msgid "" msgstr "" "Project-Id-Version: A_Vision_Blinded-1.12\n" "Report-Msgid-Bugs-To: \n" "POT-Creation-Date: 2014-02-17 02:44+0100\n" "PO-Revision-Date: 2013-09-27 17:53-0400\n" "Last-Translator: Automatically generated\n" "Language-Team: none\n" "Language: ca_ES@valencia\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:18 msgid "A Vision Blinded" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:25 msgid "(Easy)" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:25 msgid "Sorceress" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:26 msgid "Enchantress" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:26 msgid "(Normal)" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:27 msgid "(Hard)" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:27 msgid "Sylph" msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:32 msgid "" "Defend the northern forest against what appeared like a routine orcish raid, " "and unravel the greater conspiracies that lie below its waves.\n" "\n" "Complete." msgstr "" #. [campaign]: id=A_Vision_Blinded #: A_Vision_Blinded/_main.cfg:39 msgid "The End" msgstr "" #. [about] #: A_Vision_Blinded/_main.cfg:42 msgid "Campaign Design" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:44 msgid "Alvin H. (LemonTea)" msgstr "" #. [about] #: A_Vision_Blinded/_main.cfg:48 msgid "Campaign ported for 1.10" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:50 msgid "Adamant14" msgstr "" #. [about] #: A_Vision_Blinded/_main.cfg:54 msgid "Campaign Maintainer" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:56 msgid "AxalaraFlame" msgstr "" #. [about] #: A_Vision_Blinded/_main.cfg:60 A_Vision_Blinded/_main.cfg:66 #: A_Vision_Blinded/_main.cfg:72 A_Vision_Blinded/_main.cfg:78 #: A_Vision_Blinded/_main.cfg:84 msgid "Playtesting and bug report" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:62 msgid "taptap" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:68 msgid "WanderingHero" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:74 msgid "Chief_Chasso" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:80 msgid "dalan94" msgstr "" #. [entry] #: A_Vision_Blinded/_main.cfg:86 msgid "gooby" msgstr "" #. [scenario]: id=01_Skirmish #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:6 msgid "Skirmish" msgstr "" #. [side]: type=Elvish Sorceress, id=Quoscelia #. [side]: type=Elvish Sorceress, type=Elvish Initiate, id=Quoscelia #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:53 #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:65 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:43 #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:43 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:43 #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:37 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:278 #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:43 #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:44 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:43 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:43 #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:43 #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:43 #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:64 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:46 #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:14 msgid "Quoscelia" msgstr "" #. [side]: type=Orcish Warrior, id=Kul'Vrushnaq #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:78 msgid "Kul'Vrushnaq" msgstr "" #. [side]: type=Orcish Warrior, id=Kul'Vrushnaq #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:88 msgid "Kul'Vrushnaq (enemy)" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:114 msgid "" "The history of the Great Continent is often but a tale of endless conflict. " "The elves had had their share, ever since their ancient wars against the " "dwarves." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:117 msgid "" "Small orcish raids into the elvish forests soon became the norm, and " "remained so even centuries after the first arrival of the orcs. Most did not " "make it very far." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:120 msgid "" "One autumn, almost a millenium since the first appearance of the human " "refugees and their pursuers, orcish wardrums once again sounded to the west " "of the northern forests. The elves roused to arms, expecting another easy " "victory." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:123 msgid "" "They were destined to find the invasion was but the tip of the crushing " "iceberg that was to follow..." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:127 msgid "" "It began when at the breaking of a new dawn, a small band of elvish " "defenders found themselves besieged by an orcish cohort." msgstr "" #. [objectives] #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:139 msgid "Please report bugs and post feedback on the forum thread" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:142 msgid "Defeat Kul'Vrushnaq" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:146 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:126 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:453 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:635 #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:154 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:146 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:836 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:958 #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:162 #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:251 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:150 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:266 #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:377 #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:229 #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:216 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:425 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1281 msgid "Death of Quoscelia" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:150 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:130 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:457 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:639 #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:158 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:150 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:840 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:962 #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:166 #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:255 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:154 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:270 #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:381 #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:233 #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:220 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:429 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1285 msgid "Death of Alvelyn" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:154 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:134 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:465 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:647 #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:166 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:158 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:852 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:974 #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:178 #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:267 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:170 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:282 #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:241 #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:232 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:445 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1301 msgid "Time runs out" msgstr "" #. [unit]: type=Elvish Druid, id=Alvelyn #. [unit]: type=Elvish Shyde, id=Alvelyn #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:166 #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:182 msgid "Alvelyn" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:202 msgid "" "So, the orcs have reached our outpost. I never thought they'd come, since " "all reports so far are from the north." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:206 msgid "No matter, for they are few. To arms! We will crush those foul beasts!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:210 msgid "" "Even so, be careful, especially at night. Our forces are just as few, with " "most having been moved up north to deal with the orcs there. We can't lose " "too many." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:214 msgid "Ha! They'll be sent scattering in a few moments!" msgstr "" #. [message]: speaker=Kul'Vrushnaq #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:218 msgid "" "Oh, so there are still tree-shaggers here is it? I thought all of you " "weaklings are held up fighting our northern hordes! Bah, prepare for your " "deaths!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:222 msgid "" "Odd, that orc seems to have more brains than just running into reckless " "battle..." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:246 msgid "" "Gah... ugh... You may think you've won, but the rest of our hordes will " "finish you all! You're all doomed, tree-shaggers! Uck..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:250 msgid "" "Hmm... they seem to have cut a path from the north, that must be where this " "orc came from." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:254 msgid "March north! Let's regain as much territory as we can." msgstr "" #. [message]: speaker=Kul'Vrushnaq #: A_Vision_Blinded/scenarios/01_Skirmish.cfg:267 msgid "Haha! Another horde is approaching, you are all doomed!" msgstr "" #. [scenario]: id=02_Following_the_Trail #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:4 msgid "Following the Trail" msgstr "" #. [side]: type=Orcish Warlord, id=Kul'Fogdash #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:56 msgid "Kul'Fogdash" msgstr "" #. [side] #. [side]: type=Orcish Warlord, id=Kul'Fogdash #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:66 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:97 msgid "Kul'Fogdash (enemy)" msgstr "" #. [objectives] #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:119 msgid "NOTE: You lose your starting keep after turn 1." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:122 msgid "Investigate the trail" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:157 msgid "" "So the elves led by Quoscelia followed the meandering trail left by the " "orcs. Soon the trees around them grew sparse, and the plains and distant " "mountains lay before them." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:161 msgid "" "The southern half of the northern forest ends here, yet the orcish trail " "continues." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:165 msgid "Forward elves! Let's get to the bottom of this!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:169 msgid "" "We should avoid damaging the forest, we'll tear down this temporary " "encampment as soon as we leave." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:173 msgid "Agreed." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:429 msgid "Come rally! Prepare for our last stand!" msgstr "" #. [message]: speaker=Belle #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:433 msgid "Captain! An elf o'er yonder!" msgstr "" #. [message]: speaker=Ork3 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:437 msgid "Grash sees more tree-shaggers..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:441 msgid "Quickly! We must assist our brethren in battle!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:445 msgid "" "The orcs appear to be led by that flagbearer in the middle, if we kill him " "the rest will surely demoralise. Or we can leave him to last, as our troops " "need combat experience. Either way time is short." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:449 msgid "Rescue the elves in trouble" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:461 #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:643 #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:162 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:154 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:844 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:966 #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:170 #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:259 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:158 msgid "Death of Diludyren" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:482 msgid "Ugh... lousy tree-shaggers..." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:491 msgid "" "As the orcish banner came crashing down next to the lifeless body of its " "bearer, the orcs were soon gone, either killed or fled." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:495 msgid "" "Thanks for the rescue. We were part of the defenders of the a keep in the " "forests to the north. I believe we are all that's left of it." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:499 msgid "What happened there?" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:503 msgid "" "We left the keep to engage the orcs in the open forest. The first orcs were " "not hard to deal with, but on our return we found that keep was now flying " "orcish flags, as they have taken it in our absence! We attacked it, " "determined to recapture it, but two cohorts of orcs surprised us from both " "sides. Another horde advancing behind us left us surrounded." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:507 msgid "" "There was a massacre of elves. We were the only ones to be able to break " "through, largely by sheer luck, and we fled south. Soon our wounded were " "able to walk no more, and we stopped at this old keep to rest and heal. We " "had barely rested a few hours before we were greeted by these orcs, and had " "you not come, we would have rested for eternity!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:511 msgid "That doesn't sound like the orcs..." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:515 msgid "" "I know what you mean. In one battle the orcs had used a lure, struck the " "keep when it was weak, used pincer movements, attacked us off-guard, and had " "us encircled by following a feint attack with a real one! Never had such " "orcish tactics been seen, and it would appear that something else is afoot." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:519 msgid "Wait, I hear something." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:523 msgid "Wardrums! Orcs approaching from the north!" msgstr "" #. [message]: speaker=Kaslork #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:623 msgid "Kaslork kill elves. Heehee..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:627 msgid "And south." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:631 msgid "Defeat the enemy leader to the north" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:664 msgid "Gah..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:668 msgid "Hmph. He wasn't so tough." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:672 msgid "" "The trail soon turns west, and it's beginning to sleet. Snowfall has already " "begun to the north. If we, a small band of elves, leave the forest alone, " "we'll be placing ourselves in unnecessary danger." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:676 msgid "" "Don't worry. If we don't find anything in three days we'll turn back and " "warn the others. Now follow the path and march west!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:691 #: A_Vision_Blinded/utils/deaths.cfg:46 msgid "I die, but with honour. Avenge me!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/02_Following_the_Trail.cfg:701 msgid "The sound of orcish wardrums all over the mountains! We're surrounded!" msgstr "" #. [scenario]: id=03_Surprise_Attack #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:4 msgid "Surprise Attack" msgstr "" #. [side]: type=Orcish Slurbow, id=Kul'Gruln #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:66 msgid "Kul'Gruln (enemy)" msgstr "" #. [side]: type=Orcish Sovereign, id=Kul'Kraterusq #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:109 msgid "Kul'Kraterusq (enemy)" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:150 msgid "Defeat both enemy leaders" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:187 msgid "" "The path wound its way at the foot of many a snowy mountain, but the elves " "had no chance to marvel at its majesty, for it was but a constant reminder " "of the cruel winter that lay ahead." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:191 msgid "" "This is quite a large orcish camp. It must be the orcish headquarters for a " "least a part of its hordes. If we can capture its command tent it can surely " "shed some light on orcish operations." msgstr "" #. [message]: speaker=Kul'Kraterusq #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:195 msgid "" "So, a band of elves managed to break through while most of my hordes are " "away giving death to the tree-shaggers. Ha, destroy them!" msgstr "" #. [message]: speaker=Kul'Gruln #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:199 msgid "Yes sovereign!" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:203 msgid "Battle formations!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:225 msgid "" "Hmm... We haven't seen any of the trolls that tend to follow the orcs in " "their attacks." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:236 msgid "I fall! Send a... ugh..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:244 msgid "Search his command post! Oh, what's this?" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:248 msgid "" "A map! I've seen orcish maps before, crudely drawn with a cross indicating " "where to attack. This one has remarkably accurate geographical detail, with " "complex arrows and lines planning out all orcish tactical advances with " "absolute precision! They're planning to hit deep into our territory!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:252 msgid "" "This map must be taken to the High Council, it would serve great help to our " "defence." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:256 msgid "" "Hmm... there's an arrow here on the map I can't explain. It extends from the " "very southern edge of the map right into the heart of the forest. It seems " "the orcs are expecting reinforcements." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:260 msgid "" "The map is not all we found. That orc was carrying a sword of very fine " "manufacture, certainly not of orcish blacksmiths. We also found a pouch of " "gold coins, bearing the seal of the Kingdom of Wesnoth." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:264 msgid "" "Orcs are known to frequently attack human settlements. These are but fruits " "of their plunders." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:268 msgid "" "I think not. If human settlements bear so much plunder, and still leave the " "orcs with a sizeable force, it would make little sense for them to come such " "a long way here just as winter is approaching." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:272 msgid "" "Many centuries ago there was a human queen who hired orcs to attack our " "brethren in the southwest. We should keep that in mind." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:276 msgid "" "I've heard the story, but apparently it was to root out a human pretender " "was it not? We have nothing here the humans could want, considering their " "territory do not even extend near here!" msgstr "" #. [message]: speaker=Lomeilof #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:293 msgid "" "I come with a message from High Council! All elves are to immediately return " "to the forest to assist in its defence! But..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:297 msgid "Let's go then! ... but what?" msgstr "" #. [message]: speaker=Lomeilof #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:301 msgid "" "(puff) ... but... I rode right past an avalanche, now the road back in " "covered in thick impassable snow!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:305 msgid "" "(pause) I'm afraid that leaves us with but one way to return... dwarven " "caverns to known to extend far across the world, and we find a way that " "leads us close to the forest. Or we may not..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:309 msgid "(sigh)" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/03_Surprise_Attack.cfg:322 msgid "" "It's too late, their hordes are closing in. Prepare for our final battle!" msgstr "" #. [scenario]: id=04_New_Mutiny #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:4 msgid "New Mutiny" msgstr "" #. [side]: type=Dwarvish Lord, id=Logfassil #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:66 msgid "Logfassil (enemy)" msgstr "" #. [side]: type=Dwarvish Sentinel, id=Ygrosef #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:103 msgid "Ygrosef (enemy)" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:142 msgid "Defeat the leaders of the dwarvish garrison" msgstr "" #. [unit]: type=Dwarvish Stalwart, id=Guard2 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:300 msgid "Darffrel" msgstr "" #. [unit]: type=Dwarvish Steelclad, id=Guard3 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:313 msgid "Derffrel" msgstr "" #. [unit]: type=Dwarvish Steelclad, id=Guard4 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:326 msgid "Dyrffrel" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:341 msgid "" "Alvelyn led the elves to a large mountain range not too far west. Dwarvish " "lands." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:345 msgid "" "There is a cave mouth not far ahead. We haven't fought the dwarves for quite " "some time now, perhaps they will grant us temporary passage. Hopefully they " "won't remember our ancient grudge." msgstr "" #. [message]: speaker=Guard1 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:349 msgid "Halt! Who goeth there?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:353 msgid "" "Sirs, we are elves in need of returning to our land, and there is no other " "way but to take your cave passages. Let us through and we will not linger." msgstr "" #. [message]: speaker=Guard1 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:357 msgid "These caves are not for tree-shagging elves! Now away with ye!" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:361 msgid "Do you look down on us from your minuscule statures? Insolence!" msgstr "" #. [message]: speaker=Guard1 #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:365 msgid "Ye tree-shaggers picking another fight? Yer got one!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:387 msgid "" "Careful. Dwarves around these parts are known to eat poisonous mushrooms " "that drive them into an insane frenzy, where they would stop at nothing to " "attack a foe." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:506 msgid "I can hear some insane laughter echoing around the cave..." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:520 msgid "" "It is an old, spawling tree. On its trunk are the carved words 'LemonTea was " "here 1337YW'" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:525 msgid "Quite odd. 1337YW is several centuries into the future." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:539 msgid "" "A narrow entrance lies here. No commotion is heard from inside so there are " "presumably no dwarves. The cold wind causes an old cobweb to flap in " "invitation." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:543 msgid "An abandoned passageway, this could be very useful..." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:554 msgid "" "Filthy tree-shaggers! Ye won't make it far! Our main force is coming, " "prepare to feel our wrath!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:562 msgid "The dwarves are dead, and the cave entrance lies open." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:566 msgid "" "Now that the dwarves are hostile, we cannot just enter the main cave. Their " "numbers are so much greater than our own, and we'll be fighting on their " "turf. We must find another way to enter." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:570 msgid "" "I noticed a small opening in the south. It does not appear used. It would " "pose to be our only option in evading the freeze that is to soon come." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/04_New_Mutiny.cfg:583 msgid "" "A dwarvish army has arrived to defend the gate. We don't stand a chance..." msgstr "" #. [scenario]: id=05_Narrow_Encounter #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:4 msgid "Narrow Encounter" msgstr "" #. [side]: type=Troll Hero, id=Kruurg #. [unit]: type=Troll Hero, id=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:49 #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:60 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:605 msgid "Kruurg" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:136 msgid "" "The elves entered an abandoned narrow passage. At least, it appeared " "abandoned from the outside." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:140 msgid "Kruurg see intruder. Who come?" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:144 msgid "Foul beasts, let me send you back to the dirt from which you came!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:148 msgid "" "(whisper) Quiet! Try to convince them to join us. We're isolated in enemy " "territory, we need all the help we can get, especially in these dark pits. " "Besides, having trolls on our side can save many elvish lives if we send " "them as fodder." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:152 msgid "" "You want fight Kruurg? Dwarf want kill Kruurg. You want kill? Kruurg fight!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:156 msgid "No, wait! We only entered here after fighting some dwarves..." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:160 msgid "You kill dwarf?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:164 msgid "Yes." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:168 msgid "Kruurg want kill dwarf. Kruurg want join." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:172 msgid "" "Orc say Kruurg stupid. Orc want Kruurg join. Kruurg no join. Orc want kill " "Kruurg. You kill orc?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:176 msgid "Yes. Join us if you want to kill dwarves and orcs." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:180 msgid "Kruurg join." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/05_Narrow_Encounter.cfg:185 msgid "Troll whelps are now at your disposal!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:86 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:158 msgid "The wall collapses before the might of the troll." msgstr "" #. [scenario]: id=06_Emerging_from_the_Depths, (type=Elvish Fighter,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion) (items/bow.png) #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:245 msgid "Emerging from the Depths" msgstr "" #. [side]: type=Elvish Sorceress, id=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:268 msgid "Qouscelia" msgstr "" #. [message]: speaker=Alvelyn #. [side]: type=Dwarvish Lord, type=Dwarvish Steelclad, id=Dwarfleader_1 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:304 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:792 msgid "Dwarves" msgstr "" #. [side]: type=Dwarvish Dragonguard, type=Dwarvish Thunderguard, id=Dwarfleader_2 #. [side]: type=Dwarvish Runemaster, id=Dwarfleader_3 #. [side]: type=Dwarvish Sentinel, type=Dwarvish Stalwart, id=Dwarfleader_4, id=Agtrossil #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:332 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:357 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:385 msgid "Dwarves (enemy)" msgstr "" #. [side]: type=Blood Bat, id=Fierce Bat #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:409 msgid "Fierce Bat (enemy)" msgstr "" #. [scenario]: id=06_Emerging_from_the_Depths, (type=Elvish Fighter,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion) (items/bow.png) #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:522 msgid "$unit.name finds a strange old bow. Should he pick it up?" msgstr "" #. [scenario]: id=06_Emerging_from_the_Depths, (type=Elvish Fighter,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion) (items/bow.png) #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:523 msgid "poisoned_bow^Take it" msgstr "" #. [scenario]: id=06_Emerging_from_the_Depths, (type=Elvish Fighter,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion) (items/bow.png) #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:524 msgid "poisoned_bow^Leave it" msgstr "" #. [scenario]: id=06_Emerging_from_the_Depths, (type=Elvish Fighter,Elvish Archer,Elvish Marksman,Elvish Sharpshooter,Elvish Ranger,Elvish Avenger,Elvish Hero,Elvish Champion) (items/bow.png) #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:525 msgid "$unit.name finds strange old bow. But only a archer can take it!" msgstr "" #. [object] #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:527 msgid "Poisoned Bow" msgstr "" #. [object] #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:530 msgid "This bow allows an archer to shoot poisoned arrows at his enemies!" msgstr "" #. [effect]: type=pierce #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:538 msgid "poisonous bow" msgstr "" #. [trait]: id=loyal #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:562 msgid "loyal" msgstr "" #. [trait]: id=loyal #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:563 msgid "female^loyal" msgstr "" #. [trait]: id=loyal #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:564 msgid "Zero upkeep" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:577 msgid "" "The elves entered into the damp, dark, narrow passage with the trolls " "tagging along, often having to walk in single file past the narrowest " "sections. The occasional bat and giant spider were no match." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:580 msgid "" "The path came to an abrupt halt. The initial despair quickly subsided at the " "discovery of an ancient dwarvish teleportation rune. Seeing no other choice, " "they placed their trust in the artefact, which took them somewhere else in " "the darkness." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:583 msgid "" "Soon however, the elves once again found their path blocked, but not only by " "boulders." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:753 msgid "A dead end! What will become of us now?!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:757 msgid "" "Odd that the dwarves would build a teleportation rune to a dead end... " "hmm... that cave wall in front doesn't look too solid, looks more like the " "result of a cave-in. Looks like it can be busted down if enough force is " "applied to it." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:769 msgid "Looks like this leads into a wide cave path oft used..." msgstr "" #. [message]: speaker=Gu1 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:799 msgid "We're invaded" msgstr "" #. [message]: speaker=Gu2 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:803 msgid "Alarm!" msgstr "" #. [message]: speaker=Gu3 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:811 msgid "I warn our brothers ..." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:828 msgid "Kill the guards" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:832 msgid "Investigate the caverns" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:848 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:970 #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:174 #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:263 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:162 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:274 #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:385 #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:237 #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:224 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:433 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1289 msgid "Death of Kruurg" msgstr "" #. [note] #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:860 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:982 msgid "" "Kruurg or any other Troll Hero, Troll Warrior or Great Troll can break " "'weak' walls in this caves'" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:877 msgid "A giant spider! I did not meant that there is such a thing truly!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:881 msgid "It is realy enormous. And looks more dangerous than the bats..." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:893 msgid "Uh, a spider! $unit.name like spider. Hm yummy!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:936 msgid "Hmm, there's a plaque here: 'North to Main Cavern, South to Exit'." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:940 msgid "Ha, seems we're not far. Now let's find that exit." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:954 msgid "Move Quoscelia to the Southern Exit" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1358 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1432 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1469 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1509 #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1559 msgid "The wall here does not look strong." msgstr "" #. [unit]: type=Red Mage, id=Aethelred #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1372 msgid "Aethelred" msgstr "" #. [message]: speaker=Aethelred #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1389 msgid "Who..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1393 msgid "The real question is, who are YOU, human?" msgstr "" #. [message]: speaker=Aethelred #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1397 msgid "" "I am Aethelred, a mage, and this is my hermitage. Two days ago, I think " "(since I can't see the sun), the entrance to the west of me had a massive " "cave-in, and I could do nothing but wait for my death. It is truly a miracle " "that I've been found, and I pledge my staff to your service." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1401 msgid "" "Alright, human, you may come with us. (He looks powerful enough to be used " "for our purposes)" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1405 msgid "Troll, can you break down the western exit this human speaks of?" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1409 msgid "Wall too strong. $unit.name no break." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1413 msgid "Sigh... looks like the southern exit is the only way." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1446 msgid "" "This leads to a an abandoned path leading straight south. It should take us " "faster to the exit." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1493 msgid "Anybody in there?" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1542 msgid "Bah! A nest of filthy bats!" msgstr "" #. [unit]: type=Thug, id=Nath #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1573 msgid "Nath" msgstr "" #. [unit]: type=Thug, id=Tramsley #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1586 msgid "Tramsley" msgstr "" #. [unit]: type=Ruffian, id=Fagin #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1599 msgid "Fagin" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1615 msgid "Identify yourselves, humans!" msgstr "" #. [message]: speaker=Nath #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1619 msgid "" "I am Nath, and these two are my friends. Our little village was raided and " "we ran into these caves, but the dwarves took us prisoner and left us here " "to die." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1623 msgid "" "You may join us against the dwarves. (these puny humans seem useful as " "fodder)" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1627 msgid "(secretly) Seems there are human settlements nearby here..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1631 msgid "(acknowledges Alvelyn)" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1635 msgid "Do you humans know where the exit to the cave is?" msgstr "" #. [message]: speaker=Nath #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1639 msgid "Yes, it's not far, though the path winds a bit to get to it." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1688 msgid "You retrieve 79 pieces of gold!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1709 msgid "You retrieve 129 pieces of gold!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1726 msgid "You retrieve 179 pieces of gold!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1758 msgid "Gold!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1766 msgid "You retrieve 147 pieces of gold!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1790 msgid "Finally, sunlight again. Now let's get out and get our bearings." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/06_Emerging_from_the_Depths.cfg:1804 msgid "By now the dwarves have surely called in an army! We are doomed!" msgstr "" #. [scenario]: id=07_On_the_Marshes #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:4 msgid "On the Marshes" msgstr "" #. [side]: type=Dark Sorcerer, id=Ruth #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:66 msgid "Ruth (enemy)" msgstr "" #. [side]: type=Necromancer, id=Annabelle #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:108 msgid "Annabelle (enemy)" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:158 msgid "Destroy the undead leaders" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:390 msgid "" "Soon after leaving the damp caverns and its stench, the elves were greeted " "with a scene whose damp is hundredfold and stench thousandfold. Not a single " "beast or bird could be seen nor heard." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:394 msgid "Uck... What is this?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:398 msgid "This smell is unholy!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:402 msgid "" "It seems this swamp is filled with rotting carcasses. I'll go take a look..." "ugh..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:406 msgid "" "A lot of them are bloated and decomposed beyond recognition, but it appears " "they are human corpses, filling the entire swamp." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:410 msgid "Can you tell where we are exactly? Geographically?" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:414 msgid "" "Swamp to the west, mountains to the north, plains to the south, it would " "appear this is the south-eastern tip of the Great Marshes. This used to be " "an undead haven. Though over the recent century when the human kingdom was " "at the height of its power, they scoured the area and destroyed the undead " "presence." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:418 msgid "" "But over the past few decades Wesnoth had been in decline, their patrols had " "long left, and the undead may have returned. In fact, I feel their presence, " "and feel that they sense us too. They are not far." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:422 msgid "" "Is is possible to avoid the area? This stench of this place makes it very " "difficult to fight." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:426 msgid "" "No. We can walk away, but that would give them time to turn these cadavers " "into an army. We must kill their re-animators with all speed." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:454 msgid "Two lurking dark figures emerge from the building." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:476 msgid "" "The undead is gone. Now let's get out of this swamp, THEN discuss where next." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:480 msgid "Hmm... I found something here..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:484 msgid "Hmm?" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:488 msgid "" "A cart of corpses, all human. These ones are fresh, not decomposed as the " "ones in the swamp. Looks like they were slain in battle: some still have " "arrows sticking into them." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:492 msgid "(inspects arrow) These are human arrows." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:496 msgid "Okay okay... Let's get out of here first." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:500 msgid "Let's." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/07_On_the_Marshes.cfg:513 msgid "" "They are raising the corpses in the swamp into an innumerable horde. Death " "is the least of our worries now..." msgstr "" #. [scenario]: id=08_Disobedience #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:4 msgid "Disobedience" msgstr "" #. [side]: type=Orcish Warlord, id=Kul'Grath #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:66 msgid "Kul'Grath (enemy)" msgstr "" #. [side]: type=Cavalier, id=Sir Trevick #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:108 msgid "Sir Trevik (enemy)" msgstr "" #. [side]: type=Halberdier, id=Lt. Silas #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:150 msgid "Lt. Silas (enemy)" msgstr "" #. [side]: type=Naga Myrmidon, id=Skaxisss #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:192 msgid "Skaxisss (enemy)" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:219 msgid "" "The elves held a quick conference as soon as the swamp is out of noseshot. " "They knew their orders were to return to the forest, and they could guess " "that it was indeed urgent." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:224 msgid "" "But they decided it was now certain that the humans are conspiring " "something, and being much closer to human lands than elvish lands, they " "marched south, hoping to unveil more of the mystery." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:228 msgid "" "A lone rider was dispatched to inform the High Council of their findings so " "far. It is unknown whether he ever reached the forest." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:232 msgid "" "Meanwhile, the main party approached the Great River, the Kingdom of Wesnoth " "almost in sight." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:247 msgid "Move Quoscelia to the south of the River" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:290 msgid "" "We are close to the Great River. The human kingdom lies to the south of us." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:294 msgid "" "After entering, we should try to find out what is going on, weaken our " "enemies if we can, and rush back to our homeland if we're still alive." msgstr "" #. [message]: speaker=Kul'Grath #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:298 msgid "Hey, I spy some people coming down the path at us!" msgstr "" #. [message]: speaker=Sir Trevick #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:302 msgid "Our orders are to defend the path and kill any trespassers. To arms!" msgstr "" #. [message]: speaker=Lt. Silas #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:306 msgid "Destroy them, they are enemies of the Age of Light!" msgstr "" #. [message]: speaker=Kul'Grath #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:310 msgid "Huh? Enemies of what?" msgstr "" #. [message]: speaker=Lt. Silas #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:314 msgid "Just kill them..." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:318 msgid "" "My military experience says to avoid the hills. The thin streams of dust and " "smoke coming off them are not a good sign." msgstr "" #. [message]: speaker=Skaxisss #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:559 msgid "Kssssssseeee!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:596 msgid "Hey, there's someone hiding here!" msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:611 msgid "Don't hurt me!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:615 msgid "A mermaid! What are you doing so far up the river?" msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:619 msgid "You won't kill me?" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:623 msgid "Um, no." msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:627 msgid "" "I belonged to a tribe who departed the open oceans long ago for a freshwater " "swamp upstream. A few months ago our village got raided and taken over by " "savage saurians. Everyone was killed, I only survived because I wasn't " "there, and only saw it from afar. I swam away terrified and stopped here." msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:631 msgid "" "If you're not going to hurt me can I join you? I have nowhere else to go." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:635 msgid "Sure, if you don't mind coming out of the water..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:647 msgid "" "Now that we are in human lands, let us try to dig out some information..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/08_Disobedience.cfg:660 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1307 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:903 msgid "Human reinforcements have arrived, we're severely outnumbered!" msgstr "" #. [scenario]: id=09_Stranger_in_a_Strange_Land #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:4 msgid "Stranger in a Strange Land" msgstr "" #. [side]: type=Master at Arms, id=Fantusio #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:65 msgid "Fantusio (enemy)" msgstr "" #. [side]: type=General, id=Lord Hostarl #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:106 msgid "Lord Hostarl (enemy)" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:146 msgid "Defeat the enemy leaders" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:166 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:278 msgid "Death of Dedalus" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:194 msgid "" "The elves wandered around the outskirts of Wesnoth. The few peasants who " "answered their queries spoke only briefly of high taxes and conscription to " "fight 'the war.' Meanwhile, the winter began to catch up with them." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:198 msgid "" "This looks like a reasonably secluded area. We can probably camp here " "unnoticed by anyone who would care." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:230 msgid "Elves? Here? What be your business so far from your lands?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:234 msgid "(thinking the human doesn't look like a soldier) Who be YOU, human?" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:238 msgid "" "They call me an outlaw, because I refuse to pay my work and my gold for " "their war. But you still haven't answered my question." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:242 msgid "Outlaw? How can we trust one such as you?" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:246 msgid "" "You can trust me precisely because I am an outlaw, since the law can no " "longer be trusted in these dark times! But you still haven't answered MY " "question. What be your business?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:250 msgid "" "Very well. We want information on any suspicious human activities as of " "late. What of this war you speak of?" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:254 msgid "(whisper) Remember the cart of corpses at the swamp?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:258 msgid "(whisper) Yes, that's why I'm asking." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:262 msgid "" "Ahem... well you've asked the right man. Operating outside the law, my scout " "footpads gather quite a wide range of information, mainly for our own " "survival, but we do pick up quite a bit of other um, news." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:266 msgid "Such as?" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:270 msgid "" "How we get information I can't tell you, but know this: the Treasurer of " "Wesnoth, Baron Malostartin, supposedly discovered a heinous plot by the " "Eastern Clan to overthrow the Crown of Wesnoth, and convinced the King to go " "to war. To support this supposedly imperative operation, taxes were raised " "to a very high amount, but the real amount being collected is even higher. " "Also, they have been conscripting peasants to fight, to be sent to foolish " "deaths." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:274 msgid "" "Expectedly, troop movements on the eastern border are frequent, what is " "puzzling is quite a bit of movement to the northern border. We often see " "convoys of soldiers and carts moving back and forth across the Great River. " "Orcs have been seen in the hills north of the River, but they don't raid our " "settlements like they normally do." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:278 msgid "" "Some of us couldn't stand the choice between paying all we have for an " "obscure purpose and dying a pawn's death, so we banded together as brothers. " "The Kingdom's forces seem quite intent on eradicating our presence, so we " "were forced into hiding, though we can deal with smaller attempts on our " "capture." msgstr "" #. [message]: speaker=Lord Hostarl #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:282 msgid "" "Search this country! The outlaws are active around these parts, destroy them " "in the name of the Kingdom!" msgstr "" #. [message]: speaker=Fantusio #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:286 msgid "Yes my Lord, they will not evade the law this time!" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:290 msgid "" "They're after us, but together we should be able to defeat their forces and " "quickly escape, I'll divulge more information to you later." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:295 msgid "You can now recruit Footpads, Poachers and Thieves!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:394 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:580 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:765 #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:950 msgid "At dusk, reinforcements arrived to assist in arresting the outlaws." msgstr "" #. [unit]: type=Lancer, id=Oliver #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1140 msgid "Oliver" msgstr "" #. [message]: speaker=Oliver #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1151 msgid "Brother, you are back!" msgstr "" #. [message]: speaker=Fagin #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1155 msgid "" "Yes, it's been a long time. Join us in our fight against the oppressors!" msgstr "" #. [message]: speaker=Oliver #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1159 msgid "With pleasure! I've put up with them long enough!" msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1172 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1131 msgid "Hey, there's something at the bottom of the lake here..." msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1176 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1135 msgid "A chest of gold!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1188 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1147 msgid "You retrieve 200 gold!" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1196 msgid "" "The have been beaten back, but more will surely arrive soon. We should leave " "immediately." msgstr "" #. [message]: speaker=Scout #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1211 msgid "I come with urgent news!" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1215 msgid "Speak." msgstr "" #. [message]: speaker=Scout #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1219 msgid "Malostartin is headed for Soradoc. We saw his convoy." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1223 msgid "That's not far from here! What does he want there?" msgstr "" #. [message]: speaker=Scout #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1227 msgid "" "Unknown, though several other convoys are also headed in that direction." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1231 msgid "How many men do they have?" msgstr "" #. [message]: speaker=Scout #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1235 msgid "Strangely few. It is as though he expects no danger." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1239 msgid "Odd... keep scouting for information!" msgstr "" #. [message]: speaker=Scout #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1243 msgid "Yes!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1250 msgid "Why is this important?" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1254 msgid "" "We suspect Malostartin is up to something. For now our most plausible theory " "is that he wants to seize the throne, so he started the war to weaken the " "King's forces, while collecting taxes to hire mercenaries for himself." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1258 msgid "" "(whisper) Given what we know, I would think he has other plans. But let's " "play along with this human, we need his forces to serve as fodder against " "Malostartin." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1262 msgid "(whisper) Yes. Good idea." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1266 msgid "" "Well, human, it would seem that you would want Malostartin killed for the " "good of your people. We would be glad to be of assistance." msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1270 msgid "" "Excellent. We'll send scouts to see how strong his forces are, and if it's " "possible that we can defeat them, we'll attack and rid this land of the " "abomination. By the way, I haven't told you my name. You can call me Dedalus." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1274 msgid "Alright, Dedalus. Diludyren?" msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1278 msgid "Yes?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1282 msgid "Lead a force and take the land north of Soradoc. Defend it well." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1286 msgid "" "Surely you jest! We need everything we have to throw at Malostartin if we " "are to attack him!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1290 msgid "" "We need you to defend the land between Soradoc and the Great River so we may " "retreat if needed. It would be disastrous to be surrounded here. And, if " "news comes of our defeat, you can retreat across the River and survive, and " "return to the High Council bearing the new information." msgstr "" #. [message]: speaker=Diludyren #: A_Vision_Blinded/scenarios/09_Stranger_in_a_Strange_Land.cfg:1294 msgid "I do not like this, but alright, I will do it. Best of luck to you." msgstr "" #. [scenario]: id=10_For_the_Checkmate #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:4 msgid "For the Checkmate" msgstr "" #. [side]: type=Royal Guard, id=Lt. Edantre #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:65 msgid "Lt. Edantre (enemy)" msgstr "" #. [side]: type=Arch Mage, id=Lord Stamford #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:106 msgid "Lord Stamford (enemy)" msgstr "" #. [side]: type=Cavalier, id=Sir Remoire #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:132 msgid "Sir Remoire (enemy)" msgstr "" #. [side]: type=Necromancer, id=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:173 msgid "Baron Malostartin (enemy)" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:220 msgid "" "On the way to Soradoc, Dedalus explained more of the recent events in " "Wesnoth. The Crown in Weldyn had always been on peaceful terms with the " "Eastern Horse Clan for as long as he could remember. But that changed " "recently." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:225 msgid "" "Malostartin was an accomplished Archmage from Alduin, and had served in the " "Wesnothian military. In their wars against the northern orcs and some civil " "wars at home, he proved his worth in combat and rose through the ranks, " "where his tactical finesse did not go unnoticed. His political genius and " "logical approach to problems landed him the position of Treasurer." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:229 msgid "" "It was him who found that the Horse Clan was conspiring against the Crown of " "Wesnoth, and from his dutiful service throughout the years, he found it easy " "to convince the King of the urgency to go to war." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:233 msgid "" "The Clan denied all accusations and responded with hooves and lances. " "Terrible months passed and the corpses piled higher, while the royal coffers " "drained lower. Emergency tax was declared, with the Treasurer in charge of " "its collection. Those who could not pay were conscripted. Some opted a " "different path." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:237 msgid "" "Malostartin overcollected the taxes, but it did not go unsuspected. One " "courtier accused him of corruption. No evidence was found of it, for no " "suspicious gold was discovered in his manor." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:241 msgid "" "Unable to find evidence, the accusations against Malostartin stopped. The " "suspicion did not. His frequent visits to Soradoc, the dangerous border " "fort, were difficult to explain. There he would meet with his closest " "colleagues, where their discussions were secret. There he would bring " "cartloads of supplies for the stationed soldiers, though other carts would " "continue right past the city." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:245 msgid "" "And there we now overlook, the gallant forts of Soradoc, with all flags " "flying." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:262 msgid "Defeat Baron Malostartin" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:305 msgid "Ah, there they are, Malostartin and Co. They seem to be in discussion." msgstr "" #. [message]: speaker=Lord Stamford #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:309 msgid "" "... I know, but the doubts are frequent, this would be the first time..." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:313 msgid "" "If there was no first time there would be no existence, my dear friend. Our " "cause is just, and we must go through with it, lest we suffer the lashes of " "history." msgstr "" #. [message]: speaker=Lord Stamford #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:317 msgid "" "You can have no doubt about my understanding, but one cannot help at times " "be a little put back by something so universally condemned..." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:321 msgid "" "The condemnation is but defined by mortal pettiness and superstitions, whose " "skulls are filled not with a free soul but chained by ignorance, hedonism, " "egotism and bigotry. Ah my dearest Stamford, you have much to learn and " "THINK about." msgstr "" #. [message]: speaker=Lord Stamford #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:325 msgid "" "But mortality is nature's law, going against it would surely wreak more " "havoc than blessings." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:329 msgid "" "Should necromancy be against nature, then whence come its existence? All " "creation is natural by its own definition, though not necessarily by " "definitions wrought by the selfish minds that abound its limits!" msgstr "" #. [message]: speaker=Sir Remoire #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:333 msgid "" "I too, had felt uneasy at our plans. But you've convinced me today, dear " "Mal, you've convinced me today!" msgstr "" #. [message]: speaker=Lt. Edantre #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:337 msgid "" "I have to think about it further, but you've helped settle my mind a bit." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:341 msgid "" "So what say you, Stamford? You have been my dearest companion all these " "years, and it would be the most outrageous misfortune should we have to part " "here." msgstr "" #. [message]: speaker=Lord Stamford #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:345 msgid "" "Sigh... I suppose there is no going back now, given the circumstances. You " "have my support and assistance, old friend." msgstr "" #. [message]: speaker=Lt. Edantre #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:349 msgid "Hey! I just spotted some movement to the west!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:353 msgid "Spies? Kill them!" msgstr "" #. [message]: speaker=Sir Remoire #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:357 msgid "To arms, men! For the Age of Light!" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:361 msgid "Our cover's blown! We must fight for our lives!" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:365 msgid "" "Here, take this. It's all the gold I have on me. Should I survive I can " "always get more gold, but should I die it matters not!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:377 msgid "You receive 250 gold!" msgstr "" #. [message]: speaker=Litvius #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:489 msgid "Sorry for my lateness, but I was too occupied by my studies." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:493 msgid "" "Perfectly excusable, though right now we got a little problem you may wish " "to help us on..." msgstr "" #. [message]: speaker=Litvius #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:497 msgid "Certainly. My colleagues should be right behind me." msgstr "" #. [message]: speaker=Litvius #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:505 msgid "I can feel that my comrades are nigh. They will be teleporting in soon." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:513 msgid "Ah, you are here to fight. Why do you fight, oh strangers?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:517 msgid "" "We fight because you can surely be up to no good, you dirty human! We are " "here to vanquish evil!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:521 msgid "" "And you, Madame Elf, are the leader of these soldiers? And where is this " "evil you speak of? How do you define evil? Is it simply anything that YOU " "happen to be against, or have been taught to be against?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:525 msgid "" "Well human, I believe you yourself understand this: that you are evil, " "because of the destruction brought about by your plans!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:529 msgid "My plans? Oh tell me about them!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:533 msgid "" "We know you lied to start a war, so you may have many corpses to reanimate, " "and so you have an excuse to overtax the human peasants, so you may have " "gold to pay the orcs to be your mercenaries. With such an army, you plan to " "set out to do goodness-knows-what!" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:537 msgid "(whisper) I never told you all that!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:541 msgid "(whisper) Yes, we figured it out ourselves." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:545 msgid "" "You know more than I thought, but is that all you know? If it indeed is, I " "can't blame you for fighting me!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:549 msgid "" "In fact, look at what you are fighting me with. Those swords and bows, are " "they not the same as they were when our ancestors first met yours? Why, in a " "thousand years, have nothing new been born of them? It is because you are " "too busy using them! Why do you even wield those blades and arrows? I have " "heard from romanticists that you elves are peaceful, though history proves " "otherwise!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:553 msgid "" "How dare you un-people pass judgement down on us! Do you condescend, human?" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:557 msgid "" "And that, my hostile friends, is why you do not doff those weapons. That, is " "why we humans refuse to doff ours, and why orcs will never cast theirs away " "from them! Your prejudice is markedly strong, but you are not to blame." msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:561 msgid "" "For it is your nature, and the humans' nature, and the orcs' nature, to " "believe their respective selves as being somewhat superior. Our mortal " "fancies tell us to break others for our own pleasure. Is this a mark of " "civilisation? This is what my struggle is, to unite the world, and all its " "sentient creatures. To FREE them, from themselves!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:565 msgid "" "When our spirits are free to roam the more abstract facets of creation, " "unencumbered by selfish desires, and boundaries set by ourselves as well as " "pressed upon us, we will finally reach harmony. What differences set by our " "birth, will be resolved in death, when we can finally be equal, with no more " "superficial qualities to define us!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:569 msgid "" "This is the Age of Light, and its dawn is breaking! A new era, of reason and " "enlightenment, is upon us! Join us now, elves, for in the end, we cannot " "help but be in it together!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:573 msgid "" "He's just buying time waiting for reinforcements, kill him quick and don't " "listen to what he says!" msgstr "" #. [message]: id=Litvius #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:606 msgid "Aha, they have arrived. Teleporting in now." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:674 msgid "I am fallen! Continue without me, my friends!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:678 msgid "Fear not, we will achieve our greater ends!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:701 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:750 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:799 msgid "He has gold in his pouch, take it!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:713 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:762 #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:811 #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:473 msgid "You retrieve 150 gold!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:724 msgid "Forgive me old friend, for my early departure!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:728 msgid "Stamford! This is indeed a grievous time, but we will fight on!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:773 msgid "My life is ended, but my fight is not!" msgstr "" #. [message]: speaker=Baron Malostartin #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:777 msgid "You speak the truth, you will return!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:822 msgid "You have slain me, but not all of me is slain!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:827 msgid "" "With a sudden burst of energy in his crippled body, Malostartin leapt into " "the nearby chasm. After what seemed like a long time, a thud resonated in " "the subterranean chamber." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:831 msgid "" "There's nothing we can do here any more. Let us hurry back north across the " "River, where we will be safer from the marauding human armies." msgstr "" #. [unit]: type=Outlaw, id=Gurdry #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:838 msgid "Gurdry" msgstr "" #. [message]: speaker=Gurdry #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:847 msgid "I bear dire news from the north!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:851 msgid "Speak, human." msgstr "" #. [message]: speaker=Gurdry #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:855 msgid "" "The northern outpost you left has been overrun by the Wesnothian army. As " "far as I could tell no elves survived. I only live to tell this as I was " "merely a scout who saw the battle from afar!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:859 msgid "" "Sigh... to think we saved him from the orcs only to have him killed by " "humans so far from home..." msgstr "" #. [unit]: type=Footpad, id=Scout #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:866 msgid "Scout" msgstr "" #. [message]: speaker=Scout #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:875 msgid "" "Urgent news! An army approaches from the west! They've set camp but looks " "like they'll continue marching soon, they seem to be bound for the Eastern " "Clan!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:882 msgid "" "We can't go north any more, and we are pressed from the west. We can't go " "south as that will take us deeper into human lands, looks like our only " "choice is to take a detour through the lands of the eastern humans. Are you " "coming with us, human outlaw?" msgstr "" #. [message]: speaker=Dedalus #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:886 msgid "" "Alas, no. My age is catching up with me, and I cannot go on your long " "journey. Besides, with Malostartin dead, I feel my work here is done. You " "elves seem very intent on returning to your home, then let me stay in mine. " "However, some of my younger folk might want to go with you." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/10_For_the_Checkmate.cfg:890 msgid "In that case, human, farewell. Now let us march east with all speed!" msgstr "" #. [scenario]: id=11_And_the_River_Ran_Red #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:4 msgid "And the River Ran Red" msgstr "" #. [side]: type=Grand Knight, id=Sir Dregar #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:84 msgid "Sir Dregar (enemy)" msgstr "" #. [side]: type=Grand Knight, id=Sir Flavian #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:125 msgid "Sir Flavian (enemy)" msgstr "" #. [side]: type=Grand Knight, id=Sir Lostiel #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:166 msgid "Sir Lostiel (enemy)" msgstr "" #. [side]: type=Grand Knight, id=Sir Kramier #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:207 msgid "Sir Kramier (enemy)" msgstr "" #. [side]: type=Grand Knight, id=Sir Lago #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:248 msgid "Sir Lago (enemy)" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:369 msgid "Survive until the arrival of the Wesnothian army" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:373 msgid "Defeat enemy leaders (BONUS)" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:406 msgid "" "The elves quickly forded the eastern river that separates Wesnoth from the " "Eastern Clan, rushing across the plains in the dead of the night. However, " "dawn soon broke, and their party was sighted." msgstr "" #. [message]: speaker=Sir Lostiel #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:410 msgid "" "Ho! A force had slipped through during the night. How did you let them past " "you, Dregar?" msgstr "" #. [message]: speaker=Sir Dregar #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:414 msgid "" "They must have crossed the river somehow at another point. No matter, for we " "will charge them all down!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:418 msgid "" "This is bad, we are surrounded. We haven't harmed the Clan before, would " "diplomacy work?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:422 msgid "" "Humans of the Clan, we seek only quick passage across your land. Let us " "through, and we will cross the Great River with haste." msgstr "" #. [message]: speaker=Kruurg #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:426 msgid "Kruurg has idea. Kill human and they no hurt us." msgstr "" #. [message]: speaker=Sir Flavian #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:430 msgid "" "Ho, what is this? Trolls among you! You bring monster filth into Clan land!" msgstr "" #. [message]: speaker=Sir Kramier #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:434 msgid "" "The elves themselves are but monsters of the forest too, they have no " "business here, on our civilised territory!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:438 msgid "Human scum! You will pay for this disrespect of your superiors!" msgstr "" #. [message]: speaker=Sir Lago #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:442 msgid "Ho ho! Nothing like a good challenge to start the day! Kill them all!" msgstr "" #. [message]: speaker=Sir Lostiel #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:446 msgid "To the death! CHARGE!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:450 msgid "" "I very much doubt we can defeat them all, the Wesnothian army should be " "approaching from the west. We should wait until they arrive, surely the Clan " "will abandon their fight with us to engage their main enemy." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:549 msgid "" "Ha! The puny human scum falls once again, this will teach them to displease " "elves!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:553 msgid "Let us quickly find a River crossing, there's no need to linger here." msgstr "" #. [message]: speaker=Sir Alistair #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:634 msgid "" "Traitors of the East! Our main army approaches, prepare for your deaths!" msgstr "" #. [message]: role=grandknight #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:638 msgid "" "Ho! Do you think you weaklings can defeat the might of the Clan? I accept " "your challenge, prepare for YOUR death, fool!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:643 msgid "" "The Clan has turned its attention away from us, let us hurry out of here." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/11_And_the_River_Ran_Red.cfg:648 msgid "" "As the Wesnothian army fought the Clan, the elves slipped away in the " "commotion, while the river ran red behind them." msgstr "" #. [scenario]: id=12_Second_Crossing #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:4 msgid "Second Crossing" msgstr "" #. [side]: type=Saurian Flanker, id=Ossarikss #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:65 msgid "Ossarikss (enemy)" msgstr "" #. [side]: type=Naga Myrmidon, id=Slixiss #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:106 msgid "Slixiss (enemy)" msgstr "" #. [side]: type=Goblin Rouser, id=Kol'Struntling #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:137 msgid "Kol'Struntling (enemy)" msgstr "" #. [side]: type=Banebow, id=Flavius the Elder #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:168 msgid "Flavius the Elder (enemy)" msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:225 #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:212 msgid "Defeat all enemy leaders" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:265 msgid "" "The elves reached the northern edge of the Clan territory, reaching a swampy " "region of the Great River." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:269 msgid "" "This is one of the few places in the Great River shallow enough to be " "forded. Though there is a rancorous smell floating on the chilling North " "Wind. There must be saurians close by!" msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:273 msgid "This is my home! Oh how I wish to see saurian bones torn apart..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:277 msgid "There may be darker enemies here as well. We must be careful." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:281 msgid "" "And quick. The snow to the north approaches unstoppable. The winter is " "bearing down upon us, and we must quickly find refuge lest we be crushed " "under its weight." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:361 msgid "A small band of merfolk approaches from the east!" msgstr "" #. [message]: speaker=Miranda #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:365 msgid "So there were other survivors after all!" msgstr "" #. [message]: speaker=Njorius #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:369 msgid "Forward! Let us bring death to the invaders who have taken out home!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:373 msgid "It doesn't look like they're bound for us, that's good." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:381 msgid "" "This section of the River is now clear of hostilities. Let us proceed north." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:385 msgid "" "But look around us! It is but early winter, and we are only as far north as " "the Great River, yet we are girt by such heavy snow! The winter will only " "get colder, and we cannot be trapped shelterless on the rough terrain that " "lie ahead of us!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:389 msgid "I... suppose. We will have to stay here, and hope for the best." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/12_Second_Crossing.cfg:402 msgid "The Clan armies approach from the south, we will surely be slaughtered!" msgstr "" #. [scenario]: id=13_For_Auld_Lang_Syne #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:25 msgid "For Auld Lang Syne" msgstr "" #. [side]: type=Orcish Warlord, id=Kul'Grothrul #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:86 msgid "Kul'Grothrul (enemy)" msgstr "" #. [side]: type=Death Knight, id=Diludyren #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:109 msgid "Diludyren (enemy)" msgstr "" #. [side]: type=Orcish Warlord, id=Kul'Lokthar #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:132 msgid "Kul'Lokthar (enemy)" msgstr "" #. [side]: type=Ancient Wose, id=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:155 msgid "Yressl-Ybreghyf (allied)" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:189 msgid "" "Unable to return to the northern forest through treacherous terrain made " "more hostile by the engulfing snow and ripping wind, the elves were forced " "to remain where they were." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:194 msgid "" "With heavy hearts they spent the harsh winter in the undead castle and the " "nearby merman village. At first thaw however, they set out without a second " "thought." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:197 msgid "" "Upon their return, they found that their enemies had advanced much further, " "while elvish defenders were nowhere to be seen." msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:228 msgid "Death of the keep defender" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:252 msgid "" "This area used to deep in the forest, but now it's all been flattened and " "defiled. Even now the orcs ahead of us are rallying!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:256 msgid "" "Hmm... there are two elvish keeps here. The one to the east seems to have " "already been captured, but they're still laying siege to the other, though I " "can see no elvish flags on its battlements." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:260 msgid "" "Come then, there is no time to lose. We must liberate and restore the two " "keeps!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:415 msgid "Guhhhhhhhh..." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:420 msgid "With a long dying cry, the Death Knight crumbled to the ground." msgstr "" #. [message]: speaker=A Fallen Friend #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:432 msgid "Finally... free again..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:436 msgid "You seem familiar..." msgstr "" #. [message]: speaker=A Fallen Friend #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:440 msgid "I am Diludyren... Remember me?" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:444 msgid "So you are! I was suspecting I recognised you..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:448 msgid "I'm sorry we caused your death and unlife, please do not..." msgstr "" #. [message]: speaker=A Fallen Friend #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:452 msgid "" "I blame you not, friends, but know this: Malostartin has risen, and is at " "this moment mobilising his destruction of this forest, so that the orcish " "and elvish dead may be risen, and destroy the humans who have been weakened " "by their war. With such undead armies, he can unify the Great Continent, and " "that is his Age of Light. I know not whether it can be stopped, but pray you " "not go down without a struggle." msgstr "" #. [message]: speaker=A Fallen Friend #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:456 msgid "" "I must leave now, I wish not to linger. Farewell my friends and foes, for I " "am finally departed." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:463 msgid "Farewell friend, may no-one disturb your rest again." msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:471 msgid "" "Ahhhhhh... the pain around me... died down... finally... but more pain is " "coming... from elsewhere..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:475 msgid "Who are you?" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:479 msgid "" "(whisper) A wose. I have caught glimpses these a handful of times, though I " "have never seen one fight nor speak." msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:483 msgid "" "Your companion have already answered most of your question, so I will say no " "more, you may call me by my name, Yressel-Ybreghyf. I sense you know of the " "intentions of those who tread these lands with hostility." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:487 msgid "How do you know?" msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:491 msgid "" "Anyone who thinks of me, have their thoughts made known to me... I sense the " "invaders, despite their distance. I sense the constant throbbing pain, as " "the heart of the forest lies exposed, besieged by those who have dismembered " "its limbs and avulsed its flesh. Even now their lacerations are cutting " "deeper..." msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:495 msgid "" "Then we have not a moment to lose. We must hurry to the Heart of the Forest " "and assist in its defence!" msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:499 msgid "" "I will come with you. Not because I hate the unwelcome guests, nor because I " "will always assist the hosts, but simply because I am compelled to defend " "this land. I have no reason for it, it is simply my duty." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:503 msgid "Your assistance is much appreciated. Now let us make haste!" msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:508 msgid "" "The mystical woses, the wardens of the natural balance, are now at your " "disposal!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/13_For_Auld_Lang_Syne.cfg:521 msgid "" "More orcish reinforcements have arrived, we don't stand a chance against " "their numbers!" msgstr "" #. [scenario]: id=14_Natures_Fury #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:4 msgid "Nature's Fury" msgstr "" #. [side]: type=Elvish High Lord, id=Elrwardremn #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:68 msgid "Elrwardremn" msgstr "" #. [side]: type=Elvish Champion, id=Oefulardry #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:95 msgid "Oefulardry (allied)" msgstr "" #. [side]: type=Elvish Avenger, id=Estelantrolia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:122 msgid "Estelantrolia (allied)" msgstr "" #. [side]: type=Orcish Warlord, id=Kul'Kasproyk #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:148 msgid "Kul'Kasproyk (enemy)" msgstr "" #. [side]: type=Direwolf Rider, id=Kol'Kspipp #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:195 msgid "Kol'Kspipp (enemy)" msgstr "" #. [side]: type=Orcish Sovereign, id=Kul'Vrehgaliquk #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:242 msgid "Kul'Vrehgaliquk (enemy)" msgstr "" #. [side]: type=Grand Marshal, id=Marshal Aeygrunrid #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:293 msgid "Marshal Aeygrunrid (enemy)" msgstr "" #. [side]: type=Ancient Lich, id=Mal'Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:344 msgid "Mal'Startin (enemy)" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:395 msgid "" "The elves and woses dashed for the Heart of the Forest, far to their north. " "The woses, despite their lumbering appearance, were surprisingly quick, and " "were able to keep up. On the way, more arose from their sleep to join the " "defence." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:400 msgid "" "It was early spring after the coldest winter anyone could remember, and the " "air was still chilly, though to the elves, it was difficult to discern " "whether it was the chill or their fear that made them tremble." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:403 msgid "" "Soon a soothing warmth filled the air around them, as they approached the " "grace of the forest heart. However, Alvelyn could feel it wasn't as strong " "as it should be, and was giving weakening pleas of desperation. Even the " "woses looked woeful." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:406 msgid "" "As it drew in sight, the impending battle also drew in earshot, as the elves " "surveyed the desecrated and desiccated landscape around them." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:421 msgid "Defeat Mal'Startin" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:437 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1293 msgid "Death of Yressl-Ybreghyf" msgstr "" #. [objective]: condition=lose #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:441 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1297 msgid "Death of Elrwardremn" msgstr "" #. [note] #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:449 msgid "This is the last scenario" msgstr "" #. [unit]: type=Elvish Druid, id=Keeper1 #. [unit]: type=Elvish Druid, id=Keeper2 #. [unit]: type=Elvish Druid, id=Keeper4 #. [unit]: type=Elvish Druid, id=Keeper5 #. [unit]: type=Elvish Druid, id=Keeper6 #. [unit]: type=Elvish Shaman, id=Keeper10 #. [unit]: type=Elvish Shaman, id=Keeper11 #. [unit]: type=Elvish Shaman, id=Keeper12 #. [unit]: type=Elvish Shaman, id=Keeper7 #. [unit]: type=Elvish Shaman, id=Keeper8 #. [unit]: type=Elvish Shaman, id=Keeper9 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:482 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:494 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:517 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:529 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:541 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:553 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:565 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:577 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:589 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:601 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:613 msgid "Keeper" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1004 msgid "Your Lordship, we have arrived to assist in this battle." msgstr "" #. [message]: speaker=Elrwardremn #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1008 msgid "" "I see you bring reinforcements, but I fear enemy numbers are too great. Even " "so, my oath and duty requires me to fight on until I no longer draw breath." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1012 msgid "We may defeat them yet, for we know their leader." msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1016 msgid "" "Yes. The one by whom all others are commanded by is on this very " "battlefield. I sense his presence, which is strong, though I cannot say " "whether it is evil." msgstr "" #. [message]: speaker=Elrwardremn #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1020 msgid "" "Woses walk among you! If they fight for the forest, we may have hope yet, " "though I fear the battle is still against us." msgstr "" #. [message]: speaker=Mal'Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1024 msgid "" "I thank you for your arrival, Aeygrunrid. It is good that more can see the " "Light than I anticipated." msgstr "" #. [message]: speaker=Marshal Aeygrunrid #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1028 msgid "" "Having spent my entire life witnessing mindless slaughter, I only wish that " "it can stop, and there is no other way than this." msgstr "" #. [message]: speaker=Mal'Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1032 msgid "" "Aye. You speak the truth, friend. To many, it would seem an unfortunate " "truth, but customs change." msgstr "" #. [message]: speaker=Kul'Kasproyk #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1036 msgid "So, do we start killing the tree-shaggers yet?" msgstr "" #. [message]: speaker=Mal'Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1040 msgid "Yes, warlord. It is time to advance." msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1044 msgid "" "This one is indeed strong. Perhaps only the wardens of nature themselves can " "defeat this foe." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1061 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1095 msgid "Fight on without me!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1065 #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1099 msgid "He's raising the fallen!" msgstr "" #. [unit]: type=Spectre, id=Spirit of Oefulardry #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1079 msgid "Spirit of Oefulardry" msgstr "" #. [unit]: type=Spectre, id=Spirit of Estelantrolia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1113 msgid "Spirit of Estelantrolia" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1160 msgid "Found a chest in the lake here." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1172 msgid "You retrieve 300 gold!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1183 msgid "The abomination has been slain, and - " msgstr "" #. [unit]: type=Ancient Lich, id=Mal Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1189 msgid "Mal Startin" msgstr "" #. [message]: speaker=Mal Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1199 msgid "- and, he rises again!" msgstr "" #. [message]: speaker=Yressl-Ybreghyf #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1271 msgid "" "As I had known. He cannot be slain with elvish blades nor elvish magic. Only " "the wardens of nature can destroy his spirit." msgstr "" #. [objective]: condition=win #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1277 msgid "Kill Mal Startin with an ancient wose (Yressl-Ybreghyf acceptable)" msgstr "" #. [message]: speaker=Mal Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1321 msgid "Ugh... what is this? And the Age of Light was within grasp..." msgstr "" #. [message]: speaker=narrator #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1326 msgid "" "The spawling guardian of nature collapsed, a sight sublime yet woeful. Its " "body slowly shattered, emitting a noise pitiable to behold, yet remained " "illustrous in its own right. Under it, a lone spirit struggled, yet could " "not hold back the forces that soon entombed it within." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1349 msgid "He had fallen, but not by a wose, he will surely rise again!" msgstr "" #. [unit]: type=Ancient Lich, id=Mal-Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1355 msgid "Mal-Startin" msgstr "" #. [message]: speaker=Mal-Startin #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1365 msgid "Ha ha ha..." msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1375 msgid "He destroyed the Heart of the Forest, all is lost!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/scenarios/14_Natures_Fury.cfg:1386 msgid "" "More human and orcish reinforcements have arrived, and their fallen has been " "reanimated! We don't stand a chance against their numbers!" msgstr "" #. [scenario]: id=15_Epilogue #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:5 msgid "Epilogue" msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:31 msgid "" "As the presence of the former Archmage vanished, skeletons fell to the " "ground motionless, while spirits scattered and disappeared." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:36 msgid "" "The orcs, who were mere mercenaries, fled as they saw the lich defeated, " "along with most of the humans. Some humans, the ones most loyal to " "Malostartin's cause, fought to the last man, but it was in vain, for there " "is no turning of the tides of battle once they are decided." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:39 msgid "" "Most would consider this an elvish victory, except, perhaps, the elves " "themselves. Vast masses of forest had been reduced to ruin, while their " "population was decimated." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:42 msgid "" "Many woses had died in this battle, and along with them, the restorative " "powers of the forest. Ruin remained ruin, while the Heart of the Forest " "ached with every beat of its power." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:45 msgid "" "Malostartin's necromancers, once the tidings of their master's defeat " "reached them, took their separate undead armies and went their own ways. If " "they had united they would have presented a sizeable force, but it was not " "so. For decades afterwards, forces of the undead fought each other, as the " "necromancers vied for dominance." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:48 msgid "" "South of the Great River, the war continued to rage between the disciplined " "armies of Wesnoth and the courageous riders of the Clan. Few could not " "defeat many, and the Wesnothians emerged victorious by their sheer numbers, " "but not before adequate damage had been done to ensure that it would never " "rise for a century." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:51 msgid "" "Reprisals against the people living in Clan territories were vicious, as the " "blades of Wesnoth sought to avenge their fallen comrades by slaughtering the " "innocent. Thus began a dark age for the once proud and gallant nation." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:54 msgid "" "The trolls who had fought by the elves' side, despite their considerable " "assistance in defending what the elves held most dear, were not accepted in " "elvish lands. Hurt and confused, they left what remained of the forest, " "never to return peacefully again." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:57 msgid "" "The outlaws who had followed Quoscelia were similarly expelled from what was " "once the northern forest. Few wanted to return to Wesnoth, so they wandered " "the Northern Lands, and mysteriously disappeared from history." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:60 msgid "" "For the elves themselves, everything went into decline. They strove to " "rebuild their civilization, but it was not to be. Their magic weakened " "without the full power of the natural world behind them, and their numbers " "were few. Having to put up with constant orcish raids, they struggled on the " "edge of survival, though they always grew fewer." msgstr "" #. [part] #: A_Vision_Blinded/scenarios/15_Epilogue.cfg:63 msgid "" "Thus was a new balance in the world. A new Age had begun, though not one of " "Light. Meanwhile, the founder of this, a man with a vision, a vision some " "shared, but most could not abide, was buried into obscurity in the pages of " "history, soon crumbling into oblivion, forsaken by those most affected by " "his deeds." msgstr "" #. [unit_type]: id=Elvish Initiate, race=elf #: A_Vision_Blinded/units/Elvish_Initiate.cfg:4 msgid "female^Elvish Initiate" msgstr "" #. [unit_type]: id=Elvish Initiate, race=elf #: A_Vision_Blinded/units/Elvish_Initiate.cfg:20 msgid "" "Some elves show a remarkable gift in their ability to call upon the faerie " "world, and can control its use only with minimal training. To concentrate " "upon honing this ability to its greatest use however, their healing " "abilities are left neglected.\n" "\n" "Unlike their shaman counterparts, initiates are used mainly in assisting in " "the destruction of hostile units, rather than helping prolong the lives of " "friendly units." msgstr "" #. [attack]: type=impact #: A_Vision_Blinded/units/Elvish_Initiate.cfg:26 #: A_Vision_Blinded/units/Naga_Mage.cfg:26 #: A_Vision_Blinded/units/Naga_Warlock.cfg:27 msgid "staff" msgstr "" #. [attack]: type=impact #: A_Vision_Blinded/units/Elvish_Initiate.cfg:35 msgid "entangle" msgstr "" #. [attack]: type=impact #: A_Vision_Blinded/units/Elvish_Initiate.cfg:47 msgid "faerie fire" msgstr "" #. [unit_type]: id=Naga Mage, race=naga #: A_Vision_Blinded/units/Naga_Mage.cfg:4 msgid "Naga Mage" msgstr "" #. [unit_type]: id=Naga Mage, race=naga #: A_Vision_Blinded/units/Naga_Mage.cfg:20 msgid "" "Some naga have a natural gift of manipulating the realm of magic. This is " "often realised at an early age, so that the wielders of this gift continue " "through life as magi. As a testament to the caste system of the naga race, " "naga magi are, without exception, longer in body, though weaker in frame " "than average.\n" "\n" "The most basic naga magic are imitations of the abilities of the merfolk, " "exerting control over the water around one's body and making it strike at " "one's foes. This is something naga magi, armed with crude staves made of " "driftwood, can do, albeit with some difficulty." msgstr "" #. [attack]: type=impact #: A_Vision_Blinded/units/Naga_Mage.cfg:35 #: A_Vision_Blinded/units/Naga_Warlock.cfg:36 msgid "water spray" msgstr "" #. [unit_type]: id=Naga Warlock, race=naga #: A_Vision_Blinded/units/Naga_Warlock.cfg:4 msgid "Naga Warlock" msgstr "" #. [unit_type]: id=Naga Warlock, race=naga #: A_Vision_Blinded/units/Naga_Warlock.cfg:21 msgid "" "The most adept of the naga magi open a new world of magic to their kin. Now " "having mastered their former skills, they can control the waters at whim, no " "longer having to concentrate to bring about this phenomenon.\n" "\n" "These expert magi, often referred to as warlocks, can also freeze the waters " "that surround them into pure ice, much of it ethereal in nature, and hurl it " "at their foes. Those who had fought against these creatures call this an " "illustration of the cold-bloodedness of these amphibious reptilians." msgstr "" #. [attack]: type=cold #: A_Vision_Blinded/units/Naga_Warlock.cfg:48 msgid "ice blast" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/utils/deaths.cfg:10 msgid "I have failed my duty..." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/utils/deaths.cfg:23 msgid "You may have defeated me, but our forests abide forever!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/utils/deaths.cfg:27 msgid "Alvs! Nooo!!" msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/utils/deaths.cfg:64 msgid "Urk..." msgstr "" #. [message]: speaker=unit #: A_Vision_Blinded/utils/deaths.cfg:77 msgid "Alas, I am slain!" msgstr "" #. [message]: speaker=Alvelyn #: A_Vision_Blinded/utils/deaths.cfg:90 msgid "The keep has raised an enemy flag. It is fallen!" msgstr "" #. [message]: speaker=Quoscelia #: A_Vision_Blinded/utils/deaths.cfg:103 msgid "Without him to rally our forces, all is lost!" msgstr ""