#textdomain wesnoth-l
[scenario]
    id=07_Glory
    name= _ "Glory"
    next_scenario=08_Epilogue
    victory_when_enemies_defeated=no
    map_file=07_Glory.map
    {TURNS 36 34 32}
    {DEFAULT_SCHEDULE_AFTERNOON}

    {INTRO_AND_SCENARIO_MUSIC legends_of_the_north.ogg loyalists.ogg}
    {EXTRA_SCENARIO_MUSIC vengeful.ogg}
    {EXTRA_SCENARIO_MUSIC the_city_falls.ogg}
    {EXTRA_SCENARIO_MUSIC battle.ogg}
    {EXTRA_SCENARIO_MUSIC breaking_the_chains.ogg}

    # wmllint: local spelling Archmagi
    [story]
        [part]
            story= _ "From the Annals of Alduin, 98 YW

One score and eight years ago, in 70 YW, the King of Wesnoth and the Lord of Elensefar signed a treaty of trade and alliance in order to further the security of humankind. The realization of this treaty required the creation of a safe path between Weldyn and Elensefar, with all manner of hostile creature or beast scoured from these civilized lands. From Dan Tonk, the establishment of Aldril and Carcyn secured the once hazardous passage alongside the Grey Woods, completing the way between the two cities. With this, the alliance can truly be deemed a coalition of men."
        [/part]
        [part]
            background=story/Halstead.jpg
            story= _ "To commemorate the concordat, six years ago, the Lords of Weldyn and Elensefar decreed that a monument be erected in the heart of these once wildlands. We, the magi of Alduin, lent our services to demonstrate the full prowess and might of human magic. Above a series of old catacombs in a scant hill, we spent these years raising an immense stronghold from the earth’s living rock."
        [/part]
        [part]
            background=story/Halstead.jpg
            story= _ "Completed, as it is on this day, this sentinel of the west now towers hundreds of paces tall, a great monolith looming sheer above the plains. The sight of these colossal walls, to even us magi, is both awe-inspiring and terrifying. So tall these towers peak and so mighty these walls arise that such a feat seems more like a force of nature than a work of man. That we have fashioned this mountain as insignificant humans is almost inconceivable. Halstead, as we have named it, is impenetrable. No one shall ever overcome these tidal waves of stone."
        [/part]
    [/story]

    {LIBERTY_BIGMAP {JOURNEY_07_NEW} }

    [side]
        side=1
        color=black
        type=Highwayman
        id=Baldras
        recruit=Thug,Footpad,Poacher,Rogue Mage,Shadow Mage,Thief,Rogue
        canrecruit=yes
        controller=human
        {GOLD 300 270 240}
        team_name=good_guys
        user_team_name=_"Rebels"
    [/side]

    {STARTING_VILLAGES 1 4}

    [side]
        side=2
        color=red
        type=General
        id=Dommel
        name= _ "Dommel"
        profile=portraits/dommel.png
        canrecruit=yes
        recruit=Swordsman,Pikeman,Dragoon,Shock Trooper,Longbowman,Red Mage,White Mage,Spearman,Heavy Infantryman,Bowman
        {GOLD 240 270 300}
        {INCOME 33 36 39}
        controller=ai
        [ai]
            {AI_SIMPLE_ALWAYS_ASPECT passive_leader yes}
            {AI_SIMPLE_ALWAYS_ASPECT village_value 0}
            {AI_SIMPLE_ALWAYS_ASPECT leader_value 0}
            {AI_SIMPLE_DAY_ASPECT aggression 0.4}
            {AI_SIMPLE_NIGHT_ASPECT aggression 0}
            {AI_SIMPLE_ALWAYS_ASPECT caution 0.9}
            [goal]
                name=target_location
                [criteria]
                    x=15-17,23-25,15-17,23-25
                    y=10-12,10-12,16-18,16-18
                [/criteria]
                value=10
            [/goal]
            [goal]
                name=protect_location
                [criteria]
                    x,y=20,14
                [/criteria]
                protect_radius=8
                value=20
            [/goal]
        [/ai]
        team_name=bad_guys
        user_team_name=_"Weldyn"
        {FLAG_VARIANT loyalist}
    [/side]

    {STARTING_VILLAGES 2 20}

    [side]
        side=3
        color=orange
        type=Orcish Warlord
        id=Vashna
        name= _ "Vashna"
        canrecruit=yes
        facing=sw
        recruit=Wolf Rider,Orcish Grunt,Orcish Archer,Orcish Assassin,Troll,Troll Whelp
        {GOLD 300 330 360}
        {INCOME 6 7 8}
        controller=ai
        [ai]
            scout_village_targeting=1
            {AI_SIMPLE_NIGHT_ASPECT aggression 0.9}
            {AI_SIMPLE_DAY_ASPECT aggression 0.5}
            {AI_SIMPLE_ALWAYS_ASPECT caution 0.2}
            [goal]
                [criteria]
                    side=2
                [/criteria]
                value=10
            [/goal]
        [/ai]
        team_name=orcs_dammit
        user_team_name=_"Orcs"
        {FLAG_VARIANT6 ragged}
    [/side]

    {STARTING_VILLAGES 3 5}

    [side]
        side=4
        color=teal
        no_leader=yes
        {GOLD 225 200 175}
        controller=ai
        team_name=good_guys
        user_team_name=_"Rebels"
        [ai]
            aggression=0.6
            caution=0.6
            leader_value=0.5
            [goal]
                [criteria]
                    side=2
                [/criteria]
                value=10
            [/goal]
        [/ai]
    [/side]

    [event]
        name=prestart

        [objectives]
            side=1
            [objective]
                description= _ "Destroy the stronghold of Halstead"
                condition=win
            [/objective]
            [objective]
                description= _ "Death of Baldras"
                condition=lose
            [/objective]
            [objective]
                description= _ "Death of Harper"
                condition=lose
            [/objective]

            {TURNS_RUN_OUT}
        [/objectives]

        #Initialize the counter and switches
        {VARIABLE supports_destroyed 0}

        #Set up the inside of the fortress just like we want it
        {PLACE_IMAGE scenery/trapdoor-closed.png 15 11}
        {PLACE_IMAGE scenery/trapdoor-closed.png 25 11}
        {PLACE_IMAGE scenery/trapdoor-closed.png 15 18}
        {PLACE_IMAGE scenery/trapdoor-closed.png 25 18}

        #Some badass trapdoor guards
#define MK_GUARD SIDE TYPE X Y
    # Create a guard unit TYPE belonging to SIDE at X,Y
    # Will have a guardian AI, no traits, and a generated description.
    [unit]
        type={TYPE}
        side={SIDE}
        x={X}
        y={Y}
        ai_special=guardian
        generate_name=yes
    [/unit]
#enddef
        {MK_GUARD 2 (Swordsman)  16 11}
        {MK_GUARD 2 (Swordsman)  24 11}
        {MK_GUARD 2 (Swordsman)  16 17}
        {MK_GUARD 2 (Swordsman)  24 17}
        {MK_GUARD 2 (Pikeman)      17 11}
        {MK_GUARD 2 (Pikeman)      24 12}
        {MK_GUARD 2 (Pikeman)      16 16}
        {MK_GUARD 2 (Pikeman)      23 18}
#ifdef NORMAL
        {MK_GUARD 2 (Longbowman)   16 12}
        {MK_GUARD 2 (Longbowman)   23 11}
        {MK_GUARD 2 (Longbowman)   17 18}
        {MK_GUARD 2 (Longbowman)   24 16}
#endif
#ifdef HARD
        {MK_GUARD 2 (Longbowman)   15 11}
        {MK_GUARD 2 (Pikeman)      16 12}
        {MK_GUARD 2 (Longbowman)   25 11}
        {MK_GUARD 2 (Pikeman)      23 11}
        {MK_GUARD 2 (Longbowman)   15 18}
        {MK_GUARD 2 (Pikeman)      17 18}
        {MK_GUARD 2 (Longbowman)   25 18}
        {MK_GUARD 2 (Pikeman)      24 16}
        {MK_GUARD 2 (Halberdier)   18 14}
#endif
#undef MK_GUARD

        {MODIFY_TERRAIN Gg (5) (3)}

        [objectives]
            side=1
            [objective]
                description= _ "Destroy the stronghold of Halstead"
                condition=win
            [/objective]
            [objective]
                description= _ "Death of Baldras"
                condition=lose
            [/objective]
            [objective]
                description= _ "Death of Harper"
                condition=lose
            [/objective]

            {TURNS_RUN_OUT}
        [/objectives]
    [/event]

    #
    # Starting conversation and actions
    #
    [event]
        name=start

        [recall]
            id=Harper
        [/recall]
        [recall]
            id=Helicrom
        [/recall]

        [message]
            speaker=Baldras
            message= _ "There be it. The stronghold of Halstead."
        [/message]

        [scroll_to]
            x,y=20,14
        [/scroll_to]

        [delay]
            time=1000
        [/delay]

        [message]
            speaker=Harper
            message= _ "Look at how tall it is! Those towers be so sheer and smooth, it almost looks like magic called them up out of the earth!"
            scroll=no
        [/message]
        [message]
            speaker=Baldras
            message= _ "Aye, there may be some truths in that. Old stories tells us that in times past, Elensefar and Weldyn had some real strong mages, much more adept than them ones who only be politicking nowadays. They helped tame the lands between the cities and forged the walls of Halstead itself to honor the alliance."
            scroll=no
        [/message]
        [message]
            speaker=Harper
            message= _ "I don’t see how we can bring it down. They seem invincible in there!"
        [/message]
        [message]
            speaker=Baldras
            message= _ "Indeed..."
        [/message]
        [message]
            speaker=Helicrom
            message= _ "Worry not, Halstead has a weakness. What Baldras spoke was partly true. Previous orders of magi did help erect the fortress. What is not made known to most is that the original construction of the castle was flawed."
        [/message]
        [message]
            speaker=Helicrom
            message= _ "These walls were raised over a system of catacombs, which connect the four towers to the central keep. Though they appear impressive, the tunnels were never meant to hold up such a tremendous weight. Supports were added later to hold up the middle, which eventually began to collapse without them. Naturally, this was made secret by the magi, who did not want others to learn of their error."
        [/message]
        [message]
            speaker=Harper
            message= _ "So... we can knock out the supports and bring down the main keep. Would it really work?"
        [/message]
        [message]
            speaker=Helicrom
            message= _ "I believe it will. Each tower has a passage down to the catacombs. We must enter the tunnels and demolish all four supports, then the fortress should crumble."
        [/message]
        [message]
            speaker=Baldras
            message= _ "Let’s hope you be right. Everything be hinging on this battle."
        [/message]
    [/event]

    [event]
        name=side 3 turn 1

        [message]
            speaker=Vashna
            message= _ "Dommel! The Queen has sent me and my warriors to support your forces. We come to squash the puny peasant rebellion."
        [/message]
        [message]
            speaker=Dommel
            message= _ "I received no word from Her Majesty of your arrival, orc."
        [/message]
        [message]
            speaker=Vashna
            message= _ "I have the orders right here."
        [/message]
        [message]
            speaker=Dommel
            message= _ "I do not care. I would be a fool and an oaf to let a band of stinky raider orcs into Halstead without a fight."
        [/message]
        [message]
            speaker=Vashna
            message= _ "What? Now look here, you coddled pinkskin. Your helpless ‘soldiers’ have been getting bested by a filthy bunch of vagrant bandits. Your army is as useless as you are pink. The Queen sent us here to clean up the mess that you are clearly too stupid to fix on your own."
        [/message]
        [message]
            speaker=Dommel
            message= _ "A fine story. Most likely, this is a pitiful excuse for you to enter our fortress to plunder our armory. Even if Her Majesty did order you here, we have no need for the help of you uncouth orcs. We have always managed just fine without you."
        [/message]
        [message]
            speaker=Vashna
            message= _ "Yeah? Well, we will see how fine you manage <i>against</i> us. I’ll show you just how weak you pinkskins are."
        [/message]
        [message]
            speaker=Dommel
            message= _ "Come try it, cretin."
        [/message]
        [message]
            speaker=Helicrom
            message= _ "Infighting among the forces of Weldyn does not bode well for the new queen, but is awfully convenient for us..."
        [/message]
    [/event]

    #
    # Special Event - The cavalry comes (to help YOU)
    #
    [event]
        name=turn 8
        [role]
            role=farseer
            type=Outlaw,Footpad,Bandit,Thug,Thief,Huntsman,Trapper,Poacher,Rogue Mage,Rogue,Shadow Mage
            [not]
                id=Baldras
            [/not]
        [/role]
        [message]
            role=farseer
            message= _ "Look in the distance... riders approach!"
        [/message]

        [unit]
            side=4
            type=Paladin
            id=Sir Gwydion
            name= _ "Sir Gwydion"
            x,y=1,1
            canrecruit=yes
        [/unit]

        {MOVE_UNIT (id=Sir Gwydion) 5 3}

        {GENERIC_UNIT 4 (Lancer) 4 3}
        {GENERIC_UNIT 4 (Lancer) 6 2}
        {GENERIC_UNIT 4 (Knight) 4 2}
        {GENERIC_UNIT 4 (Knight) 5 2}
        #
        #
        [message]
            type=Lancer
            message= _ "Sound the advance!"
        [/message]
        [message]
            type=Lancer
            message= _ "At your order, my liege."
        [/message]
        [message]
            speaker=Sir Gwydion
            message= _ "Lo, Knights of Elensefar, the battle hath begun ere our arrival. Though I disobey my father in this endeavor, our presence surely is much needed."
        [/message]
        [message]
            speaker=Sir Gwydion
            message= _ "Ready thine lances, mine brethren. Let us charge down the armies of Weldyn!"
        [/message]

        {MODIFY_TERRAIN Ce (4-6,4) (2-2,3)}
        {MODIFY_TERRAIN Ke (5) (3)}

        [set_recruit]
            side=4
            recruit=Knight,Lancer
        [/set_recruit]

        [message]
            role=farseer
            message= _ "A horde of knights, bearing the emblem of Elensefar! Amazing. I’ve never seen me so many riders in one place."
        [/message]
        [message]
            speaker=Baldras
            # wmllint: local spelling Gwydion
            message= _ "Gwydion be Lord Maddock’s son... more be hinging on victory than I thought. This battle don’t just be about our little villages no more."
        [/message]

        [objectives]
            side=1
            [objective]
                description= _ "Destroy the stronghold of Halstead"
                condition=win
            [/objective]
            [objective]
                description= _ "Death of Baldras"
                condition=lose
            [/objective]
            [objective]
                description= _ "Death of Harper"
                condition=lose
            [/objective]

            {TURNS_RUN_OUT}
        [/objectives]
    [/event]

    #
    # Special Event - The cavalry comes (to help THEM) -
    # every morning a platoon arrives
    #
#define BAD_CAVALRY TURN
    [event]
        name=turn {TURN}
        [if]
            [variable]
                name=turn_number
                numerical_equals=6
            [/variable]
            [then]
                [message]
                    speaker=narrator
                    message= _ "Not even a full day had passed before the first advance elements of Wesnoth’s main army began to arrive..."
                    image="wesnoth-icon.png"
                [/message]
            [/then]
            [else]
                [message]
                    speaker=narrator
                    message= _ "That morning, another advance element of the main Wesnoth army arrived..."
                    image="wesnoth-icon.png"
                [/message]
            [/else]
        [/if]

        # The side filter in MOVE_UNIT is used to ensure that only the spawned
        # unit can be moved, in case the player would have misplaced his units
        # on the spawn coordinates.

        {GENERIC_UNIT 2 (Shock Trooper) 35 15}
        {MOVE_UNIT x,y,side=35,15,2 31 14}

        {GENERIC_UNIT 2 (Shock Trooper) 35 16}
        {MOVE_UNIT x,y,side=35,16,2 31 15}

        {GENERIC_UNIT 2 (Shock Trooper) 36 16}
        {MOVE_UNIT x,y,side=36,16,2 32 15}

        {GENERIC_UNIT 2 (Pikeman) 36 15}
        {MOVE_UNIT x,y,side=36,15,2 32 13}

        {GENERIC_UNIT 2 (Lieutenant) 36 14}
        {MOVE_UNIT x,y,side=36,14,2 32 14}

        {GENERIC_UNIT 2 (Longbowman) 37 16}
        {MOVE_UNIT x,y,side=37,16,2 33 14}

        {GENERIC_UNIT 2 (Heavy Infantryman) 37 15}
        {MOVE_UNIT x,y,side=37,15,2 33 15}

        [gold]
            side=2
#ifdef EASY
            amount=30
#endif
#ifdef NORMAL
            amount=45
#endif
#ifdef HARD
            amount=60
#endif
        [/gold]
    [/event]
#enddef

    {BAD_CAVALRY 6}
    {BAD_CAVALRY 12}
    {BAD_CAVALRY 18}
    {BAD_CAVALRY 24}
    {BAD_CAVALRY 30}

    #
    # Special Event - the first time you attack one of them, they catch on
    #
    [event]
        name=attack
        [filter]
            side=1,4
        [/filter]
        [filter_second]
            side=2
        [/filter_second]
        [message]
            speaker=Dommel
            message= _ "I think... I think they’re trying to storm Halstead itself... the fools!"
        [/message]
    [/event]

    #
    # Special Event - when you enter the fortress proper they freak out
    #
    [event]
        name=moveto
        [filter]
            [filter_location]
                x,y=20,14
                radius=4
            [/filter_location]

            side=1,3,4
        [/filter]
        [message]
            speaker=Dommel
            message= _ "They have breached the fortress gate! Repulse them!"
        [/message]
    [/event]

    #
    # Special Event - You move a unit to a tower center
    #
#define MOVETO_TRAPDOOR X Y
    [event]
        name=moveto
        [filter]
            x,y={X},{Y}
            side=1
        [/filter]
        [if]
            [variable]
                name=supports_destroyed
                numerical_equals=0
            [/variable]
            [then]
                [message]
                    speaker=unit
                    message= _ "I’m inside! I’m heading down to the catacombs."
                [/message]
            [/then]
        [/if]
        [hide_unit]
            x,y={X},{Y}
        [/hide_unit]
        [sound]
            name=fuse.ogg
        [/sound]
        [if]
            [variable]
                name=supports_destroyed
                numerical_equals=0
            [/variable]
            [then]
                [message]
                    speaker=narrator
                    message= _ "After some time..."
                    image="wesnoth-icon.png"
                [/message]
            [/then]
            [else]
                [delay]
                    time=750
                [/delay]
            [/else]
        [/if]
        [sound]
            name=explosion.ogg
        [/sound]
        [delay]
            time=750
        [/delay]
        [unhide_unit]
        [/unhide_unit]
        [message]
            speaker=unit
            message= _ "It’s done."
        [/message]
        [set_variable]
            name=supports_destroyed
            add=1
        [/set_variable]
        [remove_item]
            x,y={X},{Y}
        [/remove_item]
        [if]
            [variable]
                name=supports_destroyed
                numerical_equals=4
            [/variable]
            [then]
                [sound]
                    name=fire.wav
                [/sound]
                {QUAKE "rumble.ogg"}
                {QUAKE "rumble.ogg"}
                {QUAKE "rumble.ogg"}
                [sound]
                    name=fire.wav
                [/sound]
                {QUAKE "rumble.ogg"}
                [message]
                    speaker=narrator
                    message= _ "The stronghold of Halstead began to shake..."
                    image="wesnoth-icon.png"
                [/message]
                {QUAKE "rumble.ogg"}
                [message]
                    speaker=unit
                    message= _ "We can’t stay here. The fortress is starting to collapse!"
                [/message]
                {VARIABLE supports_destroyed all}
            [/then]
        [/if]
    [/event]
#enddef

    {MOVETO_TRAPDOOR 15 11}
    {MOVETO_TRAPDOOR 25 11}
    {MOVETO_TRAPDOOR 15 18}
    {MOVETO_TRAPDOOR 25 18}

    #
    # Special event - you knock out all four supports
    #
    [event]
        name=new turn
        first_time_only=no
        [if]
            [variable]
                name=supports_destroyed
                equals=all
            [/variable]
            [then]
                [scroll_to]
                    x,y=20,14
                [/scroll_to]
                {QUAKE "rumble.ogg"}
                [sound]
                    name=fire.wav
                [/sound]
                {QUAKE "rumble.ogg"}
                [message]
                    speaker=Baldras
                    message= _ "I think it be working! Everybody get clear!"
                [/message]

                # When you finish your turn, the fortress will collapse

                [event]
                    name=side turn
                    first_time_only=no

                    [if]
                        [variable]
                            name=side_number
                            equals=2
                        [/variable]
                        [then]
                            [scroll_to]
                                x,y=20,14
                            [/scroll_to]
                            [sound]
                                name=fire.wav
                            [/sound]
                            {QUAKE "cave-in.ogg"}
                            [delay]
                                time=200
                            [/delay]
                            [sound]
                                name=dragonstick.ogg
                            [/sound]
                            [delay]
                                time=400
                            [/delay]
                            {QUAKE "rumble.ogg"}
                            [delay]
                                time=200
                            [/delay]
                            [sound]
                                name=dragonstick.ogg
                            [/sound]
                            {QUAKE "cave-in.ogg"}
                            [message]
                                speaker=narrator
                                message= _ "With a thunderous roar and a vast billowing of dust, thousands of tons of stone and wood crashed in on itself. Some of the wreckage tumbled down the steep sides, while the remainder came to rest several hundred feet below ground, in the bowels of the hollowed-out mountain."
                                image="wesnoth-icon.png"
                            [/message]
                            {QUAKE "rumble.ogg"}
                            {QUAKE "rumble.ogg"}
                            {QUAKE "rumble.ogg"}
                            [message]
                                speaker=narrator
                                message= _ "No one inside the fortress would make it out alive."
                                image="wesnoth-icon.png"
                            [/message]

                            {QUAKE "cave-in.ogg"}
                            [sound]
                                name=dragonstick.ogg
                            [/sound]
                            {QUAKE "rumble.ogg"}
                            {QUAKE "cave-in.ogg"}
                            {QUAKE "rumble.ogg"}
                            [sound]
                                name=dragonstick.ogg
                            [/sound]
                            {QUAKE "cave-in.ogg"}
                            [sound]
                                name=dragonstick.ogg
                            [/sound]

                            [kill]
                                fire_event=yes
                                animate=no
                                x=15-25
                                y=10-18
                            [/kill]
                            [redraw][/redraw]

                            [scroll_to]
                                x,y=20,14
                            [/scroll_to]

                            #
                            # Wrecking the castle
                            #
                            [terrain_mask]
                                x,y=15,9
                                border=no
                                mask="Re, Mm^Xm, Re, Ww, Rr, Ww^Bw|, Rr, Rr, Gs^Fds, Mm^Xm, Gs^Fds
Mm, Chr, Mm^Xm, Re, Uh, Uu, Uh, Uh, Mm^Xm, Uu, Mm^Xm
Uu, Uu, Qxu, Uu, Re, Qxu, Re, Qxu, Chr, Rr, Chr
Uu, Chr, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Uu, Qxu, Re
Uh, Qxu, Qxu, Re, Uh, Uh, Chr, Chr, Qxu, Qxu, Qxu
Re, Qxu, Qxu, Chr, Mm, Mm^Xm, Mm, Qxu, Qxu, Qxu, Uh
Ce, Qxu, Qxu, Re, Mm, Uh, Mm, Qxu, Qxu, Qxu, Uh
Uh, Qxu, Qxu, Qxu, Qxu, Qxu, Chr, Qxu, Qxu, Uu, Qxu
Chr, Rr, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Qxu, Uu, Uu
Uu, Uu, Chr, Uh, Re, Uu, Uu, Uh, Uu, Chr, Chr
"
                            [/terrain_mask]

                            [redraw][/redraw]

                            [sound]
                                name=rumble.ogg
                            [/sound]

                            [sound]
                                name=rumble.ogg
                            [/sound]

                            [delay]
                                time=2000
                            [/delay]

                            {CLEAR_VARIABLE supports_destroyed}

                            [endlevel]
                                result=victory
                                carryover_report=no
                                save=no
                            [/endlevel]
                        [/then]
                    [/if]
                [/event]
            [/then]
        [/if]
    [/event]

    #
    # Loss conditions - turns run out
    #
    [event]
        name=time over
        [message]
            speaker=narrator
            message= _ "After several days of fierce fighting, the main body of Weldyn’s host arrived. The battle was soon finished. Every last man from the rebellion was executed."
            image="wesnoth-icon.png"
        [/message]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]

    #
    # Deaths - Baldras (loss condition)
    #
    [event]
        name=last breath
        [filter]
            id=Baldras
        [/filter]

        [if]
            [variable]
                name=supports_destroyed
                equals=all
            [/variable]
            [variable]
                name=side_number
                numerical_equals=2
            [/variable]
            [then]
                [message]
                    speaker=Baldras
                    message= _ "The fort be done with... but I be crushed... under this rubble..."
                [/message]
                [message]
                    speaker=narrator
                    message= _ "No one was able to get to Baldras in time. He and many of his companions died that day beneath the stronghold of Halstead."
                    image="wesnoth-icon.png"
                [/message]
            [/then]
            [else]
                [message]
                    speaker=Baldras
                    message= _ "I knew... this wouldn’t work..."
                [/message]
                [message]
                    speaker=narrator
                    image=wesnoth-icon.png
                    message=_ "The rebellion had staked its all on victory at Halstead, but win or lose, there would be no help for the doomed villagers."
                [/message]
            [/else]
        [/if]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]
    #
    # Deaths - Harper
    #
    [event]
        name=last breath
        [filter]
            id=Harper
        [/filter]
        [message]
            speaker=Harper
            #wmllint: local spelling Unngh
            message= _ "Unngh..."
        [/message]
        [message]
            speaker=Baldras
            message= _ "Harper, no!"
        [/message]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]
    #
    # Deaths - Helicrom
    #
    [event]
        name=last breath
        [filter]
            id=Helicrom
        [/filter]
        [message]
            speaker=Helicrom
            message= _ "Ended... like this? Fight on without me..."
        [/message]
    [/event]

    #
    # Deaths - Dommel
    #

    # If the orcs happen to kill Dommel, we pretend
    # that Baldras killed him so that the dialogue makes more sense
    [event]
        name=last breath

        [filter]
            id=Dommel
        [/filter]

        [filter_second]
            side=3
        [/filter_second]

        [fire_event]
            name=last breath

            [primary_unit]
                id=Dommel
            [/primary_unit]

            [secondary_unit]
                id=Baldras
            [/secondary_unit]
        [/fire_event]
    [/event]

    [event]
        name=last breath

        [filter]
            id=Dommel
        [/filter]

        [filter_second]
            side=1,4
        [/filter_second]

        [message]
            speaker=second_unit
            message= _ "Your time is over, General."
        [/message]

        [message]
            speaker=Dommel
            message= _ "I may be done... but my death shall only bring the full wrath of the Crown upon you... relish your small victory, peasants, while you still can..."
        [/message]
    [/event]

    [event]
        name=last breath

        [filter]
            id=Vashna
        [/filter]

        [message]
            speaker=Vashna
            message= _ "Grrarrghh... you... fools..."
        [/message]

        [message]
            speaker=Dommel
            message= _ "Idiot orc. Know your place."
        [/message]
    [/event]
[/scenario]

#undef MOVETO_TRAPDOOR
#undef BAD_CAVALRY


#textdomain wesnoth-l
[scenario]
    id=08_Epilogue
    name= _ "Liberty — Epilogue"
    {NO_MAP_DATA}
    turns=10
    next_scenario=null

    {SCENARIO_MUSIC silence.ogg}    # Talk-only scenario

    [story]
        [part]
            music=journeys_end.ogg
            story= _ "03 Scryer’s Bloom, 501 YW

It were a real shock. I were so stunned, I barely even remember what happened after."
        [/part]
        [part]
            story= _ "Helicrom, I don’t know what happened to him, didn’t see what happened to Maddock’s son either. Me and Harper and the few of us who survived got up and ran. We be heading back north now, toward Carcyn and Elensefar. Them patrols seems to be in real disarray, mostly seeming to be riding back south to regroup. It be looking like we really did disrupt Weldyn’s chain of command."
        [/part]
        [part]
            story= _ "I’m sure them Wesnothians will come back in time and with Maddock holed up in his stupid tower, they’ll eventually siege Elensefar and take the city... but that don’t be my problem anymore. I has me a village to worry about. I need to get back, consult myself with Relana and figure out what to do next. We gots some more time now, but we can’t wait forever."
        [/part]
        [part]
            story= _ "10 Scryer’s Bloom, 501 YW

We got back to Dallben today, but the village were empty. There were a few bodies and some burned houses, but it weren’t raided or nothing. Must’ve been one of them Wesnoth patrols, curse those damned stinkers! When I first saw the scene with my eyes, I thoughts that we failed, that we was too late... but now that I thinks of it, it be real weird that so few died. The others must’ve escaped to somewhere. But I didn’t see any clues here."
            background=story/return_to_Dallben_and_Delwyn.jpg
        [/part]
        [part]
            story= _ "I sended Harper off to Delwyn. Hope he’ll find something there. In the meantimes, I’ll rest this tired body for a little and go see sis, maybe pick her up some lilies. Seems like this’ll probably be the last time I gets to see her..."
        [/part]
        [part]
            story= _ "She’ll tell me not to be sad, of course. That life just be a big adventure and filled with fun, that I shouldn’t think about stuffs I can’t change. The world be huge and vast, much bigger than small little people like me. I don’t got the power to change it, so why not try to live as best I can? Besides, she’ll say that I still gots me a little piece of her in Harper, so I should cherish the lad."
        [/part]
        [part]
            story= _ "I do, Erwen, I really do. This all be real hard. I don’t be no brave soul, nor some great warrior, but I does my best. And I haven’t forgotten about all them good times we had together ― somehow, some way, they keeps me going. Me and Harper, we won’t give up till the very end."
        [/part]
        [part]
            story= _ "14 Scryer’s Bloom, 501 YW

Harper got back today from Delwyn. Said he didn’t find no one alive there, but he did bring back a note he found. Let’s see what it says."
            background=story/return_to_Dallben_and_Delwyn.jpg
        [/part]
        [part]
            #wmllint: local spelling ol'
            story= _ "“Baldras, you would’ve been proud. We fought them soldiers off twice, gave them a good ol’ thrashing they won’t ever forget. But in the end, it weren’t enough. We had to run like criminals before they killed us all.”"
            background=story/return_to_Dallben_and_Delwyn.jpg
        [/part]
        [part]
            story= _ "“I don’t know if you and Harper will see this note, but if you do, I’m expecting ya to come find us. Remember them ol’ pirate islands we used to hear some of them Elensefar sailors talk about? We be heading there, southwest of the city and past the land’s end. See you in the Three Sisters, old friend. ― Relana”"
            background=story/island.jpg
        [/part]
        [part]
            story= _ "So they survived! Them islands be a bit far, but I suppose this sack of old bones has one more adventure left in it..."
            background=story/island.jpg
        [/part]
    [/story]

    [event]
        name=prestart
        [endlevel]
            result=victory
            carryover_report=no
            replay_save=no
            linger_mode=no
        [/endlevel]
    [/event]

    [side]
        side=1
        color=black
        type=Highwayman
        id=Baldras
        canrecruit=yes
        controller=human
        gold=100
    [/side]
    [side]
        type="Orcish Warlord"
        side=2
        color=orange
        canrecruit=yes
        recruit="Orcish Warrior"
        {FLAG_VARIANT6 ragged}
    [/side]
[/scenario]


#textdomain wesnoth-l

[unit_type]
    id=Bone Knight
    name= _ "Bone Knight"
    race=undead
    image="units/undead-skeletal/boneknight.png"
    hitpoints=48
    movement_type=mounted
    {DEFENSE_ANIM "units/undead-skeletal/boneknight.png" "units/undead-skeletal/boneknight.png" {SOUND_LIST:SKELETON_BIG_HIT} }
    [resistance]
        blade=70
        pierce=80
        impact=90
        fire=120
        cold=40
        arcane=200
    [/resistance]
    movement=7
    experience=100
    level=2
    alignment=chaotic
    advances_to=null
    {AMLA_DEFAULT}
    cost=35
    usage=scout
    description= _ "Once great warriors across the plains, these mounted riders atop their skeletal horses were raised from the ground by unholy magic to spread fear and destruction."
    die_sound=skeleton-big-die.ogg
    [attack]
        name=axe
        #textdomain wesnoth-units
        description=_"axe"
        #textdomain wesnoth-l
        type=blade
        range=melee
        damage=8
        number=3
    [/attack]
    [attack]
        name=trample
        icon="attacks/hoof-skeletal.png"
        description=_"trample"
        type=impact
        range=melee
        damage=7
        number=2
        [specials]
            {WEAPON_SPECIAL_CHARGE}
        [/specials]
    [/attack]

    [attack_anim]
        [filter_attack]
            name=axe
        [/filter_attack]

        start_time=-250
        horse_sound_start_time=-250

        [frame]
            image="units/undead-skeletal/boneknight.png:400"
        [/frame]

        [horse_sound_frame]
            sound=horse-canter.wav
        [/horse_sound_frame]

        {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
    [/attack_anim]
    [attack_anim]
        [filter_attack]
            name=trample
        [/filter_attack]
        start_time=-275
        horse_sound_start_time=-275

        [frame]
            image="units/undead-skeletal/boneknight.png:450"
        [/frame]

        [horse_sound_frame]
            sound=horse-canter.wav
        [/horse_sound_frame]

        {SOUND:HIT_AND_MISS club.ogg {SOUND_LIST:MISS} -75}
    [/attack_anim]
[/unit_type]


#textdomain wesnoth-l
[unit_type]
    id=Death Squire
    name= _ "Death Squire"
    race=undead
    image="units/undead-skeletal/deathsquire.png"
    {LEADING_ANIM "units/undead-skeletal/deathsquire-leading.png" "units/undead-skeletal/deathsquire.png" -16,-30}
    hitpoints=44
    movement_type=undeadfoot
    [resistance]
        blade=60
        impact=120
        pierce=40
    [/resistance]
    movement=5
    experience=144
    level=2
    alignment=chaotic
    advances_to=Death Knight
    cost=36
    [abilities]
        {ABILITY_LEADERSHIP}
        {ABILITY_SUBMERGE}
    [/abilities]
    usage=fighter
    description= _ "Sometimes the mightiest warriors and generals, cursed with hate and angst, came back to this world as Death Knights. Death Squires serve them whilst accruing enough unholy power to become Death Knights. In the process they pick up a good deal of the Knight’s power, including the ability to command underlings."
    {DEFENSE_ANIM "units/undead-skeletal/deathsquire-defend.png" "units/undead-skeletal/deathsquire.png" {SOUND_LIST:SKELETON_HIT} }
    die_sound={SOUND_LIST:SKELETON_DIE}
    [attack]
        name=sword
        #textdomain wesnoth-units
        description=_"sword"
        #textdomain wesnoth-l
        type=blade
        range=melee
        damage=8
        number=4
        icon="attacks/sword-human.png"
    [/attack]
    [attack_anim]
        [filter_attack]
            name=sword
        [/filter_attack]

        start_time=200

        [frame]
            image="units/undead-skeletal/deathsquire.png:25"
        [/frame]
        [frame]
            image="units/undead-skeletal/deathsquire-attack-[1~3].png:[100,150,100]"
        [/frame]
        [frame]
            image="units/undead-skeletal/deathsquire.png:25"
        [/frame]

        {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}
    [/attack_anim]
[/unit_type]


#textdomain wesnoth-l

[unit_type]
    id=Rogue Mage
    name= _ "Rogue Mage"
    race=human
    image="units/human-outlaws/rogue-mage.png"
    hitpoints=30
    movement_type=smallfoot
    movement=6
    experience=55
    level=1
    alignment=chaotic
    advances_to=Shadow Mage
    cost=17
    usage=mixed fighter
    description= _ "Some mages are thrown out of the mages’ guild for attempting to practice forbidden arts. Now completely outside the law, these rogue mages do whatever is necessary to support their study of black magic. Although not as skilled as mages with more formal training, their magic can be quite lethal, while their banditry has resulted in moderate skill with the short sword."
    {DEFENSE_ANIM "units/human-outlaws/rogue-mage-defend2.png" "units/human-outlaws/rogue-mage-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} }
    die_sound={SOUND_LIST:HUMAN_DIE}
    [attack]
        name=short sword
        #textdomain wesnoth-units
        description= _ "short sword"
        #textdomain wesnoth-l
        icon=attacks/sword-human-short.png
        type=blade
        range=melee
        damage=5
        number=3
    [/attack]
    [attack]
        name=ice blast
        description= _ "ice blast"
        type=cold
        range=ranged
        [specials]
            {WEAPON_SPECIAL_MAGICAL}
        [/specials]
        icon=attacks/iceball.png
        damage=7
        number=2
    [/attack]
    [attack_anim]
        [filter_attack]
            name=ice blast
        [/filter_attack]

        start_time=-350
        missile_start_time=-350

        [missile_frame]
            image="projectiles/icemissile-n-[1~7].png:60"
            image_diagonal="projectiles/icemissile-ne-[1~7].png:60"
        [/missile_frame]

        [frame]
            image="units/human-outlaws/rogue-mage-melee4.png:400"
        [/frame]
        [frame]
            image="units/human-outlaws/rogue-mage.png:150"
        [/frame]

        {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350}
    [/attack_anim]
    [attack_anim]
        [filter_attack]
            name=short sword
        [/filter_attack]

        start_time=-250
        offset=0.0~0.3,0.3~0.5,0.5~0.60,0.60~0.3,0.3~0.0

        [frame]
            image="units/human-outlaws/rogue-mage-melee[1~4].png:100"
        [/frame]
        [frame]
            image="units/human-outlaws/rogue-mage.png:50"
        [/frame]

        {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}
    [/attack_anim]
[/unit_type]


#textdomain wesnoth-l

[unit_type]
    id=Shadow Lord
    name= _ "Shadow Lord"
    race=human
    image="units/human-outlaws/shadow-lord.png"
    hitpoints=53
    [abilities]
        {ABILITY_LEADERSHIP}
    [/abilities]
    movement_type=smallfoot
    movement=6
    experience=150
    level=3
    alignment=chaotic
    advances_to=null
    cost=56
    {AMLA_DEFAULT}
    usage=mixed fighter
    description= _ "Few humans fathom the secrets of light and dark magic and retain their sanity. Those that can master that balance become Shadow Lords, fully existing neither in the world of light nor the world of darkness. No longer needing physical weapons, they are fearsome to both their enemies and those they lord over."
    die_sound={SOUND_LIST:HUMAN_DIE}
    [standing_anim]
        start_time=0
        [frame]
            image="units/human-outlaws/shadow-lord.png:70,units/human-outlaws/shadow-lord-[1~7].png:70"
        [/frame]
    [/standing_anim]
    {DEFENSE_ANIM "units/human-outlaws/shadow-lord-defend2.png" "units/human-outlaws/shadow-lord-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} }
    [attack]
        name=astral blade
        icon="attacks/sword-astral.png"
        description= _ "astral blade"
        type=blade
        range=melee
        [specials]
            {WEAPON_SPECIAL_MAGICAL}
        [/specials]
        damage=10
        number=3
    [/attack]
    [attack]
        name=shadow bolt
        description= _ "shadow bolt"
        icon="attacks/dark-missile.png"
        type=cold
        range=ranged
        [specials]
            {WEAPON_SPECIAL_MAGICAL}
        [/specials]
        damage=13
        number=2
    [/attack]
    [attack]
        name=shadow blast
        description= _ "shadow blast"
        icon="attacks/dark-missile.png"
        type=impact
        range=ranged
        [specials]
            {WEAPON_SPECIAL_MAGICAL}
        [/specials]
        damage=8
        number=3
    [/attack]
    [attack_anim]
        [filter_attack]
            name=shadow blast
        [/filter_attack]

        start_time=-250
        missile_start_time=-175

        [if]
            hits=yes
            [missile_frame]
                # image="projectiles/fireball-impact-[13~11].png~CROP(5,0,90,90):[50*2,100]"
                image="projectiles/shadow-blast-n-[1~3].png:[50*2,100]"
                image_diagonal="projectiles/shadow-blast-ne-[1~3].png:[50*2,100]"
            [/missile_frame]
        [/if]
        [else]
            hits=no
            [missile_frame]
                image="projectiles/shadow-blast-n-[1,2,1].png:[50*2,100]"
                image_diagonal="projectiles/shadow-blast-ne-[1,2,1].png:[50*2,100]"
                alpha=1.0~0.0:200
            [/missile_frame]
        [/else]
        {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -200}
        [frame]
            image="units/human-outlaws/shadow-lord.png:400"
        [/frame]
    [/attack_anim]
    [attack_anim]
        [filter_attack]
            name=shadow bolt
        [/filter_attack]

        {MISSILE_FRAME_SHADOW_WAVE}

        start_time=-400
        [frame]
            image="units/human-outlaws/shadow-lord.png:400"
        [/frame]
        {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -200}
    [/attack_anim]
    [attack_anim]
        [filter_attack]
            name=astral blade
        [/filter_attack]

        start_time=-250

        [frame]
            image="units/human-outlaws/shadow-lord.png:400"
        [/frame]

        {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}
    [/attack_anim]
[/unit_type]


#textdomain wesnoth-l

[unit_type]
    id=Shadow Mage
    name= _ "Shadow Mage"
    race=human
    image="units/human-outlaws/shadow-mage.png"
    hitpoints=42
    [abilities]
        {ABILITY_LEADERSHIP}
    [/abilities]
    movement_type=smallfoot
    movement=6
    experience=120
    level=2
    alignment=chaotic
    advances_to=Shadow Lord
    cost=39
    usage=mixed fighter
    description= _ "Years of violence and brutality to support the study of forbidden magical arts have turned the shadow mages into feared fighters. Now completely enthralled with power, they have been known to command small followings of henchmen. They are outmatched in direct magical combat with their magic-using peers, instead channeling their energies into devastating melee attacks. Despite their offensive power, the corruption in their souls has begun to adversely affect their health."
    die_sound={SOUND_LIST:HUMAN_DIE}
    [standing_anim]
        start_time=0
        [frame]
            image="units/human-outlaws/shadow-mage.png:100,units/human-outlaws/shadow-mage-[1~5].png:[80*2,100,80*2]"
        [/frame]
    [/standing_anim]
    {DEFENSE_ANIM "units/human-outlaws/shadow-mage-defend2.png" "units/human-outlaws/shadow-mage-defend1.png" {SOUND_LIST:HUMAN_OLD_HIT} }
    [attack]
        name=short sword
        #textdomain wesnoth-units
        description= _ "short sword"
        #textdomain wesnoth-l
        icon=attacks/sword-human-short.png
        type=blade
        range=melee
        [specials]
            {WEAPON_SPECIAL_MAGICAL}
        [/specials]
        damage=7
        number=3
    [/attack]
    [attack]
        name=shadow bolt
        description= _ "shadow bolt"
        type=cold
        range=ranged
        [specials]
            {WEAPON_SPECIAL_MAGICAL}
        [/specials]
        icon=attacks/dark-missile.png
        damage=10
        number=2
    [/attack]
    [attack_anim]
        [filter_attack]
            name=shadow bolt
        [/filter_attack]

        start_time=-500
        missile_start_time=-200
        sound_start_time=-200

        [missile_frame]
            duration=200
            image="projectiles/darkmissile-n.png"
            image_diagonal=projectiles/darkmissile-ne.png
            directional_x=20~0
        [/missile_frame]

        [frame]
            image="units/human-outlaws/shadow-mage.png"
            halo=halo/shadow-mage-halo[1~10].png~O(0.6):50
            halo_x=25
        [/frame]

        [sound_frame]
            sound=magicmissile.wav
        [/sound_frame]
    [/attack_anim]
    [attack_anim]
        [filter_attack]
            name=short sword
        [/filter_attack]

        start_time=-250

        [frame]
            image="units/human-outlaws/shadow-mage.png:400"
        [/frame]

        {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -75}
    [/attack_anim]
[/unit_type]


#textdomain wesnoth-l

[unit_type]
    id=Skeleton Rider
    name= _ "Skeleton Rider"
    race=undead
    image="units/undead-skeletal/rider.png"
    {DEFENSE_ANIM "units/undead-skeletal/rider-defend.png" "units/undead-skeletal/rider.png" {SOUND_LIST:SKELETON_HIT} }
    [movement_anim]
        start_time=0
        [frame]
            image="units/undead-skeletal/rider-moving.png:150"
        [/frame]
    [/movement_anim]
    hitpoints=36
    movement_type=mounted
    movement=7
    # a cross between the mounted and undeadfoot resistances
    [resistance]
        blade=80
        pierce=80
        impact=90
        fire=120
        cold=40
        arcane=150
    [/resistance]
    experience=44
    level=1
    alignment=chaotic
    advances_to=Bone Knight
    cost=19
    usage=scout
    description= _ "Once great warriors thundering across the plains, these mounted riders atop their skeletal horses were raised from the grave by unholy magic to spread fear and destruction."
    die_sound={SOUND_LIST:SKELETON_DIE}
    [abilities]
        {ABILITY_SUBMERGE}
    [/abilities]
    [attack]
        name=axe
        #textdomain wesnoth-units
        description= _"axe"
        #textdomain wesnoth-l
        type=blade
        range=melee
        damage=6
        number=3
    [/attack]
    [attack_anim]
        [filter_attack]
            name=axe
        [/filter_attack]

        start_time=-250
        horse_sound_start_time=-250

        [frame]
            image="units/undead-skeletal/rider-moving.png:150"
        [/frame]
        [frame]
            image="units/undead-skeletal/rider-attack.png:200"
        [/frame]
        [frame]
            image="units/undead-skeletal/rider-moving.png:50"
        [/frame]

        [horse_sound_frame]
            sound=horse-canter.wav
        [/horse_sound_frame]

        {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -50}
    [/attack_anim]
[/unit_type]


#textdomain wesnoth-l

# This file describes the advancement tree for frontier peasants.
# which is basically a reskinning of Outlaws

# One line of advancement line runs from Peasant (reskinned Thug)
# through Village Elder (reskinned Bandit) to Senior Village Elder
# (reskinned Highwayman). These are the ordinary village inhabitants.

[unit_type]
    [base_unit]
        id=Thug
    [/base_unit]
    id=Thug_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Thug
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Villager"
    alignment=neutral
    advances_to=Bandit_Peasant
    description= _ "Peasants live in the small hamlets and villages scattered across the Wesnoth countryside."
[/unit_type]

[unit_type]
    [base_unit]
        id=Bandit
    [/base_unit]
    id=Bandit_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Bandit
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Village Elder"
    alignment=neutral
    advances_to=Highwayman_Peasant
    description= _ "Each of the villages scattered across the Wesnoth countryside is normally guided by a group of elders, who are the village’s wisest and most experienced residents."
[/unit_type]

[unit_type]
    [base_unit]
        id=Highwayman
    [/base_unit]
    id=Highwayman_Peasant
    gender=male,female
    [abilities]
        [outlaw_type_hack]
            id=Highwayman
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Senior Village Elder"
    alignment=neutral
    hitpoints=67
    cost=66
    description= _ "The entire village looks to the senior elder for guidance. Strong and wise, the senior elders take responsibility for the community’s well-being on their shoulders. Provincial officials tend to choose senior village elders as magistrates so that legal and customary authority will coincide."
    [female]
        name= _ "female^Senior Village Elder"
        gender=female
        image="units/human-peasants/female+senior-village-elder.png"
        die_sound={SOUND_LIST:HUMAN_FEMALE_DIE}
        {DEFENSE_ANIM "units/human-peasants/female+senior-village-elder.png" "units/human-peasants/female+senior-village-elder.png" {SOUND_LIST:HUMAN_FEMALE_HIT} }
        [attack_anim]
            [filter_attack]
                name=mace-spiked
            [/filter_attack]
            offset=0.0~0.2,0.2~0.6,0.6~0.4,0.4~0.0
            start_time=-400
            {SOUND:HIT_AND_MISS mace.ogg mace-miss.ogg -100}
            [frame]
                duration=600
                image="units/human-peasants/female+senior-village-elder.png"
            [/frame]
        [/attack_anim]
    [/female]
[/unit_type]

# Another line of advancement runs from Peasant Youth (reskinned Footpad)
# through Watchman (Reskinned Outlaw) to Borderer (reskinned Fugitive).

[unit_type]
    [base_unit]
        id=Footpad
    [/base_unit]
    id=Footpad_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Footpad
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Peasant Youth"
    alignment=neutral
    hitpoints=28
    advances_to=Outlaw_Peasant
    description= _ "The scruffy-haired peasant youth are much like the young people living elsewhere in Wesnoth: reckless, cocky, and eager to explore."
    [attack]
        # Change first attack (club)
        damage=4    # Down from 5 in your basic Footpad
    [/attack]
    [female]
        name= _ "female^Peasant Youth"
    [/female]
[/unit_type]

[unit_type]
    [base_unit]
        id=Outlaw
    [/base_unit]
    id=Outlaw_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Outlaw
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Watchman"
    alignment=neutral
    hitpoints=40
    advances_to=Fugitive_Peasant
    cost=40
    description= _ "The watchmen are men and women who protect the villages from marauders, both human and otherwise, that prowl the Wesnoth countryside at night."
    [female]
        name= _ "female^Watchwoman"
    [/female]
[/unit_type]

[unit_type]
    [base_unit]
        id=Fugitive
    [/base_unit]
    id=Fugitive_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Fugitive
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Borderer"
    alignment=neutral
    hitpoints=61
    cost=80
    # wmllint: local spelling borderers
    description= _ "Border villages maintain militias dedicated to fending off hostiles. While these borderers are not trained and armed to up to military standards, their native toughness and knowledge of local conditions make them formidable on their home ground."
    [female]
        name= _ "female^Borderer"
    [/female]
[/unit_type]

# And a third line is the village hunters. Peasant Hunter (reskinned Poacher)
# advances to Peasant Trapper (reskinned Trapper) which can advance either to
# Peasant Huntsman (reskinned Huntsman) or to Human Ranger. The Peasant
# Huntsman does a little better in swamps than the base unit.

[unit_type]
    [base_unit]
        id=Poacher
    [/base_unit]
    id=Poacher_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Poacher
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Peasant Hunter"
    alignment=neutral
    advances_to=Trapper_Peasant
    description= _ "Villages, especially in wilder areas near frontiers, rely on hunters to bring in much of their food supply. Their stealth and intimate knowledge of local terrain can be valuable assets in combat."
[/unit_type]

[unit_type]
    [base_unit]
        id=Trapper
    [/base_unit]
    id=Trapper_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Trapper
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Peasant Trapper"
    alignment=neutral
    cost=26
    advances_to=Huntsman_Peasant,Ranger
    description= _ "Trappers are skilled hunters who supply food and furs for several villages. Their hunting experience makes them most valuable at night and in forests and swamps."
[/unit_type]

[unit_type]
    [base_unit]
        id=Huntsman
    [/base_unit]
    id=Huntsman_Peasant
    [abilities]
        [outlaw_type_hack]
            id=Huntsman
        [/outlaw_type_hack]
    [/abilities]
    name= _ "Peasant Huntsman"
    alignment=neutral
    hitpoints=55
    cost=52
    # wmllint: local spelling wamprats
    description= _ "Huntsmen have spent their lives in the backwoods and swamps of their wilderness homes. They can bullseye ferocious swamp rats and track anything that moves in their territory."
    [movement_costs]
        shallow_water=2
        swamp_water=1
    [/movement_costs]
[/unit_type]


#textdomain wesnoth-l

#define LIBERTY_BIGMAP STAGE
    [story]
        [part]
            show_title=yes
            [background_layer]
                image=maps/background.jpg
                scale_vertically=yes
                scale_horizontally=no
                keep_aspect_ratio=yes
            [/background_layer]
            [background_layer]
                image=maps/liberty.png
                scale_vertically=yes
                scale_horizontally=no
                keep_aspect_ratio=yes
                base_layer=yes
            [/background_layer]
            {STAGE}
        [/part]
    [/story]
#enddef

#undef NEW_JOURNEY

#define NEW_JOURNEY X Y
    [image]
        x,y={X},{Y}
        file=misc/new-journey.png
        delay=300
        centered=yes
    [/image]
#enddef

#define JOURNEY_01_NEW
    {NEW_BATTLE 576 229}
#enddef

#define JOURNEY_02_NEW
    {NEW_BATTLE 576 229}
#enddef

#define JOURNEY_02_OLD
    {OLD_BATTLE 576 229}
#enddef

#define JOURNEY_03_NEW
    {JOURNEY_02_OLD}
    {NEW_JOURNEY 559 213}
    {NEW_BATTLE 538 206}
#enddef

#define JOURNEY_03_OLD
    {JOURNEY_02_OLD}
    {OLD_JOURNEY 559 213}
    {OLD_BATTLE 538 206}
#enddef

#define JOURNEY_04_NEW
    {JOURNEY_03_OLD}
    {NEW_JOURNEY 534 225}
    {NEW_JOURNEY 535 244}
    {NEW_JOURNEY 536 264}
    {NEW_JOURNEY 535 283}
    {NEW_JOURNEY 531 302}
    {NEW_BATTLE 523 319}
#enddef

#define JOURNEY_04_OLD
    {JOURNEY_03_OLD}
    {OLD_JOURNEY 534 225}
    {OLD_JOURNEY 535 244}
    {OLD_JOURNEY 536 264}
    {OLD_JOURNEY 535 283}
    {OLD_JOURNEY 531 302}
    {OLD_BATTLE 523 319}
#enddef

#define JOURNEY_05_NEW
    {JOURNEY_04_OLD}
    {NEW_JOURNEY 531 302}
    {NEW_JOURNEY 535 283}
    {NEW_JOURNEY 554 279}
    {NEW_JOURNEY 571 292}
    {NEW_JOURNEY 589 304}
    {NEW_JOURNEY 609 314}
    {NEW_JOURNEY 623 328}
    {NEW_JOURNEY 630 347}
    {NEW_JOURNEY 635 367}
    {NEW_JOURNEY 643 385}
    {NEW_JOURNEY 660 396}
    {NEW_BATTLE 681 397}
#enddef

#define JOURNEY_05_OLD
    {JOURNEY_04_OLD}
    {OLD_JOURNEY 531 302}
    {OLD_JOURNEY 535 283}
    {OLD_JOURNEY 554 279}
    {OLD_JOURNEY 571 292}
    {OLD_JOURNEY 589 304}
    {OLD_JOURNEY 609 314}
    {OLD_JOURNEY 623 328}
    {OLD_JOURNEY 630 347}
    {OLD_JOURNEY 635 367}
    {OLD_JOURNEY 643 385}
    {OLD_JOURNEY 660 396}
    {OLD_BATTLE 681 397}
#enddef

#define JOURNEY_06_NEW
    {JOURNEY_05_OLD}
    {NEW_JOURNEY 685 417}
    {NEW_JOURNEY 687 438}
    {NEW_JOURNEY 688 458}
    {NEW_JOURNEY 689 477}
    {NEW_JOURNEY 685 496}
    {NEW_JOURNEY 676 515}
    {NEW_JOURNEY 665 528}
    {NEW_JOURNEY 650 540}
    {NEW_BATTLE 630 543}
#enddef

#define JOURNEY_06_OLD
    {JOURNEY_05_OLD}
    {OLD_JOURNEY 685 417}
    {OLD_JOURNEY 687 438}
    {OLD_JOURNEY 688 458}
    {OLD_JOURNEY 689 477}
    {OLD_JOURNEY 685 496}
    {OLD_JOURNEY 676 515}
    {OLD_JOURNEY 665 528}
    {OLD_JOURNEY 648 540}
    {OLD_BATTLE 626 543}
#enddef

#define JOURNEY_07_NEW
    {JOURNEY_06_OLD}
    {NEW_JOURNEY 608 534}
    {NEW_JOURNEY 591 524}
    {NEW_JOURNEY 574 511}
    {NEW_JOURNEY 553 501}
    {NEW_JOURNEY 531 492}
    {NEW_BATTLE 520 476}
#enddef


#textdomain wesnoth-l

#define SET_VILLAGE X Y SIDE
    [capture_village]
        x={X}
        y={Y}
        side={SIDE}
    [/capture_village]
#enddef

#define LIBERTY_DEATHS
    [event]
        name=last breath
        [filter]
            id=Baldras
        [/filter]
        [message]
            speaker=Baldras
            message= _ "I’m coming... Erwen..."
        [/message]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]

    [event]
        name=last breath
        [filter]
            id=Harper
        [/filter]
        [message]
            speaker=Harper
            #wmllint: local spelling Unngh
            message= _ "Unngh..."
        [/message]
        [message]
            speaker=Baldras
            message= _ "Harper, no!"
        [/message]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]

    [event]
        name=last breath
        [filter]
            id=Relana
        [/filter]
        [message]
            speaker=Relana
            message= _ "I’m finished..."
        [/message]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]

    [event]
        name=last breath
        [filter]
            id=Lord Maddock
        [/filter]
        [message]
            speaker=Lord Maddock
            message= _ "How can this be?"
        [/message]
        [endlevel]
            result=defeat
        [/endlevel]
    [/event]
#enddef


Geography Of Wesnoth
Wesnoth

The Kingdom of Wesnoth is located in the north-central portion of the Great Continent. Most of the mainline campaigns revolve around it. It is bounded on the map by the Great River to the north, the shore of the Great Ocean to the west, the Aethenwood to the southwest, and the Bitter Swamp to the southeast (lower right corner of the main map).

Over the River Aethen, south of Fort Tahn, is a Wesnothian frontier region. It is bounded to the south (off-map) by dense woods of which the Aethenwood may be considered a northernmost extension.

    Notable cities:
        Weldyn: The capital of Wesnoth.
        Aldril: City lying on the Bay of Pearls.
        Blackwater Port: City lying south of the Bay of Pearls.
        Carcyn: Located between the Grey Woods and the Great River.
        Dan'Tonk: Wesnoth's largest city, located in the center of the country, just west and north of Weldyn.
        Soradoc: The northernmost border outpost of Wesnoth, controls the confluence of the Weldyn River and the Great River.
        Fort Tahn: The southernmost border outpost, controls the north/south road crossing the River Aethen.
        Tath: Important fort city north of Dan'Tonk, exerts control over the wilderness country around the east of the Brown Hills and north to the Ford of Abez.

    Notable land features:
        Gryphon Mountain: Home of the fabled Gryphons
        Ford of Abez: Shallow part of the Great River, it is usually controlled by Wesnothian forces
        Weldyn River: It branches from the Great River and goes south
        Great Central Plain: Area bounded by Weldyn, Dan'Tonk, and Fort Tahn, this plain is Wesnoth's bread basket and home to most of its population
        Dulatus Hills: These rolling hills bordering the Great Central Plain provide much of Wesnoth's livestock and agriculture
        Brown Hills: Wasteland surrounding Gryphon Mountain that is not well-populated and occasionally very dangerous.
        Horse Plains: Region of rolling plains just south of the Great River, bounded by Glyn's Forest to the west and the River Weldyn to the east; the southern reach merges into the Central Plain. Home of the powerful Clans; the best horses in Wesnoth are bred here.
        Estmark Hills: Largish range rising south of the Great River and east of the Weldyn River. The northernmost portion, nearest the River Weldyn, has at various times been settled by Wesnothians, but the Kingdom's control is tenuous at best and banditry is common.
        Glyn's Forest: Sometimes known as the Royal Forest, named for one of Haldric II's sons
        Grey Woods: Large forest in the heart of the wilds of Wesnoth, located between Carcyn and Aldril and generally considered to be haunted.
            According to SotA, a huge battle in an elvish civil war was fought several hundred years BW (Before Wesnoth). It's already haunted before SotA, although saurians are risking scavenging metal there.
            In 23 YW, slightly north of the battlefield are woses who don't like necromancers, and an elf who watches for evil magic. The elf and some of the woses are killed during SotA.
            During the epilogue of SotA, an undead army marches to Elensefar, some adepts might desert and settle in the woods.
            In 363 YW, it's home to elves who are OK with necromancers (AToTB, Wesnoth 1.14 and earlier).
            In 363 YW, it's home to Grey Mages and elves, none of whom like necromancers (AToTB, Wesnoth 1.15.7).
            In 501 YW, it's home to Grey Mages who study the shadow arts, but definitely aren't necromancers (Liberty).
        Green Swamp: Large swamp on the banks of the Great River north-east of the Grey Woods, home of the dragon in TRoW S17a. (Not shown on the main map.)

Southwest Elven Lands

The Wood Elves are separate from those of the north, and have only intermittent relations with them and most other countries.

    Notable cities
        None known
    Notable land features:
        Aethenwood: The largest southern forest, it extends far to the southwest - much farther than is charted - and is home to elves

Elensefar

Elensefar is at times a province of Wesnoth, at times an independent country, and at times in a treaty federation with Wesnoth. Its borders are the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. More information is found in the historical narrative of Wesnoth.

    Notable cities:
        Elensefar: The capital, located on an island in the Great River delta
        Carcyn: City on the Wesnoth-Elensefar border, disputed with Wesnoth
    Notable land features:
        Great River: It is very wide at this point, and only ships can cross it.

Northlands

There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Great Ocean.

    Notable cities:
        Glamdrol: An Orcish tribal capital
        Romyr: Another Orcish tribal capital
        Wesmere: The location of the Ka'lian - the Elvish Council
        Dwarven Doors: A mixed human/dwarven town in the region of Knalga in the southern Heart Mountains. A major trade center.
        Dallben and Delwyn: Human villages originally built by settlers who crossed the Great River during Wesnoth's Golden Age expansion. Now abandoned. The forested area northeast of Elensefar, where these villages were located, was named the Annuvin province by men but was known by the elves as Wesmere.

    Notable land features:
        Heart Mountains: A virtually impassable barrier between the river country and the Northern Plains.
        Heartfangs: the particularly forbidding stretch of high peaks southwest of Lake Vrug and north of the Forest of Wesmere. The most inhospitable and dangerous portion of the Heart Mountains; only hermits, madmen, and mages live there.
        Swamp of Dread: a very large bog located between the Heart Mountains and the Great River. A notoriously dangerous place.
        Lake Vrug: A large mountain lake whose river carves the only pathway through the Northern Mountains
        Arkan-thoria: The river than comes out of Lake Vrug. This is the elvish name; among humans it is called Longlier.
        River Listra: The south-running tributary of the Great River into which the Arkan-thoria empties.
        Lintanir Forest: The southernmost portion of the Great Northern Forest, a gigantic wood whose eastern and northern boundaries are known only the elves. Their capitol, Elensiria, has only seldom been visited by humans.
        Great River: The origin of this river is somewhere in the east of the northern lands

Wesmere

The location of the Ka'lian - the Elvish Council in the Eastern part of the forest. The river Telfar flows through the forest. The Kal'ian is on an island in the Telfar. The River Telfar is crossed by the Northern Shallows, the Ford of Alyas, the Ford of Tifranur and the North Bridge. Villages surrounding the Ka'lian are named Telionath, Arthen, Arryn, Illissa, Viricon, Tireas, Essarn, Valcathra, Aelion, Elendor, Erethean. Other areas near the Ka'lian are Brightleaf Wood, Telfar Green (an opening in the forest), Dancer’s Green (an opening in the forest), Karmarth Hills, Westwind Wood (possibly the foothills of the Heart Mountains to the north east of Wesmere), Southwind Wood. East and outside are the forest are the villages of Dallben and Delwyn.
Far North

Map of the Far North

Cold, harsh, and inaccessible, the Far North is the ancestral home of the Orcish Clannate. It lies north of the Heart Mountains, which the Orcs call the Haggid-Dargor and claim (without merit) as their own. To the east lie the Unaligned Tribes of the Wild Steppe, who fell out of the control of the Clannate, instead roaming with wild human barbarians and clashing with the High Elves of the North Plains (known as North Elves in human lands). The High Elves themselves reside further east, where it is rumored they rule a vast kingdom.

    Notable cities:
        Barag Gor, a city home to the Orcish Council
        Bitok
        Borstep
        Castelfrang
        Farzi
        Festog
        Grisbi
        Lmarig
        Melmog
        Prestim
        Tirigaz
    Notable land features:
        Swamp of Desolation
        Mountains of Dorth
        Mountains of Haag
        Green Forest (named Greenwood on the SotBE map. Corresponds to Gitamoth in LoW's journey tracker)
        Silent Forest (previously named Gitamoth according to the text in LoW's epilogue)
        Forest of Thelien
        River Oumph
        River Bork
        Wild Steppe

Area around Tirigaz

Featured in Dead Water.

Map of area around Tirigaz

    Notable cities:
        Tirigaz
        Jotha
        Agvorad
    Notable land features:
        Swamp of Desolation
        Mountains of Dorth
        Bilheld, a large island.
        A small island of coast of Bilheld
    Other named places
        Spellkeep, a tower east of Jotha, which does not appear on the SotBE map. The UMC [Carved in Stone] seems to be the only mention of this, and suggests it was built sometime between 150 YW - 400 YW.

The Green Isle

The geography features of The Green Isle in The Rise of Wesnoth.

Map of The Green Isle
Wesfolk Land

This is where the Wesfolk live, with their Lich overlords. The boundary between it and the Islefolk land is the hilly area running south-west to north-east. The Wesfolk land is in the north-west. Little is known about what happened to the island after Haldric left.

    Notable cities:
        Jevyan's Haven: The capital of the Wesfolk, where Jevyan reigned; presumably where the gates to orcland were opened

Islefolk Land

This is where the Islefolk (Haldric's folk) live. The boundary is the same as that of the Wesfolk; the islefolk land is to the southeast.

    Notable cities:
        Blackmore: {??}
        Clearwater Port: {??}
        Southbay: {??}

Campaign References

This section collates specific facts about geography asserted in the the text of mainline campaigns, implied by map dots (track) or by features on a battle map (map). It aims to be complete as to locations on the main map and identifiably adjacent to it. Two groups of off-map locations are confined to single campaigns, the Green Isle in The Rise of Wesnoth and the Far North in Son of the Black Eye; those locations are not listed here.
Heir To The Throne

Konrad was raised in the Aethenwood (track, The Elves Besieged). He returns to the mainland very near the location where Haldric the Great first landed in 1YW. (map, Bay of Pearls). The fight with Muff Malal takes place on the peninsula north of the Bay of Pearls (track, Bay of Pearls). The city of Elensefar is actually located on a large island in the mouth of the Great River (map, The Siege of Elensefar). The crossroads fight takes place where the roads from Carcyn, Dan'Tonk and Fort Tahn meet (track, Crossroads). Konrad meets Li'sar on the road between Dan'Tonk and Carcyn (track, The Princess of Wesnoth). Konrad fights undead in the Brown Hills southeast of Gryphon Mountain (track, Valley of Death). The track for Gryphon Mountain unsurprisingly lands on the Gryphon Mountain map feature; equally unsurprisingly, the track for Ford of Abez lands on the Ford of Abez map feature.

North of the Great River this campaign is our basic textual evidence for several important features. The country around the easternmost tip of the Swamp of Dread is described as "abundant pine forests nestled in rolling foothills" (track and text, Northern Winter) and, at least during the Turmoil of Asheviere, is inhabited by orcs. Dwarven Doors and Knalga are located in the center of the southern arm of the Heart Mountains, south-southeast of Lake Vrug (The Dwarven Doors). Lionel, the Lost General, is found in an orcish warren at the northern edge of the southern Heart Mountains, north-northeast of Knalga and adjacent to the valley of the Arkan-thoria (The Lost General). Konrad re-encounters Li'sar north across that valley in the foothills of the northern Heart Mountains (track, Hasty Alliance). The Scepter of Fire is found in those same foothills a bit further east and south, just north of the southernmost bend of the Arkan-thoria (Scepter of Fire).

Konrad's party travels southeast through the caverns, under the Arkan-thoria, to just south of a northward bend of the river (A Choice Must Be Made). Kalenz says that this river is called 'Longlier' by men and 'Arkan-thoria' by the Elves. He further says that the homeland of his people lies to the east and north. Kalenz identifies their location at the easternmost edge of the southern Heart Mountains (track, Snow Plains) as "...once the home of my people. We left here centuries ago" (text). In the next scenario, the North Elves are contacted at the confluence of the Arkan-thoria and the Listra (track, Home of the North Elves). Konrad's party take refuge in Emetria, an Elven castle located just within the border of the southern lobe Lintanir Forest. The Elven Council takes place in the elven capital of Elensiria, location not specified.

Konrad crosses the Great River into Wesnoth just north of Soradoc (Return to Wesnoth). The country between the Elven forests and the river is inhabited by, among other things, "hermit mages" (text). He then crosses the river into the Estmark Hills hills east of the Weldyn River (track, Test of the Clans).

Neither the Estmark Hills, nor the Heart Mountains, nor the swamp between them and the Great River are named in this campaign, but one scenario title refers to the latter as Swamp of Dread.

Continuity problems: the map for 'The Princess of Wesnoth' is difficult to reconcile with the track location; the lake to the south should be large enough to show on the main map and is difficult to fit in a valley in the Brown Hills. Likewise, the map for Home of the North Elves shows only an east-west river probably too small to be the Arkan-thoria, and not the Listra that it should flow into.

The campaign maps feature map labels
A Tale of Two Brothers

This campaign has a tracking map. In text, the village of Maghre is described as being in the "western reaches of Wesnoth" (Rooting Out a Mage). In The Chase, the haunted forest is identified as the Grey Woods.
An Orcish Incursion

This campaign has a map and a journey track. No places are named other than Wesmere; the action takes place north and west of there. A pass that is bottleneck route through the northern mountains figures in the action.
The South Guard

This campaign takes place off the main map and has its own background map.

We know from it that the city of Westin is located southwest of Fort Tahn (track, Born To The Banner) and is capital of the frontier province of Kerlath (text), also that the Aethenwood is to the west (text).

There is no map track after the second scenario. We learn that south of Westin , Kerlath is bounded by dense woods, "a bastion of the ancient heart forest of the Great Continent so dense and gloomy that even elves forbore from dwelling there." (Born to the Banner) South of it an unspecified distance lies the elven Vale of Tears, and much further south of that the Black River, of which Etheliel says "No elf, still living, has crossed it."

The campaign maps feature map labels
Liberty

This campaign uses a modified version of the main Wesnoth map for tracking. The map shows the villages of Dallben and Delwyn, and some small patches of forest, between the forest of Wesmere and the ocean; also it labels the Grey Woods. Text (The Raid) identifies this as the province of Annuvin, a frontier area of Wesnoth. It is clear that Elensefar is the chief city of Annuvin.

Baldras and his party travel south to Elensefar (track, A Strategy of Hope). From there they go upriver to Carcyn (track, Hide And Seek), and south to the Grey Woods (track, The Grey Woods), then south on the road to Aldril. The campaign finishes at Halstead. In the Epilogue, there is a reference to villagers fleeing southwest to settle on the Three Sisters.

The scenario maps feature map labels
The Rise of Wesnoth

This campaign has its own tracking map for the Green Isle, which is our only actual source of information about the Green Isle's geography; there are few Great Continent locations of interest. There is a "Ka'lian", however in this campaign the Ka'lian is meeting in the Grey Woods, instead of their usual location in the Forest of Wesmere.

The lady Jessene uses the term "Old Continent" to describe the ancestral home of her people, and implies that it lies in "the far West".
The Legend of Wesmere

This campaign uses a modified version of the main Wesnoth map for tracking. The map shows far fewer settlements with the notable addition of a castle settlement in the Swamp of Dread, called Saurgrath (the location of The Saurian Treasury).

The map track for Hostile Mountains shows Kalenz starting from the Lintanir Forest and moving across the easternmost Heart Mountains to a spot on the Arkan-thoria. They travel to Wesmere Forest (The Ka'lian Under Attack); the map tracking runs almost lengthwise through the Heart Mountains. The Ka'lian is near the northeast edge of Wesmere forest; the Elvish treasury is further west (track, The Elvish Treasury). The Saurian treasury in the westernmost foothills of the Heart Mountains (track, The Saurian Treasury); Kalenz and his men avoid the direct route from it back to Wesmere by going north from it and that they return via the eastern approaches to Wesmere. On the way, they re-encounter Olurf in the southeastern reaches of the Heart Mountains (Acquaintance In Need). They march back to the north edge of Wesmere Forest (track, Elves' Last Stand).

In Council of Hard Choices we learn that the mage Crelanu lives in "the mountains of Thoria". The route north goes over the mountains to the "Arkan-thoria" (track: Bounty Hunters), the name is confirmed in text. The mountains of Thoria themselves are just north of the valley of the Arkan-thoria (track, Cliffs of Thoria). Crelanu's keep is well into the northern Heart Mountains, right at the northern edge of the map (track, Battle of the Book).

Kalenz and friends "return to the Ka'lian" (News From The Front); then to orcish forces are "encamped south of the Great River, and have surrounded the fortified human settlement of Tath". The track for Breaking the Siege indicates that the killing of the Great Chief took place at the southeastern tip of the Heart Mountains and that Breaking the Siege takes place on the River Listra, just north of the confluence with the Arkan-thoria.

The remaining scenarios convey no new information; the track points are all east of the River Listra between it and the Lintanir Forest.

Kalenz's home map has big water to the east. This has to be a lake off the NE corner of the main map, emptying into the main course of the Listra.