbarian for you. We're getting used to such work by now - I did not expect to have so much trouble getting here!

Leollyn: Then you have not heard... but there will be time enough for talking. If you can distract those vile creatures, I will try to organize a counterattack.

Leollyn Dies

Delfador: Leollyn is slain! This is terrible... I had best give up and return home.

First Orcish Assassin Attack

Hagha-Tan: Yes... yes... slay them, my assassins!

Attacked Unit: Uh oh... I don't like the look of this...

First Orcish Assassin Death

Delfador: Their blood sheds as readily as any man's.

Leollyn: You are a brave fighter, young friend.

First Orcish Assassin/Slayer Kill

Leollyn: I've told you, all of you have to be extra careful!

Delfador: Kill them all! For our murdered friends.

Victory

Leollyn: Well now, you arrived just in the nick of time. A fellow mage, too, I see. Now what did you say your name was?

Methor Lived

Delfador: Delfador, sir. Actually, I came seeking you - you see, I was a student of Methor's. He said that you might find me employment in Weldyn.

Leollyn: Ah, one of Methor's, eh? Good, good... Well, young Garard certainly needs all the hands he can muster right now. Especially those who know their magic!

Methor Died

Delfador: Delfador, sir. But I bring you ill news... Methor, my teacher, is dead.

Leollyn: That is ill news indeed... these are dark times. I think you had best return with me to Weldyn. Garard too, must hear your news.

Dialogue Continues

Delfador: Is that Garard, King of Wesnoth, you refer to?!

Leollyn: Of course - do you know any other kings by that name? I was one of his father's most trusted advisors until he passed away earlier this year, and I still have the son's ear, though being young he listens perhaps less well than he should.

Scenario 5: Council In Weldyn

Introductory Dialogue

Narrator: Delfador and Leollyn met no more opposition in returning to Weldyn. As they entered the city, Delfador was amazed by its size, its grand walls and impressive citadel. After a night's rest, Leollyn invited him to attend a meeting with the king himself. Garard, it seemed, was anxious to hear news from the borders of Wesnoth.

Garard: Ah, now the last of my council is here. Lionel, what tidings from the north?

Lionel: Bad news, my liege. The orcs mass in great numbers on the north shore of the river, near to the Ford of Abez. We have been cut off from the dwarves of Knalga - the rumor is that the orcs plan to overrun them, then turn their attention to Wesnoth. The good people of our northern provinces flee, and the land there falls into anarchy. We were attacked more than once by thugs and bandits, and by evil creatures that roamed the night in the shapes of men.

Leollyn: Worse news - the orcs are already here, sire. I myself was set upon within the royal forest. Were it not for this young fellow here...

Garard: Then there is no time to be lost! I will ride to the Ford of Abez with an army. As bold as the orcs may be to cross our borders in secret and prey on the defenseless, they are disorganized and cowardly in the face of a foe worth their mettle. They need reminding that Wesnoth is too hot for them. Gurcyn, you have been to the west - will the Elves lend their archers to help us?

Gurcyn: The elves will not fight; they hate the orcs, but spoke darkly of human greed and foolishness. I have never seen them so unfriendly. There is something they know of and fear, but they would not tell me what it is.

Delfador: Your majesty... may I join your army? I mean, I came to Weldyn to seek your employ. And if it's archers you need, might not a mage be of help?

Garard: Ah, young Delfador... you speak well, and Leollyn has already told me of your bravery. I accept your offer of service with gratitude, but this is a task for warriors, not magic-makers. You shall stay here with Leollyn and myself, and be Leollyn's right hand as he is mine.


The following two lines are commented out of the text for unknown reasons.

Leollyn: It is a pity King Garard did not accept your offer to ride with him, Delfador. More than swords and arrows will be needed to return peace to the kingdom. I am troubled by the news that the elves fear to be involved.

Delfador: A pity indeed... I had longed to see the great city, but now I am strangely disappointed. I would so have loved to travel through the north in the king's service...

Leollyn: Delfador, I may have a task for you... Lionel's talk of evil night creatures troubles me. Such stories have reached me before. There are a few places where the spirit world comes close to the earth we know, and there a trained mage may communicate with the spirits of the dead through meditation. The nearest lies to the northwest, on a small island in the Great River just south of the Ford of Abez. If the dead are restless, they may tell us why. I had thought to undertake such a mission myself... but now I must remain in Weldyn... perhaps you could go in my place?

Delfador: I'm honored that you would entrust me with such a task... but I too stay in Weldyn, by the king's order!

Leollyn: Hmmm... King Garard placed you under my command, and I may command you to travel north, if you wish to; he will not interfere with a mission of magery as he might with one of war. But you must be sure you are ready for such a grave task. Dealings with the spirit world are dangerous even for the most powerful mages. Allow only your mind to enter the land of the dead - should your body follow, there is no return! Do you still wish to go?

Delfador: If that is how I may best serve, I will do it right willingly.

Leollyn: Then you shall! Lionel and his men will accompany you, for you will need more than magic for protection on the road...especially where you'll be going, into the wild country north of Tath. It is a chancy place at the best of times, and orcs may already be raiding south of the Ford.

Scenario 6: Swamps Of Illuven

Introductory Dialogue

Lionel: These are the swamps of Illuven - lesser kin of the Swamp of Dread north of the Great River, but noxious enough in their own fashion. Our way lies west and north across them to the Ford of Abez. The western road around the other edge of the Brown Hills would have been safer, but...

Delfador: ...I insisted on the most direct possible route. I know; let us both hope the choice was not folly. Who made those villages in the swamps? Orcs?

Lionel: No, men of Wesnoth... but those who dwell here are a lawless lot.

Garrath: Greetings, strangers! This swamp is dangerous... You wanna cross it, you'll need protection - cost you only $fee gold!

Option 1

Delfador: Thanks very much. Here's the gold...

Garrath: It's been a pleasure doing business with you... Bye!

Delfador: Where did he go?

Harold: Haw haw haw! Suckers!

Lionel: Well, at least we only have to deal with one of them now...

Option 2

Delfador: No thanks - we'll manage by ourselves...

Garrath: You'll regret it!

Harold: They certainly will! Haw haw haw!

Move To Garrath's Chest

Moved Unit: This chest contains all the money that rogue has taken from unwary travelers!

Scenario 7: Night In The Swamp

Introductory Dialogue

Delfador: These swamps seem to go on forever!

Lionel: One more day's travel, I think. We should camp for the night now - we should be out of it by tomorrow evening.

Move Onto A Generator

Moved Unit: Mage

Moved Unit: I call upon all that is holy to break the power of this evil stone!

Moved Unit: Not Mage

Moved Unit: Evil emanates from this stone, but I have not the power to destroy it.

First Attack Of HI Line Against Skellies

Attacking Unit: This'll splinter your bones, you vile monstrosity!

First New Turn

Delfador: Those standing stones - they summon evil creatures!

Lionel: I saw this kind of thing in the north... These abominations are not much affected by swords, but they fear the light of day. We must hold them off as best we can.

Delfador: Hmmm... if I could get nearer to the stones, I could perhaps break their power...

New Turn: Enemy Has No Units

Delfador: I think that's all of them! Let's move on - the less time we spend in this swamp the better.

Turn 13

Enemy Has Units

Delfador: At least, morning is here... And the skeletons are disappearing!

Enemy Has No Units

Delfador: At last, morning is here!

Dialogue Continues

Lionel: I hope I never see another night like that! Let's leave this evil place as quickly as possible - I want to get us out of Illuven before dusk.

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.

Garard

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)
  • Leollyn (Arch Mage)
  • Garard (King of Wesnoth)
  • Gurcyn (Cavalryman)
  • Garrath (Rogue)
  • Harold (Bandit)

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